Simple question, wondering how people interpret the heightening on shard strike; does the heighten effect apply to the possible bleed damage on crit, or just to the initial effect. The heighten effect simply says increase the damage by 1d6 every two levels, and while I usually err on the side of caution and pick the less strong interpretation, I'm curious what the general consensus is, if there is one. In pathbuilder at least, the bleed does not seem to heighten.
This is a topic that annoys me a lot, in a few ways. On the one hand, I'm glad that a generic strike or other common action can't damage armor and or weapons. On the other hand, because of this, item durability/dependence on items is neglected from a character options standpoint. Only not all devs got the memo. I've only played in a couple aps so far, but I've probably encountered a dozen or so monsters that break (or otherwise make items unuseable) armor or weapons, shuln mentioned is this thread being one of them. It feels super lame to not only feel useless, but the adventure grinds to a halt as you have to find a way to fix your items (usually turning tale mid dungeon and going back to town). It's so stupid. That's part of why I have little desire to play martials in this game, sticking to casters/kineticist for the most part. Edit: special shout to inventor of all classes, who can't make their innovation more robust via special materials.
If they did, I missed it. Personally I'm not marketing genius, but I would think just announcing he product with a bit longer of a wait is preferrable to radio silence and uncertainty. If there is a reason for the delay/paizo being tight lipped, it would be nice to know that reason. But again there could be, and probably is, a reason for what's going on; I'm just antsy.
John R. wrote:
I'd love for you to be right, but that seems really close to not have any announcements (or leaks, which seems to be pretty consistent lately with rulebooks, such as the upcoming dragon book or dark archive remastered being spoiled ahead of paizo announcing).
Yeah I think the most optimistic take I have is that paizo is changing from announcing their biggest rulebooks at gencon, to letting gencon be more about the releases that come out gencon week. We might still get this book next gencon... Hopefully. It's just unfortunate that we get a change in announcement scheduling, seemingly the longest play test we have had, and no communication about any of it. Made worse that I find the classes really interesting and am very curious to see the final versions.
It could be the AP I'm playing but it feels like most of the enemies I fight as wood don't bleed. Half of them don't could as living creatures either. Personally I feel that timber sentinel should be nerfed to once per ten minutes, and given a more competitive (and reliable, a good offensive option against more enemies) offensive option.
Personally playing a wood/water/wind kineticist and am having a good time, but mostly because as a more support oriented character I always have something I can pivot to (I think timber sentinel should be nerfed so didn't take it, but I still have a lot of ways to contribute). That being said, there are a few fights where I felt I was forced to pivot to do things I didn't really want to do. There was a boss fight where I wanted to do damage, but the boss had high reflex and evasion, so aside from a stray blast which did almost nothing I was mostly sitting that fight out. And there was nothing I could have taken, really, through three lists of impulses, that would have let me deal decent damage in that scenario. I feel that all elements should be able to be built to do competitive damage, not just fire or desert wind builds, and have a variety of defenses they can target. Hopefully we will get more impulses down the line.
moosher12 wrote:
That's a very interesting theory and I would not be surprised if it was the case. I hugely look forward to new classes and I'm not especially patient, so I'm not sure if I agree with stretching out the wait between play test and release, but in the grand scheme it's not a big deal. I was hoping the impossible classes would be out a year after their play test, so around January, but that window has closed. Then hoping to hear more about it at gencon; that didn't happen either. Hopes dashed again when nothing was mentioned in the mid August keynote. I think I look forward to this stuff too much!
The wait for whatever book the impossible play test classes is in, is a tough one. This has been the first gencon since pf2e launched that we haven't gotten the scoop for the next gencon rulebook. It's also looking like the longest wait between play test and release unless there's a very unexpected surprise around the corner (which there won't be). I don't want to get too much into speculation or doom and gloom, but does have we heard anything about why this might be happening? Is the rulebook release schedule slowing down, have recent happenings in the states delayed product, or is it turnover? I understand all of those reasons, but it would be nice to get some sort of update on things.
