Hi there, folks,
I'm playing a gunslinger in the base campaign and I have a quick question. On nearly any character I play I take a movement infusion. Being able to walk away from almost any problem is just too strong.
But with a tinker, those inscription slots are really necessary for steam generators. Should I skip the movement infusion? Or is it that escape power still useful enough to justify the slot?
Thanks.
Movement Infusion on Gunslinger
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- Sher'Tul
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Re: Movement Infusion on Gunslinger
You probably can make do with just 1 Steam Generator I believe on the Gunslinger, which along with 2 Medical Injectors would mean you would have 2 open Inscription slots for whatever you want. If you were playing the Sawbutcher you might be justified in saying that you need 2 Steam Generators - since that has a tonne of sustains that really cut into your steam.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Re: Movement Infusion on Gunslinger
I don't think Gunslinger has too many talents worth sustaining unlike sawbutcher so if you find a good steam generator you can, like Davion said, get away with just one steam gen.
A little bit of a starters guide written by yours truly here.
Re: Movement Infusion on Gunslinger
Since reloading happens per-step and not per-turn, a movement infusion is a nice way to refill your ammo in pinch.
Re: Movement Infusion on Gunslinger
Also, if you're willing to abuse an exploit, using awesome toss then activating a movement infusion means your guns will be shooting at 5-6 times your normal speed because awesome toss acts every time you do. Not something you should do if you want a legitimate win but it can be pretty fun to watch it clear rooms with zero effort.