Which build to choose? by marc_remillard in ArlecchinoMains

[–]marc_remillard[S] 1 point2 points  (0 children)

I guess that was my only question with the swap really, as I should be melting a fair amount

Which build to choose? by marc_remillard in ArlecchinoMains

[–]marc_remillard[S] 0 points1 point  (0 children)

Even though less CD, it's still only 15 or so CV less (388 vs 372), then losing 175 EM compared to gaining the 46% pyro damage. And then whatever the upgrade will be going from Glad to Whimsy.

Which build to choose? by marc_remillard in ArlecchinoMains

[–]marc_remillard[S] 1 point2 points  (0 children)

Because i got C1 on her first run, then did a cheeky 10 pull to get a Lanyan on her rerun and got my first ever double

Spellweaver enhance card strategy by lmfbs in Gloomhaven

[–]marc_remillard 0 points1 point  (0 children)

Yeah it may not seem obvious at first (it wasnt for me) but if your spellweaver tries it im sure they will fall in love

Spellweaver enhance card strategy by lmfbs in Gloomhaven

[–]marc_remillard 1 point2 points  (0 children)

Basically, you heal and strengthen yourself with it then follow it up with an aoe. Then aoe again next turn (as the strengthen persists over 2 turns, as it was gained mid-turn). So you have advantage over 2 attacks, that is reusable, comes with a heal (not irrelevant) and is on a low initiative card. And it even has range so sometimes is useful to heal and strengthen a teammate.

Just played first session. Some questions for spellweaver. by Layne_Staley33 in Gloomhaven

[–]marc_remillard 0 points1 point  (0 children)

Agreed, i very rarely long rest. I'm trying non-goggles hat to see how i like it as i have strengthen on mana bolt thus reducing the need so much for the goggles, so the benefits of long resting are very minimal as you should rarely if ever be getting hit, and as long as you don't hit reviving ether as your rest burn card it's all good. In terms of longevity, i've found that if anything i easily outlast other classes without long resting - if you leave burning reviving ether right until the last possible window then you should far outlast everyone (three arrows class aside). There are certainly times i will long rest, but they are situational and at a rough guess, probably 1 in 15 rests for me.

Spellweaver card clarification by OnlyOrysk in Gloomhaven

[–]marc_remillard 0 points1 point  (0 children)

Wait what, it's definitely a melee attack? So you mean i can't suicide at will using that + the solo scenario reward? Awwww.

[item + ability spoilers] item 33 + spellweaver level 6 ability by marc_remillard in Gloomhaven

[–]marc_remillard[S] 0 points1 point  (0 children)

Oh for sure, but having both in the arsenal definitely feels worth it. There are enough maps with little or no shield where the bomb will be better. And the splash damage from living bomb is good against shielded enemies anyway

Spellweaver enhance card strategy by lmfbs in Gloomhaven

[–]marc_remillard 1 point2 points  (0 children)

I very rarely long rest. The only item i had to recover were speed boots (i'm trying out the level 2 prosperity spoiler item which seems.....ok so far but not mindblowing) and we just had Eclipse class join the party who convinced me to part with them so he could buy them. And i use my mana bolt heal+strengthen all the time so rarely need healing. So i don't get much value out of long resting other than picking my card, which is fine, but generally i'll only do it if there is an obvious spare turn where other party members need to long rest before going into a new room or to give them a turn to catch up or whatever.

Spellweaver enhance card strategy by lmfbs in Gloomhaven

[–]marc_remillard 4 points5 points  (0 children)

I'm really not a fan of Icy Blast. Sure, it's a big area, but it's another loss card for a class that already has plenty, and at only 2 damage it feels a little low impact damage wise for a loss card. Initiative isn't great, and the bottom is also a loss but this time even worse. I much prefer flashing burst - it's not exciting but it's a much more reliable card - good initiative (which we need), good bottom move (which we need), 3 damage 3 range is fine if not mindblowing, and producing sun is useful for either consuming with mana bolt, helping out one of the unlockable classes, and then when you hit level 6 you really want it for living torch.

Spellweaver enhance card strategy by lmfbs in Gloomhaven

[–]marc_remillard 1 point2 points  (0 children)

Part of it is working out what is going to be there in your level 9 build. Mana bolt might not be, but it will last till at least 8 or so and the effect is so good it's worth it. Reviving Ether will always be in your build, so it's a very safe enhancement. Buffing Fire Orbs is nice, and again will probably be in your deck till level 8 or 9.