FROSTHAVEN - Mastering the Starters

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masteries something introduced in Frost Haven with a new bonus a perk and we all love perks however some of these masteries for every class seems confusing or difficult or impossible to obtain at level one and of course that is by Design so how do you solve them easy well it's not that easy but I will do a run-through of all the starting classes masteries and how to do them and hopefully you'll not be able to apply these to the lock classes as well if you want to be kept up to date with all things glimhaven and frost Haven be sure to subscribe and if you want to support the channel hit like or if you really want to support us join patreon you've got Early Access to videos as well so what are masteries there are two specific masteries for every character so like The Drifter has two the blank blade has two so and so forth but there are two of these for every character and they are something you can do over the course of one scenario uh that's kind of like a um prove you can do uh clay the class effectively or do a weird trick I'm gonna be honest a lot of them are weird and not necessarily like doing the class well I do think the geminet has two different two uh play style things that are definitely like stylistic things that kind of show off fun stuff so that one's not bad but like some of them are just odd especially like one of the bone Shapers ones which we'll get into that the whole point is once you get this you get a bonus perk and perks are really big anyway so it's hard to turn that down the big restriction though and um this might change in glenhaven's second edition I do think it is I think we've announced that anyway the big thing is is you have one scenario to complete it so you can't just pull this off over several scenarios you have to do it encapsulated into one and now some of them are phrased in a way that clearly you can only do it over one scenario and some of them seem like wow this is way too high a number to do in one scenario and to that is say good luck but the thing is you'll notice when I start talking about these for the starting classes I'm going to be talking about specific perks or cards or combos to use to be able to take these masteries down and hopefully you'll be able to apply these over to the locked classes instead of just saying hey I bring my same handout like hand layout every scenario but I can't get these masteries are impossible maybe you're not bringing a card that's required effectively to do the Mastery so you're going to have to be versatile and open to changing your strategy to accomplish these so let's just jump in first the blink blade declare fast for seven consecutive rounds this is definitely one of the ones where people started going this is impossible yeah at level one it is in fact impossible at level one you um don't have any perks I guess if you were playing blink blade later at level one and got really lucky with some of the carryover perks and still hadn't hit like there it's possible there but like starting character level one not possible and that's okay the main things obviously you have to declare fast for seven uh turns so you don't want to start at zero you're gonna have to build up a bunch of time tokens and then somehow get more time tokens while still going fast so obviously one of the biggest things to do is drive recharge but even if you somehow are at two charges Drive recharge did two more that's only four fast turns so you're gonna have to come up with other ways now the way to do it at level two is if you take the perk that says add a minus one that also gives you a time token and then um driver charge systems reboot with their level 2 card and then drive recharge again and then possibly during that time draw that that attack modifier in the Claire fast to seventh time I don't advise this method it's very random but it is doable at level two this method is mostly doable at level two because uh systems reboot gives you the ability to get driver recharge back the problem here is though it does mean that over seven turns you're going to be effectively using your top action for nothing for three out of those seven and ultimately that's not a good way to spend your time get spending time because you're I'm sorry the whole point is is it's it's possible at level two however I do think the better strategy is to get flushing flurry you can do this as long as you have a reservoir of at least one time token declare slow which will get you up to two or start at two and just be a two declare slow flashing flurry and you have to be adjacent to at least three enemies um so once you declare slow you'll go up to two you'll just stun three enemies and it says for every enemy stunned you do get a Time token this will put you up to five then declare fast for five turns in a row during one of these turns systems reboot the systems reboot will give you two time tokens declare it during a dead turn where you think that during the seven turns streak that you're not going to need to attack as much um so save systems reboot for them then boom um at that point just keep playing ultimately that's that the flashing slurry systems reboot combo is the best way to go about doing it you have considerably less dead turns in fact only like one and you start this combo off by stunning everything next to you so um I'd say that's definitely the best strategy for it but like you can also potentially avoid the drive recharge if you do during this fast time draw a bunch of those two of those minus one time token so you could take like two of those perks and try