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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.
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.
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.
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.
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.