If you could only pick one Character and Class combination, what would it be and why?
I would go with Challara as a Battlemage/Beastmaster, nothing better than getting that true Beastmaster feeling from commanding a dragon and a wolf simultaneously in battle.
Favourite Character/Class combo
I enjoy trying out new combos as often as I can, because I don't want the heroes to get stale. That being said, if I had to pick just one :
Astarra, Conjurer. The synergy between her hero ability, heroic feat, and the class is top notch. She's got good characteristics, good stats, and she can make attacks with insane range from wherever she starts her activation.
1 hour ago, gamecrawler said:If you could only pick one Character and Class combination, what would it be and why?
I would go with Challara as a Battlemage/Beastmaster, nothing better than getting that true Beastmaster feeling from commanding a dragon and a wolf simultaneously in battle.
I want to play that combo too, but I just don't know if it's worth Brightblaze being a meat wall for the first quest (or five, if you're unlucky)
Another one I want to try is Seer Kel the Runemaster, w/Scorpion Helm. Should be a "blast", especially against Kobolds.
Edited by LightningclawJust thought of a really fun one: Nanok as Berserker.
How's that saying go?
"If you can't beat 'em, cripple 'em and throw them into lava?"
4 hours ago, Zaltyre said:I enjoy trying out new combos as often as I can, because I don't want the heroes to get stale. That being said, if I had to pick just one :
Same here
But If I had to, I would play again :
Shiver the illusionnist, because I like to play the "labyrinth" forcing the OL to spend many more movement points to move and forcing him to play differently.
16 hours ago, Lightningclaw said:I want to play that combo too, but I just don't know if it's worth Brightblaze being a meat wall for the first quest (or five, if you're unlucky)
Another one I want to try is Seer Kel the Runemaster, w/Scorpion Helm. Should be a "blast", especially against Kobolds.
Yeah it can be difficult to keep brightblaze alive but I mainly just play it for fun.
Seer Kel is always a good choice!
So, I was reading through this thread, and thought I was seeing things wrong, until I checked it twice. Interesting ...
The OP (Post #1): Post #6:
I'd play Challara the Beastmaster in our next campaign, but everyone has picked already, which leaves me with the Healers.
Thinking of Tinashi the Monk Spiritspeaker maybe, if Shared Pain triggers her ability (probably not, though)
Tinashi the Wanderer's Hero ability triggers each time a monster is defeated regardless of the effect that caused this. Thus, if other monsters in the group are defeated through suffering hearts from Shared Pain, Tinashi would recover 1 fatigue for each monster defeated.
Edited by Sadgit3 minutes ago, gmaecrawler said:Oh woops. Both are me. The second account was a mistake account that I accidentally keep signing into haha.
There I go posting without realising which account I'm signed into again *facepalm*
Next time I'll try the Thaiden Mistpeak - Wildlander combination with the following skills:
- first strike (with his hero abillity it's a 3 spaces search option in OL turn)
- fleet of foot (efficient movement with fatigue, better strategic movement in OL turn with nimble)
- running shot (more additional movement and synergises with first strike, but I don't know yet how to handle the timing conflict after canceling the attack: search and then move or move and then search - the second option would be great )
Progression: first strike - running shot - fleet of foot
So he's highly mobile without using movement actions and can search in OL turn. Sounds like a lot of fun.
Thaiden Hero ability - Running Shot combo sequence
Note, that the D2e Companion shows the pre-errata card for Running Shot. For the errataed version the sequence would be:
----------------------
Step 1
- declare an attack with a bow
- optional: move 2 spaces (Running Shot)
- other effects that take place in step 1
Step 2
- roll dice
- optional: effects that take place in step 2 (re-roll dice, OL cards, other abilities etc.)
- cancel attack (Hero ability)
------------------------
- optional: Move 2 spaces (Running Shot)
- search a search token within 3 spaces (Hero ability)
Thaiden may move in step 1 of the attack, no matter what.
The question if Thaiden may move with Running Shot after the attack has been canceled is tricky. It comes down to the question if an attack has been
resolved
when it is
canceled
. I think yes.
While on ghe surface it feels cheap to cancel the attack and then use running shots movement, it would be similar to missing. I agree, valid. Sneaky, but valid.
Perhaps Sadigit addressed this and I failed to comprehend his post, but can Thaiden legally cancel the attack if he used Running Shot? Wouldn't that be interrupting Running Shot with his ability?