to hopefully Force um two draws out of it during that time especially if you're like doing pairing this with like other things like like if you're playing a pairing with the Nova blade stuff like you know double time Breakneck speed where you're able to trigger a lot of things try it twice and get like either extra attacks or play extra cards and then attack additional times as a result just burn out as many of these as possible along with the bottom of flashing flurry which is in fact a lot of losses but potentially you could avoid doing systems reboot at all and then just flashing flurry bunch of um flashing flurry and then just get a bunch of tokens and force a bunch of attack attack and eventually try to force out two of those draws never be targeted by an attack this one's actually notably easier at four player as a matter of fact I think a lot of people have managed to accomplish this on the first scenario um and speaking of the first scenario I do really want to clarify when we talk when we talk about masteries don't do them on scenario zero don't say like hey I got my Mastery on the first doing masteries on scenario zero is I don't want to say it's cheating but it's cheating it's come on you're not even getting it it's they literally give all the monster modifiers for you at the same thing it's just it's bad don't do it in scenario zero but uh never be targeted by an attack now the biggest things you could do are the fact that you have um if you're in two player it's probably you're gonna need the correct teammate to do this in because in two player the blink blade clearly wants to take some hits get out and uh so his team it just doesn't die all the time unless the teammate literally wants to take all the hits and I know there's fewer enemies in two player But ultimately in four player you can just have three of your mates for one scenario take the hits for you that's that's just one way to do it of course it's doable level one but also a bigger thing on this Mastery especially in um if you are getting aggressive uh go experimental adjustment fast to go invisible and then uh still do long rest or a late slow card the next turn after effectively you can do this every rest cycle and every time you do it's effectively like two turns two turns of untargetability even if you are up in their faces so um that's that's definitely one strategy to roll with and I think that's probably what people are going to do but you also have like double time hit and run kinetic transfer like kinetic transfer you could at least do like um like move in Hit and then you can use the bottom to move out but the other ones allow you to do an attack and then move after so um just hit the enemies and just be sure you're not the closest also be wary those enemies that multi-target some of those Wills like still move towards you so like look at what the enemies are doing uh before you just take your turn The Drifter all right and the scenario with your character tokens on the last use of the four of four of your persistent abilities this one's stupid uh but um I don't like it but the biggest thing is um go one way and then swap strategy part way through the scenario that's that's how to do it but um the biggest thing is like um I I'd say if you want specifics crushing weight continuous Health to start off and melee until you get the crushing weight till the end then play Precision aim and sustain momentum just keep moving and shooting until the end over the course be sure to either a long rest use emulative life or healing potion stuff to be sure to get your healing up to the end don't get it till the very end and then force yourself to Long rest and let it fall off though so you have to be careful so if you do have continuous Health right at the end and you need to rest you're going to have to short rest or you're going to fail the scenario because yes continuous help does trigger on Long rests but um another thing it gets a little bit easier obviously not at level one but to level two if you take Fierce barrage because you can kind of just do um you don't need you you can have a little bit of momentum with like some of a little bit of flexibility with some of your other persistence so crushing weight and then strategy swap by doing Precision aim and a fierce barrage because then you can just have those trigger multiple times don't burn up Precision aim too fast because the first brush charges will move through that but if you bring a lot of the um cards that'll push things back especially if you use the bottom of fortitude um this could be one way to get through that strategy so um this is one I'm not entirely a fan of but it's um yeah it's definitely doable I'd say doing a mid scenario strategy swap of how you're playing is just not as appealing but hey some people might think it's cool never perform a move or attack ability under four and perform at least one mover attack each round so this isn't obvious you're not going to be long resting and there are some trap cards that like normally are good like violent inheritance which I like but um if you do the attack um even if you pair it with like a bottom that it's going to do like a good effect um violent inheritance will turn that into an attack three so you're gonna if you do bring it you're gonna need something like the heavy sword to get that to an attack four so um personally I just wouldn't waste it or like if you bring bloodletting and play the bottom you have to play the top you have because the top will be an attack five Great and the bottom is going to be an attack three and I'm talking about crushing weight because there's just not enough high