Custom Hybrid - Scout/Mage - Summoner

By Capaluchu, in Descent: Journeys in the Dark

We were going to play test this soon. Any suggestions or balance corrections would

be greatly appreciated.

Thanks

Summoner.jpg.668dfa6942d438dde532b34663e37754.jpg

Edited by Capaluchu

This looks pretty good I think.

The earth elemental seems a bit strong. He has seven health and a black defense, compared to Brightblaze with 5 health and a gray. (Brightblaze is currently the toughest familiar in the game, having the most health and a native gray defense). I would maybe either reduce the attack of the earth elemental or its health and defense.

I really like Elemental Aura. It adds a lot of flexibility to the class. And I always like more range bonuses.

Dropped the Earth Elemental to Blue+Green attack and it's move from 3 to 2. It is still is tough to kill (which is the point of that summon) but now is much slower than Brightblaze.

Edited by Capaluchu

First off, I REALLY like your ideas and I think this would be a very good support class with interesting strategic options.
What I mention below is either re-wording of what you already have and just a couple of proposals. So, not a critique, but more of how I would have tried to make it *if* I had the same cool idea. :)

Helping Hand:
- I would have it as a 2 fatigue skill card
(because it can help a lot with Conditions and Quest objectives - otherwise nerf it down to only +1 to skill and no fatigue cost, as it is now)
- ...during a hero's activation.
- ...3 spaces of your Elemental,
(specifying which familiar)
- ...to an attribute (to a maximum of 6) based on the Elemental's type until the end of his activation.
(Otherwise, it could imply the skill works until refreshed)

Elemental Aura:
- ...adjacent to your Elemental
(specifying which familiar)
- ...gains (based on the Elemental's type):
- Earth: Add one grey die to your defense pool
(otherwise it could imply adding it to the Earth Elemental's pool)
- Water: Recover 1 [fatigue] at the end of your activation
(it's a bit strong to have an unkillable source of healing fatigue at start of turn)

AIR elemental:
- The Air Elemental treats any special terrain (other than obstacles) as normal spaces.
(a recommendation, only proposing this for its "air" nature)
- I would nerf down the 3 spaces to 2 spaces
- ... 1 Search action during its activation as if it were you
(to imply that you get to keep any search item card and any Overlord Trap cards are directed to you)

EARTH elemental:
- I would have its normal attack back to a Blue + Red dice
(to make it a competent choice vs any other Rune weapon)
- Maybe a health of 6 is better balanced
- This familiar is treated as a figure but cannot recover any amount of [heart].
- A proposal: Have instead its attack dice as Blue + Green + Green and change its last sentence in text:
...It can use the surge abilities of a Magic weapon you have equipped.
(Magic, so that it allows for a wider choice of weapons)

FIRE elemental:
- A speed of 3 is better balanced; it has a Ranged attack anyways
- A defense of 1 grey die will hopefully make it last longer on the battlefield
- This familiar is treated as a figure but cannot recover any amount of [heart].
- The Fire Elemental is immune to the Burning Condition and treats any Lava space as a normal space.
(a recommendation, only proposing this for its "fire" nature)
- A proposal: Change its last sentence in text:
...This attack gains 1 [surge] and may use any abilities of a Magic weapon you have equipped as if it were you and additionally:
[surge]: Burn
(Magic, so that it allows for a wider choice of weapons)

WATER elemental:
- "carry" can be unclear, so maybe mention something along the lines:
At the start of this familiar's activation choose a hero adjacent to it. At the end of its activation, place that hero on an empty space adjacent to it.
>>> I would really consider adding health & defense and treat it as a figure or change its movement to 2 instead. Having an unkillable familiar that gives a free move action to a hero every turn (following along with them) is a bit too helpful I think.
Otherwise, consider instead something like:
If this familiar is adjacent to a hero, it may spend a number of movement points to move that hero immediately an equal amount of spaces (respecting terrain rules).
(this is helpful without abusing its movement speed and can also affect multiple heroes)
- At the end of this familiar's activation, choose a monster adjacent to it and test your [Might]. If you pass, that monster is Immobilized.
>>> I also find this powerful, especially for lieutenants' movement. I would propose to remove it altogether or mention the monster as a minion monster.


Sorry if the wordings are too lengthy, I could not think of shorter versions at the moment.
Cheers and good luck!

Edited by Brutalien
typos