Gloomhaven

Gloomhaven

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Rianith Dec 8, 2021 @ 1:26pm
Mindthief, what kind of group does it work well?
Tried dropping in Mindthief and it never seems to work that well,
especially in duo.
Low health melee specialist doesn't seem like a good idea on paper...
Anyone got it to sing?
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Showing 1-8 of 8 comments
Darklord Dec 8, 2021 @ 3:04pm 
I love mine. I didn't initially, but got encouraged on here to try her again, glad I did!

I am currently running her with Music Note, Angry Face and Sun.

She's level 9, can instant kill or do huge damage each turn. Go invisible when needed. All while looting excessive amounts of gold! (114 just her, in the last scenario)

Music Note helps her by adding some Healing. (2 a turn) I often swap between Retaliation and Disadvantage too as needed. (2 at a time often)

Sun tanks everything, uses retaliation to kill. Gives discards back, more heal etc.

Angry Face mass shoots things up, with more invisibility etc. He can also bring down Elites /Bosses quickly.

The team works well and can cope with most scenarios. (playing Brutal mostly)

I do plan to run an entire invisible party at some point. Using probably her, Angry Face, Eclipse and the Scoundrel.

Daniel.
Last edited by Darklord; Dec 8, 2021 @ 3:09pm
Zalmer Dec 8, 2021 @ 3:11pm 
Mindthief is my favorite starting class. The trick with her is playing with range. Once you have TMW rolling you go in slow hit, then go fast hit and get out. As you level she goes from solidly melee to range/melee hybrid. Around level 6 I generally play her as a spell caster that can zip in for some good damage if needed. An invis cloak goes a long way to help as well.
Darklord Dec 8, 2021 @ 3:18pm 
Originally posted by Zalmer:
Mindthief is my favorite starting class. The trick with her is playing with range. Once you have TMW rolling you go in slow hit, then go fast hit and get out. As you level she goes from solidly melee to range/melee hybrid. Around level 6 I generally play her as a spell caster that can zip in for some good damage if needed. An invis cloak goes a long way to help as well.

Just shows how you can run her differently. I only have 2 ranged attacks slotted, I use her mostly in melee.

Also I like the jump 4 cloak, mine has the healing shoes so it combo's nicely.

Daniel.
Yammering Dec 8, 2021 @ 4:25pm 
I don't rotate the mindthief buffs. I start out by putting up the +2 damage buff and then just roll around slicing up the badguys. The mindthief has good cards to go when you want (usually early, but some times late) so you can avoid damage.
If I am starting out a 2 character game, mindthief and spellweaver is a brutal offense combo (magic area attacks from the spellweaver and heavy single target takedowns from the mindthief (with some icy stuns and the occasional rat swarm))
Darklord Dec 8, 2021 @ 4:54pm 
Originally posted by Yammering:
I don't rotate the mindthief buffs. I start out by putting up the +2 damage buff and then just roll around slicing up the badguys. The mindthief has good cards to go when you want (usually early, but some times late) so you can avoid damage.
If I am starting out a 2 character game, mindthief and spellweaver is a brutal offense combo (magic area attacks from the spellweaver and heavy single target takedowns from the mindthief (with some icy stuns and the occasional rat swarm))

Honestly it's worth using the Kill normal enemy buff sometimes. Also if you discard the buff before resting it'll give you an extra card back, then you can pick the one you need afterwards.

Helps you keep going on longer missions, and makes her more versatile.

Daniel.
Fringehunter7719 Dec 8, 2021 @ 8:05pm 
Mindthief always feels like it works well with most things to me. It's a tricky class to get conceptually, but really strong once it clicks.

Most of the time the go to augment is The Mind's Weakness, making every default action into at least an attack 4 makes for great single target damage.

One important tip to remember is to discard your augment before resting whenever you have an odd hand size, as this means you don't lose that extra card in your next rest cycle.

Scurry/Into the Night is a huge combo as well. It makes opening doors much safer for any group of any size. You can get in, stab something and expose none of your mercs to danger in that first round. You can even door invis block if needed to jam up non-flying enemy movements.

As with all invisibility classes it's a key tactic to go as slowly as possible the round after you go invisible, so your quasi immunity covers two rounds instead of one. It's particularly good when long resting or bringing your invisibility back with a stamina potion. You can effectively chain together four rounds where you don't need to move and can dish out damage and stuns with both top and bottom actions over and over.

Aside from that the class has lots of cool tricks for generating ice and controlling enemies. Walking them into traps, pushing them into traps or out of range of your allies (while you are safely invisible), combine those perverse edge bottoms with a Frigid Apparition top on the next turn for extra control and see good results.

The two things the class doesn't bring are durability and healing, so I guess the best squadmates provide those, or have ways of avoiding damage. Likely candidates might be Cragheart or Sun in 2 player. There's also lots of potential around other invis or control classes.
Zeel Ara Dec 8, 2021 @ 11:19pm 
The trick to mindthief is to disregard the intended design of cycling passive abilities. Pick a single one, personally I prefer the "Heal 2" but "+2 damage" is great as well, and then run with that the entire mission. There is the rare case where you might want to bring an additional one to deal with something specific, but more times than not you are just gimping yourself by bringing more than one.
IKerensky Dec 9, 2021 @ 2:47am 
Mindthief work well by herself.
You can stun-chain any single opponent and all your attacks are at least 4 damage, mince meating opposition. (use the range stun + frost, then the strike consume frost to stun, rince and repeat).
Add a Reinforce to your move+heal card and you are barely unstoppable.
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Date Posted: Dec 8, 2021 @ 1:26pm
Posts: 8