value ranged attack stuff to reliably do this at low levels I mean obviously once you get to later levels and there's going to be some more of those attack threes and have some other options but the easiest way to do this is very obviously crushing light sustained momentum but can keep in mind that you're going to have to do one of those every round and keep in mind that you can't let sustained momentum even though through all the moves in the scenario fall off and then just at the end of run out the ability to move and only have like a move three or less now you can still maybe bring boots to bail yourself out because you do have at least one move three but you can turn to a four after sustained momentum falls off and you do a deadly shot which doesn't need any sort of thing to move so um there's definitely options but I'd say that bring a bunch of your recharge stuff so you can make sure that you're able to recharge these to the full and just the sustained momentum crushing weight and don't bring the cards that are going to bring it under that obviously because they are both plus two and default actions are two and two worst case scenario you can bail out of something and say I'm going to do a move two plus two or I'm going to do a melee attack two plus two so that's kind of what makes that Master easy and that's one that I think most Drifters can pull off pretty reliably and get that perk deathwalker removes seven shadows in one round this one's more of a flashy thing that's I'm not super fan of but there's still many ways to handle it um so the first one I have is uh I guess five shadows out and have strength of the abyss and fluid night Bottoms in play and I know fluid night bottom and play uh I know that's a criminal offense but like for the Mastery let's say you're doing it so anger of the Dead for five shadows and that burns five so you're already five you just need to burn two more um you have to kill the target with this but it is going to be an attack 7 PS5 range seven so make sure you're killing something that's going to die so boom uh that's you've burned five Shadows but now you're up to one shadow which is perfectly fine uh Shadow step with your bottom to move up near something with strength of the Abyss increase your movement with Shadow step which is going to get you like clear across the scenario so it's not necessary but that'll burn you burn the Last Shadow then on Shadow step you create a final Shadow so you burn six six Shadows this turn and you are at one on the board if you have fluid night and play and you get attacked and you have a bunch of movement in order to run into anything's face just get attacked um with the the bottom of a flu at night it'll blop the Shadow and you'll uh not take the hit and then you'll be at seven Shadows burned that's not my favorite one though but um it is doable it is that see that's doable at level one my favorite one is using a vengeful storm um get to a bunch of Shadows you could be as many as five and vengeful storm as much as possible I dump everything into it like um you know power potion Advantage all the stuff into one attack and kill as many of them as possible so let's say you only burn 4 shadows and Target a bunch of enemies in the process of this keep in mind you can mark with an attack and keep going one at a time so if you kill like three enemies with this and get three shadows uh use the bottom of ritual sacrifice and give someone a shield equal to the number of Shadows that you have available after the attack so if you burn five on this you need to kill two enemies if you burn four Shadows you need to kill three enemies that's actually all it is um pretty basic um yeah that's that that's that's that's I think vengeful storm ritual sacrifices the easiest combo but it is contingent upon killing enemies but again ventral storm uh doing an attack three which you can dump items into and Target as many other things uh pick a scenario where you think it's going to be more easily accessible like there's imps and stuff and they don't do that initiative five on the turn you're going to be doing this I know that's super annoying but that one's probably the best way um the other Mastery for the death Walker is create or remove a shadow every round um this one's doable at level one but definitely more annoying so something to do to note is you still have to be able to create remove Shadows every round um so the biggest thing is to try to keep some Tempo going and you're probably going to need to do call of the Abyss uh just as the top rather than the bottom um but you'll have to create a shadow every turn so either you can't call to the abyss on turn one or you um have to and you have to like eclipse or you have to burn Shadow step on turnaround one with call to the abyss Shadow step will get you that first Shadow but that does require you to um start killing things immediately the turn after um with the clips it's a little bit easier but you could just move up to it since burn fluid night and that'll consume a shadow when that thing dies you have a shadow to do some some things with but you're going to have to um reliably like constantly either kill things and spend things to do this this is really annoying at level one but it becomes notably easier at other levels I personally suggest like um bringing the summon so the summon you can just say there's nothing to attack I'm creating the summon and then sometimes the sum will give you extra attacks that could potentially kill things uh to the point where you get extra Shadows anyway also forceful Spirits is a double tap I've noticed and targeting weak things has just always