General Discussion: Kineticist


Rules Discussion

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mlp, you keep tempting me to quote... That's evil!

mplindustries wrote:
Burn is not a class mechanic, it's a cost. The mechanic is "do this at-will but take this penalty until you get to the point when you can ignore the penalty."

Burn is a mechanic. And it is a class feature. In the same way that Rage is ("Use this ability and get X benefit, but also these penalties").

Except, the Barbarian uses Rage to excel, while Kineticists use FtB to achieve mediocrity. When a Barbarian (or any other class with limited-use class feature) runs out of uses of his class features, he's not suddenly weaker than he'd be if he didn't have those features in the first place... The Kineticist is.

That's the problem with Kineticists, they have to put a lot of effort and sacrifice just to be average...

mplindustries wrote:
And I'm still curious about what you think a good hit chance is for same CR enemies ;)

How about the same accuracy as any other medium BAB class using their features? A Cleric who casts Divine Favor is not just at Rogue's level of accuracy. Neither is an Inquisitor who uses Judgement or Bane... Or a Hunter using Animal Focus and the teamwork feats he shares with his animal companion. Much less a Bard with Bardic Performance...


Rynjin wrote:
I don't know all the details of your build but I will say Improved Critical probably made a big difference on your end.

No, my initial numbers had neither Weapon Focus nor Improved Critical because I didn't know the blast could count as a weapon for that until Mark clarified. The 40.6 or so also included Deadly Aim, which ultimately turned out to decrease my DPR. Removing Deadly Aim and replacing it with Weapon Focus and Improved Critical bumped it up to ~48.8 DPR.

Being level 11 is another feat and another d6+1 damage on the blast, and 20k gold, but it shouldn't be a 20 point difference, should it?


mplindustries wrote:
Being level 11 is another feat and another d6+1 damage on the blast, and 20k gold, but it shouldn't be a 20 point difference, should it?

Found it. I forgot to account for Empower Matakinesis... Still, notice my EDIT. A Warrior with Vital Strike deals more damage with a standard action than the Kineticist would deal even if his blast's damage were [10d6+10+Con modifier].

EDIT: By Poseidon's beard! I just noticed I spent my whole day off playing video-games and discussing a playtest class... Urgh... I gotta go to bed...

Good night to you all... Or good morning or good afternoon, depending on where you live.


Lemmy wrote:
mlp, you keep tempting me to quote... That's evil!

As long as we cut the quotes to relevant bits, I think it's fine. I'm finding the conversation really revelatory as far as the class is concerned.

Lemmy wrote:

How about the same accuracy as any other medium BAB class using their features? A Cleric who casts Divine Favor is not just a Rogue's level of accuracy. Neither is an Inquisitor who uses Judgement or Bane... Or a Hunter using Animal Focus and the teamwork feats he shares with his animal companion. Much less a Bard with Bardic Performance...

Ok, so, I figured you could have gotten a +20, right? With Feel the Burn and the better Dex. But let's say you didn't use Kinetic Form. Let's say you just had the 20 Dex (+5), Feel the Burn (+3) [like it or not, this is required], BAB (+7), Weapon Focus (+1), and those two items (+2) for a +18 to hit. Against CR 10 with an average AC of 24, you'll hit 75% of the time.

This bonus, by the way, is literally all day. 100% of the time, with no conditions or anything.

Bards, assuming all the same stuff (a magic weapon to equal your FtB and their own equivalent attribute, etc.), can use Inspire Courage to get a +2 to hit on top of those numbers, which puts their accuracy at 85%. Of course, the Bard would also put your hit at 85%...

The Cleric or Inquisitor gets +3, so...90% hit rate.

The Hunter is going to get maybe +1 to hit over their belt anyway, and their teamwork feats don't usually add accuracy (plus, you could just take those, too, if you wanted).

So, you think a class only works if it can hit 85-90% of the time? Do you really think those classes have such high accuracy for their first attacks? No, I think at that point, the reason for the accuracy is that they need to hit with their second attacks a certain amount of the time to actually contribute the proper amount of damage.

An Inquisitor is getting +3 hit/+4 damage if they want with their Judgment. With a Greatsword, the same +5 Str, and Power Attack, they're doing 2d6+20 (27) per hit at 80% and 55% accuracy, respectively. The Kineticist is doing an empowered 5d6+13 (45.75). Actually doing the DPR on that, you get the Inquisitor with 36.45 DPR and the Kineticist with 34.3125. (I know there's no crits included, but it should be close).

Yes, the Kineticist is behind, but not by that much. A damage buff should be sufficient. The Inquisitor could have had Furious Focus, but the Kineticist could have been in Kinetic Form. There's some back and forth. They need more damage, but a couple of points of accuracy is not that big (especially considering almost every more accurate character is actually trading their accuracy for more damage with Power Attack, Deadly Aim, Piranha Strike, Rapid Shot, TWF, etc.).

Edit:

Lemmy wrote:
A Warrior with Vital strike deals more damage with a standard action than the Kineticist would deal even if his blast's damage were [10d6+10+Con modifier].

Ok, let's see where that's coming from. Can I assume all the same stats and weapons and stuff, except +3 to hit from BAB? And he has Vital Strike, Power Attack, and Furious Focus?

That'd be a 90% hit rate for 4d6+19 (33 average), right? So, 29.7 DPR?

The normal blast without empowerment would be 5d6+13 (30.5), so, 22.875.

With 10d6+10+Con (and FtB, because, again, mandatory), 53 average, you'd need to go down to a 55% hit rate before the warrior wins.


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mplindustries wrote:

Ok, let's see where that's coming from. Can I assume all the same stats and weapons and stuff, except +3 to hit from BAB? And he has Vital Strike, Power Attack, and Furious Focus?

That'd be a 90% hit rate for 4d6+19 (33 average), right? So, 29.7 DPR?

The normal blast without empowerment would be 5d6+13 (30.5), so, 22.875.

