Wilder (Dreamscarred Press) questions this time...


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I know I asked about cryptics last but I got from most of you that the Cryptic wasn't really intended to be a damaging class.... more a debuffer / skill monkey with some damage.

So we got to talking about Blasting Wilders and I ran into a question.

Under the archetype it says that the blasting wilder can spend his psionic focus to blast as a free action when employing wild surge... once per round... but don't you have to spend you psionic focus to surge blast? So do I need to have something like Deep focus to Wild Surge (chk for enervation) then Surge Blast (1st focus) then do it as a free action (2nd focus)? Or is that all covered by the same spent Focus... I assume it is.

Next question if it is all covered by the same focus can I then Wild Surge then free action surge blast (1st focus) then move action refocus (because I would have Psionic Meditation) and standard action Surge Blast again? Is that why it mentions using wild surge more than once per round under the archetype? If that's the case that seems pretty cool... Might have to check for enervation a lot but wow.

What with some of the Wild Surge modification feats this sounds to me like it could be a damage oriented class with some psionics in the background great PPs few powers but more feats can help with that...

Enervation 15% of the time seems small but I imagine its hateful when it happens (and of course never happens at a good time). I'm looking for anything that might lower the percentage... but so far if I've got the workings correct this seems like the class I should point my player to.

I'm assuming if someone does go with the Blaster archetype they can forgo all the damaging psi powers and just use those for utility... seems to make sense to me anyway. Good single target and modified blast give some aoe options and even empower : ) Can you mix and match those options... so long as you keep your spending to manifester lvl?

Anyone know of any good blaster build guides? or have any opinions on Wilders. My only real experience is with Psions and Soulknives so all of this is still new to me... all advice appreciated.

Thanks


I haven't played a Wilder before, but was looking at the class for an upcoming game, so I'd be interested in hearing answers to these questions as well!


Yrtalien wrote:

I know I asked about cryptics last but I got from most of you that the Cryptic wasn't really intended to be a damaging class.... more a debuffer / skill monkey with some damage.

So we got to talking about Blasting Wilders and I ran into a question.

Under the archetype it says that the blasting wilder can spend his psionic focus to blast as a free action when employing wild surge... once per round... but don't you have to spend you psionic focus to surge blast? So do I need to have something like Deep focus to Wild Surge (chk for enervation) then Surge Blast (1st focus) then do it as a free action (2nd focus)? Or is that all covered by the same spent Focus... I assume it is.

Unfortunately it is not. This is a...bothersome bit of RAW, and we'll keep in touch about it. In the meantime, your choice of Deep Focus or Psicrystal Containment will work to make it functional.

Quote:
Next question if it is all covered by the same focus can I then Wild Surge then free action surge blast (1st focus) then move action refocus (because I would have Psionic Meditation) and standard action Surge Blast again? Is that why it mentions using wild surge more than once per round under the archetype? If that's the case that seems pretty cool... Might have to check for enervation a lot but wow.

This would work once; start with 2 focuses up (Deep Focus), free action blast, regain focus, then standard-action blast. The good news is that by itself Surge Blast does not require you to check for psychic enervation, as shown below:

PFSRD wrote:

A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge.

Example: Amonai, a 15th level wilder has wild surge +5, and thus deals 5d6 with his surge blast. Surge blasts do not trigger psychic enervation.

Quote:

What with some of the Wild Surge modification feats this sounds to me like it could be a damage oriented class with some psionics in the background great PPs few powers but more feats can help with that...

Enervation 15% of the time seems small but I imagine its hateful when it happens (and of course never happens at a good time). I'm looking for anything that might lower the percentage... but so far if I've got the workings correct this seems like the class I should point my player to.

Enervation can be toothy, and I'd suggest you point your player at methods to mitigate it. In all honesty, Blasting Wilder isn't going to be your go-to for pew-pew. Thanks to wild surge, standard wilders are nearly the undisputed kings of psionic blasting, and if you pick a gentler surge bond (student surge comes to mind; it nets you your psicrystal and additional powers known) you can surge a little more safely. You don't need a ton of damage-dealing powers to be a blaster; one or two to cover multiple situations will work just fine. After that, pick powers that can be augmented and will help support the blasting, such as dispel psionics to strip energy-resisting buffs from your enemies. Wilders want powers that augment, because they can use those powers cheaply and push them past limits that restrain other manifesters.

Metapsionic feats can help with that as well. Metapsionic Mastery and/or your choice of Psicrystal Containment or Deep Focus backs those up. A lot of metapsionic feats affect blasting powers, letting you customize how you face your enemies.

Quote:
I'm assuming if someone does go with the Blaster archetype they can forgo all the damaging psi powers and just use those for utility... seems to make sense to me anyway. Good single target and modified blast give some aoe options and even empower : ) Can you mix and match those options... so long as you keep your spending to manifester lvl?

You can indeed mix and match.


