Dream Team?

By The Cocky Rooster, in Road to Legend

Hi I have a request. I played Descent for the first time w/OL in March 2016. Then shortly afterwards I heard about RtL and have since purchased EVERYTHING Descent related and have had all my minis professionally painted.

Now I realized that I suck at choosing heroes.

If you could pick any four heroes to make a 'Dream Team' party that would cruise through KF, I'm all ears.

Thanks for your time.

You only need two. Reynhart the Worthy as a Champion, and Ulma Grimstone as an Apothecary. Go for the mobile artillery build for the apothecary, and Reynhart will just clean house too. If you want a third, I suggest Grey Ker as a Theif. If you really really want a fourth, pick a mage that might be fun, just know that will probably break it all. Grey Ker is real useful with his hero ability for RtL play.

Edited by ChanceRiley

I'm playing this team currently and they have good synergy and work very well as soon as you hit 3 XP.

Elder Mok - Apothecary (Concoction + Bottled Courage) - major damage dealer, healer

Lindel - Treasure Hunter (Sleight of Hand + Dungeoneer) - major damage dealer, searcher

Mordrog - Champion (Glory of Battle + Stoic Resolve) - mostly tank and easy kills for valor rain

High Mage Quellen - Runemaster (Quick Casting) - major damage dealer (very shop dependent though, but starting weapon ok) and extreme feat turn with stamina potion(s)

Best weapons on Apothecary (any type) and Treasure Hunter (bow/exotic) and you can manipulate fatigue recovery greatly with Elder Mok, Mordrog, Quellen and Stoic Resolve all synergizing.

I have a party which I call "The Hunters". It is specialized on killing "Unique Monsters", which is basically every boss and almost every objective in the Quests. So here it is:


+Lord Hawthorne - Champion : Because of reach, he won't need to move much to hit a target, maybe one or two stamina, which increases the damage of his primary weapon. Additionally, the champion class doesn't need many stamina, so he uses the 3 he has to move. With just "Valor of Heroes", "Glory of Battle" and "Stoic Resolve" you are done. Valor tokens increase the damage (+1) and defense (+1) of the party, while giving Valor to everyone, and with Stoic Resolve Hawthorne will recover eventually all his stamina.


+Widow Tarha - Hexer : The main problem of the hexer is that you need Hexed monsters, and it's difficult to do if you sacrifice the surges to Hex monsters. However, thanks to the +1 from the valor, you can ensure to still been doing at least 1 damage while hexing the monster. Now, if you are unlucky to don't roll any surges, Tarha will balance this due to her HA. With "Viral Hex" and "Internal Rot" you are more than good. Strangely, she won't be doing the burst damage because...


+Roganna the Shade - Bounty Hunter : This hero composition relies on Roganna doing most of the damage. With just the "Tracking token", her HA and the Valor token, she has +3 of damage; now sum every hex token the objective could have, and this without rolling the dice. Now, combine this with her red power die, she will be one-shooting every monster out there, no matter how tanky it is. Pair her with "Lay and Wait" or "Evil Eye" and those unique monsters will be a peace of cake. You can give her the Fortuna's Dice to ensure a hit when rolling any "X".


+Avric Albright - Spiritspeaker : Finally, I needed a class that helped me to deal multi-target damage, but I also needed a healer, therefore, the Spiritespeaker sounded like a good choice. Now, because SS lacks on primary healing, I thought Avric is a good choice dut to His HA that allows heroes to heal themselves by using 1 surge (and the Hexer heals herself with her primary weapon). Besides, thanks to the Campion, you won't be needing the surges to deal damage, so you can spend them to recover health. His HF is the panic button in case everyone gets to a critical stage. With "Tempest" you can eliminated huge monster groups (or leaving them to 1 heal so the champion finish them off and get the valor back); "Drain Spirit" will constantly heal the party while doing damage (and don't worry if you lack in damage, you buddies the champion and hexer will help you). And lastly, because it doesn't rely on being melee or range, you can adapt the playstyle in order to stick to Hawthorne so you recover mana from the "Stoic Resolve".