With 10d6+10+Con (and FtB, because, again, mandatory), 53 average, you'd need to go down to a 55% hit rate before the warrior wins.

The Warrior also has full BAB, which means he gets Improved Critical. With Power Attack/Vital Strike, that's +20 (4d6+21/18-20/x2) ... Average DPR is 41.65

The Kineticists would attack with +18 (10d6+14)... Which goes creates an average DPR of... 40.42, which is different from my last calculation (I'm not sure what's the difference. I guess I really do need to sleep), but still lower than the Warrior's average standard action DPR.

And yes... Characters don't need 90% accuracy... But if they are going to lose half their life in incurable damage, they deserve 90% accuracy... Again, Burn is a high price to pay just to achieve mediocrity.

Urgh... Whatever... See you tomorrow... Or later today, I guess... It's past midnight already, after all...


Lemmy wrote:
And yes... Characters don't need 90% accuracy... But if they are going to lose half their life in incurable damage, they deserve 90% accuracy... Again, Burn is a high price to pay just to achieve mediocrity.

Looks like you'll be asleep and won't see this before tomorrow, but... My kineticist has 90% accuracy. And that's with the Earth Blast, assuming I calculated everything properly.


I'm just gonna let others keep calculating the numbers, while I keep tossing out random ideas that pop into my head...

...Like a Gun-eticist! A firearms archetype for the Kineticist that allows him to use his blast energy for ammo, or, if he uses bullets, add his minimum blast damage to the attacks with his guns.

To be fair, this idea mostly sprang from the thought of a Pistolero 5/Kineticist X with Conductive pistols. An empowered blast added onto a gunslinger's gun? That's one way to make a GM cry.

Or maybe, a Kineticist/Gunslinger that uses a big rifle with Conductive and Vital Strikes as a sniper. This sounds kind of fun too.


I love the debate. Sadly it feels like we are going in circles. So, let's try this.

Spoiler:

At level 5, 10, and 15.
You enter a room with 5 CR-1 appropriate mooks, let's call them... (selected at random because the name looked likely to be element neutral, no particular prior knowledge of these creatures)
Dire Wolverine
Hell Hound
Mountain Troll

This feels like a reasonable test at each of five levels for crowd control. Assume a 100x100 foot room, so 20 squares in any direction. Put in cover in a low wall on second column, from the second square at the top to the second square at the bottom, 5 foot high wall. A mirror image location wall on the other side of the room is floor to ceiling wall. There is a pit 10 foot by 10 foot dead center of the room. It drops cleanly all the way to the hell hounds birthplace. Don't go down there. We now have an arena for this challenge.

Spoiler:

Now use that same arena vs a single PA opponent you feel should be used as a balancing class, who you also used in that test. We see kineticists against CR crowd, we see an existing class against the same crowd, now we should see the kineticist against that other class 1 on 1. Same room.

Spoiler:
Next, a room 100x20. There are people listening with a perception check of 25, a DC 25 pit trap, a DC 25 locked door, and a treasure chest suspended over a pit by a dangling chain. Get the chest, don't get caught. Remember, this is a test of utility, if you can't pass a particular obstacle (including not getting noticed) make note of it and move to the next step. Please still do at least 1 non kineticist build as well, for comparison.

Spoiler:
Survive in the wilderness for 1 week, DC 25. You arrive in a city, you need to make gold. Craft/perform/profession/pick pocket/beg. Whatever you have to do, in a city setting. Make 100 gold. Define how long this takes and the method used. Attempt to interact with an unhappy customer, DC 25 with any given method to interact. How many different ways can you make that interaction, and how effective are you?

Spoiler:
Read a book. This book relates to a knowledge skill you have. You black out. You've been tied up, hands and legs DC 25, break free. The door has a Magic lock, you must have a spell to escape this room. On the outside, you must swim underwater for 30 feet, climb a rock wall, and then get down a 40 foot drop with no rope or handholds. These are all DC 25. Now run, you have 1,000 squares to run. How many rounds did it take you? Did you need an endurance check? Did you pass it? Does your character remember what they read, with a DC 25 knowledge check? Auto move past each obstacle if you cannot complete them.

Spoiler:
What do you feel your greatest weakness as a character is, having seen this test? What do you feel your greatest strength was? Could you have performed better in a test if the parameters had been different, such as using a more ranged CR-1 encounter instead of melee minions? Could it have been worse with similar small changes? Do you feel, on a scale of 1-10, with 10 being a guaranteed great time, that you could enjoy this class as it stands? What would you do to improve this class? Please consider running this test again with your changes included in your build, so that they may be seen in use.

These are a baseline performance test. I have set up several scenarios designed to test both in combat and out of combat utility. It asks many questions regarding the capability of the character, and is designed to show overall function when compared to another character run through it. Using at least 1 kineticist and 1 non-kineticist to run these tests is preferred. Even if another player has placed a non kineticist build through the test, due to differences in optimization it is recommended you have your own comparison character as well.

While this is not a comprehensive measure of any class, it should offer general marks of basic competency in several key areas.


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mplindustries wrote:
Burn is not a class mechanic, it's a cost. The mechanic is "do this at-will but take this penalty until you get to the point when you can ignore the penalty."

But that's just terrible design. In reality it is: "do this at will at the point when you can ignore the penalty". As it is now the penalty is so steep for so little effect you will never bother with any of it until it is free. That is why, once again, I'm an advocate for scaling wild talents useable at different 'grades' and available early. Using burn should be a mechanic that allows you to do greater than level appropriate things, instead of allowing you to keep pace with everyone else...


I hope in the end the damage goes up a bit and Burn is a little easier to live with. I'm still hoping for con amount of free burn a day. Assuming your building in favor of Con and Dex, generally you'll have enough free burn to employ the shield technic and take enough burn in the morning or in the first fight of the day, to have a maxed or near maxed FTB score.

