At the very end of the game with both skills maxed (compared to the Thief who gets to those numbers with one skill maxed halfway through the game assuming he has help from his team). But you should get past it, 'cause really, it's all about the dragons. One thing to note here is how natural a fit the Knight is for the Rocker player, no matter how you build the Knight assuming you have at least 1 point in Discipline. In fact, I don't recommend it. That's close to Frostbite damage and totally worth the MP it costs to cast. And if the second one ends up back where it started, that's 100% chance of complete worthlessness on the last monster. Sort of unexpected since this guy is all about the Rage. Cleave. You might remember I alluded to this way back with the Paladin, about the benefits of group Condition infliction re the Monk. Okay, so maybe you're asking yourself why this is SAKA. I've given each one of them a rating (good, great, SAKA - which means Super Awesome Kick Ass), which is little more than my personal opinion, but then all of this is, isn't it? The only reason I can come up with for this doing less damage than the other magic-user skills is as an offset to his passive skill, which can get up to 224 with 7 guys to hit with it, so 328 total possibly damage with both skills maxed. And that means a fifth of your party is never doing damage (a complaint you could equally level at the Cleric, to be sure - except he's better at the whole altruism thing), and that's a pretty massive MP drain. But MP is important. At best this will give your Ranger +16 Initiative (just like the Thief's Backstab), and since no other skill (but Backstab) and few items give a boost to Initiative, this will mean he'll pretty much always be one of the first 3 to attack. At higher levels it's just too little (as any other static values). What's nice, and frankly better about this one, is that the secondary perk actually levels up with you, for once. Spells can be upgraded as well, but by much less, and there's no multiplication involved through the spell skill itself or criticals or damage range boosters. Now, you could make a build without this skill, but really, why would you? Worse still are the few monsters you only encounter once or twice, like Brass Beetles, and they never show up in quests or random encounters again. His Threat does reduce with damage taken, but unless he's getting clawed in the face by that dragon (which he can easily shake off by the way), his Threat is going to remain floating in the stratosphere after one or two turns no matter what. In my opinion outside of that can't compete to raw stats for your whole party. But you can't measure a skill by what you may or may not pair it with. Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. This section is created by Ghost381 and includes various team builds for different types of battles. If all you want is the ward, well, here you can have a beautiful thing and the best possible Druid build. About this game. Keeping up with the Psion's super cool image, this skill is verifiably super cool. The third archetype. He's your quintessential support character. So ultimately, this turns out to be another case of "why would I bring this guy instead of the other guy who's better at it?" So this one is pretty original in that, along with the Druid, it adds only the second proper warding spell in the game (I don't think the Hunter's hat counts, because he can't use it on anyone else). Leveling both skills at about the same pace is, like for most of the guys in this team, the best approach here. If the vines stick, they also do up to 56 damage, each turn. But in practice, a little hard to make it work. All trademarks are property of their respective owners in the US and other countries. Knights of Pen & Paper 2 Wiki is a FANDOM Games Community. You'll get that experience from your kills, and if you down the 'shrooms, you won't get nearly any XP from kills, and just waste your gold. There are many builds to get there but if you level up this and Acrobatics in kind of any variation, your Monk will likely never fall to the enemy's wrath. Fittingly, the mysterious Monk class is the least obvious to unlock. In this context, I would call it a blunder. Gets points just for that. MAGE , Lab Rat, Human (all into chain lightning) THIEF, cheerleader, human (1 into stealth for cheerleader combo then all into fan of knives for ninja stun lock combo) CLERIC, surfer, human . One tactical element that needs to be mentioned here is that as your team hacks away at the edges of the front row, you'll gain access to the edges of the back row. I.E. But dungeons are long, and while you may take little damage, you're going to start running out of energy possibly even before you get to the second level of the dungeon, so MP friendly items and potions will be a must. