I think we could have handily won it on hard, as we both had full health and abundant cards in our hands. Hot Shot Bed Bug Spray is a highly-recommended pesticide intended for use as a spot treatment for bed bugs. Killing a monster is more valuable than healing a teammate. Did we talk about blessing your allies as well yet, as a sidenote? Blesses are useful, strengthen is good but doing so for allies requires planning and it's oftentimes better to attack yourself. Giving back cards can be very worth it, some combos are definitely amazing to be able to be repeated, but is mostly outshined by its always available, not-action-consuming brother: stamina potion. The answer is not many, It also takes a long time to get going the first time. If you just want to win every scenario and have a fun social activity, then play on super easy or whatever, knowing that you're basically missing the point of playing games. I prefer when its paired with a bit damage though, or at least some poison or wound. Not all games are supposed to be a breeze. Oh and it dishes out curses easily! Press J to jump to the feed. In 2-player, it's pretty clear to me that you can't have a character that doesn't do any attacking. d) to occasionally save a teammate who's on the brink of death, possibly vs a massive amount of retaliate, or struggling with conditions (poison and wound). We stopped outside the last room of Sc 1. Or attacks that curse. There’s always loads of variables in any given encounter, and I’ve seen in many occasions with my team where having a reliable source of heal allowed a high damage character to get even more mileage out of their cards (usually due to positioning which put them in danger). Ongoing are stronger but just feel like it becomes part of the other person's character and not something caused by me, even if it is. One time I didn't bring any healing cards, but we had enough crowd control (MT stuns, the long-range CH immobilize card, and gobs of obstacles, plus a scenario goal of surviving 10 rounds) meant that it didn't actually matter. On the other side of this coin, I've -only- played 2-player games, and haven't had the opportunity for 3-player or 4-player games, and some supports are good and others are bad. To be fair, these are elements common to With strong damage dealers on the team, however, disables/control which allows damage dealers to do their job efficiently can be quite effective. If some characters get down to 1 HP while others have plenty, this could mean that your group isn't sharing the damage as well as they could. The few times I find healing fun is when it is attached to another action like Tinkerer's Move 2, Heal 1 all adjacent allies. Bless, damage buffs etc are nice. As the tinkerer with a huge hand limit, it feels like I'm better suited to burn cards or actions since there's more cards. Having a good amount of support abilities across your characters is extremely helpful, leaning heavily on support is possible if your teammates can cope for the reduced damage output. It was one of the better "cheap meaningless victories" I've done. Bringing some can be very helpful, but as you can read often in this subreddit while healing doesn't directly contribute to the scenario goal, it is something useful. Many players were unable to gather with friends and gaming groups to play in person, but it didn’t stop publishers from continuing to pump out some remarkable and incredibly fun games. Version .16522 The save data files have been updated so you will be greeted with a message about this when starting the build for the first time and your Options settings will have been reset. I'd agree with you, although longtime veterans of EverQuest and its contemporaries could give you an argument, I guess. Most attacks we come up against deal 3-5 damage, so on average the sunkeeper is only taking half the damage that would typically be dealt (less if she uses more shield or the enemies hits are weak). Are completely non damaging characters viable: yes, on a few specific classes (including tanking and/or status effects in addition to ally-affect by powers). That has not always been the case in EQII's history and I prefer it the way it is now. Maybe not the worst rules I've read, but below average IMO. I don't find on going effects nearly as fun as round duration ones. 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. However, it's not something that I'd say is advisable for lower level counts, 3 is kind of minimum - because in the end, stuff needs to die. What makes healing way better: it can be enhanced with strengthen and bless. My 4P group lost the first scenario on normal, badly. I agree with other posters, primarily that hybrid support works best usually (caveats noted), and that support is better at higher player counts. It is more versatile than healing in my opinion, for example a stun vs a summoning monster is equivalent to a kill effect. I wish more scenarios ended that way. If you act after a monster has had their turn it is safe to approach them with a melee attack and then go quickly the next turn to run away. Yeah. Now it's true that the sunkeeper setup is just extremely powerful to begin with, but its the combination with a dedicated healer that makes it downright OP IMO, so in this instance, I think it is both very fun and rewarding to play as support. I recently played the first scenario 2P with my girlfriend and we coasted thru it on normal. Yes this game has a steep learning curve. Sun class spoilers: Using enhanced defensive stance, our sunkeeper has perma shield 2, which synergizes extremely well our tinkerer's healing. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. While I’m talking about support, I’d also like to offer a counter point on the I'm not a big fan of healing as support, it just doesn't feel very fun to me. The most realistic combo I've found is giving the Sun level 9 card to a Spellweaver. In a pinch they see helpful but it's much more helpful to not take damage via better placement and disarm/immobilize. That was exciting. You can certainly get by without a dedicated healer, even playing classes with only a single reusable heal card. I mean, you can take all support because that’s your concept, but that would be like saying “I’m a damage character, so I won’t take this multi-target disarm”, or “I’m a tank, so I won’t take this attack 5”——you can do that and build perfectly viable characters, but it’s definitely suboptimal. Multi-target shielding/blessing/strengthening/healing (sometimes accessible via carefully chosen enhancements on e.g. 2020 was a challenging year to enjoy the full breadth of the tabletop hobby. I'm sure we could come up with a page of similar statements that would help new players prioritize their turns. While Gloomhaven is a co-op game, each of you has a different character with different objectives. As the tinkerer, I don't get how you couldn't do it without healing and support. Occasionally healing with something like the craghearts rumbling advance for example or using other support cards is fun and rewarding, I would really like to try a full on tank once as well but our group relies on crowd control at the moment. Please spoilertag all advanced class names and details about them. When the tinkerer activates potent potables, our Sunkeeper is virtually invicible. Going for damage as a support is pretty much a must in 2p, if one chooses to pick a support in that duo. To me, it's much more fun to run into the room, make big numbers happen, and pluck those monster standees off the board. I can only imagine how much more irritating it would be to play over the board. I think that’s pretty well the common consensus. There is far too much flipping around to find the exact rule related to the instance you are dealing with. The problem isn't losing, it's how you lose. ), c) if you play with a dedicated tank because it doesn't just heal the exact attack values but allows to apply the tanks shield value more often as he has an effectively bigger health resource to draw from or. Healing as an action usually isn't worth it, especially as the main purpose of a support. However, this might lead to a situation where you're not really playing well and not really getting the most out of the game because you're not having to really engage with it. :). I believe there is a lot of power in negating damage and disabling enemies as well. Paired with a dedicated, strong AOE damage dealer that can focus on offense it's easily possible to go for full support even in 2 players that's how good this class is. The problem is that just no one knows what they are doing the first time out. The normal mode of the Threaded Cane has a 20% bonus, both forms of Logarius' Wheel have a 30% bonus, and the normal mode of the Kirkhammer and both forms of Ludwig's Holy Blade have a 50% bonus. Gloomhaven character unlocking December 26, 2020 Tobold Niche within a niche December 25, 2020 Tobold Merry Christmas and Happy Holidays December 25, 2020 Wilhelm Arcturus 2020 Wrap-Up: 10 great novels I read this Effects nearly as fun as round duration ones the time you need kill! Blessings once you ’ re using up all 10 ), there are definite returns! Couple of weeks, it 's hard to dive into without spoilers putting out damage were not the! To other helpful effects like movement or initiative ( Mana bolt or wound the ones are..., strengthen is good but doing so for me at the cost dealing... Problem is that just as much fun playing a support class about.!, a moon, and I swoop in for the save rules are -very- badly written of.! 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