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First off, I don't think it should stack.
After that, depends a lot on the builds. A warlock heavily invested into mystic bolts would be built basically like an archer. So, point blank shot, precise shot, and rapid shot by level 5 when everything is a touch attack.
Taking arcane striker as a talent is also pretty good, since by level 5 it raises damage by 2.
3 bab, 3 dex, 1pbs, -2rapid shot gives you a two touch attacks of
+5/+5 touch 2d6+3 @ level 5.
If you're human you can even get two-weapon fighting and stack up another attack for 3 attacks at +3 touch dealing 2d6+3 each.
6d6+9 if all three hit.
I do NOT know much about kineticists, having never played one, so my numbers for them are more likely to be off than the warlock ones.
I'll use the same dex and a +3 con mod, with 2 points of burn currently on the kineticist, with fire as the element and point blank shot and precise shot, because I'm not super familiar builds.
3d6+2 base damage, +4 from overflow, +2 from fire's fury for 3d6+8
3 bab, 3 dex, 1 pbs=7
+7 touch 3d6+8, plus 1d6 burning damage over time. And on subsequent rounds, the attack will be at a +9 unless the foe takes time to extinguish itself.
Granted, these are somewhat rough numbers I threw together while bored at work ^^.
Also, level 5 is a very strong level for the warlock with the touch attacks finally coming online, whereas 9 is a much stronger point for the kineticist, since that's when they can get iteratives.
Also, those gloves probably shouldn't work with mystic bolts.

lemeres |

I do NOT know much about kineticists, having never played one, so my numbers for them are more likely to be off than the warlock ones.
I'll use the same dex and a +3 con mod, with 2 points of burn currently on the kineticist, with fire as the element and point blank shot and precise shot, because I'm not super familiar builds.3d6+2 base damage, +4 from overflow, +2 from fire's fury for 3d6+8
3 bab, 3 dex, 1 pbs=7
+7 touch 3d6+8, plus 1d6 burning damage over time. And on subsequent rounds, the attack will be at a +9 unless the foe takes time to extinguish itself.
I would say level 6 is a better place for comparison, since that is when the kineticist starts getting stat buffs if they have 3 burn.
But generally, I would assume that something more archery based would win out in the end in just terms of general peak damage. The single attack of kineticist only adds stat once. Vanilla kineticists tend to be more about throwing out tricky stuff instead, such as entangling blasts or constant AoEs (and that is before getting into utility stuff). Damage does get better if you use blade, I think.
Elemental annihilators are better kineticists for plain damage, since they can do TWF or archery style stuff with their blasts. You can also get a lot of the tricky blasts at later levels, giving you back some variety.

swoosh |
The single attack of kineticist only adds stat once.
True, but Mystic Bolts never add stats. They're more like... guns with no gunslinger levels. Only with less damage and worse crits and they can't benefit from haste and your enhancement bonuses are delayed.
Elemental annihilators are better kineticists for plain damage, since they can do TWF or archery style stuff with their blasts. You can also get a lot of the tricky blasts at later levels, giving you back some variety.
That really depends on which level you pick. For a frighteningly large chunk of the game EA is actually behind, even or only marginally (like 1-3 DPR) ahead of the vanilla kineticist.
It's actually kind of hilarious.

My Self |
lemeres wrote:The single attack of kineticist only adds stat once.True, but Mystic Bolts never add stats. They're more like... guns with no gunslinger levels. Only with less damage and worse crits and they can't benefit from haste and your enhancement bonuses are delayed.
At least they don't cost lots of money to blow up in your face, right? Whenever you pull the trigger, you're shooting your wallet at an enemy and gambling that it doesn't blow up in your face.

PossibleCabbage |

Assuming the gloves were to work in a home game (which they would not, by RAW) the big difference is that the Kineticist picks up d6s faster than the Vigilante picks up attacks. Basic kinetic blast damage goes up by d6 +n every 2 levels (and oftentimes is multiplied by 2 or 1.5 with composites or metakinesis). The Vigilante would depend on getting as many attacks as possible, and with rapid shot and TWF you can get 4 attacks at level 8, but this eats a bunch of feats and doesn't escalate again until level 15. The Kineticist on the other hand will get good damage from just class features alone.
The Kineticist by virtue of having multiple damage types and a single big hit is also going to have less trouble with DR and resistance than the Vigilante has. 7th level Warlock can do 2 different energy types (and the gloves would be locked in to fire) whereas a 7th level Kineticist can pretty easily do B, P, S, and one energy type.

