For those asking about items, we had a great experience last night with Comfortable Shoes - combined with Boon of the Tempest, every. single. basic move. is 4 movement with jump. It really felt wild!
Top tip: Pair up with snowflake healer, you will almost always have wind or ice when needed. Late initiative cards are very good when you want to follow someone that is imbuing what you need. Work on alchemy for the helpful potions. Retaliate is very good when you are fighting low hp mobs with shield. Bleed, muddle and retaliate can do work against mobs with shield or other reasons you dont want to melee. If you have boneshaper in party or anyone that can reliably poison, then poison, bleed, and retaliate is not that hard to put on many mobs over the course of a scenario. The snowflake has a good spell that gives an ally an attack and move, if you have your offensive and move infusion up that can really be effective. Snowflake has a static card that imbues wind and ice after her turn, so if you coordinate inititive and energy use the infuser can do a lot more than with other characters. The snowflake doesnt need to use wind and ice each turn. With 1 time boon for any energy you can drop the attack buff turn 1. Snowflake has a perk that muddles every enemy in a new room, so we start game with all mobs muddled and buff up turn 1. No one is hurt yet so infuser can use ice and wind to infuse movement. After that, one energy is going to be easy to get from snowflake and can use perk to drop night energy for offensive infusion. Or you can reverse the infusion order depending on what is going on.
Very interesting first look at the class =) - I think you could keep in mind there are always multiple builds to be discovered within - there is a sweet tanky/summon build in there and also an endless stamina bruiser build that tries to utilize the big handsize and leverages all the nonloss double element actions
Thank you! And good point! I tried to allude to alternate builds, but I think you’re right I could have done more to emphasize the possibilities! Have you played her? Do you have a favorite build and what’s the path look like?
@@marcelcwertetschka Oh my gosh, what an honor to have you watch the video! Thanks for your work, I really really enjoy the class, if it wasn’t clear from the fact I made this single video for just this class, haha. The Geminate is the only starting class I haven’t gotten to yet, now I’m more excited!
@@marcelcwertetschka I’m sure the first of many - it’s such a fun class, I really yearned for a place to discuss it, which is really why I made the video. :) Had an epic time last night with Astral, Banner Spear, and Trap!
25:40 you can also use the immobilise to lock down ranged enemies and force them into disadvantage while keeping them in reach for your attacks next round
Imbue with life seems like it would be a nice side card for moments you need to step back and recover, set things up, etc. Let it go forward and attack and maybe take a round to step back take a heal, long rest, etc.
Yeah, another commenter pointed this out, too - I was reading all pushes and pulls as pushes, I got confused by the change in iconography. 😂It does change the opener a little, but I typically still play Formless Bladestorm along with Onyx Shards, that way I actually pull an enemy toward me and disarm them, now I have the elements for either of my two primary Infusions and I don't even have to move to reach the enemy.
@@andyn2854 O yea, Onyx Shards and Formless Blade is a great combo, now that I see it. I’m still watching as I unlocked the class last night. Great video so far! Loving the potential
@@Rave7215 Hurray, glad you unlocked it! Let me know how it goes! It's become my favorite class. I've retired it twice now and each time I get a little sad to see it leave the party. 😆 Please report back your experience as it goes along.
@@andyn2854 Haha sadly it's going to be awhile as I just had 3 retirements in my solo campaign and then unlocked them. They will be apart of my next group of three. Since I'm planning ahead, which classes did you enjoy playing Astral with? I'm open to suggestions to maximize their effectiveness
@@Rave7215 If you play them in the mobile melee role, they really fit with anyone, one reason I like them for my solo 2-player campaign! But I think the most amazing partner was Snowflake in a support / ranged role - highly recommend.
I think the level 4 infussion coalesting darkness looks really interesting. Especially if you pick gemstone resonance at level 5. I can see gemstone resonance be key card for any infusion focused build.