I really can't see too much of a problem if those things happen...
Though if those were in effect I feel like they would have to change blade and whip. Since they would be increasing the damage on the assumption of one hit per round. So they'd likely remove iteratives from those Talents.
Though if it was still techincally an attack action of any kind, then you could still use cleave, powerattack (weird but technically works), and the other mai ncombat feats. So I think the melee style would still be usuable.. Just less full attacky. Would make agood partner for a sneak attack guy I guess.


@shiroi, your second creature is a Nessian War Hound, not a hell hound. Hell hounds are something like cr 3


Also, are the level X characters supposed to solo those combat encounters?

For example, the level 10 one, all 5 hellhounds move up and breath fire on you. If you make all 5 reflex saves, you take an average of 87 damage. Unless you have resist fire or protection from energy, that seems like gg for anyone?


Lemmy wrote:

Burn would be okay if it were not the primary way to boost your class features...

IMHO, at least one of the following things should happen:

- Kineticists get a resource pool, similar to a Monk's ki pool. When they run out of that resource, they can use Burn.
- Burn should boost powers to great new heights, instead of simply making sure they don't lag behind. Kineticists pay a very high price just to be mediocre.
- At very least, Kineticists should grow better at using move actions to reduce the cost of Burn. Maybe -2 at 7th level and -3 at 14th... Maybe become able to use it as a swift action as well... It just makes sense (Why wouldn't Kineticists try to improve such a critical ability?)! And that would also make Metakinesis actually useful without being suicidal.

I hope Mark is considering these.


Lemmy wrote:

Burn would be okay if it were not the primary way to boost your class features...

IMHO, at least one of the following things should happen:

- Kineticists get a resource pool, similar to a Monk's ki pool. When they run out of that resource, they can use Burn.
- Burn should boost powers to great new heights, instead of simply making sure they don't lag behind. Kineticists pay a very high price just to be mediocre.
- At very least, Kineticists should grow better at using move actions to reduce the cost of Burn. Maybe -2 at 7th level and -3 at 14th... Maybe become able to use it as a swift action as well... It just makes sense (Why wouldn't Kineticists try to improve such a critical ability?)! And that would also make Metakinesis actually useful without being suicidal.

man I would love if it was a swift action later. Or even somewhat scaling? Swift for 1 OR move for more (though not both in a round)

I honestly can't think of asingle use for swift actions on any of my builds.. Unless I'm missing some in class thing.


I liked the Burn and the Gather element/energy synergy, so we finished turning it into a separate class feature named Gather Element (Su) and we are now playtesting with these changes:

Spoiler:

.Increased the Burn reduction Kineticst gets at 1st level when gathering elemental matter: at 7th level as a move action the Kineticist gathers element for a 2 Burn point reduction or 1 point reduction and gathering as a Swift Action.
At 11th the reduction applies also to "Other wild talents".
At 15th level as a move action the kineticist gather element for a 3 point reduction, 2 point if gathering as a swift action or 1 point if gathering as a free action. The kineticist still requires two hand free.

This substituted wild talents gained at 7th and 15th.

.Substituted Infusion Specialization with Expanded Talent, a new class features that elects to choose "utility" wild talents (those in the category named "Other Wild Talents" plus the Expanded Element wild talents). Also at 2nd level the Kineticist receives now an Expanded Talent.

.change skill points gaininig to 4 + int, spellcraft and knowledge(planes) as class skill for all

.heat blast for Fire, dealing untyped damage and hitting normal AC

.acid blast for Earth, dealing acid damage like fire blast


CWheezy wrote:

Also, are the level X characters supposed to solo those combat encounters?

For example, the level 10 one, all 5 hellhounds move up and breath fire on you. If you make all 5 reflex saves, you take an average of 87 damage. Unless you have resist fire or protection from energy, that seems like gg for anyone?

This is what happens when you pick mobs at midnight.

I'm updating the post to instead use Titan Centipedes.
Perhaps this would give slightly more identifiable results for that match. I'm also specifying lvl 10 as the build to use for the utility tests, before you get extremely high level spells and everyone stops making skill checks but late game enough to give everyone time to set up utility packages.

Blast. One hour edit windows. Better, the spoiler hiding system won't let me copy it correctly. Well, either way these edits should be implemented by anyone who notices. *shrug*

Scarab Sages

Rynjin wrote:

But that's to be OPTIMAL at a certain role. Which is fine. To be the best at something, obviously some options are better than others for a given role.

When you are forced into a cookie cutter build just to be PASSABLE, that's a problem.

The optimal Barbarian (Beast Totem Superstition Spell Sunder) is cookie cutter, but a Barbarian with a different build can still be passable (excellent, really). Sam with most other classes.

Nothing forces you into a specific build.

You could just as easily be a strength based geokineticist in full plate. Same AC, same effectiveness in melee.


Zwordsman wrote:
Lemmy wrote:

Burn would be okay if it were not the primary way to boost your class features...

IMHO, at least one of the following things should happen:

- Kineticists get a resource pool, similar to a Monk's ki pool. When they run out of that resource, they can use Burn.
- Burn should boost powers to great new heights, instead of simply making sure they don't lag behind. Kineticists pay a very high price just to be mediocre.
- At very least, Kineticists should grow better at using move actions to reduce the cost of Burn. Maybe -2 at 7th level and -3 at 14th... Maybe become able to use it as a swift action as well... It just makes sense (Why wouldn't Kineticists try to improve such a critical ability?)! And that would also make Metakinesis actually useful without being suicidal.

man I would love if it was a swift action later. Or even somewhat scaling? Swift for 1 OR move for more (though not both in a round)

I honestly can't think of asingle use for swift actions on any of my builds.. Unless I'm missing some in class thing.

While I agree swift actions would be nice, (aside from the trap option quicken kinesis) I feel like the appropriate balance is that if you do not use a move action to gather burn, you should deal damage as if you were only taking a standard action to make one attack. If you do use the standard action to gather burn, that one additional burn should be enough to make it as though you took a full round action to attack, with iteratives appropriate for your level, accounting normally for the lower to hit and multiple instances of DR providing a slightly lower rate of return for each extra attack at that level.