I love the idea of having a separate line of summon spells that work more like a form spell, using a template rather than picking an actual creature. That way the people who prefer the current summon spells can still have them, while those who prefer raw power and less versatility would have their preference. I also don't think a feat or something that raises the level of creatures you can summon with summon spells by 1 would be too out of line, but probably no more than one level. It should be something a character has to invest in though, I don't think summon spells should just get a blanket buff.
I would love to see another small niche of the arcane list in more contingency spells. Contingency (the actual spell, not the trait) is arcane only, and I always felt like arcane is the prep class - if you know what's coming, you have a spell for that. I think a bunch of arcane exclusive contingency spells would be thematically appropriate and make the list feel a bit more thoughtful. Also, tangent, but I also feel there needs to be more arcane creatures. Arcane pretty much only has some constructs, every other tradition kind of ate the wizards lunch (especially occult which gets way too much imo).
My hopes for a shifter are to make it similar to the adaptive shifter from 1e. You can morph your body into a bunch of specific animal parts, such as growing quills for ranged attacks, regeneration, different traversal speeds, defenses, etc. There's really no end of inspiration for things like that if you just look at all the crazy stuff animals can do. Current polymorphing is fine for a backup option but it doesn't hold a candle to an actual martial. All that said, even though shifter is probably my next most wanted class, it does seem like one paizo is reluctant to make. Both shifter and evolutionist (not exactly the same thing but some similar themes) came at the end of their respective editions' ends, and neither were very well received as far as I can tell. I think they're wicked, evolutionist is still my favorite starfinder class. My guess is that everyone has their own vision of how their ideal 'monster' should get to work and are disappointed when they can't build the exact thing they were hoping for.
There really are a few class archetypes a summoner could have. I would love to see a martial/caster reversal with the eidolon being the caster and PC being the martial. I would love to see an option that has multiple eidolon you could pick between, one at a time (pseudo pokemon kinda). Synthesist summoner for sure. And honestly just more feats in general to customize the eidolon.
Deriven Firelion wrote:
Eclipse burst + phantom orchestra is 128.5 damage on average, and took a turn to set up. The single strike, idk how much damage that would do, some variation there, but a casters to hit with strikes isn't that great (elemental blast at level 20 has a higher hit chance than most martials by one as you know). As for the ignite the sun damaging allies, yeah it would do a bit of damage, but remember they all get an extra d6 of fire damage to their attacks and they have +20 fire resistance from thermal nimbus and no fire weakness. So they might take ten damage, but the enemy will take a lot more.
Deriven Firelion wrote:
I don't think it's very fair to say that a turn of set up is too much to ask for. Especially when the first turn isn't a wasted one - thermal nimbus is free because of final gate, ignite the sun does 7d8, and you can get in a blast or two depending on how far you have to move (you said yourself in your Games typically enemies come to you I think?). So even on that 'wasted' turn you're doing 20(thermal nimbus)+41.5(avg ignite the sun with weakness)+(39.5 X2)(two blasts boosted by ignite the sun, furnace form and weakness)= an average of 140.5. Thats assuming you don't have to get within 30ft, but even if you have to move it's still 100dmg on your setup turn. I think, especially with your style of play of scouting and such, you could have furnace form activated pre combat (honestly maybe even ignite the sun too).
So future products are possibly being talked about on August 15th? A lot of those panels sound wonderful but I don't really have the schedule to watch all of them hoping for sneak peaks, so for me the one hour synopsis was great. As far as products coming out next week, I'm already sold on battlecry and sf2e!
