User blog comment:Grizlapoli/Guide to a Better Pawn... and Better PC./@comment-88.73.17.150-20120618115748

most of it should be rather obvious tho a few notes:

bastion/adamance - highky recommended for any class, physical dmg is most of the dmg in game and you cant avoid it (all) awareness - magic damage is mostly spells, they take long to charge, can usually be avoided and interrupted, so this rarely is a threat - Semi boss smasher: - Fitness - you can neither grapple nor lift big guys, so why bother - Dexterity - faster climbing. . . arguable, it CAN prove useful - grit - the use of that skill is beyond me, running low on stamina will still slow u, running out makes u stop - ferocity - core skills, that would be the auto hit combo and hard attack. . . which would serve little purpose + vehemence / clout - add this for this is damage +impact - if u have a slot free, grants you a bigger chance to make the big guy bow to the small guys +take a dagger class (and daggers), climb up and hundred kisses him/her/it

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One shot bowman: -ferocity - again, why -dampening - arguable, cant miss a big guy that easily, besides you need to stop aiming and move anyway - trajectory - base range for bows is already frightening and sometimes borders the visual range +vehemence/clout - again, it's damage +preemption - as archer you WILL get the 1st strike, aim at it's weak spot, make it a tenfold and add the 'ambush' damage. . . and celebrate 1+ life bars gone before the fight started :P +sinew/leg strengths - maintain your mobility despite a few thousand arrows in ur backpack works best as ranger. make sure to bring oil arrows + blast arrows or fire weapon enchant and poison arrows to add some more damage

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perfect explorer: +all stamina augs you have, makes for longer sprints as for pawns. . .who cares, as long as there's no limitations to reviving them. ..

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Defender: -fortitude - arguable, 30def should not offer that much for a walking MBT - apotropaism - again, little gain (esp as MK) and magic is rarely a threat + periphery - better then the ogre bone :P + perpetuation - if you're MK, makes your enchants last longer and longer and longer + prescience - perfect blocks are just evil

obviously works best with fighter (iron/steel will / perfect defense) or MK -- CQC: -regeneration -0.33HPS is basically nothing -restoration - the thing that revives your pawns with more health ? reviving them is not restricted, so why bother +sinew - must have, it increases your "very light" weight limit by 10 - ferocity - again, CORE skills, not WEAPON skills. . . . +clout/vehemence - again, it does ouch to the right guys
 * leg strength -IF you're gnome sized and just have to carry a dozen blades and hvy plate, useless as long as you are very light / light
 * arm strength - arguable, nice for big ones, but big ones are rather uncommen, useless for the small fries
 * exhilaration - stay below 25% health and make em bleed, risky but evil
 * proficiency - keep on spamming those kills longer
 * preemption - have a bow ? put it to use - and make it count

works best with dagger classes due to mobility and availability of a bow. as for skill choice: -masterful/easy kill is *not so great* since it mainly works on normal sized humanoids - wind harness - doesnt last that long and only makes u run faster +Cutting wind - cutting up mobs on the move is offense and defense together, useful on small fry +stealth / invisibilty - lets you avoid damge while it lasts
 * dagger*

- dire gouge - can only be used while climbing a foe and is weak compared to hundred kisses +intimate strike/gambit - highly devastating single target on normalsized mobs
 * sword*
 * great windmill - compass/windmill slash probably better since its 360, windmill makes you unmovable and leaves ur back open to attacks

+3 / 5 fold flurry - add poison/oil/blast arrow and add some pain to bigger mobs when you cant get close
 * bow*

+stare/showdown - buff your damage +flight response - counter your enemy by jumping over them and strike their behinds
 * shield* (obviously assassin only)