Wow! Boneshaper is pretty good when fighting a boss with useless minions, no shield, no multi target, no aoe, low health, no summons, no element consumption, no damage denial, no fast attacks, and cant move! Poor boneshaper is never gonna get this wood loot for retirement.
I think just keeping living bomb for the bottom would have worked for me. Or maybe flowing fire for the move 6. Idk something about pyro just doesn’t click with me
@@ucgxanathos2171 yeah, I hear you. Lava Bomb enhanced with Jump is fine, Searing Smoke top isn't great. I like Searing Smoke because you can have Jump 4 early, right out of the gate pretty much. And later, you can enhance it to give Earth (Leaf) which I find hard to generate in my late game hand. In general, I find that it's best to plan turns around what Meteor is going to do (since he controls the environment) and have everyone else support that plan. In this case, I would probably focus Fist on tanking and damage dealing at choke points, and push/pull opportunistically. Boneshaper doesn't fit the plan very well, but that's sort of Boneshaper in a nutshell. Fairly inflexible, capable of steam rolling sometimes and being useless at others. Also, I think Meteor is simply the strongest class and it's not particularly close, so...bias maybe?
@ I’ve been thinking about making a tier list eventually if I ever get around to it (I have filmed probably like 4 hours of stuff for a Gloomhaven list but never got anything I was super happy with). I don’t know where I’ll be placing meteor. It’s not a power potion abuser so that makes me think it may not even be top 5… But also it would be my first pick to tackle some super hard levels like war of the spire B so I really don’t know
@@ucgxanathos2171 Tier rankings are pretty arbitrary of course, but here's how I think about it: What are the challenges presented by Frosthaven Scenarios? In no particular order, and with how the Meteor copes... 1) Retaliators (easy, just push) 2) Shields (easy, push through hazards) 3) Ranged Enemies (not too bad, you have movement and ranged attacks, including pulls) 4) Fast enemies (tougher, but no harder for you than for anyone else) 5) Fliers (not always easy, but you have way more tools than Trap, for instance. Several strong direct attacks, and also Living Magma and Erupting Rage which bypass the fliers terrain protections). 6) Unavoidable damage (at least you have moderate health, and some pretty strong healing cards) 7) Very high Health enemies (You can do amazing amounts of damage, over and over without loss cards) 8) Difficult terrain/movement maps (you have quite a few move-4 options, and can have Jump-4 and Jump-5 by level 5. Not bad at all) 9) Maps that require vast amounts of movement (see above) 10) Enemies/Effects that debuff you through Muddle/Disable/Disarm/Stun/Poison etc (you have a variety of ways to subvert muddle/disarm, and simply being effective without having to go base-to-base- offers significant protection in most cases). 11) Boss fights (Igneous Path/Quenched rage is a strong move in most boss fights, followed up by any numbers of combinations (Erupting rage being a personal favorite). 12) Endurance fights (you can easily play with great effect using no losses whatsoever) So you have strong measures against almost all of the problems presented, and (unlike Trap) you don't really have an achilles heel where you really suffer. Unlike a pure assassin type (Blinkblade) the things you do generally make the rest of the party stronger rather than irrelevant. You can probably solo quite a few maps, but you can also make everyone else better (with the possible exception of Boneshaper, who is just a bad class imo). I don't think any other class answers all twelve of those questions quite so easily so i would say the Meteor is *never* weak at all. He always has strong plays to make. And when he's strong (ie slowish landbound enemies, which is probably 80% of the enemies) he can just sit in a corner and laugh at them...while also providing a safe place for the rest of the party to laugh. For what it's worth, I would say Blinkblade is number 2, and again by a pretty clear margin over everyone else. High movement just solves so many problems and nobody moves like Blink. And he can throw ridiculous damage.
@@ucgxanathos2171 Doesn't that make it a consistently good but not super broken class? The only thing I dislike about it is that the rest of the party becomes irrelevant and all they care about is movement, movement manipulation and forced movement
You forgot to even consider picking lower level fist cards. Especially for fist it feels like a legit choice since they’re cheaper to recover and bringing high level cards has more cost to it.
@@ucgxanathos2171it also seems like the bottom of the level 9 summon would be great for bone ball. Just create so many skeletons without having to worry about HP.
Think I went back and took the other level 7 card instead of using a level 9 card. Being able to summon multiple skeletons in a turn to amp up the bone ball faster is very good and any health loss isn't that hard to recover, especially once you don't need to be summoning skeles cos you cant boost bone ball anymore.
Wow! Boneshaper is pretty good when fighting a boss with useless minions, no shield, no multi target, no aoe, low health, no summons, no element consumption, no damage denial, no fast attacks, and cant move! Poor boneshaper is never gonna get this wood loot for retirement.
