Can You Use an Itema Nd Refresh It and Use It Again on the Same Turn Gloomhaven

I recently retired the Circles character after a long, long career (my personal quest was a fell one). I really enjoyed the grapheme, but I was ready to play someone new. And now I get to make a new guide! Allow'due south jump right in. Warning: ahead there exist spoilers!

The actual name of this class is Summoner, and not surprisingly, the class is all about summoning creatures and and then controlling them. Sort of. If you lot've played with summons at all you lot know how they are: they go off in unwanted directions, they assault the wrong monsters, they don't movement when you desire them to, etc. The Summoner is possibly the least popular graphic symbol to play; a lot of people get frustrated playing it, or think it's non powerful plenty, or don't know how to play it well. But I found the course to be enough powerful and a ton of fun. Let's accept a await at what the Summoner brings to the table, starting with some basics.

Stamina – The Summoner has a 10 card hand size, which is average, but her stamina is a little wonky. Starting time, all summons are loss cards, meaning yous're going to be having a lot of losses every scenario right from the leap, and if any of them die they're gone and the card is in the loss pile. Only, she has a bill of fare that lets her call back 4 cards dorsum from the loss pile, so it's not every bit dire as it seems. My stamina meter was even weirder because my personal quest involved exhausting, so I was always trying to ride the line between seeing out the scenario and hitting my retirement goal.

Wellness – The Summoner has a medium amount of health, which is good because you lot're going to need to have an occasional hit for your summons, since you would rather take some damage than take them die.

Initiative – One of the weaknesses of this grade, especially early on on. I establish that at later levels initiative wasn't a large deal, only early it'southward huge considering you'll be using some melee summons. Ideally with melee summons y'all summon them most the end of one turn (not a problem, all the summon cards take very high initiative), and then become early the post-obit turn so they can be certain to get their licks in outset. It's the going early on that adjacent turn that can be the upshot; the Summoner has very few good initiative cards. I'll talk about this more equally we offset looking at private cards.

Movement – This is a big strength of the class. Y'all get 2 very good movement cards at level 1 (motility v, move 4 with jump), and a move 5 jump at level ii. And really, you don't need to move whatever further than your summons do nigh of the fourth dimension, so any moves bigger that that wouldn't exist that helpful anyway.

OK, allow's take a look at the cards themselves. Equally with my concluding guide, it'southward going to be more of an assay of each menu, not a "take these cards and brand this build" kind of guide. One other notation is that I started this graphic symbol at level 5, so it's harder for me to assess the value of some of the low level cards in the context of a low level character, but I volition do my best. Let's start with the actual summon cards:

We'll start with the card that will exist in your deck every unmarried time you play the Summoner. The summon on the superlative of Unending Potency is jaw-dropping. 7 health, attack 3 with fire and wound, ranged retaliate and 6 XP (the film says iv only my copy says half-dozen)?! At level one?! And so you see the lesser and realize y'all're non going to be able to use the summon every bit much every bit you'd hope. The bottom allows us to pull iv cards from the lost pile, significant when those delicate summons die you tin get them back. And this bill of fare is obviously your stamina booster too. Notation that is does have the "really really lost" symbol on both halves, meaning there is no fashion to get this menu itself out of the lost pile. Sometimes you'll exist able to use the summon at the end of the scenario and that's great, merely mostly you're going to save it to recall some losses. And hey if yous want to make sure you become terminal in the round this is your card! The only clumsiness with this card is brusk resting; if you describe any other card yous have to lose it because you tin can't risk rerolling into this carte du jour. Of course I tried information technology one time anyway when my buddy drew my eighth level card for me, and of course on the reroll he did pick this card. Sigh. I haven't let him draw my brusque rest card since :p

Forged Ferocity is a card I never used. At low levels it might be OK; shield 1 and 5 health is enough to take a couple hits and provide a lilliputian chip of retaliate damage and criminal offence. But attack 1 isn't doing a lot for yous. I think this one tin be skipped. Some people like the bottom because of enhancement shenanigan possibilities; put a bless on in that location and you tin can fill your modifier deck with bless cards very fast. Y'all can as well run across how high the initiatives run on summon cards.

Leathery Wings is some other card I passed on. 2 move with flight and 2 attack isn't terrible; again it could be usable at low levels. Generating air is a bonus. The bottom is not terribly useful though. I think there are better options even at level 1.

