Cheerleader Party 2 Walkthrough =LINK=
Cheerleader Party 2 Walkthrough ===== https://tiurll.com/2tfrLb
After letting a few more days pass, you'll find Roxxy and her friends talking about Roxxy forgetting her cheerleader uniform at home. Missy and Becca will refuse to walk to the trailer park. You'll offer to go in their place.
After a few days, head back to French Class and ask Roxxy how everything's going. After thanking you, she'll invite you to her party on the weekend. However, Becca is still not convinced that you're a cool person, so you'll want to get on her good side come Saturday.
Okay, so 1 point for Body and 2 for Senses. So she belongs with the specialist classes. Along with the Ninja, Hunter and Druid. Her special ability is to heal 5 HP and 5 MP to the whole party whenever she blocks an attack. It is however strategically inadvisable to block (Take Cover), ever, in this game. Why is that Because all taking cover does is reduce your Threat to zero. It makes you a non-target, although group attacks will still get you, but it's just the least productive response to low health. Meaning that, if you're in a fight and your Psion is one hit from death, there are any number of actions (an offensive spell to end the fight, a heal from someone else, a potion, a warding spell, even escaping to come back to the fight at full health) that would be better than taking cover, which doesn't even guarantee that the Psion won't get hit. Admittedly, sometimes it's a good move to Take Cover only because it lets you skip a turn, thereby not killing that Zombie who's literally on his last leg after you've wiped out the rest of his cohort and you want your Cleric or Paladin to get one more heal in before you move on to the next room in the dungeon. And actually, with the advent of the Knight, other players blocking increases his potential critical percentage. But you never want to block for the sake of blocking. Point made. So the only good reason to use her is with the Thief, who has a skill that gives automatic block when she's hit, which then means any time she's hit the party gets healed 5 HP and MP. In this case the block is an unqualified positive, since it's free, but the 5 healing is minimally effective even at low levels and unnoticeable at higher levels. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. Still, if you have a Hunter or Ninja who already took the Rich Kid player, the only other option with a good Senses boost is the Goth. And the Goth is lame. The Goth herself, especially, is aware of this. It's why she's so macabre all the time.
2 Body and 1 Senses makes him good enough for any of the fighters, but not quite as good as the Rocker (who rocks, naturally). Also a decent choice for the specialists. And shrugging off 1 condition per turn is pretty good, although sometimes a little superfluous. The conditions that are consistently annoying are Confuse and Stun and Rage. Weakness hobbles your fighters, especially the builds focused on Criticals, but makes no difference to the casters. The other conditions can work well when you inflict them, but the enemy versions are almost invariably weak (very low damage per turn), and so you'll barely even notice them. So, in effect, conditions are a real threat only about half the time - at least as far as your party is concerned. The beauty here is that the Surfer can shake off Stun, and the only other way to do that is with a Cleric if you're lucky enough to have him Purge you before your turn. Shaking off Poison 4 is pretty pointless though, and if you do have that Cleric purging maybe Surfer isn't the best way to go. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. We'll see about that later.
I'll just come out and say it, this is your best choice (most bang for your buck), for any class (with the possible exception of the \"pure Rage\" Barbarian). Yes, your Warrior will strike a little less hard, have a little less resilience, but he'll be more skillful and have more energy to use those skills. The point (or two) in Mind is like Body, giving around 1 level's worth of extra MP per point per level. There's no analog to the Damage and Threat boosts, though. But MP is important. In fact, if you don't have that Cleric in your party constantly refilling your MP, you're never gonna really feel like you have enough MP (unless you happen to be a juju-swapping Monk) - especially in dungeons. But still this is going to be better than your elf's MP boost in the long run (actually, not even that long - you'll make up those 20 MP by about level 6), and then you get that extra skill point. It's not game changing, but very nice.
Oh boy, is it hard to not take this guy along in any party. He's your quintessential support character. He's the one you bring along to keep everyone healthy and peppy enough to keep slugging away for hours on end. No resurrecting, interestingly, but then again... Phoenix Feather. He does have a damage skill, which is a mixed bag, but there's basically one (right) way to play this guy, which is the only reason I ever don't bring him ('cause I have ADD, OCD, and a short attention span and I like some flippin' variety, dangit). Actually, there is a sound tactical reason not to bring him if you just don't mind using potions fairly regularly and want to maximize your damage potential. Nothing quite like building a team that blasts through almost everything in one or two turns.
This lets you restore energy to your compadres, but passively, meaning it happens automatically when you use any of your active skills. Now, you could make a build without this skill, but really, why would you This by far the best way to restore MP. The Knight is good for this too, but his skill is only a third as powerful and unlike the Cleric he won't be casting it every turn (he does have to strike out with a noble yawp now and then). The Mage and Monk skills are only for their own selves, and there's the Cheerleader Thief when she gets hit, and the Game Room blocking thing for individuals, but they're pretty weak. Your Cleric is definitely the premier energy boosting specialist. Fully maxed this will give the rest of your party +32 MP, every single turn the Cleric uses any skill (which, usually, is every turn), which is enough to keep just about anyone in skill blasting heaven. Trick is, seeing as this is passive, you require another active skill for this one to kick in. So which one to choose (Note: This skill does not regenerate the Cleric's MP, which is why you're going to have to rely on MP regenerating Trinkets (preferably), or potions, or good old fashioned rest from time to time.)
