Hero Party for MoB/CtR

By SpawnGarret, in Descent: Journeys in the Dark

It looks like the next campaign we'll play would be MoB/CtR. Therefore, I was modifying my party.

The idea is to max out Health - as far as I understood, it is less of a race, but the cost of being knocked out is much higher.

Augur Grisom - Prophet

Skills - Battle Vision (I can't afford Xs on Whirlwind/Bounty Hunter)->Victory Foretold (need to buff the attacks)->Focused Insights (to bump health and help recover fatigue)

Shopping priority - armor, preferably heavy armor.

Jaes the Exile - Battlemage/Berserker

Skills - Whirlwind (to dispatch groups of Reanimates)->Weapon Mastery->Brute (In case there are problems with being knocked out)->Planar Weapon/Runic Weave (after buying a Rune)

Shopping priority - runic weapon. He can realistically get over 20 HP - might not need armor

Tatianna - Bounty Hunter

Skills - Longshot (excellent combo with HA)->Lie in Wait->Dark Iron Chains (prevent Bone Horrors from Lashing)->Rapid Fire->Evil Eye

Shopping priority - decent bow, armor (preferably, increasing HP)

Mordrog - Steelcaster/

Skills - Many Friends->Focus Fire->Refraction->Iron Blooded->Shield Mage (once shield is bought).

Shopping priority - shield, fatigue boosters

Please, let me know what you think about this party. What was your experience with MoB/CtR?

I agree with the HP trait is more important than speed, I even said that once .

I like your party, seems interesting to play. However, I would like to make a suggestion if you allow me :D Wouldn't it be better if you change Jaes to Skrimisher?

I say this because I think Jaes is already a strong pick in this campaign, I have expirienced that . But, if he goes as a Skrimisher, he potentially go from (with the right build ofc) a normal tanky hero to an explosive tank.

Allow me to explain this further.

Because you want to have two runes to use Jaes' HA, I think that with Dual Strike and Runic Weave, you will have 2 surges and you could use the surges of both runes. Additionally, most of the runes tend to be Yellow instead of red, so, it may be better to have both surge abilities of both weapons.

Now, for a more late game (perhaps, passing the interlude) you can go and pick Born in Battle and Death Siphon (5 more exp) for a One Man Army guy. Due to having two runes and 2 surges (Dual strike and mana weave) he will likely kill minions in this campaign very easily, thus, he will be healing himself.

I also suggest looking for Iron Boots, or better, the Corpsebug Brooch (+2hp more, because why not) because the Overlord then will tend to rely on hazard-strategy to take him down.

Lastly, I hope you could get Mana Weave (to boost one more surge in the attack), Rune-touched leather (self explanatory) and the golden mask :ph34r: hehehe

The huge drawback Jaes as battlemage has (in general) is that he is a really expensive pick (two runes are not cheap) and also he depends on what you get in the shopping phase. I mean, yes, in the beginning this pick will suffer too much due to the high mana cost and because Jaes has no runes, but overtime, he will become a beast, he can even win the campaign by himself hehehe :rolleyes:

Anyway, it's just a suggestion. Aside from that, I think your party is pretty solid :D I will like to hear some report on how it performs during the campaign ^_^

Thanks for your feedback!

There are few rationales:

1. Skirmisher class just got played, and we barely tried berserker at all.

2. In order to work, I'd need to invest a lot of gold in a single character (2 runes, mana weave etc). With berserker, the entry cost is pretty low: for just one mana, I can start hitting multiple monsters starting the second quest (with Whirlwind).

What are your thoughts on that?

2. In order to work, I'd need to invest a lot of gold in a single character (2 runes, mana weave etc).

Yes, I know, that Skrimish/Battlemage (we call it: The Ancient Jedi haha you know, because of the artwork, anyway) is a very expensive class. Whenever we play with it, usually there is a Treasure Hunter, you know, for the high incomes.

With berserker, the entry cost is pretty low: for just one mana, I can start hitting multiple monsters starting the second quest (with Whirlwind).

Yes, this is another problem with the Ancient Jedi, he starts to be useful pass the interlude. When our group plays it, they tend to be patient and use Jaes as a cannon fodder.

I think benserker is a good option, with that brute Jaes will not have to worry about getting hit at all, and whirlwind will help for those swarm tactics.

One thing I have passed and it is very important...you don't have a way to deal with conditions...you are going to have a huge problem dealing with terrified then. I suggest changing Grisom to a scout an using the new Monk class. For example Lindel, that's one of my favorite monks. That way, with Inner Balance you can deal with conditions and still play with the Prophet ;)

Yeah, thought of this, too...

Lindel is just being played in a campaign right now.

I'm thinking about Raythen or Tinashi. The former would compensate for the lackluster searching abilities, and the latter brings to the table the ability of walking through monsters.

I'm leaning to Raythen because of his useful HA and high HP. I would be unable to buff HP with a 3 point skill. Brown defense die and low willpower are pretty bad tho.

Tinashi is very even in the attributes, but her HA would be useless in the context.

Raythen's brown die is a serious liability, but his ability to allow rerolls using his attributes could be a good thing to prevent certain conditions (wouldn't usually help with terrify, though).

If you give Raythen items that boost his health and defence (leather armour, etc...) he can be a great hero.

My idea is to learn Vow of Freedom and buy Baron's Cloak/Marsh Cloak at the end of Act 1. I'll also buy him Dire Flail.

He'll be 15 Health, and roll 2 brown def dies, and each blank would be treated as Armor 2.

I don't like the absense of condition removal. As I've heard heroes really suffer from conditions in MoB.

I don't like the absense of condition removal. As I've heard heroes really suffer from conditions in MoB.

The conditions in MOB/CTR are often disease and terrify.

Terrify often requires condition removal skills to deal with, since the condition to remove it is no monster in Line Of Sight at the end of your turn.

Not being able to use surges just makes it harder to make that happen.

The idea isn't kill them all, it's to force you to run like a scared little baby-hero.

It's already there. I'm taking Raythen as monk/prophet and he has a condition removal for the first quest.