At that point, you can normal attack or full attack for free like any other character, or you can accept 1 burn to move AND full attack, or you can nova hard and become a very effective Bobomb. This should either put you a bit ahead of the party for 2-3 burn, or far ahead of the party for 4-5 burn, but should not let you guarantee that hitting a CR+ a lot will be a win. In fact that should still be rather questionable, because you don't want the party to think they can just challenge anything for lots of loot and experience beyond their level. This is why I feel that multistaging composite blast to increase in steps, so that each burn spent roughly increases the damage by 1 full attack action worth of damage, would be more useful than the meta system, where multiplicative bonuses lead to massive power spikes, resulting in significant base power depreciation to prevent high-CR trolling.

@ 45ur4, I'd love to see how your build operates (try the gauntlet I posted above) but without seeing it in action it feels very powerful, eventually leading to being able to take the full nova option every turn for no burn. Perhaps if it only prevented damage from burn as if you has taken that much less, leaving the burn limit per day in tact?

Dark Archive

Having a second pool of utility talents gained at alternating levels from wild talents sounds really good. Would go a long way to keep from turning this class into an unplayable joke class.

The idea of using burn to add extra abilities to wild talents, and having the talents be otherwise "at will" also feels a lot more balanced to me. Take the long range talent, and then pay 2 burn to boost it to extreme range, just to throw an idea out there.

Uncoupling the Feel the Burn bonuses from punching yourself in the face, and renaming the ability would probably help a lot too. Paying a mandatory hp tax to have a "magic weapon" is just terrible. It is manifestly a penalty for having con as a casting stat, and if you're going to penalize that, why make con the casting stat at all?


MiniMIehm wrote:

Having a second pool of utility talents gained at alternating levels from wild talents sounds really good. Would go a long way to keep from turning this class into an unplayable joke class.

The idea of using burn to add extra abilities to wild talents, and having the talents be otherwise "at will" also feels a lot more balanced to me. Take the long range talent, and then pay 2 burn to boost it to extreme range, just to throw an idea out there.

Uncoupling the Feel the Burn bonuses from punching yourself in the face, and renaming the ability would probably help a lot too. Paying a mandatory hp tax to have a "magic weapon" is just terrible. It is manifestly a penalty for having con as a casting stat, and if you're going to penalize that, why make con the casting stat at all?

I agree. I even designed a system where you could move your elements outside of combat and gained some nifty bonus abilities thematic to your element (such as cooking food without a fire, great way to stay discreet as you travel, or adding x to survival checks related to exposure to elements).

This system was based around spell levels, so every time a full caster class would gain a spell level you would pick an Elemental Mastery and get better at controlling that element, unlocking perks along the way. It replaced expanded elements as well, so unlocking multiple blast types very early was pretty easy, but then you don't get as much control of any one element.

I was also looking at having FtB give you a free burn pool equal to that bonus,so you wouldn't start taking burn as it is until FtB was fully active.


Pathfinder Starfinder Roleplaying Game Subscriber

Hmm, I do like the idea of a pool and/or the ability to get more efficient at gathering energy...or at least the ability to gather more energy over a longer period of time. Offset one burn as a move action, spend two move actions (effectively a full-round action) to offset two, etc.?

Completely unrelatedly, though, anyone else think it would be neat if kinetic fist counted as elemental fist for the prerequisites of feats? It's pretty much the same thing, except at-will instead of limited times per day. That, and possibly an archetype (or benefit of a style baked into the class) that lets your kineticist level count as your monk level for the purpose of taking feats would be neat...getting into djinni, efreeti, or marid styles would be really fun conceptually, but the prereqs are pretty harsh for a non-monk. They'd still require a substantial investment in Wisdom...

Scarab Sages

Strength-based Geokineticist

I've not finished running the numbers, but at first glance it looks to deal higher damage than a dexterity based build. I still have to build an alternate version with more focus on the kinetic blade instead of the nodachi for the comparison I am working on.


Shiroi wrote:


Blast. One hour edit windows. Better, the spoiler hiding system won't let me copy it correctly. Well, either way these edits should be implemented by anyone who notices. *shrug*

I am not sure it is possible for a level 10 martial style character to beat 5 titan centipedes. They each have 135 hp, and average 38 damage a hit. They are also colossal sized, so if you were a melee you would probably provoke at least one attack of opportunity trying to get them.

I think the archer fighter I linked does ~80 dpr? He gets one round of shots, doesn't kill one, then all 5 charge him (lol 60 foot speed) and smash him into many pieces


Luthorne wrote:

Hmm, I do like the idea of a pool and/or the ability to get more efficient at gathering energy...or at least the ability to gather more energy over a longer period of time. Offset one burn as a move action, spend two move actions (effectively a full-round action) to offset two, etc.?

Completely unrelatedly, though, anyone else think it would be neat if kinetic fist counted as elemental fist for the prerequisites of feats? It's pretty much the same thing, except at-will instead of limited times per day. That, and possibly an archetype (or benefit of a style baked into the class) that lets your kineticist level count as your monk level for the purpose of taking feats would be neat...getting into djinni, efreeti, or marid styles would be really fun conceptually, but the prereqs are pretty harsh for a non-monk. They'd still require a substantial investment in Wisdom...

Many people think it would be neat for elemental fist to interact, and it has been, if not outright confirmed, then heavily hinted that we will get a monkish archetype for this class. Since the two easiest ways to do that would be to give us monk styles as a monk and elemental fist overlap, or possibly to give us Flurry, I see these as real possibilities. I'd even see the damage per blast dropping a bit for both of those, so long as it had something unique about it that I couldn't get just by 10/10 multiclassing.


