I played Meteor to level 9 and used Quenched Rage in almost every scenario. Igneous Path + Swiftness potion + Burst Boots was my big play for 18 damage AND a bunch of obstacles. I also brought Infusion potion because Earth isn't super easy to make. If you have Snowdancer to give you +2 move and jump on Igneous Path, things get crazy. Snowdancer + Meteor is insane.
Here are my thoughts on Meteor. They are only based on playing the 7 community campaign levels so far, so it's pretty limited. Playing solo with shackles. My level up choices came from a guide I found online, as well as the nicknames of the builds. I chose to do the Falcon Punch build (Butcher) instead of the Hazardous Terrain build (Arsonist). Butcher is fun, but really took a bit to spin up. The first couple turns feel like dead turns, similar to drifter. Play Quenched rage bottom and lava bomb top. Then Metamorphic Rock Bottom with Liquid Stone top. Then turn 3 is your big attack with Melted Armor bottom and Under Pressure top (this is at level 2). Gives you a nice attack for 12 on turn 3, but takes some set up. Then the build really shifts to a ranged style build at level 5 with Magma orbs, where you can get off your 2X attack on turn 2 instead (as long as you set up your elements. Honestly, the first few levels were rough. Being only in melee range with weak attacks, very little self heal (but Fist and BS might be able to help with this), and no items was frustrating. But has quickly become super fun as I have leveled up, and your AMD gets pretty crazy pretty quick. Level 5 really made it fun with the attack 3 - 3 targets range 3. After watching you play your campaigns (specifically how you played Snowflake), the Arsonist (haz terrain) build is probably more effective. I can totally see you putting together some crazy push/pull through hazards turns to blow stuff up. Your planning and 3-handed teamwork would probably make this class work really well. BUT your boneshaper might really struggle navigating the haz until you get the 3 check perk that lets your allies ignore haz damage (would probably be required to make a traditional skeleton swarm BS work). Your wraith could do some chip damage early on, but your skeletons would really get blocked off and stuck in choke points. They would basically just be tanks and not DPS at that point. Either way, I am really looking forward to seeing you play this character. I am also excited to see you play Shackles again someday now that I have experience with that class as well.
@@MarcusAZ2022 thanks for the write up. I’ll probably just save “falcon punch” for boss fights cause it sounds really fun to try a few times. How exactly does the 2x damage work? Do you get to pick where to put it in in the damage formula anywhere before modifier? So like (attack 5 + heavy sword + poison)x2= attack 14 + modifier?
@@ucgxanathos2171 Honestly, I am not sure. I had never even thought about that until you brought it up. I think I was adding the modifier and then doubling, but I don’t know the official rule. Additional caveat - I am not that good. I play at normal difficulty and tend to do a lot of retcons, but a lot of that is due to not having much time to play. So take my advice with a grain of salt, I only have 30ish FH and a JOTL campaign under my belt, not thousands of hours 😂
It's in page 25 of the rulebook (just went and looked it up) in the first step of calculation, players choice for order between all effects directly modifying the attack value (poison, card effects, heavy sword ect) done before applying amd.
fyi, for Quenched Rage top, you double the suffered dmg for each haz tile "moved through", which means entered and exited. So you don't get the bonus dmg for a haz tile they entered and stayed.
I found Searing Smoke to be much better at level 2. You really need that move 4 jump. At very high levels you don't need it any more. Living Magma bottom is better than the top, and of course you enhance it.
@@johnpeterson3386 I can see why move 4 jump would be the choice to make it easier to position for pushes and such but I’m super interested in trying the double double brittle huge attack into a boss. I may try enhancing jump onto lava bomb or liquid stone instead
I got a lot of good use out of deep fury, kinda missed a move 4 jump early on but there's other answers to that and your cards sort out your movement around level 5-6. It's a pretty big boon to a haz build to get a top push that let's you more comfortably use the bottom of your level 1 push attack (which is awesome)
@@juanjesustorressalcedo780 I want to say Snowflake but it’s probably Meteor. I’ve only played about 10 scenarios total with Meteor so it’s hard to say. I love doing big aoe losses with Snowball on Snowflake but meteor can make terrain significantly easier and more often but together they’re super op
Return to the Source top rider effect happens AFTER the attack. So it effects later attacks.
Quenched Rage and Melted Armor work well with Magma Orbs, but the Rain of Fire build is generally much better.
I played Meteor to level 9 and used Quenched Rage in almost every scenario. Igneous Path + Swiftness potion + Burst Boots was my big play for 18 damage AND a bunch of obstacles. I also brought Infusion potion because Earth isn't super easy to make. If you have Snowdancer to give you +2 move and jump on Igneous Path, things get crazy. Snowdancer + Meteor is insane.