Advantages:

* With this composition, big hp/tank monsters won't be any problem. I have killed monsters like Golems, Giants and even Alric in just a couple of rounds; and because most of the Quests rely on "defeat this unit and you win", well, you basically win before the Major Perils show up.

* Because most of the groups usually act stupidly around positioning, they will end up in enough range for the B+R Bounty Hunter's dice, the Hexer's abilities and Hawthorne's reach.

* If you are lucky to encounter monster groups of just 2 or 3 units, killing them fast will allow you to explore in peace.

* Good willpower party, things like "Howls", "Death Cry" or "Prayer/Doom" from Dark Priests won't be a problem.

* Good HP for every member in the party, no squishy heroes.

* This composition forces you to keep attacking because most of the abilities are triggered unpon battling (SS abilities, valor tokens, hexer tokens, etc.) So killing monsters won't be a problem.


Disadvantages:

* Because of the lack of healing in the beginning, you will probably suffer in the early quest of the campaign, after that, ez pc lemon squishy.

* Because you need full synergy of everyone attacking, things like searching or exploring will be difficult if you don't plan everything correctly.

* This composition really suffers when battling resilient and numerous monsters, such as Reanimates, Skeleton Archers, Flesh Moulders or Rat Swarms. It is not a problem to one-shot them, the problem is that they appear in big numbers (note that Kobolds or Goblin Archer aren't there, because with an HP of 2, they tend to die by a "Tempest" or "Shared Pain").

* It tends to be problematic if one hero gets focused.

Edited by Volkren

You only need two. Reynhart the Worthy as a Champion, and Ulma Grimstone as an Apothecary. Go for the mobile artillery build for the apothecary, and Reynhart will just clean house too. If you want a third, I suggest Grey Ker as a Theif. If you really really want a fourth, pick a mage that might be fun, just know that will probably break it all. Grey Ker is real useful with his hero ability for RtL play.

I've already got LotW and love Reynhart as champion. I've been considering getting LoR. What is the "mobile artillery build"?

I've already got LotW and love Reynhart as champion. I've been considering getting LoR. What is the "mobile artillery build"?

(I named it the "Mobile Artillery" for a number of reasons, such as you roll a ton of green dice, and it just made me feel like a cannon whenever I played it.)

I've already got LotW and love Reynhart as champion. I've been considering getting LoR. What is the "mobile artillery build"?

You only need to dedicate 3 XP to the build, beyond that, you can do what you wish with it. All you need is Concoction, and Secret Formula. First turn of every encounter, just give yourself an Elixer token. As long as you use all your abilities and rest often, you will consistently get 6-8 damage out against monsters. And that even is if you just stick to Smoking Vials. If you can get the Apothecary Fortunas Dice, then you are really set up good.

(I named it the "Mobile Artillery" for a number of reasons, such as you roll a ton of green dice, and it just made me feel like a cannon whenever I played it.)

If you equip your apothecary with a better range weapon, it can get deadly very fast. Getting the Bow of Bone is a recipe for "nucular" Armageddon.

Concoction and secret formula work great, if you have any spare XP get Inky Substance. Place a elixir token on your self, place one on a monster within 3 and watch the fireworks go off!

Among my other favourite classes:

Skirmisher (warrior): take Keen edge to get pierce 1 on any blade or axe you wield, Born in Battle to regain 1 health and 1 stamina every time you defeat a monster. Every thing after that is gravy! Unrelenting and Unstoppable were adjectives that applied to my hero when I played a skirmisher...they were also skills I purchased. :P

Shadow walker: take Faithful Friend and Otherworldly. Give your friends Pierce 1 (stackable, remember?) and an extra 1 damage to any monster that takes damage from an attack. Anything is else is... cheese I guess, to go on your poutine on great class choices.

My wizard choice would be either a Runemaster, Conjurer or Geomancer. All three are good choices. I have not played a Hexer yet and I find Necromancer rests a bit too much on Army of Death.

