Hello I just started playing descent , the problem is that we can not decide what heroes and which archetype use to play in pairs.
What do you recommend ?
We are heroes and I have the rune of shadow and lair of the wyrm.
which is the best couple of heroes?
Play what looks coolest to you. That's how we played our first game. While yeah you are playing to win, you are also playing to have fun. Otherwise take the basic dungeon crawl mentality. DPS in some form and a healer.
If I were trying to build a really strong party using only those two boxes, I'd probably go with:
Syndrael - Knight
Widow Tarha or Leoric - Runemaster
Avric Albright - Disciple
Jain - Thief
Party has high mobility (super useful in Shadow Rune, and still quite handy in Heirs of Blood), good treasure gathering, crowd-clear, condition removal and healing/defensive auras. Hard group to beat, if played well.
Edited by CharmyIt also bears mentioning (again, and again) that even if you are two players, it might be better to play 4 heroes, even if the errata added the HoB 2-hero rule to the general game.
The balance is much better with 4 heroes.
It also bears mentioning (again, and again) that even if you are two players, it might be better to play 4 heroes, even if the errata added the HoB 2-hero rule to the general game.
The balance is much better with 4 heroes.
Completely agree - if you have two friends playing heroes, have them choose 2 each. More heroes, more monsters, more loot, more fun ![]()
We try to play with four heroes thank you for your advice
We try to play with four heroes thank you for your advice
Personnaly i would suggest to start with 3. I think it shortens the game and balance is as good as in a 4 heroes game. Moreover if you don't already know the classes you will get a head ache to remember everything.
Personnaly i would suggest to start with 3. I think it shortens the game and balance is as good as in a 4 heroes game. Moreover if you don't already know the classes you will get a head ache to remember everything.We try to play with four heroes thank you for your advice
Good idea!Which classes and archetypes do you recommend?
Personnaly i would suggest to start with 3. I think it shortens the game and balance is as good as in a 4 heroes game. Moreover if you don't already know the classes you will get a head ache to remember everything.We try to play with four heroes thank you for your advice
Good idea!Which classes and archetypes do you recommend?
mage / rune master healer/disciple warrior/knight
I don't know which heroes and classes go with which expansions but Quellen as the Geomancer and Logan as the treasure hunter areally absolutely broken. I played the Manor of Ravens rumor Wrong Man for the Job the other day and Quellen just kept my lieutenant Immobilized the whole time because he starts with an I'm mobilizing rune. If they hadn't made a terrible decision to split up the party completely I would have lost for sure.
I don't know which heroes and classes go with which expansions but Quellen as the Geomancer and Logan as the treasure hunter areally absolutely broken. I played the Manor of Ravens rumor Wrong Man for the Job the other day and Quellen just kept my lieutenant Immobilized the whole time because he starts with an I'm mobilizing rune. If they hadn't made a terrible decision to split up the party completely I would have lost for sure.
Logan and the Treasure Hunter class is part of the Labyrinth of Ruin expansion, which he doesn't have. Otherwise that would have been the recommendation, as that is the most powerful combination in the game.
Also the Stasis Rune the Geomancer starts with is nice, but remember that you must deal at least one point of damage to inflict a condition, and the immolization requires two surges to trigger. Given those restrictions, there will be a lot of attacks (the large majority, in fact) in which immobilization fails to stick, especially with the kinds of defense dice that the typical Act II monster gets, vs. a measly Blue+Yellow.
Edited by CharmyEdited by ike42I don't know which heroes and classes go with which expansions but Quellen as the Geomancer and Logan as the treasure hunter areally absolutely broken. I played the Manor of Ravens rumor Wrong Man for the Job the other day and Quellen just kept my lieutenant Immobilized the whole time because he starts with an I'm mobilizing rune. If they hadn't made a terrible decision to split up the party completely I would have lost for sure.
Logan and the Treasure Hunter class is part of the Labyrinth of Ruin expansion, which he doesn't have. Otherwise that would have been the recommendation, as that is the most powerful combination in the game.
Also the Stasis Rune the Geomancer starts with is nice, but remember that you must deal at least one point of damage to inflict a condition, and the immolization requires two surges to trigger. Given those restrictions, there will be a lot of attacks (the large majority, in fact) in which immobilization fails to stick, especially with the kinds of defense dice that the typical Act II monster gets, vs. a measly Blue+Yellow.