34:00 This is a great video!! Thanks for putting this together. Love to see this in depth look at some of the locked classes. One observation I had is that I think you might be sleeping on Slashing Cyclone. With the wound/middle infusion, dishing out 2-4 wounds and muddles at a time (non-loss) seems like a fantastic use coupled with the fast initiative. Not to mention it’s going to scale really well when enemy shields go up. Can we talk about the bottom though? The way I read it, is that every new hex you enter procs the suffer 1 damage. So in theory you could run around an enemy and cause them to suffer 5 damage. Pair this with items that add movement and your move/jump infusion and you could easily get to be a move 8 with jump. Imagine zipping through a dense group of heavily shielded monsters… if you hit 2 monsters with each move x8, that would do 16 damage not even counting the shields you just ignored. Am I misinterpreting this? Seems a little broken if you do interpret it this way but would love to get your thoughts.
Thanks for watching and thanks for your comment! I'm sure I'm sleeping on Slashing Cyclone - it really is a fantastic initiative, plus that kind of spread damage can be amazing. However, I do think that is a misread on the bottom: I'm almost certain each enemy could only take 1 damage. However, you are correct that you could boost the movement! So in some cases you could really hit a wild number of monsters. I think this could be great in the right scenario, with the right player count, against the right monsters, and probably with some kind of support from another class who can also do this kind of damage so that together you can wipe a room. :)
The more I think about the bottom action, the more I think you’re right. Otherwise it would just be broken. I probably wouldn’t use the loss ability unless it was a scenario/situation specific move to secure a win or something. Changing gears, have you played scenario 39 yet?
It was so brutal I wanted to make sure I was playing it right. What’s nice about Gloomhaven is there’s a ton of content and discussion online for almost every scenario, but Frosthaven is still getting there, especially late game scenarios and content. Which is why I appreciate you videos!
@@MattHerskowitz-y3v I'm not recalling exactly how it went for me, but there were some REALLY tough ones! I'm hoping to get Frosthaven back on the table in the Fall - I blasted through almost all of it from December to May and then packed it up for the summer. There is so much to talk about with all of the different classes! I would love to do more class guides eventually!
27:30 I expect to put my first Infusion down in Turn 2 if I don't get it out in turn 1 for some reason. You're unlikely to start this class at level 1 and without gear -even then there are allies!
I think the "summon sword + tank build" is kind of exciting. Unfortunately it looks more like a 3/4 player build. Focused on summoning the sword, boosting it's health and then using "non-attack" cards like brittle and disarm. The idea being that the sword SHOULD end up getting hit and killed, each shuffle. With 5 health it's a pretty decent tank. Weak to Retaliate though :/
There’s complexity and every turn has a chance of getting affected by monsters consuming elements when you don’t expect it, however… she’s so fun, maybe the most fun class I’ve played, and very powerful, too. I hope I didn’t dissuade you from playing her! I mentioned elsewhere, but with Boon of the Tempest and Comfortable Shoes, she’s moving for 4 with Jump every single turn - that pretty much allows her to be wherever you want her every single turn, which is so powerful and fun.
@@andyn2854 I’m still very interested in playing this class, it just looks hard. But that’s the nature of Frosthaven thus far. It’s definitely a tough and crazy game. Loving it so far
That's probably true! I think the Ward effect scales decently at higher levels, and I appreciated this card for early on for the top's choice of a big heal when someone needs it or a solid heal with earth infusion, but it lost its spot pretty quickly, and playing the character again, I typically went with Remote Impact instead for its multi-target long-distance attack.
Took the infuser first time into a chaos demon infested zone, got utterly hosed. I def don’t understand how to use this class. You make elements at low initiative which chaos demons all steal either that round or by going on initiative 1 next round, all while never making elements for me to steal in return. I really found it impossible to do anything that the class was supposed to do.
Infuse the elements with the very high initiative cards and in the following turn use very low initiative to use the elements. This way monsters have very little chance of stealing your elements. Or in emergencies you can use the infusion potion or the one time element perk. Another help is the element stone item which prevents monsters of using elements.
