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It's my favorite class but In my opinion kineticist desperately needs new impulses. The Main weirdness of the class Is that almost no element Is auto-sufficient; every element has INSANE tools but they're very few and can't complete a character on their own: -Metal can do a bit of everything but not well
-Water's healing capabilities are very mediocre (with the exception of having the universal vaccine to every disease for some reason with "torrent in the Blood"); It's debuff capabilities are very weak (useless againts single targets, weak againts lots of enemies cause they only have One target) and has decent damage (by kineticist's standard, by "the whole game" standard It's terrible) -Earth has insane junctions, the best armor, the best composite impulses and One of them best impulses (free Wall of Stone!). But doesn't have any defensive reactions, lacks an aura for some weird reason and really needs wood to fill in the gaps. -wood relies too much on Timber sentinel, without It the element goes from 4.5/5 to 2.5/5 stars; It has the best junction in the game but no way to use It (heavily lacks in the "good Two action impulses" department) -Air Is REALLY weird, It has very good impulses but, like water, basically cannot function on It's own: no traditional buff/debuff, no damage, no tankiness, no Will to break, no mind to think, no trailer, no etinoh. -Fire: suffers from It's own success, gets EVERY tool It needs (Flying flame, area and impulse junctions, Fire wave, blazing wave) in the first five levels and then doesn't get anything till level 12. I'd like to see more impulses for everyone, especially auras.
So! I despise gunslingers and now i'm gonna, respectfully, write why :3 1- The class doesn't have an identity I believe that the gunslinger fundamentally doesn't have a mechanical idendity. -it Isn't a crit fishing class: weirdly enough the +2 doesn't really make Crits something the gunslinger excels at:
It doesn't even benefit that much from crits, base damage Is quite low (even with fatal) so its crits are not worldbreaking (in fact, a gunslinger's crit Is worse than a starlit span's hit!) and neither do they apply great debuffs like a fighter can do (cause, let's be honest, the best thing about fighters Is that at High levels you basically cast "shut his PC off" with each crit) This also ties In with, i think, a wrong pov the community has about gunslinger: "oh! He needs support, he really benefits from It" but... Who doesn't? If you give a ranger with a gun the same support he's gonna rock the same if not Better, everyone likes support! Gunslinger benefits a lot because it's much much WEAKER without It! So the difference Is more felt -The class doesn't have a proper identity I think that the class, other than cheesing encounters if there's a Cliff but that's something everyone with a gun can do, doesn't have a clear identity and that hurts its design tremendously.
This Is my personal argument on why companions are lame/bad. So! First, definition: animal, construct, undead companions. Second, argument: companions, in my opinion, are inherently flawed and contraddict aspecta of pf2e's interior design: 1- they require a massive feat taxi which offers almost purely vertical growth, to have your companion you MUST spend at least 4 feats which all give your companion REQUIRED numerical growth, aka:
2- they're lame as hell, companions have practically no customization, with construct literally having none at all, and every item Is utterly useless; if you wanna focus on your companion there's literally nothing you can do (Napoleon meme), they're Stuck with being the same from level 1 to level 20 3- they scale horribly, this Is caused by Two things. 1- the gaps between feats are too big, companions generally start to really suffer from level 11-13 and from level 17-20 because their scaling Is tied to feats! And there aren't any to cover those specific levels! 2- their numbers are Simply too low, look, i understand that their only utility Is being a meatshield and grappling but It comes to a point where the player's map actions are Better than the companion's non map actions!
I don't think that "It's cheap" Is a great class design, like, if i want to be a shield guy i wanna spend on a shield. Also labbing out the shield hps i kinda realized that without that boost they're pathetically low, like, i'm THE shield guy and i can barely block three strikes. Thirdly you also cannot "cheese" this problem with the viking archetype, rule wise second shield doesn't work as you Need to prepare the blessing in a specific shield. ALSO you don't even save cash! If you do the math the previous thing made lower tier runes Better than current ones (example: a level 4 sturdy shield with shield ally Is Better than current level 10 sturdy shield!)
