That's the glass half full perspective. This skill gives a pretty high passive Threat bonus though, +32 if you commit fully, and there's nothing wrong with that. This also translates to 224 overall damage, and that's pretty darn good. Even better, the ward lasts until hit, so assuming whoever you cast this on doesn't get hit in a given turn (that 1 Threat Ninja, say), you can stuck up a few wards in a battle. For a high level Ninja, that's practically nothing in the way of healing. In addition to just being a general all around challenge, you get to see what a Druid with 3 skills plays like, or just how badass the Barbarian can get with points in all of his skills. This is smart, unlike the Paladin who needs to nearly die for his skill to kick in at all or the Warlock who blows through energy like a crack addict does with his crack, and then starts drinking his own already small reserve of blood to do more crack (I mean, use magic). It's good if you want to just put 1 point in it. Stud, Human, Thief (1 point stealth, Max out Barrage of Knives and then Grapling Hook) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Ring of Major Endurance x 2 (Health +60 & Energy +60), 2)Lab Rat , Human, Druid (1 point Carapace, 1 point Companion, Max out Vines and then Carapace) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Crystal Ball x3, 3)Goth, Human, Mage (Max out Fireball and then Arcane Flow) - Threat=1, Initiative=6, Weapon=Magic Staff, Trinkets=Crystal Ball x3, 4)Rich Kid, Elf, Ninja (1 point Black Arts, 1 point Shadow Chain, Max out Vanish and then followed by Shadow Chain) - Threat=1 (with Vanish), Initiative=11, Base Critical=16% (72% with Vanish maxed), Weapon=Hatchet +5(Weakness, + 2% Crit) + Pocketwatch (Confusion + 2% Crit), Trinkets=Troll snot (Rage), Viper Fangs (Poison), Volcano Rock (Fire), 5)Rocker, Dwarf, Knight (1 point True Strike,Max Discipline and then 2nd Skin) - Threat=35 (90%), Crit=8%, Initiative=6, Weapon=Maul+5 (Stun), Trinkets=Almighty Ring x3 (+3 body, senses & mind). Why is the Hunter's half that? Including Stun, so 1 time out of 7 this is, in fact, the Frostbite skill (although better, 'cause the Stun can't be resisted). If you're playing on iOS or Android, my condolences, and this is because you are now forced to play the Free edition - which is to say the new and deteriorated version whose purpose in life is separating you from your money, demolishing any sense of balance, fun, or respect for the player. Conditions and Criticals are not the primary focus here, nor is tweaking the whole thing to get maximum possible carnage; just good solid steady damage and regenerating, ensuring you'll get through everything even if it takes a few more turns than other more offensive teams: Your classic basic fighter, with a skill for bosses, and a skill for groups. That Frostbite spell is gonna max out at 136 Damage, which can get up to 168 if you commit to Arcane Flow for the damage boost. The Ninja and Barbarian have got the single targets very much handled. Or a Druid or Mage or Warrior or Ninja Stunning away and, well you get the idea. Regular, only useless 14.29% useless. This is actually pretty important since you'll be spreading the glory to the whole team. Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. Kind of like the Warlock, none of his skills really measure up - and the one that does can't make up for the others. If someone finds an instance let me know; it's not worth going through the bestiary and adding it up for each monster, comparing to each skill. Mage as higher initiative than druid and thief so that by going first, the enemies get burned followed by being stuned by vines and finally the barrage of knives adds the icing to the cake. The reason you needed to replace my rating system was because you felt the need to update the data. Remember that Paladin skill that causes Weakness? "Slightly better item drops" - Increasing party level when calculating item drops, +1 per table level up to +5. So about half the time this inflicts a condition that's actually worth inflicting. Thing is, if you do that, focus on war, you are severely lacking in the juju you need to cast this every turn, much less twice every turn. - Fight and explore your way through a perilous fantasy world to defeat the dark mage. And if Sudden Death tickles your fancy, this skill won't help (just like Touch of Blight doesn't), as inflicting random conditions is pretty frustrating to have to try to work around. Except of course if you use his next skill as a 1 point concept, as I've been teasing you with. IN THIS STORY: Rumors Stats Roster. But if you wanna tweak the system, if you want to squeeze the most out of this game and get to the highest level possible - well, I know how. 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. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. So maybe not all that awesome. Very rare. So the problem with the skill is that it's major overkill (healing up to 312 HP max) except for the rare times when a Troll gets a crit on you or a few of the boss fights. Or rather, I really want to like him. But still, you can legitimately level this a little once you have Radiance and Purge up to a level you're happy with, this is then a good third skill to use when you want your MP but don't need no HP. Time for a little blurb about gold in this game. Prepare to inhabit a world of chivalry, class warfare and off-beat pop references. I find the gold economy of this game a bit obsolete. That said, if you want to put just 6 points in this it'll give you damage reduction like medium armor (4) and a fair amount of health (52), and you can afford that much. What vile secrets is he hiding up his threadbare sleeves? But it's actually twice as good. At level 5, this is moderately important. While the Panthers reportedly made a call to the Packers, the decision is out of their hands. I might be wrong, maybe there's an equation that calculates positions all at once, but I don't think that any of us can escape time, including digital brains, so I'm gonna go ahead and be miffed about that. I still remember the very first time I sat down to play