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That said, there are a few other skills that may wind up in my 2-point roster. Toe 2 Toe, Smokescreen, or Meditation, for example, are significant improvements not related to dealing damage. A damage skill would be if I intend to fight a lair boss in region 1, where the damage bonus gains an unusual advantage, such as Poison Darts against Librarian with little R4 damage on the team.
What do I never upgrade on region 1? Plague Grenade. Chop. Encore. Take Aim.
Despite lacking temporary power and mastery points, the first zone is rarely a problem (unless I get a Lair-Boss as the very first node of the very first region, which - depending on the team + boss - may require digging up from high stress or low-health for a while).
Either way, I typically focus on keeping heroes tense (instead of roiling) to farm relationships, as getting those cemented early can alleviate the high chance of not getting the trinkets or power you desire before the next region.
So long as the team are relatively healthy and sane at the end of every fight, I don't care how long said fights take, as stalling primarily affects the torch, which is often replenishable at an ungodly amount of nodes.
The point usually goes into an offensive skill with good turn 1 potential. E.g. "Bleed Out" (strong on Carcass!), Point-blank-shot, Fleche, Lunge, etc.
The increased crit can even somewhat make up for the reduced stress heal. Problem is that you cannot control it, so sometimes things do go wrong.
Overall, I feel the first region goes very smoothly like that. I haven't really played Bastards Beacon much yet, though. Might be that it doesn't work there.
I also tried without upgrading heal, but I don't like it too much. One point in offense, one point in defense is usually my setup, unless the team composition has some very special requirements.
In region 1 the most important consideration is to reduce the amount of turns spent in boss fights.
Of course the PD attacks get +50% or +40%, as opposed to the standard 33%. E.g. noxious+ should be 4-5 damage and a 5 blight, as that would be exactly 33% stronger.
As for other heals...you'll find you have more time if you're not missing your effective +50% heal trinket. Bolster, of course, is +100%, though that's because it's basically useless unmastered... Unmastered non-science heals are a waste of a bar slot except for edge cases like death's door or [fight is already over].
Reminder: take aim is basically a stress management skill. T.aim+ gives you both damage and soothing. Sorta crazy bonkers.
Indiscriminate Science+ is a very good upgrade for negative token stripping, especially on death's door, for big heals. But if I have someone with guard then I could see myself picking another mastery early on.
EDIT: all in all, utility masteries > damage masteries. Shortening a round on a region 1 lair fight does not save you from the Collector waiting for you.