Chimpy |
For those people that have played the card game a lot and know its ins-and-outs, I was wondering what advice and recommendations you would give to newb player who wants to play the cleric in the base set? Things such as what spells to pick, when to use a blessing, how to get dice pools large enough in combat, what items are useful to have, that kind of thing.
csouth154 |
One piece of advise I give everyone is don't waste space in your deck on cards that only help with non-combat specialty skill checks. An example would be a card that only aids stealth or knowledge checks. Melee, Ranged, Arcane, and Divine are the specialty skills that are used in combat, so if your character has one of those, cards that aid those types of checks are very helpful UNLESS they specifically say they only help with non-combat checks.
Joshua Birk 898 |
For those people that have played the card game a lot and know its ins-and-outs, I was wondering what advice and recommendations you would give to newb player who wants to play the cleric in the base set? Things such as what spells to pick, when to use a blessing, how to get dice pools large enough in combat, what items are useful to have, that kind of thing.
Welcome to the game!
As you've noticed, Kyra is probably the worst combatant in the game out of the box. I don't think that their are enough divine offensive spells in the game to make that a sustained model of play, but most of the divine spells that do exist are in the staring box. Use inflict and Holy Light to help survive fights in the early game while you build up your melee abilities. Given your healing power, you don't need to spend spell slots on cure. I prefer getting inflict/Holy light, Augury and Strength/Aid.
Speaking of melee abilities, grab a two handed weapon as soon as possible, and spend feats to get weapon proficiency. With limited weapons, you don't want to use discard powers, you just want to grab things with high initial base dice. Initially, that means spears, but you want Glaives, two handed Axes, and two handed swords, etc. down the road.
Pay attention to your party members; you work better in groups. Teaming up with Lem and/or Valeros mitigates your weaknesses and gives you more chances to heal when needed. Harks helps too, but only in other places. Also, take advantage of scouting abilities to maximize your strengthens. Against unleaded, you flip from being one of the worst combatants in the game to one of the best. Have your team use deck manipulations to work in your favor.
Look to pick up as many blessings of Sarenrae as possible. AP4 may be a long way off, but Kyra has what I think is the best prestige power in the game; the ability to recharge Blessing of Sarenrae and place it on top of your deck. Stock up now!
Ironvein |
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It has been my experience that the suggested deck lists for the character, while thematically correct (i.e. makes sense that a character has this), is rarely what you'd want to have in your deck. So use them to get familiar with the rules and such, but after you're comfortable with playing; build your own.
Also, I've found that your party configuration (which characters are playing); can change your choices on an appropriate deck choice.
However, for some fast and easy choices.
Weapons:
- Melee Weapon Proficiency: Longsword
- STR Non-Proficient: Mace
- Any character with higher DEX than STR: Light Crossbow
Spells (in order of type/preference):
Arcane:
- Force Missile/Lightning Touch
- Invisibility
- Arcane Armor
Divine:
- CURE (only healing you can get at the get go)
- Inflict
- Sanctuary
Both:
- Detect magic (only beginning peek available); probably good to have one.
Armor:
- Heavy Proficient: Chain Mail
- Light Proficient: Leather
* pretty obvious, I know; however it may benefit the character more just to have one of these and the rest Wooden Shields.
Items:
- THIEVES TOOLS (or if not enough to good around, a barrier buster like Mattocks or Crowbars)
- Amulet of Mighty Fists (first magic weapon availible)
- Amulet of Life/Bracers of Protection for no those with no armor.
Allies:
- Crow
- Allies that boost the basic 6 stats (which ones should be based on which boons the PARTY wants)
Individual Characters may benefit to other cards to combo well with their powers (ex. Valorous with daggers; think about it); but that would be another discussion.
fine_young_misanthrope |
CURE, CURE, CURE! Hands down my favorite, and, the best spell in the game. Keeps you in the fight, and, if your luck is crap that day, failing a scenario doesn't equal resetting your character. If you die, you have to start over. Cure will keep you alive!
Firedale2002 |
CURE, CURE, CURE! Hands down my favorite, and, the best spell in the game. Keeps you in the fight, and, if your luck is crap that day, failing a scenario doesn't equal resetting your character. If you die, you have to start over. Cure will keep you alive!
Thus why, at the end of The Hook Mountain Massacre adventure, the most chosen spell card was Cure (taking 13.9% of total spell cards chosen).
So it seems at least the players that reported characters totally agree.
Cure is an awesome card and can allow characters to survive much longer leading to more successful adventures (since you don't have to stop exploring and run the timer out to keep from dying).
Cedfaz |
fine_young_misanthrope wrote:CURE, CURE, CURE! Hands down my favorite, and, the best spell in the game. Keeps you in the fight, and, if your luck is crap that day, failing a scenario doesn't equal resetting your character. If you die, you have to start over. Cure will keep you alive!Thus why, at the end of The Hook Mountain Massacre adventure, the most chosen spell card was Cure (taking 13.9% of total spell cards chosen).
So it seems at least the players that reported characters totally agree.
Cure is an awesome card and can allow characters to survive much longer leading to more successful adventures (since you don't have to stop exploring and run the timer out to keep from dying).
My only thought for the fantastic ideas above is the Darts. You get a chance to re-roll on any screw ups. I can't say how awesome a re-roll can be in a pinch. Just saying. It's not great on the damage, but pick what matters most.