My party of four randomly picked our characters not knowing what they were. We ended up with the Cragheart, Tinkerer, Spellweaver and Scoundrel. We’re about 10 missions in and we have a 100% success rate with all characters at level 3. The Spellweaver by far does the most damage with some of her cards being devastating but also has to be constantly protected as it’s weak and her cards can run out quick if not healed. The Tinkerer is very much a healer and is useful with traps. The Cragheart is tough and can take damage but is extremely slow on his initiative cards. The Scoundrel is very much the classic thief, quick with good initiative cards and good at combat and looting. Hope that helps everyone
Just wanna mention, the spellweaver has the great card that lets them get ALL of their lost cards back. So the can last a little longer than many think.
No kidding. If you’re going to do a video, should double check the spelling of the names.... where is the “in” for “verminling” lol so annoying to hear
picked the game, planning to start very soon. very helpful video. i wouldnt have guessed in a million years the tinkerer is a healer. i thought he could be something like an engineer using turrets, traps, and other devices. here is what i thought those characters were judging from their looks. Cragheart = earth golem, very tanky Brute = classic warrior Spellweaver = classic spellcaster Minthief = crowd control, using debuffs Scoundrel = classic thief Tinkerer = an engineer fighting by using devices
Cragheart is my favorite of the starting 6, and I abandoned ranged with him quite early. He can totally be the melee tank of the party, and in fact can deal huge amounts of damage, heal and tank all at the same time!
From levels 1 to 6 he divided the frontline with the brute, and was the only healer of the party. Then the brute retired and he remained as the only healer AND only frontline of the party, and still was always number 1 or 2 in damage dealing, alternating the top spot with the Scoundrel. Amazing character, the heart of the party!
My friend and I started with Scoundrel and Mindtheif and got completely trounced. They both seem like support classes. We started over with Brute and Spellweaver and are having so much more fun.
Sir Hamalot it can take a bit to figure out ho to play the characters. I am running vermling and brute. Got smashed the first time I played. Now that I am getting better with the characters, not much stands a chance. I have even upped the difficulty to make it harder. Surprisingly the vermling often does more damage than the brute, especially once some perks are unlocked.
I hated the mind thief as my first character during the first few scenarios...until I figured out how to play it (thanks, TH-cam). My mistake was attempting to play as a ranged attack character who stayed farther away (since I was worried about the low health) when it is obvious (in hindsight) how geared toward melee it is. Add consistent invisibility to the very good damage output, crowd control (with stun) and ability to go fast or slow, and I ended up taking very little damage during scenarios, causing a ton of damage, generating EXP like crazy, and could move all over the board with ease (only outdone by the speed/range of the scoundrel). Became an incredibly fun character to play.
What's the best 2P characters to pick for total beginners? I like the idea of Brute and Scoundrel, but have not given any technical thought to it at all.
Brute and Cragheart is probably the easiest as thats the most forgiving one, as they have the highest health and decent hand sizes which leaves more margin for error than with the more squishy characters.
Human Scoundrel-a quick note: Many of her best abilities depend on enemies NOT being adjacent to their allies or enemies being adjacent to your allies. This can prove to be extremely difficult to set up as the Scoundrel has early initiative and many rooms are cramped. If you're lucky and the enemies are not near each other in a room you enter, you might have more success, but it's difficult to manipulate this and can be frustrating.
Good video. As I have not played all characters I was not sure how to describe them to my friends. For future videos Orchid is pronounced Or-Kid, like the flower, and Vermling is Verm-ling, not VermIN-ling.
It's not a bad combination; the Cragheart can do a variety of roles, switching between healing, doing ranged and melee, while the Brute can concentrate on dealing damage. The only problem is, a lot of Cragheart's abilities require earth element which he has to create himself.
