Can anyone point me to this? In my experience Crashing Wave curses are way stronger, as enemies share the same deck, so even if the enemy dies after 2-3 attacks, you still put 2-3 curses in your opponents deck and if it happens to be a beefy enemy, with your party attacking it too, it may lead to emptying the curse deck which, in turn, would lead to lots of missed attacks by enemies. Expose! Plus, like all traps, you need to wait until its triggered to actually do anything and it comes with additional requirements to use it. As a squishy little vermling, the Push 3 isnt too shabby either. Type That was my second character which retired, with the first one I had completely different class (Brute). With a cheap +1 enhancement youve now got a repeatable 6 damage with the potential to stun when you consume Ice. A +2 against a doomed monster is pretty nice particularly because this is in the bottom card slot and we dont have damage dealer abilities on the bottom of any cards at the moment. So the last thing we want on the bottom of the card is another Loss ability. Plus, we dont really need 2 Dooms on a target. The heal self ability provides us with the perfect opportunity to get some Blesses into our deck! For me, the issue was that without the boost from The Minds Weakness, the abilities dont do a huge amount of damage. Cookie Notice Here are a few strategies and tips that you may find helpful when playing your Expose Doomstalker. 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. With this build, were looking for damage-focused abilities and a decent amount of reusables to balance out the Doom cards. On top, I will also discard Frightening Curse. Yep! A good card option for a summoner build, but not for us. Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. It's been extremely hot here so I apologize for any small mistakes, I'm going through and proofreading it again but it's not easy to concentrate when it's 40 degrees in your apartment, so if you catch any mistakes, feel free to point them out. It really doesnt matter what this ability says, were never going to use it! The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. Itll survive two or three hits and ideally, youd want it to hand out Wounds to three different monsters in its time. [ ][ ][ ] replace two +0 cards with two +1 cards This article is a complete guide to playing a Gloomhaven Doomstalker that deals ranged damage with permanent Advantage thanks to an ability on the Expose card, it also Dooms monsters for damage bonuses. Given most Dooms trigger on attacking the target or killing them, that means you are forced to take a minimum of 7 loss-doom pairing cards, but can only really use 3 non-loss attacks, often meaning low level Doomstalkers will just play early losses or rest early because they have nothing else to do with their turn. Our Orchid Doomstalker is a thoughtful, hard-working ranger with a connection to animals and an impressive talent with a bow. Our hand limit of 10 is really 9 if you account for the Augment always being in play, so the Minor Stamina Potion is really handy for us. But how well do these cards fit with the Doomstalker Expose build? Comments welcome, hope you will find some inspirations below! The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. It's entirely free, without ads, and we hope you enjoy it. Portions of the materials used are property of Wizards of the Coast. The late initiative also helps here because we can summon late in the round after the monsters have had their turn to keep it safe. But its even more important with the Expose build. Some of the generic and specific ideas below: If you look at my cards you will see that I enhanced four of them: I am rather greedy, so I have spent only on Level 1 cards. The 2 experience doesnt make it much more tempting! This is an enhancement for later levels when you have more money! For our Expose build, we only have 1 Doom active on a monster at any one time and usually, we want to keep them on that monster until theyre gone, so this ability isnt great for us. Because we hang out at the back until a room is clear and then move forward, this Doom is perfect for us. Wild Command. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements safe. This enhancement is quite pricey. You can move the Dooms to another monster whenever you want to without waiting for them to be eliminated and you can move them to a target within range 4, rather than the range 2 from Rising Momentum. Cards added to a modifier deck by a scenario or item effect have a icon . It gets tough at level 7 because our cards are all useful. We are a melee glass cannon! City & Road Event Decks Jump and Muddle on Feedback Loop are useful, the heal with Bless enhancement on Empathetic Assault is great, so its time for our rat friends to go. So youll play it on a monster and after 1 round theyll likely be gone. Were not going to move far with a Move 2, but well at least move out of the way enough to use a ranged ability without penalty. If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. Single-target Ranged Attacker, Summoner, Crowd Control. Its a bit like youre taking health from monsters and passing it along to your allies. The top ability doesnt align with our damage and Stun focus, and it just isnt good enough on a card with a bottom loss. A straight upgrade to A Moments Peace which would be perfect for us, if we havent enhanced the bottom of A Moments Peace with Bless! Thanks! We drop Gnawing Horde. (find out why soon!). We dont have a use for Dark right now and we cant afford to get rid of a card with a decent Move ability. mykindofmeeple.com participates in the Amazon Associates Program. This is a fantastic ability that gives us a choice on how we deal our damage. https://github.com/orichalque/yet-an-other-gloomhaven-companion All trademarks are property of their respective owners in the US and other countries. Heck, weve been able to do 6 damage since level 1 using Swift Trickery + Rain of Arrows Doom! At level 1 we can also put the level X cards into our hand. Use of that many non burner and strong attacks may allow partners to burn out quicker for higher damage and exp(if you dont play perma-death mode) and exhust, the Doomstalker can handle alone the rest of opponents firing from long distance. What makes it even better is that its repeatable! Choose your equipment in the Gear section ! battle goals). After those, I took the Ignore negative scenario effects perk because I cant stand adding bad cards into my deck! In reality, well probably only get to apply Muddle consistently beforehand by using the Move on Feedback Loop, but even that gives us a +7 ability with The Minds Weakness. Pretty sweet! The Doomstalker class is a firm favorite of mine and Id