Adding Jump to the Move of this makes it even cooler. There are several different ways you can go when playing a Mindthief. Well use this when we first enter a room or are shifting our focus onto a new target. That way the deck is really well built, with only -2 and Null cards as negative. On top, I will also discard Frightening Curse. Applying the hunters mark style Dooms to monsters never got old, and I loved seeing all the little extra bits of damage add up! Youll generate an Ice too which we dont really need more of right now, but it makes it even easier to use the Stun on Frigid Apparition. Ten initiative is super quick! A straight upgrade to A Moments Peace which would be perfect for us, if we havent enhanced the bottom of A Moments Peace with Bless! What?! Box name 4. That adds up to a lot of damage during a scenario. What makes the class an oddity is primarily the nature of cards with Dooms on them. Im usually not a huge fan of loot abilities because they mean we cant deal damage or move which are the two things we really want to be doing most of the time. Ive been playing with You for so long and didnt even notice youve bought the boots of speed , have You ever used them,? Perfect for running from the back of the room to our teammates when the monsters are gone. So the last thing we want on the bottom of the card is another Loss ability. The ability that does 2 things we want! The heal that puts you out of action for a round is just weird and the bottom action gives us minimal benefits. Its not uncommon for her to gain 15 experience points in a scenario without even focussing on experience giving abilities. It also encourages you to run the risk of taking more hits than you can realistically handle. Do Not Sell or Share My Personal Information. battle goals). It could also be useful for a summoner build so you can shift those monsters away from your squishy animal friends and make them target a tougher ally instead! I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. Boardgame Race They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. Having said that I really enjoyed the Frightening Curse and Detonation combo! I really wanted to drop Felling Swoop here! Thanks to the card choices we have on offer, the level 1 deck is not great in terms of reusable abilities and movement. The 88 initiative gives us a nice late turn option and the top and bottom actions are both highly usable. Used on the turn where we hit then move away, we can then turn around and deal cheeky ranged damage after weve moved away. We want them long gone way before three turns are up! Less versatile than the Boots of Striding and less necessary because we already have Jump on the bottom of Feedback Loop, but the Winged Shoes are super helpful at making the most of your movement. Given that we want to make sure our targets always have a Doom token on them, an ability that automatically moves a Doom token onto another monster when our target is removed is awesome! This trading places Doom is pretty cool. It usually happened on turns where I went a little later in the round so that the monster was already on lower health before I got to it! Plus, we dont need to pseudo Move by moving the monsters 1 hex towards us anymore because we have several Move options in our hand now. I had a pleasure to play 16 exciting sessions with Doomstalker. For this Mindthief build, I looked for cards that offered: Melee damage Negative status effects (especially Stun) Ice elemental cards (which often support Stun boosts) My card evaluations are all with this build in mind. But now that we have another reusable top ranged damage option, we can get 3 damage reliably throughout the scenario on every use, rather than waiting till the end of a scenario to use the top of Frightening Curse. But if youre a looting machine and have the gold, then why not treat yourself? An awesome ranged ability with Stun and Ice on the bottom and a hard-hitting top ability Loss for the final room. Then take the rest of the modifier perks in whatever order you think. Unfortunately, it wont stay alive for very long to do much. The bottom Doom ability is really great too. Its not always going to possible to use the hit and run strategy. We have a cool snake friend that increases our damage every turn without us having to do anything and we have 4 decent Dooms that we can use during our card cycles. Angry Face/Spiky Face/Totem Face Thank you very much for your comments and I am glad you enjoyed Doom as I did. Sometimes, that difference in damage value can be the difference between removing a monster from the board on that turn or the next one. Actually, that was base character Scoundrel. Doomstalker (Angry Face): With a healthy hand size of 12 and medium health pool the Doomstalker is a durable mercenary that is a reliable contributor to a scenario. Put Strengthen on this to gain Advantage until the end of your next turn. My third character which I am playing now was similar to Angry Face as it also deals enormous amounts of damage but from close quarters. Both cards are brilliant and we want both of them! So its the perfect match! Most of the time, well just be consuming Ice to make it a 6 damage but thats still pretty good for a repeatable ability. It was easy meeting the undamaged bonus damage requirement before, but now we have a summon taking a turn before us, that becomes more difficult. The top Stun Augment is very cool but it cant beat The Minds Weakness for this build. Our meat shield summon. This is a straight upgrade to Hostile Takeover, giving us a Range 5 instead of a Range 3 AND we get to control its actions. Mindthief cards It gets tough at level 7 because our cards are all useful. See myaffiliate disclosure. The linchpin which holds this build together! Keee-arr! You can help us maintaining and improving the website here: We use cookies to store the cards you picked. In my group, the Mindthief easily scoops up experience and levels very quickly. Finally! When you use this ability you will feel so, so powerful! Wild Command. Summons, in general, dont align with the Expose build but obviously, if youre playing the summoner then the Hawk is one of three available at level 1. Ive not mentioned any items above starting level because I dont want to spoil anything. This is an example of a typical opening sequence I used. This Doom is our second best at level 1, +2 to all damage is awesome! Its rare that youll want to run through as many