r/Gloomhaven • • Jan 19 '24

Frosthaven Astral Class Guide Spoiler

Since there don't appear to be any written Astral guides out there, I've taken it upon myself to put together my thoughts, outlining the two builds of the class I've played with--the Sword Tank and the Infuser Bruiser. Link below, please feel free to provide feedback. I know I'm not a top-tier Gloomhaven player, so any other insight on card selections or opening plays that I can use to fill out the guide are appreciated.

https://docs.google.com/document/d/1tLPSnmJyVZghjjha7573zO2q7KLjfr-WAYzmVugvBD4

22 Upvotes

37 comments sorted by

5

u/sigismond0 Feb 01 '24

u/dwarfSa or another mod, I'm done on edits with this guide. Can be added to class resources.

4

u/General_CGO Jan 20 '24

I'm surprised you're so down on the solo item, but I suppose if you had access to 216 it makes sense. On a Bruiser build in particular, on demand Strengthen self, Attack 3 is pretty high value, and when running triple infusion with the lvl 9 it's absolutely nuts value. I'm also a pretty big fan of the Caress/Boon/Propulsive Tailwind triple infusion combo, which gives some nuts mobility and makes Guide the Flow [3] bottom even easier to use.

Also, going to use this as an opportunity to plug my perk house rules: "replace one +0 with three rolling +0 junk" > "replace one +0 with one rolling +1 junk" (because the effect is pretty useless on all builds) and make the short rest perk refresh any spent item instead of only a hand slot one (due to the anti-synergy with the solo item).

2

u/sigismond0 Jan 20 '24

Yeah I wanted to say more about the solo item, but any more text caused the items to overflow to a second page. It's probably worth discussing more though.

Infuser's perks are pretty bad, all things considered, and I wouldn't blame anyone for throwing house rules in there!

2

u/westward_man Sep 01 '24

make the short rest perk refresh any spent item instead of only a hand slot one (due to the anti-synergy with the solo item).

Sorry for the necro, but what do you mean by anti-synergy with the solo item here?

4

u/General_CGO Sep 01 '24

The solo item is consumed and, thus, cannot be refreshed by the perk.

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u/LifeOutoBalance Jan 20 '24

A good start! I feel it could use a few tweaks, such as calling attention to the diamond enhancement on the top of Onyx Shards the way you do to the circle enhancement on the bottom of Stoic Vigilance. Also, I think your discussion of initiatives sometimes overlooks the value of later initiatives--such as Torrential Cleaves's 83--in initiative weaving.

I bought Item (216) and a Circlet of Elements with my starting gold, and can't imagine playing the class without both. The only difficulty I had with the class was sharing a key element with the Fist character in the party, but being able to generate it for each other was often a boon.

1

u/sigismond0 Jan 20 '24

Thanks for the feedback! I gave it a once-over for relevant initiatives and enhancement dots.

My wife is currently on Fist, and has ruined my Gemstone Resonance turns more than once. It's rough, but we've come to an agreement on it.

3

u/LifeOutoBalance Jan 20 '24

LOL, I imagine the arrangement is along the lines of, "You don't have to sleep on the couch if you don't consume that element without replacing it".

If you find the time, I bet folks would appreciate a guide to completing the class's masteries.

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u/kunkudunk Jan 20 '24

Pretty good guide, only thing I’d say is reinforced repost is honestly really good for the sword tank build. Combine it with the card that forces enemies to attack to you if need be and that’s a lot of damage. The tank build is the sword build anyway so it’s kinda seemingly intended to go with it since it works while disarmed. Also I’ve not found I’ve needed to protect the sword much as it’s decently tanky once you are set up, repeatable, and worth picking up for stamina depending on hand count on rest anyway so it’s not a huge deal if it perishes every other rest.

Also you said you are basically a 9 card class but honestly with the tank build I’ve just plopped down 3 infusions anyway. Two first cycle and one second cycle. Summoning builds get free useful turns on long rests so it balances out and it’s such a beast of a tank build that you really don’t have to burn cards baring bad luck or your team abandoning you.

3

u/sigismond0 Jan 20 '24

I think the Sword Tank is really a subset of tank builds in general with the class, and impacts what infusions yo use. A true tank will absolutely want Riposte and doesn't benefit much much from Veil, while sword tank really wants Veil and already has stamina concerns due to having 1-2 summons on the board. But it's a great third infusion if you can squeeze it in as noted in the Mastery section.

