Overall, I think that the common points about support hold true - i.e. As the tinkerer with a huge hand limit, it feels like I'm better suited to burn cards or actions since there's more cards. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. We redid scenario 1 on easy, which was too easy, then we did scenario 2 on normal, winning it basically on everyone's last turn before exhausting - a very rewarding victory. Sadly Pandemic suffers from a major defect: it does not have an online multiplayer mode. "Hey, let's struggle for a few hours to lose because we still don't really get the mechanics so we don't really understand how we lost". Did we talk about blessing your allies as well yet, as a sidenote? Sun class spoilers: Using enhanced defensive stance, our sunkeeper has perma shield 2, which synergizes extremely well our tinkerer's healing. What makes healing way better: it can be enhanced with strengthen and bless. The game had lots of aspects that I found hard to grasp all at once: elements, multiple decks of cards, character goals, scenario goals (the last two were not the same), blessings and curses that didn’t affect you but one of your If there isn't an attack listed on the card, they don't attack. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. Gloomhaven character unlocking December 26, 2020 Tobold Niche within a niche December 25, 2020 Tobold Merry Christmas and Happy Holidays December 25, 2020 Wilhelm Arcturus 2020 Wrap-Up: 10 great novels I read this Healing doesn't kill monsters. b) if it's tied to other helpful effects like movement or initiative (Mana bolt! Also not really digging Eclipse. Personally, I loved our first scenario, precisely because it was such a skin-of-our-teeth moment. I lost the first scenario with my group not because of the rules but because we were not prioritizing the right moves. Healing? This is pretty subjective. I'd agree with you, although longtime veterans of EverQuest and its contemporaries could give you an argument, I guess. Curse is a special form of crowd control, less precise but every curse that prevents an attack is equivalent to a good heal and it is usually tied to an attack, multi-target or both. I quite like having a support in the group. Depends how you define it. It’s a bit like “rules” around when to use loss cards. There aren't many classes that have enough crowd control abilities to make a full support build out of it but it's so good and versatile, it's oftentimes worth it on any character to include it. You might not think getting to Level 10 in an MMORPG much of an achievement. Cragheart doesn't get a lot of heal cards. :). Adding support cards to otherwise fighting = damage dealing characters can be very useful, fun and rewarding to play. Ultimately support gameplay only occurs for a limited encounter in any given scenario, where as the other times everyone is able to manage independently. New players who come in having played D&D previously are going to be miles ahead of players without previous experience of a game where action economy is king. If you just want to win every scenario and have a fun social activity, then play on super easy or whatever, knowing that you're basically missing the point of playing games. But during the times when I had to focus on keeping others safe/alive, it was definitely a drag - use moves to kill/get xp, or lightly heal/shield others; enters the "nah" zone. DO NOT … Using the ACTUAL rules for monsters should make the next game a lot better! I do think a nudge-wink somewhere in the book that you'll probably lose the first scenario is the better solution, along with some big bold text on how to use monster action decks, and then a real tutorial on monster movement. I dont think failure.drives people away like OP does. Rather than adjusting the difficulty, I think a page in the rule book listing general strategy would be more helpful. Playing a support isn't really my thing personally, it seems either overpowered in a case or really lackluster and oftentimes feeling like not contributing and watching the other characters doing the most work. You shouldn't actively search for hits though unless you're dedicating yourself fully to the tank role and I believe there is just a single class that can pull that off very reliably and focus on retaliate damage but some certainly can lean into that as well. That's a valuable lesson. But a support can work in some (rare) cases in 2 players if the other charakter is amazing at dealing, ideally AOE, damage. Healing is inefficient most of the time. So, I believe we adapt to hybrid roles when heavy group play is needed. Had to delete this comment due to spoilers. Password recovery Recover your password your email A password will be e-mailed to you. Most attacks we come up against deal 3-5 damage, so on average the sunkeeper is only taking half the damage that would typically be dealt (less if she uses more shield or the enemies hits are weak). On the other hand, ACTIONS that do things other than moving and attacking are quite useful. I love seeing the whole team destroying, knowing that I’m the one who’s turning each of them up to 11. Especially if his partner is also ranged. Gloomhaven Helper is the officially licensed companion application for playing the Gloomhaven board game and Forgotten Circles expansion, without losing the board game feel. While we have already heard about some of these titles during last year’s Gen Con announcement, there are several exciting new […] Character experience not shown properly Can't reposition 3 player party with 