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Silversmithing - A Contemporary Guide to Making. Willow Basketry and Sculpture. Making Silver Jewellery. Ribbonwork Embroidery - Techniques and Projects. Making Simple Automata. Craft Bookbinding. Woven Textiles - A Designer's Guide. Making Scale Models. Designing and Making Hats and Headpieces. Making Woodblock Prints. Making Sculpture from Scrap Metal. Creative Blacksmithing. Knitting - Stitch-led Design. Making Victorian Costumes for Women. Making Edwardian Costumes for Women. Soldering for Jewellers. Making Wire Jewellery. Making Metal Clay Jewellery. Making Steampunk Jewellery.
Enamelling on Copper. Wedding Bouquets and Flowers. Designing and Making Rings and Bangles. Making Vintage s Clothes for Women. Workholding for Machinists - Crowood Metalworking Guides. Pattern Cutting Techniques for Ladies' Jackets. Fold Forming for Jewellers and Metalsmiths. Stumpwork Embroidery - Techniques and Projects. Making Working Women's Costume - Patterns for clothes from the midth to midth centuries.
Making Frames. Understanding and Adjusting Sewing Patterns - to make clothes that fit and flatter. Translating Between Hand and Machine Knitting. Hand Knits for the Home and Garden. Making Moving Toys and Automata. Knitting with Beads. Understanding and Using a Sewing Machine. Making Simple Marionettes. Polishing and Finishing for Jewellers and Silversmiths. Engraving and Enamelling - The Art of Champleve. Applique Embroidery - Techniques and Projects.
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The only way this is really worth investing in at all is when used with Hail of Arrows. But, like Hail of Arrows it's only really great by the time you max it out, with the high initiative and the bonus 32 damage to everyone on the field of battle or almost everyone. However, until you max both skills out, you're not always first, you're not getting the damage bonus to all your targets, and you're not hitting everything out there.
Once again, like the Thief, but worse. Be thee not fooled! Despite the fact that a weapon is in the name, this is a spell. The difference being the damage is not variable nor affected by weapon or damage bonuses. The one weapon in the game that you'd think you'd want for this guy is the bow. Just the bow, no crossbow, longbow, composite bow or anything. Just a bow. And that weapon is the only 2 handed weapon in the game that adds no damage and, I'll tell you right now, you're better off with the shuriken and anything else in his other hand.
Just lets you attack the back row and be more threatening and stuff. But with this skill in mind, that might make sense then - except it doesn't because this skill hits the back row anyway. You may be starting to feel like the Hunter is the neglected step-child of all the developers' children. And you'd be right. So this skill maxes out causing damage with another 32 as either Burn, Poison or Wound. Which means it's a weak version of Touch of Blight or Frostbite, but with conditions that actually have good stacking damage.
So again if you focus on weak opponents the conditions will likely stack, and that can add up to a lot. But your average weak opponent isn't likely to survive more than two hits from this. And then you'll start asking yourself why you brought the Hunter instead of the Mage or Warlock 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.
Pair this with Ambush though and you'll have damage per hit with that 28 stacking condition. If the condition sticks that's damage for the hit, which is better than any other spell which this is , but if you do that this is all the Hunter is good for. 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.
Well, despite all the doom and gloom so far, the next two skills are actually alright, and redeem the Hunter. Love the hat? This is the hat trick skill. Which is, well, not super great as it doesn't even measure up to some of the fighters' secondary attack skills. But it's still mighty fine. What with the Threat, he's sure to be attacked soon no matter who else is thumping his chest in your group. 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?
So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. The skill does strike back for up to nearly double damage, which is great, but is mitigated somewhat by the fact that who you attack is taken out of your hands. So if you're going for a defensive play style, here you have - finally - a good reason to bring the Hunter. This also means you can spare him the energy cost of wearing armor, meaning more Decoys. All good. And lo! Another good skill for the Hunter!
