I loved the overall formula of how you covered it. So glad you mentioned fearsome blade at the end, I was wondering if you were going to :). As far as balancing top and bottom actions, I found myself not realizing this at first, and it definitely made things a bit clunky. Now that I got it down, it's been so nice! However, I didn't realize I should factor that in when choosing a level up care, and not just taking as my knee-jerk choice. Also, I'm with you, psionic warrior + I've mage is totally the way to go. The other archetypes just don't quite have the cards to pull off well. They end up feeling... thematically? Very interesting. Mechanically? Also interesting. Effective? Mmmm.... nahhhh 😅
This guide is incredibly well produced and researched. The points you make are very well reasoned and your understanding of the material is apparent. Well done, I truly hope you feel inspired to make more of these. Other classes may not have such a clean, ideal build, but if anyone can come close, you can. That said...I play a MINDtheif...it is inefficient and a total riot with my trap-tinker friend..the other two players actually do the heavy lifting.
Thanks for the very kind words! Don't fret too much over your Mindthief, what's most important is you're playing a build that you find most fun, it's a team effort to win each scenario after all!
Great guide for one of my favourite characters. Hope you consider doing something similar for the other classes (at least the starters) as I’m sure newer players will benefit greatly!
My typical play style with the mindthief is to never even have the monsters look at me in the first room through positioning, initiative manipulation, and invisibility. My teammates take a beating while I dish out damage and then I make it up to them by stunning as often as possible and then giving 2 full turns of an entire room of stunned enemies with the invisible door trick
New player - didn't know I could pull back my augments. I'm running with a lvl.5 Tinkerer, & a lvl.8 Mindthief atm. Current MT Deck: Empathetic Assault TMW Fearsome Blade Perverse Edge Hostile Takeover Silent Scream Cranium Overload Dark Frenzy Corrupting Embrace Shared Nightmare I find Hostile Takeover and Dark Frenzy Work really well together, and HT w/Perverse Edge allow me to shut down a couple enemies in one turn. Realised now that my MT is quite ranged/ long movement-oriented; with a few killer melee attacks when getting up close. I'll probably use my augments more now that I know I can pull them back without replacing them.
Very detailed! Basically the same way I play my mindthief in our streams so gotta agree on 99% of points :P We use nerfed stamina potions so the stun loop isn't as reliable but still obviously useful. Invisibility on doors is basically one of the forms of tanking we use lol
Great minds think alike :D did you get your MT past level 6, and what do you think of her at higher levels? I haven't had the chance to try a fully decked out MT!
@@bewnt I just hit level 6 last night (quarantine campaign so still pretty fresh). I am, sadly, definitely retiring next Thursday so I will not be able to experience full on mindthief but I'm kinda the damage-carry of the group at the moment. Great minds indeed, between the damage and stuns, it's so incredible.
Great guide! Question about Bottom of Perverse Edge and top of Frigid Apparition combo: one creates the Cold essence and the other uses it, so I'm assuming you play Perverse Edge one round and then Frigid App the next? Unless I misunderstand, we can't use an essence the same round we spawn it? Thanks in advance!
@noname yup you're absolutely right! This also allows you to lock down a single enemy by stunning them for two consecutive turns, assuming the initiative values work out.
@@bewnt Ah thank you for the clarity/explanation. Genius play. I'm still a newbie (have only played first scenario). Thanks again for this guide. It's very helpful!
Hey, great question - I'm now using the new nerfed potions too! For utility, we still want to recover the stun cards (either Frigid Apparition or Perverse Edge), since locking down an enemy at early initiative is one of the biggest strengths of the Mindthief. For card economy, we have to pay more attention to the number of cards we have in circulation. With Minor Stamina Potion which now recovers a single card, it can be used when we have an odd number of cards in hand to give us an even number, which is optimal. This in turn, changes how aggressively we recover our augment. Most of this is play-by-ear - you generally want to use the stamina potion at an opportune time for utility as described above, then adjust your resting strategy to optimise card economy.
just realized my first play that stamina potions are damn important! also waiting and burning all your discards at the end on the last enemy phases for xp
oh my god, it seems like the mind thief its an awsome class, I really like such a characters but I am afraid it will be to difficult to use on a first play trough,... would you encourage me to do so on a two players party? I also like the scoundrel but I am afraid it can get a little boring, my wife will play with me and she wants to use the tinkerer
I noticed you are switching in a lot of ranged attack cards. I was trying to avoid those, because the +2 attack bonus of The Minds Weakness only applies to melee attacks.
Definitely a shame that the Mindthief doesn't get any repeatable top melee attack actions until level 6! That said, I went with the ranged attacks because Gloomhaven is ultimately a team game - losing a little bit of damage output is worth it for the amount of enemy control and utility provided by Hostile Takeover and Mass Hysteria, which benefits the entire team.
