| SpontaneousLightning |
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ServoShell's overclock needs to be on a minion with the tech trait, but technomancer has no way to permanently have a tech minion such as a familiar. As such, the only way for them to benefit from their overclock is the following:
Turn 1: the technomancer summons a tech minion from a spell like summon robot. They cannot overclock, because summon spells are 3 actions and overclock costs 1 action: the technomancer does not have any leftover actions.
Turn 2: the technomancer casts a non-cantrip spell. They can then overclock their minion. However, if they had cast a 2-action spell, their minion immediately disappears because the technomancer never spent an action to sustain their minion. So the technomancer is forced to cast a 1-action non-cantrip spell this turn.
Turn 3: the technomancer can finally start benefiting from their overclock and can potentially jailbreak a spell.
I think that this is incredibly inflexible compared to the other programming languages. For example, DPS++ can overclock their weapon on turn 1 and doesn't need to use two spell slots to do it. Simply giving the technomancer (or at the very least, the ServoShell subclass) a permanent tech familiar would solve this problem.