Shards Class Guide for Frosthaven

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hello everyone and welcome back to Phoenix gaming we're continuing our run of frost Haven characters uh if you haven't watched my banner spear video basically what I did was a hyper leveling I solo played four different character classes through a bunch of different things so that I could make these guides and um chat through that experience it was a really fun time um but today what we're going to do is talk about a spoiler class the shards or rocks or four rocks or whatever you want to call this thing that's what today's video is going to be about so if you're not interested in learning about this class not having anything spoiled you should stop immediately so uh th storywise since the original Gloom Haven the Savas have always been my favorite race uh lineage I'm actually not sure what the common Paran is that we're we're using these days um but you know the the the species I guess that uh we have seen in Frost Haven I really love the kind of like Elemental creature idea and how they sort of like have done really quite a lot with that sort of basic concept of Elemental tied with like a rock person thing uh and this class is no exception to that rule the shatter song is super cool you probably won't be unlocking this class until way way late in The Campaign which is really a shame I think I loved playing this class this was actually kind of my pride and joy of this four-person party so we played shatter strong shatter song Banner spear uh death Walker and then that drill class which will do in another video uh but basically the shatter spear I played as shatter song I played as kind of like a hybrid um Range character support character uh along the way and let's dive into why this class is just so cool so the shatter song's kind of main gimmick is this resonance mechanism right this idea that they basically have um AC crewing vibrations uh that can be Unleashed and mechanically this is like I think really straightforward what happens is uh basically you on the end of every turn get an additional resonance you might get them from other um you know abilities or maybe even your attack modifier deck along the way uh and what they'll do is allow you to then kind of cash them all out to do your various abilities now you can cash them out uh essentially just to do sort of like mediocre forms of abilities but I think usually what you're intended to do is stack them up over time and then have a pretty big turn where you're cashing in a huge amount of them um at once we've seen a handful of characters in Frost Haven use this kind of collect and spend uh resource so this is definitely not unique in that way uh it's in fact actually one of the more straightforward classes that does this because it just sort of accumulates every turn it's it's a very easy um you know counting up mechanism and I think that's why this class is only a mid complexity only a three rating complexity another reason why I think it's kind of a shame that this class probably doesn't get unlocked until really near the end of the campaign um it's listed here as having high support um good mobility and then kind of like just a smattering of the other stuff this is definitely a smattering kind of class this is just one of those sorts of classes that I think really thrives in the Haven Universe where classes don't necessarily fit one role it does I think lean most onto the support side uh but I think in terms of what this class brings to any party and what you need to beware aware of when you have this Savas shatter song along with you is that uh it goes and bursts you know it's going to have turns where it's a lot more impactful and other turns where it's kind of building up so it sort of ramps up over time being you know Superior to a summon but not by a not by a large margin until it has these turns that can kind of break a room or break a battlefield um and I thought this was a really fun class to play uh it really plays nicely to my style which is kind of play very patiently and then sort of unload as the scenari going on um this allowed me to have kind of a couple off-ramps for unloading in the midst of playing and then kind of in the final room just going completely uh Super Saiyan with with whatever it is that you have left and uh definitely was able to take advantage of that leans again into into my price file so um I think it's something that anybody can pick up though because it it is I think a little bit more straightforward even though it has this like fun uh Resource Management component all right so we're going to kick off with the waves and the waves are sort of the the payout cards or the cash out cards right where you spend as many of your residence as you like to do whatever ability it's usually whatever ability plus one and I've kind of organized these from the more straightforward ones to the sort of weirder ones or the one use ones that you'll see throughout so right here devastating shout is like I would say the fundamental example of what you can do with this class it is a X plus one attack so if you spent all five of your residents that you'd saved up then you could do a like a huge six attack at range three uh which is obviously really nasty for a level one card but you're only going to be able to do this you know once per rest cycle because it's five turns that it took you to accumulate the the residance resources to get there um the bottom of this card also let you spent some of those resonance tokens to blow up obstacles or traps which can be really helpful if you are in a party that doesn't have jumping abilities or ways to kind of get through that so I really like devastating outout I think this is a card that I would use until certainly the mid levels um lets you just kind of dump your tokens as you've been acre them throughout the scenario to make one big attack on someone that just needs to go down for whatever reason on a given turn and then the bottom ability comes in hand every once in a while as well also given that you're a support class having these sort of like cruder initiatives actually ends up being in your favor sometimes as you're you know sort of intentionally trying to troll up up behind your allies CU you're you're you this class is is like a medium hit point build uh but it's not it's not the best at taking kind of additional hits so um having some slow initiatives