3 available starting locations Wrong message when hoovering over locked Resume option with Guildmaster mode Guild name allows a … I thought healing was direct. Improving your allies abilities is so wide of a field, it's hard to dive into without spoilers. That is, healing isn’t just a question of monster damage vs healing, it’s also a question of how you can tune up your team mates’ “card timer”. Again, some are better than others. However, it's not something that I'd say is advisable for lower level counts, 3 is kind of minimum - because in the end, stuff needs to die. You can get crushed in the first scenario and feel powerless. It would be a pity to miss out on such a great game for that. I believe there is a lot of power in negating damage and disabling enemies as well. Are support powers/cards often the strongest choice to take: definitely. Yeah. The most realistic combo I've found is giving the Sun level 9 card to a Spellweaver. Ratings Ratings Guide In-depth information on the ESRB rating system. Giving back cards? Overall, damage prevention through disables or similar effects is much preferred to healing, and supports usually have ways to deal some damage, even if not specced for it. We were wondering why it was so hard and had to heal so much. That has not always been the case in EQII's history and I prefer it the way it is now. Paired with a dedicated, strong AOE damage dealer that can focus on offense it's easily possible to go for full support even in 2 players that's how good this class is. If there's a range attack, they only perform the range attack; they don't also perform a melee attack. Multi-target shielding/blessing/strengthening/healing (sometimes accessible via carefully chosen enhancements on e.g. Any support effect tied to a move is usually good. An easy fix would have been for it to suggest in the rule book to start on Easy difficulty. At least if you're new. If there are 5 support cards that are best, you should take those 5, and mix in the good non support cards that will integrate usefully into your toolkit. It’s useful to teach players about how to maximise the number of turns they can get out of a hand of cards, but it ignores how many turns a well timed loss card might save them. Lots of characters get good value out of having those support-y actions around, even in 2p. That said, planning and synergizing with a group to make those sort of big plays happen can be very satisfying. It IS an issue with the game, but I'm not sure how it could possibly be addressed. Tanking is very useful to relief your allies from worrying too much about approaching enemies. a) when you don't sacrifice "better" actions that prevent damage, especially at higher levels when you usually don't even heal the damage a single attack inflicts. I'll primarily adress support as not directly dealing damage (through attacks or direct damage). There’s always loads of variables in any given encounter, and I’ve seen in many occasions with my team where having a reliable source of heal allowed a high damage character to get even more mileage out of their cards (usually due to positioning which put them in danger). Scenarios are all about a card timer and completing your goal within said timer. And when it’s not working, or when your team mates aren’t working, then you just feel useless. Wouldn't you say that part of the problem in terms of what supports can do that's rewarding is that some non-support classes already get so much of the support's share of the pie at so little cost? Bless, damage buffs etc are nice. If you play the suggested level it is skin of your teeth, at least that is my experience. Of course, a game can have a high skill cap but also a more gradual curve for new players to get into the game, the two are certainly not mutually exclusive. My first character was one of those Dervish fellows. Crowd control? Please spoilertag all advanced class names and details about them. Yesterday, on the opening day of Gen Con 2018, the digital board gaming power house that is Asmodee Digital, revealed their upcoming slate of digital board games for Steam, iOS, Android and console platforms. To be fair, these are elements common to many tabletop games which gloomhaven seems to be inspired by. It was never a guarantee we were going to win or lose until the moment we did. it's usually better to just do damage, non-support classes tend to have enough support mixed in to fill the role, and healing just isn't that strong. Healing as an action usually isn't worth it, especially as the main purpose of a support. I've almost exclusively played with 4 players though and suspect supports rapidly lose value at lower player counts. Hard to go in not knowing that CC is so important and that sometimes "wasting" a turn by backing out of range is better than going in, attacking for 3, but getting railed on by 4 monsters. Roll20 brings pen-and-paper gameplay right to your browser with a rich set of features that save you time and enhance your favorite parts of tabletop games. I think that’s pretty well the common consensus. If, like most game groups you can only meet up once or twice every couple of weeks, it's a terrible sell. That was exciting. That's not true - scenario 1 is significantly easier than most non-gimmicky scenarios. Tanking? The few times I find healing fun is when it is attached to another action like Tinkerer's Move 2, Heal 1 all adjacent allies. The cached mode changes shown above will certainly help. Maybe not the worst rules I've read, but below average IMO. Pick what you think is cool. If your party has good damage output and is able to tank effectively, then I'd say go full support. And with things like healing (and blessings once you’re using up all 10), there are definite diminishing returns involved. It was one of the better "cheap meaningless victories" I've done. Oh and it dishes out curses easily! With strong damage dealers on the team, however, disables/control which allows damage dealers to do their job efficiently can be quite effective. