I think the Sun class is pretty average for XP generation on the whole. What was your method of gaining good experience with this build, and what did you usually end up earning each scenario given that there is generally very little sun mana generation for this build? I wouldn't worry about it so much at early levels, but I'd really like to have it by the time I got level 7. At level 3 you have 1 source of non-loss Light per rest, at level 7 you have 2, and at level 8 you can have 3 if you keep Mobilizing Axiom, which may be worth with that item. I've never played any of the solo scenarios so I don't have experience with it, but it does certainly work pretty well still. I think the solo item is still a great idea. Regarding the solo item - since you are not suggesting taking Beacon of Light for this build, due to the number of loss cards here already, I guess this item is a very poor choice for this build? But conversely, many times, even with this class/build in the party, it's still better to avoid damage if you can, unless there's enough to be gained (Retaliate and allied positioning). Obviously Retaliate is a big part of that, but it can also be situations like entering a small room with a lot of enemies first for your party, so they can all go in and attack. And as usual, remember that it's important to identify damage that is worth taking and damage that isn't. So just to be clear the main idea for playing this build is to pop down Defensive Stance, Scales of Justice and Purifying Aura (I guess fairly early in the game) and jog into the middle of the monsters on the board to soak up the damage and retaliate? In normal use, you indeed want to use it for the bottom for the first 1/2-2/3s of a scenario, then play the top once allies are lower on hp and it costs you fewer turns of longevity. Unwavering Mandate enhanced with bless or strengthen (only 75gp because it is single target by default) along with empowering command does a lot of work keeping the strikers sharp.Īnd I can confirm from experience that Divine Intervention’s top does stupidly powerful things with lightning bolt (played the combo for only one scenario before lightning retired, but swore off doing it again because it made things too easy) and/or summons. Movement is important, but can be patched with expensive footwear and means of untapping them. Good guide! I will note that I’ve been playing alongside a mega tank/support sunkeeper who is plenty effective (given a party composition including high offense allies), so I’d encourage people inclined that way to feel free to swap a couple of move/attack cards for heal/support ones (as long as you still take the key low initiative/shield cards). Remember that whatever is inside the spoiler tags will be completely dark so you should provide some sort of hint/indication before the tags like so:Īnd don't forget when talking about the locked advanced classes that you can also reference them by their numerical order inside the box. "Flairs" helps to categorize your post for easier browsing and searching. Follow the rules laid out in the content creator guidelines. In summary, do not link to products which use Gloomhaven assets without Cephalofair Games' permission. Violating posts or comments will be removed without warning.Īll user posts and comments are expected to follow reddiquette.įollow the third-party products rules outlined here. Unrelated posts low effort posts may be removed.įollow the spoiler rules. Posts should be discussion-oriented and related to Gloomhaven. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions.
0 Comments
Leave a Reply. |