Fun set of videos you did, glad I found them. Two small things I disagree with here: You talk about maybe swapping out Signs of the Void or Freeze the Soul to add Sap Warmth. While I like Sap Warmth, I have found that Signs of the Void is very valuable as simply a good initiative move 2. And the stun on Freeze the Soul is quite valuable as well in a Master Influence build where you don't really care much about the curse, and the top is nice to finish off an enemy, especially if you're protected with an invis cloak for the scenario in case things go wrong.
Agreed with most of your inputs here. Definitely my least favorite class among the Jaws in the early game then grows on me and overtakes the demolitionist mid-late game. here's my own initial voidwarden hand. i primarily used her as a ranged support/controller: top: gift of the void wicked scratch turn out the lights lure of the void master influence sap warmth bottom: signs of the void (this is just a move 2 card for me that i use for initiative) freeze the soul grasp of doom suggestion resigned frenzy sideboard/cut: black boon, close to the abyss, cold embrace key item to start: stamina potion (with an 11 hand size, that's an extra turn. i typically get a bottom card). typical opener: master influence + freeze the soul/grasp of doom. maybe there's a slow enemy i can get a stun on. otherwise, it's just a setup turn. combos/setups: any dark generator + turn out the lights/resigned frenzy. solid ways for the voidwarden to chip in on the dmg level up cards: 2-crushing cold (bottom) 3-commanding presence (top, key loss card) 4-the last journey (top) 5-stand fast (bottom) 6-taunting fate (top, the level 6 cards suck anyway) 7-spirit hunger (bottom, finally a much needed heal that does something else too) 8-lull into oblivion (bottom) 9-hateful blast (top, the level 9 cards are meh anyway) you'll notice my pattern here of bringing in more sub-40 initiative cards here to speed up the voidwarden. only crushing cold, commanding presence, stand fast and spirit hunger are slow cards. feel free to let me know what you think.
I'd have to agree with Voidwarden being my least favorite too, even though this is the character I used in our playthrough of the board game version of JOTL. She can be difficult to use, but with the right tactics she can be powerful.
@@89Games yeah i think she'll excel more when there's 3 party members at least. oh and she doesnt work well with hatchet. she has abilities that make an ally attack in melee and hatchet is rarely there. then if you're like me if you build red guard/demoitionist as mid-rangers, her abilities arent as effective. she only overtook demolitionist for me very late because: 1. she has heals. demolitionist has none and has to rely on items/allies 2. she gets more ranged dmg cards so she can operate like a ranged striker herself like hateful blast and the last journey.
So this looks like the standard master influence build? What cards are you getting rid of each level up? Also, how does Master influencing actually work. Like I can use it once per turn but then why does it have the burn symbol on it? That's the part that confuses me
@@mattstebbins7033 i'll have to re-check which cards i removed and get back to you on that one. The burn symbol there is just for interacting with cards from other characters. You never burn the card. Master influence stays in play and is never burned from a solo POV. As for how it works: 1. You get 2 XP upon play. Stays in play forever. 2. when you use an attack granting card on monster, use your mod deck instead. 3. Once per turn, when you use an attack granting card on a monster OR ally, you give them advantage for that attack. You can also consume any element to +1 dmg.
Technically it's called infusing darkness element. Any action with the darkness element on it can infuse dark and then that element can be consumed later to add effects to some abilities.
Fun set of videos you did, glad I found them. Two small things I disagree with here: You talk about maybe swapping out Signs of the Void or Freeze the Soul to add Sap Warmth. While I like Sap Warmth, I have found that Signs of the Void is very valuable as simply a good initiative move 2. And the stun on Freeze the Soul is quite valuable as well in a Master Influence build where you don't really care much about the curse, and the top is nice to finish off an enemy, especially if you're protected with an invis cloak for the scenario in case things go wrong.
Agreed with most of your inputs here. Definitely my least favorite class among the Jaws in the early game then grows on me and overtakes the demolitionist mid-late game.
here's my own initial voidwarden hand. i primarily used her as a ranged support/controller:
top:
gift of the void
wicked scratch
turn out the lights
lure of the void
master influence
sap warmth
bottom:
signs of the void (this is just a move 2 card for me that i use for initiative)
freeze the soul
grasp of doom
suggestion
resigned frenzy
sideboard/cut: black boon, close to the abyss, cold embrace
key item to start: stamina potion (with an 11 hand size, that's an extra turn. i typically get a bottom card).
typical opener: master influence + freeze the soul/grasp of doom. maybe there's a slow enemy i can get a stun on. otherwise, it's just a setup turn.
combos/setups: any dark generator + turn out the lights/resigned frenzy. solid ways for the voidwarden to chip in on the dmg
level up cards:
2-crushing cold (bottom)
3-commanding presence (top, key loss card)
4-the last journey (top)
5-stand fast (bottom)
6-taunting fate (top, the level 6 cards suck anyway)
7-spirit hunger (bottom, finally a much needed heal that does something else too)
8-lull into oblivion (bottom)
9-hateful blast (top, the level 9 cards are meh anyway)
you'll notice my pattern here of bringing in more sub-40 initiative cards here to speed up the voidwarden. only crushing cold, commanding presence, stand fast and spirit hunger are slow cards.
feel free to let me know what you think.
I'd have to agree with Voidwarden being my least favorite too, even though this is the character I used in our playthrough of the board game version of JOTL. She can be difficult to use, but with the right tactics she can be powerful.
@@89Games yeah i think she'll excel more when there's 3 party members at least. oh and she doesnt work well with hatchet. she has abilities that make an ally attack in melee and hatchet is rarely there. then if you're like me if you build red guard/demoitionist as mid-rangers, her abilities arent as effective. she only overtook demolitionist for me very late because:
1. she has heals. demolitionist has none and has to rely on items/allies
2. she gets more ranged dmg cards so she can operate like a ranged striker herself like hateful blast and the last journey.
@@TheRobversion1 yep, I think she performs better with melee focused characters in full GH
So this looks like the standard master influence build? What cards are you getting rid of each level up? Also, how does Master influencing actually work. Like I can use it once per turn but then why does it have the burn symbol on it? That's the part that confuses me
@@mattstebbins7033 i'll have to re-check which cards i removed and get back to you on that one.
The burn symbol there is just for interacting with cards from other characters. You never burn the card. Master influence stays in play and is never burned from a solo POV.
As for how it works:
1. You get 2 XP upon play. Stays in play forever.
2. when you use an attack granting card on monster, use your mod deck instead.
3. Once per turn, when you use an attack granting card on a monster OR ally, you give them advantage for that attack. You can also consume any element to +1 dmg.
What is activating dark
Technically it's called infusing darkness element. Any action with the darkness element on it can infuse dark and then that element can be consumed later to add effects to some abilities.
Hope you manage to make some more videos like this I just purchased Gloomhaven on my ps5, these videos are amazing thank you
@@XSolaraX1gloomhaven is a solid trpg. Top 10 imo for more modern games.