Rogue Eidolon |
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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)
Rogue Eidolon Designer |
Petty Alchemy RPG Superstar Season 9 Top 16 |
Kyo Yamato |
Rogue Eidolon wrote:Aether Puppet has many possibilities, and they all intrigue me.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 ;)
I want to know everything about fire, specially unraveling infusion. I hope we get to know more soon
Helcack |
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.
Arachnofiend |
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.
Protoman |
Protoman wrote:Ah you're right it is level 6. That's a little better, but still pretty boss.Jodokai wrote:Wings of Air. At will flight at level 4.Level 6. The "spell level" is 4.
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.
kestral287 |
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.
Torbyne |
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?
Petty Alchemy RPG Superstar Season 9 Top 16 |
Rogue Eidolon wrote:"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?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)
Boo-urns! Boo-urns!
Deadbeat Doom |
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!
Rerednaw |
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. :)
DekoTheBarbarian |
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.