Toss a bunch of arrows in the air, and they fall down for up to 56 damage, to Which means that maxed out you're hitting all of them, but until you get there, you're not. Why this restriction? You know, compared to the other classes? I'm not sure, but I'm putting it down to the mysterious antipathy the programmers clearly have for this guy. What it does mean is that you don't need those Game Boards in the Game Room so you can have your Go game instead. Which does what? Allows you to fight up to 7 instead of just 5 enemies.
Which is So, again, why the hate, devs? But still, despite these minor flaws, hitting the enemy for a max of total damage is nothing to laugh at. Combined with Ambush, in a perfect situation, you're doing damage. 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. 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.
But if your team is focusing on group damage skills, bringing the Hunter with this is still a natural fit. The penultimate of the unlockables. Fittingly, the mysterious Monk class is the least obvious to unlock. And, by the way, do yourself a favor and buy the Monk's campaign, straight away preferably.
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! But what makes a Monk a Monk? Is it the bald head? Or is it lightning reflexes? The ability to harness the power of Chi and blow down small straw houses in one blow? Or is he just the most proficient pugilist ever to walk the earth?
Well, I'm happy to report, pretty much yes to all of the above.
As much as they got the Hunter wrong here sorry guys , they got the Monk right. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. I could have said stunningly impressive, but really it's all about the burn. Reveal your secrets, Monk! This is the "I like causing criticals" skill, shared in basic form with the Thief and Barbarian and Ninja. What's nice, and frankly better about this one, is that the secondary perk actually levels up with you, for once.
This is where those bare hands start to look deadly. And this is, verifiably, true. Only problem is that, even if you pour all your points into this from the get-go, you will always have equal or better options from your weapons, at least if you know how to craft them yourself. And all weapons come with perks that your fists don't. Inflicting conditions on criticals, added threat or range or whatnot.
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So as far as efficiency, this is a waste. So there's nothing wrong with this skill, but you're most likely better off investing in something else. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. So if you have another tank in the mix, you could let him take all the hits and focus on damage. This also means you'll have less use of the Monk's crazy regenerating abilities. So many choices! So here's another one of those skills that is amazing when used right, and not really worth the skill points otherwise. For the record, that's more than anyone else for a passive Threat level.
The part that is thoroughly awesome is that if you have this skill at any level you negate all incoming attacks from enemies with conditions. You might remember I alluded to this way back with the Paladin, about the benefits of group Condition infliction re the Monk. So, if you want to do this perfect, bring a Mage with Fireball and a Paladin with Smite. Between the two of them and any other Condition inflicting skills your party has including the Monk's flaming fist , and with the crazy high Threat, your Monk will get most of the hits and not feel a thing.
Or, I suppose more accurately, dodge all the attacks. 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. Make this the heart of your Monk's tactics though, and you'll think the enemy forgot their spiked clubs at home and brought over-cooked spaghetti instead. Here's a hot steaming serving of fire in your face!
Except that this one also inflicts Burn 32 at max level. As with all Burn inflicting skills, this one has the added bonus of bypassing the first resistance roll. So, assuming the Burn isn't resisted at the start of their turn, this is in fact the best fighter attack in the game. 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. Seeing as this is the Monk's only genuine attack skill, it's unlikely you'll leave this one entirely unleveled. In fact, I don't recommend it. I've played through with a Monk focusing on this skill and one focusing on Martial Arts for the bare-fisted awesomeness.
I can assure you this is the better investment. So this one is just, well, absurd. At level 32, say, that's about half of your energy restored. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. But the real magic here is the swap.
And specifically because the Monk is a low energy user. You use this skill, which has you end up with HP and 40 MP. Then next turn you use it again, and you're at HP and MP. Once more would be a total waste though, so time to bust out that flurry of fists, or War Hammer, or whatever you're using. So no matter what the enemy is throwing at you, so long as you have this at a high level and use it for turns, you're back up close to full health and energy.
No other class can do this. And the more likely scenario is that you're slightly hurt, and just use it once to come back at almost full strength. So, kind of surprisingly, this all means that the Monk is your best defensive player. He can't take as much direct damage as the Warrior or especially Barbarian, and doesn't have a love affair with armor like the Knight does, but he doesn't have to because of his wily skills.
