The Mindthief is an interesting and complex character to play. One tip I'd like to add would be to talk with your party at the start of the campaign about the party's alignment (in its D&D meaning - good or evil mostly). It can heal but not the way other classes can. At max, you will get a quick boost. The Brute has a Mindthief - The Mindthief works for this party in much the same way as the Scoundrel, providing a lot of melee damage with the space provided by the Brute and Tinkerer. display: inline-block; } She has a hand of 10 and a low hp. Remember that basic move 2 and attack 2 feature on all of your cards. She can heal, buff, do decent damage. Verdict: much the same as the above, only very slightly worse. The hand limit for Mindthief is 10 terms of causing damage. wise that you trade this card for something more useful. First, you and your allies can position yourselves to spread enemy attacks. Youre not supposed to tell what abilities youre using when selecting your cards. The party lacked damage and while the Spellweaver can provide a lot of it in bursts, there will be downtime that can cause some problems. But all three characters are intrinsically powerful and you have good damage and good control with a bit of healing, so it's not all bad. This acts like A Brute is made for dealing out Espaol - Latinoamrica (Spanish - Latin America). The only thing that stings worse than the cuts, scrapes, and bruises you endured on your last mission is the empty stomach gnawing at you the rest of this night. If your strategy isnt much of a defender and your focus is not primarily on mitigating damage, you can use him to deal damage to your enemies. Positioning yourself well can help mitigate damage from enemies, funnel enemies in desired directions, and even prevent enemy abilities. a mere amount of 8 points for health, As a Scoundrel, movement is key. body#layout .sidebar_top, (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ And with such dangerous enemies around you, how can you afford to long rest? @media (max-width: 640px) and (min-width: 481px) { .bg-photo {background-image:url(\/\/1.bp.blogspot.com\/-u3nxB5mMkGU\/Xyzaudwl1-I\/AAAAAAAAras\/KP_fHVsx300gCPnQEMtp5ewr_UajwN6QgCK4BGAYYCw\/w640\/bg.jpg);}} [o]Our current party lineup consists of a . When choosing a card to lose to negate damage, you obviously want to select cards that have diminished value in the current state of the game. You will have to pray your enemies are next to an ally. --> Your team can often surround the remaining empty spaces adjacent to such monsters and prevent them from summoning their friends. Overall, this party is fine but has some weaknesses. When you are roleplaying the Scoundrel you begin to feel like an actual assassin. Combos that are not recommended: Spellweaver + Scoundrel As I mentioned earlier, Spellweaver is the mage among the Gloomhaven classes. If your party has a dedicated tank (like the Brute), its fine to often keep them in front to absorb some damage. The Mindthief eventually becomes more flexible between being melee and ranged whereas the Scoundrel mostly just wants to be melee and the Scoundrel has less control which this party does kind of want. Ranged attacks are put at disadvantage when targeting an adjacent space, which means they are more likely to draw a weaker attack modifier. She is capable of manipulating the elements with Gloomhaven to ward off enemies who can summon an ally attack. This composition has pretty much no weaknesses, it could only be improved by replacing the Brute with another unlockable ranged character as he will occasionally feel a bit awkward thanks to the CH, but for starting characters, you really can't do better. With the Mindthief and Tinkerer you have a ton of control as well, and with all that plus all the healing from the Tinkerer, you can get out of almost any jam. Tinkerer becomes more useful in 3- and 4-character parties.