Having looked through the Lost Legends cards now. The hybrid classes open up tons of new possibilities. I've already cooked up a few builds in my head.
Soul Reaper class isn't flashy, but it seems good enough. Blight Extraction is extremely strong, but it was necessary to let this class offer a viable alternative to the existing god-tier Healer class (Bard).
The Elementalist however, I have serious problems with.
The two 1-xp abilities give easy access to all 4 elemental skills on top of additional enhancements for them, so there is no meaningful decision making or having to choose to specialize in one element or another.
This would be a typical endgame (8xp) build for the Elementalist I could see:
- Earth and Sky (1)
- Sun and Sea (1)
- Primal Harmony (1)
- Spiritual Balance (2)
- Nature's Fury (3)
With this setup, here could be a typical turn. This is assuming no additional synergy with other heroes. No special equipment. No particular Hero abilities or feats.
-
Exhaust Grasp and pay 1 stamina. Choose 1 small non-lieutenant monster
within 5 spaces
,
no line of sight required
, and they are
Stunned
.
No test required. No action required.
- This ability alone is already far more powerful than any other monster or hero ability in the game.
- This barely scratches the surface of how strong Grasp can be. With a different spec you can stun 5 monsters for 1 stamina, of small, medium and large sizes. GG.
-
Exhaust Gust and pay 1 stamina. Choose any friendly figure (any member of the hero party (including yourself), familiars, etc.) to
move 2 spaces
. Not gain 2 movement points, mind you. But
move 2 spaces
.
- The utility of this is mind boggling. This lets you fling figures over pits and across water and sludge spaces, as well as ignore the effects of the Immobilize status condition.
- This gives terrific power to set up your other heroes for big combo moves (e.g. Whirlwind) or recover from abilities which throw your heroes out of position (e.g. Grease Traps, Knockbacks).
- No action required? What?
- Again only scratches the surface of what Gust can do. This can easily be 5 spaces. And with a different build you can also target the Overlord's figures! Oh, that Goblin is running to complete a quest objective five spaces away around the corner and across a river? I guess I'll just fling him back into our waiting arms for 1 stamina... It also has no size restriction, so you can easily send Giants and Shadow Dragons out of the way.
- This breaks certain quests involving non-hero 'friendly figures', such as the Finale of Heirs of Blood, Encounter 2. You can use this power to fling Tyrus (who is a 'friendly figure') backwards every turn, preventing the Overlord from ever escaping with him.
-
Exhaust Spiritual Balance. Recover 2 stamina.
- So yeah.. remember the 2 stamina I paid for those two absurdly strong abilities? I just got it back.
Oh, I guess I should actually perform actions now...
-
Exhaust Blaze and pay 1 stamina. Perform an attack with
Pierce 3
and
1 additional yellow power die
.
- There are no other hero powers that come close to giving you this much additional damage at the cost of 1 stamina .
- In response to monster death, exhaust Runeshard Cache to add another element card.
- Exhaust Primal Harmony to refresh Blaze.
-
Exhaust Blaze and pay 1 stamina. Perform an attack with
Pierce 4
and
1 additional yellow power die
.
- Oh no! I rolled an 'X'! Talk about horrible luck... I guess I have to deal with it like every other cla---
- Use Sun and Sea to reroll my 'X'.
-
(OPTIONAL) Assuming
Tide
works in combination with
Blaze
(need errata on this), I can exhaust that and deal
5!
damage to a monster adjacent to my target. No defense roll. No chance to fail. 1 stamina.
- Overlord flips the table.
Okay, guess my turn is done. I spent 2-3 stamina total, assuming I didn't recover any during those 2 devastating attacks in which I rolled one 'X'.
So yeah, this class is completely busted. And that is not even considering the amazing synergies these abilities open up. Gust and Shadow Tome for example. Hey, you can disintegrate nearby monsters without even having to spend actions attacking them and completely ignore their defense dice.
Here are some proposed fixes to attempt to put this class at the same power level as the rest of the game.
<snipped> See balance patch thread.
Even with these nerfs the class is still strong and viable, but at least I'd be willing to try to play against it as an Overlord. As printed I wouldn't even bother. It wouldn't be fun at all to play against.
As for Road to Legend, yeah, you can go wild with this, but I think it will trivialize the content. I would avoid it personally to give the game some semblance of challenge.
(Edit 1: Corrected using Sun and Sea twice. Thanks Rugal)
(Edit 2: Think the original proposed nerfs are a little too harsh, given how important exhausting Elemental cards is to build power. I've proposed a lighter alternative that keeps the core fun of the class without making it feel totally oppressive. I still think Gust will be super frustrating to play against as Overlord, but I'd also like to see the Runemaster get played less.)
(Edit 3: See the balance patch I put up to get my updated suggestions on fixing the Elementalist)
Edited by Charmy