Ah, now we're talking. Note that Living Night summons 2 wolves for y'all, not just one. And three movement with 2 damage and pierce volition work very nicely at low and even medium levels. The bottom basically doesn't exist; yous're never going to utilize it. Notwithstanding, one of your best level 1 cards.

And nosotros're on a scroll! Wild Animation gives you another great summon, this time with range. Range four and 2 damage with poison are outstanding and go along him viable for a long time. The just downside is that painful motility ane. Spending 100 aureate to brand that move ii will make him much more effective and able to keep up through the whole scenario…but I never did it, even though I used him all the manner to level 9. Why not? Considering this card not just has a bang-up top, only a nifty bottom likewise. Use the move v for the showtime half of the scenario, and then bring in the Thorn Shooter for the 2d one-half. That way you become total value, and Thorn Shooter doesn't fall behind when you lot exercise summon him. And the air generation is very handy as well, as we'll see.

Volatile Flame is technically a summon card, but you're not really going to utilise it for that. You could find some situational uses for a summon that dies on the first hit and attacks everything in range 2, and if and then keen, but mainly this card is going to be useful for the bottom. Assault ii range 3 at level 1 is perfectly fine, and information technology's e'er nice to have the selection to exercise something besides move with your bottom action. The Summoner is of form a summoning specialist, only also has some pretty effective ranged attacks similar this one that can be dropped in to mix things up. And like the previous carte, the fire generation can come in handy with another carte du jour.

Hither we have the showtime of the "control cards", cards that let you actually control what your summons are going to do, at least for a minute. Bonded Might and Mighty Bail have identical tops: movement the summon wherever you want then have information technology set on. Having to be adjacent is a hurting, but a necessary evil at least at low levels. The initiatives on both cards are right in that terrible middle area; yous'd rather have very late or very early. But of course we have "very late" covered well with our summon cards, then it would be nice to have something better. For the bottoms, movement 4 jump is slap-up, and while loot i on the bottom isn't ideal it is your only loot carte du jour for now.

Here'south where nosotros use that air we generated with Wild Animation. One time you lot've powered upwardly Biting Wind you get attack iii range 3, fine for level one, and a nice push 2 which volition let you button enough of monsters into traps, and even an XP to boot. Oh yeah I haven't talked virtually XP. This grapheme gains XP like crazy. The summons are all 2 XP or more than, and you'll be able to summon some of them twice using Unending Domination. You're going to level up fast. Anyway, dorsum to this card. Heal three range 3 is great for level 1, and having another lesser option is always squeamish. And the initiative 25 is very welcome, about every bit skilful as information technology gets at level one unfortunately.

And now to use that fire we generated earlier. Attack ii at a fantastic v range with 2 targets, wound, and an XP? Cute. Take this carte, use it ofttimes especially since information technology has your best level 1 initiative. You don't really want to be hanging out next to enemies too often so the bottom muddle effect is non super useful, only move 3 is e'er welcome.

Ethereal Vines is not a terrible carte du jour, it does some a number of nice niggling things, but overall they don't add up to a card worthy of a spot in your hand. Attack i AOE is zip special, but immobilize makes information technology better. Still, immobilize doesn't help against ranged attackers, healers, summoners, etc. so it's non that great. Healing summons sounds squeamish, except they'll ofttimes die to a single striking, and fifty-fifty if they don't a i bespeak heal doesn't do a lot. The 30 initiative is skilful, at to the lowest degree for this class, but not amazing. An OK card that doesn't make the cut.

Human being, I love the idea of the lesser of Unwavering Hand. Information technology's not super powerful, merely moving enemies effectually the battleground is fun, and isn't that what this is ultimately supposed to be about? It's too bad it's just movement 1; move 2 would make this card fashion more effective. The tiptop heal is OK, but non too exciting, nosotros unremarkably want to do something more helpful with our top activity similar set on or summon. And the initiative is pretty decent for the class. Even at 5th level and above I slipped this card in one time or twice; I think at lower levels I would probably play it more just for the fun gene.

Then for a showtime level build I would probably practice something like:

  • Unending Authorisation
  • Living Night and Wild Blitheness
  • Bonded Might and Mighty Bond
  • Volatile Flame and Black Burn
  • Biting Wind

I call up those 8 cards are pretty articulate, then the other 2 are a bit of a tossup. I similar Unwavering Hand and Living Bomb for the last two spots.

OK, onto level 2:

To me this is a really easy choice. I normally don't like cards where you're but going to always use i one-half, but Earthen Steed is an exception. The pinnacle half is beyond worthless, but the rest of the card is outstanding. Peachy initiative, which you demand badly, and a dainty move 5 leap on the bottom. This was a very popular choice for my stamina potions, at least early, and it stayed with me through level nine.

