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3 posts. Organized Play character for Osoir.


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Liberty's Edge

Protoman wrote:
Mark Seifter wrote:


If this is PFS (which I intuited it might be due to the use of PP and boons), PFS seems like it's surely going to stick to the actual playtest document and not to the teasers I give (not least of which because the teasers won't include the specific new wording for everything).
Aww PFS is gonna stick with 2 skill points per level? Gonna have to buy some magic items to up my PFS pyro's basic out-of-combat versatility.

Yeah, that's actually really disappointing. The skill point bump was what I was most looking forward to for PFS. I just feel so unable to contribute with just 2+INT.

Liberty's Edge

Mark Seifter wrote:
Shiroi wrote:
And while context is nice, knowing that context will exist is enough for me. I'm plenty good with hearing spoilers. :)
Yep, but I have to take the net result, and I'm afraid we've all been outvoted by the people who didn't like seeing it without the context.

I think people have just been waiting so long to hear what's being changed that everything you say becomes the net change in our heads. Sorry if it feels like a pile-on, it's just been a while and we're anxious.

I know my first game post-playtest is this Saturday. I'm trying to decide whether to play my Kineticist or not, but I don't want to play it again without the updates. I'd rather have more opportunities to test the "completed" class at lower levels, before I have the GP/PP to start modifying it via items and boons.

Liberty's Edge

Mark Seifter wrote:

What's this? Another rough potential wild talent, and this one for all elements? How are these all showing up here?

** spoiler omitted **

The idea for this one is like when you've seen your favorite kineticists in media throwing a barrage of weaker flames or rocks or what have you, figuring that their incredibly agile opponent might dodge some of them but can't dodge them all. In the case of SR kineticists, they are inundating the foe with these little blasts to eventually make it through the SR. In either case, this is particularly useful when you have a substance you want to stick on a foe, say starting with a barrage of magnetized metal shards to make sure your magnetic effect takes.

This is a really neat concept -- and as a Monk lover, I really like the play on Flurry of Blows -- but I can't help but wonder when I would want to use this. I really don't want to be dealing first level damage at sixth level, even if I do get to divide it. That's just not enough output to justify the Burn and inability to whack a single target for more than either of the two are going to get. It doesn't feel economical.

And waiting until tenth level to up it to three blasts feels overly conservative, IMO. Your damage output is going to fall off in a big way at seventh level, and that's a long time to wait for another blast to even it out a bit. Even then, I still feel like you'd just be better off using your regular blast or any of the other talents you'd have unlocked by then.

I'd suggest just pushing the level requirements on this one down across the board and providing a slight increase in damage. It doesn't need to do as much as a normal blast, but scaling in a way that at least keeps you in the same neighborhood would be nice.