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. Paragon of justice, jouster of renown, rescuer of princesses and slayer of dragons: The Knight. That, or he's just another stuck up noble jock with too much inheritance and nothing better to do than play games with other nobles and eat lamb by the roasted leg.
In this game, he's somewhere in the middle, as far as the story goes. The devs did us the favor of letting us have him even if we don't get past the Great Paywall. But you should get past it, 'cause really, it's all about the dragons. And the dragon fights are something else. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight.
But back to the Knight. He's actually more subtle and more complex than I was expecting. By far. Well, I mean that's technically true, but actually more of a gimmick. Although you have to want it, wait for it, and you have to build your party around helping that - but it can be done. Other than that, he'll be your new defensive combatant extraordinaire. And his strong focus on defense makes him less able to be a critical beast like the Ninja who is not dethroned, no matter what the stats are. 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.
He kinda likes to be the only bad boy read: fighter type on the team though, which is fine, but it does mean he's dictating who you're bringing along with you to slay those dragons. You can bring the Paladin or Warrior if you want, but they're all going to be competing for agro attention which is less efficient than letting the Knight do his thing. He's a worthy final addition, so let's get into the details:. You know that thick plate armor Knights always seem to wear, this is that. It's like the Barbarian's version of this skill but without the health boost and a twist instead.
The twist is that it increases the maximum effectiveness of Damage Reduction, which I didn't even know was a thing but I'm guessing has been part of the game mechanics since the get go. 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. To be honest, I'm not sure exactly what this means, but the following is what I'm assuming it means: So if the Barbarian gets hit for 32 damage or more, he'll block 16 points of damage.
But if it's less than that, say 16 damage, he won't actually block all of it, he'll only block 8. The Knight would block This is assuming they're both naked, by the way. This isn't that great a difference, but later on when the Knight is not naked but has a damage reduction around 40 or 50 with all his souped up gear which is what you will obviously have him wear if you invest in this skill , this makes more of a difference. With 50 damage reduction, instead of only blocking 25 of a 50 damage hit, he'll block 41 of it.
Still, having explained all that painstakingly, it's a lot of skill points for not that much impact. Meaning you're better off investing your points in his other skills, which are all better. Where the Paladin and the Warlock have failed, the Knight triumphs. As always, maxed at level Adding them up is relevant, because this skill's other perk is that all incoming damage is divided equally between HP and MP. Just putting one point in this skill already makes your Knight a damage absorbing beast, the extra health and energy points are just gravy.
The Knight has two active skills, which we'll cover shortly, and they're both pretty low in energy cost, not that it matters terribly as, kind of weirdly seeing as you'd think the Mage or Warlock would have this the Knight is the only class that can up his base energy with a skill. 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.
Also, this is going to make you more than tough enough, saving you the need to have a Second Skin. 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. It's a have your cake and eat it too situation, where the Knight can wear crazy heavy armor and shield s but still have full energy which actually counts as health.
This aptly named skill is what your Knight will use first, every time, in every battle. At least if you're being efficient. This touches on the Knight's only real weakness: it takes him forever to go on the offense in a battle, at least effectively. But, to stay on point, this adds up to Threat at level 24, which is just a hilariously huge number compared to what anyone else is capable of.
What places this firmly in the theater of the absurd is that he can keep adding to his Threat like this, every turn. 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.
Very crucially, his next skill True Strike , allows him to convert Threat Percentage into a bonus to his Critical Percentage. 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.
With this skill maxed and two turns of using it, your Knight will have around Threat hilarious, right? Now, here's where it gets tricky, because your Threat Percentage is relative to the rest of your team. That's just never going to really happen though, your other teammates need to have fun too, so there's a few ways of doing this. Which is still very good, and a pretty likely critical strike when the Knight eventually gets around to using his sword, but you're much better off having no other agro-loving guys in your team.
