Since the shield can only be used 1 per attack and long-resting is more likely to refresh Item 74 than Item 65, I actually prefer Item 74 on the whole. Item 74, Swordedge Armor: Compared to Item 65, this item costs 10g less and offers 2 fewer shield 1s in exchange for 3 additional retaliate 1s. Item 65, Platemail: Duh, it’s the chestpiece that can take the most damage before being spent so of course it’s a best-in-slot option for any tank. By using Item 52 you leave more Item 45s available in the store for other party members for whom Item 45 is probably the best helm in the game. Of the two, my personal preference is Item 52, because it is so very good for a tank and also not great for non-tanks. I don’t think any other helms are remotely close to these two. So many enemies at higher levels have poison and wound, and the tank is the character to suffer these effects most frequently so of course this item is a good fit for a Sunkeeper. Item 52, Protective Charm: I believe this is the 2nd most expensive helm in the game, and also very good. Sunkeeper tanks perform fewer attacks than most classes (all single target attacks and a few purely defensive/support top cards), so adding a curse to your modifier deck from this item is a trivial downside. In the Sunkeeper’s case, the best usage is either to refresh earrings which in turn allows one to refresh spent tanking gear or to refresh stamina pots that are just generally very powerful. Item 45, Pendant of Dark Pacts: The most expensive helm in the game, so not too surprising it’s a best-in-slot contender for a variety of classes. Being able to absorb tons of damage is just so useful for letting your teammates focus on doing damage instead of damage avoidance and crowd control (although these things are still good for them to do of course). Since this is a best-in-slot thread, I will operate under the assumption that this character has at least a couple of the previously mentioned enhancements that, in my opinion, make a well-equipped/enhanced tank build significantly stronger than a well-equipped/enhanced damage build. while you save money to enhance the bottom of Defensive Stance, the bottom of Righteous Strength, the top of Cautious Advance, and Scales of Justice if you just enjoy tanking). As described in the Gripeaway’s Sunkeeper Tank Build Guide, I would recommend a more damage-focused build the first time the class is played (i.e. The consensus is that avoiding damage is better than tanking it in Gloomhaven, but the exception that proves the rule is the Sunkeeper. Not a starting class, but I have played 2 Sunkeeper characters so far and a fair amount of it at high levels so I feel reasonably qualified to write about Best-in-Slot gear for the class. Remember that whatever is inside the spoiler tags will be completely dark so you should provide some sort of hint/indication before the tags like so:Īnd don't forget when talking about the locked advanced classes that you can also reference them by their numerical order inside the box. "Flairs" helps to categorize your post for easier browsing and searching. Follow the rules laid out in the content creator guidelines. In summary, do not link to products which use Gloomhaven assets without Cephalofair Games' permission. Violating posts or comments will be removed without warning.Īll user posts and comments are expected to follow reddiquette.įollow the third-party products rules outlined here. Unrelated posts low effort posts may be removed.įollow the spoiler rules. Posts should be discussion-oriented and related to Gloomhaven. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions.
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