Pathfinder Adventure Path Subscriber
MiniMIehm wrote:
...Paying a mandatory hp tax to have a "magic weapon" is just terrible. It is manifestly a penalty for having con as a casting stat, and if you're going to penalize that, why make con the casting stat at all?

You left out a magic weapon that doesn't bypass cold iron, silver, adamantine, or alignment damage reduction, which a real magic weapon does. :)

I'm still leveling up my hydro (cold) kineticist. Going to pick up a substance infusion. I was going to get chilling. Until I realized that at level 10, what I've been waiting for half my career, the wizard and sorcerer and witch have been doing since level 1 (5d6 plus stagger). Only the arcanes get extended range and bypassing SR for free. With the option of 10d6 (or more) without losing 1/3 of their hp for the rest of the day. Or the option of adding entangle on top of the stagger. In any case, I'm dropping that because I'll be taking kinetic form instead so I can run with Feel the Burn and have the same hp as all the other d8 classes. Well unless I decide to use my class features beyond FtB and drop to a d6, d4, or d2 class.


Artanthos wrote:
Rynjin wrote:

But that's to be OPTIMAL at a certain role. Which is fine. To be the best at something, obviously some options are better than others for a given role.

When you are forced into a cookie cutter build just to be PASSABLE, that's a problem.

The optimal Barbarian (Beast Totem Superstition Spell Sunder) is cookie cutter, but a Barbarian with a different build can still be passable (excellent, really). Same with most other classes.

Nothing forces you into a specific build.

You could just as easily be a strength based geokineticist in full plate. Same AC, same effectiveness in melee.

There are two (really one) effective Kineticist builds currently. One involves stacking on boring +X Feats so your to-hit matches a Rogue on a good day, and the other involves saying "Screw it" to attempting to use the Blast mechanic and all associated abilities at all, and just whacking people over the head with a Kinetic Blade.

Which is nice as an option, but not when it's the only truly effective option on a class based around a ranged blast mechanic.

Scarab Sages

CWheezy wrote:
Shiroi wrote:


Blast. One hour edit windows. Better, the spoiler hiding system won't let me copy it correctly. Well, either way these edits should be implemented by anyone who notices. *shrug*

I am not sure it is possible for a level 10 martial style character to beat 5 titan centipedes. They each have 135 hp, and average 38 damage a hit. They are also colossal sized, so if you were a melee you would probably provoke at least one attack of opportunity trying to get them.

I think the archer fighter I linked does ~80 dpr? He gets one round of shots, doesn't kill one, then all 5 charge him (lol 60 foot speed) and smash him into many pieces

Possible, yes, and without taking damage. But only if using specific builds.

The geokineticist can do it using Earth Glide and Tremorsense. The centipedes will never have an opportunity to attack, as the geokineticist will never come above ground.

Scarab Sages

Rynjin wrote:
Artanthos wrote:
Rynjin wrote:

But that's to be OPTIMAL at a certain role. Which is fine. To be the best at something, obviously some options are better than others for a given role.

When you are forced into a cookie cutter build just to be PASSABLE, that's a problem.

The optimal Barbarian (Beast Totem Superstition Spell Sunder) is cookie cutter, but a Barbarian with a different build can still be passable (excellent, really). Same with most other classes.

Nothing forces you into a specific build.

You could just as easily be a strength based geokineticist in full plate. Same AC, same effectiveness in melee.

There are two (really one) effective Kineticist builds currently. One involves stacking on boring +X Feats so your to-hit matches a Rogue on a good day, and the other involves saying "Screw it" to attempting to use the Blast mechanic and all associated abilities at all, and just whacking people over the head with a Kinetic Blade.

Which is nice as an option, but not when it's the only truly effective option on a class based around a ranged blast mechanic.

Which tells me you've not looked at strength based melee builds. You are simply going off the builds others have posted and are following along with their opinions.

If you want to see what can and cannot be done, stop listening to the complaints of others and instead ask yourself, "How can I make this work?"


Artanthos wrote:
CWheezy wrote:
Shiroi wrote:


Blast. One hour edit windows. Better, the spoiler hiding system won't let me copy it correctly. Well, either way these edits should be implemented by anyone who notices. *shrug*

I am not sure it is possible for a level 10 martial style character to beat 5 titan centipedes. They each have 135 hp, and average 38 damage a hit. They are also colossal sized, so if you were a melee you would probably provoke at least one attack of opportunity trying to get them.

I think the archer fighter I linked does ~80 dpr? He gets one round of shots, doesn't kill one, then all 5 charge him (lol 60 foot speed) and smash him into many pieces

Possible, yes, and without taking damage. But only if using specific builds.

The geokineticist can do it using Earth Glide and Tremorsense. The centipedes will never have an opportunity to attack, as the geokineticist will never come above ground.

Okay, I'm bad at picking mobs. Let's try this then, what's a good creature for that level which would, when placed about five deep in a room, be a strong challenge to any solo character? I'm not necessarily bent on the PC surviving the encounter, but they should be able to live long enough to compare how they handle the situation. It's a stress test. Any suggestions for a mob enemy that works here?

Scarab Sages

Shiroi wrote:
Artanthos wrote:
CWheezy wrote:
Shiroi wrote:


Blast. One hour edit windows. Better, the spoiler hiding system won't let me copy it correctly. Well, either way these edits should be implemented by anyone who notices. *shrug*

I am not sure it is possible for a level 10 martial style character to beat 5 titan centipedes. They each have 135 hp, and average 38 damage a hit. They are also colossal sized, so if you were a melee you would probably provoke at least one attack of opportunity trying to get them.

I think the archer fighter I linked does ~80 dpr? He gets one round of shots, doesn't kill one, then all 5 charge him (lol 60 foot speed) and smash him into many pieces

Possible, yes, and without taking damage. But only if using specific builds.

The geokineticist can do it using Earth Glide and Tremorsense. The centipedes will never have an opportunity to attack, as the geokineticist will never come above ground.