Hi

Are you still looking for hero compositions? If so, I recently found a good one based on familiars. I'm currently playing with them and I was surprised that I was able to even do side-quests in a row without losing morale. Hehehe anyway, here it is:
Heroic Tamers
+ One Fist - Beastmaster : This is pretty obvious. The beastmasters' starter weapons are one handed, and both of them are really useful depending on the situation. Now, you can unequip either weapon to trigger One Fist's HA and you will be able to hit with either a reach/BRY/1 Pierce weapon OR a BYG/+3 damage weapon . Now, if you happen to find, as it happened to me, the Handbow, you will be able to attack with it (once per round), a ranged BYY weapon. I have built him in order to increase the durability of the Wolf, with "Predator", "Survivalist" and "Stalker"; but you can go for a more aggressive build with "Bestial Rage", "Feral Frenzy" and "Savagery".
+ Andira Runehand - Bard : I chose Andira because as familiars count as hero figures, any figure that damage them will trigger her HA. Now, because familiars will soak damage, in most of the cases, this combo will allow to indirectly hit a monster without harming the actual heroes. I build her with:
- Rehearsal : this skill will allow not only the heroes but familiars too, to reroll any X rolled, increasing the damage per figure deal to monsters.
- Dissonance : to increase indirect damage to monsters.
- Wayfarer : you may change this skill, but I found it great to expand the area in case you send only the familiars to hit the monsters.
+ Challara - Necromancer : I know the Necromancer's primary weapon isn't the best starter weapon within the mages, however, she tends to be stronger once you get her items and the skills for the reanimate. With Brigthblaze, the reanimate and her, you will be hitting 4 times in just one turn , something not to take lightly considering that with the alternation turn you could be negating the activation of a whole monster group. Once you get "Fury of Undeath" and "Vampiric Blood", and a good rune for Challara, you are done. Also, thanks to Rehearsal, you can reroll 3 of 4 attacks during the round, ensuring to deal the damage needed. Now, I have her with "Elven boots", "Shards of Ithyndrus" and "Undead skull". You won't have problems if she stays behind because she can fatigue-move and recover that fatigue thanks to Vampiric Blood and the Shards of Ithyndrus.
+ Vyrah the Falconer - Shadow Walker : I chose the Shadow Walker because aside from increasing the damage, it can search within three spaces of it with "Dark Servant". Thanks to that, your scout will be free to hit monsters and search without losing a good position on the map. I chose him because Skye will help you with the lack of range of the "Feathered Hatchet", and because you can discard him to add 1 damage to the attack. I have "Dark Servant" and "Endless Void".
Advantages:
* Because you have too many figures on the map and monsters don't differentiate between an important target, you can create situations where you send the Wolf and the Reanimate as decoys in order to distract monsters.
* There will be cases where just Challara's turn will swap the monsters letting the other to loot and rest.
Disadvantages:
* You really need to position Brigthblaze correctly, with its 5 speed it should be a problem to move+interrupt/attack+retreat; because if you misplace him, he could die and that could cost a great lost in the strategy.
* In many cases, the familiars tend to die fast and this can cause that Challara and One Fist to summon+move without hitting.
Other options:
a) You can change Andira for Jonas the Kind to change the composition to a defensive posture. There will be times where Challara won't attack because she will summon+fury the reanimate, or Vyrah with Dark Servant and his HF; or simply, a new round starts and because a figure hasn't attacked yet, it will get the extra shield (and this applies to familiars too).
b) You can change the scout for Astarra/Conjurer or Zyla/Geomancer for more figures on the map. With Astarra you will have good mobility, the Image Tokens will soak damage that could be possibly be dealt to another member of the party and there's a change the Image Tokens won't get hit allowing you to leave them on the map for future combos. On the other hand, Zyla as Geomancer functions more as a protective hero, blocking passages and her stones can soak damage as well. Because she can fly, she can move+interrupt/attack+retreat through the stones.
c) If you want a more aggressive healer, you can take Lindel/Monk-spiritspeaker . You will be healing while doing a great AoE damage.
Edited by Volkren

Thanks all for the suggestions! I have a friend coming over tomorrow night to play Descent for the first time. We'll probably only run 2 PCs but I'll try some of these solo with 4 PCs.

I appreciate the effort you have put into your responses...a lot to think about.

Edited by The Cocky Rooster