If the spellweaver is important to keep you could switch out the tinkerer for a cragheart or mindthief and roll with them for a while. but if you know that's not a possibility then you may end up being stuck with these two for a while if you don't set one aside and start a new character. If you have the means of completing the Spellweaver's quest quickly (which is definitely a possibility if the right missions are open to you) then you may only need to commit to this comp for 5 or 6 scenarios. The personal quest situation is a different matter. Show off your passion for board games with this poster inspired by. That means damage auras from the tinker are super important to ensure your party's large number of AOE attacks actually kill their targets instead of just leaving them all at low health while they proceed to murder you. Gloomhaven inspired Board Game Poster makes the perfect board game decor for your wall. You're mostly going to need to kill the biggest threats in each room as fast as possible before they kill you. While both classes are capable of good sustain, you have very little effective health to survive unexpected spikes in one-turn damage. This adjacency is checked whenever Retaliate might trigger, but not simply when the action is played, right In other words, Spellweaver starts adjacent to friend A and casts Hardened Spikes. If you really enjoy playing the mage class in DnD this class will be a great fit for you. Definitely survivability is your main concern. Spellweaver's Hardened Spikes card gives Retaliate 2 to self and adjacent allies. The Orchid Spellweaver was designed for the traditional mage role in pretty much every RPG. At low to mid levels it's still a workable party comp but I can foresee some difficulty. At high level (especially level 9) that combo is possibly one of the strongest 2 party comps in the entire game if they're built right (think 10+ damage and stun to all enemies on the map in one turn).