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Descent: Journeys in the Dark (Second Edition)» Forums » General

Subject: Monk Hybrid Class rss

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Yoda Johnson
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So a friend of mine was able to snag me a copy of "Chains That Rust" at GenCon and I've been looking through the new hybrid class decks.

The Monk/Scout/Healer-Hybrid Class seems like the weirdest to me only because two of its skills involve attacking with your bare hands, which as I recall means only rolling the blue attack die. Makes sense thematically, but it seems really underpowered damage-wise, especially going in to Act II.

Here are the skills in question:

Openhanded (2 xp)

Cost: 1 fatigue

Use this card when you defeat a monster with your bare hands to immediately perform 1 additional attack.

Each time you perform an attack with your bare hands, this attack gains: Pierce x, where X is equal to the Range result. Surge: Stun

Vow of Freedom (3xp)

Each time you perform an attack with your bare hands or an Exotic weapon, after dice are rolled, you may change each X result to another result of your choice.

If you do not have Light Armor or Heavy Armor equipped, you may change each of your blank defense results to another result of your choice.


Granted, Vow of Freedom allows for Exotic weapons (and a great armor ability, though not sure if you'll be rolling more than your starting defense die), and being able to pierce 6 is really good. But if you are only doing 1 damage, what's the point?

What does everyone think? Think there are some good synergies to be had?
 
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Kyle Pede
Canada
Abbotsford
British Columbia
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Star of kellos will be your friend, granting a green die. Other than that, I think you may have to rely on heroes that can add extra damage and other heroes that can raise your attack.
 
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Erik Burigo
Italy
Belluno
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“Don't try the paranormal until you know what's normal.” - Granny Weatherwax
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Beside what Kyle already pointed out, consider that Openhanded gives you an additional attack, but you are not required to make another bare-handed attack.
I'd use that skill for finishing a badly wounded monster (and the additional Pierce surely helps on that task), and then perform an attack with my equipped Act II weapon.
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Yoda Johnson
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I agree that the additional attack is great (also putting stun on a monster is always good).

But if your first attack is with bare hands, how can your free attack be with a weapon? You can only equip/unequip at the start of the round. Unless having a one-handed weapon allows you the option of attacking with a single, bare hand? Never seen anything in the rules regarding anything like that.

Edit: On checking the rules, I guess you can have a weapon equipped and still attack with your bare hands. Always assumed that meant if you didn't have anything equipped. Ok, makes a lot more sense now!
 
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Cris Bohde
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Indiana
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I picked it up at GenCon too... kinda underwhelmed with all of the Hybrid Classes so far. Keeps the 3xp cards of the "subclass" out of the picture, but doesn't really add any similar powered cards to replace those. Plus, there aren't a lot of hero abilities with synergy to the other archetype class decks, as they're mostly geared toward synergy with one or more of their own archetype class decks.

One group that I'm the Overlord for used the BattleMage to turn a mage hero into a warrior class (Knight), and already had another warrior (Beastmaster)... and the Scout hero picked Treasure Hunter (the only Scout class that starts with Melee weapon instead of range, if I remember...) so they started with 4 melee heroes, and zero with any ranged attack (though 3 of 4 have "reach")
 
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Sebastian H.
Germany
Weilburg
Hessen
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RAW Heroes are always allowed to attack bare handed, even if they have both hand slots equipped.

Quote:
The player must also declare which equipped weapon his hero is using.
Heroes may either attack with one equipped weapon or their bare hands.
A hero attacking with his bare hands can only target an adjacent space
and rolls only the blue attack die for his attack.


If you happen to get good items, you might even consider wearing two shields with the monk, to boost his survivability.

Also consider that healer classes often also have abilities that improve attack damage.
 
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Andoni Alvarellos
Uruguay
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I haven't been able to get my hands on a copy yet. But I imagine that being a Scout-to-Healer Hybrid, if you go for the barehanded abilities you should be picking something from the other classes to support it. Concoction, Secret Formula and Inky Substance from the Apothecary class pop to my mind right now.
 
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