@@vslimes idk even with her most powerful loss it still took 3 turns to get 50 damage…
In this episode : Meteor wishes he had chosen Searing Smoke 😮 You've been getting good use out of deep fury though 😀
I think just keeping living bomb for the bottom would have worked for me. Or maybe flowing fire for the move 6. Idk something about pyro just doesn’t click with me
@@ucgxanathos2171 yeah, I hear you. Lava Bomb enhanced with Jump is fine, Searing Smoke top isn't great. I like Searing Smoke because you can have Jump 4 early, right out of the gate pretty much. And later, you can enhance it to give Earth (Leaf) which I find hard to generate in my late game hand. In general, I find that it's best to plan turns around what Meteor is going to do (since he controls the environment) and have everyone else support that plan. In this case, I would probably focus Fist on tanking and damage dealing at choke points, and push/pull opportunistically. Boneshaper doesn't fit the plan very well, but that's sort of Boneshaper in a nutshell. Fairly inflexible, capable of steam rolling sometimes and being useless at others.
Also, I think Meteor is simply the strongest class and it's not particularly close, so...bias maybe?
@ I’ve been thinking about making a tier list eventually if I ever get around to it (I have filmed probably like 4 hours of stuff for a Gloomhaven list but never got anything I was super happy with). I don’t know where I’ll be placing meteor. It’s not a power potion abuser so that makes me think it may not even be top 5… But also it would be my first pick to tackle some super hard levels like war of the spire B so I really don’t know
@@ucgxanathos2171 Tier rankings are pretty arbitrary of course, but here's how I think about it:
What are the challenges presented by Frosthaven Scenarios? In no particular order, and with how the Meteor copes...
1) Retaliators (easy, just push)
2) Shields (easy, push through hazards)
3) Ranged Enemies (not too bad, you have movement and ranged attacks, including pulls)
4) Fast enemies (tougher, but no harder for you than for anyone else)
5) Fliers (not always easy, but you have way more tools than Trap, for instance. Several strong direct attacks, and also Living Magma and Erupting Rage which bypass the fliers terrain protections).
6) Unavoidable damage (at least you have moderate health, and some pretty strong healing cards)
7) Very high Health enemies (You can do amazing amounts of damage, over and over without loss cards)
8) Difficult terrain/movement maps (you have quite a few move-4 options, and can have Jump-4 and Jump-5 by level 5. Not bad at all)
9) Maps that require vast amounts of movement (see above)
10) Enemies/Effects that debuff you through Muddle/Disable/Disarm/Stun/Poison etc (you have a variety of ways to subvert muddle/disarm, and simply being effective without having to go base-to-base- offers significant protection in most cases).
11) Boss fights (Igneous Path/Quenched rage is a strong move in most boss fights, followed up by any numbers of combinations (Erupting rage being a personal favorite).
12) Endurance fights (you can easily play with great effect using no losses whatsoever)
So you have strong measures against almost all of the problems presented, and (unlike Trap) you don't really have an achilles heel where you really suffer. Unlike a pure assassin type (Blinkblade) the things you do generally make the rest of the party stronger rather than irrelevant.
You can probably solo quite a few maps, but you can also make everyone else better (with the possible exception of Boneshaper, who is just a bad class imo).
I don't think any other class answers all twelve of those questions quite so easily so i would say the Meteor is *never* weak at all. He always has strong plays to make. And when he's strong (ie slowish landbound enemies, which is probably 80% of the enemies) he can just sit in a corner and laugh at them...while also providing a safe place for the rest of the party to laugh.
For what it's worth, I would say Blinkblade is number 2, and again by a pretty clear margin over everyone else. High movement just solves so many problems and nobody moves like Blink. And he can throw ridiculous damage.
@@ucgxanathos2171 Doesn't that make it a consistently good but not super broken class? The only thing I dislike about it is that the rest of the party becomes irrelevant and all they care about is movement, movement manipulation and forced movement
You forgot to even consider picking lower level fist cards. Especially for fist it feels like a legit choice since they’re cheaper to recover and bringing high level cards has more cost to it.
So excited to watch Bone Ball go. What level 9 card are you taking? They both seem super interesting.
@@MarcusAZ2022 probably the summon
@@ucgxanathos2171it also seems like the bottom of the level 9 summon would be great for bone ball. Just create so many skeletons without having to worry about HP.
Think I went back and took the other level 7 card instead of using a level 9 card. Being able to summon multiple skeletons in a turn to amp up the bone ball faster is very good and any health loss isn't that hard to recover, especially once you don't need to be summoning skeles cos you cant boost bone ball anymore.
I’m not sure, but it seems like you keep forgetting to use the Wardens Robes.