gladly play it again! Now, this is far better than the Shield offered by the Feedback Loop Augment. Its not a damage perk, but taking a monster out of action for a turn might save our allies 3 damage or more, which is more than the +2 damage we can deal with the next perk. With both boosts and The Minds Weakness bonus, this is an 8 damage ability. This Mindthief guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. A summon that can keep up with us! They live for thousands of years and are covered in crystals that have formed on their skin during years spent in meditation. This Doom doesnt play nicely with our build. The Doomstalker has so many losses and Dooms at level 1! You need to be upfront and personal with the bad guys to deal the most damage, but you cant take what you give out. For more information, please see our As a summons go, the hawk wont last very long with a hp of only 3 and melee-based damage. Of course, well only push them away when we want to. Its nice to get a little bottom hit in too before we dash away. Almost no fight will have you killing things through wound, and even if you do find such a scenario, we have a doom that does 2 damage at the enemies turn and cant be removed by the enemy, now poison allows your next hit to be harder and your allies to also hit harder. At level 1, Race to the Grave gives us a 5 damage, 5 range ability but we have to lose the card to use it! An 18 hex loot is always epic to pull off, especially when theres no limit on the amount you can pick up with it! Accept card : Display a button to add a card from another class to your hand; Sort modifiers : Display a button to sort the first X modifiers of your . The Move 3 alone is welcome. Sssuper sssummon! Until we get to the last room, that is. Im little confused with Empowering talisman here. To top it all off, we get a quick initiative of 13! If you use a link and buy something, I may get a commission at no extra cost to you. The 84 initiative is comparable to the 82 initiative of the rat swarm. If you want to move away as your second action though, we currently only have the top of Scurry that will allow us to do so. In fact, the Doomstalker, as a 12 card class, has damage output rivaling Scoundrel, but at 4 times the range, without playing a single loss. Turning Invisible can be helpful when we need to use the swap positions with a monster ability on the bottom of Felling Swoop to make sure we can hide from any nearby monsters! Frightening Curse. The best way to avoid that, make yourself unhittable! We have a reasonably large hand size and not very many great cards at early levels so a short rest can help us to get the decent cards back so we can play them again! Foot Snare. The top and bottom repeatable abilities are both highly useful and the 10 initiative just tops it all off. But it doesnt. That means enhancing abilities that stay in our hand for a long time and are reusable. This means the Doomstalker has a plethora of top half loss actions which are generally pretty weak, as fitting for its 12 card stamina. The Emperor of All Maladies: A Biography of Cancer. Secondly, were unlikely to be the focus of monster damage so even if we use this ability, they are not likely to hit us anyway. Gloomhaven Doomstalker Guide - YouTube Quick, succinct guide for the Doomstalker. Perfect for running from the back of the room to our teammates when the monsters are gone. A Move 5 is always, always welcome. Our chain reaction Loss combo with Detonation was fine at lower levels to get out some AoE damage. Its an ideal ability for us to use on the hit-run turn of the run-hit / hit-run strategy. Elements A unique card to the Mindthief is the Augment card. Nice. The Orchids are an ancient meditative race from somewhere across the Misty Sea. This trading places Doom is pretty cool. Naomi Klein. Unfortunately, at early levels, we have very few high move abilities. Make sure you always have a Doomed target many of your attack cards adds damage based on this status; also, Expose. You took all those traps at level 1 and not Firghtning Curse shame. With this build, you can embrace the ranger archetype that runs around with multiple animal pets. But the Immobilize makes it a bit more versatile. Thats not great value. Might as well rest. Grab this card, put it in your hand and get to know it. We can get in two hits on one turn with this! Ive created build guides for all the Gloomhaven starting characters ranged build guide for theCragheart,tank buildBruteguide,Tinkerercrowd control build guide,Mindthiefdamage and stun guide,SpellweaverAoE guide,and aScoundrelsingle target poison build guide. Right in the middle. I loved playing as my Expose Doomstalker! It saves us a card and an action in reapplying a Doom! This trap isnt the worst. Ten initiative is super quick! Change), You are commenting using your Facebook account. The Create Ice is nice too. Both cards are excellent. So well take along a maximum of 2 Augments. Boardgame Race It would help if I had the physical cards so I could more easily look through them. This guide covers all levels from 1-9 and evaluates each card for how well it fits with this build and then chooses the deck for that level. Then, I added Stun. We can do 4 damage, get some shinies and Create Dark, or go invisible. See myaffiliate disclosure. EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. But the Heal 2 Self is always going to come in handy especially when you enhance it. No loot around? For the Expose build I was looking for cards that offered: Because the Expose card is a persistent loss which I played in the first turn of a scenario, it reduced my turns before exhaustion even with a 12 card hand limit. With that in hand I felt comfortable facing any type of enemy! On top of that, having to take 7 loss tops means you have to play a basic attack or loss, even if you play all 7 dooms (and thus don't move). Otherwise, its a way to shift an ally out of the way if they are about to get squished. Yes, youll still have Strengthen until the end of your next turn so itll help on your next turn after youve moved back into melee range. With Phantasmal Killer also creating Dark, we can now max out Dark Frenzy and Shared Nightmare more often. We do need more of those! They also reflect your preferred play-style. We want them long gone way before three turns are up! A stunned monster is a peaceful monster! The bottom ability adds a much needed damage dealer in the lower card slot and we get another Move which we also want. So you use the 16 initiative on Brain Leech to go early. Though, youd best save it until the last room and summon it next to a group of monsters. The only downsides are its 1 damage and short range of 2. Simple. 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