Hybrid classes in older expansions!

By RaccoonKnight, in Descent: Journeys in the Dark

Hey guys!

I wanted to ask the community on how they have been finding Hybrid classes usage in older expansions? Do they change the balance considerably?

I mainly play an Overlord myself and interested in how to think of ways to start countering these when used. So far I have played against the following Hybrid classes in the Mists of Bilehall campaign against:

  • Lindell the Monk/SpiritSpeaker (90% pass on all attribute tests FTW :P)
  • Okaluk and Rakash as a bard (ultimate fatigue regen to seemingly impossible amount and an ultimate which gives the heroes ways to bypass the tainted mechanic unless blocked by the one card that blocks heroic usage

Any thoughts from you guys with experience against Hybrids? Or even just general Overlord tactics against Hybrids would be awesome!

Edited by RaccoonKnight

I'm not sure to "understand" the point with "older expansions", but some heroes classes are really strong, indeed

- Roganna as a Monk-Apothecary with the help of a Bard and a Champion can perform attack that can deal 2-5 damage to pierce 2-6 with 1/3 chance to stun and can perform additional attack each time she defeats a monster ... With maybe a free attack she can double move a attack 4 times a round, ouch !!

- Lyssa as a Battlemaster-Berserker too can be a real monster since her attributes tests are great for a mage and with a good weapon can exchange a Green die with a Red one, having descent health and a good move, so hard to stop since there will be nobody more to stop her anyway ...

- Nanok can be a funny explosive runemaster since he can move monster so they suffer the explosion almost at each attack,
and many more ! For sure, hybrids classes can be broken, except for the steelcaster, since I never saw a good hybrid class

Some of the hybrid classes are very strong. In particular I think the Watchman and Monk are great.

The synergy of Watchman paired with Treasure Hunter makes an already overpowered class even more useful at the cost of some 3xp Treasure Hunter skills that aren't really needed.

And the Monk's "Vow of Freedom" skill turns a Healer into a super tanky beast that can never miss attacks provided he's given a couple of brown defense dice (e.g. a cloak, some class abilities) and an exotic weapon.

On the other hand, I'm not particularly impressed with the Battlemage or Steelcaster. They're okay - especially in that they open up a lot more heroes to certain class options - however their skills in themselves are really nothing to write home about... (although Ironblooded is pretty cool!)

Given that there were already plenty of extremely powerful hero/class options available in the original game, I don't think the introduction of Hybrids will upset the balance.

On the contrary, opening up Hybrids also gives the Overlord access to cards like the Scourge deck. Danse Macabre is a crazy strong card that can cost the heroes an entire round's worth of actions, if used optimally.

Edited by Charmy