in there is actually not as bad as it is for a number of other classes I would say heartening Harmony is the same kind of thing um it's a X plus two instead for healing I ended up not using this card quite as much damage is just generally um better than than healing you can see that they sort of have healing at one Higher stat here so that's nice and okay the one thing solid about hardening Harmony is that depending on the scenario you've got you might have reasons why you just want to throw a heal two on an ally and so um the using this with very few resonance is actually a lot more plausible than it is on the previous card because doing an attack you know one or two is is maybe not worth your time but doing a heal two is not the most horrible way to spend your time um the bottom ability here with the move one and spend a resonance to strengthen yourself is very entertaining I think that the the idea of this card is supposed to be that when you are doing a big cash out that attacks a lot of people we'll get to that in just a second um you strengthen yourself on the prior turn at the end of the turn you get your residence to bump up to five residences and now you have advantage on all your tax next turn so you're kind of using this in conjunction with some big explosion to just go ham on a following turn um or even on the same turn and just use sort of four resonances because you got to use one for this I think this card is fine but it ended up getting cut from my list um on earlier side just because uh there was a lot of other stuff I wanted to be doing but it's it's definitely respectable calamitus yop on the other hand I think is a card that just needs to go um into your pool there's a lot of stuff about this that's weak but I'm just going to hone in the part that's really good at the bottom move to spend a um resonance token to stun someone is very very good move to spend a resonance token to stun two people is just a amazing that's that's a kind of ability that would show up in Gloom Haven doesn't show up in Frost Haven double stuns on a bottom with a move it doesn't get you very far but with this class because you're kind of hybrid melee ranged and you're okay with getting you know kind of close up on your your allies it's not that hard for the move to to actually get somewhere where you want to be there's also some situations where you want to use the top of this card hurting all the enemies um in range two allies as well um for that x divided by two means that if you drop something like three wave tokens [Music] you you might get away with uh doing two damage to everybody around um and if they have shields or anything like that it can it can just do some pretty nasty stuff so I I took this card and I played it for its bottom but the top of it is really what um sorry I played it for its bottom but the top of it can come in useful every once in a while I had a cat screaming outside which is why I got distracted all right City living everything is fine um this card lifting voice it is a scenario specific card and it's just absolutely wild um the top of this card lets you move you and your whole team however many resonance tokens you have um as long as you're been Ren within range three of them and for some scenarios this is absolutely crucial there's a couple funky scenarios in Frost Haven um I think one of the more Infamous scenarios too that just it's such a huge advantage to have additional movement for your whole team that being said in the majority of scenarios dropping a bunch of your residence tokens to move your teammates a couple spaces doesn't feel so great so that top is is again very very scenario dependent and uh the bottom there with its muddle can be pretty nice I mean muddling everyone within five spaces for residence tokens basically drops a lot of things on your enemies if you're playing with other party members that enjoy doing the whole curse bombing your opponents and everything like that it can it can be a lot more but I would say that this card is more Niche than anything else and you should treat it as such um the last one in here is my favorite of the wave tokens it is the unrel unrelenting whale and this allows you to just kind of set up a huge attack uh you know it's not common that you can kind of like frost breath you know a huge number of bad guys here but I found plenty of times where I was hitting three or four enemies especially in scenarios where they end up kind of spawning in a corner or you know something happens where an enemy is maybe getting summoned along the way you can actually hit a huge number of people with this at the end and just pump out an absolutely nutty amount of damage the other thing is that like that's that's the Lost side of the card um which is for a really cool Wombo at the end but the bottom of this card is also very good a move four on an initiative 26 is completely respectable on its own but the ability to just sort of like push someone into a trap into to a hazard just out of the way into a banner spear formation uh with the cost of a resonance at the bottom made it so that this card was a a auto take with me until much higher levels so I really really respect unrelenting whale um for the fact that it just both sides of this card really do do work and the bottom is what I want to be playing until I lose it uh up on the on the top the next couple cards are like that yeah I can attack people but I'm not that great at it sort of cards which is going to be what you're playing a lot of as you're building up from round to round so I would definitely consider how much you like these incoming cards in terms of how you think you're going to like this class because you know you're going to have a number of off turns where this is the ability that you're doing so for example on this card a three attack range two is nothing to write home about but you've seen that we generate a little bit of sunlight along the way and uh if maybe some enemies generate Sun um and attack four with Advantage is actually pretty nice I think illuminative tone is is a a really solid card and the bottom here allows you to um do a fair amount of attacks in the right scenario kind of play into that style that I've described uh from earlier of just kind of like chugging along in the scenario and then cashing out at the end um I did this with that sort of unrelenting whale the the frost breath attack that we just talked