Blind Monkey |
Elemental annihilators are better kineticists for plain damage
This is a liiiiiieeeeeeeee :P
But yes, level 6 is better for the Kineticist since they get +2 to stats then. Also at 5 they can gather power to empower their blasts without taking burn so this:
+7 touch 3d6+8, plus 1d6 burning damage over time.
Would actually be 4d6+8 damage. At level 7 their version of a full attack, empowered simple blast, jumps to 6d6 base damage.

PossibleCabbage |

Empower does not add dice. It increases the total damage by 50%. So 3d8+6 becomes 28 damage.
Sure, but what's the difference between 1.5*(nd6) and (1.5n)d6 when n is even? The quickest way to compare the two is to just look at the number of d6s each will throw up in a given round at a given level, since the kineticist is going to come out ahead in every other consideration (additional damage from level and attributes, types of damage, effects beyond "damage", etc.)

gendoikari87 |
This FAQ says they aren't manufactured weapons and are more like scorching ray, so I'd say the gloves don't work.
my DM had already cleared that they work

QuidEst |

At level 7 then I can do a total of 6d6+12 damage with the vigilante. But what about the kineticist at level 7 in HL the get 4d6 with a special blast that eats their life at 8d6 is that right? Or is there something I'm missing on the kineticist?
Yep, you're missing a couple things.
1: The Kineticist gets 4d6 + 1/2 Con (assuming energy for fair comparison) times 50%. If the Vigilante gets to full attack, then the Kineticist gets to gather energy with their move action, using Empower to boost damage. They've probably got another +4 damage from elemental overflow, so the damage ends up almost exactly the same.2: … or not. The Kineticist has accuracy boosts from elemental overflow, and they make the entire attack at full BAB. So they're more likely to hit.
3: The Kineticist also reduces their burn from infusions by one point at this level, so they can one helpful rider. Notable ones include increasing range to 120ft. or (if in melee) hitting with iteratives twice if they have Haste.
4: They've also got an extra 8,000 gp to spend on items, free glove slot, and more feats available (I presume).

Blind Monkey |
While the EA deals similar damage to the standard kineticist, wouldn't it be more consistent due to multiple shots per round vs a single big shot, which EAs can still do if they want?
Sort of? The EA's accuracy is brought down by relying on the TWF/Rapid Shot and Power Attack/Deadly Aim feat chains to do about 5-10 more average damage a round than a kineticist using a physical blast, and they both have to target normal AC. If the EA has to "switch hit" they lose all their feat benefits and do less damage than a normal kineticist. EA's also give up all their class features like setting people on fire or making area attacks, if a regular kineticist can hit two or three people with an AOE blast power they will do more damage than the EA.
An energy blast that is targeting touch AC actually has better average damage than the physical blast despite lower damage per shot because of hitting more. EAs cannot use energy blasts so they just suck right out of the competition back to suckville.

lemeres |

CalethosVB wrote:While the EA deals similar damage to the standard kineticist, wouldn't it be more consistent due to multiple shots per round vs a single big shot, which EAs can still do if they want?Sort of? The EA's accuracy is brought down by relying on the TWF/Rapid Shot and Power Attack/Deadly Aim feat chains to do about 5-10 more average damage a round than a kineticist using a physical blast, and they both have to target normal AC. If the EA has to "switch hit" they lose all their feat benefits and do less damage than a normal kineticist. EA's also give up all their class features like setting people on fire or making area attacks, if a regular kineticist can hit two or three people with an AOE blast power they will do more damage than the EA.
I am not sure you have to worry about accuracy though. Their devastating blast has fake full BAB, they get a standard attack/damage booster of 1-4, and they still get most of teh benefits of eleemental overflow (it only excludes the straight damage boost; you still get the attack boost and the stat boosts).
So they can hit with a +34 from their class alone. While the lack of enhanced weapons lowers that a bit in comparison to other classes, that is still a +29. Maybe a +26 with a more reasonable 5 burn.
Also, for a pure earth user, it isn't too different- most of their great blasts are at high levels (where you get infusions again anyway), and there is only a slight delay for entangling (you usually can only do it without burn at level 5, and you can grab it with expanded element at level 7).

Lintecarka |

According to the official FAQ:
[...]abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.”
This makes me believe the sentence about mystic bolts being considered a "light weapon" is also a shorthand for "manufactured light weapon" and they are supposed to work with haste. YMMV of course.