Okay, I'm bad at picking mobs. Let's try this then, what's a good creature for that level which would, when placed about five deep in a room, be a strong challenge to any solo character? I'm not necessarily bent on the PC surviving the encounter, but they should be able to live long enough to compare how they handle the situation. It's a stress test. Any suggestions for a mob enemy that works here?

Truthfully, Earth Glide is an extremely powerful ability when solo. Only flying mobs have a chance. Even then, neither side can hurt the other.

Better to simply ignore the ability when making comparisons.


Since the PC is 9, try something like 5 -3/4. For example, 5 Skum for level 5 challenge or 5 Lamia for the level ten challenge.

Something to remember, a level 10 character is cr 9, so 5 cr 6 vs a cr 9 is more appropriate than 5 cr 9 vs a cr 9

Grand Lodge

Artanthos wrote:


Which tells me you've not looked at strength based melee builds. You are simply going off the builds others have posted and are following along with their opinions.

If you want to see what can and cannot be done, stop listening to the complaints of others and instead ask yourself, "How can I make this work?"

Except no, your strength based melee build falls under the category of "Forget blasting, I'm just going to hit people with Kinetic Blade."

You also have Arcane Strike without qualifying for it, but that's another matter entirely.

CWheezy wrote:

Since the PC is 9, try something like 5 -3/4. For example, 5 Skum for level 5 challenge or 5 Lamia for the level ten challenge.

Something to remember, a level 10 character is cr 9, so 5 cr 6 vs a cr 9 is more appropriate than 5 cr 9 vs a cr 9

Actually, a level 10 PC is CR 10. PC wealth adds +1 CR.


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Lemmy wrote:

The Warrior also has full BAB, which means he gets Improved Critical. With Power Attack/Vital Strike, that's +20 (4d6+21/18-20/x2) ... Average DPR is 41.65

The Kineticists would attack with +18 (10d6+14)... Which goes creates an average DPR of... 40.42, which is different from my last calculation (I'm not sure what's the difference. I guess I really do need to sleep), but still lower than the Warrior's average standard action DPR.

I did do it quick and dirty before, with no crits, but even with them, I am getting very different numbers here. We're assuming everything is the same here (equal attack stats, a magic weapon equal to feel the burn, etc), right?

That gives me 2d6 (weapon) + 2d6 (vital strike, not multiplied on a crit) + 7 (1.5 x 5 Str) + 3 (enhancement) + 9 (power attack) = 4d6+19 (33 average; 59 on a crit)

With a 90% hit rate and improved crit, that's 34.38 DPR. Even if we use those 2 extra points of damage in your calculation, we're only up to 36.54. And without vital strike (which is more likely because vital strike's uses are extremely limited) we're down to 30.34.

The hypothetical 10d blast, meanwhile, is looking at 10d6 (base) + 10 (base) + 5 (Con) + 3 (FtB) = 10d6 + 18 (53 average; 106 on a crit).

With a 75% hit rate (the only advantage is 3 bab), that's 41.7375 DPR. Well ahead of the warrior.

In fact, switching the warrior to a fighter yields only a very small increase. You get +2 more to hit and +4 damage (weapon spec and weapon training) and the hit rate only bumps up to 95%, as the excess is wasted on non-mythic champions. That yields a 40.85 dpr with vital strike or 34.2 without.

To get closer to that figure (sadly, mark does not want the kineticist to put do a fighter), the kineticist needs a damage bump, but double is too much. Raising each step from 1d6+1 to 1d8+2 (meaning 5d8+10 at 10th) yields 31.89375 DPR. That's still probably too low. Maybe doubling the damage buff from FtB as well? It's tricky. Double is too high, but you still want a clean, memorizable pattern.

However, in trying to build a character for actial play, rather than dpr trials, I noticed a huge problem that needs addressing: kineticists need, easily, twice as many wild talents. Seriously, they are balanced below a fighter now on the assumption that you have more utility, but you can't really afford to actually take any.

As an example, all kineticists should, at some point be taking extended and snaking. Even if you want to play melee, you want those so you can ride the blast into melee range at 10th. And look at that: extended, kinetic blade, kinetic which, snaking, and ride the blast...you have one open 1st level utility slot until 12th. And of course, you probably have to take a crappy power like kinetic cover or icewalk/air cushion to meet the requirements of the power you really want (say, water manipulator, wings of air, etc.).

A guy upthread said he couldn't make a character that didn't start with slick, but I couldn't figure out how he could possibly fit that in. The extra talent feat kind of helps, but the tier delay hurts bad, since the upper levels are when all the good stuff shows up. Especially if this is not all of the wild talents, kineticists desperately need more access.

And, you know what? Getting all of these cool utility powers or bare minimum required powers depending on perspective eats up all your specializations. You have to take form for the first two. It is just about required. All the best ones are form (extend, snaking, kinetic blade/whip). You might as well keep going, too, because going back for some low level substance infusions is no fun when you could save up for something actually awesome like sharding.

I think the 3.5 warlock had the right idea by giving blast shapes separately from utility invocations. Kineticist desperately needs that, too. Maybe give utility on odds and blast shapes on evens (since offense already goes up on odds with damage increases and feats).

Dark Archive

Quick question guys -

In the playtest document under Wild Talents, it's stated that,

"At 6th, 10th, and 16th levels, a kineticist can replace one of her wild talents with another wild talent of the same level."

When they say, "of the same level" here, do they mean of the same level as the current kineticist level (so at 6th level, you can replace a 1st level talent with a 6th level talent)? Or are they saying that you can replace a 1st level talent with another 1st level talent?

I'm slightly confused by the wording, and I wanted a clarification.

Scarab Sages

Jeff Merola wrote:
Artanthos wrote:


Which tells me you've not looked at strength based melee builds. You are simply going off the builds others have posted and are following along with their opinions.

If you want to see what can and cannot be done, stop listening to the complaints of others and instead ask yourself, "How can I make this work?"

