knights of pen and paper 2 best team

So the first part of the formula is: follow the main quests, and avoid every single side quest. So this is a mid-range attack that hits for 204% damage at its best. While I do love the name of this skill, it'll about as useless to you as the Paladin's Armor of Faith, which is kind of the mirror image of this skill. I'm not about to lay hands on the abomination that is the mobile version to find out though, so proceed at your own peril}. This is very not true. collaborating and sharing organizational knowledge. Assuming you give him the 3 trinkets he needs to inflict Poison, Fire and Rage - and combine that with his Wound perk and a nice big hammer for Stunning and he's inflicting 5 conditions most likely every turn. Many of them are practically pointless and a good number do qualify as an advantage, but just barely. Knights of Pen & Paper 2 Deluxiest Edition Party Setup. Preserver of nature, lover of beasts (no, not in that way! Max out Hail of Arrows then Ambush. 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). This is all true if what you're hoping to get out of this skill is some healing. A few suggestions on building a great team. Burn stacks, so that's always nice, and combined with the Monk's Acrobatics it gives another chance to avoid any damage from a monster that's on fire. Which is pretty close to that 136 from Frostbite, all things considered, except it's going to hit up to 4 creepies at once. The Knight has changed that, and while I'm very impressed with him for that, I'm a little miffed he's dethroned the Ninja here. This will be your first unlockable character. But unlike Wound or Poison or Fire (that require high levels just to be useful), Weakness is very useful right out of the gate. Also, the occasional joke goes a long way, and there's a reason my ratings have names instead of numbers: less dry. Very straightforward. You could even get through the average dungeon without it. If you use it on your big scary fighter, they should already have high Threat and decent to great Damage Reduction. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit. I played a mage, tiptoeing at the back of my party, holding in my mind a few magic missiles, a couple of mirror image spells, and 1 very precious fireball. But this is a fine skill, yet there are better stunning options out there (like the Ninja or Mage) and, more importantly, if you level this you're not leveling Power Lunge or Cleave, which is what you should be doing. That and you can't not Escape, the roll just determines whether or not you get hit on the way out - and even then, you only get hit once (not once for every enemy left). I suppose if you think Confuse is like the bestest thing to inflict it might make sense, except Confuse backfires more often than not. I would level both skills pretty evenly, but with a little extra for Touch of Blight. So then even with a Cleric and a Knight spending their time regenerating your MP as fast as they can, you'll still need either MP potions (thereby wasting a turn doing that), or just have to give up and accept some regular healing to stay in the fight, rendering your investment in this skill pointless. You need to know what condition you're inflicting so you can line them all up - this skill is almost worse than nothing in that respect. So, yeah, if you'd like that +2 War Axe instead of the +1 War Axe (which is a 4 point damage and Threat difference), and better armor, something like 5 levels sooner, then yeah. What makes this decent is that you regain up to 24 energy when this does happen. There are good skills, great skills, and S.A.K.A. If you inflict Burn, Poison or Wound with this, it's at level 1-9 (1 point every 3 levels of the skill). The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. With a properly built Ninja and Knight or Barbarian in your party, boss fights are gonna be fairly easy, no matter the boss. Warrior: arguably a better tank than paladin, and a solid damage dealer. Prioritize Lightning, getting Arcane Flow to maybe level 3 or 6 in the process of maxing out your actual damage spell. 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). Passive skills in this game tend to be, well, passive. Meaning you need to roll higher (well, lower technically) than your Senses. After a -9 Senses resist roll maxed out. So there's that. It is however strategically inadvisable to block (Take Cover), ever, in this game. Tables deserve special mention because it's the one item that carries over to the gaming world, front and center on the screen. So, you're one of those eh? For the evil lord in all of us. However, by the end of a full playthrough, you'll have a couple to several thousand gold (depending on how profligate you've been), which carries over to your next game, so, long story short, any gold boost items or abilities are kind of a waste of space. Like I did. