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Razhem

Shenlong and Monks

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So I'm no specialist, but I did certainly feel that this was one of the "problem crews" during the end of the closed beta. I'm sort of surprised no new thread has popped up about him. Shenlong and the Aspiring Stundents seem like they are starting to look alright, rest of the monks, not so much. Shenlong himself suffers heavilly from "not giving a damn about his crew" syndrome where I could perfectly see myself fielding him, his stundents, a Low River Monk and maybe a Wandering River Monk (models that donate chi to Shenlong) and the rest just versatile models or out of theme models, which then brings the follow up question of why really bother anyway and not just use a closer knit theme like McCabe?

So for those who were a bit "oh hum" on our favorite kung fu master, are those impressions still there or am I out of touch?

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Just finished a game with Shenlong and I totally agree. There wasn't a lot of synergy between Shenlong and the monks. I didn't take any students, so I can't speak to that; I had a HRM and two WRM. Everyone sorr of went their own way and did their own thing.

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37 minutes ago, Talthar said:

Just finished a game with Shenlong and I totally agree. There wasn't a lot of synergy between Shenlong and the monks. I didn't take any students, so I can't speak to that; I had a HRM and two WRM. Everyone sorr of went their own way and did their own thing.

Why would you not take the studemts? They are your totem and therefore get them both for free.

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17 hours ago, Razhem said:

Why would you not take the studemts? They are your totem and therefore get them both for free.

Because I apparently left my brain somewhere when I made the crew...I forgot totems were free. D'oh!

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I also played him and had a similar impression. It doesn't feel like a team. You can move Chi around, and make some monk models fast with Sensei Yu, but that is about it.

I miss the pushing friendly models around with the tomes trigger to make them fast in the wandering river style a lot.

Also Sensei Yu has gotten a lot less interesting as he doesn't profit from fighting styles anymore.

It's nice that the aspiring students gain fighting styles, but they are way to fragile to move them into close combat. Though "Face in the Crowd" helps a bit, Df 4 and 3 wounds is not enough. Having them gain me a SS when killed by the opponent was nice in m2e and kept the opponent from just annihilating them. This incentive is now gone.

However, the high river monks have become quite nice dudes. But also expensive.

I still think I haven't played the new Shenlong optimally and need to try again, but my impression is, that Shenlong is just another beater without much benefits of being a Leader, the students aren't of much use, so why worry about Shenlong dying? Ok, you can have other monks interact or take bonus actions, but the interacts don't ignore engagement, so it's not that powerful either. Currently I wouldn't know a setting where I'd prefer Shenlong over Asami, Mei Feng, or Misaki.

Generally one has to admit that Chi is quite powerful and in my next attempt I will try to play the crew way more aggressively, using the power of Chi to deliver a lot of hits. But do I need Shenlong as a leader for this? Not sure, moving a lot of chi with the students to a few models and push them upfront might be a nice move in a killy encounter. Will need to try it ūüôā

Btw. "Chanted Sutra" has a typo in V1.23

"Target two other friendly Monks. Move a Chi Token from one targetl to the other."

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A Master not NEEDING their crew to work is not something I have a problem with, personally.  In terms of the monks themselves, the non-functional/less-functional outliers I see are:

Sensei Yu: What is this model supposed to do?  A sturdy high-cost-aura-support-piece?  Wind Blast needs to ignore friendly fire, or the projectile needs to be removed - think about when this ability would be useful, and tell me that this ability fills that role effectively, maybe I'm not seeing the use case for this properly.  Can we get Nimble back?  His bonus actions are situational... he seems designed as though someone wanted to make an enforcer version of the M2E Sensei.

 

Lotus Eaters: Anti-Scheme marker models who have 6health and 5 stats.  Models that by their design want to activate around scheme markers, have soul-ward on a trigger that isn't built in to counter-attack the aggression they are guaranteed to take from their positioning, they threaten and take aggressive stances requiring they be near-engaged or engaged with enemy models, with resist stats at 5 and 6 health? - I've put them on the table 5 times, they have folded without contribution every single time.  Designing a model like this means - if they are looked at, they are spending Chi to defend themselves or they got lucky off the top of the deck and didn't need to.  The model in a crew that needs to activate near a scheme marker in order to remove it - that model has to be sturdy, or your crew needs to be winning SO HANDILY that the ability doesn't matter, and is just a 'win more' efficiency ability, is it not?

