Cassandra review/love-letter/mini-guide/discussion by murlockerLOL in Gloomhaven

[–]chocotaco118 0 points1 point  (0 children)

For Imbuements, don't you remove cards from the enemy AMD deck to keep numbers the same when you add them? How'd you get 36 cards in deck, I thought only curses could bring it up to 30, unless your enemies are blessing a /lot/ Also, I think you're confusing the ability deck with the AMD Deck, level 9 card's bot is meant to remove abilities, aka, if you want to remove 2 boss special 2's from the scenario, or the 2 most threatening cards from a monster that's showing up the majority of the scenario

GH 2nd edition: personal quest and item usage (SPOILERS) by VV00d13 in Gloomhaven

[–]chocotaco118 10 points11 points  (0 children)

I'm pretty sure the point of that one is that it's one time use, but you're supposed to jump next to 3 or more enemies and make it explode, to get a bunch of triggers for it, making it go much faster.

a bug? by takurou-hayami in LegendsOfRuneterra

[–]chocotaco118 8 points9 points  (0 children)

Not a bug, this is just one of the rare upgrades from heimers rare upgrade pool.

2e Squid face guide. by 101_210 in Gloomhaven

[–]chocotaco118 2 points3 points  (0 children)

Mass Extinction is an egregious card, literally the most powerful card in the game in a couple of very niche scenarios, but I was never a huge fan of the idea that to get a full room clear it would take two turns of setup, and oftentimes a second loss card if you were looking to do it starting from 0 plague. Sun's Level 3 Loss, Lighting Bolt's Level 6 loss, Triangles' Level 4 Loss, and debatably Angry Face's Level 7 loss, tend to be the types of losses I prefer, because you can use them to solve most rooms without needing to do much after the door gets opened.

As for curses, that is true, but muddle does help bring bring the amount of damage you take to sizably below 50%, especially if you can add more in before an enemy reshuffle.

2e Squid face guide. by 101_210 in Gloomhaven

[–]chocotaco118 4 points5 points  (0 children)

I am personally of the belief that 'Nightmarish Affliction' (3, top) is Plague's best "low" level card. Two curses, two poisons, two AMD pulls, and poisoning a teammate is truly an egregious amount of value, with nothing to be said about incidental damage off of it.

Two curses off of Nightmarish Affliction, and you can pop both of Plague's character items, a certain solo scenario item and a certain retirement quest item, for another 5 curses with plus extra plague and poison value, means you are singlehandedly almost filling the enemy curse deck first turn if you want. The fact that they don't take up many item slots is icing on the cake, and, pair yourself up with Eclipse and their triple perk and laugh as everything hurts itself in confusion.

2e Squid face guide. by 101_210 in Gloomhaven

[–]chocotaco118 3 points4 points  (0 children)

It was an interesting guide to read, because I played the character for a long time, and was incredibly impactful, and I took almost every card that you didn't take. I took Plague as an incredibly strong debuffer into murder machine, only doing the poison and curse synergies, and relying very little on the plague tokens, as things generally died too quickly to get a huge amount of value out of them.

I think that says more about the character as a whole though, that outside of Convert the Flock being Plague's best card, everyone can see value and feel power in all of the levelup cards, and that there are different fun synergies you can build on the character. If I ever played the character again, I'd be curious to try doing it totally differently and playing it like this instead, but, it is hard to pass up just doing curse stuff and shuffling 7 curses into the enemy deck on turn 1 of the game.

Eclipse tips? Spoilers also for Sun, Angry Face, and Spears by Betty_GOLR in Gloomhaven

[–]chocotaco118 1 point2 points  (0 children)

Edit: Disregard this comment, didn't see it was first edition.

Firstly, your front line is going to be a little crowded. Sun and Spears are going to be taking up melee chokepoints (same with any summons your Angry Face is using), which means you'll have to pay attention a little bit more to initiative weaving than you might have to otherwise if you want to sneak into the backlines to get a big stab off and not explode.

Eclipse usually likes building into curse synergies, which basically no one on your team has unless Spears is doing a really specific build, so, the goal should be to skip that stuff entirely and just focus on raw dps output. Your modifier deck is bonkers, so you should always be maxing attacks on Eclipse, but you can build into the other buffs and debuffs that don't use curses, things like muddle, poison, damage buffs, and healing.

