CookieLord |
I came up with a powerful attack and want to know if you guys cane make something more powerful.
Granitic Boost, Telekinetic blast
Many throw
Empowered, Maximized, Double
At level 20 your targeting up to 40 people dealing 153 damage per hit with a total damage of 6,120 not including criticals, and a range of 30ft
avr |
I'm guessing CL means the level 17 ability under metakinesis by Double. By my count though you need to accept 11 points of burn to make this work, less 3 for gather power or supercharge = 8, which together with the limits on burn/round and the size of your internal buffer makes this very much a 1/day thing.
Edit: oops, forgot infusion specialization. OK, that's more doable, though still on a limited number of uses total per day.
CL, what ground rules are you wanting? Kineticist only, or anything?
Deadbeat Doom |
It's not quickened, it's doubled. Also, telekinetic haul specifically states that the increased weight does not affect damage dealt with telekinetic blast.
Cost of this attack (in Burn, with no mitigation):
Metakinesis - 6
Composite Blast - 1
Infusions - 0
Total- 7
Utilizing the one point of buffer per infusion max, and a move action to gather energy; this attack would cost 3 Burn, and assuming max Elemental Overflow and an average Con of 30, it would deal ~181 Damage per target. 181*40=7260 damage; of course this would be mitigated by the need for 40 attack rolls, but at the least with a decent build you could expect to land ~85% of the attacks, for ~6171 damage.
EDIT: Of course, there is also the little issue of whether or not you could use Gravitic Boost with Many Throw (which I don't believe you can..)
CookieLord |
I'm guessing CL means the level 17 ability under metakinesis by Double. By my count though you need to accept 11 points of burn to make this work, less 3 for gather power or supercharge = 8, which together with the limits on burn/round and the size of your internal buffer makes this very much a 1/day thing.
Edit: oops, forgot infusion specialization. OK, that's more doable, though still on a limited number of uses total per day.
CL, what ground rules are you wanting? Kineticist only, or anything?
I was thinking any class
CookieLord |
Yeah so you do mean quicken.Although now ı realise.That 4 burn is added to all burn cost right?So if ı want to go double kineti blast it would be 3+4=7 burn.Now if it is that then mark has no say in when everyone says they dont like the class.
This is the ability
At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.avr |
Piling a few standard things together then -
All targets of the OP's attack must be within 30' of each other, so within a 15' radius. Fireball has a 20' radius. It's worth noting that getting 40 targets into a 15' radius requires either vertical stacking or squeezing in more than one target per 5' square.
120' range for many throw vs. long for a fireball, so 1200' at caster level 20.
The caster can be a level 20 blood arcanist (orc bloodline) with school understanding (evocation/admixture) in case she needs to change the fireball's element. The 2 traits to cut the cost of metamagic of course. Empowered intensified maximised fireball followed by quickened intensified maximised fireball is 90 + 15d6/2 +15 + 90 +15 = about 236 damage per target. Which seems a bit light, I may need to go look some things up. I'll be back.
MageHunter |
But that can be lowered by reflex save right?Plus most resisted/immune element on history of pathfinder
Evocation/Admixture Skill let's you change the element a few times a day. Still quite a lot of damage even if they save, and truly munchkin blasters pick up a bun of feats and effects to boost the DC.
Deadbeat Doom |
hmm still many throw + telekinetic haul seems better though.You will not be immune to a building ı am throwin at your head.
Like I said before, they specifically call out that Telekinetic Haul NEVER modifies the damage you deal with Telekinetic Blast; this was done intentionally to counter the exact thing you are trying to do.
Deadbeat Doom |
Well mark said the same thing.So ı will just accept it as a nerf so that kineticists wouldnt ruin games.Even if it is againts logic.
You pretty much hit the nail on the head; the original abilities worked the way you'd think they should, and it ended in tears for anything the Telekineticist attacked (as long as they had access to sufficient mass).
CookieLord |
Lausth wrote:hmm still many throw + telekinetic haul seems better though.You will not be immune to a building ı am throwin at your head.Like I said before, they specifically call out that Telekinetic Haul NEVER modifies the damage you deal with Telekinetic Blast; this was done intentionally to counter the exact thing you are trying to do.
simple solution why don`t you treat 20,000ibs of stuff as a natural disaster, in this case a cave-in or avalanche, but either way who ever is hit by that is still probably dead.
Claxon |
I didn't read through the whole thread, but my group had a "problem" with an aether kinitecist in this light. We realized he could put out insane damage, more than any enemy could withstand. Even if only a couple times a day.
He agreed not to do it aside from the one time he realized he could because it made the game not fun.