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. And aside from the extra energy the Lab Rat provides, the four trinket slots can be put to good use by filling them with Spell Damage boosters, at least until the end when the exceptional unique trinkets show up. Still, if you have a Hunter or Ninja who already took the Rich Kid player, the only other option with a good Senses boost is the Goth. To live the dream. Fireball is, well, what mages are all about. So a Paladin spamming this skill makes your fights pretty dang easy. I'll admit, I have a soft spot for Paladins. In this case the block is an unqualified positive, since it's free, but the 5 healing is minimally effective even at low levels and unnoticeable at higher levels. An important thing to note is that you can interrupt your game at any point (even in the middle of a battle if you don't mind starting that fight over) to switch your bonuses around. There will be no Cleric here, as his one offensive skill is just too frail as it can be resisted. It would be a waste to leave your Rug dial set here for the game, but certainly in the beginning when you're finding a new location every few quests you could leave it here for a bit. And don't bring this thinking it'll help with Sudden Death. You set this skill up right and, honestly, it almost feels like cheating. For the Bruins, the easy part was handing David Pastrnak an eight-year, $90 million offer. 20 October 2015 - 12:57:00 UTC (8 years ago) Store Hub PCGW Patches. Another one of those "never played a game without him" players. Druid, Mage, Ninja, Paladin, and Cleric. But this just per turn, not until the rage goes away like the Barbarian. Don't let the 20 extra MP fool you, this is your specialist class. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. This by far the best way to restore MP. Uh oh, somebody brought their pet Guinea Pig to the game. As far as healing, this is going to be plenty, almost all the time. Which means, if you have seven opponents on the field, you can heal for 224 HP - which is a lot but still less than the Paladin or Cleric skills. However, he has the slickest looking headgear in the game, I think, this sort of macho tiara. Max out Hail of Arrows then Ambush. collaborating and sharing organizational knowledge. Or is it lightning reflexes? Which means it's a weak version of Touch of Blight or Frostbite, but with conditions that actually have good stacking damage. So her attributes are rather welcome for the magic lovers, as she's only the third player with more than one point in Mind (2). Do that and just move on with every filled entry. Nor are there any bad skills. While fun in theory, it's also fun in practice. Now, of course, use this with Psychosomatics and you have the tactical gratification of protecting and damaging at the same time. Meaning you can score criticals. Turn into a bear! In addition to helping the Ninja disintegrate anything he gets a crit on, he's the Thief's new best buddy as it's his Weakness infliction that makes Barrage of Knives glorious instead of just really good. The practical problem though is that it's the ones getting hit what need the healing (your Knights and Barbarians) and the ones who aren't getting hit who don't need it (your Mages and Ninjas). So you will always want at least one skill point in this, because Conditions happen even if you're not trying, and now and then the enemy will waste an attack. So, at top level, this will hit all enemies (or all "adjacent" enemies if for some reason you forgot to set up your Board Games in the Game Room) for 56 damage. The only drawback is the relative monotony of your strategy. This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. Mage's 'burn' from fireball cannot be resisted, keep that in mind when aiming for this strategy. Well, welcome to the club. So, you've played through the game a few times, you're feeling pretty done and you don't have a strategy guide to write that keeps you coming back (excessively) for more. Quests | Knights of Pen & Paper 2 Wiki | Fandom Or level Stealth so your basic attacks are critical a third of the time. Like the Goth, you might want him because his attributes are the best option if you've got, say, a slew of casters in your team. He does have a damage skill, which is a mixed bag, but there's basically one (right) way to play this guy, which is the only reason I ever don't bring him ('cause I have ADD, OCD, and a short attention span and I like some flippin' variety, dangit). I will note that your demon is not that scary - looks more like a little fluffy dragon plush someone plopped on the gaming table. So you might think: "Ooooo, yay! The Goth herself, especially, is aware of this. The Knight is good for this too, but his skill is only a third as powerful and unlike the Cleric he won't be casting it every turn (he does have to strike out with a noble yawp now and then). I think my favorite part about this skill is not only it's name, but how the Conditions it inflicts reflect what the name implies. And specifically because the Monk is a low energy user. Knights of Pen and Paper 2, called Knights of Pen and Paper II on the Start Screen, is a sequel to the game Knights of Pen and Paper, the second entry in the Of Pen and Paper published by Paradox Interactive. So you haven't made yourself twice as tough, you've made yourself slightly (to significantly - if you're that Dwarf Jock) less tough (lower MP than HP max no matter what), and the stuff that's keeping you alive (your MP) is also what you need to use to effectively attack back. It's not game changing, but very nice. I've tried, with Barrage of Knives, and it's never been enough. Now, admittedly, it's this skill that helps make Bulwark SAKA in the first place, so it may seem unfair to call it just great. 