
AkbarabkA |
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I'm currently playing Grazzle with a group of 5-6 players in Wrath of the Righteous. We're currently in AD6. I haven't played any other adventure paths, so I can't say how general my experience is.
I have always had 2 cure-like cards in Grazzle's deck, and this has almost always let me heal my party as much as, sometimes more than, they desired. I chose to skip the (□ and you may shuffle it into your deck instead) power feat, and this was actually helpful. When I played a cure and recharged it, I knew exactly where it was afterwards (at the bottom of my deck), and a little card counting guaranteed I wouldn't accidentally discard it with his core power in the future. I did have a couple of times when I accidentally discarded both cures early on, and things did get a little scary in those games.
I went with Grazzle's Bone Diviner role which lets you recharge a card with the Divine trait to examine decks at occupied locations. As a result, I have tried to maximize the number of cards in my deck that have the Divine trait. I often spend most of my hand to examine locations for my allies on their turns, and then maybe get a couple explores in myself depending on what I have left, or maybe cure myself. Recharging all these cards also lets you cycle your hand, so you can get your cures back quickly.
I tended to pick up allies and items that let me extend the size of my hand (e.g. draw more cards, or hold cards until later) or let me recover spells from my discard (in case I discarded a cure). Part of this is so I could more reliably cure myself, but another part was to let me examine more locations and cycle my deck faster with the Bone Diviner role.
I began the game with a couple of utility spells (Strenth and burst bonds I think), a couple of cures, and the rest were combat spells. By the end of the game I had dropped essentially all of my utility spells for combat spells. This was mostly because WotR is so combat heavy (this has been my experience, and the forums seem to agree from what I've seen), and I wanted to make sure that I had some combat in hand even after recharging a bunch of cards for examinations.
For card feats I maxed out spells first and started picking up combat spells. After that I added items (I love items!) and blessings. I think allies could have been a good choice too. I haven't gotten much use from my armor or weapons personally.
I have not had much trouble with combat. Between his +3 to divine, the +2 to attack cards from his power feat, and another up to +4 on charisma, I actually find that Grazzle tends to have a higher flat bonus than most of the other characters for combat checks. WotR is also pretty generous with feats, and the mythic mechanic can put some silly flat bonuses on your checks, so perhaps Grazzle's combat doesn't shine as much in other adventure paths. I was the only primary caster in our party, so I got first shot at all the sweet combat spells, which made combat that much easier.
Overall, my Grazzle is able to heal everybody until they complain and be able to top himself off afterwards with a cure; to examine locations like there's no tomorrow; and to almost always have a combat spell in hand so he can handle a couple explores or a summoned bane. He is pretty satisfying and fun to play. The main downside is that he is sometimes over-relied on by other party members for examination, and so his turns can be a little short and dull due to a depleted hand.