Random things discovered about tinkers in base campaign
Posted: Sat Jan 21, 2017 6:50 pm
Just a few things I figured out that would have been nice to knwo when I was building my character to begin with.
- You don't need the trainer location. Actually, if you have the skills to begin with, it's kind of a waste- you're better off grabbing one fo the passives, if you get that escort. Injectors, steam tanks, and schematics *do* come a lot slower (don't drop as regularly, no guaranteed drops, and nowhere that sells them) but you will eventually get everything that you need.
- Each tinker crafting skill has two schematics associated with it. One you get at 1 point. The other you might get randomly at 2, 3, or 4, but you will get at 5. The one for 1 point looks like it's just a random schematic. If you get high enough level before investing your first point, it may well be one you already have, getting you nothing extra. The other looks like it's locked to skill gain (as far as I could tell). It picks one schematic, and upping the skill is the only way you'll get that one. (Is this the same schematic per skill for every run through? Don't know.) Regardless, combining that with "no really, eventually you'll get everything", the correct strategy is also the easy strategy. plod along. Pick up schematics as you find them. Don't invest skill points until you have something that you want, you have the ingredients for it, and you need to up your skill to build the thing.
- It's true that yeeks are the only way you're going to get ritch stingers (for fire infusion) early in the game, but the fire infusion schematic itself seems to drop pretty late - after you'd be running into ritches anyway. It *is* for sale at the trainer, though. Thus, if you're hoping to get tinker-crafting off the trainer on some other class, yeeks have an advantage there. If your'e a tinker class to begin with, the trainer isn't worth it, which means that there's no real advantage there.
- (salves)+(web belt)+(fungus tree) sounds like it would be *awesome*, and tinkers don't use magic, right? Don't fall for it. Salve healing doesn't actually trigger the regen effect, so no partial turn and no equilibrium gain. So not worth the cat point. Given that, there's no good reason to go Zig. Losing access to magical gear isn't worth it (and force-betray also hurts a bit).
More tips/insights welcome, if anyone has them.
- You don't need the trainer location. Actually, if you have the skills to begin with, it's kind of a waste- you're better off grabbing one fo the passives, if you get that escort. Injectors, steam tanks, and schematics *do* come a lot slower (don't drop as regularly, no guaranteed drops, and nowhere that sells them) but you will eventually get everything that you need.
- Each tinker crafting skill has two schematics associated with it. One you get at 1 point. The other you might get randomly at 2, 3, or 4, but you will get at 5. The one for 1 point looks like it's just a random schematic. If you get high enough level before investing your first point, it may well be one you already have, getting you nothing extra. The other looks like it's locked to skill gain (as far as I could tell). It picks one schematic, and upping the skill is the only way you'll get that one. (Is this the same schematic per skill for every run through? Don't know.) Regardless, combining that with "no really, eventually you'll get everything", the correct strategy is also the easy strategy. plod along. Pick up schematics as you find them. Don't invest skill points until you have something that you want, you have the ingredients for it, and you need to up your skill to build the thing.
- It's true that yeeks are the only way you're going to get ritch stingers (for fire infusion) early in the game, but the fire infusion schematic itself seems to drop pretty late - after you'd be running into ritches anyway. It *is* for sale at the trainer, though. Thus, if you're hoping to get tinker-crafting off the trainer on some other class, yeeks have an advantage there. If your'e a tinker class to begin with, the trainer isn't worth it, which means that there's no real advantage there.
- (salves)+(web belt)+(fungus tree) sounds like it would be *awesome*, and tinkers don't use magic, right? Don't fall for it. Salve healing doesn't actually trigger the regen effect, so no partial turn and no equilibrium gain. So not worth the cat point. Given that, there's no good reason to go Zig. Losing access to magical gear isn't worth it (and force-betray also hurts a bit).
More tips/insights welcome, if anyone has them.