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. Which is, well, not super great as it doesn't even measure up to some of the fighters' secondary attack skills. Red Icosahedron and either spiked rings for a little more damage or Almighty Rings for a little more threat and more reliable Ripostes. But ultimately, as in any team without a purging Cleric, your greatest challenge is going to come from late game Conditions falling on you all the time. If you spend your diamonds here, you could probably directly purchase gold. Do you? Good thing though, as most of the game will be a non-challenging slaughter-palooza - and gratifying as that can be, it can get a little monotonous. Choose an Android Emulator for PC from the list we've given and install it. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. Knights of Pen & Paper 2 is a turn-based, retro style, pixel-art adventure full of danger, intrigue, death, and saving throws! An introductory article reports that the 'cricket season of 1884-5 has been remarkable for a growing lack of. 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. ), and we'll see why later. So a Paladin spamming this skill makes your fights pretty dang easy. Meaning you're better off investing your points in his other skills, which are all better. Like I said before, highly versatile. Frostbite will provide you some decent single target support, not that the warrior/barbarian will need it. Which I think is only an upgrade to Meh, as even that is going to make very little difference to your gameplay and battles will largely play out identically. That's the difference. And 8 Burn doesn't stack up to much. But that dude is crazy. With this skill maxed and two turns of using it, your Knight will have around 200-300 Threat (hilarious, right?). Kind of like the Druid, the Psion has some truly original skills that look and act cool, but they are ultimately less impressive in practice than in theory. Sudden Death, for example, is simply not going to happen without weapon Criticals. Kind of sucks. Stunned critters lack the ability to resist anything, so if you can time it right (like, ideally, with a bomb-crazed Ninja stunning the field all the time) then this will electrically boogaloo your victim to a charred crisp in the most glorious way the game allows for a spell for a single target (Thanks, Ekitchi, for educating us about this in the comments). 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?" Making Life Transfer a little more appealing, but still basically a wasted skill, and only getting Touch of Blight up to 150 Damage, which will start to feel a little weak late game when most everything you encounter has 300 HP or more. You need to sign in or create an account to do that. Here the Knight will be doing what he does best, pro-level defense. 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. Espaol - Latinoamrica (Spanish - Latin America). You're just never going to use it. So i have hopefully fixed the rating back to the original Authors system. Except, you know, it like totally obviously isn't because this skill is only good. And while you could protect your Monk from time to time, largely this is best used on your 4 weaklings this team is made up of, often actually getting the healing in every turn that goes by without them getting a hit. Actually no, I lied. But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. Now, getting that supreme 784 damage will be rare, as having the timing work so that all 7 baddies have conditions when you throw your knives won't happen much, and unless you set up battles yourself having 7 baddies at all is pretty rare. The damage reduction bonus here gets up to +16, which is the same protection as the Barbarian would get. But most of the time the majority of the group in any battle is gonna get hit with this. That said, you'll nearly always have enough gold just by playing the game normally (not hunting for gold or items or xp on the side) to fund the whole weaponized expedition. At least the basic basics - which are all covered in the game in the handy dandy guide they have anyway. How is that badass? 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? But really that's just a gimmick that you won't be using, probably ever, as it would require everyone else to Take Cover in a turn (as if they were, like, sitting down by a tree as a group, pulling out a pipe and sharing it among the four of them while they lay out a picnic, at which point they glance over at the Knight facing 5 Ice Trolls, telling him: "You got this, man"). Which, to boil it down, means that quests give the same reward to your party no matter when you complete them, unlike both reaping death and eating 'shrooms. Brink of Madness (Passive) - good okay, yeah, also not that good. I mean, ivy! But in either case, you'd be better off just damaging the enemy to get the fight over with - protect your peeps through offense. Hard to kill that team. 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). The Health is inconsequential, practically, but the Energy regen is only a third of what the Cleric provides, and if they're both on your team kiss your MP worries goodbye. Build your Druid with Animal Companion and either Feral Mauling or Grappling Vines as your two maxing skills, but put just one point here for the ward. So long as you can afford all the upgrades. Which won't likely be an issue if that Cleric is at your back, and even if he isn't, one regular 75MP potion gets you back in the fight for a few turns. As far as healing, this is going to be plenty, almost all the time. But they will sure as Ra's solar bathrobe look cool doing their inefficient thing. The Knight's crazy high Threat boost will eclipse the Warrior's regardless, even when using Power Lunge when you're facing bosses and other high HP foes. So what this means is that you are literally going to torch all the weaklings facing you to ash. In my opinion outside of that can't compete to raw stats for your whole party. 