Edit: Never mind. Realized just after I hit post that I remembered Running Shot incorrectly- I thought it was "Action: Perform an attack. Before rolling dice or after the attack resolves, you may move 2 spaces".
Yeah, I had not looked at the card in a while.
Edited by LightningclawI haven't done it yet but i want to do High Mage Quellen as necromancer. if you have done this one before tell me how it worked out.
Edited by ATM2100trying to make the card turn up
My personal favorite combo is Logan Lashey as a monk/alchemist . He is a bit week until mid quest but once he is there he is a beast!
Once he gets:
* bottled courage 2xp
* Vow of freedom 3XP
* any decent exotic weapon.
he can do 3 attacks a round and CANNOT miss and also gets a free movement point after each attack. He is a very mobile killing machine!
Seer Kel as a necromancer with army of dead is also nice.
Elder Mok as Watchmen/TreasureHunter is pretty broken. Its great fun in Road to Legend.
Quick Recovery and Unity in combination with his Heroic Ability means that provided there are injuries to heal and Mok can see nearby allies, they are continuously recovering both health and stamina for 'free'. His excellent Willpower stat means Unity has very little downtime.. even less if you throw in a Lucky Charm/Blessed Armor/Belt of Waterwalking. Finally, combine him with another hero that is able to heal the party (e.g. Spiritspeaker with Drain Spirit, or a Bard) and the amount of healing and stamina regeneration he can put out is staggering - and he himself is recovering further all the while! (With this setup its not uncommon to trigger his Heroic Ability the maximum '5 times per round')
The Treasure Hunter class is just extremely good, even without spending much XP on its abilities. It has little-to-no need for its 3xp abilities and low stamina demands, making it the overall best choice for a Watchman in my view. Damage is superb once an Exotic weapon is acquired, so Mok solidly fills two roles in the party at once.
I've never played as Overlord against this, but I imagine I'd be pulling my hair out struggling to keep Mok separated and out of sight of his friends.
Edited by CharmyYeah- most of the hybrid classes do a good job propping up the more lackluster of the standard classes (battlemage berserkers are good, so are steelcaster hexers for example). However, the watchman really plays on treasure hunter strong suits (Unity encourages the watchman to have all the search cards, which plays well with "Guard the spoils", and who doesn't love free movement points?)
hei all,
since i havnt found it so far and the skill is mentioned in this topic here:
can i revive a ko-ed hero with quick recovery?
dont have the rulebook currently...2 problems i see here, but cant check out
1: ko-ed heroes ..can i have LoS to them?
2: if i remember correctly a ko-ed hero who starts his turn can only do a stand up action...meaning that he has no "at the start of your turn"? -> which is relevant for watchmans quick recovery, isnt it?
soo..im not sure currently...can the watchman revive a ko-ed hero via quick recovery?
thanks in advance yus!
Edited by Andi10661) No, you can't use Quick Recovery as a ko-ed hero is not on the map. As you already guessed, LOS is the problem here.
2) A ko-ed hero has a Start-of-Turn (and End-of-turn) phase but is allowed to perform a only stand-up action during his turn. After stand-up, he/she immediately enters his/her End-of-turn phase.
Edited by SadgitOn 6/26/2017 at 5:02 AM, Sadgit said:Tinashi the Wanderer's Hero ability triggers each time a monster is defeated regardless of the effect that caused this. Thus, if other monsters in the group are defeated through suffering hearts from Shared Pain, Tinashi would recover 1 fatigue for each monster defeated.
I've thought about trying that combo but I keep coming back to Lindel as a Spiritspeaker instead.
My favourite Combo ist Nara the Fang as a Beastmaster. Once she gets the the changing Skins Skill she is able to attack from the Wolf's position and teleport like crazy with her Hero Ability
there's many combination fun and strong to play
- Shiver the Illusionnist
- Challara the Runemaster or the Hexer
- Ispher the Apothecary (no a real healer but fights as a beast)
- Jaes the Exile as a Runemaster
- Jonas the kind as a bard (can have + 2 shields on all attacks)
- Karnon the Berserker (my favourite) or the Skirmisher
- Lyssa the Battlemage/Beserker
- Nanok of the blade as a Champion
- Okaluk and Rakash the disciple (performing a Radiant light and moving each turn is just a nightmare)
- Trenloe the Knight (or should I say the Panzer ?!?)
- Thruthseer Keel the necromancer (she can perform army of death the best)
- Raythen the monk (can assure the brown dice to give him the best results)
- Serena the shaman of the prophet (more fun than usable)
Many more I have forgotten for sure ...