|2 people marked this as a favorite.|
I played the psychic in this playtest. He was a human with emotional acceptance and distant mind. I archetyped him into Blessed One because I didn't have enough psychic feats I cared about and I wanted to see if I could make a healer solid enough to carry the party. Turns out, not really; didn't have the spell slots.
That's gonna be a theme here.
Moderate Threat: 2 Nemhaiths
Again, not much of a problem for the Rogue or the Summoner. The Thaumaturge had invested in a Ghost Touch weapon rune, so it was basically a normal fight for him and went fine. The Psychic managed to do a good amount of force damage with a spell that I can't remember the name of. Again though, dealing with damage resistance was a problem for the Psychic.
It was spirit song and my only 8th level slot. And the issues with damage resistance in this fight were kind of misleading, because I had several more things I could have done to them - if I'd been willing to spend more than one spell slot on an encounter that wasn't the boss fight. My problem with the reduction was just another symptom of the resources problem, of not having enough spell slots.
If I wasn't healing, I was casting an amped telekinetic rend, with only a couple of exceptions. I did knock a hamatula back forty feet with a crit on an amped telekinetic projectile that I was in fact using in hopes of getting the crit and clearing some space around me, but it's hard to get really excited about being effective against a level -4 bad guy.
During the fight against the final boss I did wind up spending two comparatively high-level spell slots, on a 7th level haste and a 6th level heroism, but it's also worth noting that, by the end of those four encounters, I had exactly one 4th and two 2nd level spell slots left. That was it. I was out of Focus Points, staff charges, the scrolls I had bought, the heal spell out of my prayer beads, everything. For a 15th level character to be that entirely drained after just four encounters is, frankly, absurd. My home group is 15th level in Age of Ashes right now, so I know what they're capable of.
My takeaway was this: amped telekinetic rend is solid. I never used Inertial Barrier or Strain Mind, the former because I needed the damage output more and the latter because it was completely obsoleted by Unleash Psyche - by the time I was out of Focus Points I could Unleash, so the only way I could have used it was if I somehow didn't have the action to spend Unleashing or if I needed to cast an amped arrest trajectory on the same turn I'd already cast an amped telekinetic rend, and I'm not even sure that the RAW would allow me to combine Strain Mind and an amp that triggers after casting anyway.
Oh, and speaking of arrest trajectory, it's awfully niche for a high-level, you-don't-get-to-pick-from-options "bloodline" spell. I'm not even sure I would take it if it were an ordinary cantrip unless I had way more cantrip slots than normal, but I definitely felt like I wasted the feat on that one.
Right. The feats. As Tokageko noted, I wasn't impressed. I had nine class feat slots (I took Natural Ambition) and used four of them on actual psychic class feats, and only one of those ever had any impact on the encounters. I got to use Counter Thought in one encounter, though again, it was against the hamatulas, so yay for beating up mooks better I guess? And with so freaking few spell slots, giving up one for the counter almost felt like a trap. It's worth noting that I had those four feats after going back and doing some revision to better playtest the actual class - my first draft, I had two.
In sum: probably the most frustrating play experience I've had in PF2 thus far. This class needs a straight upgrade. Give it more spell slots and don't make it trade out anything for them. Just put it on the same footing as the bard and call it done.