![]() The tank that can do a fair amount of damage and push monsters into harm’s way. One line overviews of the Gloomhaven starting classes and symbols Brute Symbol for the Brute in Gloomhaven What are the Gloomhaven starting classes? I recommend you read this guide so you can choose a Gloomhaven starting class that sounds fun to you. If you use a link and buy something, I may get a commission at no extra cost to you. Eagle Eye Goggles (30gp) - Useful in every scenario, and rechargeable after each Long Rest.Hi! This post may contain affiliate links to online stores.There are three items that I think are crucial to Lvl 1/Lvl 2 Spellweavers: But its good to go ahead and identify those lvl 1 items that you’ll want to pursue. You probably won’t accrue too many items before you reach Lvl 2. Most scenarios don’t last anything close to 18 Rounds. And use your last two cards on Turn 18 to do whatever still needs done. If for some reason, you really need to delay exhausting, then play two discard actions. Round 16: Go out with a bang! You’ve got 3 cards left and you can burn whatever you want! Hopefully that’s enough to loot & conquer, or at least put a companion in a situation to finish it off. Same plan as turns 5–7, but we have 5 cards for 2 rounds instead of 6 cards for 3 rounds. Rounds 11–13: Same plan as turns 1–4, you just have 7 cards for 3 rounds instead of 8 cards for 4 rounds. Hopefully this gets you back up to 7 active cards at the end of your turn, depending on unlucky draws it might put you back at 6 active cards & 1 discarded card. Then finish the turn with the top half of Reviving Ether. Use the bottom half, (hopefully the burn ability of Ride the Wind), of whatever card you have left. Round 10: Short rest or Long rest (depending on the situation and what three cards I have left in my deck). Then I use the Burn on the bottom half of Frost Armor, move around some more and use one or two discard attacks (hopefully Mana Bolt & Flame Strike if they haven’t been discarded yet on random card draws). Rounds 8–9: Short Rest, same plan as last time we short rested. Then I use the Burn ability on Impaling Eruption, move around some more and use two more minor discard attacks (whatever you have left between mana bolt, flame strike & the top half of frost armor). Sacrifice 1hp to redraw if you pull out Reviving Ether on the first draw. Rounds 5–7: Short Rest, accept whatever the random burn draw is unless it’s Reviving Ether. Rounds 1–4: Use Burn ability of Fire Orbs, move around a bunch and throw in some of my minor discard attacks (mana bolt, flame strike, top half of frost armor). It will vary a bit from one scenario to the next, but in general I aim for something like: This is arguably the most important skill for the Spellweaver. These cards make my Spellweaver better at what I want her to focus on - Ranged Combat, Movement and occasional healing/looting. What about the remaining 4 cards? These are more open for debate, but I like to finish off my starting deck with Flame Strike, Frost Armor, Aid from the Ether & Ride with the Wind. Reviving Ether is a staple of every Spellweaver build and the 7 Initiative offered by Mana Bolt is very necessary for this class. Maybe a support/healing Spellweaver or a melee build could justify not choosing those four cards, but any ranged specialist/Area of Effect Spellweaver needs that core of starting cards. Reviving Ether, Mana Bolt, Fire Orbs & Impaling Eruption are a no-brainer in my opinion - I can’t imagine playing a lvl 1 Spellweaver without these four cards. ![]() These are the 11 cards that you can choose from as a Lvl 1 Spellweaver.
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