Quick post, something i've Always thought but never have written down: So, what's the deal with Champions? They're a tank, so if you hit em you waste time, but if you try to hit anyone else you're wasting time because they'll protect them, but what happens when the First proposition Isn't true? Prior to level Seven the champion doesn't have anything that truly makes him a tank, sturdy as for sure but It's basically a fighter and if you don't take lay on hands as a devotion spell it's literally a fighter, so, in that case the question would be, why wouldn't the enemy Just hit the champ? Sure it's not great but since the champion doesn't have great defenses It's not really a problem Isn't It? Both monks and barbari and are MUCH tankier than him at lower levels. And that'e It, did everyone ever had a similar thought PS: in case Sorry for any writing error and any tone error, i don't Wish to sound anything but chill in this case, been thinking about this because i May play a champion
Hello! I'm Building a kineticist for a campaigns that supposedly Is gonna go from level 1 to 20 (we're level 5 now) and while i have my build set from level 1-8 i do not have It further! I'd love to get y'all help here or on another platform, whatever you might prefer. Here is the build link for Misaki. To view this build you need to open it on an android device with version 248+ Pathbuilder 2e installed. https://pathbuilder2e.com/launch.html?build=819977 This Is the pathbuilder. I have to specify that we're playing with free archetype so y'all gotta add a flame oracle's archetype on that
Since there's going to be, or there already is, a stream of new players coming to the game i think that this argument is not at all unproper to discuss. in my opinion the game fails at teaching new players how they should play the game: low levels are COMPLETELY focused on damage and innate survivability:
what do you think?
pre scriptum:
First step: look out for what your party needs, every strong party comp needs at least:
-two frontliners -one competitive font of single target dpr and two secondary damage dealers
-a caster, literally any caster will suffice. -math adjusters (buff, debuffs) -good recall knowledge and good skill coverage (at least one master in every relevant skill such as: diplomacy, deception, nature, arcana/occultism, religion, stealth, thievery), most of those skills can be aided through magical means but cannot be fully replaced until high level spells come into play ps: unconventional party comps do work, but you need a good reason and a good plan behind them, playing them straightforwardly won't work Second step: now that you found what role you need/want to play let's do a general rundown of what each role has to do.
Healer.
Frontliner.
striker/damage dealer
Casters:
Math adjusters
Third step: choose your class and make the character with your chosen role in mind
I'll preface with two statement, nay, three: -English Is not my mother tongue, therefore i exscuse myself for any grammaticale mistakes. -i'm currently playing a kineticist, as It's my favorite class. -i've thoroughly "studied" the kineticist, i really think i know my stuff. i Hope to not sounds accondescending, in case i exscuse myself. Now! The critique, written in a miscellanea of points: -The kineticist suffers from a slight ivory tower design. The class works but It requires a serious building effort. A good amount of its feats are completely useless; they'd work very well as situational spells to swap out if needed, but as your ONLY thing (since you get a "new spell" every 2 levels) It's Absolute insufficient.
-"The caster Blaster everyone wanted!" LoL no.
"Impulses are magical, and though they aren’t spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature’s bonus to saves against spells) also apply to impulses." this is everthing we have to answer, and by its look it is pretty vague! "also" doesn't mean "only this applies" otherwise it would have been written as: "Impulses are magical, and though they aren’t spells, some things that affect spells also affect impulses, such as Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature’s bonus to saves against spells)" i'm italian so i could very well be wrong, but as much as i know it's ultimately unclear
This Isn't meant as an insult to anyone, this Is Simply something i noticed and that i want to talk about. Obligatory prescriptum: i have Two Active campaigns, in One i play a purely defensively oriented character, in the other i play a Fire/earth/wood kineticist 1- The moral argument:
2- the technical argument:
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