composite blast kineticist ?


Advice


is there a way to reduce the burn from the composite blasts or only talents can be reduced ?


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There is an eventual reduction at level 16.

But for the most part, no. You can use gather power to reduce the cost though. At level 11, gather power has enough to cover the cost of a composite blast.

The way I view composites and empower metakinesis is that they are part of the kineticist's "full attack" progression. Rather than getting iteratives, you keep on getting things that let you do more damage without having to nova. This is the progression of what you can do for no

For levels 1-4: you only have the basic blast. Total: 100% of base blast.
5-10: You can gather power and add empower for 50% more damage. Total: 150% of base blast.
11-15: You can do composite blasts with gather power, but cannot add empower at the same time. Total: ~200% of base blast.
16-20: You can empower and do composite at the same time. Total: ~300% of base blast.

The fact that you spend a move and standard action for the typical gather power blast makes it a full attack, basically. And the progression here basically follows full attack progression (assuming that later iteratives are only worth a small amount compared to main attack, since they are less likely to hit).

Basically, from my perspective, asking to reduce composite cost is like asking to give you more iteratives and making your full attack into a standard action.


ok with the game im in we are level 9 i just recently joined after one of their players can't always make it so i joined and with some of the funky stuff the gm handed out at character creation i ended up with a 26 dex and a 34 con and i went with air and wood elements with expanded def airs reach airs leap wings of air extend range and entangling infusion.


Did you start off with air or electric blast? Air is the one with most of the composites (I believe electric only has charged water and thunderstorm) but if you've got kinetic cover and can pick up the chain infusion and ride the blast, you'll have some insane mobility. Even without electric and chain, air's reach combines with ride the blast for some great out-of-battle dashing. Throw in extreme range and you're leaping up to 960 feet in a single round.

It's kind of a shame you ended up with wood element. As much as I'd like it to be good, it's sort of like a Walmart brand earth, and the effects of its unique infusions are too weak for the level you can get them. It is nice to have a really long range entangle though, via spring blast + air's reach.


i took electric blast and wood blast so ive got spring blast composite


You don't actually. Spring blast requires air blast and wood blast, not electric blast and wood blast.


oh what composite blast would i have or would i not have one ?


Afraid you don't have any composite blasts available to you. Your best bet (if your game goes to 15th level) is probably to go with air for your second expanded element so you can get both thunderstorm and spring blasts. At present, though, you can vary your choice of attack depending on the enemy's defenses; if they have high armor and/or shield bonuses you could bypass that with electric blast since that targets touch AC, while you could bypass spell resistance with wood blast, since physical blasts bypass spell resistance. One nice thing about wood blast is that you can count it as piercing, slashing, or bludgeoning, and all blasts bypass DR/magic, so there's not much damage reduction you can't bypass besides nontyped, metal-based, or alignment based (and again, you have electric blast for those).


ok im new to playing kineticist and really wanted to play it for since it came out since it looks like a fun class.

Silver Crusade

jonhl1986 wrote:
ok im new to playing kineticist and really wanted to play it for since it came out since it looks like a fun class.

Onyx (as is often the case) is right here, wood is Great Value Earth in this situation, and you currently lack a composite blast.

If you need help navigating the class, check out this guide to get a better handle on things, although after reading it I'd suggest possibly seeing if you can change some aspects of your character to better fit what you're looking for in a kineticist.


jonhl1986 wrote:
ok im new to playing kineticist and really wanted to play it for since it came out since it looks like a fun class.

Don't stress it too much. As long as you're having fun, it's not as important that you get a perfect build. And it's fine if you've missed a composite blast, you can do well enough without composites.

Since you went electric, I'd suggest getting chain and magnetic infusions as soon as you have the chance. Even without ride the blast, chain is great for hitting multiple enemies, and magnetic will help out your allies if they're using metallic weapons.


ok thanks for the assistance i had assumed that the composites where based on the element you chose not the blast you chose.


with air's reach is my electric blast still only 30 feet or is the base range 60 with it ?


Luckily air's reach works with all air-elemental blasts, so it'll work with electric blast, air blast, and any composite blasts that include electric or air (which includes thunderstorm, charged water, sandstorm, spring, blizzard, and plasma blasts).

Keep in mind though, air's reach only increases the range of the blast itself. It doesn't mean you'll be able to chain to an enemy 60 feet away from another target, just that you'll be able to choose your first target as one up to 240 feet away.


ok and question how does celerity work is it ally buff only or can it be self buff as well, how does one give it to an ally when used ?


As worded it affects all allies (which I'm pretty sure includes you) without any real regard for distance from you (though realistically you're not going to know if an ally miles away is in danger and instinctively use celerity to give them a round of haste). You do get the haste effect yourself, but it usually wears off before you have a chance to take advantage of it. However, by accepting a point of burn (or spending a point form your internal buffer if you have any available), it lasts for a number of rounds equal to your kineticist level (so if you're 9th level now, it'll last 9 rounds). Keep in mind that because it's a utility wild talent and not a blast, there's no way at present to reduce its cost aside from using your internal buffer.


yeah burn is no problem taking it for my guy he has 186 hp from boons giving by the gm that increased his con score to high heaven at 9th lvl and a couple wish spells from a deck of many things that i was lucky enough to get 2 of which got me a 34 con at lvl 9.

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