At 20 a fire kineticist with ignite the sun, kinetic pinnacle, effortless impulse, thermal nimbus, furnace form, aura junction and impulse junction, flying flame, and weapon infusion can do a bananas amount of damage. There's a bit of setup there for sure, but assuming you can prebuff with furnace form (which I don't think is too big of an ask), turn one thermal nimbus, ignite the sun, two blasts, then next turn free concentrate on sun, flying flame, two blasts, it's a lot of damage for using no real resources. Maybe if more of that came in at earlier levels it would help with the damage curve, but adding much more damage to that might be a little much. Personally I think other elements could use a buff. Fire out damages them by a lot, especially at 20. Maybe earth could benefit from desert winds (for single gate earth kineticists), for a start, even though with no non overflow damage impulses it wouldn't be that big of a boon (roiling mudslide doesn't count cause the damage is poopy, more of a crowd control impulse)
More ways of inflicting misfortune on saves, circumstance penalties on saves, and maybe even buffs to class/spell DC as player options would be cool. They all exist in very limited ways (circumstance penalties only exist to reflex saves in regards to damage afaik) but I would love to see them more prevalent. Earlier impulses that benefit from free action concentration would also be cool. Ignite the sun is great but very high level. Some form of damage by way of reaction would also be nice - volcanic escape is very cool but mostly as a defensive tool. Also, this thread is mostly about damage and talking about kineticist and the fire element, and I think other elements really should have options to be closer in damage potential. Not by much, but closer.
I am on the camp of the rogue vs kineticist damage comparison isn't super fair. I understand why you're making the post, and not denying your actual play experience, but it's hard to imagine a rogue hitting a strong enemy 4 to 5 times every round. It's also not the fairest comparison because using your damage numbers, I doubt theres a martial out there that comes very close to it. That being said, I do think it is crappy that the game doesn't have options to support kineticist more, unless I'm missing some good options. Some spells that buffed kineticist damage (in some way shape or form) would be very welcome. Directly buffing kineticist damage so that it can compete with one of the strongest classes in the game that has the support of their team behind them is a little power creepy.
I feel a rogue should out do a kineticist in single target damage. But even then, a kineticist isn't that far behind, and given all their extra cool stuff a kineticist can do, I feel that for the most part kineticist is in a good place. It might not be as flashy, but when looking at dpr, half damage on a successful save goes a long way. More support for kineticist via interacting with the rest of the system though, that could use some work. I'm not on team 'blasts should work like strikes' but more save penalties/DC bonuses, more teamplay potential with kineticist and other classes would be great, or more itemization.
Not that expanding classes that have weak or limiting options isn't a good thing, but in my opinion more character concepts are the main thing new options should be striving towards. Of course making every thing fun and balanced should also be a main goal, so making new options for weaker classes would also be nice. I would personally love to see some more blanket ways of altering classes. A class archetype that could apply to all full casters that 'gishifies' them would be wicked, giving them an HP bump, raising weapon and armor proficiencies, lowering spell proficiencies and giving bounded casting would be cool to me. Class archetypes like captivator (plz remake soon) but for other subtypes of magic would be awesome. Some form of (adaptive) shifter would be very cool. That's the sort of stuff I'd like, other than just, more kineticist options
I'm not for less player options in general to avoid bloat or what have you, no. If there was a trade such as one class and a spattering of other player options to make up for it, then that would be great, yeah. Personally there are classes and concepts I'm still hoping get put in the game, so slowing content would lessen my chances for getting said options. But I do love a lot of existing options and would love to see them expanded, and I feel that there are a lot of concepts that don't need a whole new class, just tweaking of existing ones (class archetypes).
Prince Maleus wrote:
This is my hope too but I'm not sure how realistic it is. It's been a while since we've had a year with two books with new classes, and I'd be surprised if production started ramping up at this point in 2e's career. More likely the opposite, really, with starfinder in the mix now too.
All right, cut me a little slack. I said a little validation, and your paraphrase is not very fair. At any point in the game theres a threshold a caster could realistically meet trough the party's actions, where using an attack spell over a corresponding save-spell is the objectively correct decision Vs These spells aren't worth casting unless you stack a significant amount of modifiers then they maybe become a decent idea sometimes I mean come on. I know you're the resident 'pop into threads to make people feel foolish' person, but I don't think that's necessary here.