Thanks for watching! It's definitely earth OR night when you use the card. I just glanced at that part of the video and what I said was "do we need bottom row easy access to earth and night, or do we need top row easy access to earth and night," not meaning we can get both at the same time, but meaning that having it in our build gives us access to either as needed, does that make sense? I hope you have a blast, she remains my favorite class! I think your squad will appreciate having her in the mix!
I will say, I think you might be undervaluing Stoic Vigilance a bit. In my experience, on classes that otherwise have kind of bad initiative (like, say, Cragheart), a fast initiative is worth its weight in gold, even if you just use it as a Move 2 on a stick to let you do things before enemies get to act and thus maybe take them out of the fight. Even the top's not awful, being a default attack with upside. I'll trust you if you say it's one to take out because I haven't actually played the class myself, but I wouldn't immediately count the card out based on my experience with the series.
Valid! I think I was dismissive of it, and I certainly didn’t account for its role in a shield build. That being said, I’m not certain what else would make sense to cut ahead of it other than Slashing Cyclone. I think keeping one for a bit makes sense so you have at least one super-fast initiative, and both of those are pretty equal in my eyes as far as utility and speed (14 vs. 12). So I think it’s still likely my first or second cut in most builds, but I think you’re right to emphasize the validity of such a card just for its initiative (especially since, with Boon of the Tempest, even if you just use Stoic Vigilance for a basic move it’s Move 3 with Jump!).
@@andyn2854 that's a good point! I had completely forgotten about Boon of the Tempest in my initial evaluation, but yeah it makes default moves even stronger lol
@@bbqtime5735 My buddy played Astral last week with Comfortable Shoes, and he was moving for 4 with Jump on every basic move - it was WILD! Especially since a lot of her most powerful effects are on top.
@@bbqtime5735 Yep, I think you're right. I might even look through the cards again and think how I can emphasize every card with a strong top, and just keep a couple strong bottoms with requisite element creation. Again, there are so many strong tops anyway (two of her best attacks and her disarm, for example), but it's really incredible that her basic moves are so good.
I’ve watched 2 infuser guides and somehow both of you call the black element ‘Night’ instead of the canonical ‘Dark’. It really makes me wonder what you call ‘Light’ is it ‘Day’? Interesting perspectives though! Thanks for sharing.
That's funny! I know for me, I play mostly alone, so I don't have anyone correcting me. And since it's normally just the icon, not written out, it's easy to forget. Lastly, I know my guide was stream of conscious and unscripted, and when on video it's super easy to make mistakes. Who created the other guide? I haven't seen any others, yet. Thanks for watching and commenting!
I’ve found this class unique in that I don’t feel like it desperately needs any specific items, especially since the two Infusions give you +1 move, jump, muddle, and wound. The item I immediately gravitate toward is the Spyglass, just to get Advantage on those big attacks like Emerald Edge (making sure you don’t whiff with a miss, and making it more likely you hit the jackpot with a 2x). This isn’t necessary, but I also like adding even more movement with boots so you can take advantage of your permanent ability to jump. It’s nice not feeling like certain items are required, so I would say look for what you think you need to fulfill the role you’re trying to play!
Comfortable shoes for basic move 3, then boon of tempest makes it move 4. Horned helmet gives +1 attack on move 4. So you get +1 attack every turn. Then just pick lots of fast initiative cards ignoring bottom specifics as you always play basic.
Get comfortable shoes and horned helmet with Boon of the tempest. Then every basic move action is 4 + jump and you get +1 on 1 attack each turn...savage grasshopper
Nice, yeah I don’t know if she needs specific items, so I might go for something generically helpful like Amulet of Life and Poison Dagger. I really like crafting Spyglass to gain advantage, and I think there’s a potion that readies cards, so using it to ready Spyglass and Amulet of Life for example is great! Once she has that movement related Infusion, she’s got +1 move and jump, so I don’t think boots need to be prioritized like many characters do.