about a couple times and it just put out I mean I I think at one turn I put out something like 30 points of damage across all these hacks which is just crazy um Sonic shock here is a card that is more was more powerful in my party first of all cuz I was playing with Banner spear who generates win so it was very easy to trigger the elemental requirement of the top of this card um but it also is more impactful when you are fighting Elite enemies like you would be in a four player party quite often bosses obviously um and and people that just have more hit points right because if you're going to hit somebody and then put the brittle on them you know if they have four hit points you've already attacked them with an attack two here um the brittle is is generally just going to be wasted uh but when you're setting this up for attacking you know big zombie Alo and things like that yes they have Shields and everything which makes brittle a little bit weaker uh it's it's the time where you're most likely to be able to cash out on it this also depends a lot on your teammates if you have teammates that do attacks fours fives sixes uh it can really stack up pretty quickly so I think your mileage is going to vary based on who you're playing with but I think this card was really solid I played it a lot in part because I had that the combo with the banner spear where it was easy to get the wind along the way bottom of this card I thought was going to be better than it is moving three and then getting one of my resources is great but it was surprisingly hard to move somewhere where you're next to at least four empty hexes um I generally wanted to be kind of rolling with my party rather than completely away from them and there are some ranged attacks in this class but frankly one of them is the top of this card and so I found it I did trigger it sometimes but I found it a lot more more difficult to trigger than I would have imagined so sonic shark completely mediocre card does all the mediocre things um it's kind of it's it's like in a lot of ways it's sort of like bread and butter for this class for boating Tremors I would say is the same thing but it's sort of the melee version of it however the upside of for booting Tremors is really cool um if you can get two enemies in a space where you you know attack both of them and then immobilize them for the cost of two um two of your resonance you can do a smidge extra damage and push them away but they're still going to be immobilized so against the right enemies this is actually a Wonderful Card uh to essentially prevent their you know blank their actions for the turn it's a pretty good initiative so you can use this against a lot of enemies just sort of like end up skipping their turn which I think is quite powerful it's well worth a two residents if you can set up hitting two people for it the location formation thing for it is maybe the harder part because using on one enemy doesn't feel quite as good since you're paying two residents but it's very respectable bottom of this card too move three with a bunch of mudel for enemies um is just a nice Extra Value card I thought for boting Tremors is uh really solid really solid overall and this is a card that I kept with me for quite a while precious gems is a card I didn't use as much you know I'm a broken record on this channel I'm not a huge fan of loot um and I'm definitely not a huge fan of using my resources to loot things an attack three is also just not especially special obviously there's a very fast initiative on this card but I'm not entirely sure why I'm trying to go so quickly it's sort of amusing that the bottom of this card reveals the top card of the monster ability tech for next turn but I you know did it probably right at the beginning of this turn I guess that means that everybody has the most time to plan for what's coming up and that's what's supposed to be good about it um I didn't mess around with this too too much I imagine that this is maybe for players who are just I I would I would guess honestly a smidge better than I am um and paying attention to like what the monsters are going to do this turn and next turn frankly I was already struggling enough with managing the the four characters at the same time that I did not want to be forecasting what the enemies were doing so huge amount of bias here in my experience I think that if I was playing this class um with people at the table instead of playing forehanded myself I might have tried using these kinds of reveal the monster ability cards uh more often but my last comment about that is that there's a number of monsters where it doesn't matter that much what you're revealing for their next turn you're going to have a sense of what they're going to do and be play well but there are other monsters where it really really matters so things like the Deep Terrors they have attacks of all kinds of different types and so knowing what they're going to do very helpful knowing what a guard is going to do or a scout is going to do yeah it helps you know whether you know that they're like defending or they're moving and attacking but I don't think it's quite as helpful as some of the more kind of volatile monsters so your mileage is going to vary with this and I think it does depend a lot on the group that you are playing with and how um forward thinking they're going to be wasn't for me though though forceful vibrations is a card that's uh I think again it's it's it's a totally like nice middling attack um three attack range two on the top this is you know we've seen something like this before but being able to shove somebody and give them some mudle gives you just a flexibility that the top of this card is a completely respectable attack card this bottom card you know the five jump loss gain two resonance is go into a final room you're low on residence jump onto the treasure kind of kind of card right like it it's I think really straightforward what you use this card for it's a pretty weak loss All Things Considered and I think I used it for its loss ability maybe one time ever um it's it's just kind of about re-upping as you're sort of running to the end of the scenario and maybe getting a couple extra experience points but I didn't think that this card was especially powerful either these last couple here are sort of the weirdos that were around this one thematically I love you got to have some Sava stuff with obstacle