Originally posted by Lampros:At levels 1-3? I can't imagine doing that much damage at low levels with any character. Stuns, returning stamina potions, returning cards, providing damage buffs. His damage is poor, but he has everything else. Originally posted by Fringehunter7719:I personally think the Tinkerer is a lot better than he gets credit for.
GLOOMHAVEN TINKERER PLUS
Plus all the characters had *huge* amounts of gas left in the tank:Ī fair amount of that is Tinkerer related. To be fair to Tink and Spellweaver they are slightly lower level than the Cragheart and Summoner. This is the result of my last mission, which coincidentally features both: Then there's the fact you can only replace a maximum of two thirds of your deck by level 9, where some classes can replace every card but one, so again you feel like you're (and in fact are) progressing slower. This is made worse, if he's your only character, by his poor xp generation which will make you feel like you're not progressing and falling behind, even though it's a net boon for the team by lowering enemy difficulty to compensate. So many of his cards only work if allies place themselves to *your* convenience, which they won't do if they don't know what actions you're going to take. One of the things I would say is that playing a team where Tinkerer is one character you control is *very* different from playing one character and not knowing what your allies are going to do. There's no way he'll ever match a Cragheart in damage though.
Starting Classes In Gloomhaven: Class NameĪ very simple tanky class who has a minor specialization in movement.Ī high damage melee attacker who specializes in moving in and out of melee while gaining benefits from adjacent allies.Ī somewhat complex ranged area attacker with a unique stamina system that allows her to play losses more freely.Ī healing-based support who can play losses to make up for his shortcomings in terms of damage.Ī fairly complex melee attacker with a unique augment system who can use crowd control abilities to disable enemies.Ī jack of all trades with a focus on area damage and obstacle use.Ī complex support class who uses rifts to control large numbers of enemiesĪ light- and fire-base tank class who can use a specific card to let their shield cards output damage.Ī ranged attacker who uses their favorite hatchet to do massive damage, but must retrieve it thereafter.Ī melee attacker who destroys obstacles for various attacks.Īn element-based control mage who can force enemies to act or grant their allies actions or other benefits.Ī complex character who uses a system of tokens to move different speeds and use crowd control and deal damage on some rounds while be less effective on others.Ī tanky damage dealer who works with allies in special formation area attacks that require allies in order to work.Ī damage dealer who uses placed shadow tokens resulting from enemy deaths to do strong damage and movement effects.Ī summon-based character with non-loss summons that cost HP.Ī jack of all trades who manipulates persistent multi-use tracks on their loss cards to empower various abilities.I personally think the Tinkerer is a lot better than he gets credit for. In scenarios, classes are represented by figures, which are what the move and attack with, and what the enemies attack in order to deal you damage. When choosing cards, players may pick the newly gained card as one of the cards that compose their hand for that scenario hand size remains the same. As a class levels, you must select one of the two level up cards of the newly gained level, or pick an unselected card from a prior level. Retiring any character unlocks events, also listed on the character mat.
Unlocking locked classes unlocks events listed on their character mat. At the start of the game, only that games' (and its expansions') Starting Classes are unlocked other classes must be unlocked by completing Personal Quests or accomplishing other objectives that unlock them.Ĭlasses each have unique hand sizes, health, perks, and cards.