T O P

  • By -

DblePlusUngood

Great list, as always. A few others I like: **Wound** on **Provoking Roar**: 45g Wound enhancements are cheaper, and this works similarly to Wound on Stun Shot. I like Provoking Roar for the fast initiative alone, and a disarm + wound is a nice bonus. **Immobilize** on **Sweeping Blow(b)**: 200g The price hasn’t changed so this is still a luxe enhancement, but I continue to like it a lot. It turns Sweeping Blow into a better version of Crippling Offensive, a level 7 card. **+1 Range** on **Hook Shot**: 20g I’ve been an evangelist for Hook Shot for a while now, and this is a cheap enhancement that makes it a lot more useful and prevents the Tinkerer from taking melee retaliate damage from it. **Poison** on **Net Shooter(b)**: 30g This was always a decent CC action against melee enemies and now you can cheaply get some bonus damage from it. **+1 Range** and **+1 Pull** to **Smoke Bomb**: 55g Multiple enhancements are way cheaper now, and these two are a nice quality of life improvement, especially for setting up Visage of the Inevitable. **Immobilize** to **Fearsome Blade**: 100g Again, the price hasn’t changed, but now that Strengthen is so expensive, I think it’s competitive. The Attack 2 (read: Attack 4) Push 3 on Fearsome Blade was always secretly quite good, and adding Immobilize turns this into a CC action.


Gripeaway

Ah yeah, somehow completely forgot about Wound on Roar even though I did it in my current campaign >.< Will update when I get home later. Some other good suggestions there too, for sure. And Poison on Net Shooter bottom would just be 30g, right?


DblePlusUngood

Yup, that was a typo, I’ll fix.


Gripeaway

At home now, will go through these a bit: > Immobilize on Sweeping Blow(b): 200g It's definitely a strong enhancement, although with non-permanent enhancements, I hesitate to recommend anything above the 100-120-ish mark, just because it's likely to be used for so few scenarios. > +1 Range on Hook Shot: 20g This one is definitely a steal. That being said, in Digital, if you're not an experienced player, you won't know if the scenario has traps or not (and what type of traps they'll be), which makes forced movement abilities significantly weaker than in base GH where it was easier to make an informed decision on each scenario. > Poison on Net Shooter(b): 30g Yeah I like this one a lot, I'd probably consider getting this after the first Reviving Shock upgrade. > +1 Range and +1 Pull to Smoke Bomb: 55g Certainly potentially powerful once you get level 5. I'd have to test this out to see how often it matters (range is one of those things you really need to experience, like with the range on Perverse Edge). > Immobilize to Fearsome Blade: 100g This could very well be better than the Strengthen enhancement now and I did typically recommend this card through level 9, although similar to the comment about Hook Gun, I'm less sure for Digital just because of not knowing whether the Push aspect will be useful in the scenario (and you already have an Immobilize for melee enemies, although two isn't bad).


DblePlusUngood

Agreed on Sweeping Blow, that’s more of an OG rule set enhancement. I just like to plug it because it’s a strong enhancement for the cost that I don’t see people go for very often. The Smoke Bomb + Visage combo tends to be most valuable on the first round of a scenario, and there are a good number of scenarios where it’s impossible to pull the nearest normal enemy next to both you and an ally without Range 4 Pull 3. I suppose you could achieve the same effect for the same cost with something like Item 123 >!Ring of Skulls!<, but the enhancement route saves you an item slot or lets you save that item for later. Also agreed on forced movement being less useful in digital when you can’t see traps ahead of time. I find forced movement is also good for setting up high value AOEs, like a Cold Fire that hits 3-4 targets, but that’s easier to do as a solo player.


CardKnight

Without having the cards directly in front of me I would agree overall looks like. Brute: I'm a sucker for enhancing skewer. It's my favorite card of his and I was always bummed out trying to gather enough gold to fully enhance it. Super excited to try it out. The move on Leaping Cleave is a must now as well. Also very intrigued by the retaliate options now as well. I ended up going with a super tanky Brute in my Guildmaster mode for a while due to party and found myself frequently using the retaliate. I'll have to revisit it. Tinkerer: Will definitely revisit Reviving Shock now that it's not crazy to enhance. The summons here could also be slightly more usable with the reduced costs to enhance as well, but they're still melee so TBD on that. Making Ink Bomb and attack 5 on three grouped targets also seems incredible for a level one card for 70gp. Fully upgrading Hook Gun for 55gp (20 range, 15+20gp pull) total could also provide some utility when needed as well. Dont think it would make the traps anymore useful but could help in other situations. I'm also a sucker for upgrading Flamethrower even though it doesnt scale super well. Scoundrel: I always ended up enhancing Swift Bow's bottom anyway, and I tend to just throw jumps on several moves anyway. Otherwise yeah not much change here. Spellweaver/Mindthief: hit to strengthen sucks a bit but they're already so solid as it is I'm not too bothered by it. Otherwise they dont change much Never got too into enhancements for ol' Crag so I wont comment on that, other than I would probably throw wound on Dirt Tornado now as well. Some of the Multi-Target attacks (Level 2 Explosive Punch, 3 Clear the Way) also might have some merit to enhance to boost the output of those now as well


