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Subject: Help replacing the Spellweaver: Where has all my AOE gone? rss

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Scott
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For 20+ sessions (solo) my Brute, SW, and Scoundrel have really worked well together. But the recent departure of the Spellweaver has left a gaping hole in the 3 character solo operation. Brute and scoundrel work great together as a team but finding a 3rd character as a replacement seems difficult. The only two classes I've unlocked are both healers which is a completely different style of play. This close to retirement I dont think the other two are looking to change their decks up to compensate.

Question: Has bringing a new character into the fold drastically changed how other characters play or need to be played in your group?

Also, What characters have you seen gel well with the Brute and Scoundrel? I may just run with the two until they retire unless there is one that enhances their play.
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Lawrence
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The cragheart can be built as an aoe damage dealer who makes use of obstacles.

Ultimately though, you're going to have to go through some adjustment. What would be the point if new characters didn't change team dynamics? A new team member means everyone has to learn to work together again, which makes perfect thematic sense to me.
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James Champagne
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I second the Cragheart. He's also a healer and a tank. If anything, he'll work better in your group than the Spellweaver.
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Scott
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mavericklancer wrote:
The cragheart can be built as an aoe damage dealer who makes use of obstacles.

Ultimately though, you're going to have to go through some adjustment. What would be the point if new characters didn't change team dynamics? A new team member means everyone has to learn to work together again, which makes perfect thematic sense to me.


While I am excited for the change in dynamics my other two characters are about to retire so I'd like a bit smoother transition before its essentially a new three man group. I was a bit disappointed the two characters I unlocked were both healers. I think I would have to really change my brutes setup to benefit from a dedicated healer. But he's just going to retire in a few sessions anyway.
 
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Mathue Faulkner
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The Tinkerer has several "Lost" AoEs, and if the Brute adjusts a little, you should have enough AoE. The Tinkerer is mostly ranged as well. I run my Tinkerer without much healing...

 
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Wil Sullivan
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I've been enjoying the tinkerer, initially I was really sceptical, but they've got some good damage aoes and utility. Not actually so heal heavy as I thought.

That said I do like the scoundrel and brute on their own. Moved away from ski w 3 chars to 2 to speed things up.
 
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J
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What's AoE? Thanks!
 
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Scott
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Dharmashalin wrote:
I've been enjoying the tinkerer, initially I was really sceptical, but they've got some good damage aoes and utility. Not actually so heal heavy as I thought.

That said I do like the scoundrel and brute on their own. Moved away from ski w 3 chars to 2 to speed things up.


I did find playing with two (brute and Scoundrel) after SW retired really sped things up. And they do work fantastic together. Though it seemed much easier.
 
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David Tsang
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jarredscott78 wrote:
What's AoE? Thanks!

Area of Effect
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Nigel Buckle
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jarredscott78 wrote:
What's AoE? Thanks!


Area of Effect - so in this sense attacks that hit multiple targets


ninja'd
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soak man
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My 3-player group all (somehow) managed to retire all of our characters at once! So my playstyle and our group's strategy had to change. It is a completely different beast depending on which classes you are using.

Don't expect to be able to use the same strategy while replacing 'roles' throughout the course of the game. This can work to a degree, but depending on scenario goals as well you might have to completely rework a class or two's hand for the scenario just to be able to complete it.

Our first group was Spellweaver, Mindthief, Tinkerer, and it was basically just do as much damage as you can while occasionally getting support from the Tinkerer.

Even though one of our new classes is a support, it is a completely different type. Now, we have to rely more on retaliation and tanking as a strategy for survival & damage dealing. We pack our hands with shield abilities and rely on retaliate to fill the role of our AOE nukes.

I would suggest the Mindthief if you have 2 unlocked support classes incoming because if you have the cragheart, you are going to be lacking damage when your next 2 retire. Just my 2 cents.
 
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Joshua Hansen
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Tinkerer is an easy option here. They have enough blast and a lot of utility. Be aware, they play very differently than the Spellweaver.
 
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Eamon Burke
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Brute and scoundrel make a very effective kill team. Spellweaver is the best crowd control class we've seen.