 

Fermented River Monks: Just a slightly cheaper beater minion?  They look great for Brewmaster.  What do they do for Shenlong or his crew?  They hand out poison, that does something different right?  Well, yes, it is different - how are we capitalizing on that?  I get a pip of damage?  Synergy?

 

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My english is pretty bad, I'm sorry.

Last night i made a two M3 test games:

Shenlong +0
Aspiring Student +0
Aspiring Student +0
Sensei Yu + 9
High River Monk +8 + Masked Agent +2
High River Monk +8
Low River Monk +4
Fermented River Monk +6
Fermented River Monk +6
Fermented River Monk +6
1 SS, 10 models

Kaeris + 0
Eternal Flame +0
Borgmann +9
Firestarter +7
Arcane Emmissary + 10
Fire Golem +10
The Captain +10
4 Ss, 7 Models


Rush, Negation Aura... i want this Emmissary too :D


Most of the time I felt incredibly slow, immobile and clearly disadvantaged by the damage. Each great effect costs Chi tokens and the values are always a worse than the opponent, because I have Chi. But where can I get the tokens? Nowhere...

Shen Long
Spiritual Aligment
If he were able to move Chi Token, that would be more interesting.
So I almost never saw any sense in it.

Drunken Kung Fu & The Dragons Light
Positive Flipps for Each Shoot in Concealment? The only thing that makes up for that is the very small Severe damage.
Otherwise, I think that's almost too good in the combination .

Wandering Rover Style
Four Winds Punch
it costs a Chi Token, then it could take their own models as a target. Would be a lot better and would bring the monks to the front

Flaming Dragon Kick
It costs a Chi Token, has only 1 "range and that with the small movement of 5". Maybe it's up to the old Shenlong, but felt the whole Monk group is lazy and slow.
2 "range would be nice and maybe a positive attacking flip. Otherweise Drunken Kung Fu & The Dragons Light is almost always better, because I can attack positive without Chi Token and also get some positive damage flips.

Low River Style
Pebbles in the water
Nice synergy effect, but my monks had rarely enough Chi to use it. Feels that all have minus one on DF & WP and I get too little chi to use the effects for reasonable.
 

Sensei Yu
.... he is not bad and a simple lesson helps. But he really could not convince.
He was always a bit too far away and too slow (like the rest).

High River Monk
I love risky maneuvers, but for 8 points the models hurt me too little. Sure, they arrive, then maybe three attacks, but 2/3/4 without built in things is not great. Especially since the aggressive Chi need a Rams-Card and a Chi marker or two Dhi markers with pebbles in the water. More damage or trigger inbuild. 

Chi Blast... realy? Stat 5 and a Chi Token? Everything costs chi tokens, but you just do not get any of them.

Masked Agent
The Plan with pebbles in the water and Masked Agents sounds great, but you need Chi tokens ... But if you build up tokens with Concentrate, you will not get ahead.

Low River Monk
I like him. However, through the lives of DF 4 and 4, he dies very fast when an opponent comes to him. But otherwise his healing is good.

Fermented river monk
The plan for a river monk to move forward and give himself poison and chi, and then the other give him more poison. Then Yu gives him fast and then with "Armor" 2 and min DMG 4 he escalates - not. 
Poison goes down a little bit each round and with 5 "Movement and 0" range he has to find something to hit.

 

 

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27 minutes ago, Hanna said:

 

Fermented river monk
The plan for a river monk to move forward and give himself poison and chi, and then the other give him more poison. Then Yu gives him fast and then with "Armor" 2 and min DMG 4 he escalates - not. 
Poison goes down a little bit each round and with 5 "Movement and 0" range he has to find something to hit.

They have a second attack that is range 2:ToS-Melee: and has the potential to give them more poison to help fill role as a kind of tank. 

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2 hours ago, Hanna said:

My english is pretty bad, I'm sorry.

Last night i made a two M3 test games:

Shenlong +0
Aspiring Student +0
Aspiring Student +0
Sensei Yu + 9
High River Monk +8 + Masked Agent +2
High River Monk +8
Low River Monk +4
Fermented River Monk +6
Fermented River Monk +6
Fermented River Monk +6
1 SS, 10 models

Kaeris + 0
Eternal Flame +0
Borgmann +9
Firestarter +7
Arcane Emmissary + 10
Fire Golem +10
The Captain +10
4 Ss, 7 Models


Rush, Negation Aura... i want this Emmissary too :D


Most of the time I felt incredibly slow, immobile and clearly disadvantaged by the damage. Each great effect costs Chi tokens and the values are always a worse than the opponent, because I have Chi. But where can I get the tokens? Nowhere...