been better for Shadow Generation especially if you like attack a weak thing and Mark another thing so then like that thing created a shadow done now you've marked this other thing your allies kill that on a later round now you get one so you can kind of keep that rolling becomes incredibly easier once you hit level four with fleeting dusk because if you can Gap full turns by just using one bottom to just create a shadow so um uh the the once once you have that I think it becomes a lot easier but um keep in mind if you do have call to the best plus strength of the Abyss the bottom of it that allows you to for whatever reason uh consume a shadow to get a bonus to a move or an attack so as long as you have shadows on the board you're able to use it so personally I think having that combo is probably the best way to go in order to like have this as a lower level but I I did not use the strength of the Abyss bottom in order to get the Mastery on my death Walker or my most recent campaign but I did use fleeting dusk so I know I didn't do it at level one but I did it at level four it was perfectly fine in general for that strategy though it's good to generate more Shadows than you need so that in the turn if you do have a dead turn you can just move burn one Shadow two with strengthy the best to have just to have the I burned a shadow so just keep that in mind Banner spear attack at least three different targets with three different area effect abilities this one's super annoying honestly but it's it's not that like you you clearly it's definitely one of the ones that's super like annoying because you have to have three different aoes and some people excuse me I only have two of these available and like yeah you can enhance uh tip of the spear but even then getting enemies to line up for tip of the spear is way harder than some of the others plus you have to enhance it and spend money like I'm just not into that but um you do have um one card that's going to be really important for this and I forgot what it's called as soon as I looked over I remembered it resolved courage so first off if you can get enemies set up correctly like gathered around one specific spot and then go late resolved courage is usually the undercut you need that um you can get them lined up unbreakable wall is obviously another not that awful one if you you and just a friend move up the enemies will just eventually pile around you and you can get that so unbreakable wall and resolved courage but also resolved courage is something that's good and important for this pattern space should be bringing this anyway because you can always resolve courage bottom and then like do another top because result cards bottom with the initiative 10 is going to usually allow you to go early before the enemies or Allies move out of position to screw up your combo so um resolve courage bottom with any number of things but obviously once you get to later levels you have access to bigger aoes that are like easier to Target three enemies with I've had far better luck with let them come and of course explosive epicenter uh trying to Target three enemies is on attack barricade seemed fun but getting like the Allies in place was kind of semi-annoying but I ended up using a lot of like banners or other summons to kind of Gap fill that um but uh that's a much easier way to get like a big line of enemies uh but I found explosive epicenter and let them come to be a little bit easier so uh pick any three of those over the course of a scenario we Hammer them out then you got it play a banner summon ability on the first round of scenario have it within three of you at all times and keep it alive for the whole scenario this is kind of like the banner Spirit TOA Banner thing so obviously I personally think that um the best thing for like this kind of an effect is probably the heel Banner or if you're at higher levels the um avoid hits or Shield Banner like you know stuff like that the defensive banners because if you're going to try to keep them close the whole scenario it'll add up a lot more if you can start from the beginning I like the disarm on the top of the attack Banner a little bit too much too like give it up for the whole scenario but you could potentially just do the attack Banner especially if you have a group that's really well suited towards having lots of attacks like if you have a bond shaper in your group for the sake of this we'll just talk about this if it were healing Banner but just drop it and then you're going to need to bring stuff like combined effort regroup pinning charge and boldening blow all of these are going to be easy ways for you to either Move Yourself move the banner or both um most of these are going to be both but you have like you know regroup which will just move your banner three which isn't bad at all for a bottom Move Your Banner 3 and then move someone else it's just pretty solid ultimately though once you get explosive epicenter the bottom is prime Banner Towing material because you can always just move the banner up one move hex for free every round it's a very easy way to stay within three events if if you get to that level that's probably the big gimme for it geminets okay so the geminist masteries are so much better than the others lose a card every round gonna be honest this is like kind of almost the way you should be playing anyway um uh just burn find a way to first off burn cards in a way that you don't burn the card that'll allow you to swap forms while also burning a card on that same turn so uh pick pick some form like maybe start melee and pick some ability that allows U of M INE you have