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*Pathfinder & Starfinder
A short guide to the Essential Thief's movement tricks
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<blockquote data-quote="twilsemail" data-source="post: 5362471" data-attributes="member: 79628"><p>Just touching on a few things:</p><p> </p><p> I love this trick. That is all. </p><p> </p><p>I think most Thieves will fall in love with this one over time.</p><p> </p><p> I think you're really underestimating some of these.</p><p> </p><p></p><p> </p><p>See, here's the thing. It doens't really divide your damage. You aren't doing less damage than you otherwise would. You're simply killing that minion over there. It's like a very mini FoB.</p><p> </p><p></p><p> </p><p>I think this could work out well for Thieves with striker flanking partners or Warlords tailing them around. It's certainly not the cream of the crop.</p><p> </p><p> Again, I think you're underestimating these.</p><p> </p><p> This is particularly good for Thieves with a Defender-y flanking buddy. It helps Pin the baddie down near them and flanked for another turn. If he hits you, he suffers the Defenders punishment. I imagine Battleminds and Wardens would laud this Thief for ages to come.</p><p> </p><p>Also works well with certain controllers who can punish an enemy staying still.</p><p> </p><p> OK, so I don't like this one either.</p><p> </p><p> </p><p></p><p> </p><p>I've not really seen too many rogues before essentials struggling to gain CA. I know "I get CA" is nice and all... but it's not that hard without tricks. Am I the only one with that experience?</p><p> </p><p></p><p> </p><p>If the benefit from last turn is still useful, it's worth holding on to it and then Tricking after your attack. This is especially true when looking at who's coming after you in initiative and what they're likely to do.</p><p> </p><p>That's me typing on the good ol' ramblomatic. Hope it made some sense.</p></blockquote><p></p>
[QUOTE="twilsemail, post: 5362471, member: 79628"] Just touching on a few things: I love this trick. That is all. I think most Thieves will fall in love with this one over time. I think you're really underestimating some of these. See, here's the thing. It doens't really divide your damage. You aren't doing less damage than you otherwise would. You're simply killing that minion over there. It's like a very mini FoB. I think this could work out well for Thieves with striker flanking partners or Warlords tailing them around. It's certainly not the cream of the crop. Again, I think you're underestimating these. This is particularly good for Thieves with a Defender-y flanking buddy. It helps Pin the baddie down near them and flanked for another turn. If he hits you, he suffers the Defenders punishment. I imagine Battleminds and Wardens would laud this Thief for ages to come. Also works well with certain controllers who can punish an enemy staying still. OK, so I don't like this one either. I've not really seen too many rogues before essentials struggling to gain CA. I know "I get CA" is nice and all... but it's not that hard without tricks. Am I the only one with that experience? If the benefit from last turn is still useful, it's worth holding on to it and then Tricking after your attack. This is especially true when looking at who's coming after you in initiative and what they're likely to do. That's me typing on the good ol' ramblomatic. Hope it made some sense. [/QUOTE]
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