@@johnpeterson3386 it’s also insane to me that both igneous path and birds in a tempest are 18
Here are my thoughts on Meteor. They are only based on playing the 7 community campaign levels so far, so it's pretty limited. Playing solo with shackles. My level up choices came from a guide I found online, as well as the nicknames of the builds.
I chose to do the Falcon Punch build (Butcher) instead of the Hazardous Terrain build (Arsonist). Butcher is fun, but really took a bit to spin up. The first couple turns feel like dead turns, similar to drifter. Play Quenched rage bottom and lava bomb top. Then Metamorphic Rock Bottom with Liquid Stone top. Then turn 3 is your big attack with Melted Armor bottom and Under Pressure top (this is at level 2). Gives you a nice attack for 12 on turn 3, but takes some set up. Then the build really shifts to a ranged style build at level 5 with Magma orbs, where you can get off your 2X attack on turn 2 instead (as long as you set up your elements. Honestly, the first few levels were rough. Being only in melee range with weak attacks, very little self heal (but Fist and BS might be able to help with this), and no items was frustrating. But has quickly become super fun as I have leveled up, and your AMD gets pretty crazy pretty quick. Level 5 really made it fun with the attack 3 - 3 targets range 3.
After watching you play your campaigns (specifically how you played Snowflake), the Arsonist (haz terrain) build is probably more effective. I can totally see you putting together some crazy push/pull through hazards turns to blow stuff up. Your planning and 3-handed teamwork would probably make this class work really well. BUT your boneshaper might really struggle navigating the haz until you get the 3 check perk that lets your allies ignore haz damage (would probably be required to make a traditional skeleton swarm BS work). Your wraith could do some chip damage early on, but your skeletons would really get blocked off and stuck in choke points. They would basically just be tanks and not DPS at that point.
Either way, I am really looking forward to seeing you play this character. I am also excited to see you play Shackles again someday now that I have experience with that class as well.
@@MarcusAZ2022 thanks for the write up. I’ll probably just save “falcon punch” for boss fights cause it sounds really fun to try a few times. How exactly does the 2x damage work? Do you get to pick where to put it in in the damage formula anywhere before modifier? So like (attack 5 + heavy sword + poison)x2= attack 14 + modifier?
@@ucgxanathos2171 Honestly, I am not sure. I had never even thought about that until you brought it up. I think I was adding the modifier and then doubling, but I don’t know the official rule. Additional caveat - I am not that good. I play at normal difficulty and tend to do a lot of retcons, but a lot of that is due to not having much time to play. So take my advice with a grain of salt, I only have 30ish FH and a JOTL campaign under my belt, not thousands of hours 😂
@@MarcusAZ2022 I mean just look at me, 1000s of hours doesn’t mean I know the rules either!
I believe the general rule is that you choose the order of modifiers. So put that x2 at the end unless you have an obscure reason not to.
It's in page 25 of the rulebook (just went and looked it up) in the first step of calculation, players choice for order between all effects directly modifying the attack value (poison, card effects, heavy sword ect) done before applying amd.
fyi, for Quenched Rage top, you double the suffered dmg for each haz tile "moved through", which means entered and exited. So you don't get the bonus dmg for a haz tile they entered and stayed.
@@johnhepp ahh so 15 max damage not 18. Still pretty good
I found Searing Smoke to be much better at level 2. You really need that move 4 jump. At very high levels you don't need it any more. Living Magma bottom is better than the top, and of course you enhance it.
@@johnpeterson3386 I can see why move 4 jump would be the choice to make it easier to position for pushes and such but I’m super interested in trying the double double brittle huge attack into a boss. I may try enhancing jump onto lava bomb or liquid stone instead
I got a lot of good use out of deep fury, kinda missed a move 4 jump early on but there's other answers to that and your cards sort out your movement around level 5-6.
It's a pretty big boon to a haz build to get a top push that let's you more comfortably use the bottom of your level 1 push attack (which is awesome)
@@jeremyfrentz9506 that was what I was thinking. Also the heal 2 is a really nice addition to the card as just an added benefit
between meteor and snowflake what is better? i rlly like play snowflake
@@juanjesustorressalcedo780 I want to say Snowflake but it’s probably Meteor. I’ve only played about 10 scenarios total with Meteor so it’s hard to say. I love doing big aoe losses with Snowball on Snowflake but meteor can make terrain significantly easier and more often but together they’re super op