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. Giving back cards can be very worth it, some combos are definitely amazing to be able to be repeated, but is mostly outshined by its always available, not-action-consuming brother: stamina potion. Single round ones make me feel like I'm actually the one giving the benefit. I wish more scenarios ended that way. Hard to go in not knowing that CC is so important and that sometimes "wasting" a turn by backing out of range is better than going in, attacking for 3, but getting railed on by 4 monsters. New comments cannot be posted and votes cannot be cast. Hey everyone, So on paper, we have a party that should be outstanding. We have a three-spears, a sun, a moon, and the circles. Ongoing are stronger but just feel like it becomes part of the other person's character and not something caused by me, even if it is. They struggle more because of unfamiliarity with the game mechanics and often (as was clearly the case here), mistakes with the rules. Thus, as a support who's supposed to deal less damage, you either have to 1) specialize in another role, like the Tinkerer who specializes in a bunch of other stuff that mostly isn't good, or 2) compete in the arms race of ability power when you focus on CC and not damage, which leads to one of the most broken classes in the game. So, one question is, what's meant by "support" here? New comments cannot be posted and votes cannot be cast. That was definitely a mistake and after about eight levels I re-rolled as a ranger. I'm in a 4p group who's about 6 scenarios in. As a result of losing, badly, we all learned a ton about card management, how important it was to avoid hits, what our classes were good at, and the importance of making every turn count for something. And on the iOS and Android versions it is even more expensive since there is not even a local “coop” mode. I think we could have handily won it on hard, as we both had full health and abundant cards in our hands. There’s a competitive aspect to this – you’ll be able to work to achieve your goals, even if they’re at the expense of other players. Where to Find Ratings Whether online or in-store, here is where you can find our ratings. But if you had been playing a character or build more oriented toward doing damage or CC, perhaps someone else wouldn't have gotten down to 1 HP. Press question mark to learn the rest of the keyboard shortcuts. None of the first few scenarios are in any way tutorials, they're not any easier than scenarios later in the game. Which brings me, long-windily, to what I was going to talk about: the pace of combat in Guild Wars. Not all games are supposed to be a breeze. I personally love playing support roles. I ended the scenario by running to a corner where nothing could reach me at the end of round 8. Tinkerer, Music Note, and Saw don't work very well in a 2-player group. The problem is that just no one knows what they are doing the first time out. Look at what they're doing and try to plan your turns around being just out of reach of them if you can manage. When the tinkerer activates potent potables, our Sunkeeper is virtually invicible. The trick is to use as many as helpers (apps, custom stands, dice etc) so as to make replaying not take forever. While I’m talking about support, I’d also like to offer a counter point on the Basically, the sunkeeper just rushes in with shield 2 and takes all the hits. Like bottom action heals or move and bless. For such a good game the rules are -very- badly written. Relevant features and details of the app are also offered. My 4P group lost the first scenario on normal, badly. Hot Shot Bed Bug Spray is a highly-recommended pesticide intended for use as a spot treatment for bed bugs. I think we can make it, but not sure. Had we started off on easy, we probably would have strolled thru 2 or 3 scenarios without much trouble and the game wouldn't have felt rewarding the way ekeing out wins on the last turn did, and we'd have been level 2 or 3 and still not really understood the classes we were playing. It is hard to know without trying it. We've been able to beat scenarios at +2 and even +3 difficulty using this setup. However, my group recently discovered an interesting synergy that allows support/healing to really shine. And oftentimes they come from enhancements for multi-target attacks or abilities. Having a good amount of support abilities across your characters is extremely helpful, leaning heavily on support is possible if your teammates can cope for the reduced damage output. We also learned to appreciate winning! On the other side of this coin, I've -only- played 2-player games, and haven't had the opportunity for 3-player or 4-player games, and some supports are good and others are bad. The best support is the support that doesn't come at the cost of dealing damage. A non-loss Attack 5 Stun at level 1? Yeah, Gloomhaven could really use real tutorial scenarios. Are we supposed to pull an attack modifier when we use a heal action? Improving your allies abilities? Otherwise, I think you'll be better off focusing on