monsters as possible though to apply the Muddle debuff. Ideally, we dont want to be relying on Shields at all. Can anyone point me to this? Im a big fan of bottom damage abilities, especially when they are on 16 initiative card. Deal damage and heal with just one ability slot is pretty awesome. Fearsome Blade and Hostile Takeover both have excellent monster manipulating top abilities which leaves us with Submissive Affliction. k k l n m. m. n. M. l. 411. The best thing about this card for us is the very high initiative that would guarantee us going late in the round. Jump and Muddle on Feedback Loop are useful, the heal with Bless enhancement on Empathetic Assault is great, so its time for our rat friends to go. They cant damage you or your allies until the end of their next turn (if they survive that long!). That top Augment was just taking up an ability slot because we needed the Move 4 and Jump. The top Augment is pretty good, for higher health monsters that will be around for a while, but for most of the time, The Minds Weakness is the better choice. Ranger classes are some of my favorites to play as in RPGs and the Doomstalker was just as fun as Id hoped! At first glance, this trap looks quite appealing because its reusable. Dooms have no range limits or line of sight requirements so you can apply them to any revealed monsters! Our hand limit of 12 is large, giving us more turns than your average Gloomhaven class. Were bringing in another top reusable ranged damage ability so are there any we can replace with Impending End? Here are some more Doomstalker names to inspire you! We must be stronger than we look to be able to shove the bad guy out of the way! You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. Itll enhance our only lower damage dealer which we use often. The card gives us a decent bottom action to use while we wait for the right time in the second or final room to summon our rat friend. This is the only other Augment at level 1 that I found to be a real contender against The Minds Weakness. Though, youd best save it until the last room and summon it next to a group of monsters. You are one of the fastest starting classes in Gloomhaven, which means you can dash in and whack monsters and dash out again before they even have a chance to hit you! It helps us with our movement problem and we can deal more damage too! The average Doomstalker will probably not even notice all the above disconnects other than just a general feeling of "there are a lot of cards I don't feel like playing". Traps are the obvious reason why, but more subtle than that, shoving them into the path of allies able to take more hits than you is also a valid choice! Thats fine for now because were not using the top of Scurry with another bottom hit regularly. Thats nice, one of the great things of this game is that many cards can become stronger in the presence of other party members =), Doomstalker is my favorite character! Our Orchid Doomstalker is a thoughtful, hard-working ranger with a connection to animals and an impressive talent with a bow. This one has the potential to do a little AoE direct damage but it still needs a turn to play it and a turn (and potentially another action) to trigger it. A melee glass cannon is an unusual character build. mykindofmeeple.com participates in the Amazon Associates Program. This is a weaker, non-Loss version of Perverse Edge. Then, I added Stun. As were primarily a damage dealer, Stun is secondary for us because its more of a supporting action. [ ] Add one +2 MUDDLE card Move 3 is quite a low movement to have a Jump ability on. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements safe. A really solid card. Heres our level 1 workhorse Doom! With a hand limit of 10, you dont have a huge amount of flexibility. They specialize in ranged damage and have a unique ability called Dooms which allows them to mark monsters to get bonuses. The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. To do that, we need to make sure we have large Move abilities. Sorry for the delay on getting this one up. The 47 initiative isnt great but the card is still a solid choice. The traps were not actually used, but the other parts of the card. We get a repeatable Move 2 with extras and a nice immediate monster removal Augment to use in the last room. None We get 8 damage across 2 targets and its ranged. I find this ability absolutely baffling. We can then spend our turns Moving and dealing damage, rather than reapplying Dooms. Yay! A nice little move and heal. The last thing you want is to be trapped behind a bunch of monsters! To avoid any items spoilers, here are the Doomstalker starting items I recommend. So I kept it a bit longer. Both cards are excellent. Because this is a melee ability, when you have The Minds Weakness in play it goes from a 3 damage to a 5 damage. Were being spoilt with this card! Gloomhaven Circles Guide Build & Strategy Locked Class. Very close! Ideally, we want to take melee over ranged for the +2 bonus from The Minds Weakness. At level 6 we have more Ice than we can use and we generate Dark once per game with Brain Leech so it is possible. Use the top of Perverse Edge for a boosted The Minds Weakness melee ability of 5, further boosted by the two negative conditions on your target for a total damage value of 9! Does the bottom ability give us something useful to use in the meantime? The Push on the top does help with that though! You can check the source code here: After those, add the ignore negative scenario effects perk before you thin your deck out. Youll go late in the round, but maybe not after all the monsters. Whether or not to include this card in your hand depends on if your party is large enough to benefit from the Doom and if you think the top loss is worth it for you. If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. Elements That means, we dont need to move all that often, but when we do, we want to move a decent distance. It is! [ ] Add one +0 STUN card With a top Loss, we really want to have a decent reusable bottom ability. This card is in our hand from level 1 to level 9 and we use it a lot! Every Doom is a bottom half action, and the top half of every card with a bottom Doom action is a loss action. I just got used to playing at range 4. Doom Doom : Place your class token on an enemy. We can move and we can hit a monster in the same action. Feedback Loop! 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