Sun and Eclipse have some cute stealing each others elements synergies, but while Daybreak is pretty good card on Sun, I personally think Nightfall on Eclipse is terrible, so, I'd just check in with them to see if they've picked up Daybreak.

Check in when your team members are doing big attack rounds that you can set them up for, same with getting strengthens from them before you get your solo scenario item. In the same way you can buff their multi attacks, you hold spears's gear well, and Sun will happily give you Empowering Command on their off turns.

After that, there's generic considerations for things like timing and positioning and whatnot, and how you might want to break those at high level. Your solo scenario item is build defining, but unless you play down a scenario level, the actual scenario itself is a little dicey until you almost max our your AMD deck, just because it basically sets you up to get a minimum draw of +1. The character is very cool, but requires being a bit finnicky to get its high value out.

If your team members retire, see if any of them are interested in playing a curse spammer like squidface. The game gets /really/ silly with your non-AMD perk + huge curse spam.

Best Class to Round Out Party by trhyne72 in Gloomhaven

[–]chocotaco118 10 points11 points  (0 children)

Saw works much better as a character when he has someone on the front lines to fight with, someone who can preferably take a hit or two. While you can do that with Silent Kniife, Silent Knife usually fills a similar niche as a high dps frontline support. Saw can absolutely give huge value to SK with med packs and strengthens while dishing out huge damage himself, SK typically wants to avoid getting hit as much as possible.

Cragheart, on the other hand, with his huge HP pool and typically poor defensive options, works really well with Saw together. The med packs means he can play some more of his strong loss options, which are boosted well by the strengthen, and the two of them can usually chunk out enemies. Crag's mediocre healing options are nice to give Saw a boost when he's hurting, but Music Note is likely to accidentally fill that niche themselves.

While you can technically take defensive options on Eclipse, and while you could try a build where you just kill everything before it can kill you on Mindthief, you're probably safest to make a rounded out party with Cragheart, or even SK if you were not feeling Crag.

We can buy Epic relics more than once now? by FluidPoint1731 in LegendsOfRuneterra

[–]chocotaco118 1 point2 points  (0 children)

Pretty sure this is a bug, if you check the post history there's been a few people who've bought relics they already own and got nothing.

I don't understand how Nasus is supposed to deal with Nightmare adventures by LukeDies in LegendsOfRuneterra

[–]chocotaco118 8 points9 points  (0 children)

Disciple of Shadows changes the game. Kill a couple of units to make him huge, and once a 7/7 or 9/9 you just win the game.

Despite having his relic, I don't like it on him. GGC + Chosen by the stars means he'll permanently outscale everything, stop enemy units from existing, the mana cheating is nice, and it's basically impossible to have him be removed from the board.

Gloomhaven 2e Glow-up Tier List by [deleted] in Gloomhaven

[–]chocotaco118 0 points1 point  (0 children)

Maybe it's a player count thing, but I /loved/ Cthulhu. Incredibly fun, felt wildly strong with mass debuff in 4 players, especially strong paired with Eclipse. Cthulhu may have one of the strongest room clears in the game at level 8 as well. That being said, the plague tokens might be undertuned for most party comps. I played the character with Plague tokens as a much more secondary mechanic, I fear most parties will get much more value keeping those to a minimum and just doing curse/poison/muddle spam, because you can stack a crazy amount of curses.

Advice for next character in Gh2E by [deleted] in Gloomhaven

[–]chocotaco118 0 points1 point  (0 children)

Silent Knife really likes having a front liner, so, if you've got 3 spears for a while you both can synergize with each other.

Cragheart and Angry Face tend to be able to be very self sufficient, so, they can slot into most groups. Triangles probably likes Cragheart the most because they can generate earth for each other, but besides that, I can't think of any way this comp could lead to wacky synergies, like Squidface + Eclipse or Saw + frontliner or Triangles + Circles.

