Kineticist Top 3 Wild Talents


Advice


Greetings, just wanted to know what you people think about Kineticists wild talents.
Which are the top 3 Wild talents from each group? (universal, aether, fire, water, earth and wind.)
Thanks for sharing your opinion :D


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It really depends on what you're choosing them to do, as there are a lot of possibilities. I'll choose one particular theme and then choose three from each following that theme. See if you can guess my theme!

Aether: aether puppet, spell deflection, telekinetic globe

Air: aerial evasion, air shroud (greater), celerity

Earth: deadly earth, enduring earth, shift earth (greater)

Fire: fan of flames, from the ashes, unraveling infusion

Water: cold snap, tidal wave, veil of mists

Universal: draining infusion, mobile blast, skilled kineticist (greater)


Darn it, Mark. Now you're just teasing us with Occult Adventure stuff. Why can't it be end of July already?!


dot


I'm a bit slow, all those talents are new stuff to be included for kineticists? o.O


Yea, Rogue Eidolon (Mark Seifter) is sneaking in a preview of kineticist wild talents in your thread. Those talents he mentions weren't in the playtest and I think only Mobile Blast got previewed previously in the main kineticist discussion thread.

Designer

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Who, me? Why would you think that simple Rogue Eidolon was a designer or something?

Incidentally, if you'd rather see more on one of these in particular before the end of July, express your preference. That preview blog will have to happen one of these weeks ;)


Rogue Eidolon wrote:

Who, me?

Incidentally, if you'd rather see more on one of these in particular before the end of July, express your preference. That preview blog will have to happen one of these weeks ;)

Aether Puppet has many possibilities, and they all intrigue me.

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The Phoenix is so rad I homebrewed a PrC for it.

I want to see From the Ashes.


Oh man! I can't even begin to pick just one. Better list per element!

Aether: spell deflection
Air: celerity
Earth: enduring earth
Fire: from the ashes
Water: cold snap
Universal: skilled kineticist (greater) AND (lesser) if possible.

Scarab Sages

Draining Infusion looks cool. It sounds like a vampiric blast. If it's a way to remove burn by taking it from the one you hit with the blast that would be awesome.


What about Kinetic Healer?

It seems to outclass all healing spells by far.


QuidEst wrote:
Rogue Eidolon wrote:

Who, me?

Incidentally, if you'd rather see more on one of these in particular before the end of July, express your preference. That preview blog will have to happen one of these weeks ;)

Aether Puppet has many possibilities, and they all intrigue me.

I want to know everything about fire, specially unraveling infusion. I hope we get to know more soon


anything with earth....


Soilent wrote:

What about Kinetic Healer?

It seems to outclass all healing spells by far.

You mean because it heals just like a lay on hands... plus BURN???

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Aethyr Puppet!

Dark Archive

Celerity and Spell Deflection are the ones I would very much like spoiled as I like Aether and Air the most. Also to answer the OP's question the top 3 kineticist talents are as mentioned dependent on the type of kineticist you play. Kinetic Blade/Whip/Fist are the ones that(with investment) will help you output more damage on average.


One of the biggest advantages of the Kineticist is massive amounts of mobility. I can't imagine a Kineticist that doesn't take the special movement type talent (with the possible exception of a Hydrokineticist choosing not to get a swim speed).

As for things I'd want to see in the preview blog, I just want to know if the melee kineticist is still a valid choice. Odd as it is, I much prefer my melee geokineticist exploiting Ride the Blast to any of the true blaster options.


Kyo Yamato wrote:
Soilent wrote:

What about Kinetic Healer?

It seems to outclass all healing spells by far.

You mean because it heals just like a lay on hands... plus BURN???

Unlimited uses per day, and with the ability to apply the involved burn to the person healed.

Scarab Sages

Doesn't Gather Energy allow you to spend a move action to negate the burn?

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Imbicatus wrote:
Doesn't Gather Energy allow you to spend a move action to negate the burn?

Only for blasts, which Kinetic Healer isn't.


Pathfinder Adventure Path Subscriber

In my experience:
1) Shroud of Water
2) Slick
3) Kinetic Form

None of the others made the short list.


Wings of Air. At will flight at level 4.


Shroud of Water is indeed beautiful.


Jodokai wrote:
Wings of Air. At will flight at level 4.

Level 6. The "spell level" is 4.


Protoman wrote:
Jodokai wrote:
Wings of Air. At will flight at level 4.
Level 6. The "spell level" is 4.

Ah you're right it is level 6. That's a little better, but still pretty boss.


Jodokai wrote:
Protoman wrote:
Jodokai wrote:
Wings of Air. At will flight at level 4.
Level 6. The "spell level" is 4.
Ah you're right it is level 6. That's a little better, but still pretty boss.

Oh most definitely.

