I'm actually pretty bored with the campaign at this point, their disciple has Dawnblade and a nice shield, plus leather armor & plate mail (he switches when he needs more movement), he can cleanse effects with his heal, heals 2 heroes at a time, and can move 2 squares while gaining two fatigue to fuel his healing. The Runemaster has the relic rune, two or three ways to regain fatigue, can spend fatigue to bump range & damage like crazy, rerolls a die every attack, and typically gains back 2-3 fatigue when she attacks. The berzerker has a stupid crazy act 2 axe, a free surge with every swing, adds 5 damage with 2 surges, and 5 movement + 4 fatigue. He drops soul-crushing bombs on my Lieutenants. Then the rogue can double move with tumble to typically search every treasure on the board with his first action, re-drawing each search if he doesn't like it, and still drop a missile of death with his A2 bow.
Fatigue is still too strong in this edition; it should only be usable to extend a move action--not usable without declaring a move action. Fatiguing 5 squares, dropping double ranged bombs, and ending up with 5 fatigue again is just retarded.
How are your heroes able to regain 5 fatigue in a turn? Im not that experienced in all the strategies involved in the game yet but I can not fathom how to regain 5 fatigue for my heroes each turn.
I can see using the Knight with Stalwart(3xp) heroes adjacent at start (or end) of turn gain 2 fatigue. 1 fatigue from surge. Spiritwalker has 3xp skill that also adds on another 1 surge for 1 fatigue. But thats still only 4 fatigue and you need be at least up to the last Act 1 quest.
The only hero class I can see to regain a heap of fatigue a turn is the Disciple. Using skill Time of Need, but it sacrifices an action for 2 fatigue and 2 MP. If the Knight has Stalwart then it can be a quick easy 4 fatigue gain.
Am I missing something here???