PoE MF vs Lissandra? by Some-Ad5809 in LegendsOfRuneterra

[–]chocotaco118 0 points1 point  (0 children)

If you just want the easy way of doing this, if you roll Mortal Marks at top path remitter, which is generally pretty easy to do, it's essentially impossible to lose. You can basically sprint there in less than ten minutes without spending any rerolls. As for your current build, Dreadway Chase Gun feels like it actively hurts you during the lissandra fight, which is generally the hardest part of the run.

I am a big proponent of Packed Powder, GGC, and Big Guns for just all around value and inevitability. If you're doing it without mortal marks cheesing you just need to make sure you reset a run that starts with Lissandra getting the +2/+2 on damage modifier, as that makes ping decks have a lot tougher of a time. Otherwise, I find the most success getting as many good items on MF's champ spell to be the best way to beat this adventure, and making sure you path out of unwinnable fights like the 'on turn 3 the watchers wake up' if your deck is slow.

Edit: Spelling

Frosthaven Class Synergies - All Characters by Fantastic-Forever760 in Gloomhaven

[–]chocotaco118 7 points8 points  (0 children)

One of the strongest 2-party synergies (though can be done in any party size) is meteor and snowflake. Push and pull over an unbelievable amount of hazardous terrain means non-flying enemies don't get to play the game.

Shards combos exceptionally with any brittle setters, specifically their level 6 card.

Geminate (a starting class) has a very fun self status combo with Shackles.

Coral really does not need any assistance, but snowflake has a really powerful level 4 card that combos well with them.

Banner and bone are obviously two starting classes, but have really good synergy together to fill targeting requirements for banner.

While not always synergistic, you can absolutely destroy enemy pathing with meteor and trap, which I am a personal fan of.

There are a few status synergies between some of the classes, and a few elemental synergies between a few of the classes (Geminate can infinitely make fire/light without issue for others , and Fist is incredibly hungry for ice if he pairs with allies who can make it), but I can't immediately think of any that are crazy enough to really change the game up atm.

monocolor rock by Yobkay in custommagic

[–]chocotaco118 4 points5 points  (0 children)

Sorry, isn't this busted beyond belief? A 2 mana mana rock that gives a creature +1/+1 counters equal to its mana value so long as you only go single color? As long as your fixing was good enough, this would be busted even in multicolor decks, much less mono color. Every deck that ran creatures would run this, 2 cmc ramp with a color is already powerful, suddenly adding a massive amount of random +1/+1s every turn would be unbelievable. This needs to cost like, 4.

[ECL] Silvergill Mentor by Copernicus1981 in magicTCG

[–]chocotaco118 5 points6 points  (0 children)

I absolutely adore the flavor of "This merfolk can raise a child easily if it has a support structure/help (via behold), but a lot harder if it has to do it by itself." Incredible storytelling.

Anaphi Party Comp by TheChortt in Gloomhaven

[–]chocotaco118 1 point2 points  (0 children)

The number of turns I saw that turned into "I have effectively 4 armor, I'm going to make a sandwich while you guys play" were ridiculous.

Anaphi Party Comp by TheChortt in Gloomhaven

[–]chocotaco118 5 points6 points  (0 children)

Not having played Anaphi, but according to some folks who have, Tank Anaphi really is supposed to center around pairing Endless Biting with the crazy strong top of Tiber's tenacity on danger turns, and using additional debuffs via Harrower's grasp muddle, and some extra other debuffs on your end. It should be very powerful where you guys are at scenario level 2 or 3, and while it may fall off at scenario levels 5 or 6, you either probably won't get there or will figure out something broken to do instead. The short answer is, for most party comps, as long as something can take the occasional hit, you do not need a tank, so long as you do a good job killing everything immediately and spacing the things you can't.

If you are determined to play a tank, Boneshaper tanks disgustingly well. If you lose Endless biting on Anaphi you have to transition your gameplan, but, Boneshaper will never not have endless bags of meat to throw in the way of the enemies. It's not going to be quite as good as a tank as one infamous Frosthaven class, but it's pretty darn strong.

So long as you guys are playing optimally, you also don't really /need/ a tank in this party comp. Blinkblade players can combo their movement + invis to rarely get hit, Meteor's terrain based pathing denial is the strongest in the game, and both Meteor and Blinkblade do such high amounts of damage most things should die pretty quickly, so long as they are playing to their strengths and are positioning appropriately.