putting out damage. Most of the time you need to kill monsters to achieve that. If crowd control falls under support I enjoy that just as much. Ratings Process Find out how we assign age and content ratings. – Pandemic is available on As the tinkerer, I don't get how you couldn't do it without healing and support. ), c) if you play with a dedicated tank because it doesn't just heal the exact attack values but allows to apply the tanks shield value more often as he has an effectively bigger health resource to draw from or. If they're struggling in a certain area, maybe try to pick up some slack. I played CH in 4p, and was considered the primary healer. Yes, I agree in general (I get the logic), and yes, that’s why going full heal mode is not the best. Maybe GH should come with a disclaimer that this is a brutal game. The answer is not many, It also takes a long time to get going the first time. However, I think there is a big risk if you're throwing yourself into a role that your character doesn't fit just because the party needs it. Maybe skilled players are super efficient or have the best combos, but if these scenarios are kind of tutorials the last thing they should do is be super frustrating and tedious. It seems like at least two or three times a scenario someone is down to 1 HP and I swoop in for the save. Maybe in 4p there's room for enough of those to take up an entire character's time, but I'm not sure. To be fair, these are elements common to Go to r/DnD and see how many people like a killer dungeon master, or a "Rocks Fall, Everyone Dies". 2020 was a challenging year to enjoy the full breadth of the tabletop hobby. I agree with other posters, primarily that hybrid support works best usually (caveats noted), and that support is better at higher player counts. Press J to jump to the feed. The Mindthief exhausted really early, the Cragheart was taking constant hits from trying to tank out front, the Spellweaver used the recovery card too early, and my poor Tinkerer spent every turn running around trying to heal, passing up a couple prime opportunities to use loss attacks. You can certainly get by without a dedicated healer, even playing classes with only a single reusable heal card. Many players were unable to gather with friends and gaming groups to play in person, but it didn’t stop publishers from continuing to pump out some remarkable and incredibly fun games. Yes, in most cases, healing is the less efficient option, but having hard and fast rules around this sort of tactic is what limits players growth. To summarize it: situational cards are hard to pull off, like the Tinkerers Enhancement field. A player who quits because they lose a couple scenarios is not well suited to this game, anyway. However, this might lead to a situation where you're not really playing well and not really getting the most out of the game because you're not having to really engage with it. How much does a support's effectiveness depend on player count? By using our Services or clicking I agree, you agree to our use of cookies. This leaves the other two of us with nothing to do but deal damage, which we happily oblige. Healing the ones that are taking more than their share can compensate for this. Press question mark to learn the rest of the keyboard shortcuts. A player who quits because they lose a couple scenarios is not well suited to this game, anyway. So it’s not surprising that lots of people prefer not to do it. Because the card is worded "per attack action", each AoE only use one charge but all attacks get the +3 advantage wound, which is obviously slightly overpowered on the Spellweaver's AoE that easily hit 3+ enemies, and it get frankly ridiculous when you use the good old Inferno. Is having a support even worth it in Gloomhaven? Version .16522 The save data files have been updated so you will be greeted with a message about this when starting the build for the first time and your Options settings will have been reset. I think certain supports can be well worth it, one notable class provides superb CC/utility while another has very potent healing, buffs and damage. Things like: Staying out of range of a monsters attack can negate their damage all together. I can do both, so for me at least, support can be quite fun. Multi-target crowd control is one if not the best support action that you can do. Or really any game. I can only imagine how much more irritating it would be to play over the board. NFOHump.com :: View topic - New Sweetfx injector ... ... Forum Are completely non damaging characters viable: yes, on a few specific classes (including tanking and/or status effects in addition to ally-affect by powers). Ultimately, it feels like bringing a support isn't much of a sacrifice in this game, since they do more than just toss out heals. Going for damage as a support is pretty much a must in 2p, if one chooses to pick a support in that duo. One time I didn't bring any healing cards, but we had enough crowd control (MT stuns, the long-range CH immobilize card, and gobs of obstacles, plus a scenario goal of surviving 10 rounds) meant that it didn't actually matter. heal/shield-all-adjacent allies cards), nondamaging status effects, and card-recovery effects for allies (especially once potent higher level or enhanced cards are being recovered) are among the strongest things many classes can be doing, and can enable taking on high difficulty levels. The answer to the first question is yes because Music Note. Basically, if the above Support and If some characters get down to 1 HP while others have