Grasping the Void is kind of the opposite; information technology has 2 decent halves but doesn't practice anything really outstanding. The assault on the bottom with a bonus heal is fine just not that great; y'all won't need to self-heal that much as the Summoner. The assault up tiptop is decent, just you don't have whatever consistent mode to generate night, so the stun part with XP isn't that helpful. And the initiative is terrible.

Honestly I'm not super excited virtually either choice at this level. Tear the Textile has a loss on meridian that is extremely situational and non going to be useful very oftentimes. The bottom isn't even really "situational" since information technology'southward basically never going to be useful. And it powers up with world, which we don't have a way of generating. This card is going to be used as a move ii or attack 2 a lot.

Oozing Manifestation isn't great, but it's better, mostly for the bottom. Attack iii range 3 with immobilize is OK for third level. Powering up with curse would be great but we however can't generate darkness regularly. The slime spirit summon isn't very exciting; his shield 2 ways he can maybe have i hit before he dies? 2 if you're very lucky? 1 assail with muddle isn't anything to write abode about either. All the same, I took this for the bottom attack and subbed it out pretty rapidly.

The contrary of the previous level, I wanted to have both cards at level 4. The summon on the superlative of Living Mountain is OK. Assail 3 with an chemical element generation and seven health is squeamish, merely that move i is going to hurt. I actually wanted this card for the lesser though; I've been playing this game for over a year now and I've never had a decent boodle card. Motion two with loot i qualifies for me. I wanted information technology badly, but couldn't decline the other card.

And I'm glad I didn't, considering Divided Listen was one of the hardest workers in my whole deck. The great thing about it is you lot can use it on summons that just came out, before they even get an actual plough. You'll almost always use it for the lesser; I think I used the tiptop only once or twice. Take it, use it, love it.

And now we have another tough selection. This is kind of where the rubber meets the road in a way. I recollect of information technology equally choosing betwixt quantity and quality. If you lot want to go with the quantity build (possibly because you've picked up some summoning items) then you lot would take Strength in Numbers. If y'all have 2 summon items y'all can those items and Living Dark correct off the bat to become an assail 4 range 4 on plow 1. This can get fifty-fifty better with the sixth level card choice. And the superlative activeness is just a ameliorate version of the level one command cards. Overall a very nice card.

But I went with Conjured Aid. My long-term goal for the grade was to utilise but ranged summons; they're easier to proceed out of danger and therefore alive, they're more effective harm dealers, and they're more "easily-off". The healing sprite was a key part of that plan. With move 2 and range 3 he'll be able to keep upward fine, and while attack ane isn't great it adds up when information technology'south happening every plough. And the heal 2 is fantastic. He healed endless points for the team through the course of my Summoner career. Definitely would accept liked both cards, but Conjured Aid worked out very well.

Endless Spikes is great for that quantity build I but mentioned. With this card, Living Nighttime, and a couple summon items, you tin can have 7 summons out by turn 2 which makes the bottom of Strength in Numbers await real tasty. Simply the summons themselves aren't that nifty. At loftier levels shield 1 and four health isn't going to last long. If you lot could play the lesser at the same time and give them all retaliate four so maybe, but sadly y'all cannot. Since the superlative of this card is the but time you lot would desire the bottom, the bottom is pretty worthless.

I took Inexorable Momentum and information technology worked out very well. Yous can now use the air from Wild Animation to ability up this bill of fare, giving you lot an attack v range 3. And that pierce 3 came in very handy. You don't need to attack that often as the Summoner, merely it'south nice to be able to in one case in a while, and this is just what you need. Your summons have major problems getting effectually shields, so this helps large time. The lesser looks really cool, simply it'southward almost impossible to use. You lot have to be side by side afterward you movement, so you take to movement abroad from the action putting you behind for next turn. And remember you don't get to control the motility; if it's a ranged summon it volition human activity like it's melee and effort to go as close to an enemy equally possible. The decent initiative is always nice though.

And now it'due south fourth dimension to take the best carte in your entire deck. Like the Circles grapheme, this form'southward best card is at 7th level.