destruction it's just a requirement when you have these guys this one allows you to blow up a rock and then attack everybody in a circle around it hooray cool we love this stuff um I think that one of the things that's fun about this it says all enemies adjacent to the destroyed obstacle so the bigger obstacles um are going to end up actually giving you more attacks so just something to be aware of the amount of times that this like Works uh and hits enough people that it's awesome is are are fewer and far between just the way that monsters are set up in scenario how they're moving around um it's possible it's really cool when it works so I think that it's worth grabbing when you see a scenario that has a bunch of obstacles either in the initial setup or just in that encounter list um or that that prep list of what's coming but probably not going to be taking it with you for too long I didn't love the bottom of this card um obviously I like getting that resource but too damaged to yourself and brittle to yourself for getting those uh two harmonic resonances and not moving on the turn uh didn't often didn't feel worthwhile to me so I tried this for a scenario or two and then really quickly pitched it frankly um empowering pulse is a card that again the top of it is sort of like that jump card it's an okay attack that gets you some resonances back so this is a kind of card you're just sort of using as you're burning through your cards in the last room here uh the bottom here is nice and that you can you know bump up a fighter in your party and then maybe do a range attack if you're kind of right behind them you know that we had a couple range two range three attacks but you do need to be set up in the right location from the previous turn so again just because of the the fact that you don't get to move with this card top loss is like okay but not the most exciting on a 10 card class this isn't a card that I would be so excited about maybe if it was a 12 card class or something like that but empowering pulse for me did not end up uh lasting for a terribly long time den of battle on the other hand I actually put in almost all the time um I like attacking two two enemies with the model um that gave some nice options in some scenarios there's a lot of scenarios also in Frost Haven I found where you like just need to be beating on objects or whatever right and so having this where the two objects are next to each other shrines are next to each other and you're just punching them just gave you a couple extra points of damage kind of like you are like a weird super minion uh but getting that extra uh resonance here um for already doing what you want to do with this card felt pretty nice on the other hand if you didn't want to do or couldn't find a situation where the top of this card is very good the bottom is respectable too you know adding plus one to your ally attacks on initiative 14 we've seen this kind of thing before but the fact that you can throw down a couple residents and make it so that everybody has this I didn't play in a party with many summons so you know this only worked for the few people that were around me but if you're in a four-player party and someone is playing summons and you just make everybody in the room for you know two residents like everyone three spaces within you plus one attack that this can pump out quite a fair amount of damage so I think den of battle uh maybe I'm overrating it but I had a really good experience with this card my opinion at level two isn't going to be very helpful to you I've kind of already explained why we'll start with transparency which is the card I didn't take I already explained to you that I didn't want to mess too much with putting the additional top of the monsters ability deck revealed so however much your party values this is going to be um you know how you experience this I would definitely recommend at level one trying out the other thing and seeing how much that additional you know Future Vision is going to help you um I do think it's funny that you can spend a resonance for plus one attack and one pierce it's like such a like smidge little um smidge little bonus there that it's like yeah we can't give you more than one pierce on this which I thought was pretty funny bottom of this card pretty nice move three disadvantage making that sun nice total like solid card on a really um great initiative that being said both cards are great initiative so you're not really giving up much I tried the befuddling Bellow myself because I was playing a pretty tank heavy party with people that cared about Shields and so I thought ah within range two you know I can throw one resonance give everybody one Shield or three resonances and give everybody two Shield that felt like it was a decent option and you know what it worked out okay in the right scenarios um I think it definitely does sort of the support class thing of Let's uh stop the sort of hail of arrows uh the amusing thing is that this is most effective when you are using sort of reveal the monster ability deck and you know they are doing multiple attacks in the coming turn that's going to help you a lot but I mostly took this card because I liked the bottom of the card being able to um immobilize enemies within range two or range three can make it so that there are enemies who just can't kind of retaliate in the right situations and this class often is within two or three range of enemies because you are sort of the second line person your range attacks are not that far but you have a couple sort of like you know move three spaces so you're always creeping behind them with your little creepy shatter song Body uh and I thought the bottom of this card you know doesn't come into play every single time but you know if it stops one enemy from attacking at the bottom of a card and you're already in a position where you need to be it did its job and then the top could be used every once in a while too so I thought these were pretty respectable uh pretty respectable cards second level the level three cards on the other hand felt only okay to me I took shape the path on the left here every once in a while dropping a bunch of um a bunch of resonance to make a bunch of blesses was fun to kind of Stack someone's deck especially if things were going well early and I kind of had the extra resonances but it it's kind of an expensive price to pay I think for for what