NorrKnekten wrote:
I was thinking about that quote while making this thread, even though it was talking more about the power level of wizards. But if we assume that balance is to be done with the most optimized party, doesn't that push attack rolls to be that much better with all the support that's been mentioned in this thread? That quote is also talking about arcane casters who have much easier access to spells that target any save. Primal has barely any fortitude (they have some but they're not very reliable damage types for the most part) or will (that deal damage). Kineticists can be out of luck depending on what element is chosen if you're fighting a bunch of high reflex enemies, etc. All that said, I did and do enjoy the characters I've played (elemental sorc and kineticist mostly so far) that rely mostly on reflex saves. But in those times I couldn't reliably target reflex saves, the options I picked allowed me to pivot to a support role. So yes, I do very much realize that just by having so many tools in your toolbox, your character is likely never to feel useless; but it does feel bad to feel forced to have to pivot. I dunno I'm probably making a mountain out of a molehill. I'm just the type that likes a more reliable method of attacking, and attack rolls are just that, while saves are a lot more hit or miss.
NorrKnekten wrote:
Whether it's a problem or not is subjective, and the whole point of this thread. It does seem like I am in the minority, but personally I don't feel like half effects on a failure is enough to compensate for the potential and reliability of attack rolls. Also, yes distracting feint does give a -2 circumstance penalty to reflex saves, as does catfolk dance. But I'm pretty sure those are the only two. Let's not sit here and pretend that is anywhere close to as many options that off guard has, and even then it's only to reflex saves, to say nothing about the other two saves.
Dragonchess Player wrote:
Right, but everything you listed in regards to impose conditions are all status penalties. It seems like a long list until you realize that basically the max you can get is a -3, whereas attack rolls can get up to a 16 point under swing and have easier access to rerolling to boot.
What about more ways of buffing or debuffing saves? I don't feel that targeting a monster weakest save makes up for not being able to get any bonuses to spell/class DC and few penalties. I don't think spell/class DC's should get as many buff/debuff options, maybe half as many as opposed to no bonuses and only status penalties. Or is that also not something the community feels?
Some good points being made already. Recall knowledge to figure out a weakness or low save can definitely be a big help, of course. I'm making the assumption that parties figure out an enemies lowest save or weakness, and yeah in some cases being able to target that low save can make a huge difference. Maybe it's that I'm much more of a fan of consistency which attack rolls are, but I guess that's one of the things I'm trying to say; the stars don't seem to align often enough for spells/abilities that target saves. A PC has to be fighting something that has low saves, and you have to have the right ability to target that save. And even then the creature might be a construct or an ooze or a swarm or undead, etc with immunity to the effect you're dropping. Also I don't think resistances really factor into this, physical vs special or what have you, that's a whole other thing and both attack rolls and saves can be either anyway. As far as mathing out attack rolls vs saves, I am very aware of those level ranges where casters lag behind. I played an elemental sorcerer all the way to 20 and I did feel it. But I maintain that between getting the enemy off guard (which there are so many ways to do, not just flanking obvs), hero points, aid, true strike, and other penalties and buffs, even those dead levels are better spent using attack rolls sometimes. My most reliable spells by endgame would crit very often due to being attack rolls. As far as my third point, while golems were the worst offender for sure (and wisps), there are a lot of creatures immune to most will saves, poisons, void, and vitality. And while thats a big no doy, those tend to be the traits of a good chunk of the rare few spells that target will and fortitude. So that construct that has a super low fortitude as a 'weakness' doesn't really have much of a weakness. And yeah I think one of the most rewarding parts of 2e is the teamwork part. Handing out buffs or tripping or whatever is a great time, and I think it can be a bummer when it benefits attack rolls so much more than things that target saves. That being said, in this thread I am mostly talking about blasting, and bringing up debuff spells is a pretty good point. If a PC could get the same massive numerical swing with saving throws abilities that attack rolls can, it might be too easy to land a crit fail on some of the more devastating spells like slow.