Like that Monk who uses his non-threatening fists, or the Hunter who doesn't care about his hat. Guys like that. Now all this makes Bulwark totally at home in the SAKA realm already, but just to make it even better, he also regenerates up to 9 Health and Energy for everyone else each time this is used. 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.
Thing is though, since it's the Criticals you're after, you're going to have to use this to attack with whenever you're done with Bulwark , to get that Critical boost. A straight up attack from the Knight is pretty lackluster. And if you're building your team around the Knight, they can all be focusing on max damage without having to worry too much about taking hits. Use your Knight for what he's best at, I say. 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. So, great not SAKA.
And that's the Knight, in all his defensive glory. Preserver of nature, lover of beasts no, not in that way! The first thing you'll notice about the Druid is his crown of I wanna say thorns, but it looks a little more like ivy. A bit like thorns though. So yay, here we have another specialist to join the thiefy classes. Meaning, a class based in theory on the Senses attribute.
Unfortunately, despite looking cool and having some genuinely groovy out-of-the-box-thinking kind of skills, kind of like the Hunter this guy is not terribly efficient unless you use him just right. Unlike the Ninja who specializes in Criticals or the Thief who still has the best group damage skill, the Druid being super neutral about it all tries to be too many things at once: caster, fighter, healer, speed demon - stacking up to a lesser version in all categories than several of the other classes here.
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. Except very importantly for his "1 point Ward" build, which is a paradigm shift for the Druid, and which I'll cover under that skill. Regardless of how you build him, the Druid is still very interesting to play and has a hamster.
Or Gerbil. Pigmy shrew maybe? Whatever, a delightful little animal companion to plop on the gaming table. Good fun. Uh oh, somebody brought their pet Guinea Pig to the game. Quick, let's incorporate it! So this is pretty groovy. This, really, is the most innovative and exceptional skill he's got, allowing you to stun and hit, or hit and heal, or heal and stun in a single turn. And this almost all the time. To be competitive by the higher levels in this game, you really need your skills to be maxed out, and this means each class is always better off focusing on just two skills.
So if you max this out, you only get one other option, so it's hit and hit, heal and heal, stun and stun. Which is still double your pleasure, but also double your MP cost and you'll find that your Druid has developed an MP potion addiction and is hoarding them in a burrow back at Spawn Point Village. In theory, this skill kicks major ass. In practice, it's hard to make it work well, and hard to keep up the MP. Except of course if you use his next skill as a 1 point concept, as I've been teasing you with.
Anyway, as far as the general MP suckage almost any Druid build will want from you if you use this skill, you could bring the Cleric to help with that, which means your Druid can focus on damage or incapacitation. And this is true, except other classes are better at both of those things. I mean, ivy! And here we have another version of healing that tries to think out of the box, with mixed results. It's at least better than the Warlock's Life Steal, but that's a pretty low bar. In theory you can get the most healing out of this skill, if enough turns go by and your target doesn't get hit.
But in practice, a little hard to make it work. What you get here is pretty good though as, unlike the Hunter's hat which only works for him, you can cast this on anyone and grant them immunity from the next attack they get. In the meantime they heal up to 80 HP every turn. Until they get hit. Which means after 3 turns you're on par with the Paladin and Cleric at their most healing-est, and after 4 or more turns you're crowned the new healing prima donna.
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 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.
With the ferret-like thing in the mix, this does mean you can spend your time protecting two of your fellows each turn, one for the fighter each turn and one for each other player so, in a long enough fight, you're basically warding the whole party the whole time. And really that's the best case scenario here and a solid build. 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.
A mixed bag to be sure. This is all true if what you're hoping to get out of this skill is some healing. If all you want is the ward, well, here you can have a beautiful thing and the best possible Druid build. 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. It'll cost next to nothing, the Druid will still have the mojo to maul or vine every turn, and especially in a dragon-type situation when the ward negates a HP hit, this will be invaluable.