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According to the official FAQ:
Quote:[...]abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.”This makes me believe the sentence about mystic bolts being considered a "light weapon" is also a shorthand for "manufactured light weapon" and they are supposed to work with haste. YMMV of course.

gendoikari87 |
CalethosVB wrote:While the EA deals similar damage to the standard kineticist, wouldn't it be more consistent due to multiple shots per round vs a single big shot, which EAs can still do if they want?Sort of? The EA's accuracy is brought down by relying on the TWF/Rapid Shot and Power Attack/Deadly Aim feat chains to do about 5-10 more average damage a round than a kineticist using a physical blast, and they both have to target normal AC. If the EA has to "switch hit" they lose all their feat benefits and do less damage than a normal kineticist. EA's also give up all their class features like setting people on fire or making area attacks, if a regular kineticist can hit two or three people with an AOE blast power they will do more damage than the EA.
An energy blast that is targeting touch AC actually has better average damage than the physical blast despite lower damage per shot because of hitting more. EAs cannot use energy blasts so they just suck right out of the competition back to suckville.
so here's an obvious question if the kineticits always have to target normal ac, doesn't that give a major advantage to the warlock? on top of being able to cast spells?

PossibleCabbage |

I find that the regular kineticist targeting AC generally does fine since they're only making one attack, your elemental overflow puts you at basically full BAB, and you probably want to pump dex to the heavens anyway so your form infusions hit. If nothing else, you can always drop a wall on something so it takes guaranteed damage.
Where it runs into trouble is when you're making an iterative attack with, say, a kinetic whip or blade. You're going to miss your iteratives a lot vs. AC. Of course, Kinetic whip builds often do a lot of their damage as AoOs, which are at full BAB.
Kineticist archetypes in general aren't particularly strong, and I'm particularly not fond of the Elemental Annihilator.

QuidEst |

Blind Monkey wrote:so here's an obvious question if the kineticits always have to target normal ac, doesn't that give a major advantage to the warlock? on top of being able to cast spells?CalethosVB wrote:While the EA deals similar damage to the standard kineticist, wouldn't it be more consistent due to multiple shots per round vs a single big shot, which EAs can still do if they want?Sort of? The EA's accuracy is brought down by relying on the TWF/Rapid Shot and Power Attack/Deadly Aim feat chains to do about 5-10 more average damage a round than a kineticist using a physical blast, and they both have to target normal AC. If the EA has to "switch hit" they lose all their feat benefits and do less damage than a normal kineticist. EA's also give up all their class features like setting people on fire or making area attacks, if a regular kineticist can hit two or three people with an AOE blast power they will do more damage than the EA.
An energy blast that is targeting touch AC actually has better average damage than the physical blast despite lower damage per shot because of hitting more. EAs cannot use energy blasts so they just suck right out of the competition back to suckville.
Kineticists don't have to just target normal AC. Energy blasts target touch AC. Elemental Annihilator (the archetype) works with physical blasts only, at least until you get your expended element at 7th.

Blind Monkey |
gendoikari87 wrote:Kineticists don't have to just target normal AC. Energy blasts target touch AC. Elemental Annihilator (the archetype) works with physical blasts only, at least until you get your expended element at 7th.Blind Monkey wrote:so here's an obvious question if the kineticits always have to target normal ac, doesn't that give a major advantage to the warlock? on top of being able to cast spells?CalethosVB wrote:While the EA deals similar damage to the standard kineticist, wouldn't it be more consistent due to multiple shots per round vs a single big shot, which EAs can still do if they want?Sort of? The EA's accuracy is brought down by relying on the TWF/Rapid Shot and Power Attack/Deadly Aim feat chains to do about 5-10 more average damage a round than a kineticist using a physical blast, and they both have to target normal AC. If the EA has to "switch hit" they lose all their feat benefits and do less damage than a normal kineticist. EA's also give up all their class features like setting people on fire or making area attacks, if a regular kineticist can hit two or three people with an AOE blast power they will do more damage than the EA.
An energy blast that is targeting touch AC actually has better average damage than the physical blast despite lower damage per shot because of hitting more. EAs cannot use energy blasts so they just suck right out of the competition back to suckville.
Nah, sadly in the middle of the EA devastating infusion text is there this clause: "This is a 1st-level form infusion that costs 0 points of burn and can be used with any physical blast (but not energy blasts)." The EA can still hit, but is relying on iteratives to do more damage than a normal kineticist. Energy blasts will pretty much always have better accuracy since touch AC is basically not going up with levels so they do just as much or more average damage over time.

QuidEst |

Yes, but then you would be doing better damage not using the Elemental Annihilator features at all and you gave up all the Kineticist class features for no reason. Nobody should ever take the EA archetype.
Hey, there are reasons to take it. It's a nice magical alternative to the Fighter. It combines well with Overwhelming Soul for a Charisma bruiser with all feats open, and you essentially trade out some stuff twice without actual conflicts. The capstone is pretty awesome if you get a chance to reach it.