eight eight cards at level one out of 18 that allow you to swap forms as a um geminate so bring bring enough that you can bail yourself out especially the move ones so uh play losses every round and give yourself one of those bailout ones although um uh you can always and this is one of the things that brings something like changeling spoon which will not only swap forms but count as your loss so save your like last rest for that uh your last card in your hand for that so like do melee form until that then swap to the other form and be able to just burn out whatever you don't need to worry about what form swap stuff you have need to do then uh you can just uh play a loss every round and then get to a long rest once that you'll be ready to start round eight because going through three losses on melee three losses on range and around La in the long rest is seven rounds now you're on round eight at this point you can just um enter whatever form you need to that only has three cards left because you pitched one with your long rest um lose a card and swap with the other and then do the other form and then long rest at that point that's rounds eight nine ten and then 11. so now as long as the scenario has gone 12 or more rounds you probably don't have much time left but um if you're if you're group hasn't killed all the enemies by this time with you burning losses this rapidly that's on them and it's a skill issue so um burn bright burn all those losses and it's going to be super fun honestly I think this is a more fun way to play this job in it anyway um but that's the general strategy but keep in mind like you can't just start burning losses and go like wait I have no other way to swap to the other form you're going to burn out too fast because you still have to win the scenario you can't just I did the Mastery but we failed yeah congratulations you didn't do the Mastery then switch forms every round again so you have eight cards out of 18. bring as many of those as you can especially the move ones the ones that are move and swap form like these two bring these because the easiest way to swap form every round is to just either do like for example like Into My Embrace which is a great way to go from range from into melee and then you still have another informed swap back just bring one of these and rotate it every round you have to keep in mind to not like double burn like don't use the bottom of the end of My Embrace because you're going to want to use the top the funny part is I found that this was a little bit easier the later in the scenario because the start of the scenario I have a lot of options and I need to get through and burn and whatnot and keep in mind you can always choose to Long rest and then change forms during your long list like say let's say you uh had a ranged form and then long rest and to exit the long rest in melee form and that still counts so you don't need to worry about that for those kind of turns so the biggest thing is for the Gemini bring those moves because sometimes you'll be like hey I want to do Into My Embrace but there's nothing to attack and then you can't switch forms and you're like ah screw I screwed up the scenario and or screwed up the Mastery and you know that sucks but that's why you bring some of the moves and once you like uh get to that first rest where you've burned um you've swapped you've played three turns in melee three turns in range long rest that's seven rounds and um now you've had to lose you've probably you should have burned a few cards plus the long rest if you've kept the cards that have move and form swap it actually should be easier to go forward because you have notably easier ways to swap forms without like uh pitching so that's that's kind of like once you get to the first through the first hurdle of like making sure you can get through this first seven rounds without like oops I forgot to switch forms that's the problem so be sure to bring those and it's okay to bring some of those lost switch forms for that too but be sure you bring up enough of those like um switch forms that also um isn't non-loss so you don't just get to the next rest cycle and have no way to get it back and the bone shaper play a summon action on your first turn kill at least six enemies with that summon and keep that summon alive for the whole scenario in my opinion there's two candidates for this at lower levels and I think once you get to the higher level things it's pretty easy like people like oh no like uh endless endless numbers is like really good yeah endless numbers obviously so you're level eight and play endless numbers stack a bunch of stuff on it watch the the bone ball just mow everything over congratulations that one's not necessarily hard to figure out but that's one way to do it but at low levels you have the Unearthed horror and The Wraith The Wraith is harder to pull up it's way easy to summon it on the first turn and keep it alive the whole scenario that's easy the hard part is getting it to kill six things so you'll want to bring um like things like Wrath of the turned Earth eternal torment and command The Wretched and try to like have it um try to poison enemies and try to have it like snipe off the weak enemies and things this might be good because some of your other party members might be going ah this guy's at low Health don't worry let your right command your wraith to do it and then get those kills that's one way to do it um for Uno tour you're gonna need to bring a little bit more like commanding movement like uh to put them into place or pull them out of place and definitely obviously you need your like warden's robes to