Haha dont worry about the comparison with mandatoryquest might be very entertaining but he is no expert at all.. so u dont have to hide your guide in comparison to his.. i disgree with his card recommondations all the time for my characters😂
After the starting cards and mulling Astral over, I’m seeing parallels to the Mindthief. However, this seems like it capitalizes on the concept of “augments” and executes that concept objectively better than the MT’s Augments. Do you feel that’s a fair assessment? I wasn’t sure about this class after reading the mat, but now I’m excited to try it. You basically can set up a pair of persistent bonuses based on any challenge! :)
Yes, I think that's a great assessment! I've definitely felt parallels to the Mindthief's Augments - more work is required to set up the Infusions, but you can play multiple of them and their effects are more balanced, so they're more dynamic. I also think that's a great way to typically look at it, is expecting to play a pair of Infusions over the course of the scenario, and then which you bring or which you prioritize and how quickly you play the first and the second will all depend on scenario needs. I've also felt parallels and distinctions with the Drifter. The Drifter's persistent abilities are much easier to play, but they take upkeep; the Infuser has to work hard to play her Infusions, but once they're out, they are out and in force! I hope you have a blast with the Infuser - I just got her back as a character in my 2-player campaign, and I'm having a blast playing her in the aggro role with Snowflake in support. :)
Honestly my initial impression is that the infusions are a worse implementation of augments. Augments only suffered because The Mind's Weakness was just so much more powerful than any of the other level 1 augments that you pretty much just played TMW and ignored the others. But being able to cycle them gave you flexibility to adapt to the current situation and the higher level augments were worth using depending on the circumstances. With infusions you can't really do that since they're loss cards. You pretty much just pick the (in most situations) 2 you're going to use for the scenario and then you're set. There's no real changing things up on the fly unless you hold off on playing an infusion until later in the scenario, which is a big drawback since so many other cards require at least a pair of infusions to grant a bonus. I understand not wanting to just make another character with the Mindthief's mechanic, so I think what was really missed was the ability to have more ways to activate infusion trigger powers on other non-infusion cards. That would make for interesting gameplay and make the infusion triggered powers relevant throughout the scenario.
Have you played Astral? I’d love to hear your thoughts, especially if there are any ways you think differently from me!
For those asking about items, we had a great experience last night with Comfortable Shoes - combined with Boon of the Tempest, every. single. basic move. is 4 movement with jump. It really felt wild!
Top tip: Pair up with snowflake healer, you will almost always have wind or ice when needed. Late initiative cards are very good when you want to follow someone that is imbuing what you need. Work on alchemy for the helpful potions. Retaliate is very good when you are fighting low hp mobs with shield. Bleed, muddle and retaliate can do work against mobs with shield or other reasons you dont want to melee. If you have boneshaper in party or anyone that can reliably poison, then poison, bleed, and retaliate is not that hard to put on many mobs over the course of a scenario. The snowflake has a good spell that gives an ally an attack and move, if you have your offensive and move infusion up that can really be effective. Snowflake has a static card that imbues wind and ice after her turn, so if you coordinate inititive and energy use the infuser can do a lot more than with other characters. The snowflake doesnt need to use wind and ice each turn. With 1 time boon for any energy you can drop the attack buff turn 1. Snowflake has a perk that muddles every enemy in a new room, so we start game with all mobs muddled and buff up turn 1. No one is hurt yet so infuser can use ice and wind to infuse movement. After that, one energy is going to be easy to get from snowflake and can use perk to drop night energy for offensive infusion. Or you can reverse the infusion order depending on what is going on.
