Squiggit wrote:
Idk. I've gotten decent use out of it. I like that it's 60 feet. Maybe just make it d6s and forget about the optional boost. What's funny is that it might end up nerfed to make it in line with the remastered cantrips.
Much of the interesting builds I can think of unfortunately would require the equivalent of automatic bonus progression. A ranged build focused on your various solar flair abilities paired with an area weapon would be cool. Just having the option to be a switch hitter in general could be a selling point but there's no way to share crystals. Other weapon classes could pull it off with the upgrade duplication thing but I don't think that works for solarian even if you hold your solar flare. Different terms for it's upgrades. If ever they errata this class, they ought to share upgrades with their granted weapons
Farien wrote:
As far as core features go, it doesn't have a lot going on. Yeah that's what I'm saying Which is potentially fine if the class is meant to get most of its power through feat choices (like kineticist) I'm wondering if that's what's meant to be sold. I do like at least a few feats
Well the comparison is just about how the solarian doesn't do much on its own without its feats. I can see a combination of stellar rush, supernova, and black hole being ok to use. Concealing your allies and pulling people into reactive strike range seems pretty ok and then exploding. If the budget is meant to be all in the feats I might be able to see that but there's only a few good ones it looks like
Squiggit wrote:
It's at least a little similar to the playtest kineticist in that its granted attacks were weapons and it's got some blasting using class DC. Plus the disharmony abilities feel a lot like overflow. But yeah I think I don't like this class very much . I thought for sure that you could at least share upgrades with both your melee and your ranged strikes but nope.
I'm having trouble seeing a solid role for solarian in its basic features. Being the main supported melee class among the 6, it seems a little lackluster imo. It's a lot like the playtest kineticist. I can see some use in its feats. Is it supposed to be treated like a weird kineticist and the value just comes from its special abilities? It has a decent damage feature for photon mode and reactive strike but is that enough for a melee focus? I feel like I might be missing something.
Surprised bodyguard hasn't been mentioned as a particularly potent ability for level 1. It's essentially a one action heightened forbidding ward that also makes things off-guard and gives everyone else some protection too. Grab some status bonuses for yourself and allies and you've got a lot of protective power before needing to intercept For just one action. Rallying anthem or heightened protection/benediction with a bodyguard(ian) would make for some really tough parties
I feel with the passive resistance you get all the time, you'll be able to tank more damage over time regardless of that particular nerf to intercept but it does leave it feeling a bit weak in a vacuum It's more of a situational tool which I think is reasonably balanced with the rest of the kit. It becomes a lot more reliable at lvl 7 when you can shield block the damage from intercept
YuriP wrote:
Well the purpose of those punishing abilities is in part to encourage being targeted along with your taunt. I imagine your taunt alone might not be quite enough to keep enemies away from your allies when you're still at +2/4 AC compared to your allies with the penalty. Classic rock and a hard place scenario, punishing enemies whichever choice they make.
Bummer that defensive swap on commander isn't also a guardian option. It would allow you to more proactively use your AC to defend your allies. I see that being a popular multiclass since when applicable, it's just better than intercept. Edit: technically it would turn off your taunt benefits like off guard since they're now targeting you
Grabbing gunslinger archetype for risky reload is a good idea, especially with the tome intensify effect. Since your build isn't using a weapon implement, you can also invest in Gunner's bandoliers. You can grab their slingers reload at level 10 too. Choose pistolero. Great with your regalia bonuses.
I've seen a good number of gunslingers in play and they've been consistently fun and useful. One thing that bugs me about the remaster changes however is that drifter is shoehorned into combination weapons. It's nice that they're more accurate now but their options are much more limited given the small number of one handed combo weapons.
Berselius wrote: But does she fight, slaughter, and leave orphans in her wake for a cause or simply for the glitter of gold? If it's the later, she might find herself facing the vengeance of some of her victims one day and death might not be as kind as it has been before... Yeah I feel like some of the themes are conflicted. She refuses the lessons of harnessing her anger and aggression but ends up becoming monsterous anyways. She fights for the helpless but is also cruel and kills for money. Maybe that's supposed to be part of the tragedy but I'm not feeling it. She's kinda just a hypocrite
A Drifting Shoebox wrote:
I find the most practical use for the gunners bandoliers is that you can diversify your firearms such as carrying dragon mouth pistols along with your dueling pistols or even having melee combination weapons such as a triggerbrand in the bandoliers. That and if you're using risky reload, you can avoid clearing jams on your guns by simply drawing a new one which makes risky reload always a net positive on action compression with one handed guns as long as you have guns in the bandoliers.
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