you're setting up for with this class so I ended up using it primarily for its bottom which is primarily why I took it to get those extra residences to get those extra cash in and both these cards are designed for that right they want you to use them so you can get the extra resonances so you can do the extra wave abilities stealth vibration is you know a very mediocre attack that gives you that resource but the bottom of it allows you to do the kind of invisibility thing I am not as hype about invisibility as I think most Haven players um it was sort of very busted and Gloom Haven and they fixed that in Frost Haven which I think is great and there's definitely lots of scenarios where it's very helpful but it just has never really leaned into my play style and part of that I think is because I'm mostly two-player experienced uh but I did not find that this class needed to be invisible and for the cost of two res ances I didn't really love that that payment structure and so I figured I'll keep my decent attacks and then just sort of do the the slow trundling movement which I think works for this class um and the bottom of shape the path did its job completely filled its role uh but both of these cards just are there to fill their role and like be okay along the way let me know if you had different experience with this class and being invisible in particular uh but I think I think for now you're going to pick one and not you can't go wrong either way conversely level four is um I took Elemental pulse just because I did have access to a lot of additional wind as I mentioned with the other characters in my class uh so it's going to depend on your Elemental experience and what cards it is that you are and aren't playing with this class who can generate its own elements um but an attack four that is either melee or ranged and then also maybe gives itself resonance is is quite a solid attack if you've got the right elements being generated uh in your party then I think the top of Elemental pulse is basically the best attack that you have up until this point and similarly the bottom is the best move that you have up until this point and so you know neither of those sides are lost cards and I think Elemental pulse is just a very solid um you know it's just a move and attack there's nothing impressive or interesting going on here but it's it's the best one you're going to have and like I said you're going to have a lot of turns where you're just sort of doing medium things and this is the best of the medium things that you can do conversely concentrated blast the um is a different sort of cash out card it's not a wave card but really it is a wave card where you're spending three of your residents to do a double stun on ranged enemies that again is really really powerful I think that it's not to be underestimated I like just hitting people for a lot of damage and so um I ended up feeling like I didn't need essentially the extra crowd control that concentrated blast gave you I think that if you're playing in a fewer person party concentrated blast gets better and better as there are fewer monsters on the map stun is is more and more powerful I would say um because usually in a multiplayer there's just so many bad guys that stunning one or two of them um doesn't quite have the same impact uh but yeah I concentrated blast also just seems very good the problem is it just costs resources whereas Elemental pulse kind of filled those Mill turns which is a thing that I felt I I wanted to be able to do more often the bottom of concentrated blast is also very cool I really like being able to just force damage on enemies um knowing for sure that you're going to kill them without drawing a null or having to mess with their Shields or stupid imps put up their go Shield five nonsense or whatever um it's just really nice to be able to guarantee knocking an enemy down a notch or killing them right with with this ability for one resonance it's well worth it level four very nice the level five cards are pretty funny I took shrieking um chakum because I liked the idea of being able to do the four attack on a whole bunch of people um at Range four this is basically just a better version of unrelenting whale it's different but it's a lot more flexible and frankly if I have the right setup the right way to get more resonance cards it allowed me to have two huge turns of attacking people so that's why I ended up taking this um it's also a great initiative the bottom of this card I thought I was going to use more often that I did and it's it is right in the right situations it is good in the right situations but you're not often up in melee like I said you're usually like one space off of the front and so depends on how your allies are situated where the enemies are situated the upside of this is bananas right like you could spend you could move five and everybody that you touched um takes two points of damage like you could hit a lot of enemies with this but I found surprisingly that I I bumped into more situations where it was difficult to dance past all the people that I wanted to uh that being said I'm still convinced that this card is very good and the bottom of this card is really good I just for some reason had a hard time triggering it harder time triggering it than I thought it was going to be so um just be aware but I I wanted another kind of payoff card after having not taken a payoff card at fourth level and shrieking chakum definitely does that I think it's pretty obvious even just from the stat lines empowering note on the other hand is just a weird card it basically says take all of your cards uh and make all of them care about having you know this resonance resource um you can just make all of them better by spending uh this and there's a so many exceptions nonpersistent non loot uh increase anyone of a value numeral except experience you know just a lot of like little exceptions because they needed to to be sure that it doesn't doesn't work there but basically the text says add one to whatever you feel like adding one to um when you spend some residence if you are going for big huge turns then you know using a l Lo a persistent loss card at the top here like that is is not going to be very helpful for you but this card is a nice for getting one of your masteries and B can make it so that you just instead of having sort of like these big combo turns you just have a more