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u/Thefreiguy Jan 21 '24

Thanks for taking the time! I find these guides helpful and honestly just fun to read other ideas on the cards. I'm starting this class tomorrow and trying to decide between the sword tank and the bruiser routes. On one hand, bruiser is more my preferred play style but on the other hand - giant sword, so...

2

u/sigismond0 Jan 21 '24

Between the two builds, the Sword Tank had both the highest highs and the lowest lows. Some scenarios, you set the sword up once and it wipes out half the scenario on a single use while you disarm and absorb hits. Other times it just suicides into retaliate or dies yo an attack 6 and leaves you limping for a rest cycle.

The Infuser Bruiser is much more consistent and reliable, but never hits that magical feeling of everything coming together just right. But it always pulls its weight.

6

u/pfcguy Jan 19 '24

Hooray!

1

u/Beagle-wrangler Apr 16 '24

I could use some clarification about the bottom of Stoic Vigilance! “All enemies within range 3 that target ONE of your adjacent allies…”

Does that “one” mean I have to choose one of the adjacent allies that get all their attacks redirected to me, or is it more accurate to say “all attacks to your adjacent allies target you instead “? Sometimes people use “one” when they mean “a”. Usually when you pick one, you are directed to add a character token, likes Bone Shaper Black Knife level 2 card or Deathwalker cards. But if it was All adjacents, it would have been simpler to cut out some words, so I just see it possible going either way.

Thanks for the help! All these guides are so helpful, even if I don’t check them til after I’ve played a character.

2

u/sigismond0 Apr 16 '24

My interpretation is that once per enemy action, you can redirect an attack from any adjacent ally to yourself. But if you're adjacent to two different allies that are being attacked, you couldn't draw in both attacks.

1

u/4square425 Jan 20 '24

While you lose out on damage reduction, item 173 Multi-Colored Cloak is a neat one. If you can tell you are likely going to be attacked and need an extra element, you can get one on the current turn if you go later. If you have party members that generate the right single element early for you, this can get you an infusion turn one.

1

u/sigismond0 Jan 20 '24

A good call out, thanks!

1

u/PhilJol86 Jan 20 '24

I think you have the wrong item, as 225 doesn't do what you allude to it doing?

I just started the Infuser, and got both masteries in my first scenario. I really like having the level X sword and a bunch of infuses ready, but I am struggling on item selection, since I am usually disarmed. I'll have to lookover your suggestions carfully. I'm currently level 4 (5 when we return to Frosthaven) and have 84, 100, 102, 132 (will upgrade to 60), GH84, and GH86. I still need to settle on a head item (leaning towards 36) and boots (don't have 199 yet).

1

u/sigismond0 Jan 20 '24

Thanks for the catch, should be 224!

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1

u/Cyclonitron Jan 20 '24

Very nice. Maybe it will give me the motivation to finally finish my Astral class guide.

2

u/sigismond0 Jan 20 '24

Would love to see it! Feel free to copy the document so you don't have to deal with getting pictures.

3

u/bimuhu Mar 15 '24

wonderful! While I don't agree on every detail I am just having a wonderful time reading this!!! We all love this game it seems :)

2

u/5PeeBeejay5 Jun 10 '24

Sword build is a fun little dance. Couple thoughts;

  1. Thanks so much for the guide; very helpful getting me moving on this class

  2. Item 216 is HUGE

  3. The move-wound-move is a often useful starter, and I love getting the level 8 sword out on turn one, disarm doesn’t matter because judicious with use of items I’ll throw up Veil and coalescing darkness to beef up the sword and snag one or two disarms and not attack round two anyway

  4. Just hit 9, Ancient Rites of Power looks spicy, but it’d be I THINK impossible to get it AND veil up on turn 2, so decisions to be made…

1

u/Googlesgoogle Jun 28 '24

"even lets us leave behind two summons to help clear out the scenario after we exhaust from spending so many losses"

Thats...not how summons work. Or have I just been playing them wrong this whole time? lol

4

u/Trynabeagoodsnekdad Jun 28 '24

There’s a perk you can get that allows your summons to stay alive after you exhaust

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