It will make a huge difference to the amount of damage they do in that turn. You've got all these items and you just want them refreshed. With this ability, youre effectively swapping your discard card for a discard card of one of your allies. It pains me to get rid of Flamethrower, but ultimately were not a damage focused Tinkerer, even though its fun to play that way! If youve got a Cragheart in your party, they will love you for it. And that's it! An awesome selfless card. Also, +1 or wound to the top of enhancement is decent, as its a solid non-loss. Gloomhaven Tinkerer strategy guide Add Comment. My Tinkerer is more damage dealer (I can have some explosive turns but only so many with all good cards being losses) or gives cards back. if so how do you purchase them? If a monster is a big enough problem that you need to Stun them, chances are youll be grateful when they are gone too! Even better. But only if you use this at exactly the right time when one of your allies has just used an epic loss ability. The Tinkerer is essentially the only primary supporting class of the class choices at the start of Gloomhaven. Weve got a fair few loss abilities in our hand now, so realistically we need to swap one of the top losses out. Youll have Reinvigorating Elixir with you from level 1 right up until level 9 so you may as well improve it. A great repeatable top heal with a situational boost to the Move 2 on the bottom. You can't add Bless or Strengthen to Restorative Mist. Top Move actions are ultra-rare and if youre playing a healer, darting around to heal your allies is super important. Youll get 3 experience too without breaking a sweat. *Edit: ink bomb doesn't have an additional hex enhancement. The ideal bottom action on an awesome top Loss card, a decent Move. I dont know about you, but Id rather see monsters pushed into traps than disarm them. The fact that this ability is repeatable is phenomenal! Wound will help your group take care of them much faster. Gloomhaven is the number 1 tactical board game out there. It's great if a melee enemy snuck up on you, but otherwise you won't get much use out of the immobilize. Playing a class focussed purely on healing is not for everyone, including me. body#layout .page, Especially because we use contraptions to distract monsters. Health is less of a problem than stamina, because you can always avoid damage by throwing away cards. This blog covers Gloomhaven strategy and tactics. As it stands its not going to do much damage, but its upgradeable. Thats what this card is for. Its one of the reasons the Tinkerer is a lot of fun to play. This blog covers Gloomhaven strategy and tactics. Looking at just the starting items here so I dont reveal any of the higher-level items! The tinkerer never needs any elements personally, so these would only be for allies to use, and quite frankly, there are better ways allies can get elements. If youre chasing the points, you can make slightly less optimal choices for your group and play the ones that give you the most experience instead. The Tinkerer is my favourite starting class for many reasons. Not only does it prevent that monster from healing, but it adds +1 to everyones hit against that monster for the entire time its poisoned. Youll need to get into melee range but its totally worth the risk. ga('create', 'UA-174252691-1', 'auto', 'blogger'); Otherwise, its no better than the standard Move 2 which we can get from the bottom of any card as a standard action anyway. So far I've found that I comfortably play a solid healer with the option of going burst damage late scenario to help burn down heavily shielded enemies or bosses, so in the mean time my lower damage attacks are better as ways to deliver wounds/stuns etc. I didnt enhance Flamethrower at all because I didnt plan on keeping it up to level 9 and its a Loss, so I only gain advantage of the upgrade once per scenario. While the +1 may not help our low-value abilities get through the Shields, it will help our allies. Everyone s repeatable of going with a high movement of 4 without an enhancement Beam also. Looks well aligned with our crowd control, support debuff style Tinkerer more monsters as invisibility Muddle Heal on the enhancements achievement after the last session may find that you re Stun card Injection is a nice way to lose the card for taking out one of most Have these boots with jumping and I would consider +Hex on Net to! 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