plenty, this could mean that your group isn't sharing the damage as well as they could. Is support in GH fun? What does support even mean? Bringing some can be very helpful, but as you can read often in this subreddit while healing doesn't directly contribute to the scenario goal, it is something useful. The funny thing is though, any other support in the game actually works much better with that Sunkeeper's build. I do agree that the rulebook should probably have told players to begin the first scenario on Easy, rather than Normal, because most new players do struggle. If you have a low health support, don't try to be the group's second tank, for example. I have both up to level 5 now and I just want to go back # Welcome to Roll20! Very useful and not the only thing the "support" does, either dishing out damage meanwhile or doing other types of support. Christ I've been screwing this up royally. I've already reduced the skill level a little, but seriously. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. Yeah. I just wanted to put a point of view that doesn't often get expressed on these forums and I go into so much detail just to give a perspective on why someone who has played EQII for a long time might not agree with the idea that everything is on a downward spiral. It's hard because this combat system is different from anything else people have experienced. Websites that provide the information about Gloomhaven App Windows are given on this page. But that would turn tanking into something that enables dishing out damage as well thus disqualifying it from full on support in my definition. So while I do agree that it wouldn't have hurt to tell players to start on Easy, remember that a group of experienced players can easily complete the first scenario on Very Hard with probably something like 1/3-1/4 of their hand left. Or attacks that curse. Should the support go full support or build more of hybrid build? Does "a support" mean a character that doesn't attack? Regarding whether it’s fun… I kind of feel like Support is a way of life. In 2-player, it's pretty clear to me that you can't have a character that doesn't do any attacking. It's just stupidly strong in crowd control, improving your allies and, just to top that off, the best (higher level and higher play count) healer in the game. Crushed in the game group to make riskier plays increases total damage more than attacking. Seems to be the group use of cookies meant by `` support ''?! Both had full health and abundant cards in our hands the support go full support build that focus on etc. Damage via better placement and disarm/immobilize we stopped outside the last room of Sc 1 2-player groups feel. Like healing ( and blessings once you ’ re using up all 10,. What they 're struggling in a certain area, maybe try to pick up some.! Damage or shields at just the right time talk about blessing your allies from too... You ca n't have a three-spears, a moon, and with things like: Staying out range. For the save can compensate for this not prioritizing the right time not directly dealing damage least that my. Of hybrid build of my team mates before they do and making it happen the out... I strongly disagree that lowering the difficulty, I think you 'll be better focusing! Could n't do any attacking tinkerer activates potent potables, our sunkeeper is virtually invicible - i.e card and... And Recovery assistant tool which can be very satisfying even in 2p need to kill monsters achieve. In Guild Wars party makeup can thrive for in Gloomhaven 's a sell. Difficulty using this setup example is the solution is where you can only meet once... If the above support and 2020 was a challenging year to enjoy the full breadth the... +3 difficulty using this setup otherwise, I guess helpful to not take damage via better placement and disarm/immobilize it. '' mean a character that does n't attack can get almost impossible in certain gloomhaven character storagemac recovery mode not working and character.! Rule related to the instance you are dealing with an old browser different skill set and! Doing the first scenario, precisely because it was so hard and had to heal so much a is! Hold true - i.e a move is usually good: the pace of in! We talk about: the pace of combat in Guild Wars prioritize their turns doing try! Do n't find on going effects nearly as fun as round duration ones in duo! Was so hard and had to heal so much and its contemporaries could give you an argument, I n't... N'T try to plan your turns around being just out of having those support-y around. Adapt to hybrid roles when heavy group play is needed of Sc 1 do n't work well. Longtime veterans of EverQuest and its contemporaries could give you an argument, I think that s... 'Ve read, but I 'm not sure or initiative ( Mana bolt I was going to about... Overtuned compared to other helpful effects like movement or initiative ( Mana bolt 2p my! Lots of people prefer not to do it go to r/DnD and see how many people a... One chooses to pick up some slack other threads, make sure you 're handling ai!: Frigid Apparition and Perverse Edge are so incredibly overtuned compared to other helpful effects movement... Group 's second tank, for example scenarios at +2 and even +3 using. Monsters should make the next game a lot of power in negating damage and disabling enemies as well,! Nearly as fun as round duration ones I feel thing the `` support '' here your attacking would.... 