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Amuny

Watchman Elder Mok... Do you see what I see ?

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Mok's ability is really, really strong as a healer. In my opinion he's not at the level where he should be outright banned, but if someone picks him every single campaign it's frowned upon. However, I'm happy to say that with the release of Crow Hags and Shades, Mok can be very effectively countered.

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Huh, I never read Elder Mok's Hero Ability like that, I've just been assuming that it referred to his own turn. I wasn't confusing rounds with turns, really, for once, but just reading the wording differently. I guess I just considered the limitation pretty reasonable, but it's possible you're right.

And that's just downright f***ing broken.

 

 

I mean, it's definitely better than his Conversion Kit version

 

But many did houserule it once per round.

If it was once per round, there would be nothing to worry about. But as currently written, Watchman Mok is actually seriously scary, and doesn't require anything to get going.

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I mean, it's definitely better than his Conversion Kit version.

BETTER as in more balanced, not more powerful. Becauae in the old version, not only can he do it once per turn, he can do it as many times per turn as he wanted (up to 3, ofc) as long as the condition is triggered every time.

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Mok's ability is really, really strong as a healer. In my opinion he's not at the level where he should be outright banned, but if someone picks him every single campaign it's frowned upon. However, I'm happy to say that with the release of Crow Hags and Shades, Mok can be very effectively countered.

 

Elder Mok and the Haunted Drum of Spooks.

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Can it be that FFG simply overlooked that combination? Elder Mok Watchman outshines every other healer_class+hero combination, it doesnt  feel right. As OL I see ways to counter him, but why on earth he has to be so good compared to other heroes?

It would be great to hear some ffg thoughts on this one, maybe they know what they are doing, it would be just good to know, that they are aware of this

Edited by Vancheng

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Disclaimer- I am not FFG.

I did, however, participate in some testing for the hybrid classes. Watchman/Mok was not overlooked. In my opinion, the issue is not really with Watchman- it's with Mok. Watchman would have to be an incredibly limited class not to work well with Mok.

Any healing that can happen outside the healer's turn is naturally going to synergize with Mok's hero ability more than others. As an example, look at existing classes that have this mechanic often (Bard, Prophet, Apothecary)- Mok benefits almost all of those better than most other heroes.

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My group has started a CtR campaign using only Hybrids and this thread inspired me to use a Watchman Mok.

 

I can report that the issue is not as great as reported, because to use his power, Mok has to "heal" someone first, and if no one has any fatigue, then he can't heal them, so he can't heal in return. They can still get the 1 move point, but... Mok ends up spending 1 fatigue and not regaining anything.

 

And then, if the OL manages to make you fully fatigued, you can't use your watchman skill either.

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Challara, with her dragon, as a battlemage beast master, are 2 familiars allowed?????

Dragon and a wolf

Yes. There's no rule limiting the number of familiars you can have. She can do the same thing with Necromancer for instance.

Edited by ProtoPersona

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Challara, with her dragon, as a battlemage beast master, are 2 familiars allowed?????

Dragon and a wolf

 

There is no rule that limits the number of familiars you can have. You could already play Challara as a Necromancer, after all.

So yes, you can play Challara as a Battlemage Beastmaster. In fact, it's something I really want to try if I ever get to play as a hero.

It's a bit sad that so most (all?) Beastmaster and Necromancer skills apply so specifically to their respective familiar (such as "Wolf" or "Reanimate") rather than a more generic "a familiar" or similar - at least in some cases.

 

But either way, putting two melee offensive familiars on the field is potentially very powerful. Lifedrain scepter and/or Teleportation Rune would probably be good weapons to go for for the setup; the first because keeping Brightblaze alive is a priority, since the Overlord will try to focus-fire him down and you can only resurrect him once per encounter, and the second because teleporting with a familiar would be golden for disruption or defensive mobility. There's probably better Act 2 items, but I only ever consider Act 1 when theorycrafting, because at least you're guaranteed to have access to all Act 1 items at some point, while pinning hopes and dreams on a good Act 2 item is a lost cause.

 

The negative aspect of Challara as a Battlemage Beastmaster is that she'll either not benefit massively from the Battlemage skills (Planar Weapon even makes Runes Melee - note that there's no "may" in this) or she'll have to go the full-rune melee route, which just doesn't work very well with the idea of being a sorta-mage with two tank-ish familiars, in my opinion. You also won't get Predator, so you'll be missing out on that juicy +4 Health for you and your wolf, which hurts the idea of a melee Challara even more.

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