Frosthaven: Drifter LvL 1 Script

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  • Опубликовано: 21 янв 2025

Комментарии • 15

  • @adastra3147
    @adastra3147 Год назад +1

    Thanks a lot! Great content ❤️❤️❤️

  • @couch1066
    @couch1066 Год назад

    Thanks for this. It was helpful to hear your thoughts on these two versions and getting out 3 persistent abilities before the first rest. Do you have a preferred card to burn on the first rest for each build?

    • @barleyhopsandtabletops
      @barleyhopsandtabletops  Год назад +1

      Glad this helped! So I should preface this by saying we rarely Long Rest, so far little over 40 scenario's in we are only long resting 11% of the time. The only times we are generally long resting is when a squishy character got beat up in the early rounds, or a character here or there really couldnt do much on their turn so a long rest was better value. Playing in a 4 player group, its extremely rare (think it happened once) where all the characters long rested during the scenario. This is prolly more a playstyle thing than anything but we play pretty aggressively.
      With that being said, if you do long rest with the drifter in the Tanky/Melee build Id recommend dropping Violent Inheritance on your first rest, its your weakest attack and the bottom loss is just okay, with a high initiative. You could also consider Deadly Shot, pretty weak ranged attack, the Move 4 bottom is great, but depending on the scenario, movement isn't always critical. The average character moves 18 spaces a scenario, so you can get by without the Move 4 after a rest or two on the smaller boards. Which transitions into the other build, if you do the Mover Melee build, Deadly Shot is an easy burn during your first rest, you'll make up for the Move 4 with the Sustained Momentum persistent. You could consider Unbreakable as well, as the scenario goes on it'll get harder to use the Top action as you'll be more pressed to attack and eliminate monsters actions. Hope this ramble helps!

    • @couch1066
      @couch1066 Год назад

      @@barleyhopsandtabletops WOW amazing response! Thanks so much!

  • @maximerichard7421
    @maximerichard7421 Год назад

    Hello, nice vid. Do you intend to do the same for Deathwalker ? Is one of you playing this char ? If yes, melee or ranged ?

    • @barleyhopsandtabletops
      @barleyhopsandtabletops  Год назад

      Hiya, if you watch the "How to Script" video (ruclips.net/video/g_oOR2X9HnU/видео.html), we create a LvL 1 Deathwalker Script. I played a ranged Deathwalker to LvL 6. More videos to come on that character! Unfortunately, overall one of the weaker characters of the starting 6 from what we have seen so far, but does have some fun mechanics with the shadows, teleport, and huge range.

  • @joshlevins
    @joshlevins Год назад +3

    I'm pretty surprised that you seemed to use the weakest version of tank melee drifter instead of the significantly stronger continuous health + crushing weight. +2 healing is just miles better than shield 1.
    I could not disagree with your setup more at level 1 Crushing continuous is the strongest setup level 1 by a nautical mile.

    • @barleyhopsandtabletops
      @barleyhopsandtabletops  Год назад +1

      1. I love good strategy debates like this, so glad you brought this up, with quite the level of enthusiasm I must add!!
      2. This got me super curious, so I ran the numbers based on all the statistics we have collected while playing the game (Big time Engi-nerds here, we know....) and you're not wrong. Continuous Health in the script we posted, if it replaced Unbreakable, it would result in more Health for the drifter each scenario played. So good call!! However, Idk how far a nautical mile is but the difference in Health between the 2 builds is only 0.6.....potentially as high as 1.8.....so yeah.....nautical mile....
      Thanks for sparking a good debate, and some fun math! We will be posting a video shortly on the math behind our analysis to see what peops think.

    • @joshlevins
      @joshlevins Год назад +1

      @@barleyhopsandtabletops Always happy to talk about the potential values of the different abilities, to add more to this its a two fold thing continuous health when not dealing with poison is not only more efficient per charge but you have more control over your charges leading to melee healing drifter easily managing their charges which is vital for scenarios where you go for 3 persistents and because you have more control of your charges it means your safer to use it more frequently without worrying about running out of steam whereas if you are ever down to the last charge or two of unbreakable you will always have a worry of losing your persistent due to enemies drawing multi target.
      the one downside is that you need to have the action economy for heals but fortunately even at level 1 you have 4 good options in
      27 int Move 2 heal 2(4)
      14 int heal 2(4) range 3 (I did notice you missed out on this card which makes sense a bit if not running continuous health iirc my starting 1 card pool is this 14 int card and continuous over unbreakable and no remorse aka pick all the level 1s minus unbreakable and grab fortitude)
      heal self 1(3) on the recommended starting helm spent
      long rest for 2 health(4)
      This really shines especially when playing at not increased difficulty because you can take a bit more damage before burst healing sometimes doing as much as a heal 7 without even using a top action that heals between your helm and your of of those 2 bottom actions.
      additionally once melee drifter hits level 4 you get access to a top attack that also heals(and for poison heavy scenarios said level 4 can be used instead of continuous health for defense)
      but to overly summarize is continuous health is very good because its incredibly efficient per charge token and the extra control of your charge tokens vs shield 1 means running 3 persistent is way more manageable than it would be with say melee shield ret because 2 of those 3 instead of 1 of those 3 are much more out of player control to maintain.

    • @maximerichard7421
      @maximerichard7421 Год назад

      @@joshlevins What about playing in a 4 char party with a Banner spear in front line and at increased difficulty (solo player) ? Increased difficulty = increased damaged delt by monsters. Which ability would you suggest to use ?

    • @joshlevins
      @joshlevins Год назад

      @Maxime Richard great question this is still a case where I'd heavily argue for continuous health. Arguably, it may perform even better in that situation because you can mix up self-healing and your heal 4 range 3 on banner spear.
      Mind you at level 4 going for shield 2 vs +2 healing is an option when poison comes up but otherwise use the level 4 card for the top, but in that party, you'll likely split damage between drifter and banner where you can. At +1 difficulty drifter should be fine as long as they are getting attacked by more than 2 heavy hitting enemies at once, and at that point, shield 1 from unbreakable wouldn't have protected you very much. As far as survivability goes, your main spikes are at levels 2, 4, and 5/6 depending on which card you take at level 5.

    • @timboiv1821
      @timboiv1821 Год назад +1

      I go with +2 melee attack and +2 move , I never though about doing + to heals.

  • @joopdevliegers
    @joopdevliegers Год назад

    great content, better mic quality would be much appreciated