Shen Long
Spiritual Aligment
If he were able to move Chi Token, that would be more interesting.
So I almost never saw any sense in it.

Drunken Kung Fu & The Dragons Light
Positive Flipps for Each Shoot in Concealment? The only thing that makes up for that is the very small Severe damage.
Otherwise, I think that's almost too good in the combination .

Wandering Rover Style
Four Winds Punch
it costs a Chi Token, then it could take their own models as a target. Would be a lot better and would bring the monks to the front

Flaming Dragon Kick
It costs a Chi Token, has only 1 "range and that with the small movement of 5". Maybe it's up to the old Shenlong, but felt the whole Monk group is lazy and slow.
2 "range would be nice and maybe a positive attacking flip. Otherweise Drunken Kung Fu & The Dragons Light is almost always better, because I can attack positive without Chi Token and also get some positive damage flips.

Low River Style
Pebbles in the water
Nice synergy effect, but my monks had rarely enough Chi to use it. Feels that all have minus one on DF & WP and I get too little chi to use the effects for reasonable.
 

Sensei Yu
.... he is not bad and a simple lesson helps. But he really could not convince.
He was always a bit too far away and too slow (like the rest).

High River Monk
I love risky maneuvers, but for 8 points the models hurt me too little. Sure, they arrive, then maybe three attacks, but 2/3/4 without built in things is not great. Especially since the aggressive Chi need a Rams-Card and a Chi marker or two Dhi markers with pebbles in the water. More damage or trigger inbuild. 

Chi Blast... realy? Stat 5 and a Chi Token? Everything costs chi tokens, but you just do not get any of them.

Masked Agent
The Plan with pebbles in the water and Masked Agents sounds great, but you need Chi tokens ... But if you build up tokens with Concentrate, you will not get ahead.

Low River Monk
I like him. However, through the lives of DF 4 and 4, he dies very fast when an opponent comes to him. But otherwise his healing is good.

Fermented river monk
The plan for a river monk to move forward and give himself poison and chi, and then the other give him more poison. Then Yu gives him fast and then with "Armor" 2 and min DMG 4 he escalates - not. 
Poison goes down a little bit each round and with 5 "Movement and 0" range he has to find something to hit.

 

 

Every monk gains a Chi Token at the start of the Activation. I played this morning and I had plenty of them . ShenLong can generate even more of them thanks to the basic attack.

Using him only with the ranged attacks is a huge waste. He is a monster in close combat , especially when the Fermented Style is on. He can really take down anything. Pretty the same for the High River Monks. Don't shoot with them , is a waste. The Chi Blast can be truly useful but the melee should be your priority always.

Shen followed by a couple of High River Monks can really open an huge hole in the enemy crew.

I don't agree even with the "lazy and slow" definition, they seem really fast for me: the push for the High, the Leap and the pushes for the Wanderings, the Fermented "charges" of Shen. You can go anywhere. And you can always displace your opponents with the opposite effects (air strikes, Wandering Style, ...) trying to put the enemy models where you need.

The only real thing is that the Monk crew is a true Glass Cannon, if left in bad positions you will see your models die like flies. But it seems right, they hurt like hell. I'm just a bit disappointed by Sensei Yu because of his cost (9) , but he really has some amazing tricks between the pushes , some good triggers in close combat and the bonus actions .

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How could you have plenty of chi at one per turn? Were you redistributing it with the aspiring students? Did your opponent not have any ranged presence to firce you to soend it on the defensive? Monks have mostly crap defense unless the use Chi and if they use it to stay alive their offense is lukewarm at best.

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Monks depends a lot about positioning , they seem more like ninjas than Monks xD

I actually use the first turn to slowly advance while meditating . Then like all Tokens the Chi is a truly important resource, you must use with care . 2 Low River Monks in backline are truly useful for mitigating the damage you will eventually take from the distance (you should really try to hide, you have plenty of tricks to come out from the corners for a clear path for a charge) and they are pretty cheap too. Then like everything luck have an huge impact (for the triggers that "steal"). 