Only after playing two scenarios we found out we have max HP. With the mindthief havinv only 6! How do I even attack something up close when everything can kill me in two hits? Any tactics/ advice on how to play. Only level 1 and played the game 3 three times so far, but with a 9HP healthbar and thinking I get 1xp for every attack that hits every single time I'm using the +2 attack augment. So we're looking to follow the rules a bit more, but we couldn't beat it with these rules. Let alone with the max health rules...
Heya! The Mindthief is very different from hack and slash fighters you see in other games; you don't want to be charging forward mindlessly and soaking damage. Instead, the Mindthief is more like a rogue, sneaking in the shadows using Invisibility, striking late in the turn after enemies have attacked, and using her arsenal of stuns (you have 2 non-loss stun cards at level 1) to stop enemies in their tracks. Stunning an enemy for a turn is equivalent to negating one attack coming from them, which is crucial for staying alive in melee range!
@@bewnt Thanks for the tips. I haven't been going so in depth to have a real strategy yet. But using the stun is clever, and going late on purpose. So keep distance, go late, walk in and hit. I haven't touched invisibilty yet. I was using the 2 attack buff.
@@bewnt awesome, thanks! I still don't see a link to Gripeaway's guide, but that one at least was easy enough to transcribe from the text in the slide deck :). Great break down in your video, btw, I really learned a lot.
Is going invisible in the doorway actually allowed? From what I understand, you're not allowed to make any area of the map inaccessible. I had thought that turning invisible in the doorway would count, since enemies treat you like an obstacle when that happens.
It is only cutting off areas by creating/moving fixed obstacles that is illegal. Using invisibility in doorways is fine. It is a very popular way to (ab)use how the monster AI rules makes them stand passive if they cannot find a path.
This is exactly what I was missing from other guides, thank you so much for these insights!
I loved the overall formula of how you covered it. So glad you mentioned fearsome blade at the end, I was wondering if you were going to :).
As far as balancing top and bottom actions, I found myself not realizing this at first, and it definitely made things a bit clunky. Now that I got it down, it's been so nice! However, I didn't realize I should factor that in when choosing a level up care, and not just taking as my knee-jerk choice.
Also, I'm with you, psionic warrior + I've mage is totally the way to go. The other archetypes just don't quite have the cards to pull off well. They end up feeling... thematically? Very interesting. Mechanically? Also interesting. Effective? Mmmm.... nahhhh 😅
This guide is incredibly well produced and researched. The points you make are very well reasoned and your understanding of the material is apparent.
Well done, I truly hope you feel inspired to make more of these. Other classes may not have such a clean, ideal build, but if anyone can come close, you can.
That said...I play a MINDtheif...it is inefficient and a total riot with my trap-tinker friend..the other two players actually do the heavy lifting.
Thanks for the very kind words! Don't fret too much over your Mindthief, what's most important is you're playing a build that you find most fun, it's a team effort to win each scenario after all!
Still valid and very helpful in 2021 for digital version. Thanks!
When you generate ice, you cannot spend it in the same turn, is the only problem but is a really good build, enjoy the mind thief!
Great guide for one of my favourite characters. Hope you consider doing something similar for the other classes (at least the starters) as I’m sure newer players will benefit greatly!
Great video, I hope you make more for the other characters!
Fantastic guide and video. Thank you very much.
My typical play style with the mindthief is to never even have the monsters look at me in the first room through positioning, initiative manipulation, and invisibility. My teammates take a beating while I dish out damage and then I make it up to them by stunning as often as possible and then giving 2 full turns of an entire room of stunned enemies with the invisible door trick
New player - didn't know I could pull back my augments.
I'm running with a lvl.5 Tinkerer, & a lvl.8 Mindthief atm.
Current MT Deck:
Empathetic Assault
TMW
Fearsome Blade
Perverse Edge
Hostile Takeover
Silent Scream
Cranium Overload
Dark Frenzy
Corrupting Embrace
Shared Nightmare
I find Hostile Takeover and Dark Frenzy Work really well together, and HT w/Perverse Edge allow me to shut down a couple enemies in one turn.
Realised now that my MT is quite ranged/ long movement-oriented; with a few killer melee attacks when getting up close.
I'll probably use my augments more now that I know I can pull them back without replacing them.
Fantastic video. I might do a deep dive into the Sun class's builds. :)
Very detailed! Basically the same way I play my mindthief in our streams so gotta agree on 99% of points :P We use nerfed stamina potions so the stun loop isn't as reliable but still obviously useful. Invisibility on doors is basically one of the forms of tanking we use lol
Great minds think alike :D did you get your MT past level 6, and what do you think of her at higher levels? I haven't had the chance to try a fully decked out MT!
@@bewnt I just hit level 6 last night (quarantine campaign so still pretty fresh). I am, sadly, definitely retiring next Thursday so I will not be able to experience full on mindthief but I'm kinda the damage-carry of the group at the moment. Great minds indeed, between the damage and stuns, it's so incredible.
