Monk - Inner Balance

By Tokatasa, in Descent: Journeys in the Dark

Hey,

I got a Question on how the monk Card "Inner Balance" Works. (for ref: http://descent2e.wikia.com/wiki/Inner_Balance )

1) May I use this card at any time for 1 Stamina to discard a Condition AND i get to exhaust it for free when I rest? (I'm afraid this is not the case?)

2) If not, and I need to spend 1 Stamina when I perform a Rest Action - I need to pay this BEFORE I regen stamina, correct? (Since Stamina is regenerated at the end of turn? So, in Ordner to use this card, I would need to pay 1 Stamina and 1 Rest Action

I'm pondering wether or not this card is worth it, since it effectifly would reducy the stamina of a hero by 1 if he wants to discard conditions. Currently, I have the Monk paired with a apothecary, and I'm not sure if http://descent2e.wikia.com/wiki/Herbal_Lore isn't just plain better - I want to give elixirs out all the time, it doesn't cost stamina, and it doesn't cost an action, also, it has unlimited range. The Statboni look nice, but they just last for 1/2 a turn (Rest Action => Exhaust => 1 Action left bevore, at the start of the next turn, this card gets turned straight again).

So, is there something I'm missing, or is Inner Balance just worse than Herbal Lore? (For reference: We are exclusivly playing the road to legend app)

Edited by Tokatasa

You can use that card only when you declare a rest action. You need to pay 1 fatigue to exhaust it. Rest actions recover fatigue at the end on the round.

If Herbal Lore or Inner Balance is more effective depends on the situation. I would not say that one is superior compare to the other. The stat increase can be vital. It's an option that you do not have with Herbal Lore.

Edited by Sadgit

On a monk/apothecary yeah Herbal Lore might be better, presuming you're handing out elixirs to everyone in advance, don't need the stat boosts, and don't want to rest. If you want the stat boosts, get some other benefit from resting, or haven't handed out elixirs yet, then it wouldn't be as good.

For example, there's a fairly neat/goofy combo involving Inner Balance: Lindel, Monk/Spiritspeaker, inner balance / tempest / nature's bounty,Fatigue move a couple spaces, declare a rest action and inner balance to remove a condition and gain stats, Tempest for AoE damage and AoE heal with a 92% chance of success, recover all stamina and equivalent health, repeat every round. If you have a few appropriate items (belt of waterwalking, undying skull, etc.) you can push the synergy even further.

I feel like a monk/apothecary is better suited for taking the bonus green dice skills and then going the openhanded / vow of freedom route, but it'd depend on the makeup of the rest of the party, which hero you'd picked, and whether you were primary or backup healer.

Edited by 10355ts
46 minutes ago, 10355ts said:

For example, there's a fairly neat/goofy combo involving Inner Balance: Lindel, Monk/Spiritspeaker, inner balance / tempest / nature's bounty,Fatigue move a couple spaces, declare a rest action and inner balance to remove a condition and gain stats, Tempest for AoE damage and AoE heal with a 92% chance of success, recover all stamina and equivalent health, repeat every round. If you have a few appropriate items (belt of waterwalking, undying skull, etc.) you can push the synergy even further.

That sounds like a fun build! I'll have to try it sometime... that makes Lindel nearly infallible at all skill tests - something that could definitely come in handy in certain situations.

However, a Tempest Spiritspeaker with no access to Ancestral Spirits really hurts going into Act 2...

Edited by Charmy

Yeah, I should be clear I stole that build from a post on Boardgamegeek, not my idea. And it has some obvious weaknesses as you point out. Still a neat interaction though. More of a support/utility build rather than straight power -- you wouldn't want it to be your primary healer.