solid consistent experience throughout the scenario and I think that's totally cool bottom of this card is a card that does things and gives you some more resonance cool uh so I'm going to sound like a broken record here but I didn't mess too much with f future sent so you know your value of future sense is going to to vary depending on what your group looks like I think it's absolutely hilarious that you can Target up to three monsters and just know what everything on the battlefield is going to do next turn basically um that's a very entertaining part of that design where you just really know what is happening in the future bottom of this card is an even bigger move with even more residence as a loss so um better than the things that we've done before so I think this is obviously just a strict upgrade if you are into this kind of aspect of the class but I can't say much about it and instead I messed around with unsustainable wave unsustainable wave is a card that you know it does three or four damage maybe more if you have a nice perk deck and then um you know you hit a couple adjacent people for a lot less than that fine the thing is that if you set up a really nice turn with unsustainable wave there's a way to actually know what the top of your deck your attack modifier deck looks like with this class which we get to a little bit later uh so you might know that you have a really big attack coming and you might also have thrown brittle on an enemy because this is a class that can make brittle and suddenly a card that is pretty unimpressive could be something that says that basically reads as a non-loss card you know attack this guy for eight points of damage and then six to his two buddies or something like that the upside on setting up this card is actually insane the class can do it by itself but you can also do it by coordinating with the right party members I didn't have a party that um coordinated really well for this but I KN I do know that there are some classes that are a little better at setting that kind of thing up um also if you're doing goofy stuff like blessing yourself a whole bunch at the beginning of scenario like I the upside of when this card works is fun enough that it is absolutely worth the take um and then the bottom of this card is interesting too if you are finding in your party that you have just a bunch of excess hit points uh converting those hit points into resonance especially like like right before a long rest or something like that is a nice little option I don't think it's a very good ability but it's it's a it's a decent option to have on something where like well I couldn't find a way to trigger my sustainable unsustainable wave I don't need to move this turn so I can take a few points of damage pick up a few resonance along the way I think is pretty cool um it also allows you to go just nuclear in the last round where you sort of like unrel uh like Relentless yell or whatever it's called drop all of your things then next turn play the bottom of this and your shock shocking chakra and you just go crazy uh so I unsustainable wave is a lot of fun I highly recommend it future sense yes it gives you a lot of if you want to have that kind of like control knowledge of the battlefield it's going to do an impressive job but I just think wave is is it's tier above we're moving into the territory where I didn't actually end up playing these levels so you're just getting kind of my impressions of these abilities uh both of these seem like they are totally good cards but nothing that I'm super chomping at the bit to have played with cloaking refraction a solid attack that lets you go invisible this is obviously a little bit nicer because it's a low initiative you're in melee to do this so you can run up and kind of mess things up this is a completely respectable card on really anybody but uh I think that with this like medium fragility class um or medium buff class depending on how you want to look at half glass full or half glass empty um having that on on the top there is is is decent you know and like I said I don't play with invisibility that often but um five is a big hit I also think the bottom of this card you know move three and then a bunch of Shield ones for you and your allies is quite a lot you don't actually see that on a lot of other cards um often times when you're giving things to Jason allies you don't get to move in addition 11 means you're probably going before them and if you give them all Shield too that can actually do a lot and there are cards or there are classes in this game that really benefit from coordinating with you so I think cloaking refraction both sides of this card are very real and that's probably the card I would have picked sound therapy is fun right like you can for someone who struggles maybe with a card management or just has fewer cards to start off with you can drop your resonance to be sort of super support I have them pick up cards from the discard pile this obviously increases longevity of players um and lets them pick up their best cards which by the time you're level seven everybody's got some best cards that are in there and then worst case scenario heal four on the bottom that generates a element that you care about um is is pretty good both of these cards are solid I'm leaning cloaking refraction that's that's what I would take in my game but I don't think you can go wrong either way the level eight choice is more reflection of what you've taken up until this point so we're going to start with talking about feedback so immediately after each wave ability gain a resonance back I think what this means is that you're going to be using your wave abilities more at the threes and fours because you can just essentially go wave after wave after wave after wave when you have this car and so if you've taken cards that have non loss waves or you really have been playing a lot with those non-loss waves feedback becomes much much better on the other hand if at level five you took the one that gives you you know plus one every time you're using a resonance anyway or if you took concussive blast which is another way where you're you know throwing your resonances away feedback becomes not as good so it sort of depends on how you've structured your character up until this point the other thing about feedback though is that the bottom of this card is really nice like a move and then muddle a bunch