JCP |
Thanks for the comments you guys.
Calethos, I have seen the Elemental Annihilator. I was seeking to address with this archetype some of the issues raised in the following guides and threads:
http://www.giantitp.com/forums/showthread.php?432093-Sucking-Counts-as-Airb ending-Right-A-Guide-to-the-Kineticist
http://paizo.com/threads/rzs2su6f?Mastering-the-Elements-N-Jollys-guide-to- the
https://docs.google.com/document/d/1utgJVtJStEtZ8B923VWFYKIx6kbWQS_44zSMOb8 rkT0/edit?pref=2&pli=1
http://paizo.com/threads/rzs2soy9?Methods-to-fix-the-Kineticist#1
And several others. Again I really appreciate y'all's comments as that is what I requested. I know the archetype I proposed is more powerful in several respects from the original class. I posted it hoping to address what several threads on these message boards and guides have pointed out as deficiencies in actual play. Perhaps I went too far.
Perhaps some of these ideas should be play tested one at a time or tuned one at a time rather than as an entire archetype.
The general idea is to be able to put out similar damage regularly as other party members but have the burn option to really nuke a few times a day.
While kinetic blade and kinetic whip allow more attacks and more damage in a variety of ways the kineticist seems lacking at range in a variety of ways by those who ran the numbers.
Taking all this into consideration, what do you think of any of the proposed changes? Does a different method of gathering power for stealth or movement seem interesting and workable?
Quid: thanks for the comments.
The extra armor bonus was meant to take into account that the kineticist without armor can't enchant his clothes the way a rogue, archer, or other classes can enchant their light armor to grant additional AC or other bonuses. I agree a morale bonus is counterintuitive but I wasn't sure if having it be a straight out armor bonus made sense either.
As to Martial Flexibility I thought it more appealing to have a choice of a feat or a power rather than simply losing all utility as the utility is part of the coolness of the class. I want the class to do decent damage comparable to other classes in the party but still have the utility and was looking for a way to achieve that. I assumed, perhaps naively that someone who simply wanted to take all the feats would just play a fighter. That said you do make a good point and perhaps there is a better way to achieve that goal. Or perhaps it is unnecessary in light of other changes I proposed?
Perhaps flexible infusion is too broad but the issue is that right now it is too narrow. Too many shape infusions unnecessarily cut out elements that make sense. Some elements lack infusions at certain levels and lack attack options for shapes. The AoE damage is low comparatively and the need to burn to use them prevents them from being unlimited. Also, action economy means only so many uses per combat.
Is the requirement to constantly move more powerful than standing still? Is it the stealth that's too strong? Do you feel like the requirement to stand still to avoid burn is a balancing point so that the melee can hit them, make them take burn and hit point damage? Is the loss of the ability the infliction of burn on top of damage necessary to balance?
The burn pool is essentially the same as starting out with a filled buffer isn't it? You just don't have to dump all of your unused burn into the buffer each night before rest. I get that there will be time after spending it before you can dump again and that if you are attacked in the middle of rest the burn pool is more advantages and less likely to kill you than internal buffer.