This is your high damage single target smashing skill. It's a slightly weaker version of the Warrior's version of this: Power Lunge (high Damage and Threat increase). But the damage is a little less (at max level: 308% of weapon damage instead of 324% like the Warrior and Barbarian skills - you know, just to put him in his place because he hasn't dedicated his entire existence to killing - that's 16% less for you buddy), the Threat boost (56 max) is impressive but you lose it every turn, so in a long battle (which is when you'll really want your Threat) the Warrior will serve you better. Plus his skill reaches the back row. But, we're not talking about the Warrior here, are we Well yes, this is where your party choices come in. Meaning, if you want to bring someone who's going to use this kind of skill, the Warrior (or Barbarian or Monk {or Ninja or even Thief and Hunter if used right and it's not the Threat you're after}) have slightly better (higher Damage) versions of this skill. So if you do want a Paladin, you're not really going to want to bring him for this. You're going to want him for the next two skills.
In no gaming universe ever created does the Paladin not have this skill. It's what makes him a Paladin. The hand that kills can also heal, sayeth Aragorn, and all that. Not to confuse you with a reference to a Ranger/King doing Paladin stuff, but anyway. This is essentially like the Cleric's Restoration skill. It's a little weaker... well, sort of. It actually heals the same amount of total HP per cast since, as an added (and pretty original) bonus, the Paladin heals himself at the same time for half of what the other guy gets. (And yes, the Paladin can cast this on himself for a 150% heal). So he can heal 208 HP with this skill maxed out, with an added 104 HP for himself, or 312 HP combined if he wants to be extra greedy. In fact I'd say this skill is better than Restoration (great instead of good after all) as it splits up the good vibes. And as mentioned before, you are very rarely going to need all of that 312 HP heal on one adventurer. It can also be worse, where the Paladin needs no healing and your Barbarian is near death and only gets brought up to half health. But most of the time, this is better. You are for sure bringing this to the party if you brave the world of Paperos without a Cleric, and even if you have one, this is a great secondary skill to fill in the healing gap for the occasional high damage ur mewling little weak Mage gets. More to the point, if you max out the upcoming SAKA skill - like you should - this skill is a better balance than leveling up Guiding Strike, which is going to be weaker than Smite even for a single target for the first 10 levels or so.
So there are two ways to use this skill, one which is really effective and one which pretty much makes your Barbarian immortal. This skill gives him a boost to his attributes when, and only when, he's enraged. Sounds pretty good, but in fact it's spectacular. Fully maxed out (level 24, for a skill, is the max, by the way), he gets +32 Body and +16 Senses. That means +32 Damage, +32 Threat, +a shucks ton of (potential) HP, +16 initiative and +16% critical. The HP boost is kinda weird, actually, as when you get to higher levels you'll think your Barbarian just sliced his arteries open and lost most of his blood as he enrages, but really it's just that his max HP went up. Way up. At level 40, that's about 40 x 32 (1280) more potential HP. Which is about 3 times his normal. But don't be tempted to try and fill that up with healing, at least other players healing him, because as soon as he loses his rage he goes back to his normal but still substantial HP. However, there's no logical build with the Barbarian that doesn't include that one active skill, Frenzied Strike, which is the thing that gets you enraged, so really if you're doing the Anger Management thing you have two ways of going about it: First is the great way which is to respect the Barbarian's innate dullness and try to keep up the Rage as long as possible, in the process using as little MP as possible. So long as you don't add any Mind points to this Barbarian, he only has a 10% chance of shaking it off each turn. This is the build that makes the Cleric not welcome in your party, at least one that's purging conditions every turn. But the only advantage to this option is how it makes your Barbarian sip MP. Option 2, the SAKA way, has you make your Barbarian a Surfer, ideally, or failing that invite that Cleric to purge purge purge, and also maybe be a Rocker or Hipster or something that'll bring that Mind up so he can shake off the Rage a little better. Because the synergy here is amazing. See, Frenzied strike makes you heal yourself in addition to enraging you, for 104 HP at best. And, remember, when you enrage your max HP goes up astronomically. But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. Because, in effect, this means that when you can use the active skill every turn, you have a 104 HP buffer. The enemies need to do more than that much damage to actually bring your non-enraged HP down at all. And even if they manage that, they need to do it every turn or Thrud here will just keep healing back up to maximum. The only thing to fear then is running out of MP. Which won't likely be an issue if that Cleric is at your back, and even if he isn't, one regular 75MP potion gets you back in the fight for a few turns. While the next two passive skills are good, you could skip them easily and just focus on this one. And it would be unwise not to put any points in this one at all. 153554b96e
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