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. For the low and high end ones, you'll find them pretty easily. Be sure to use the latest crafted weapons and armor with this fellow, and all will be well. Just a quick note on the two kinds of damage you can dish out. Second thing: "Does this mean I have a Thief who can't actually Backstab?" The abilities have, for the most part, far more impact than the attribute boosts. I'm gonna skip the basics. Also a decent choice for the specialists. - Fight and explore your way through a perilous fantasy world to defeat the dark mage. 1 point in shadow chain for the triple attack. Side quests are either standalone (help the Noob) or a package of several (the Lich and High School) but not too many quests, and are, in theory, optional as they don't usually even relate to the main story. You're more like Thrud the Barbarian. First of all, this is a non-event for your casters as their damage is all set. But here you can pretend you can, and this mage is everything you'd expect. Really the only class you can build in this relaxed kind of way. The devs did us the favor of letting us have him even if we don't get past the Great Paywall. 20 October 2015 - 12:57:00 UTC (8 years ago) Store Hub PCGW Patches. And Charms can be, as mentioned, huge. What about the Hunter's skill, that's the same and is only great? Useful if you aim for sudden death, or other status applying oriented builds. This is your cookie-cutter Cleric, and you're best off leveling him as described under his Radiance skill, leveling Purge 3 levels at a time, as you find it necessary, focusing on Radiance so that the whole team is pretty cozy in the energy department. You could argue that shuffling things around, even without damage, is a bonus. Where the Paladin and the Warlock have failed, the Knight triumphs. Perhaps be more diligent in future, ensuring that you understand the full context before hitting that delete button (or backspace more likely backspace probably - either way). But if you're in to the Warlock for the fun of his abilities, regardless of how effective they are(n't), then it's his next two skills you'll be groovin' on. However you use this, with his single damage skill, protection skill, or shuffle-the-enemy-like-a-deck-of-cards skill, it's worthwhile, effective, a good combo, and the animation is about as cool as it gets. The extra MP is like the Dwarf's damage reduction, less and less significant as you gain levels. All rights reserved. This lets you restore energy to your compadres, but passively, meaning it happens automatically when you use any of your active skills. The weapon is a no-brainer for any spell caster, but even the robe might be a bad idea as it offers zero protection. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. This big ass ethereal green bear-shaped cloak thing envelops the Druid, he becomes super strong and angry. So at the start, you can use those mushrooms if you want to, but you'll get just as much XP out of taking it slow and slaughtering plenty of low level monsters when your team is low level as well - filling out the bestiary, for example. It's pretty rocking. High 44F. The Ninja: master of stealth; looking cool in black; small sharp things that hurt more than you'd expect; and, in this game, lots and lots of stunning and/or critical hits. So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. No resurrecting, interestingly, but then again Phoenix Feather. And specifically because the Monk is a low energy user. But amazingly, with the introduction of the Knight class, Sudden death is now highly likely even aginst bosses and dragons! Why this restriction? I am editing this article to fix the gross, badly thought out, changing of someone elses work, as someone who owns and actively maintains a (different) wiki, i know. At level 5, this is moderately important. Pen and paper. Complete Google sign-in to access the Play Store, or do it later. . So here's where it gets complicated and more fun. Click to install Knights of Pen and Paper 3 from the search results. Do note that your Threat will never get below 1, unless you Take Cover. But the damage is a little less (at max level: 308% of weapon damage instead of 324% like the Warrior and Barbarian skills - you know, just to put him in his place because he hasn't dedicated his entire existence to killing - that's 16% less for you buddy), the Threat boost (56 max) is impressive but you lose it every turn, so in a long battle (which is when you'll really want your Threat) the Warrior will serve you better. He gets a Body point (or two, with the right Game Room item) and 2 damage reduction. 