Great video. If no one has pointed it out yet, I think that that is the pull symbol, not push, on the bottom of formless blade storm.
formless bladestorm has a pull (not push) ;)
Very interesting first look at the class =) - I think you could keep in mind there are always multiple builds to be discovered within - there is a sweet tanky/summon build in there and also an endless stamina bruiser build that tries to utilize the big handsize and leverages all the nonloss double element actions
Thank you! And good point! I tried to allude to alternate builds, but I think you’re right I could have done more to emphasize the possibilities! Have you played her? Do you have a favorite build and what’s the path look like?
@@andyn2854 I designed the class and the Geminate ;)
@@marcelcwertetschka Oh my gosh, what an honor to have you watch the video! Thanks for your work, I really really enjoy the class, if it wasn’t clear from the fact I made this single video for just this class, haha. The Geminate is the only starting class I haven’t gotten to yet, now I’m more excited!
@@andyn2854 you literally created the first video for the class - so i had to watch it ;)
@@marcelcwertetschka I’m sure the first of many - it’s such a fun class, I really yearned for a place to discuss it, which is really why I made the video. :) Had an epic time last night with Astral, Banner Spear, and Trap!
Great video, hope to see more from you. More FH content creators would be great to see!
I am pretty sure you can play the bottom of emerald edge without a damaged target. You can heal people that aren't hurt as far as I know.
I use either an (Major) Element Potion, or an Infusion Potion to get the first two Infusion cards on the board.
No idea how or when I'll unlock this but it's been one of the classes I'm most excited about. It looks fun as hell.
It’s as fun as it looks! You should be stoked when you unlock her!
25:40 you can also use the immobilise to lock down ranged enemies and force them into disadvantage while keeping them in reach for your attacks next round
Imbue with life seems like it would be a nice side card for moments you need to step back and recover, set things up, etc. Let it go forward and attack and maybe take a round to step back take a heal, long rest, etc.
@18:30 You talk about Formless Blade as your suggested opener. That it's move 2, push 2. It's a pull 2, not push. Vastly changes your opener
Yeah, another commenter pointed this out, too - I was reading all pushes and pulls as pushes, I got confused by the change in iconography. 😂It does change the opener a little, but I typically still play Formless Bladestorm along with Onyx Shards, that way I actually pull an enemy toward me and disarm them, now I have the elements for either of my two primary Infusions and I don't even have to move to reach the enemy.
@@andyn2854 O yea, Onyx Shards and Formless Blade is a great combo, now that I see it. I’m still watching as I unlocked the class last night. Great video so far! Loving the potential
@@Rave7215 Hurray, glad you unlocked it! Let me know how it goes! It's become my favorite class. I've retired it twice now and each time I get a little sad to see it leave the party. 😆 Please report back your experience as it goes along.
@@andyn2854 Haha sadly it's going to be awhile as I just had 3 retirements in my solo campaign and then unlocked them. They will be apart of my next group of three. Since I'm planning ahead, which classes did you enjoy playing Astral with? I'm open to suggestions to maximize their effectiveness
@@Rave7215 If you play them in the mobile melee role, they really fit with anyone, one reason I like them for my solo 2-player campaign! But I think the most amazing partner was Snowflake in a support / ranged role - highly recommend.
Empty Hexes to land the Sky Splitting Strike are harder to find than you might think
I think the level 4 infussion coalesting darkness looks really interesting. Especially if you pick gemstone resonance at level 5.
I can see gemstone resonance be key card for any infusion focused build.
34:00 This is a great video!! Thanks for putting this together. Love to see this in depth look at some of the locked classes. One observation I had is that I think you might be sleeping on Slashing Cyclone. With the wound/middle infusion, dishing out 2-4 wounds and muddles at a time (non-loss) seems like a fantastic use coupled with the fast initiative. Not to mention it’s going to scale really well when enemy shields go up. Can we talk about the bottom though? The way I read it, is that every new hex you enter procs the suffer 1 damage. So in theory you could run around an enemy and cause them to suffer 5 damage. Pair this with items that add movement and your move/jump infusion and you could easily get to be a move 8 with jump. Imagine zipping through a dense group of heavily shielded monsters… if you hit 2 monsters with each move x8, that would do 16 damage not even counting the shields you just ignored. Am I misinterpreting this? Seems a little broken if you do interpret it this way but would love to get your thoughts.