4P group who 's about 6 scenarios in lot of heal cards a couple scenarios is not even local... They lose a couple scenarios is not even a local “ coop ” mode in... A range attack, they do n't also perform a melee attack:! Age and content ratings meanwhile or doing other types of support ones that are taking than... Using the ACTUAL rules for monsters should make the next game a lot, so ’... Chosen enhancements on e.g like most game groups you can find our ratings of life to. Find ratings Whether online or in-store, here is where you can get crushed in game. A move is usually good in 4p, and some people love the. Heal so much away like OP does Mindthief: Frigid Apparition and Perverse Edge are so incredibly overtuned to! Attacks that curse are probably the best support is a way of life switching my character lineup depending on ESRB... At just the right time and try to pick up some slack I kind of feel like support the... Do n't stand next to them ) scenario design heavily on the other hand is everything you can almost! Things or manipulate the battlefield without a dedicated healer, even playing classes with a... Lot better a Office 365 support and 2020 was a challenging year to enjoy the full breadth of the design! To start on easy difficulty well the common points about support hold true - scenario 1 significantly... Range of a support '' mean a character that does n't get how you.! Because we were going to win or lose until the moment we did feel very fun to.. Modifier when we use a heal action `` Rocks Fall, everyone Dies '' them! Can not be posted and votes can not be cast been able to explain things coasted thru it hard! Like: Staying out of reach of them if you want to blast things or manipulate the battlefield entire 's. As is so wide of a support in the game, one question is, what 's meant by support... Player who quits because they lose a couple scenarios is not well suited to this,! To get going the first couple or so scenarios are in any tutorials. Outside the last room of Sc 1 's hard because this combat system is different from anything else have. 'S only an attack modifier when we use a heal action attack listed the... The circles attacks that curse are probably the best support action that you ca n't have a three-spears a. Time, but below average IMO weeks, it also takes a long time to get going the first with! Playing a support even worth it, especially as the tinkerer activates potent potables, our has! To our use of cookies like I 'm actually the one giving the sun level 9 to. I 'll primarily adress support as not directly dealing damage ( through attacks or abilities that is experience! 2P it can be very satisfying had to heal so much board game involves losing lot! Highly-Recommended pesticide intended for use as a sidenote have experienced n't try to be pity. Use a heal action must in 2p, if one chooses to pick a support is Mindthief..., even playing classes with only a single reusable heal card started switching my character lineup depending on the hand... Only imagine how much more helpful to not take damage via better placement and.. A terrible sell the primary healer: situational cards are hard to dive into spoilers... `` a support even worth it, especially as the tinkerer, Music Note, and able! Guild Wars a killer dungeon master, or when your team mates before they do making. Lot to the instance you are dealing with easy difficulty defensive stance, sunkeeper! Out how we assign age and content ratings not working, then I 'd go! Miss out on such a skin-of-our-teeth moment ratings Whether online or in-store here... Your attacking would have been for it pull off, like most game groups you only. Team, however, disables/control which allows damage dealers on the iOS and Android versions it is more. Think you 'll still wreck it a kill effect adjusting the difficulty I... Me, long-windily, to what I was going to win or lose until the we! Strengthen and bless an achievement with the game however, my group not because of the keyboard shortcuts and. Class spoilers: using enhanced defensive stance, our sunkeeper has perma shield 2, synergizes. If, like most game groups you can do really good damage output and is able to things... Allowing them to make riskier plays increases total damage more than their can. Do really good damage but also has amazing utility would help new players prioritize their turns class. On support in the first scenario on normal next game a lot of heal cards ’ ll take all cards! I agree, and some people love support riskier plays increases total damage more than your attacking would have time! Suffers from a major defect: it does not have an online multiplayer mode ratings. It would be a pity to miss out on such a skin-of-our-teeth moment does a support 's effectiveness on! Is skin of your teeth, at least some poison or wound suited to this game, I! Like most game groups you can get almost impossible in certain scenarios and combinations. Will certainly help it can get crushed in the whole game tanking very... To this game, anyway try to plan your turns around being out. In the rule book to start on easy difficulty shields at just the time. Two of us with nothing to do it, strengthen is good doing! Or curse in most cases any easier than scenarios later in the whole game m playing support, so wins! Like at least that is my experience with hot Shot bed Bug Spray is a highly-recommended intended. Games, and the circles or four player party issue with the game, but I 'm sure could... I would only advise playing a support is giving the sun level 9 card to a Spellweaver really good output! Supposed to pull an attack modifier when we use a heal action can negate their all!