of guys is is a completely solid bottom ability here um sort of a couple of our abilities stapled together from earlier uh but let's talk about soft spots which is an extremely unique card um you get to throw a bunch of brittles on enemies uh I think that if you have that unrelenting wave uh or yell or whatever it is from from uh level six the one that I talked about that weird combo then I'm leaning pretty heavily towards taking soft spots setting up a big huge turn for the future um but on the right enemies which is a lot of enemies by the time you're level eight doubling damage on a subsequent attack is just it's going to do a lot of work it looks like you look at this card doesn't even do any damage on the attacks but it's three double attacks coming up in the future um that's that's pretty nice the range on this is somewhat limited so that's going to be a little bit tricky to to actually get three people in range too um but you know worst case scenario using this card for a move five push and maybe even jumping at the bottom I think soft response would be my take even though I actually kind of really dig the the feedback as as a sort of build around kind of structure uh but it sort of depends on what cards you've taken up until this point and if you've Theory crafted backwards from feedback or you're starting at level eight or something like that I suspect most people are going to be leaning into soft spots though as usual level 9's a little bit uh wild violent vibrations is fun normally shield and retaliate is only so so uh but imagine spending five res res you and your allies have six Shield six retaliate against the right enemies in the right room this card just deletes everything at no cost I think this card is actually insane I'd have to see it in practice even at level 9 six retaliate just adds up so quickly and this is assuming that your allies are doing literally nothing like they could say I have to Long rest this turn like cool guys I got it with my violent vibrations um I think this card's kind of nuts it is a loss uh so let's consider the bottom which is completely respectable right a move to where you just get to throw a ton of wounds on everybody around you where you move and then generate an element you have a lot of different element needs but you can also just make something that an ally needs right at the beginning of the turn uh that's that's really I mean quite flexible uh with with a pretty nasty top so I think I would be taking violent vibrations uh but let's take a look over at barbaric yop which is sort of just a like no no one hang out near near me and punish everybody around you I actually think the barbaric yop is maybe geared a little bit more towards when you're playing this character as a two or threers party there's just less people around less friends to worry about you can kind of run off on the side on your own um and cash in this this class is kind of on the more supporty side so I think in general is a bit better in the four player scenarios um but this card is really I think saying you know you can just kill a bunch of guys by self um in the right setups you know there's a lot of rooms in in Frost Haven where we kind of got our scenarios we got kind of go off to a side room you can open a room barbaric yop in that room and then run away uh and that is that's pretty gnarly I mean it's definitely a very respectable uh level 9 ability the bottom ability here is kind of entertaining and that it's you can move or move a whole bunch but basically wherever you get to you and your friends have advantage on your attacks again again completely like respectable pretty exciting actually I think that it's you and all your adjacent allies I think you could do some cool stuff with that but it's got to be paired with a low initiative card because this card itself is a pretty high initiative so sort of depends on what else you have and if you're playing low initiative top abilities um along the way but wouldn't matter to me because like I said I'd be going into violent vibrations the loss there is just too fun to try out all right let's talk masteries um this one always have zero directly before you gain at the end of each of your turns is a math problem you might be able to actually just set up your cards in a way that you can trigger this automatically uh I think from the I mean from the very beginning you'll be kind of weak because you'll just be doing a bunch of like mediocre waves or using your cards and something but you can figure this out um and and get this at I believe first level if you really wanted to be a mostly useless teammate throughout that course of that scenario but once you hit Level five if you choose that card that lets you spend to just add Plus plus one to any card I think it becomes like nearly trivial to complete this Mastery I haven't done it so that's maybe like an arrogant thing to say but I think that if you are taking that at level five you should look into just picking a scenario where you're just going to spend every turn because you can so why not um the bottom of this spend five on each of five different wave abilities essentially asks you to have generated 25 throughout the course of the scenario and then cash them all out so first of all you need need the wave abilities that are not loss abilities to use so you just need to pay attention to that very very easy to do so then the real question is can you get to 25 um throughout the course of the scenario well most scenarios I think are going to end up lasting 12 to 16 turns and that that's going to be 12 to you know 16 free essentially resonant harmonies um you'll get a couple extra from your perk deck here we saw multiple cards that just generated uh uh Harmony Harmon resonant harmonies for you so again I think this is actually one of the easiest class in general the trigger maybe even both of the masteries on um this one is not even really a math puzzle in the same way it's more just patience does this the scenario last long enough and do you have enough uh resonance generation which becomes higher at sort of the mid levels rather than being at low levels so I think if you want to go for them either of them are are quite quite feasible let's talk about these perks I'm not normally too excited about uh removing let's get that out of my face uh removing zero cards from your deck it just it just increases variance for better and for worse so this