I don't have a good track record for making topics like this but I'm going to give it a shot. Something that has been nagging at me for a while now is the lack of support for effects that target saving throws. I'm wondering if I'm in the minority as I see more people complaining about how bad caster attack spells are, whereas I feel they are more reliable than saves some of the time. The good parts about saving throws are that you might be able to target a creatures worst save, and sometimes that can be significant. That, and some smaller effects on an enemy saving. The bad parts about saving throws are, imo, more numerous. Firstly is access to saves that can target all saving throws; casters like druids have a couple options but not much. Some kineticists are poo out of luck if they come up against a high reflex enemy. Second and probably my biggest gripe is the lack of bonuses and penalties. Attack rolls have easyish access in most cases to item bonuses (not so much for casters, but they do get shadow signet which is a whole other thing), status bonuses, and circumstance bonuses (aid mostly). Likewise, penalties to AC via status and circumstance are also easy to come by. Hell, attack rolls have things like sure strike and hero points. The only thing that saves have is status penalties, and extremely rarely circumstance (I think maybe only catfolk dance). So while an attack rolls can have massive numerical swings with things like heroism, flanking, aid, fury cocktail, frightened and a hero point, saves have status penalties and that's about it. Thirdly is that creatures themselves often play around with established rules saves are loosely built around. Some have overtuned saves straight up. Others have straight up bonuses vs magic, or immunities to things like fear or mental and a low will save which is nearly every will save. Some enemies might have evasion or similar ability too. That's the end of my rant, but mostly I'm curious as to what others think. Is targeting a weaker save as an option and half effects on an enemy saving enough to balance out saving throw effects? Should the game implement more support for saving throw effects like sf2e's get em?
Not getting my hopes up for big changes but it's always fun to speculate. Some possible changes I would love; - Less friendly fire feats. Many of the amps and feats like violent unleash, dark personas presence, psi catastrophe, etc are all not too crazy strong, and need you to be up in the business of enemies. Hitting your allies too makes them too hard to use to justify taking, imo. - Damage cantrips deal more damage baseline. Some cantrips like tk rend deal 5d6 damage at level 20. Like really? I know it can be amped, but even amped and psyche unleashed it doesn't do more damage than most other AOE damage focus spells, which are typically 16 to 18d6 damage at 20. Also seems to defeat the purpose of unleash psyche boosting damage to psychic cantrips when the special psychic cantrips the class gets are weaker to compensate for it (that's conjecture but it's how it looks to me). - some form of effortless concentration. I know it only comes in late game, but it's such a huge feat that most every other caster gets. It really lets other casters dunk on psychic, damage wise, if the right spell is picked to sustain.
One thing I asked for even way back in the playtest, was just a simple kineticist feat, not tied to any element, that does aoe damage of a type you can do with your elemental blast. Basic, no nonsense, no extra effect. I wouldn't want it to deal more damage than any other overflows or anything, but an option to have that just works across any element would be great. 1d8/2 levels, in a cone, line or burst (chosen when you take the feat) of a damage type you can deal with your elemental blast.
Yeah in my mind, comparing casters to kineticists in the blasting department, I think kineticist are behind in three categories. Damage types (some elements can only do a couple damage types), defense targetting (some elements can only target reflex with impulses, and as stated a few times now elemental blasting only is not going to feel good when you come up against a high reflex enemy), and pure power (most of the better damaging impulses are around 2 spell ranks of damage behind the same level characters actual highest level spells and focus spells). 2 of the three of can be solved by some element combos (honestly I'm fine with impulses being behind spells in pure power terms), and that's the point I'm trying to make. A single element kineticist should have more options to help with their shortcomings, not feel 'forced' to mix elements to be able to target different saves or damage types. And to make it so adding impulses doesn't just make mixing elements even stronger by adding even more options everywhere, new impulses added should be mono element only. That's my opinion. Right now I love kineticists, the one I'm playing and ones I'm planning on playing, but they are all multi element. I don't think I have theorycrafted a single element kineticist that compares to a multi element one. That's how I feel anyway.
Personally I'm happy with the damage of most overflow impulses (45ish to 55ish for 2 to 3 actions respectively). My personal wish is for every impulse to be able to target any 2 of AC, fortitude, reflex, or will to deal damage. i also usually pass up impulses that come up against a lot of immunities because I prefer consistency but that's just my preference. I played a caster up to 20 in my last campaign, and picking spells that targeted a variety of defenses and damage types felt very impactful. Had I only been able to target reflex and physical damage, I would have felt pretty hamstrung, and that's with spells that deal a lot more damage than impulses would. Not sure if I'll get to play a kineticist to 20 to compare, but it does worry me a bit considering the huge bags of hp enemies have late game.