Except no, your strength based melee build falls under the category of "Forget blasting, I'm just going to hit people with Kinetic Blade."

You also have Arcane Strike without qualifying for it, but that's another matter entirely.

If only the Light-bringer trait did not give an arcane SLA equal to character level.....

Grand Lodge

Artanthos wrote:
Jeff Merola wrote:
Artanthos wrote:


Which tells me you've not looked at strength based melee builds. You are simply going off the builds others have posted and are following along with their opinions.

If you want to see what can and cannot be done, stop listening to the complaints of others and instead ask yourself, "How can I make this work?"

Except no, your strength based melee build falls under the category of "Forget blasting, I'm just going to hit people with Kinetic Blade."

You also have Arcane Strike without qualifying for it, but that's another matter entirely.

CWheezy wrote:

Since the PC is 9, try something like 5 -3/4. For example, 5 Skum for level 5 challenge or 5 Lamia for the level ten challenge.

Something to remember, a level 10 character is cr 9, so 5 cr 6 vs a cr 9 is more appropriate than 5 cr 9 vs a cr 9

Actually, a level 10 PC is CR 10. PC wealth adds +1 CR.
Lightbringer gives an arcane SLA. Kineticist supplies the caster level.

You are correct (although it's Light-Bringer, not Lightbringer. Lightbringer is an elven racial trait). I missed that before.

Scarab Sages

Jeff Merola wrote:
Artanthos wrote:
Jeff Merola wrote:
Artanthos wrote:


Which tells me you've not looked at strength based melee builds. You are simply going off the builds others have posted and are following along with their opinions.

If you want to see what can and cannot be done, stop listening to the complaints of others and instead ask yourself, "How can I make this work?"

Except no, your strength based melee build falls under the category of "Forget blasting, I'm just going to hit people with Kinetic Blade."

You also have Arcane Strike without qualifying for it, but that's another matter entirely.

CWheezy wrote:

Since the PC is 9, try something like 5 -3/4. For example, 5 Skum for level 5 challenge or 5 Lamia for the level ten challenge.

Something to remember, a level 10 character is cr 9, so 5 cr 6 vs a cr 9 is more appropriate than 5 cr 9 vs a cr 9

Actually, a level 10 PC is CR 10. PC wealth adds +1 CR.
Lightbringer gives an arcane SLA. Kineticist supplies the caster level.
But you're not an elf as far as I can tell. Lightbringer is an elven Racial Trait, not a Race Trait.

Would you prefer I pick any one of a half-dozen other traits that grant an SLA? Kineticist already have a caster level.

Trifler? Arcane Dabbler?

Both grant Arcane SLA's the use the characters highest caster level.

Grand Lodge

Artanthos wrote:


Would you prefer I pick any one of a dozen other traits that grant an SLA? Kineticist already have a caster level.

We've both just edited past each other. Check my edit. (Although I think your damage is 1 point too high. I can't seem to get more than +22 from your build).

Edit: Ah, I see the problem. You have FtB listed as +2 on the sheet, but are applying the correct +3 bonus you'd have at that level.


Artanthos wrote:
You could just as easily be a strength based geokineticist in full plate. Same AC, same effectiveness in melee.

Catch me up... I'm a "few" posts behind... why build a strength based kineticist?

The playtest doc says STR damage does not apply to Kinetic Blade. The build posted seems to use STR damage in its calcs for Kinetic Blade.

Did the base playtest doc get updated to change this?

Thanks!

Grand Lodge

Rory wrote:
Artanthos wrote:
You could just as easily be a strength based geokineticist in full plate. Same AC, same effectiveness in melee.

Catch me up... I'm a "few" posts behind... why build a strength based kineticist?

The playtest doc says STR damage does not apply to Kinetic Blade. The build posted seems to use STR damage in its calcs for Kinetic Blade.

Did the base playtest doc get updated to change this?

Thanks!

It doesn't and it hasn't. The build's damage breakdown is as follows:

5d6+5 base + 3 con + 3 FtB + 9 power attack + 3 arcane strike


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Okay! Fine! You win! Kineticists need more damage!

My real problem is with Feel the Burn.

If it's obligatory, then it shouldn't hurt the character. The Rogue is not losing half his life to wield his magic weapon.

If it's optional (and IMO, it should be), then the Kineticist should be able to work without it and excel when using it, which means he needs a boost to accuracy/damage. That's not the case... Without FtB, Kineticists have the accuracy and damage of a Rogue with no magic (or even masterwork) weapon.

Burn is a high price to pay for mediocrity... What other class has to use their best buffs and resources just to be mediocre?

- - -

Here are examples of character who are at least as good as a Fighter...

- A Cleric using his highest level spells and domain powers.
- A Ranger fighting his Favored Enemy
- A Paladin using Smite Evil
- An Inquisitor using Judgement and Bane
- A Hunter using Animal Aspect and fighting side-by-side with his Animal Companion
- A Druid using Wildshape and spells
- A Magus using Arcana and spells.
- A Sorcerer using metamagic blast spells.
- An Alchemist using Extracts/Mutagens.

And so on... Do you see the pattern yet? All of those classes use their limited-use class features to excel! Their resources allow them to go above and beyond! And many of those resources are not even all that limited, nor do they make you weaker for using them.

The Kineticist, OTOH, is not only restricted to mediocrity, he is also paying the highest price of them all. A "permanent" loss of hp.

So while those classes lose access to their class features if they use them too much, they at least don't grow weaker than they'd be if they didn't have those features in the first place. The Kineticist does. And not only that, after using Burn once or twice, he becomes so fragile that even a mook can put him down... And unlike Wizards/Sorcerers, he doesn't have a bazillion different spells to boost his defenses... Just some okay-ish powers.

And then we have the fact that losing hp in Pathfinder is particularly dangerous... Rocket-tag is already a known problem in the game, whether people admit or not... A moderately optimized 2-handed Ranger can already one-shot CR-appropriate enemies... And also be one-shot by that same enemy.

