Witness 60FPS Gameplay in New Knights of Pen & Paper 2 Trailer
In fact, use them only during battles and only in true emergencies — use the cleric or paladin in your group for healing the party members as long as possible. Upgrade your tavern, purchase sodas, and attract new party members. Now, here's where it gets tricky, because your Threat Percentage is relative to the rest of your team. 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, along with the Paladin and the Cleric obviously , this is the only class that has a heal skill.
In fact, I don't recommend it. He takes advantage of damage reduction in a way I didn't even know was possible before he showed up, he uses energy as health but intelligently for once, and he can build himself up to be the most threatening fighter on the field and take all the agro away from your casters and specialists. Which would be crazy awesome because then you'd possibly reach a total damage of 900 or something - but then what fun would the game really be. Lots of classes to choose from, each with their A fun little rpg. Gold, legendary items, and more await you! His skills are all cool, everything you'd expect Legolas to have in his elven tool belt, at least in concept. And Charms can be, as mentioned, huge. This also means you can spare him the energy cost of wearing armor, meaning more Decoys.
Take this to level 24, and you have yourself +32 spell damage and +16 energy regen every turn. Multiple paths to glorious magical carnage - all of his skills are great, although Lightning outperforms by a scosh. It's at least better than the Warlock's Life Steal, but that's a pretty low bar. This game is now barely playable, exceptionally grindy and has a terrible and blatant and shameless P2W system in place. And yes, the Paladin can cast this on himself for a 150% heal.
So I'm realizing I might have lied back when I said there were no bad skills. There are good skills, great skills, and S. But still, despite these minor flaws, hitting the enemy for a max of 392 total damage is nothing to laugh at. And it will keep being a problem even at later levels, because lots of remote locations will become available on the map. Part of his problem is that, along with the Thief, he's an Initiative specialist.
The game takes place procedural generation sessions, and it allows you to change every time the nature of the game, adding a humorous component. If it does hit with all three bolts, this is the highest unmodified single target damage in the game. But that's what your potions are for. Trick is, seeing as this is passive, you require another active skill for this one to kick in. Thing is, unlike the other two stunning skills, the Warrior's pommel and the Ninja's bomb, the stun is kind of just a bonus to the excellent damage you'll get out of this, especially if you boost it with Arcane Flow for an unparalleled grand total of 168 Damage.
Can you survive till the end? Although you have to want it, wait for it, and you have to build your party around helping that - but it can be done. Also note this is pretty much completely worthless against bosses by itself, although you might get a solid squeeze in on them with someone else causing an irresistible Condition like Fire or the Warlock and Psion skills. Crafting Crafting in the original Pen and Paper could be rather frustrating at times, as it was heavily reliant on a percentage-based system for success. So as far as efficiency, this is a waste. Thing is, both Fireball and Lightning are perfectly serviceable even against single targets, so if you're looking to be hyper efficient you'll likely invest in one of those and your boosting skill. Otherwise, it's up to you, but for my money I'd put my points in the other skills. Either way, any team will be lucky to have you.
Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. Whatever, a delightful little animal companion to plop on the gaming table. I wanna say thorns, but it looks a little more like ivy. And your chances of getting hit are as low as programmingly possible because you're gonna have -32 Threat, which is ridiculous. You begin off with a few characters, however you can include more as you include more seats around the table.
Except, you know, it like totally obviously isn't because this skill is only good. And he might disappear any turn. That's it for the basics. Whatever happened to a friendly conversation over a cup of tea? You get to open a free crate every 18 hours and purchase others with real money, if you want to. Alright, let's break it down. Still, the Warlock is worth bringing just for the damage this skill can inflict. This is all true if what you're hoping to get out of this skill is some healing.
They might bop you on the way out with a single hit, then down a potion or two if you need to and go back into the same room. It's a free condition to some enemy. Together, face the greatest threat the campaign world has ever faced: The new rules edition. It increases your critical chance by up to 32%, but more importantly gives you an extra hit after a critical with the potential for more criticals and more hits. If you have Riposte and the added Threat that comes with it, all the better. Before that end-game massive damage, the Hunter is just going to be looking over in envy at every other group damage skill his friends are dishing out.