Yrtalien wrote:
Next question if it is all covered by the same focus can I then Wild Surge then free action surge blast (1st focus) then move action refocus (because I would have Psionic Meditation) and standard action Surge Blast again?

The Blasting Wilder can Surge Blast as a free action whenever using Wild Surge on another power, which typically would use up your standard action, but that Wild Surged power doesn't get the +ML that Surging would normally grant.

Yrtalien wrote:
Is that why it mentions using wild surge more than once per round under the archetype?

That wording is in there to cover the case of manifesting more than one power in a round, like hustle (which natively takes only a swift action) or a normally standard action power with the Quicken Power or Hustle Power feats applied. No matter how many powers you manage to manifest with Wild Surge in a round, the Blasting Wilder can only Surge Blast as a free action once.

Yrtalien wrote:
I'm assuming if someone does go with the Blaster archetype they can forgo all the damaging psi powers and just use those for utility... seems to make sense to me anyway.

I haven't really looked into Blasting Wilders and the feats that modify Surge Blast all that much, but even so, I don't think Surge Blast scales enough to rely upon as your sole source of damage. The Wilder's role is basically "blaster", and he doesn't get enough powers known to deviate significantly from that role, IMHO.


The ability to get a free Surge Blast works like this:

1. Manifest power, say an Energy Ray and use Wild Surg.
2. Blast away a surge blast too in the same standard action.

Preferential use can be seen when buffing (manifest defensive power, like Vigor, wild surge to also surge blast).


A blasting wilder can reliably dish out moderate amounts of damage for really low pp costs. You only need 1 point, a focus, and the 15% chance of further cost to deal 2d6 (1st lvl), 4d6 (3rd), 6d6 (7th). Inevitable strike is my first choice because it makes standard cast + free action blast shot nearly impossible to miss, or regain focus + swift cast + free action blast easy enough to land. They play like a warlock focused only on damage. Modified blast gives options like eldritch shape, powers work like other invocations, and the costs are relatively low after a few levels.

They can also dump 4 more points into it to increase the damage by 50% with modifed blast. At 4th level, you could spend 1 points on inevitable strike, 4 points on modified blast to do ~6d6 force damage with almost no chance of failure.

The damage type is amazing and it trivializes many defensive options. A force supernatural touch attack with inevitable strike overcomes all forms of damage reduction, energy resistance, concealment, incorporeal miss chance, physical armor, and enormous amounts of touch AC with cover and firing into melee penalties. Modified blast lets you deal with swarms. Ghosts and golems don't stand a chance. That leaves hardness and regeneration to slow down the damage (unless you have elemental blast!)

The downsides are provoking lots of attacks of opportunities from ranged attacking, casting, and focusing; limited range of 60ft with extended blast feat; uneven scaling; and slow refocusing lower levels.

They have inconsistent damage each level. The first few levels are bumpy because you spend half of your time refocusing. And then they only get +2d6 every 4 levels after 3rd. Surge crystals can help them pump up their damage between those 4th levels, which makes craft wondrous items an attractive choice.

I think that the double-focus cost is a mistake. There was a DSP forum post on 7/2013 where Jeremy Smith ok'd a single focus description of blasting wilders: http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/p=34558.html
Edit: also check the link for a good hustle combo

Student's surge is the best, IMO. Psycrystal is important, extra powers is great, and the enervation is minor. I just wish they had a psionic body option instead.

For feats, I'd go with extended blast at 1st + psicrystal affinity from student's surge + situational for humans, situational 2nd, psycrystal containment 5th, situational 7th, expanded knowledge(hustle) 9th student surge.

For the situational I'd take elemental blast if you have an ally that can convey weaknesses, enervation fortitude for longer adventuring days, craft wondrous items when you have cash (+1 surge crystal is 7.5k to craft), surging aura for helping you and your allies hit, Psionic body if you're feeling squishy (+6, 8, 10, 10, 14, 16hp at each of the first 6 levels and up to 36 at 20 with human/psionic race).

For powers, I'd pick inevitable strike (necessary for lower levels, but touch AC doesn't scale well), offensive prescience(small boost to damage early on) or entangling debris(a nice debuff) or any of the many defensive powers, defy gravity (stay away from swords), concussive onslaught (long range, sustained, AoE), fold space(positioning and dealing with longer ranges), slips the bonds(defensive buff), pierce the veils(utility buff). Psychic reformation is abusable, so choose with caution.

Races, halfing is nice in the beginning for dex/size on attacks and ac, bonus on saves, and charisma. They don't have much for favored class bonuses. Humans are good for picking something other than +2pp and they can net a few extra powers with favored class bonus. Elans also have the bonus powers, but they are stuck with 2pp at level 1. Their racial immediate powers are decent for an emergency, but they eat up your swift action.

Items: Surge crystal is essential, circlet of sheltered mind for less enervation, charisma headband is nice for AoE saves but power points aren't that rare at higher levels, power stones/scrolls/staves/etc for problem solving, misc defensive items like armor and shields

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