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One nice thing about looking ahead is you can plan for things. As mentioned, in my case because of earlier decisions I ended up with Stamina Booster. But I would take either of the lower-level cards over either of these, albeit as part of the pool of “useful, but not core” possibilities. Micro Bots is a bad double loss that has the sole redeeming grace of a cool name. Dangerous Contraption has a nice move, but I have enough Move 4s at this point. I like hitting things in the face hard, and Crank Bow was an easy add. If I was more hardcore about theme, this would have been tough, but…I’m not. DO gets right into the core cards, pushing me up to 5 core and and easy 12. And the bottom is a better version of the Net Shooter, which is great. I particularly love that dangling enhancement dot on the Target line. Level 2: May You not Go Wrong as I DidĪs I mentioned, I originally took Stamina Booster, but I would take Disorienting Flash if I had my time back. I usually rocked either the Contraption or Proximity Mine (for the 4 move, obv), but none of these make me happy even now.
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What do you want, jam on it? Net Shooter Not perfect, but on-theme It’s fast, it stuns, it’s ranged, it has Move 4 on the bottom. It will make one member of your party just shy of unkillable. This ability is the second amazing thing about this class, even though the specific reason it’s amazing is not really on-theme.īut there’s no arguing that using the bottom ability to give a party member the equivalent of 6 old stamina potions, or 11 new ones is nothing short of spectacular. That’s more gold than it’s worth – and you’ll be close to retirement before you can afford it, most likely – but the next player to pick it up will have a hilariously good time.
#GLOOMHAVEN TINKERER FULL#
If you’re looking to get really silly, you can go full Modthrower, adding Curse and Bless to the top and bottom, respectively. And then you have a 4-hex, stunning, wounding, 3 damage, 1-4xp attack action.
#GLOOMHAVEN TINKERER UPGRADE#
Even the first natural upgrade – an extra hex – is, at 66g, pretty dang cheap. Although the class is normally focused on ranged action, one of the best abilities you can get is this combo of an immediately available item with a first-level melee multi-hit ability. My 100% favourite thing about my Tinkerer. This is not what you’d call the “standard” hand item for a tinkerer, but it is a hell of a combination here.Once I knew my item combo, this was the anchor for my build. Super-upgradeable, with a lot of base functionality.But I probably would have taken it over Stamina Booster. The problem with this one is you really need Hook Gun to make it work.That Move 4, in particular, is delicious.Stellar top, solid bottom – what more could a Quatryl ask for?.Really thought that bottom half was gonna come in a lot more handy.The one thing I might have done differently is my level 2 upgrade, Stamina Booster…but by level 4 I was thinking it would be a tossup between that and Tinkerer’s Tools anyway, so…yeah. Once I had an idea for what I wanted – a crowd controller with a lot of mobility – I could start to work on my deck with that in mind. They make a massive difference to movement, but probably not to the actual build.
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I got Rocket Boots fairly soon after hitting 3rd level.
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