For that same reason, I didn’t really take push cards as a brute either. I recall early on we found that even when we did have the stars align and an obstacle was there and in the right place to get 2 more damage, many times it would push the enemy either out of the brute’s range before his attack, or it would impact the layout of enemies right before his 2-3 target AOE attack. With that said, the “cons” on the Heaving Swing are: -the top needs both obstacle presence and obstacle positioning to live up to its potential -it’s middling initiative means you have to hope that the map positioning doesn’t change by the time you go, and the odds of that goes down when you have a full party of 4 -the bottom can be nice to combo with certain cards but you also have to be selective in which non-move bottoms you takeīut probably the biggest con is because the party also has a brute. It’s also worth noting that our Tinkerer wasn’t around for every scenario so in those cases we had the Cragheart try to focus a bit more or healing than usual. Gloomhaven Cragheart BuildsThe Gloomhaven Quartermaster (locked class symbol name Three Spears) is a versatile physical class. For better or worse, I intentionally avoided declaring a set build in this review. At the beginning of the game, you can choose from six characters: Cragheart, Mindthief, Spellweaver, Scoundrel, Brute and Tinkerer. (Rumbling Advance's second ability of the top action has no dependence on the move at all, just 'adjacent allies and enemies suffer 1 damage'.) I'm just going by the OP's description that suggested. I think the biggest reason for this is that a card’s value has a lot to do with the synergy of your party. For you physics types out there, this ability is dependent on distance, not displacement You are probably thinking about a different card.
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