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Brute for Tanking very strong early game.
Scoundrel/Spellweaver for DPS both are good for burst damage.
Tinkerer for support/healing
Cragheart is very versatile, just a bit slow.
Then probably spellweaver because of nice synergy with the magic generation, lots of ice for the AoE stun you get at level 3.
Thanks; I was leaning toward something like this, too.
Don't you need a Brute for a bit of a tankish presence? Or is Cragheart sufficient? (He doesn't have a lot of useful melee attacks though.)
Tanking is good early but once you get use to the character you will shift more to damage mitigation. Cragheart has good HP and minor healing but also can create obstacles to create distance and use range attacks.
comes down to how you build your card deck, Brute is a lot simpler so he is good early game.
Spellweaver is ok at higher levels and with items, but out of the gate it has massive problems with brittleness and lack of non loss options making it typically burn out faster than any other class. A single hit just before you need to use reviving ether can put you out of the game when any other class would shrug it off at a loss of 3-4 rounds.
Aside from those two the other four are all at varying points of a "fine" intermediate zone, though I find some easier than others. Scoundrel really wants other short burn classes and melee to activate a number of their effects, but can be really strong when it gets them. Brute is a weakish class that lacks ranged options but is pretty straightforward. Tinkerer is a good support who is at their relative best at level 1 due to probably the worst scaling of any class. Mindthief is an above average class that has a good mix of damage, stealth and stuns, though it's a bit fragile at level 1 and doesn't have a lot of its best tricks yet - and a word of warning that you need to manually remove the mind's weakness before rests a lot of the time or shorten her lifespan by 4+ rounds - so it requires paying attention.
are you using the basic 2 Move / 2 Attack to avoid using burns?
But since you sound like you're relatively new (forgive me if I'm wrong on that), I'm not sure I'd recommend the Spellweaver if you're running a team of three on your own, just because she can be a lot more complicated to keep track of. The Mindthief is definitely worth a look since she starts out with Mind's Weakness to enhance her melee attacks and some great ranged ones, too - she can really help out from the get-go, and gains XP relatively quickly. The Brute and Scoundrel are also simple to play, and the Cragheart is versatile. I pretty much always have a Tinkerer if I have 3 or 4 characters, for the heals and support.
So... my advice would probably be Mindthief/Tinkerer/a front-liner. But my advice isn't necessarily better than anyone else's.
Yes, Brute is indeed simpler. Hence, I preferred him early on, but now I prefer Cragheart as the "muscle" in 2-man parties, because of his versatility. But I will see how they both play in 3-man parties.
I've only played to level 2, and in 2-man parties so far. But in this limited context, my early assessment mirrors yours.
Ah, darn. I didn't realize that. He played okay at levels 1 and 2; but I guess I should prepare for the worse to come.
Thanks for the word of caution; I didn't realize that! Is the same also the case for other (semi-) persistent buffs?
Front-liner could be either Brute or Cragheart among the beginner classes?
In the sense that they can take a few hits without losing half their decks yeah.
I'd recommend the Brute, Scoundrel and Tinkerer. Brute can take a punch when needed, Scoundrel is a very straight forward damage dealer, Tinkerer is a both a good support and ranged damage dealer at lower levels.
All 3 of them are quite forgiving and have no particularly unique mechanics to keep track of. This lets a newer player focus on learning the mechanics of the game, rather the the mechanics of the characters.
That being said, every character combo in the game can be made to work, so if you have your heart set on a particular character, just throw him in and go for it.
Yeah, of course. When you do that with the Spellweaver at level 1 you've got the weakest possible unit - minimum possible 6 health, worst damage, worst move and smallest hand size, which means hits (and crits) are most likely over time to force two burns instead of one compared to literally every other class because you spend more time with an empty or low card count hand. Immediately before reviving ether that's dialed up to 11 where you're one multi target and crit draw away from exhaustion not that infrequently.
The Spellweaver does get a slightly lower cost to playing burns and two fairly good (when supplemented with items) burn cards to play with at level 1, but out of the box it's brittle and prone to underperforming compared to basically every class. At later levels (3 & 9 in particular) she gets a couple of real star cards that make her perform better (along with access to some items that circumvent the other shortcomings).
Or that's been my experience at least in terms of mercenaries starting out. Other people may have found differently.
Well, don't let it put you off if you like him. Personally I'm a huge fan and find him useful all the way up to level 9. A lot of people don't like him that much, finding him especially weak in small groups.
One of the things that puts people off is the slow xp gain and need to coordinate adjacency with other players for some of his support abilities. These abilities also tend not to be flashy, but the power of restoring someone's best cards and small items to hand for playing turn after turn is actually huge and if you're (like me) playing solo and thus able to coordinate and get the benefit of a lower average group level without feeling the pain of having *your* only character being outshone I found he performs really quite well overall.
It's true of the cards which go to *discard* after you dismiss them, which are a subset of the persistent buffs. Music Note is another example (and technically the Spellweaver's summon immediately before using reviving ether, although that's getting it from burned instead of discarded). But in general if the card is burnt on use (like Cragheart's backup ammunition, say) then there's no benefit to dismissal.
If you're interested in some light reading I recommend this:
http://www.boardgamemath.com/boardgames/gloomhaven/gloomhavenStaminaGuide.html
It's not directly relevant, but should help visualise the difference between the Mindthief's standard curve (25 active rounds and 9 rests to exhaustion) and the curve where you never put The Mind's Weakness into discard, which is the same as a loss played before the first rest (21 active rounds and 8 rests to exhaustion).
In case someone is curious; the party had successfully completed scenario #1 (Black Barrow), #2 (Barrow Lair), #69 (Well of the Unfortunate), #4 (Crypt of the Damned, #3 (Inox Encampment), and #9 (Diamond Mine) before falling in flames to #5 (Ruinous Crypt). However that is not to say that these were easy victories as some of them literally came down to the last turn of the last standing mercenary.
For beginners the Brute is an easy to play character. So I'd take them, but switch out some cards for all the X cards and get some Boots for more movement. Look if you can find a connection in those two things. ;)
The Mindthief has very good stamina. Non-burn invisibility and two non-burn stuns are game changing on level 1. Don't play burn cards at all until you are in the final room!
The third would be either Scoundrel or Spellweaver. Scoundrel has high single target damage and is easier, Spellweaver high AoE but very complex for beginners. Both can dish out 15 damage in a round with some setup - not repeatedly, but for one round that's a very good number for level 1. in between those rounds don't burn cards. If you need to, play standard attack/move. With those characters it is vital to know when to attack and when to hold back or even retreat. Although the Scoundrel is labeled "easy" its not trivial to play them well. Summons are considered to be underwhelming in this game. But the Spellweaver has the best summon for level 1, just because it is ranged with Attack 3. Don't use it as a meat shield, you want it to be around as long as possible for +3 damage every round.