I was rolling BG dice for defense on my act 2 lieutenants and Quellen kept me Immobilized for 6 straight turns.granted she had a manaweave and the stupid stones to ensure the surges. Also, a champion feeding him extra damage tokens. If you're taking 2 attacks a turn and just need to do 1 damage it's not so hard. Plus the the quaking word card is devastating with the Geomancer.
I don't know which heroes and classes go with which expansions but Quellen as the Geomancer and Logan as the treasure hunter areally absolutely broken. I played the Manor of Ravens rumor Wrong Man for the Job the other day and Quellen just kept my lieutenant Immobilized the whole time because he starts with an I'm mobilizing rune. If they hadn't made a terrible decision to split up the party completely I would have lost for sure.
Logan and the Treasure Hunter class is part of the Labyrinth of Ruin expansion, which he doesn't have. Otherwise that would have been the recommendation, as that is the most powerful combination in the game.
Also the Stasis Rune the Geomancer starts with is nice, but remember that you must deal at least one point of damage to inflict a condition, and the immolization requires two surges to trigger. Given those restrictions, there will be a lot of attacks (the large majority, in fact) in which immobilization fails to stick, especially with the kinds of defense dice that the typical Act II monster gets, vs. a measly Blue+Yellow.
You re right geomancer is quiete nice (...and particularly fun) nevertheless i would'nt recommend it for a start, all these stones may be somewhat complex for a first game, rune master on the other hand is efficient without being too difficult.
Hello we started to play with these heroes:
avric: discipline
tarha: runemaster
reynhart: berserker
After the first blood we started a goblin fat.
The Runemaster bought Exploding Rune and from what I read he can make two attacks with exploding rune?
The Runemaster bought Exploding Rune and from what I read he can make two attacks with explosive ? ?
Hello we started to play with these heroes:
avric: discipline
tarha: runemaster
reynhart: berserker
After the first blood we started a goblin fat.
The Runemaster bought Exploding Rune and from what I read he can make two attacks with exploding rune?
The Runemaster bought Exploding Rune and from what I read he can make two attacks with explosive ? ?
Each attack costs him one of his actions. He attacks one monster and hits (without rerolling his dice) the monster he casts on + all monsters around that. If that's what you meant, yeah thats right that's allowed.
Normally that would mean if he misses, he misses all targets, but because the Widow can reroll an attack or power dice, she needs to miss 2 times to miss one attack... But her Fatigue is only 4, so you could exhaust her with effects like Word of Misery and attack him with 4 monsters. No fatigue --> no blast effect
If you are as OL in this situation try to use bigger monster with more hp or (that's in my opinion most of the time better) spread your monsters more out. If they don't stand next together his card doesn't matter.
(Don't worry he got it so early.... In almost every hero group there is at least one hero with a blast or aoe effect (like attacking everything in his/her line of sight).
Edited by KaishoI was wondering if Exploding Rune you can use two times in one turn as you do not Exhaust
I was wondering if Exploding Rune you can use two times in one turn as you do not Exhaust
Yes, precisely because it does not exhaust you can use the card more than once per turn. it would require 1 action and 1 fatigue each time.
Remember blast targets the space you're choosing to attack and affects each space adjacent to it.
For example: if you had an Ettin with 2 Goblin Archers standing behind it within range and chose to do a blast attack to it the Ettin would take the attack but the Goblins would be safe as long as they are not adjacent to whichever the target space of the attack is (one of the 4 spaces covered by the Ettin's base).
Edited by Luijod
I was wondering if Exploding Rune you can use two times in one turn as you do not Exhaust
Yes, precisely because it does not exhaust you can use the card more than once per turn. it would require 1 action and 1 fatigue each time.
Remember blast targets the space you're choosing to attack and affects each space adjacent to it.
For example: if you had an Ettin with 2 Goblin Archers standing behind it within range and chose to do a blast attack to it the Ettin would take the attack but the Goblins would be safe as long as they are not adjacent to whichever the target space of the attack is (one of the 4 spaces covered by the Ettin's base).
That's right. And remember you need to have line of sight to the space you attack. (And you can't attack a space without a figure in it... so you can't attack an empty space between 2 monsters to hit both)
thank you very much , the meeting concluded that I ( overlord ) I managed to take a one marker of 4. Now in step two in the encounter is not clear to me this : Each hero player flips His Hero sheet faceup
retrieve the heroic deeds ?
thank you very much , the meeting concluded that I ( overlord ) I managed to take a one marker of 4. Now in step two in the encounter is not clear to me this : Each hero player flips His Hero sheet faceup
retrieve the heroic deeds ?