I'll throw my hat on flame jet being my favourite wild talent so far (playing a Pyro) and with the ignore weight encumbrance (as per Mark's clarification here) I plan on having fun being the fiery carrier (or jet pack at level 10 with greater flame jet) lugging the tank who can't climb or fly from place to place.


For the playtest version:

Generic:
Kinetic Form & Greater
Kinetic Blade & Whip
Ride the Blast

Though as I recall the Kinetic Forms are getting more-or-less baked into the class. Ride the Blast is the best talent ever though, and while this is only true for the Playtest version hopefully, Kinetic Blade/Whip are necessary to keep up.

Water:
Shroud of Water blows the other defensive abilities out of the (ha!) water.
The Hydrokinesis talent that lets you move water around is ridiculous too though. I forget its name though.

Air:
Wings of Air is incredible. Air's Reach is awesome. Stack it with the two range-boosters, and Ride the Blast becomes a 960' teleport.

Fire:
Explosion. Because it makes things explode, and that's awesome.

Earth:
The Tremorsense one. Ability is crazy-strong.

New stuff:

I want to know more about all of these, but From the Ashes sounds awesome. So does Celerity. And Cold Snap. And Telekinetic Globe. And Draining Infusion. And Deadly Earth. And... dammit Mark just give us all of them.


I'm glad someone mentioned range -- Extreme Range is wild. Something I have wanted to see for years actually. This is a character who can move 600 pounds at long range at 6th level ... kinda a little bit (way) better than a 15th wizard who can't produce the same effect.


Rogue Eidolon wrote:

It really depends on what you're choosing them to do, as there are a lot of possibilities. I'll choose one particular theme and then choose three from each following that theme. See if you can guess my theme!

Aether: aether puppet, spell deflection, telekinetic globe

Air: aerial evasion, air shroud (greater), celerity

Earth: deadly earth, enduring earth, shift earth (greater)

Fire: fan of flames, from the ashes, unraveling infusion

Water: cold snap, tidal wave, veil of mists

Universal: draining infusion, mobile blast, skilled kineticist (greater)

"Fan of Flames" as in spreading around flames as if blown by wind or more of, "Whoo hoo, go fire GO!!"? i think that second one is already baked into the class, isnt it?


Am I the only one who doesn't understand why Explosion is limited to fire?

It could just as easily modify any element, giving it an AOE effect.

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Torbyne wrote:
Rogue Eidolon wrote:

It really depends on what you're choosing them to do, as there are a lot of possibilities. I'll choose one particular theme and then choose three from each following that theme. See if you can guess my theme!

Aether: aether puppet, spell deflection, telekinetic globe

Air: aerial evasion, air shroud (greater), celerity

Earth: deadly earth, enduring earth, shift earth (greater)

Fire: fan of flames, from the ashes, unraveling infusion

Water: cold snap, tidal wave, veil of mists

Universal: draining infusion, mobile blast, skilled kineticist (greater)

"Fan of Flames" as in spreading around flames as if blown by wind or more of, "Whoo hoo, go fire GO!!"? i think that second one is already baked into the class, isnt it?

Boo-urns! Boo-urns!


Rogue Eidolon wrote:

Who, me? Why would you think that simple Rogue Eidolon was a designer or something?

Incidentally, if you'd rather see more on one of these in particular before the end of July, express your preference. That preview blog will have to happen one of these weeks ;)

ALL OF THEM EVER!


Pathfinder Adventure Path Subscriber
Jacenn wrote:
I'm glad someone mentioned range -- Extreme Range is wild. Something I have wanted to see for years actually. This is a character who can move 600 pounds at long range at 6th level ... kinda a little bit (way) better than a 15th wizard who can't produce the same effect.

15th level?

Hurm, I thought a 1st level wizard can carry 600 pounds. Just cast a few floating disks. Or for that matter summon a mount or two. Or Ant Haul on the party barbarian or... :)

As for range...it's nice on paper or in specific situations. In actual play during the playtest out of 8 levels of play my Kineticist needed a range > 30 feet in exactly one round of one encounter. And in that encounter the target in question was immune to magic/elemental damage so it didn't matter anyway.

Besides, Slick worked better. Granted YMMV. Still given the nature of the Kineticist with every talent choice being critical...I tend to be real choosy about what makes the final 3. :)


I'm also very curious about Archetypes for this class


Looking forward to reading or making an archetype that selects a witch patron, gains the patron spells as SLAs, and can select hexes instead of wild talents.

Which three would be best with this? What element? Fire? Aether? Anything, really?


Honestly, when I first got the playtest for it, I was rather fond of the idea of a telekinetic character who carried around several bags of marbles to use for his blasts. If the marbles survive, instant trip hazard!

As for wild talents, I like the blade/whip/fist ones, has the potential to be really epic depending on how they survive going to the finished product.

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