Zoken44 wrote: How are mono-element builds "Traps"? Is this the weird notion that a single character build should be able to "do everything" Like... like this isn't supposed to be just one member of a team. It's not a trap, but in most cases it's not as good. Having access to a second big ol' feat bucket helps to define your playstyle a lot easier. For instance, if you wanted to try your hand at healing as a kineticist, a single element could make it work with water or wood. But you'd only have a single in combat heal until level six when you get a second. But if you are both a water and wood kineticist, you have 4 healing impulses to choose from at level six (though you can only get all 4 by level 8). Doesnt mean you can't heal as a single element, but if healing is the main thing you want to do dual element is going to have more options. Feels kind of weird to debate this as kineticist is my favorite class, and the problems with it are small, but here I am. I made peace with theorycrafting an earth/metal/fire kineticist for the character I've always dreamed of that had previously, in my head cannon, been solely earth. But I see metal as basically earth, and fire can be flavored as magma (I barely take fire stuff in my build, really just fiery body and elemental resistance).
YuriP wrote:
I don't disagree with you, but when every element has a dud or three in the junction department, by the time you get to high level as a mono element kineticist, you end up taking the dud since you have no other option. This makes the main draw of being mono element at early levels, getting a free impulse junction, a lot less attractive. Personally in an ideal world, yes abilities that are lacking would be buffed. But that's just not likely to happen. We all know that errata comes very slowly and it rarely hits issues like these. I feel it's a lot more realistic to hope for future options that patch up these holes, instead of hoping paizo goes back to the drawing board and rebalances a ton of stuff. I never understand why people hope and plead for that sort of thing when the only time it has ever really happened was when classes got remastered.
I don't agree with everything fabios says, but yeah I don't think getting a free impulse junction and the other small perks a single element kineticist gets are enough to compensate for getting access to the many impulses and other junction options you get for forking the path. Especially when, as fabios said, there are more than a couple duds as junction options, or at least options that might not fit what your build might want. For example, since we're talking about wood, the skill junction and aura junction are not things I am likely ever to take. Also, on the main topic of the thread. Just to share some of my play experience, I currently am playing a water/wood/air kineticist at level 8. I am having a great time. And while I realize that every class has their strengths and weaknesses, I prefer classes have options they can take to mitigate those weaknesses. For example, we ended up fighting a slightly higher level enemy with high reflex and evasion, and it felt pretty crappy. Granted I had options to support the rest of the group so I wasn't useless, but I would like a damage option or two between those three elements that wasn't a reflex save. And I know elemental blast exists, but personally I see that as more of a filler move, not something you fall back on and be as effective as the rest of your party. It is more akin to a caster out of spell spots.
Personally I think more impulses would be nice, of course. But I also agree with the sentiment that mono element is a lot worse than combining elements. Being able to nearly double your options (I know going multi element blocks you off from being able to get any composite but it's still a net gain by a lot) alone is huge. For example, my personal bugbear is mono earth. I love earth element stuff, always have. But earth is pretty mediocre by itself in areas that I personally would prefer they were stronger. Earth is great at creating terrain and controlling movement, but not as good as I would like at personal defense and damage. I can't stand tremor, both mechanically and immersively. Only hitting things on the ground is dumb, especially when earth only gets 3 damaging impulses and one is a 3 action with a good but niche effect and not especially competitive damage, the other damage impulse is level 18. Also how do you picture shaking the ground doing a ton of damage at level 20? What does it look like, what if they're on a wooden bridge? It's just sillyness, always hated tremor like abilities in any fantasy setting. All that said, to fix those issues I personally feel that we should get impulses that are exclusively mono element. The feats that are mono element only aren't very good (thematic but not very strong). And if we just give feats to every element with no restrictions, it will just make dipping into other elements even more attractive.