When transitioning from Encounter 1 to Encounter 2 of any quest, the heroes refresh their heroic feats and can use them again.
Hopefully that answers your question.
Edited by CharmyI'll chime in.
I don't own Lair of the Wyrm yet so I can't say what is more useful for those quests, but for The Shadow Rune overall reliability with some mobility is most useful.
Healer
Character: Based on what's available to you, Avric Albright is the more useful of the healers.
Class: Disciple heals a little better and removes conditions while Spiritspeaker can do damage decent damage and prevent lots of damage with Cloud of Mist. Both are good choices but expose different weaknesses.
Mage
Character: Widow Tarha and High Mage Quellen are both selfish Mages. If you just hate missing, go with Tarha. If you want to make big plays go with Quellen. Leoric of the Book's passive can be very powerful if utilized well. There isn't really a wrong choice.
Class: Runemaster is arguably the easiest and most powerful. Geomancer is a good option too. Geomancer's high fatigue costs mean you probably want to synergize with Quellen.
Scout
Character: Jain Fairwood is arguably better than Tomble Burrowell.
Class: Thief is just harder to use well compared to Wildlander. You cannot go wrong with Danger Sense.
Warrior
Character: If you didn't bring the Disciple, you may want Grisban the Thirsty since he can shrug off Conditions. Again, if you just hate missing Reynhart the Worthy is a good choice. Finally, Syndrael's Heroic Feat is arguably the best of the three. That mobility is game-changing.
Class: Barbarian can break the game with his damage but is easily played around by the Overlord. The Knight is a mobile fighter with extra-attack mechanics which isn't bad. The Champion is more of a "team-player" that can enable other team members to shine but likely won't carry a game like either of the aforementioned warriors. None are a poor choice but pick one that suits your playstyle.
My dreamteam with what is available to you would likely be:
Alvric as Disciple
Widow Tarha as Runemaster (I have issues with misses)
Jain as Wildlander
Syndrael as Knight
Thank you wizdro!!!! Anything about their abilities and a suggested order in which to "buy/get" them? Thank you :-)
If its any help, I have a page on my site that shows the most used skills/items for each class. Keep in mind, this is just based on usage, it does not mean they are the best. (For example, Leoric is so popular as runemaster partially because he is in the Base game. Not everyone buys expansions, so those base game heroes get used way more often)
Anyway, it might give you at least an idea of what you should/could look at.
http://d2etracker.com/stats_class_page.php?class=4
Edited by Atom4geVampireThank you wizdro!!!! Anything about their abilities and a suggested order in which to "buy/get" them? Thank you :-)
I'll just make rather limited suggestions based on my proposed "dream team" but bear in mind your Overlord, quest routes and playskill matter. Play what you understand and like to play.
Alvric as Disciple
As I said, Cleansing Touch is a nice cheap skill that is useful all game. Removing conditions is very handy and while it shouldn't be necessary to win, it can prevent you from losing tempo with the Overlord. I'm fond of Divine Fury and Holy Power. You can't overlook the usefulness of more power dice and healing for no increased fatigue cost.
Widow Tarha as Runemaster
Exploding Rune is too useful not to get as soon as you can. It is damage multiplication that forces the Overlord to play carefully. Honestly, the rest of Runemaster is based on what you need. Like the Disciple's ability to remove Conditions, the Runemaster's ability to apply them with Runic Sorcery is handy, but for the exp and cost it is rather expensive. Don't overlook anything in the Runemaster kit. I've even seen heroes make good use of Break the Rune.
Jain as Wildlander
Danger Sense can determine an entire Campaign. Overlords will hate you for spamming it. You can actually starve an Overlord of cards and really ruin his day. It actually feels like cheating and you kind of feel dirty afterwards. Wildlanders have amazing bow synergy. Keep an eye on passive bow-enhancing effects like Accurate, Eagle Eyes, Bow Mastery and Running Shot.
Syndrael as Knight
Advance is too good not to take as soon as possible. It is movement and an extra attack when you get a kill. Challenge is also a useful 1-exp skill that lets to pump out more damage on a single target each turn. Both of Knight's 3-exp skills are quite good, Stalwart and Inspiration. All the skills I haven't mentioned are useful but will need your personal judgement if they will be of use that Chronicle.
Edited by wizdro