
Full Binder's Jar + Astral Mirror + Familiar Spirit + The Hierophant • V + Occult Reliquary = 7 empty arcane + 9 empty hand slots.
Which = +18 skill value and 10 damage Blood of K'n-yan
Good luck to the boss!!
Full Binder's Jar + Astral Mirror + Familiar Spirit + The Hierophant • V + Occult Reliquary = 7 empty arcane + 9 empty hand slots.
Which = +18 skill value and 10 damage Blood of K'n-yan
Good luck to the boss!!
Writing this now that Drowned City is out because Wilson got a pretty significant boost.
Wilson's biggest problem, aside from a terrible statline, is that tools don't have any synergy with themselves. They're generally meant for specific builds. Things like Lockpicks require high int and agi. Old Keyring requires the survivor recursion suite, namely Scavenging. Mariner's Compass requires resource manipulation. Microscope requires an evasion focus, etc. There are very few tools that can stand alone that you would want to build an investigator around.
The two big exceptions are Chainsaw and Fingerprint Kit. Three damage/clues per action is absolutely worth building around, even at the high cost. As a guardian, Willy has access to the most Supply-boosting cards with Cleaning Kit, Venturer, and Stick to the Plan to hold an upgraded Emergency Cache. Running out of supplies is not an issue, even without survivor recursion or seeker card draw.
To seal the deal, Drowned City added Nose to the Grindstone, a card so Wilson that he's on the card art. In addition to the skill-agnostic +2 every round, it means that you won't waste supplies even on an autofail. You can actually gain supplies by failing attacks with the chainsaw, spending 1 and getting 2 in return.
In addition, DC added Anchor Chain. Previously, your only options for evasion were Fire Extinguishers that exile themselves, expensive Flashlights that occupy valuable hand slots, and at level 0, only the underwhelming Impromptu Barrier. Anchor Chain provides effective 5-skill evasion in a reusable asset, can exhaust enemies for two turns, and has the option to pitch it from your hand as an event. If you draw it early, equip it to hold you until you get it set up. Once you have your Chainsaw and Fingerprint Kit, use it from your hand as an event. It never stops being useful, even if you don't have the slots.
To flesh out the suite, Tinker lets you dual-wield a chainsaw and FK for every situation. Tool Belt similarly lets you swap between them; less efficient than Tinker, but you can replace the attached asset if it gets discarded or you manage to run out of supplies. Fine Tuning lets you use your Fingerprint Kit twice per round, though you'll probably sweep locations clean with a single activation anyway.
Finally, if you want to play support and can spare yet another hand slot, Pocket Multi Tool with Spring Loaded and Detachable is extremely handy, and Fine Tuning lets you use it twice per round.
Here I am being extremly suprised this is least popular option among all of other Discipline options... compared to what? +5? I can draw 5 cards and get +5 as I commit cards to next skill test. This card is great if you are playing event heavy Lily where you keep running out of cards and it just keeps refueling you.You draw so fast I ran Quantum Flux to not get extra horror when I run out of cards(or delay my weakness draws if they are at bottom of deck and I drew most of my deck). Sure +1 knowladge isn't great... but who cares about +1 when you can draw an entire opening hand value of cards when you just had NO CARDS! Get Sign of Xelotaph with Spiritual Resolve and Hallowed Mirror and you are golden.
This alternate Monty seems like a good candidate for Hyperphysical Shotcaster in solo play:
In 3~4 players where one of you is likely getting an enemy, I've repeatedly benefited from engage. It's great even when you are not getting any free move out of it but even better if you could and want to move there anyway. You can strategically spend your action for something else and stay behind on purpose expecting that your bigger group will draw at least an enemy for you to move to.
The has a few more tricks that let you move even more than you're supposed to, you can utilize Hunter enemy's move (to other players) to stretch the distance by triggering in the Enemy Phase. You do have to engage it and take the hit, but maybe you can save someone else from getting hit doing that.
In Mythos Phase, if prior player nearby draws an enemy and you draws a test, you can even move before the test in order to get their commits and maybe additional +1 if enemy is Creature or Monster.