Hey all, this is a thread for people to hopefully post advice on how to deal with the strongest creatures in the game. I'm talking over level 20, but nothing too specific. I'm hoping to avoid spoilers on how the strongest monsters work, but maybe a checklist of sorts to make sure characters can be a bit more prepared for that endgame potential tpk. While I try to avoid spoilers on monsters, I spend way too much time lurking, talking with people about the game, and playing it (though not as much as I'd like, I've only gotten to level 20 once). All that to say, the few monsters I've seen or fought against, there are some common themes. Here are some things I've noticed that have been invaluable (some of them very obvious, but I'm spelling them out anyway). - Heroism. Nothing else really comes close. It's pretty much necessary against anything level 23+, and even some of the more overpowered 20 and up creatures. - Debuffs. Feels kind of silly to put this, but again it's needed. There are a plethora of options, but generally you want to keep the enemy off guard, and as strong a status penalty as you can get to AC, saves, and attacks. Synesthesia is probably the strongest option, but there are others (please post your favorites!) - Ways to prevent reactions. Most of the scariest creatures I've seen have a crazy reaction or two. Especially if you're playing a caster, you will need a way to prevent them. Reactions only get more common the higher level you get, it seems, and the worst ones make it very difficult for casters to cast. - Immunities. This is going to vary a lot depending on what you're fighting (the strongest creatures in the game really need players to have to have some downtime, cash, and ability to research their for). Spells that give immunity to damage types, conditions, or traits can be invaluable. Ferrous form covers a lot of them such as death effects, paralyze, etc. Fiery body giving immunity to fire, corrosive body immunity to acid, things of that nature. - Items for the task. Every character needs to, at minimum, have their apex gear, fundamental weapon runes (ideally some well picked property weapon runes as well) and fundamental armor runes. Any mutagens you can get your hands on that make you do what you do, better, help as well (they're not that expensive honestly). Martials should have precious metal weapons if possible, ideally tailored to what you may be fighting but even if you don't know, the extra durability can come in handy. - Silver bullets. Not literally, but things like Holy light (searing light pre remaster) have been invaluable to parties I've run with in the past. Not sure what others there are that are in the same vein, but I thought it was worth mentioning. - Damage types. Preferably have ways to deal many types of damage, or the ability to choose what damage type. Things like shadow blast (though the target gets to choose their save, which is less than ideal), a magus' runic impression being able to change property runes, etc. anything to trigger that extra weakness. I would love if people shared their tips for level 20 play in this thread. I think it would give parties a checklist of sorts to look at when they are about to fight the BBG of a campaign. But no spoilers on how to deal with specific big bads, if we can help it. Thank you!
Kineticists exist in a weird and wonderful space between materials and casters. If you compare the best parts of martials against similar pieces of kineticists (martial strike vs kinetic blast), it will make kineticists look bad. In that same vein, if you compare top level caster spells vs same level damage impulses, that too will make kineticists look bad. The best way to use a kineticist, in my experience, is to mix blasts with area impulses so you don't have to worry about MAP like most martials do, and you might get a couple enemies instead of just one. The class is going to click for some people, but for some it never will. If you think that a martial longbow user out damaging a kineticist at range is unfair, well, that's just the way it is. A martial archer doesn't have all the other cool stuff kineticists do, like their blast being able to switch between range, melee, damage types, and a bunch of traits if you take weapon infusion, all while not taking up your hand. A kineticist also has plenty of thematic options that are (imo) extremely cool. As far as fire options being unfavorable in some situations, yeah that's a downfall of fire as an element. It does (especially at high levels) the most damage by far of the elements, but it's all fire damage. That's by design. If you don't like it, it's not very hard to branch out to another element and take, say, tremor. Personally I'm playing a kineticist whose not damage focused (water/wood/air) and with just elemental blast and tidal hands/lightning dash, I do very respectable damage when I want to.
Just to be a Debby downer - it's also pretty unfortunate that psychic doesn't get effortless concentration or some variant of it. I know many games don't get to that high of a level but when I got it on my sorcerer it was such a major power spike. Psychic falls behind in damage at that point by a bit, against casters that can take advantage of the free sustain.
|