save it and some heels to keep it alive but instead of doing attack ones attack threes makes it way easier for it to stay alive during the course of the scenario and kill six enemies so um obviously instead of like trying to force it to kill things you're going to want to force it to stay alive so whatever you can do to get it um and I know you've got like the bone Shield at level four which helps like uh reduce damage taken plus you have some other abilities that you can do to just kind of keep it alive so whole point is is to not put it in a position where it's just gonna die so I know sometimes summons will try to run into that so that's the struggle there but you have other ways to Grant movement to allies or Grant movement to summons and then push them out of uh the position that's going to get them killed in so be smart bring those cards you have a lot of them available but also keep in mind just letting them kill things might be another way it's out of position until it kills an enemy be sure to top them off with healing all right and kill 15 of your summons skip this Mastery don't do it I'm kidding I mean I'm not it's stupid all right so here's what this Mastery is play and effectively or be level eight like that's that's the thing because like it's stupid like you can I'm gonna go into it but you have endless numbers and just constantly create skeletons for your little bone horde to eat that's a good way to be effective and get this mastery congratulations that's it um the other way is take some of those perks that say like whenever you rest kill a skeleton to bless your deck whenever you um draw this card it's a plus one or a plus four but then the summon blows up like get the skeletons to just suicide themselves up that way and then just use putrid Cloud the top which is annoying because that means you're not using the bottom which is notably better to blow skeletons up every so often and you're definitely going to need to use the bottom of bone dagger to with your suiciding skeletons to constantly bring some more back so you don't like waste your summon stuff it's um the problem is by intentionally killing your skeletons it means they're not taking a hit it means that they're not getting their effective disarms and I honestly think that the best way to have your skeletons die is to just let monsters kill them instead of your friends and now you're taking that away to do this Mastery except for endless numbers because once they get eaten by the thing they can take the hits um and then they lose a charge to save the bone horde like it it has effect from that card but and trying to do it before love light I think is stupid but if you have uh tell me like hey I did it before level eight and it was not so hard and then laugh at me and say her better you can I'll give you that point I'm going to be outside I'm not a big fan of that Mastery at all just that's my my stance on it doesn't matter though anyway so those are the starter masteries obviously all of them except one are pretty cool but um which of these Masters do you pulled off I'm curious and did you do some strategies different than what I did let me know because I'm weird like that and I like hearing these things I do read all your comments I need to actually catch up on responding to some I've read a bunch but like uh you guys are pretty amazing so uh thank you so much um so obviously masteries is something that's pretty cool and it's here to stay because gloomhaven's second edition has brought masteries to all of those uh wonderful uh classes and I'm really excited I I liked I really like the new masteries that we've seen for those classes and I think going forward that uh bringing these in are it's going to be a cool challenge except for one of bone shape I'm really salty about that sorry so I hope this video was helpful and remember to like if this was helpful and uh speaking of thank you thank you to all the patrons um you guys are amazing and I say this every video and I say that every video but I really do appreciate it I'm gonna try to do a better job I know it took a little bit of a teeny break recently but I'm going to try to see if I can get into a way of at least updating patreon just with like an update on what's Happening once a week just kind of thing so that's kind of the goal that I'm putting for myself so um so all the Inox Inox tier patrons thank you so much and thanks all of you for watching Are you seriously moving the lights right now okay these kittens are being very annoying but I love them and they're adorable so whatever and they're on cocaine so they're going to interrupt the video masteries foreign they're not um I like how they started like doing this as soon as I started recording it's the perfect timing oh my God this this intro is going to take 50 minutes Misha and Mirabelle the two of you need to calm down oh my God Misha Jesus I've got a [ __ ] die today so what are masteries masteries are two very specific things for every character that they can do over the course of one scenario to effectively demonstrate Mastery of the class now three of them are sprinting together like they're all just doing a Chase and then stopping like they're having races oh my God I'm sorry I'm sorry getting distracted Misha and maisieve decided it is nap time after cocaine earlier and Maisie just put her like a little hat on top of Misha it's the most adorable thing
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Channel: Rage Badger
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Length: 32min 23sec (1943 seconds)
Published: Tue Oct 03 2023
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