To add to that party, I'd suggest either tinkerer or (spoilers about the nature of a locked class)
Spoiler (click to reveal)
the Saw icon class would be insane in that group
 
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Scott Douglass
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Unless you have solid ways of ignoring terrain that gets in your way
Spoiler (click to reveal)
Boots of Levitation
I would advise NOT adding the Craigheart to a party consisting of the Brute and Scoundrel. The Craigheart works best as a terrain control specialist/support tank that limits the number of attacks enemies make against your party, which works best with a ranged focused party. All of the obstacles the Craigheart likes to drop in the way prevent the Brute and Scoundrel from setting up some of their best actions.

Of the starting classes, I would add the Tinkerer. The Tinkerer adds a bit of utility, but also does a lot of ranged and AoE damage.
 
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Trent Y.
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sdougla2 wrote:
Unless you have solid ways of ignoring terrain that gets in your way
Spoiler (click to reveal)
Boots of Levitation
I would advise NOT adding the Craigheart to a party consisting of the Brute and Scoundrel. The Craigheart works best as a terrain control specialist/support tank that limits the number of attacks enemies make against your party, which works best with a ranged focused party. All of the obstacles the Craigheart likes to drop in the way prevent the Brute and Scoundrel from setting up some of their best actions.

Of the starting classes, I would add the Tinkerer. The Tinkerer adds a bit of utility, but also does a lot of ranged and AoE damage.


Disagree with this. The Cragheart is more versatile than this. They do not 'have' to add obstacles. They can in fact focus on destroying obstacles allowing melee heavy characters easy access through a map.

The Cragheart is the king of auto-damage and board control. Nothing wrong with that in any board IMO.
 
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Mark Blasco

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The Mind Thief has been a great companion for us with the Brute and Scoundrel. He likes to go invisible a lot and put a lot of conditions onto the enemies. Bad guys with high shield and low health? Just throw a wound on them. Bad guys with high damage? Throw a muddle or disarm on them. Bad guys we need to run away from? Throw an immobilize on them.

I have found the Mind Thief to be a lot more fun to play than I thought it would be, and with the various augments can do some decent damage. The low health means you can't just run into a room to be hit, but since you can go invisible regularly, you can do a lot of great combos of turning invisible, running over and hitting stuff, short rest, invisible again, hit stuff some more, than run back before anything can get you. This strategy combos really well with the scoundrel cards which are boosted when the enemy is near one of your allies.
 
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Lawrence
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Sarimrune wrote:
sdougla2 wrote:
Unless you have solid ways of ignoring terrain that gets in your way
Spoiler (click to reveal)
Boots of Levitation
I would advise NOT adding the Craigheart to a party consisting of the Brute and Scoundrel. The Craigheart works best as a terrain control specialist/support tank that limits the number of attacks enemies make against your party, which works best with a ranged focused party. All of the obstacles the Craigheart likes to drop in the way prevent the Brute and Scoundrel from setting up some of their best actions.

Of the starting classes, I would add the Tinkerer. The Tinkerer adds a bit of utility, but also does a lot of ranged and AoE damage.


Disagree with this. The Cragheart is more versatile than this. They do not 'have' to add obstacles. They can in fact focus on destroying obstacles allowing melee heavy characters easy access through a map.

The Cragheart is the king of auto-damage and board control. Nothing wrong with that in any board IMO.


I agree with Sarimrune. My Cragheart doesn't use any obstacle cards at all. I focus on crowd control with various AoE/Backup Ammunition and healing, while my girlfriend's Mindthief has high single target damage.
 
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Scott Sexton
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Just go 4 player solo and add a Tinkerer and Cragheart (or Mind Thief).

Mind Thief works best as a replacement character who gets to start with a bonus perk(s) and leveling. They need that extra boost because they only start to shine with their extra attack cards and refined modifier deck.

I really enjoy pairing the Scoundrel and Cragheart because the Cragheart is pretty durable and can be spec'ed as a decent healer/tank. He also unlocks some pretty decent attack cards later on too. Be warned, his biggest weakness is is lack of mobility so definitely buy the right footwear for him.

The Tinkerer is very useful, but pretty dull if you play them well. They get real interesting in the last room of a scenario though when they whip out the big guns though.
 
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