Negative Energy is the best bill of fare in the Summoner's deck, peculiarly later on an enhancement. The Void Eater summon will be your MVP by a mile. 2 or more impairment and a curse every plow is fantastic. Curse is such a game-changer in Gloomhaven; i or two aren't that big of a deal, but when you pack viii or ten of them in the enemy deck it makes the game pretty easy. You might not get that many with just the Void Eater, just he will make a big difference. His only shortfall is the range 2, fifty-fifty with move 3. As I've talked virtually before, the difference between range 2 and range 3 is huge, and you'll never observe it more than than with the Void Eater. Before I could afford to enhance his range (200 gilt), I was constantly thinking "Ugh, if only he had that range iii!" Not but is it safer for him, but information technology also makes it massively easier to find a target. It's by far the most of import utilise of money for the course. Take 200 gold saved up by the time you hit this level.

Staff of Visions isn't that great even when it's not upwardly against the Void Eater. Move 3 with a marginal result on the bottom and a melee set on upwards top? No thanks.

Some other easy option at eighth level.

Intervening Apparitions is just non great. There are other amend ways to protect your summons (positioning, initiative, the solo challenge particular) then the top of this card, and it's a loss. The bottom is a unique event only non super useful. And nosotros don't care about the light chemical element at all.

Otherworldly Rage on the other hand, is one of your big guns. Use this one the Void Eater and you're getting attack 4+, curse, wound, and poison. Expert stuff. The bottom seems like it would be super absurd; I had visions of making some amazing game-changing move with the bottom of this card only I rarely used it other than as a movement 3.

And yet another easy choice at 9th level. Interplanar Mastery seems similar information technology might exist expert? I mean, who doesn't want a motility 6 leap with good initiative in their arsenal? But you've already got Earthen Steed for that (with ameliorate initiative). And the top is…lacking. Spend a loss card to go two losses back, for a net gain of one carte at ninth level? No thanks. And at present your curt rests are going to be really difficult because now you've got 2 cards to endeavour and avert. What if you selection this, do yous gamble rerolling into the one card you lot can't lose? Or lose your ninth level card? Large pass on this card.

Fortunately Horned Majesty is fantastic. Move four, attack 4, pierce 3 with 6 health on a summon? Yes delight! He tin can practice some serious damage for you, merely I actually didn't apply him that often, considering I didn't desire to lose access to the fantastic bottom. At this indicate I would usually have 3 ranged summons out (Void Eater, Healing Sprite, and Thorn Shooter). They attack at the first of the turn, then they can all attack once more with this card (and yous can throw in one more attack with Otherworldly Rage). But if you want to summon the unicorn early get for it, he's a lot of fun too.

OK that'due south it for the cards, let's take a look at the perks.

The Summoner modifier deck is a little dissimilar; yous tin can remove all the negative cards but none of the zeroes. So you end up with a pretty apartment deck; you're typically going to get any the attack value is or +i. Which makes sense; you're going to be doing a lot of attacking, you can't accept an awesome modifier deck when you attack that often for balance reasons.

First perk to take is that bottom one: ignore negative scenario effects (my outset character that had this!) and a couple +1s is great. After that:

  • Remove 2 -1s
  • Replace one -2 with a +0 (calculation another zero is weird, but getting that -2 out is awesome)
  • Supercede one -1 with one +one three times
  • Add one +2 twice

At present your deck has removed all negatives. It's also huge, meaning your odds of getting that aught are pocket-size. Perks after that are sort of dealer'south selection. I went for the elemental rollers since they're ofttimes handy for someone in a 4 role player grouping. And so wound ahead of poison since Thorn Shooter will be doing a lot of poisoning anyway, and the heal rollers for last. Those were pretty useless, but they don't hurt anything since they're rollers.

Every bit for items, all the usual suspects (stamina potions, healing potions, Cloak of Pockets) are good. Y'all might need some real armor instead of the cloak of pockets depending on your group limerick and how many hits you think you might be taking. The solo challenge item is very overnice and recommended to selection up. Of course actual summoning items are squeamish too.

I am going to spoil a level three prosperity item, so avoid your gaze if you want to avoid information technology. The Boots of Speed are a fantastic item for the Summoner, particularly at the lower levels, and should be picked up as soon as yous can. Since y'all take such bad initiative overall, and you really want to go first sometimes, they are a big assistance. Combining them with Earthen Steed lets you become at initiative 03, fast enough to trounce out nearly anything any monster might do (or beat your teammates to that treasure chest ;))

OK, that does information technology for my second Gloomhaven guide! Thanks for reading and commenting!

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Source: https://danongames.wordpress.com/2020/12/13/gloomhaven-circles-class-guide/

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