

#GLOOMHAVEN SPELLWEAVER GUIDE TRIAL#
But I never was able to squeeze it into my deck for even a trial run. I actually really like the top stunning 2 targets, an XP, and 3 range is fantastic. The penalty is just too big for what you get. I played this in my very first scenario with the Elementalist and then never again. Ugh, and now for its ugly cousin, Shaping the Ether. Is particularly great for all those wonderful AOEs. Gets you 2 XP (it’s not on this image for some reason, but trust me it’s there) and is a consistent way to boost damage. I found that if I didn’t play it first I had trouble playing it later, since you would usually need to start moving right away. This was the first card I played (for the bottom of course) in many scenarios. A melee attack? No thanks! Even if you “power it up” it’s still not that great, especially for our fragile Elementalist. 2 attack with Wound isn’t amazing, but it’s not bad. Ice Spikes – I used this a little bit at the very beginning.Their usefulness is pretty marginal the bottom loss is never going to be worth it except at the end of a scenario, and in the meantime you’re stuck with either a Move 2 or a so-so attack. These 2 cards are similar in that they have a reusable attack up top that can be enhanced and a loss attack on the bottom. Nature isn’t the most useful element, and the top attack is not all that great. Tremulant Cyclone is the least useful of the four I used it a bit at low levels but it got subbed out pretty quickly.And they have the best two initiatives of the group.

They both also create at least two elements for you and very possibly more. IV can easily hit 3 or 4 creatures for pretty good damage, and LE can hit ungodly numbers of creatures for low damage. They are cards you can use all the way to the upper levels. Infernal Vortex and Lava Eruption both have losses on top, but they can be extremely powerful.Stoking Hail is a nice reusable stun attack if you can generate some Ice for it, and will be something you can use for quite a while.The bottoms are very similar but with the varying tops they play differently: Each one has a Move 2, an element generation, and good initiative. At low levels these cards will be one of your biggest ways to create those elements. Incidentally, that’s one reason you almost never want to long rest as the Elementalist long resting means you won’t be able to create elements (there are exceptions…) and you’ll have to start your elemental generation all over again, putting you a turn behind. The basic idea with the Elementalist is to create elements on one turn then use them the next. These 4 cards are going to be staples early on in your career. Let’s take a look at the first level cards and I’ll give you my take on them. If the other players in your group are willing to help you out by buying a Mana Potion or other helpful item, letting you loot once in a while, and generating elements for you when they can it will make your life a lot easier. I was the first retiree in our group and we were only at Prosperity level 2, so that made it a bit rougher on me than it would others (I didn’t know that at the time of course, I was still very new to the game). That’s true for all characters of course, but I think it’s especially so for the Elementalist. How much you enjoy the Elementalist and how your experience goes is going to depend on several factors: Prosperity level of the town, number of other characters, and the makeup of the rest of your party (both characters and players). He’s like a classic D&D wizard: starts out weak, but gets more and more powerful as you level up until he can devastate entire groups of monsters. Some people don’t care for him (my group was super happy I got him instead of one of them) but I love him. The Elementalist is versatile, a little unpredictable, and a character that you both have to plan ahead with and react to when you play him. At low levels you start mostly using the 4 “basic” ones (Fire, Ice, Air, Nature) and eventually incorporate the “advanced” ones (Light, Dark) into your deck.

The Elementalist (Triangles) is, not surprisingly, all about generating and using elements. Obviously there will be huge spoilers for the Triangle class, so be warned! One other warning: this post is looooooooooooong 🙂 I guess less of a guide (“take these cards and build your character this way!”) and more of a review/talk about my experience with the character sort of thing. So now that I have played Triangles all the way through 9th level I wanted to put a guide out there for the character.
