Movement Infusion on Gunslinger

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Movement Infusion on Gunslinger

#1 Post by Shaidyn »

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?


Davion Fuxa
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Re: Movement Infusion on Gunslinger

#2 Post by Davion Fuxa »

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.
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Re: Movement Infusion on Gunslinger

#3 Post by Micbran »

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.
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Re: Movement Infusion on Gunslinger

#4 Post by tabs »

Since reloading happens per-step and not per-turn, a movement infusion is a nice way to refill your ammo in pinch.

The Tapir
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Re: Movement Infusion on Gunslinger

#5 Post by The Tapir »

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.

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