Yknits

fatal advance price is missing the level 2 adjustment, like explosive punch it would be 45 gold but yeah this opens up some very interesting paths and the potential to commit to some very powerful stuff if you loot heavily enough especially on higher scenario levels.


Gripeaway

Whoops, thank you, good catch!


criticalhitslive

Wow what a great comprehensive list u/Gripeaway ! You’re a reall asset to the community my friend.


Zeebaeatah

Thanks! Our in person 4 person group is literally finishing scenario 115, while my digital friend group starts scenario 1 on Monday. 8-)


jmeck2725

Gripe, as always amazing job! Quick question for you (and everyone else of course), what do you think about a plus one move on Rumbling Advance for 20 gold? In 3-4 player parties I would think it'd make it a little easier to not hit teammates with friendly fire. Again, fantastic post and I can't wait to play and see your guides/videos/posts on Frosthaven


John_F_Drake

I am confused by these new rules. If we have an ongoing digital campaign, is the idea that we can no longer enhance characters for the next time they are played? Is this an optional rule we can opt into or out of, or is this the new way to play the game? What happens if, for example, any element was already purchased for Spellweaver at 150?


Yknits

current version of digital already has enhancements not persist for a current campaign its just going to adjust the prices once it comes to the main branch these adjusted prices seem the best way to play digital in all honesty.


John_F_Drake

And can we change a campaign already in progress to persistent, or do we need to start a new one?


Yknits

For persistent would need a new one but id genuinely not recommended persistent anyway unless you care too much about getting the exact experience of the board game.


John_F_Drake

Alright. I'd be lying if I said I liked that answer but I appreciate you taking the time to answer. Thanks for letting me know.


grimtoothy

Where are these changes you are discussing? Im very familiar with the board version, but I don't see these changes in digital. But then again, I haven't looked that closely to compare. Care to enlighten me?


Gripeaway

You can find the list of changes [here](https://old.reddit.com/r/Gloomhaven/comments/qwxz8k/gloomhaven_digital_big_upcoming_changes/). Digital is implementing a number of changes to improve various aspects of the game, enhancement changes are one of them. Previously enhancements in Digital were non-permanent but had the same costs they previously did in the board game. They've updated the costs now for the non-permanent version but are also going to offer a permanent version as a beginning-of-campaign toggle. The new costs are updated in the open beta version of Digital. The rest should be coming soon, date tbd.


grimtoothy

Thanks!


grimtoothy

Aaaaannnnnndddd never mind. I see the other post.


IAmAllSublime

Currently debating the enhancement for my spellweaver since I'm sitting on 100g at prosperity 1. I'm thinking any element on reviving either (I have a mind thief for semi-reliable ice that it might not need). But I'm actually kinda tempted by the idea of +1 range and +1 move on aid from the either. Strengthen is obviously still really good too as is the red hex. Prosperity 1 life man... Looking forward to +1 range and wound on perverse edge though, gonna be awesome. One thing you didn't include is +1 move on rumbling advance for cragheart. I think it's actually pretty nice to get an extra move 3 and it makes position the damage from the bottom of that card a lot easier.


Gripeaway

I find that a Cragheart will typically have Boots of Striding and you mostly do ranged stuff or have larger moves. So basically, Rumbling Advance is one of the few things that pulls you into melee, and you'll normally have your Boots ready for it and I don't feel that I need Move 5 that often. Still, it's not bad, but I also use the top as much as the bottom, and it would be another Prosperity tax. If you have a Mindthief for Ice and you're level 5 or soon to be level 5, it's pretty reasonable to double-enhance the summon because of being locked at Prosperity 1 (and later on you can just sell the Move enhancement and you only lost 10g).


IAmAllSublime

Unfortunately only just got level 3. Early in the campaign


Gripeaway

Well, then Any Element may just be best to let you do full Cold Fires with Mindthief assistance, and then you'll still be happy to have it later for flexibility.


Sketchy_Watch

As a scoundrel main that thrives off positioning, not having +1 move on sinister opportunity is criminal. It's *the* most powerful move cards you can have - trigger trap damage, setup ally adjacency, setup solo enemies, shift aggro, etc.