@@RageBadgerGaming I do miss my lovely Mindthief :) Congrats on the retirement, and hope you'll enjoy your next class!
Great guide! Question about Bottom of Perverse Edge and top of Frigid Apparition combo: one creates the Cold essence and the other uses it, so I'm assuming you play Perverse Edge one round and then Frigid App the next? Unless I misunderstand, we can't use an essence the same round we spawn it? Thanks in advance!
@noname yup you're absolutely right! This also allows you to lock down a single enemy by stunning them for two consecutive turns, assuming the initiative values work out.
@@bewnt Ah thank you for the clarity/explanation. Genius play. I'm still a newbie (have only played first scenario). Thanks again for this guide. It's very helpful!
Thanks for the guide!! Really detailed and informative! I'm so excited to finally play Mind thief now
Solid and deep analysis! Great job.
I´m trying to avoid Gloomhaven spoilers but those videos are fantastic!
Thanks! I do my utmost to list all spoiler content before each video begins, so you can expect that when watching my stuff!
hello is it different now in terms of card economy since more and more people (us included) are using NERFED stamina potion (1 card instead of 2) ?
Hey, great question - I'm now using the new nerfed potions too!
For utility, we still want to recover the stun cards (either Frigid Apparition or Perverse Edge), since locking down an enemy at early initiative is one of the biggest strengths of the Mindthief.
For card economy, we have to pay more attention to the number of cards we have in circulation. With Minor Stamina Potion which now recovers a single card, it can be used when we have an odd number of cards in hand to give us an even number, which is optimal. This in turn, changes how aggressively we recover our augment. Most of this is play-by-ear - you generally want to use the stamina potion at an opportune time for utility as described above, then adjust your resting strategy to optimise card economy.
just realized my first play that stamina potions are damn important! also waiting and burning all your discards at the end on the last enemy phases for xp
Burning cards for XP at the end is a secret trick, kudos on finding it :) I try to keep my 2 XP loss cards till the end for this!
Hey, just remember that stamina potions have been errata'd to only return 1 card. Not quite as good, but still worthwhile ;)
oh my god, it seems like the mind thief its an awsome class, I really like such a characters but I am afraid it will be to difficult to use on a first play trough,... would you encourage me to do so on a two players party? I also like the scoundrel but I am afraid it can get a little boring, my wife will play with me and she wants to use the tinkerer
I noticed you are switching in a lot of ranged attack cards. I was trying to avoid those, because the +2 attack bonus of The Minds Weakness only applies to melee attacks.
Definitely a shame that the Mindthief doesn't get any repeatable top melee attack actions until level 6! That said, I went with the ranged attacks because Gloomhaven is ultimately a team game - losing a little bit of damage output is worth it for the amount of enemy control and utility provided by Hostile Takeover and Mass Hysteria, which benefits the entire team.
Only after playing two scenarios we found out we have max HP. With the mindthief havinv only 6!
How do I even attack something up close when everything can kill me in two hits? Any tactics/ advice on how to play. Only level 1 and played the game 3 three times so far, but with a 9HP healthbar and thinking I get 1xp for every attack that hits every single time I'm using the +2 attack augment. So we're looking to follow the rules a bit more, but we couldn't beat it with these rules. Let alone with the max health rules...
Heya! The Mindthief is very different from hack and slash fighters you see in other games; you don't want to be charging forward mindlessly and soaking damage. Instead, the Mindthief is more like a rogue, sneaking in the shadows using Invisibility, striking late in the turn after enemies have attacked, and using her arsenal of stuns (you have 2 non-loss stun cards at level 1) to stop enemies in their tracks. Stunning an enemy for a turn is equivalent to negating one attack coming from them, which is crucial for staying alive in melee range!
@@bewnt Thanks for the tips. I haven't been going so in depth to have a real strategy yet. But using the stun is clever, and going late on purpose. So keep distance, go late, walk in and hit. I haven't touched invisibilty yet. I was using the 2 attack buff.
Amazing video! Do one about Speelweaver please.
Your second slide shows that the links you included will be in the video description. Can you add those?
My bad, they're there now!
@@bewnt awesome, thanks! I still don't see a link to Gripeaway's guide, but that one at least was easy enough to transcribe from the text in the slide deck :). Great break down in your video, btw, I really learned a lot.
Is going invisible in the doorway actually allowed? From what I understand, you're not allowed to make any area of the map inaccessible. I had thought that turning invisible in the doorway would count, since enemies treat you like an obstacle when that happens.
It is only cutting off areas by creating/moving fixed obstacles that is illegal. Using invisibility in doorways is fine.
It is a very popular way to (ab)use how the monster AI rules makes them stand passive if they cannot find a path.
Awesome video! Tx!
Great video
You from Singapore by any chance?
I prefer not to publicly disclose personal info. But am happy to chat privately - send me a PM on Discord!
Thanks !