Thanks for watching and thanks for your comment! I'm sure I'm sleeping on Slashing Cyclone - it really is a fantastic initiative, plus that kind of spread damage can be amazing. However, I do think that is a misread on the bottom: I'm almost certain each enemy could only take 1 damage. However, you are correct that you could boost the movement! So in some cases you could really hit a wild number of monsters. I think this could be great in the right scenario, with the right player count, against the right monsters, and probably with some kind of support from another class who can also do this kind of damage so that together you can wipe a room. :)
The more I think about the bottom action, the more I think you’re right. Otherwise it would just be broken. I probably wouldn’t use the loss ability unless it was a scenario/situation specific move to secure a win or something. Changing gears, have you played scenario 39 yet?
@@MattHerskowitz-y3vyes I’ve played 39, but it’s been a bit now!
It was so brutal I wanted to make sure I was playing it right. What’s nice about Gloomhaven is there’s a ton of content and discussion online for almost every scenario, but Frosthaven is still getting there, especially late game scenarios and content. Which is why I appreciate you videos!
@@MattHerskowitz-y3v I'm not recalling exactly how it went for me, but there were some REALLY tough ones! I'm hoping to get Frosthaven back on the table in the Fall - I blasted through almost all of it from December to May and then packed it up for the summer. There is so much to talk about with all of the different classes! I would love to do more class guides eventually!
27:30 I expect to put my first Infusion down in Turn 2 if I don't get it out in turn 1 for some reason. You're unlikely to start this class at level 1 and without gear -even then there are allies!
I think the "summon sword + tank build" is kind of exciting. Unfortunately it looks more like a 3/4 player build. Focused on summoning the sword, boosting it's health and then using "non-attack" cards like brittle and disarm. The idea being that the sword SHOULD end up getting hit and killed, each shuffle. With 5 health it's a pretty decent tank. Weak to Retaliate though :/
Having played and loved the Elementalist in Gloomhaven, I thought I’d like this class. The more I look at it the trickier it seems.
There’s complexity and every turn has a chance of getting affected by monsters consuming elements when you don’t expect it, however… she’s so fun, maybe the most fun class I’ve played, and very powerful, too. I hope I didn’t dissuade you from playing her!
I mentioned elsewhere, but with Boon of the Tempest and Comfortable Shoes, she’s moving for 4 with Jump every single turn - that pretty much allows her to be wherever you want her every single turn, which is so powerful and fun.
@@andyn2854 I’m still very interested in playing this class, it just looks hard. But that’s the nature of Frosthaven thus far. It’s definitely a tough and crazy game. Loving it so far
@@Tw0shedz08 ok wonderful, and yes definitely!
You should make more Frosthaven content
50:30 Regen and Ward are very solid but Brittle can be *devastating*
1:03:30 Coalescing Darkness is Pull not Push
Looks like the bottom of veil of protection would be more appealing it scaled. At higher levels 3 hp just doesn’t seem worth the setup.
That's probably true! I think the Ward effect scales decently at higher levels, and I appreciated this card for early on for the top's choice of a big heal when someone needs it or a solid heal with earth infusion, but it lost its spot pretty quickly, and playing the character again, I typically went with Remote Impact instead for its multi-target long-distance attack.
Item 060 (Cloak of Many Pockets), 86, 115, and 102 are all helpful items for this Class.
I think the curse immunity and the extra HP together make it shine. Especially since your summons get the extra HP as well.
Took the infuser first time into a chaos demon infested zone, got utterly hosed. I def don’t understand how to use this class. You make elements at low initiative which chaos demons all steal either that round or by going on initiative 1 next round, all while never making elements for me to steal in return. I really found it impossible to do anything that the class was supposed to do.