I find there's no really good combination of characters when you start talking three to four players at the table. Singleplayer, random scenario I like Brute/Cragheart and Scoundrel. But when you start getting into the unknown quantity of multiple other players, it becomes a learning lesson mostly of hos players play their characters and how they learn how you play your character, more than the specificities of any specific class combinations. There's some power game duos and triplets singleplayer (Brute, Scoundrel and Spellweaver/Mindthief) ... but really, Gloomhaven is so magnificently balanced in its mechanics when you get other players tinkering with their characters and how they progress them that it's less characters on a board that your friends are simply using ... and more like your friends physically embodying those characters and how they would act on the board. It's like improv theatre with only some minor guidelines as if to the expression of their performance that you have to adapt and bounce off of far more than simply the abilities in their hands. A Brute in the hands of one of our players would play a hell of a lot differently than another player who is currently playing the Mindthief in my game, for instance. If a player doesn't really care (or remember) about his battle goal cards will play a Scoundrel far differently than a player who is a little greedy and whimsical with their assistance in every battle ... favouring less setting up the ultimate attack and rather just spends a turn manoeuvring about and syphoning up gold occasionally. So what works really well in singleplayer, can fail miserably with multiple players ... what works well with multiple players might fail miserably simply because how different players play different characters. And the very best thing about Gloomhaven? All playstyles are valid so long as everyone remembers to stop being a self-interested jerk when everybody suddenly finds they're low on cards and recursion, and there's still the big bad to deal with... When I and three other players first got into Gloomhaven, we made an agreement that none of us would look up game details, everybody would pick a random character out of the hat... None of us knew what we were going to get... We didn't exchange characters, we didn't have any idea of what the cards were going to be or how the supplementary custom side cards were going to play like into the established starter cards. It was quite literally like Harry Potter and the Goblet of Fire. All the 6 associated miniatures in their boxes went into a darkened bag, all players pulled out one of them. I sincerely can say that the game is so polished, that you'll have fun regardless. My favourite character so far is one I unlocked and to date the rest of the players haven't been able to suss them out or how I truly was playing with it after two scenarios. FYI, and with no spoilers it's the 'Music Note' character, and they are amazingly fun. So when in doubt, don't overthink it... it's not a game you can power game with multiple players ... it's a fun game of adaptation rather than pure strategy.
it might be a bit difficult as the tinkerer is better with more players in a party. Some recommend replacing the Tinkerer with the Spellweaver instead.
Overall very thorough, the details are and prospective is very helpful. There was an irrelevant preamble. Skip to 1:30 to get into the characters. Also showing the mini's was rather pointless.
My party of four randomly picked our characters not knowing what they were. We ended up with the Cragheart, Tinkerer, Spellweaver and Scoundrel. We’re about 10 missions in and we have a 100% success rate with all characters at level 3. The Spellweaver by far does the most damage with some of her cards being devastating but also has to be constantly protected as it’s weak and her cards can run out quick if not healed. The Tinkerer is very much a healer and is useful with traps. The Cragheart is tough and can take damage but is extremely slow on his initiative cards. The Scoundrel is very much the classic thief, quick with good initiative cards and good at combat and looting. Hope that helps everyone
Great insight, thanks!
Just wanna mention, the spellweaver has the great card that lets them get ALL of their lost cards back. So the can last a little longer than many think.
My OCD spikes every time I hear, "Verminling". Lol!
No joke. Makes me cringe. Lol
Same
No kidding. If you’re going to do a video, should double check the spelling of the names.... where is the “in” for “verminling” lol so annoying to hear
it was Or-chid that did it for me.
picked the game, planning to start very soon. very helpful video.
i wouldnt have guessed in a million years the tinkerer is a healer. i thought he could be something like an engineer using turrets, traps, and other devices.
here is what i thought those characters were judging from their looks.
Cragheart = earth golem, very tanky
Brute = classic warrior
Spellweaver = classic spellcaster
Minthief = crowd control, using debuffs
Scoundrel = classic thief
Tinkerer = an engineer fighting by using devices
Cragheart is my favorite of the starting 6, and I abandoned ranged with him quite early. He can totally be the melee tank of the party, and in fact can deal huge amounts of damage, heal and tank all at the same time!
From levels 1 to 6 he divided the frontline with the brute, and was the only healer of the party. Then the brute retired and he remained as the only healer AND only frontline of the party, and still was always number 1 or 2 in damage dealing, alternating the top spot with the Scoundrel. Amazing character, the heart of the party!
Great video to help you pick your starting character, thank you!
I'm glad! Have fun!
very helpful for ppl starting the game, when u don't rly know wht to pick. great stuff. thanks!
My friend and I started with Scoundrel and Mindtheif and got completely trounced. They both seem like support classes. We started over with Brute and Spellweaver and are having so much more fun.
Sir Hamalot it can take a bit to figure out ho to play the characters. I am running vermling and brute. Got smashed the first time I played. Now that I am getting better with the characters, not much stands a chance. I have even upped the difficulty to make it harder. Surprisingly the vermling often does more damage than the brute, especially once some perks are unlocked.
I hated the mind thief as my first character during the first few scenarios...until I figured out how to play it (thanks, TH-cam). My mistake was attempting to play as a ranged attack character who stayed farther away (since I was worried about the low health) when it is obvious (in hindsight) how geared toward melee it is. Add consistent invisibility to the very good damage output, crowd control (with stun) and ability to go fast or slow, and I ended up taking very little damage during scenarios, causing a ton of damage, generating EXP like crazy, and could move all over the board with ease (only outdone by the speed/range of the scoundrel). Became an incredibly fun character to play.
Very well done, I hope you do more of these for gloomhaven
Glad you liked it; will do!
What's the best 2P characters to pick for total beginners? I like the idea of Brute and Scoundrel, but have not given any technical thought to it at all.
