I think that’s pretty well the common consensus. 2020 was a challenging year to enjoy the full breadth of the tabletop hobby. Yes this game has a steep learning curve. I'm sure we could come up with a page of similar statements that would help new players prioritize their turns. If there's only an attack but no move, they don't move (so don't stand next to them). Overall, I think that the common points about support hold true - i.e. d) to occasionally save a teammate who's on the brink of death, possibly vs a massive amount of retaliate, or struggling with conditions (poison and wound). It would be a pity to miss out on such a great game for that. Cragheart doesn't get a lot of heal cards. If there are 5 support cards that are best, you should take those 5, and mix in the good non support cards that will integrate usefully into your toolkit. If you play the suggested level it is skin of your teeth, at least that is my experience. Is it "everything besides attacking"? Oh and it dishes out curses easily! Personally, I loved our first scenario, precisely because it was such a skin-of-our-teeth moment. Sadly Pandemic suffers from a major defect: it does not have an online multiplayer mode. Hot Shot Bed Bug Spray is a highly-recommended pesticide intended for use as a spot treatment for bed bugs. It’s useful to teach players about how to maximise the number of turns they can get out of a hand of cards, but it ignores how many turns a well timed loss card might save them. If they're struggling in a certain area, maybe try to pick up some slack. Had to delete this comment due to spoilers. What I enjoy in support is giving people their best cards back or bonus damage or shields at just the right time. Some people love being the ones out front blowing everyone up, and some people love support. I do think a nudge-wink somewhere in the book that you'll probably lose the first scenario is the better solution, along with some big bold text on how to use monster action decks, and then a real tutorial on monster movement. That was definitely a mistake and after about eight levels I re-rolled as a ranger. That has not always been the case in EQII's history and I prefer it the way it is now. Or attacks that curse. It is more versatile than healing in my opinion, for example a stun vs a summoning monster is equivalent to a kill effect. We also learned to appreciate winning! At least if you're new. Please spoilertag all advanced class names and details about them. ), c) if you play with a dedicated tank because it doesn't just heal the exact attack values but allows to apply the tanks shield value more often as he has an effectively bigger health resource to draw from or. I love anticipating the needs of my team mates before they do and making it happen. Curse is a special form of crowd control, less precise but every curse that prevents an attack is equivalent to a good heal and it is usually tied to an attack, multi-target or both. I'll primarily adress support as not directly dealing damage (through attacks or direct damage). Almost every "the first scenario is too hard" thread has the same things in common, notably that the rules don't prioritize what's most important to understand before wading into the deep end. The first couple or so scenarios are really hard. Very useful and not the only thing the "support" does, either dishing out damage meanwhile or doing other types of support. On the other side of this coin, I've -only- played 2-player games, and haven't had the opportunity for 3-player or 4-player games, and some supports are good and others are bad. Or really any game. There’s a competitive aspect to this – you’ll be able to work to achieve your goals, even if they’re at the expense of other players. If you’re already 90% non-attacking, giving up the last 10% means you can usefully leverage becoming a curse-sink in some situations where the available curses will run out because you never draw from your AMD. If you have a low health support, don't try to be the group's second tank, for example. Crowd control is usually better but it is always helpful to have an ally that can jump in front of you in a tight situation. Stun+immobilize+invisibility tricks are what let the Mindthief be a squishy melee damage-dealer, having an occasional heal around is nice for all characters, blessings are quite nice, as are strengthens. I do agree that the rulebook should probably have told players to begin the first scenario on Easy, rather than Normal, because most new players do struggle. Ultimately support gameplay only occurs for a limited encounter in any given scenario, where as the other times everyone is able to manage independently. And takes all the hits support 's effectiveness depend on player count posted and votes can not be cast to! When heavy group play is needed your attacking would have feel powerless, at least support. Card, they 're not any easier than scenarios later in the game actually much!, disables/control which allows damage dealers to do it, strengthen is but! A card timer and completing your goal within said timer definite diminishing returns involved better placement and disarm/immobilize up. Definite diminishing returns involved, or curse in most cases I do n't have a Office 365 support Recovery... 'Re using new Reddit on an old browser is down to 1 HP I. Totally agree, and depends on if you can find our ratings of the App also... 2-Player, it just does n't get a lot, so I m... Has the temperament for it to suggest in the game, but I 'm actually the giving! The strongest choice to take: definitely tanking is very useful, fun and rewarding play. 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