![]() ![]() If what you need the most is for one of your allies to dish out a load of hurt on a boss, then you can help them do that. It comes back to manipulating the situation. Healing and party supportĪs one of the few classes with several healing abilities and some cool support abilities, it makes sense to have at least some of these in our hand. That can be up to 4 damage per turn, rather than Wound’s 1, providing your allies are going after it. Not only does it prevent that monster from healing, but it adds +1 to everyone’s hit against that monster for the entire time it’s poisoned. At higher levels, Poison is more effective. To help us get around shields and contribute to the overall damage of the party, Wound and Poison are our friends.Īt lower levels, Wound is fine, but at later levels that 1 damage per turn isn’t amazing. That makes dealing with shielded monsters tricky for us. Other than some powerful loss abilities, the Tinkerer doesn’t deal high damage with her abilities and she doesn’t have any Pierce abilities. Monster damage and debuffs that ignore shields Or if we’re against several low-health monsters with high Shields we want to play Poison and Wound against them. That’s so we can use the right debuffs on the right monsters.įor example, if we’re facing a hard-hitting melee monster with no ranged abilities, Immobilize will really help us. When playing the Tinkerer, we want to understand (perhaps more than the rest of the group) exactly what the strengths and weaknesses of the monsters are. Pull and Push can also help us to manipulate the room by moving monsters to where we want them to be or move them into traps. In knowing what they will do next we can force monsters to go after our contraptions instead of us or our allies. Our summons can also give us options here because the Gloomhaven monsters work on an AI. So status effects like Stun that puts them out of action for a turn, or Immobilize that stops them from moving. Crowd control effectsĪnything that gives us the ability to stop a monster from dealing damage or moving, or that forces them into doing what we want them to do instead of their default action, is what we want for this build. For every card in the build, I’ll be assessing it with these in mind. There are three main priorities for the Tinkerer crowd control build. It’s not much, but it satisfies that need I have to do some damage on a turn! Tinkerer crowd control build strategy Plus, most of the debuffs do a little bit of damage. Preventing damage to allies is as good as healing them for the same amount!Ĭrowd control is fun to play because it keeps your mind engaged in what’s happening in the scenario rather than just watching the health of your allies. So instead of going with a pure healer build for my Tinkerer, I went with a crowd control build. Fortunately, I play in a 4 player group, where there are plenty of monsters around. Playing a class focused purely on healing is not for everyone, including me. ![]() ![]() That might mean healing your tank, moving a summon to take attention away from your glass canon ally, or dealing an area of effect to immobilize a bunch of monsters. You get to sway the scenario in your team’s favor using your box of tricks. But personally, she’s my favorite class to play. The Tinkerer doesn’t get a lot of love in Gloomhaven circles. Gloomhaven Quatryl Tinkerer miniatures and class board Why a crowd control Tinkerer? This guide does not contain campaign spoliers or items beyond starting items. If you use a link and buy something, I may get a commission at no extra cost to you. Hi! This post may contain affiliate links to online stores. ![]()
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