Weapon Fusions


Advice


I know we are only in the first year of game and that there are not a lot of guides out there yet of the Treant Monk variety. But I was wondering if anyone has taken the time to put together a guide to fusions that indicates which ones are worth investing in?

Sovereign Court

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I've not seen a guide, but personally I find the ones that add crit effects to be the most useless (unless they also add a secondary damage type). WIth crits now only on a 20, it seems a waste to add something so expensive for little payoff (especially as some of those added crit effects are not that impressive).

The more utilitarian ones, like ignoring concealment/cover or hiding the weapon seem much more useful and worth taking.


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My favorite three are (in order I like the most) Glamered, Called, and Merciful. Any one of these makes your weapon amazing. Called being the best for throwing weapons. Glamoured for stealth builds. And merciful because who doesn't want to set their weapon to stun.


Ellias Aubec wrote:

I've not seen a guide, but personally I find the ones that add crit effects to be the most useless (unless they also add a secondary damage type). WIth crits now only on a 20, it seems a waste to add something so expensive for little payoff (especially as some of those added crit effects are not that impressive).

The more utilitarian ones, like ignoring concealment/cover or hiding the weapon seem much more useful and worth taking.

There is a situational use. Weapons that arc on a crit are enhanced in effectiveness if you add a crit fusion so if it's a bad time to arc you chose the other crit effect.

mostly putting this out there in case anyone is working on such a guide. It is a total fringe case but worth mentioning


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All IMO, of course.

Overall good in most situations: called (even for non-thrown weapons, as it basically replaces Quick Draw; only it's better), spellthrower (use most spell gems that contain a spell with a spell level of one-fourth the weapon's item level or less, even if not a caster or if the spell is in the other discipline), trailblazer (for just about any ranged weapon; unless combats rarely happen where water or environmental effects are present).

Often useful: holy (if in a "traditional" campaign; can expect to face evil dragons, outsiders, and undead on a somewhat regular basis), seeking (at least until the Targeting Computer armor upgrade is cheaper* and you can spare the upgrade slot)

Can be useful: blasting (AoE once per day), entangling (entangle once per day), glamered (for scenarios where having access to weapons is restricted)

Meh: anchoring, bane, bleeding, burst**, deafening, devastating, dispelling, knockdown, merciful***, ominous, returning (called will probably be useful more often), venomous, vorpal, wounding

Corner cases****: corrosive, flaming, frost (can also allow the entangling fusion), hybridized (if you face a lot of "anti-tech" effects), shock, thundering

Limited use: anarchic, axiomatic, defiant, disruptive, durable (unless your GM targets weapons), ghost killer (only "worth it" if incorporeal creatures are encountered on a somewhat regular basis), illuminating (ways to get low-light vision and darkvision are inexpensive and readily available)

*- 8th level weapons
**- this is a little better than the rest, as it can cause damage to other creatures on a critical hit
***- more useful for "limited force" (such as Stewards) or "bring 'em back alive" characters
****- replacing half of a weapon's damage with a specific energy type is desirable to qualify for burst on a non-energy weapon or to use Deflect Projectiles against both energy and kinetic attacks


I've found entangling useful, called cute, and haven't tried others. Dragonchess Player's list is probably more useful in general of course.


The tattoo fusion from Pact Worlds is the best "hidden weapon" solution at higher levels, you can carry it around without worrying about your gun sized but not gun looking Glamour fusion weapon being taken away. It's also drawable as a swift action, if I recall correctly.


Xenocrat wrote:
The tattoo fusion from Pact Worlds is the best "hidden weapon" solution at higher levels, you can carry it around without worrying about your gun sized but not gun looking Glamour fusion weapon being taken away. It's also drawable as a swift action, if I recall correctly.

I agree with Xenocrat. The Tatoo fusion is deffinitely awesome. It also makes it so any sort of Envoy for example can wear a fancy dress and charm people while having a perfectly concealed weapon.

I also find blasting to be an interesting one


The Artificer wrote:
...And merciful because who doesn't want to set their weapon to stun.

Heh, I laughed. I was thinking of Buzz Lightyear leading some Storm Troopers.

My favourites add the crit effects, because you can steer combat a lot better when you know how you're going to hurt your opponent IF you roll a 20. Plus the once a day abilities are all cool, like entangled (the kinetic attacks and cold damage only) because it's nice flavour to strike with a cold sword and freeze your opponent.

The fire/acidic enchantments are great when you know you're up against a particular monster THE SECOND TIME and gives them an option to really focus their attacks.

Deadly is good when you've got multi crit effects you want, but it's a level 5 fusion itself, so that's obviously for super high levels already.

Called is amazing for the Mystic with a spear, because you can throw and recall it, and it also provides Block when it's maneuvered into close combat.


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From Alien Archive:

The nanite weapon fusion is probably a bit better than the other critical hit fusions. All of the damage from the critical hit becomes acid damage, plus the target has to save or become nauseated (OK, it's only for one round).

From Pact Worlds:

Apprehending can be useful, since the activation of the trip attempt is a reaction after landing a hit. The "save or no spells/SLAs for a round" is pretty nice, too.

Astute, bonding, and interposing are kind of meh.

Manufacturing is often useful. Especially for weapons with the automatic property or those that require special ammunition (such as a draelik shadowstaff). UBPs are also easier to carry than physical ammunition in many cases.

Ratjaw can be useful. The disarm effect is automatic, although it's only triggered on a critical hit.

Sentinel is a corner case. If you can choose where a combat happens ahead of time, it's pretty good; if you're on the move a lot, it's limited use at best.

Tactical is kind of meh.

Tattoo, as mentioned, is a better version of glamered.

Ulrikka duster can be useful, similar to adamantine in Pathfinder, for bypassing (half) hardness; such as cutting through hatches, walls, etc.


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From Incident at Absalom Station:

Binding and burning are kind of meh.

Chained can be useful, especially when paired with Lunge.

Spellbane is kind of meh, especially when compared to apprehending.

From Temple of the Twelve:

Annihilator is a corner case. It's more powerful vs. PCs than NPCs.

Vicious can be useful, especially if the wielder has a way to heal/regain the damage.

From The Thirteenth Gate:

Dimensional disruption and temporal disruption can be useful. They basically combine the thundering fusion with a critical hit effect (staggered or stunned, respectively) in a single fusion, which makes them cost-efficient.

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