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. So, apparently being all bendy and agile appears threatening to the baddies, as you'll max out with +56 Threat on this one. Other than the Hunter's hat that he places on the table, which is remarkably resilient, this is the only summoning skill there is. Despite the fact that a weapon is in the name, this is a spell. I'm not sure why I had to lay it all out like that. The game's plot centers around a group of friends playing a table-top RPG (like Dungeons and Dragons). The Warrior or Barbarian are likely still going to get better single attack damage because of their high Body attribute, and this does also mean damage reduction applies to Shadow Chain three times instead of once, but this skill is easily on par with those. Max the knives before anything else, although you could take the time to put 1 point in Stealth so you don't get hit more than once in a turn. 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. But say that's five on the field, that's 160 damage, and that's just in addition to whatever else your Psion is actually focusing on. Which is why Confuse seemed like a good idea be able to inflict regularly, because it's dangerous for your team when they get confused by the enemy. Basically giving you the chance to be always at full health after fights in the early chapters. So if you were feeling insecure that your damage-dealing Thief came with only 4 Body - be not afraid. The benefit could be only used viably being filthy rich on Diamonds and switching at some points like daily dungeon or other bosses to get a huge piles of gold with your advanced party. And then yes, your Lab Rat could max out at +9 spell damage from trinkets, so long as he's fine with not having any other items in his trinket slots. But that damage bonus remains at +2 for everything, which is really just symbolic with any beast above level 10. (And yes, the Paladin can cast this on himself for a 150% heal). The Knight's kind of in the middle ground on this one. Well, at least a little. The whole game feels more complete with it, it's more fun and challenging if you start it at level 14 as designed (not level 25 or whatever), and at the end of it you get the Monk! In this game, he's somewhere in the middle, as far as the story goes. 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). Now, I can't tell you how many XP it takes to get from level 1 to 2, but I can tell you that XP works vaguely exponentially here, like almost everywhere else. Unless there's 7 monsters on the field and he gets brought back at close to full health. Never fear, this doesn't really impact the strategy I'm about to go into, but it does mean I'm not going to be able to be very specific. So while the Thief is already turning the Paper Gang into mince meat a third of the way through the game (thanks to a friend), the Psion is struggling to do even half the damage. The knights have returned to raid dungeons, punch dragons and roll dice! So at it's very best, with 7 opponents with, say, Weakness or Fire or Stun Conditions provided by a helpful ally, you're getting 112 damage each, which is a grand slammin' 784 points of total damage, potentially, in just one attack. There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team. Kill 5 Pannacotta Warriors in one or more battles to continue quest. If you do want to hang around killing stuff at low levels, don't bother with the mushrooms. And yeah, okay, maybe a very few times this will bring some kind of glass cannon opponent to the fore for proper pummeling, but really rarely - so rarely it's really not a boon at all. These get a different rating system: Meh, Fine, Solid, and Clutch. Which means it's a weak version of Touch of Blight or Frostbite, but with conditions that actually have good stacking damage. 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. 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. But not this one. How can this be? Still, much like the Warlock, he has some unique skills and can be fun to play. So I'll go over three teams that I like that represent a basic approach (defense, offense, and 'fun but kinda weak'), and leave further experimenting to you. The amount of gold this saves, depending on the player, is small but significant early on, and when you are flooded with gold a character reset is cheap and painless. So the Hunter plops his hat on the table, gains up to 56 Threat (which is massive even at high levels), takes a hit for absolutely no damage, and then counter-attacks for up to 220% weapon damage. Lesser because it's a short list of monsters that drop items either consistently or that are worth harvesting. He's got like 4 extra skills your barbarian doesn't have and he gets 2 attacks each turn, for some reason. So, just to give the Warrior and Barbarian an official edge, this does the same damage as the Paladin's Guiding Strike (308% weapon damage). But MP is important. Seriously great. 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. But if you so choose you can buy (or occasional find as item drops from kills) mushrooms. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. I mean that is true, the damage is about as good as any group attack you'll find in the game. So, all that considered, if you want to skip this skill, you wouldn't be wrong in doing so. "Resurrection cost -15% per level" - up to -75%. Except not enough skill points. And the front. Lastly, increasing your Body attribute (through rings and other trinkets), also boosts your Damage, which is then again an amplified bonus with all the skills and criticals and whatnot. In fairness though it does have the bonus of not using up a feather if your player gets killed over and over in the same battle, which he well might as he's always coming back with low health. ), but just with in-game gold. Now, the "best setup" possible for a good game and a great boss battle is the Paladin, Cleric, Mage, Ninja, and . The cleric keeps the group alive and spamming their mana intensive abilities. 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. "Enemy Damage Reduction -10% per table level" - up to -50%. So, your choice of race has the least impact of your 3 choices. Create free Team Teams. I've never had the pleasure of that, but have seen the Barbarian boss (fittingly) pulverized in that manner. And if you have your rat-pug furball doing the double-it jig on the table, you'll be up there with Ninja Shadow Chain criticals and Barbarian smashing - although not quite all the way up there. Have a seat on our weird Kawaii Sofa and let me get you a pickle juice mimosa. Unfortunately, he doesn't stack up to a terribly efficient dude. The most obvious and worst of which being that this is, as mentioned, resistible. He doesn't work in Criticals or Initiative or Conditions (mostly) or subtlety. This does mean he won't improve all that much from the middle to the end of the game, but he's still going to be dishing out the best damage magic can do in this game from start to finish. Well, I'm happy to report, pretty much yes to all of the above. More concretely, there's a series of quests later on (at lvl 25) that involve filling out the Bestiary, up at the Laboratory, which leads to some fairly challenging group boss fights (and you'll need that Doppelganger entry filled to get the second and third fights), so there's that. And if you answer yourself: "because of the cool hat! This isn't just an average of what their skills are, but an overall opinion based on what they can do, how many different things they can do, and how it all compares to their peers. Guys like that. So here's a cool one that can be devastating with the right build. For the record, that's more than anyone else (for a passive Threat level). The stars gutter and the skies fade and the earth grows weary with years. Look for Knights of Pen and Paper 3 in the search bar at the top right corner. Meaning you can score criticals. As always, maxed at level 24. Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. Group attacks will find you, dragon's breath will make it quite the challenge to Sudden Death one of them, and the Crystal Caverns seem specifically designed to give Ninja's like this nightmares. All Reviews: Now, of course, use this with Psychosomatics and you have the tactical gratification of protecting and damaging at the same time. Regardless of how you build him, the Druid is still very interesting to play and has a hamster. Knights of Pen and Paper 2. . 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. Install the game and go to the emulator's app drawer or all applications. If you grew up in the 80s and lived for paper and pencil games, owned a drawer full of dice, a bookcase full of games, a 4' x 6' all-purpose gaming table made of plastic and felt which was equally home to the D&D (1st edition mind you) beholder's dungeon and your Warhammer 40k army battles, and had several dozen hand decorated pewter figurines specific to your . So if you've got a Mage and a Paladin and possibly a Ninja causing conditions all over, the vines will stick even if the Druid's Stun fails. This is problem number two, and only gets worse with bigger enemies. "Charms become available as item drops" - This is pretty huge, although clearly not clutch. So if you're going for the giant-silverback-gorilla-stomping-through-the-jungle look, pair with Power Lunge and enjoy the agro. So this is his single target skill. And this is true, except other classes are better at both of those things. This item will only be visible in searches to you, your friends, and admins. In theory. The Knight would block 13.12 of the damage, which I'm assuming with standard math means 13. I feel about it probably how Obi-wan felt about watching Anakin turn into Darth. In theory, great. Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain. "The party gains 10% increased damage range per level" - up to +50%. Please see the. And don't bring this thinking it'll help with Sudden Death. Conditions, you might have heard, are useless in this game. Compared to a Warlock with the higher Mind value and no or light armor, the armored Warlock will have less energy (Mind determines energy levels), but he'll be much tougher - that's the trade off. And just because they aren't efficient doesn't mean they can't be effective, and every once in a while all the stars will align and they will lay waste to their pitiful foes in the (you guessed it) coolest way possible.