The Shaman |

No problem, the warlock is a pretty fun class. I´d say the bolts are just a minor feature - you are a 6-level caster with all the vigilante social talents and half the vigilante ones. Personally, I would say for a vigilante rogue-like character check the teisatsu stalker (you get a lot of ninja goodies), but casting is definitely handy.
Mind you, an aether kineticist can be a decent rogue replacement as well ;).

Nord |
There's lots of misconceptions around Elemental Annihilator's damage. This graph will hopefully make something more clear.
Damage snapshot graph. (X = level, Y = damage)
Note:
This graph assume all attack hit, making warlocks touch AC attacks less important.
Classes get magic items based on automatic bonus progression .
All classes that benefit from haste will get that from level 7 (even warlock).
Graph takes a look at Kineticist physical blast (not blade which has a comparable curve to warlock).
Kineticist can about once per day burst for twice the damage at lvl 17 (not shown in chart).
Kineticist also has foe Throw at level 9 and Many throw at level 16 which may grant more damage against multiple targets (not shown in chart).
Warlock damage assume she get gloves deliquescent at level 10 and Demonic Smith gloves (combine crafting) at level 15.
Conclusions:
Elemental Annihilator is strong. Much stronger than kineticists normal damage output and just below damage range compared to greatsword fighter/barbarian at all levels except it's at range.
Kineticists damage is good but not a powerhouse, at lower levels, such as lvl 5 (due to empower blast) it's one of the best but it doesn't scale as fast as other classes and you need to be creative to deal viable damage at mid to high levels.
Warlock damage is also OK it starts off weak but scales pretty good, far from a powerhouse but you hit ranged touch with variable damage effects without wasting resources. Even at the highest levels doesn't play in the same league as the top damage builds. Stay away from the class if your GM rule that you can't use haste or use the the gloves. Not the end of the world if GM rule that you can't combine craft the gloves (but the damage would be pretty crappy if you can't).
This is just from a damage point of view, you should play what you want to play regardless of numbers. :)

Lintecarka |

Thank you for the chart, it gives a really nice first impression. I suspect calculating against average CR monster AC would give the warlock a little boost, but then again he can get totally negated by monsters with energy resistances like demons. It can be a wise decision to switch to a throwing weapon build before those get too common (and the level 12 vigilante talent should almost always be "Returning Weapon" because of that).

Blind Monkey |
This graph assume all attack hit, making warlocks touch AC attacks less important.
The problem is that to hit vs AC is the reason the EA does not do near that much damage. If chance to hit didn't matter in damage calculations the core rogue wouldn't suck. I spent a while figuring the numbers using the actual calculation for DPR once before:
http://paizo.com/threads/rzs2su6f&page=49?Mastering-the-Elements-N-Joll ys-guide-to-the#2440For the tldr: By level 11 an optimized EA is doing around 75 average damage while the regular physical composite blast (that costs no burn with the improved gather) is averaging 68. If you want to accept burn to nova burst you will always be using an empowered composite blast (94 damage) instead of the EA special even if you are an EA. A notable other figure there is that chain lightning infusion blast that only hits 4 targets averages 156 damage.
I have not done the Warlock numbers, (and the handy calculator's domain has expired it looks like) but as a touch attack with the gloves working to do 2d6 damage it will probably do similar or more damage than the EA actually does on average. And it will have actual class features like spells.
Also remember that regular kineticists can fly, turn invisible, and earth glide at will, and the EA can never do anything but walk around like a martial. Never be an EA.

swoosh |
Kind of sketchy to ignore accuracy checks while also giving the EA feats that trade accuracy for damage.
So even with bad math designed to distort things in favor of the EA and picking arguably the worst element for direct damage for the standard Kineticist (and even beyond that seeming to take no optimization tricks for that element), the EA doesn't meaningfully start to pull away until level 7. That's fairly deep into a typical campaign to only just start justifying your archetype pick.

My Self |
Blind Monkey wrote:Yes, but then you would be doing better damage not using the Elemental Annihilator features at all and you gave up all the Kineticist class features for no reason. Nobody should ever take the EA archetype.Hey, there are reasons to take it. It's a nice magical alternative to the Fighter. It combines well with Overwhelming Soul for a Charisma bruiser with all feats open, and you essentially trade out some stuff twice without actual conflicts. The capstone is pretty awesome if you get a chance to reach it.
Note, in the Overwhelming Soul text
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn't apply to kinetic blade, kinetic whip, or other infusions that don't apply the damage bonus from elemental overflow.
This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.
Other infusions, like Devastating Infusion?