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. Mondo groovy. This is the druid's "1 point Ward" build mentioned in his title, and it is by far the best use of the Druid and makes him just as valuable as the Mage or Ninja in your party - and also the only the second class here after the Paladin that effectively marries offense and defense in the same build.
There are other builds here that can be fun to explore, but this is absolutely the build of choice. Turn into a bear! Shred some stuff up! While fun in theory, it's also fun in practice. This big ass ethereal green bear-shaped cloak thing envelops the Druid, he becomes super strong and angry. The Hulk, essentially. With one major exception, he doesn't get tougher, and that's the problem here. But this just per turn, not until the rage goes away like the Barbarian.
As long as the Druid has the MP to keep it up, there's no appreciable difference though. 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. 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. Even with a Cleric you'll still be mainlining MP juice, sometimes having to waste a turn in a battle to keep it up.
If that were the end of the downsides, this would still qualify as a great skill. But there's one more bad thing: your Druid just isn't tough enough. Yes, you can bring him up to 10 or 12 body or whatever, but he's still gonna feel paper thin compared to any of the Fighters and what they can handle because the body boost doesn't actually add HP and there's no synergy skill like the Barbarian has to take care of that.
So then he's not just an MP hog, but a healing hog, distracting your other players from getting on with the enemy pulverizing as they struggle just to keep the Druid in the fight. And sadly Renewing Carapace can't make up for these problems as it takes a turn to get that ward up, and you may or may not get the 80 HP heal depending on if someone hits you which they well might, since you're a big threatening bear now. In theory, great. In practice, just good. Except, of course, for the "1 point ward" build - which makes everything hunky dory, because then the toughness issue isn't an issue when you can ward yourself from all damage over half the time.
I don't know what it is, but Druids just have this thing with vines. 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. This is in many respects similar to the Ninja's Smoke Bomb. And, while we're on that topic, just a little shy of that skill's awesomeness. One of my favorite things about this skill is that it's, finally, another row-affecting skill, to compliment the Warrior and Mage skills.
These little vine bundles pop up at the monsters' feet and they get to try and resist a Stun at up to a -9 Body roll. If the vines stick, they also do up to 56 damage, each turn. And this can get to be pretty significant, if you have it on a whole row, or even two rows with the help of your fur ball or two turns to work with , meaning everyone.
As a bonus, the vines will stay, strangling away, so long as the victim has ANY condition. 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 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. All the other Conditions stick around until resisted.
So, really, I wouldn't invest in this skill unless you've got at least one dude supporting the Conditions situation the Mage being the best as Fire is applied without a resistance roll. And again, if you do a build where you can cast this twice a turn, it's a major MP suck but also something of a waste to cast on the same row twice. A complete waste if the whole row gets stunned and vined, because neither of them stack. 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.
And that "1 point ward" build is, of course, the best combo here, but unlike with the bear situation it doesn't make up for a weakness the lack of bear toughness , so even though this skill is best used with that build, it doesn't change the value or rating of Grappling Vines. This guy is like, the coolest guy. Or, at least he thinks he is. But it's all in the mind anyway, 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.
Kind of like the Warlock, none of his skills really measure up - and the one that does can't make up for the others. To be blunt, I'm rather disappointed here. However, he has the slickest looking headgear in the game, I think, this sort of macho tiara. He's essentially a different kind of Mage, focusing largely on damage but more ineffectually Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets.
Passive skills in this game tend to be, well, passive. Not just in the technical sense in that they happen without activating them, but they're all non-offensive: regenerating, protecting, boosting, things like that. But not this one. This one just straight up damages the enemy - all the enemies - every time the Psion uses any skill. It's not a boat load of damage, granted, maxing out at 32 per baddie. But say that's five on the field, that's damage, and that's just in addition to whatever else your Psion is actually focusing 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. 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. It's best used on whoever your meat shield is, but can actually be legitimately used on even the frailest team member thanks to how tough it makes them.