How much does Burn exacerbate that problem? Specially if the Kineticist gets a (much needed) damage boost? He can kill the enemy in one round... But a mook can also put him down in the same time.

I don't go looking for Rocket Tag in my games, but it still shows up, because attack/damage outpaces AC/hp, often with little to no effort... And my players are not even particularly good or worried about optimization. Specially when average character level reaches the double digits.

- - -

tl;dr:

Other Classes: Use limited resources to excel
Kineticists: Use a very limited resource to be mediocre
Other Classes: Uses up their ability and they become as weak as they would be if they didn't have those abilities in the first place
Kineticists: Uses up their ability and they become weaker than they would be if they didn't have that ability in the first place.

Burn is too taxing and too difficult to correctly balance. Losing hp would need more playtest to get it right. And we are not getting more playtest time. It's best to simply let it go.

Scarab Sages

Rory wrote:
Artanthos wrote:
You could just as easily be a strength based geokineticist in full plate. Same AC, same effectiveness in melee.

Catch me up... I'm a "few" posts behind... why build a strength based kineticist?

The playtest doc says STR damage does not apply to Kinetic Blade. The build posted seems to use STR damage in its calcs for Kinetic Blade.

Did the base playtest doc get updated to change this?

Thanks!

Strength damage does not apply, but you receive no damage bonus from dexterity either. The geokineticist's kinetic form gives strength, might as well test using that stat to determine to-hit bonuses while wearing heavy armor.

There is also the option to simply forgo Kinetic Blade and hit things with a weapon. My numbers are still a work in progress, so I cannot say if the build it better attacking with a melee weapon or class abilities.


Jeff Merola wrote:

It doesn't and it hasn't. The build's damage breakdown is as follows:

5d6+5 base + 3 con + 3 FtB + 9 power attack + 3 arcane strike

Thanks for that breakdown.

What is the point of pumping STR past 13?

Grand Lodge

Rory wrote:
Jeff Merola wrote:

It doesn't and it hasn't. The build's damage breakdown is as follows:

5d6+5 base + 3 con + 3 FtB + 9 power attack + 3 arcane strike

Thanks for that breakdown.

What is the point of pumping STR past 13?

Accuracy if you're not using Weapon Finesse, and you can't use Weapon Finesse if you want to get the 1:3 returns on Power Attack.

Scarab Sages

Jeff Merola wrote:
Rory wrote:
Jeff Merola wrote:

It doesn't and it hasn't. The build's damage breakdown is as follows:

5d6+5 base + 3 con + 3 FtB + 9 power attack + 3 arcane strike

Thanks for that breakdown.

What is the point of pumping STR past 13?

Accuracy if you're not using Weapon Finesse, and you can't use Weapon Finesse if you want to get the 1:3 returns on Power Attack.

This, which is why I am testing a strength-based build idea.

Scarab Sages

Lemmy wrote:

tl;dr:

Other Classes: Use limited resources to excel
Kineticists: Use a very limited resource to be mediocre
Other Classes: Uses up their ability and they become as weak as they would be if they didn't have those abilities in the first place
Kineticists: Uses up their ability and now they are weaker than they would be if they didn't have that ability in the first place.

Burn is too taxing and too difficult to correctly balance. Losing hp would need more playtest to get it right. And we are not getting more playtest time. It's best to simply let it go.

The smart kineticist is only going to accept enough burn to maximize his FtB bonus. Usually by activating all-day abilities. With CON as a casting stat, he should still have as many, or more, hit points as other d8 classes. Additional burn should only be taken to NOVA the BBEG or prevent a TPK.


Artanthos wrote:
The geokineticist's kinetic form gives strength, might as well test using that stat to determine to-hit bonuses while wearing heavy armor. I am also testing if the same build deals more damage while using Kinetic Blade or a decent melee weapon. My numbers are still a work in progress, so I cannot say if the build it better using a melee weapon or class abilities.

Thanks!

Has it been determined that full plate and elemental form stack? Previously in the thread, it was determined that invoking the elemental form was like the spell and that the army would get absorbed.

I hope it is better using the class blast. That would be funny if it was not. That +8 STR modifier from earth elemental is pretty hefty though.

On your build, Point Blank Shot and Precise Shot are probably a waste. You aren't built (12 DEX) for range fighting, so that might free up two feats for you? If there is anything better...

Using Elemental Body III (earth elemental), you get +4 CON, so that is +2 more damage (not listed in the previous breakdown, so I mention it just in case).

Scarab Sages

Rory wrote:
Has it been determined that full plate and elemental form stack? Previously in the thread, it was determined that invoking the elemental form was like the spell and that the army would get absorbed.

Kinetic Form is an all-day ability. Put your armor on afterwards.


Artanthos wrote:
The smart kineticist is only going to accept enough burn to maximize his FtB bonus. Usually by activating all-day abilities. With CON as a casting stat, he should still have as many, or more, hit points as other d8 classes. Additional burn should only be taken to NOVA the BBEG or prevent a TPK.

"The smart Kineticist will do all he can to avoid using his class features. Because they not only negate the main benefit of having Con as their casting stat, they also make him weaker. i.e.: You might as well ignore composite blasts and metakinesis, unless you want to be taken down by a mook."

No other class goes into vegetative state because they went nova... And many of those have much better tricks a than a glorified Sneak Attack.

Dark Archive

XandZero2 wrote:

Quick question guys -

In the playtest document under Wild Talents, it's stated that,

"At 6th, 10th, and 16th levels, a kineticist can replace one of her wild talents with another wild talent of the same level."

When they say, "of the same level" here, do they mean of the same level as the current kineticist level (so at 6th level, you can replace a 1st level talent with a 6th level talent)? Or are they saying that you can replace a 1st level talent with another 1st level talent?

I'm slightly confused by the wording, and I wanted a clarification.

^I'm bumping this question, as I think it got lost in a debate of "smart kineticists."

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