Infuse the elements with the very high initiative cards and in the following turn use very low initiative to use the elements. This way monsters have very little chance of stealing your elements. Or in emergencies you can use the infusion potion or the one time element perk. Another help is the element stone item which prevents monsters of using elements.
Bounty of the Earth seems really weak to me. I can just about see playing it for the healing but even then it's overpriced
1:18:27 - is it earth AND night? or is it earth OR night? going to be picking up Astral with my squad soon, video helped a lot
Thanks for watching! It's definitely earth OR night when you use the card. I just glanced at that part of the video and what I said was "do we need bottom row easy access to earth and night, or do we need top row easy access to earth and night," not meaning we can get both at the same time, but meaning that having it in our build gives us access to either as needed, does that make sense? I hope you have a blast, she remains my favorite class! I think your squad will appreciate having her in the mix!
@@andyn2854 thanks for clearing it up, I thought it seemed abit too strong if you were able to create both.. now to decide on perks!
What sleeves do you use for Marvel Champions? They look so nice and snug.
Thanks, they are Black Matte Dragon Shields! They do feel extremely nice!
I will say, I think you might be undervaluing Stoic Vigilance a bit. In my experience, on classes that otherwise have kind of bad initiative (like, say, Cragheart), a fast initiative is worth its weight in gold, even if you just use it as a Move 2 on a stick to let you do things before enemies get to act and thus maybe take them out of the fight. Even the top's not awful, being a default attack with upside. I'll trust you if you say it's one to take out because I haven't actually played the class myself, but I wouldn't immediately count the card out based on my experience with the series.
Valid! I think I was dismissive of it, and I certainly didn’t account for its role in a shield build. That being said, I’m not certain what else would make sense to cut ahead of it other than Slashing Cyclone. I think keeping one for a bit makes sense so you have at least one super-fast initiative, and both of those are pretty equal in my eyes as far as utility and speed (14 vs. 12). So I think it’s still likely my first or second cut in most builds, but I think you’re right to emphasize the validity of such a card just for its initiative (especially since, with Boon of the Tempest, even if you just use Stoic Vigilance for a basic move it’s Move 3 with Jump!).
@@andyn2854 that's a good point! I had completely forgotten about Boon of the Tempest in my initial evaluation, but yeah it makes default moves even stronger lol
@@bbqtime5735 My buddy played Astral last week with Comfortable Shoes, and he was moving for 4 with Jump on every basic move - it was WILD! Especially since a lot of her most powerful effects are on top.
@@andyn2854 ooooh, yeah, Comfy Shoes just absolutely send it. Even more reason to hold onto Stoic Vigilance for a little bit at least, imo
@@bbqtime5735 Yep, I think you're right. I might even look through the cards again and think how I can emphasize every card with a strong top, and just keep a couple strong bottoms with requisite element creation. Again, there are so many strong tops anyway (two of her best attacks and her disarm, for example), but it's really incredible that her basic moves are so good.
I’ve watched 2 infuser guides and somehow both of you call the black element ‘Night’ instead of the canonical ‘Dark’.
It really makes me wonder what you call ‘Light’ is it ‘Day’?
Interesting perspectives though! Thanks for sharing.
That's funny! I know for me, I play mostly alone, so I don't have anyone correcting me. And since it's normally just the icon, not written out, it's easy to forget. Lastly, I know my guide was stream of conscious and unscripted, and when on video it's super easy to make mistakes. Who created the other guide? I haven't seen any others, yet. Thanks for watching and commenting!
@@andyn2854 Phoeniks made one.
Formless Bladestorm is a pull, not a push 😂
Yep, I misread the new icon. It’s actually better with the pull!
Thoughts on any items that synergize well with this class?
I’ve found this class unique in that I don’t feel like it desperately needs any specific items, especially since the two Infusions give you +1 move, jump, muddle, and wound.
The item I immediately gravitate toward is the Spyglass, just to get Advantage on those big attacks like Emerald Edge (making sure you don’t whiff with a miss, and making it more likely you hit the jackpot with a 2x).