149 73. Which is huge, and would be totally Solid as far as that goes, but becomes Clutch when you realize that, thanks to this sofa, Bulwark then becomes a largely wasted skill, even with the loss of the minor group regen, and so you can put your skill points into his two defensive skills making him just unconscionably tough while also delivering Critical hits 90% of the time with True Strike right out of the gate without having to prep with Bulwark. Compared to the weapons you'll be crafting this giant weapon will be a let-down, but if you aren't crafting or just like the idea of 3 hands on a weapon, it's there for you. Therefore the best damage (136 maxed) magic is going to do to a single target in this game. Clearly a fighter (2 Body), but that 1 point in Mind makes him just that much better if you want a fighter who's blasting away with skills all day - like the Warrior and Paladin and skill-intense Barbarian, or not like the Monk and (dumb as a post) Barbarian. And I haven't even gotten into the Monk's skill, the Thief's skill, the Druid's skill, Criticals and Sudden Death and how all that works together. So this one is just, well, absurd. But you never want to block for the sake of blocking. Giving your level 20 Mage a mushroom will just give him a little indigestion, but you'll barely even see that XP bar move. Thing is, the bonus isn't that much. Because the shuffling is random but also not guaranteed. Knights Sports, Sporting Memorabilia, Wisden Almanack Auctions Basically giving you the chance to be always at full health after fights in the early chapters. If you do one of those mid-size teams, let me know how it works out. This is very good, necessary even to make this skill worth it, because the Stun, even if they don't resist it, goes away after one turn so you only get one 56 HP hit out of it. So, you're one of those eh? I tend to have an aggressive play style, and don't pay too much attention to what damage my guys are suffering so long as they're staying alive, but what this means is that the Knight is better at this than the Barbarian. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. And this is true, except other classes are better at both of those things. The difference being the damage is not variable nor affected by weapon or damage bonuses. But there aren't. And that's the downside of this skill. Part of his problem is that, along with the Thief, he's an Initiative specialist. I'm also going to give each class an overall rating. (or WITNOGS?! In which case you'll want that Grappling Hook. Seriously, decades of ultimate obedience and then his son shows up for, like, a day, and poof - he turns to mush. Now, there is a very important distinction here between Threat and Threat Percentage, which is another concept that may have been around since before the latest magazine, but I had no idea. Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. Conditions, you might have heard, are useless in this game. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. You'll end up with the same XP and items, ultimately. I've never come across any game that so reverently and irreverently encapsulates what that experience is, for single person enjoyment, on a dinky little phone much less a console or PC. ", then the Druid is for you. This skill gives him a boost to his attributes when, and only when, he's enraged. The only caveat here is that if you level this and Shadow Chain, you've got nothing left for stunning with your Smoke Bomb. But don't be fooled into thinking you're getting a free attack (like Riposte), you took a turn carefully placing that hat down on the table, remember? And each attribute is (at least in theory) the core stat for the 3 types of player in this game: the fighters (Body), the casters (Mind), and the specialists (Senses). So if everyone else takes cover, your Threat could be 5 but it would still be 100%. This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja. Black Arts (Passive) - good (SAKA for Sudden Death), Vanish (Sort of but not really Passive) - good/SAKA. knights of pen paper 2 - Which items are Charms? - Arqade You will, in effect, feel twice as powerful as they struggle to make a dent in your armor. I find the gold economy of this game a bit obsolete. Thing is, Life Transfer is just a little too weak. Reason for choosing Mage, Druid and Thief is synergistic effect of Fireball with Vines and Barrage of Knives. ", then you've found yourself a positively smashing reason to play him. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. So it's a nice gesture to either spare your Warrior one hit and maybe get one 80 HP heal in, or to protect that Ninja who's not getting hit or damaged in the fight anyway, but it's not the best use of a skill. IN THIS STORY: Rumors Stats Roster. It was released on May 13, 2015 for iOS and Android, and on October 20, 2015 for Windows, Mac OS X, and Linux through Steam. There are other builds here that can be fun to explore, but this is absolutely the build of choice. "Damage +5% per level" - up to +25%. And as mentioned before, you are very rarely going to need all of that 312 HP heal on one adventurer. The Barbarian is unique in that his skills are mostly passive, which are all valuable and usable at any level (unlike skills that cause conditions on enemies for example, which you want to max out to be effective).
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