Many people recommend Cragheart and Spellweaver, but Brute and Scoundrel is also a great combo.
Brute and Cragheart is probably the easiest as thats the most forgiving one, as they have the highest health and decent hand sizes which leaves more margin for error than with the more squishy characters.
@@flipsutter1 - Did you like the Brute/Spellweaver combination?
Human Scoundrel-a quick note:
Many of her best abilities depend on enemies NOT being adjacent to their allies or enemies being adjacent to your allies. This can prove to be extremely difficult to set up as the Scoundrel has early initiative and many rooms are cramped. If you're lucky and the enemies are not near each other in a room you enter, you might have more success, but it's difficult to manipulate this and can be frustrating.
What would be a good combo for 3P?
Brute, Tinkerer and Spellweaver. Frontline, support and ranged.
Starting my Gloomhaven journey tomorrow and stumbled upon this video! Great stuff.
Have fun! Glad you liked it!
Cragheart and Spellweaver best combo!
I’m actually using this very combo to start my journey into gloomhaven and loving it. If you could add one more who would it be?
@@gimminykricket9677 Tinkerer for buffs and he's fine at early levels. But mindthief for better burst damage.
Good video. As I have not played all characters I was not sure how to describe them to my friends.
For future videos Orchid is pronounced Or-Kid, like the flower, and Vermling is Verm-ling, not VermIN-ling.
Lol, I kept saying Orchid out loud and couldn't find the right way to pronounce it! Thanks
Knight Knowledge I always turn to a dictionary website when I can’t figure the words out. 👍
Is the Cragheart and Brute a good combination?
It's not a bad combination; the Cragheart can do a variety of roles, switching between healing, doing ranged and melee, while the Brute can concentrate on dealing damage. The only problem is, a lot of Cragheart's abilities require earth element which he has to create himself.
I find there's no really good combination of characters when you start talking three to four players at the table. Singleplayer, random scenario I like Brute/Cragheart and Scoundrel. But when you start getting into the unknown quantity of multiple other players, it becomes a learning lesson mostly of hos players play their characters and how they learn how you play your character, more than the specificities of any specific class combinations.
There's some power game duos and triplets singleplayer (Brute, Scoundrel and Spellweaver/Mindthief) ... but really, Gloomhaven is so magnificently balanced in its mechanics when you get other players tinkering with their characters and how they progress them that it's less characters on a board that your friends are simply using ... and more like your friends physically embodying those characters and how they would act on the board.
It's like improv theatre with only some minor guidelines as if to the expression of their performance that you have to adapt and bounce off of far more than simply the abilities in their hands.
A Brute in the hands of one of our players would play a hell of a lot differently than another player who is currently playing the Mindthief in my game, for instance. If a player doesn't really care (or remember) about his battle goal cards will play a Scoundrel far differently than a player who is a little greedy and whimsical with their assistance in every battle ... favouring less setting up the ultimate attack and rather just spends a turn manoeuvring about and syphoning up gold occasionally.
So what works really well in singleplayer, can fail miserably with multiple players ... what works well with multiple players might fail miserably simply because how different players play different characters.
And the very best thing about Gloomhaven? All playstyles are valid so long as everyone remembers to stop being a self-interested jerk when everybody suddenly finds they're low on cards and recursion, and there's still the big bad to deal with...
When I and three other players first got into Gloomhaven, we made an agreement that none of us would look up game details, everybody would pick a random character out of the hat... None of us knew what we were going to get... We didn't exchange characters, we didn't have any idea of what the cards were going to be or how the supplementary custom side cards were going to play like into the established starter cards.
It was quite literally like Harry Potter and the Goblet of Fire. All the 6 associated miniatures in their boxes went into a darkened bag, all players pulled out one of them.
I sincerely can say that the game is so polished, that you'll have fun regardless. My favourite character so far is one I unlocked and to date the rest of the players haven't been able to suss them out or how I truly was playing with it after two scenarios. FYI, and with no spoilers it's the 'Music Note' character, and they are amazingly fun.
So when in doubt, don't overthink it... it's not a game you can power game with multiple players ... it's a fun game of adaptation rather than pure strategy.
Thanks for the helpful video!
You're very welcome!
We just started out a 2p campaign. I chose Cragheart and my girlfriend picked Tinkerer. Do you think those 2 will do well together with 2p?
it might be a bit difficult as the tinkerer is better with more players in a party. Some recommend replacing the Tinkerer with the Spellweaver instead.
Overall very thorough, the details are and prospective is very helpful. There was an irrelevant preamble. Skip to 1:30 to get into the characters. Also showing the mini's was rather pointless.
Vermingling
Brute and tinkerer work nicely together
I have yet to try that specific combo!
The brute up front dealing damage with tinkerer healing also enemies all congregate around the brute, making for big AoE targets for the tinkerer