![]() Now is time to discuss the heart of the Gloomhaven game – the cards. Our fully equipped Tinkerer just before retirement CARDS Winged Shoes– a jump to the move can save your life so Kuba figured and acquired that type of shoes.Not very useful, only of couple of times when we really needed it – we prefer to clean up the traps with bodies of our enemies or jump above them □ Curious Gear – I think we got this during one of our scenarios and as it thematically best fit our Tinkerer, he got it.Add Googles and you will kill them almost for sure. Piercing Bow – a key element of Tinkerer equipment (but Spellweaver too) – that weapon saved us a lot of time, troubles and ineffective attempts – all those Fire and Night Daemons with 3 Shield ability were not a problem with it.Clock of Pockets Skin– how do you think Tinkerer managed to keep all those strange potions in his hands? Thanks to that of course!.That worked really well – great teams work together! Minor Mana Potion – that was mainly bought to supplement / support our Spellweaver and his Inferno.When combined with Googles, this is no-miss attack. Minor Power Potion – good add-on to area attacks, as in essence it will provide 3 points of attack for Tinkerer.Major Healing Potion – very useful always, but even more when there is nobody else to play the tank role (as I said, our Brute retired after 15 scenarios and Tinkerer was with us for another 10 or so when Sun replaced him).Kuba decided to invest in the following items – some of them were also acquired by our group due to scenario bounties: With time further investments were possible and required. EQUIPMENTĪs mainly a range damage-dealer, the initial items suggested by playbook are pretty fine: Googles to get advantage – with area attacks targeting up to 3 enemies this is pretty decent and ( once you got additional 10 gold through initial scenarios) Stamina Potion – always a good choice: Starting set for Tinkerer ![]() That allows him to be flexible and react to many situations. Generally, a moderate stat.Īs you can see above, except for Stamina, Tinkerer is not excelling in any category but also he is not weak in any. ![]() Experience – almost exclusively on lost cards, so he can gain a lot of them but you have to time the usage of abilities at the end of scenario.Loot – poor, only a lost card with that ability Kuba had to count on us to leave places with gold so he can loot them by finishing the turn in such spot.Initiative – again, moderate – the fastest cards were in the range of 16-20 initiative, which allows usually to be early in turn, but not the first one. ![]()
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