D&D. Quick, let's incorporate it! Use this skill, or don't bother with the Paladin. You can and will, at least once per battle and often much more, shuffle your intended target right back to where they started, in which case: no damage. Vines on their heads, vines squeezing the life out of enemies, and I suspect a heavy dose of the dried vine weed pipe at the end of a hard day battling evil the renewable green way. It does reasonable-ish damage (49 max) to the target, but most importantly stuns everyone on the field (if you have the game room thingy that makes "adjacent" skills hit all enemies - I maybe should have mentioned that before). Better off just giving your Cleric the Stun immunity item if this is important to you. Use your health instead! I mean, in so far as he's good at anything. a few points in vines. Bunch of dudes can raise their Threat here; the Ninja is the only weirdo who has even thought of going negative with it. He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. At level 32, say, that's about half of your energy restored. Knights of Pen & Paper 2: KYY Games picks up the developer mantle this time for the sequel to the beloved tabletop parody RPG for iOS and Android. View full lot details. And here's the A-grade primo version of the Ninja, with a similar approach. The runner ups in the critical category are the Barbarian, Thief and Monk (in that order), who all max out at about 45-50% (~65-70% with the Barbarian, if you know what you're doing), and don't have multiple hits (except the Barbarian, kind of, more on that later). If you spend your diamonds here, you could probably directly purchase gold. Except, you know, it like totally obviously isn't because this skill is only good. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. Will use the *20 or the now being default values. The attribute and resistance rolls are still based on a D20, so in that respect this guide is correct. As far as strategy, much was added to the corrupt free version, all completely heedless of game balance in their quest to sell you an overpowered item, so I'm not sure how much of the tactics in here are still usable. Lab Rat human/elf using full crystal balls and a magic staff for the extra spell damage. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. Perhaps this is a curse shared with the Exchange Student, because both that player and this class require nothing more from you to unlock than a paltry sum of gold. 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. 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. So this is that lime green mist skill I was talking about. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. Passive skills in this game tend to be, well, passive. Shaking off Poison 4 is pretty pointless though, and if you do have that Cleric purging maybe Surfer isn't the best way to go. But still this is going to be better than your elf's MP boost in the long run (actually, not even that long - you'll make up those 20 MP by about level 6), and then you get that extra skill point. The only problem I see is that it competes with the Red Sofa (which provides +25% damage). Also based on my first playthrough with the Max Carnage Party, I always mantain 20 health potions, 20 life potions and 20 feathers which will be much, much more than sufficient for any battle or dungeons. Once again, kind of like the Warlock, if there were twice as many skill points to go around you could take advantage of this "I can do it all" attitude, but there aren't, so you can't. The final bosses AoE damage. Three +9 fists! Mondo groovy. The extra trinket slot is delicious, no matter how you slice it, but also tempts one with some interesting choices. Orders and payments. So if you want to make sure you really suck the XP well dry, save the most menial tiny quests for the very last. Grant any player an extra 56 Threat and 32 Damage Reduction until your next turn - that's what you get. Or, perhaps, just misspoke. Whatever your critical chance, you still get the 3 shots at it, which is a good thing. Not to confuse you with a reference to a Ranger/King doing Paladin stuff, but anyway. skills (Super Awesome Kick Ass skills). Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. Most enemies are regular size, and you can fit 7 of them on the screen. Admittedly, sometimes it's a good move to Take Cover only because it lets you skip a turn, thereby not killing that Zombie who's literally on his last leg after you've wiped out the rest of his cohort and you want your Cleric or Paladin to get one more heal in before you move on to the next room in the dungeon. Or, at least he thinks he is. So if you do want a Paladin, you're not really going to want to bring him for this. Good thing you can play through this game more than once! Now, after that's maxed, you have two choices: Build up Frenzied Strike so he heals every turn and is profoundly tankey but with a critical chance that doesn't get past 30%. Up to 250 at level 5, this is extremely useful for the new games, when your heroes are under level 10 and that health and energy is considerable amount. 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. But you never want to block for the sake of blocking. Warlock can heal even more than cleric with Life Transfer, which also damages . First of all, do note that this skill is not affected by the Body attribute. Nevertheless, it's a choice, you need to make it, so let me break it down, with the obligatory rating (i.e. What's the point? But if your team is focusing on group damage skills, bringing the Hunter with this is still a natural fit. But you should get past it, 'cause really, it's all about the dragons. Meaning your Mage or Warlock might not quite measure up to the perfect version of this skill, but they'll have another skill, like Lightning or Life Transfer, which really makes for a better player. I'm not going to mention the Class attribute boosts, as that's not what you're basing your decision on. At max level, you can heal for 32 HP per enemy. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! I prefer the second, as this team is all about offense after all.