In the last game I manage to have always a Chi on every monk all the time just in case (you really don't need to hit with every blow, accept failures XD) 

Keep in mind that even if it doesn't seems a +2 on the duel is huge. Action with stat 8 or defense 7 are a real pain for your opponent

Actually I didn't use the Action of the Students , and I see an use only in the first turn anyway (the other bonus a action is just amazing).

I think is a really risky crew/tag but very funny indeed. Like I said a thousand times it is a lot about positioning , if exposed your models are going to fall apart very quickly.

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18 hours ago, SerZaka said:

Monks depends a lot about positioning , they seem more like ninjas than Monks xD

I actually use the first turn to slowly advance while meditating . Then like all Tokens the Chi is a truly important resource, you must use with care . 2 Low River Monks in backline are truly useful for mitigating the damage you will eventually take from the distance (you should really try to hide, you have plenty of tricks to come out from the corners for a clear path for a charge) and they are pretty cheap too. Then like everything luck have an huge impact (for the triggers that "steal"). 

In the last game I manage to have always a Chi on every monk all the time just in case (you really don't need to hit with every blow, accept failures XD) 

Keep in mind that even if it doesn't seems a +2 on the duel is huge. Action with stat 8 or defense 7 are a real pain for your opponent

Actually I didn't use the Action of the Students , and I see an use only in the first turn anyway (the other bonus a action is just amazing).

I think is a really risky crew/tag but very funny indeed. Like I said a thousand times it is a lot about positioning , if exposed your models are going to fall apart very quickly.

Sounds to me like your opponent is being very nice to you and letting you set up. I'm used to combat starting on turn 1 and one of our best players is pretty much the personification of an alpha strike, so you will have to deal with him turn 1 asap. Also, if you only move and focus, except for the Wandering River Monk, the rest of the crew has barely covered any table, the rest of the monks are nothing to write about mobility wise unless you want to stack wounds from the getgo on your high river monks which are already pretty expensive and listing Shenlong using the Fermented River Monk style as mobile is frankly disengenious since you don't want Fermented as a starting style and it costs you a Chi every time you want to get that mobility. The crew is mostly average to below average on mobility, if turn 1 you spend it Concentrating for Chi, your mobility instantly tanks and even if the enemy crew isn't kicking your teeth in from the getgo, it means they should have table advantage on objectives and have more control over them than you. Sacrificing table presence turn 1 due to your mechanic does not seem like a solid plan.

Other part is that I'm also amazed your opponent didn't focus fire, yes, df 7 is pretty beefy, but you have limited access to that and most monks don't have anything else to keep them alive outside of that and even if they do live, their offense instantly becomes crap without Chi is well, so it's not like they have to kill you to cripple the effectivity of a Monk model. The only one that avoids this handilly is Shenlong simply because he can keep generating Chi while attacking with his base attack, the rest are not so lucky except Sensei Yu, who even then seems like a very meh henchman.

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1 hour ago, Razhem said:

Sounds to me like your opponent is being very nice to you and letting you set up. I'm used to combat starting on turn 1 and one of our best players is pretty much the personification of an alpha strike, so you will have to deal with him turn 1 asap. Also, if you only move and focus, except for the Wandering River Monk, the rest of the crew has barely covered any table, the rest of the monks are nothing to write about mobility wise unless you want to stack wounds from the getgo on your high river monks which are already pretty expensive and listing Shenlong using the Fermented River Monk style as mobile is frankly disengenious since you don't want Fermented as a starting style and it costs you a Chi every time you want to get that mobility. The crew is mostly average to below average on mobility, if turn 1 you spend it Concentrating for Chi, your mobility instantly tanks and even if the enemy crew isn't kicking your teeth in from the getgo, it means they should have table advantage on objectives and have more control over them than you. Sacrificing table presence turn 1 due to your mechanic does not seem like a solid plan.

Other part is that I'm also amazed your opponent didn't focus fire, yes, df 7 is pretty beefy, but you have limited access to that and most monks don't have anything else to keep them alive outside of that and even if they do live, their offense instantly becomes crap without Chi is well, so it's not like they have to kill you to cripple the effectivity of a Monk model. The only one that avoids this handilly is Shenlong simply because he can keep generating Chi while attacking with his base attack, the rest are not so lucky except Sensei Yu, who even then seems like a very meh henchman.

I like to take my time. Turn 1 you can't really do anything (no scoring) so I like to spend it barely advancing . In my group is a pretty common tactic in this edition thanks to the persistent focus. The first turn alpha strikes this edition are not a real thing (just try to think about the freaky Viks or the cruise missile that was Misaki in the previous edition , I really don't find something similar). 