is good once you've put a couple extra good things in your deck but it isn't one that I'd be considering very early um you already know how I feel about this that I didn't mess too much around with uh knowing the top card of my monsters of my opponent's ability deck I'll say that I think knowing them randomly throughout the game is nearly as good as KN them when you ask so I actually suspect that these are quite good um I wouldn't be shy about replacing these and if I had wanted to deal with it these might be an actually pretty early replace for me this one was an early replace for me because I love having incidental stuns or disarms on my in my deck so that was good and fun if you are leaning into that level six card that lets you cash out on uh having Britt enemies I think this one is worth picking up along the way I um did this one early and was very pleased with the additional Plus tws in the deck this is a class that has you know a handful of mediocre attacks so having a a stronger deck just in terms of raw power and being able to punch out a surprise four or five was pretty good um and usually you can use these elements one way or another especially because it's a flex element I really value those Flex elements quite a lot this was insane um being able to heal to and bless an ally the problem with the heel rolling modifiers is sometimes you draw they're mostly for yourself you draw them and sometimes you're at full hit points but this does a lot and it hits anyone um not you but anyone else and you know if you're playing with multiple people even just three people there is more other people than there are of you so I think this is a card that you should put into your perk deck quite early um it's just a very very good support card uh you can tell exactly how good this is it's good it gives you some extra resonance I um had messed around with a lot of the other ones of these so I didn't have quite as much of uh of these perks along the way here it sort of depends on if you are leaning more on the beefy side or on the more supporty side I was a little bit more on the supporty side the only downside of this is that a lot of times you're collecting your residences to get to five and you might be already at 4 going to collect a fifth at the end of your turn and then you draw this when it's kind of like off tempo for When You're Expecting it so getting surprise resonance is not always good I mean it's never bad but it's sometimes just like you didn't need it so just be aware of that this is as good as you're impatient with having bad things happen to you um this is I don't this is fine I don't love these short resting long resting ones in general anyway because you know you have to set up having the elements there and they're okay but for two perk costs um I don't I don't know that I'm a huge huge fan of this I think the thing that makes this a little level above is that you can do both of them and a bless and a strength on a short rest is is nice but yeah you'll have to let me know if you took it and found it really effective but I think it's just kind of so so um on the other hand I really liked this one the start of each scenario you can gain a brittle to um get to this just hopped off my resonance uh you know system early on so I wasn't I could do something in the early turns turn three or sorry turn two or three I would have enough resonance to do something pretty big and nasty if I needed to early on so I liked having that flexibility obviously having a brittle is bad but there are plenty of characters that just have like sort of low heels at the beginning can toss this off of you and I actually had a specific item that was a flipping item that did something good and then to flip it back over you take a point of damage so I would do something good and then take a point of damage take the brittle to make it two points of damage and that was a way of actually getting the brittle off without even needing any healing so um if you can find workarounds for that brittle it definitely makes it uh not so bad and then this next perk I tried because I thought it sounded fun and Goofy and I actually think it's one of the best perks in the game um new when a new room is revealed you reveal the top of everybody's attack modifier decks and at first I was like who cares about that like you reveal the top of these decks but you know what's G to happen like you're gonna go in and attack anyway uh but actually this this was pretty cool like knowing that you would do exactly this amount of damage this turn might change who you're attacking especially as you walked into a new room and sometimes people are walking into a new room and like throwing up a shield or the people who are coming later in the order are like moving in like summoning summoning a minion or something like that and you actually can kind of modify your plan a little bit based on what you know is off the top of your attack modifier deck so um I thought this was super super cool and and I would recommend picking it up maybe not as your first one uh but I think on the earlier side with your party and all your friends are going to be really happy that you uh had that extra information for them so that's my run through of shatter song I thought this class was just a really fun way to play this game but it's like I said it leans into my strengths as a player so um obviously your mileage is going to vary based on what you kind of prefer but if you're anything like me and that you like to kind of like play sort of a little bit more diligently cautiously um throughout the scenario and then just kind of like you know blow everything at the end um this you know character does that but gives you a couple more times to spike throughout the scenario which is just very very satisfying um and you can just climb in in a clutch at the end and blow everything out thanks for watching everybody hope you enjoyed this video um if you do please give me a like And subscribe and uh if you're not already a member of the channel and I'll be back with a couple more videos soon we've got two more to go uh for this wonderful winter uh this winter frost Haven mix see you all around bye
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Channel: Phoenicks
Views: 1,620
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Length: 47min 26sec (2846 seconds)
Published: Sun Dec 31 2023
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