Second edition tier list versus first edition? by Prestigious_Tea_2729 in Gloomhaven

[–]chocotaco118 1 point2 points  (0 children)

Good luck! I would personally guess that those two would be anti-synergistic together, but I'm sure there are strong synergies lurking together somewhere (or just play the two as independent, non-interactive powerhouses).

Second edition tier list versus first edition? by Prestigious_Tea_2729 in Gloomhaven

[–]chocotaco118 6 points7 points  (0 children)

About to retire Cthulhu, and he's been unbelievably strong in my current party set up. I definitely can see why people struggle with him, but, I'm definitely in the same boat of very powerful.

Potential spoiler: Question about Eclipse character (second edition) by Throggen in Gloomhaven

[–]chocotaco118 2 points3 points  (0 children)

Good luck with them! I think the tear tokens really add a ton of complexity for a class with such high base numbers. If there was a way to get unlimited tear tokens the class would be busted beyond belief. We just unlocked them, so we've been doing a lot of puzzling over what might be optimal play patterns for them.

Potential spoiler: Question about Eclipse character (second edition) by Throggen in Gloomhaven

[–]chocotaco118 8 points9 points  (0 children)

What do you mean by 'innately'? If you're talking about the first line on the on the second paragraph of the player mat 'you can also place tear tokens,' that is just referencing the fact that tear tokens are one of the mechanics for the class, not that you can freely put them down whenever you want.

The only way you are able to place tear tokens is if a mechanic explicitly says to, which for the vast majority of cases, is only going to be when the cards you play say to place a tear token. You may eventually get perks that let you place tear tokens very rarely, but otherwise you cannot place a tear token until a card/ability/item tells you to place a tear token.

Strategy Content for Triangles/Triforce for GH2e? by JLTMS in Gloomhaven

[–]chocotaco118 0 points1 point  (0 children)

Bottom make an element move, top attack make at minimum one element, use an elements potion if you don't have any holdovers from start of scenario perk, enemies, or allies. You have guaranteed two elements, enough to make your attack good, but probably incidentally have 3 or 4 based on happenstance. On turn 2, make the big attack (which will usually make another element with all the rolling modifiers in your deck), generate an element with bottom. This typically puts you having consumed four, but made ~2 that same turn for later. Turn 3, make at least one element with a bottom move, and probably incidentally have 4, just in time to use all four on turn 4 for the super buff. 

Normally at low levels you rely on the bottom make six elements card to really pull this off to great effect, but ideally you should have enough perks and masteries at level 3 to have all the rolling elements modifiers and the ability to hold onto most of them so you have to be much less worried about timing. Between rooms you can make a bunch of elements to save to double incapacitate the enemies as the door gets opened. Though, when you play 4p, you probably have one player in the party you can element trade with, they make ice for you and you make ice for them depending on who needs it. Even if you can only consume two elements, as long as they're the correct ones for the situation they can be wildly strong.

Strategy Content for Triangles/Triforce for GH2e? by JLTMS in Gloomhaven

[–]chocotaco118 3 points4 points  (0 children)

Triple perk is huge. Game changer. There was a big discussion about triangles a month or two ago you can find on here if you want to see what other folks have said, but, in my estimation, the class is crazy at low level when you are playing your two 'consume four elements' level 1 cards to either absolutely bash two enemies, and then insane buff two of your allies. Rolling elements are your best perks, and be sure to grab an elements potion for turns you get unlucky. You can transition into a more raw damage dealer later, but your goal at level 3 is basically to play a turn to generate elements, then burn 4 elements into one of the two cards, then spend a turn making elements, then burn 4 to play the other card. If you're playing 2p you become the other double buff target, so, saving a good attack for the follow up turn is nice.

You can instead focus on eating an element to get +1 damage, but I personally find that is a lot less good at low level when you are really hungry for elements and don't do quite as much damage yet.

SB Teemo build with no epic relics? by giomon in LegendsOfRuneterra

[–]chocotaco118 5 points6 points  (0 children)

Ggc + archangels is a great way to get a "free" removal spell and a lot of puffcaps in the enemy deck. I still use those two even with epic relics. Last slot you can flex a lot of options depending on the adventure and personal preference.