With my playstyle I feel comfortable with the Monks crew. Leaving openings punish a lot (like Infinity) and the glass cannon nature doesn't help here. I find the Chi mechanic amazing and balanced, that's my opinion.

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On 1/23/2019 at 3:30 PM, Razhem said:

Why would you not take the studemts? They are your totem and therefore get them both for free.

for a number of reasons- 1. they are insignificant so I can't use them as cheap scheme runners, 2. they can't cycle upgrades/do anything different from what Shen is currently holding so lost a lot of flexibility and the list overall lost a lot of depth, 3. their impact may not be worth giving 2 x pass tokens and potential 2 x card draw from the tokens to the opponent each turn. 

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I played Monks pretty extensively during the closed beta- the waxed and wane primarily based on the changes each week to the chi mechanic and changes is auras and abilities on key models that interacted with the rest of the crew. 

Shenlong himself is generally in the best place (relatively) he has been throughout the whole process- what still really lacks to me is his interaction with the rest of his crew. In one previous version of Chi it could be used for the + 2 bonus to the duel total or be used for a suit. The suit bonus made a huge different in how the crew operated as so many of their actions are suit dependent for triggers, etc.....just giving Shen an ability that allowed Monk's with LoS to him to use the Chi for suits instead of just the +2 bonus would (IMO) add a whole lot more of interaction and support between him and the crew as well as address some of the wide variability in how the crew operates based on their ability to get/not get suits. 

The other big problem I have with Shen is the Fighting Style cycle mechanic (or lack thereof) between him and the students. Previously the main reasons to take them were to Chi farm and to provide depth/flexibility with actions/auras. In their current form they don't gain the Styles when he drops them so they get whatever he has....this reduces the flexibility a lot- if he is fighting they are only able to fight not provide support and they don't do it well at all with their Def/WP/WDs being what they are. Even if they kept them from being able to Chi farm just changing back the cycle mechanic so he could start with a Style, Swap into a new Style at the start of activation, and then have one of them gain a style when he drops it would add to the depth of the crew and make them worth fielding again (maybe). ....and Change the aura on Low River Style back to a HEALING AURA again too. 

With the rest of the crew just minor tweaks (give the HRM HtK again) would be enough to make them a decent crew with the exception of Sensei You who still needs some work to be worth the 9 SS.....maybe if giving the students the Fighting Styles is too much then give it back to Sensei Yu where he can pick them up and that might do the trick. 

Also if it's not too much to ask FRM getting Drunken Kung Fu would be awesome.

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Aspiring students would be cool if they could get a higher belt mid game and replace another monk minion into them at some difficulty based on the minion's cost.

Or allow them to build chi, then also target themselves in addition to others to pass it around with other monks. Though currently, it looks like one plays battery while the other passes it on is how I imagine it would be used often with the pair.

I really liked the ability to summon them back into play from m2e.

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If I can ask for some change :

Fermented river style :+flip/:-flip shenanigans should not be applied to damage. The action of the upgrade should deal fixed damages (or no damages)
Wandering river Style push should allow to push friendly models.
Shenlong should gain Shouting Orders (Monk). The ability seems fairly costed so that it won't be abused. Sensei yu would then loose Brutal Sensei. So we'd have a better control of Chi Generation.
Spiritual alignement should come back to being an attack action.

Aspiring Students could be able to use an Action from ANY upgrade with Following his footsteps, with a -2 penalty (rather than -1). Also, Following his Footsteps should not be a :ToS-Fast:(but remains once per turn). Maybe they could gain H2K, or 1Wd, or 5Df, or drop a soulstone when they die to an ennemy, as they used to.

Sensei Yu's Wind blast is... disappointing. Would love to have the push in any direction and the damages coming from a trigger (a bit like Rail Worker's Pneumatic Toss), so that Yu could actualy support his team.

Lotus eater have to be completely redesigned since nobody actualy knows what we should take them for. And they didn't prove themselves of any use in the battle reports I've read.

Fermented river monks should really do something with Shenlong. Currently, they are only good for Brewy.

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Disagree on Shen, Wandering River Style, and Students. Currently this is the best version of Shen and WRS we have had since the closed Beta started. At least with WRS he can actually do some decent damage and is pretty much the only thing in his crew that does. The only thing he needs is 1. To start with a style and cycle styles at the start of activation with a student being able to pick it up, and 2. An aura or preferably a within LoS ability if he is the crew leader that benefits the rest of the monks. 

