![]() RELATED: The 10 Most Expensive Board Games And Tabletop Games You Can Buy Today It's a game of up to four players who choose characters with special skills to form a guild of adventurers attempting to uncover the mysteries of a fantasy world plagued by corruption and darkness. It’s also set to get a sequel in Frosthaven, which has just become the most-funded Kickstarter boardgame of all time. Normally I'd hate to enhance a loss card, but seeing it twice means that this would effectively add six damage over the course of the scenario.Tabletop game Gloomhaven has been one of the biggest in the genre since its release in 2017, and has recently had its debut online in the form of a tactical RPG from Asmodee Digital. Alternatively, adding +1 move (225 gold) will help it to keep up, but 3 move is likely sufficient, especially since you can pick it up and resummon with Reviving Ether.įire Orbs Attack +1 attack for 100 gold on the signature AoE until level 9 will see a lot of use. Living Torch Summon Going from 2 health to 3 is unlikely to make much difference in survivability at higher levels, but adding +1 range (175 gold) will keep your little fire sniper far, far away (4 hexes) from danger. Ultimately though, that may just be too much money to ever actually happen. ![]() I like the idea of enhancing Forked Beam over Flashing Burst due to slightly better initiative, AoE synergy with Strengthen, and a higher power ceiling (eventually could be enhanced with a third target for another 250 gold). Other candidates are Mana Bolt (75 gold, but means not using the bottom strengthen) or Forked Beam (225 gold). In the class guide it's recommended to add wound to Flashing Burst's top attack (100 gold) to help with shielded targets. The flexibility of any element is nice, but I'd guess that in most situations you're going to want to generate Ice for Cold Fire stuns. Enhancing the bottom of Reviving Ether is both great and terrible, because you know you will play it every cycle for the first half of the scenario, but never for the second half. The extra hex may not always find a target, but it opens up targeting options considerably.Īdd an Element to Reviving Ether Bottom 100 gold for Ice or 150 gold for any element. This also helps with element generation once you have fire and ice generating perks, as 4-6 advantaged attacks equals 8-12 chances to pull an element from your attack modifier deck.Īdditional Hex to Cold Fire Top At 116 gold this is a little pricey, but by level 5 you should be able to use a singly or doubly activated Cold Fire each cycle through your deck. Strengthen pairs strongly with AoE attacks, easily applying to ~4-6 attacks over two rounds. Strengthen on Mana Bolt Bottom Just 50 gold to give you two rounds of advantaged attacks every cycle through your deck. Given all of that, here are the enhancements I'm currently considering: The class core mechanic of card recovery via Reviving Ether makes enhancing Loss cards more palatable than normal, since you can use them twice per scenario. Piercing Bow can provide a once per scenario method of dealing with shielded enemies. The class excels at consistently dealing moderate damage at range and in AoE, but lacks the means to punch through shields (no pierce, no good wound, true damage on Living Torch top attack). The class has fairly good Fire generation (Engulfed in Flames, Living Torch summon), but limited options for Ice generation (Chromatic Explosion) ![]() Generating Fire/Ice is key for core cards (Cold Fire, Inferno). As a start, here is my take on driving factors for the class: I'm curious to pick the community's brains on the best options for enhancing the Spellweaver.
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