Grant any player an extra 56 Threat and 32 Damage Reduction until your next turn - that's what you get. So, in theory, pretty great. In practice, either a little superfluous or kind of a waste of a turn. If you use it on your big scary fighter, they should already have high Threat and decent to great Damage Reduction. If you use it on your weak little Warlock, yes, okay, he'll take less damage from the hit, but still, he got hit. Why'd you do that to him!? But in either case, you'd be better off just damaging the enemy to get the fight over with - protect your peeps through offense.
Now, of course, use this with Psychosomatics and you have the tactical gratification of protecting and damaging at the same time. But the unfortunate fact is that you're better off just letting your defense take care of defense and focus on killing things, which really is what the Psion is best at.
I mean, in so far as he's good at anything. 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. If the Confuse is resisted against a -9 Mind roll Which makes sense to me, as I'd be pretty pissed at the guy who just tried to invade my brain.
This is, damage-wise, the same as the Mage's Lightning at damage max. For just one target. I'm not sure why. Both the Warlock and Mage max out at in the single damage category, and they all inflict Conditions in their own way so, really, I don't get it. 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 think the devs might have heard my complaint filter through the ether, because before the Psion, the Warlock and Criticals where you replace your weapon with an eye-glass were the only way to cause Confuse - neither of which gave you a good chance at it actually happening. This fixes that and, now that I see it in action on a regular basis, I'm kind of sorry I complained.
See, Confuse does just what it advertises, and your afflicted target will attack a random friend or foe. Thing is there's always five of you well, almost always - doesn't have to be that way and I'll get in to that, but for the sake of argument So frequently there's just a greater chance Confuse will make them hit you instead of one of them.
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. Also, often your weakest players, who are normally protected by their low Threat, get that hit that was intended for your Barbarian. So yeah, I'd definitely take Stun over Confuse, or risk whatever you get with the Warlock, over this skill. 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 with 7 guys to hit with it, so total possibly damage with both skills maxed.
But you can't measure a skill by what you may or may not pair it with. Keeping up with the Psion's super cool image, this skill is verifiably super cool. Remember that Thief's Grappling Hook thing, that I thought was so cool it was worthy of a personal note that it was great just for me?
This is that, but for the whole field of battle and completely irresistible. The only thing this won't work against is a Dragon, 'cause they are the whole battlefield, but everything else in the game will get shuffled around including bosses. Well, almost, we'll get in to that.
But in addition to the shuffle-palooza, each enemy takes up to 80 damage. After a -9 Senses resist roll maxed out. That's up to damage if there's seven unfortunate targets out there. Which, if your Psion is also an expert in Psychosomatics, brings you up to a grand magnificent total of damage which is exactly as glorious as the Thief's Barrage of Knives skill if conditions abound and so on par with the maximum group damage this game can let you deliver.
Except, you know, it like totally obviously isn't because this skill is only good. How can this be? This can be thanks to a small host of pretty bad drawbacks. The most obvious and worst of which being that this is, as mentioned, resistible. So, depending on the monster, they may rarely resist this or, if they're Bandits or something like that, they can resist this more than half the time, even maxed out.
This is the only other skill that has resistible damage, the first being the Cleric's books with 3 bolts thing. And this skill is just as terminally useless against bosses as that one. You could argue that shuffling things around, even without damage, is a bonus. 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.
Because the shuffling is random but also not guaranteed. 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. Like, literally, as if nothing had happened. This is problem number two, and only gets worse with bigger enemies. Most enemies are regular size, and you can fit 7 of them on the screen. Expanding its coverage with vibrant color plates—twice as many as the first edition—and the addition of range maps, the book also contains updated species accounts with new information about identification, voice, habits, and range.
A must-have for everyone from ecotourists to field researchers, Birds of New Guinea remains an indispensable guide to the diverse birds of this remarkable region. Thane K. Pratt is wildlife biologist emeritus at the U. Bruce M. Beehler is an ornithologist in the Division of Birds at the Smithsonian National Museum of Natural History and a tropical ecologist with interests in the birds and rainforests of the Asia-Pacific region. Many of our ebooks are available through library electronic resources including these platforms:.
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