This isn’t necessary, but I also like adding even more movement with boots so you can take advantage of your permanent ability to jump.
It’s nice not feeling like certain items are required, so I would say look for what you think you need to fulfill the role you’re trying to play!
Comfortable shoes for basic move 3, then boon of tempest makes it move 4. Horned helmet gives +1 attack on move 4. So you get +1 attack every turn. Then just pick lots of fast initiative cards ignoring bottom specifics as you always play basic.
So if you have all 3 lvl1 infusion cards in play and you do a consumption , do you activate all 3 abilities in the same turn?!
Yep! Super fun. 😊
@@andyn2854 that’s awesome , I just unlocked her! Can’t wait to be able to try her out.
@@darrenthedude7283 I hope you have a blast - she’s my favorite!
Is it really when you consume an element? I thought the infusions trigger ONLY on each other ?
@@lukasmaar Correct, the infusions only trigger when you play another infusion.
Get comfortable shoes and horned helmet with Boon of the tempest. Then every basic move action is 4 + jump and you get +1 on 1 attack each turn...savage grasshopper
I think formless bladestorm bottom is a pull not a push
Oh my, you’re absolutely right. I’m pretty certain I’ve been seeing all pulls as push! Thank you! Any other thoughts?
@@andyn2854 just wanted to ask about some items that could work well with this class, what do u think
Nice, yeah I don’t know if she needs specific items, so I might go for something generically helpful like Amulet of Life and Poison Dagger. I really like crafting Spyglass to gain advantage, and I think there’s a potion that readies cards, so using it to ready Spyglass and Amulet of Life for example is great! Once she has that movement related Infusion, she’s got +1 move and jump, so I don’t think boots need to be prioritized like many characters do.
Haha dont worry about the comparison with mandatoryquest might be very entertaining but he is no expert at all.. so u dont have to hide your guide in comparison to his.. i disgree with his card recommondations all the time for my characters😂
After the starting cards and mulling Astral over, I’m seeing parallels to the Mindthief. However, this seems like it capitalizes on the concept of “augments” and executes that concept objectively better than the MT’s Augments. Do you feel that’s a fair assessment?
I wasn’t sure about this class after reading the mat, but now I’m excited to try it. You basically can set up a pair of persistent bonuses based on any challenge! :)
Yes, I think that's a great assessment! I've definitely felt parallels to the Mindthief's Augments - more work is required to set up the Infusions, but you can play multiple of them and their effects are more balanced, so they're more dynamic. I also think that's a great way to typically look at it, is expecting to play a pair of Infusions over the course of the scenario, and then which you bring or which you prioritize and how quickly you play the first and the second will all depend on scenario needs.
I've also felt parallels and distinctions with the Drifter. The Drifter's persistent abilities are much easier to play, but they take upkeep; the Infuser has to work hard to play her Infusions, but once they're out, they are out and in force!
I hope you have a blast with the Infuser - I just got her back as a character in my 2-player campaign, and I'm having a blast playing her in the aggro role with Snowflake in support. :)
Honestly my initial impression is that the infusions are a worse implementation of augments. Augments only suffered because The Mind's Weakness was just so much more powerful than any of the other level 1 augments that you pretty much just played TMW and ignored the others. But being able to cycle them gave you flexibility to adapt to the current situation and the higher level augments were worth using depending on the circumstances.
With infusions you can't really do that since they're loss cards. You pretty much just pick the (in most situations) 2 you're going to use for the scenario and then you're set. There's no real changing things up on the fly unless you hold off on playing an infusion until later in the scenario, which is a big drawback since so many other cards require at least a pair of infusions to grant a bonus.
I understand not wanting to just make another character with the Mindthief's mechanic, so I think what was really missed was the ability to have more ways to activate infusion trigger powers on other non-infusion cards. That would make for interesting gameplay and make the infusion triggered powers relevant throughout the scenario.