The Students need to keep some bonus actions. They need some help- which could just be being able to pick up dropped styles again- but not that kind of help. 

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1 hour ago, thewrathchilde said:

Disagree on Shen, Wandering River Style, and Students. Currently this is the best version of Shen and WRS we have had since the closed Beta started. At least with WRS he can actually do some decent damage and is pretty much the only thing in his crew that does. The only thing he needs is 1. To start with a style and cycle styles at the start of activation with a student being able to pick it up, and 2. An aura or preferably a within LoS ability if he is the crew leader that benefits the rest of the monks. 

The Students need to keep some bonus actions. They need some help- which could just be being able to pick up dropped styles again- but not that kind of help. 

Well, currently he is a monster, he destroys condition based crews without resist, he rolls over any :-flipdefensive ability, he hits like a truck because of FRS (way too hard in my opinion), that's why I'd tone down a bit FRS (I think you were talking about FRS and not WRS since WRS doesn't help damaging).

Students would keep their bonus action to move Chi Tokens, and with Shen around They could benefit from Shouting Order.

At the moment, I've got every reason to take Shen as a second master, and almost none to take him as first master, which is quite sad. With his way to deal with condition, guild and arcanist players cant really play Sonnia & Kaeris against the whole TT faction, which is lame (same as Asami vs Gremlins and Neverborn because of Zoraida).

Shenlong's crew needs a little love anyway, cause at the moment it's one of the poorest gameplay experience I've had in M3e on every game I've played with the team.

 

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2 hours ago, bedjy said:

Well, currently he is a monster, he destroys condition based crews without resist, he rolls over any :-flipdefensive ability, he hits like a truck because of FRS (way too hard in my opinion), that's why I'd tone down a bit FRS (I think you were talking about FRS and not WRS since WRS doesn't help damaging).

Students would keep their bonus action to move Chi Tokens, and with Shen around They could benefit from Shouting Order.

At the moment, I've got every reason to take Shen as a second master, and almost none to take him as first master, which is quite sad. With his way to deal with condition, guild and arcanist players cant really play Sonnia & Kaeris against the whole TT faction, which is lame (same as Asami vs Gremlins and Neverborn because of Zoraida).

Shenlong's crew needs a little love anyway, cause at the moment it's one of the poorest gameplay experience I've had in M3e on every game I've played with the team.

 

I kind of like the Shouting Oders on Shenlong idea, it would make him feel a little closer to M2e Shenlong.

When i first looked at the Monks i liked what i saw for the most part (other then Sensei Yu) on an individual model basis, but compared to other keywords none of the models look like they work together really.  I really liked how Sensei Yu was a great support piece in M2e, now he's just kind of a boring beater.  I am also disappointed that Shenlong no longer really does anything with conditions, all he can do now is prevent a condition on himself.  I was hoping the Monks would be similar to M2e and be the a crew that would mess around with conditions.

As it stands right now, im not really excited to play a Monk crew.

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Well; actualy, Shenlong is quite a monster against condition based crews thanks to Spiritual Alignment

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26 minutes ago, bedjy said:

Well; actualy, Shenlong is quite a monster against condition based crews thanks to Spiritual Alignment

I was more referring to burning and poison conditions, though to be fair in M2e, Shenlong was the only one who benefited from being on fire or poisoned.

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I played Shenlong today for the second time and really liked him. Using Chi wisely really works well and being able to apply it after flipping is awesome. Also Sensei Yu found his place. I used him to make monks fast and for pushing things around, with Chi and hard to kill, juggernaut, and always having a healer around when the students and shenlong can pack the low river style, he is quite hard to bring down. The entire crew is quite robust. The other monks also work really well. Especially the high river monks now pack quite a punch. The wandering monks are a bit less mobile, but still work nicely as scheme runners. I did hire neither low river, nor fermented river monks yet. Overall, I'm quite happy with the monks' today's performance. Also having played against Gremlins with the Pigapult throwing around gremlins packed with explosives, Shenlong's "The Dragon's Light" attack saved my ass plenty of times by killing them without them exploding ūüôā

Gotta add, though that it's REALLY a pity that the wandering river style can't be used to push friendly models around anymore. Also I agree that Sensei Yu could use a bonus action to in some way profit from fighting styles without being in the aura of one of its effects.

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