Optimizing the Flurry of Blasts univiseral form infusion wild talent


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm looking for ways to incorporate and optimize the use of the flurry of blasts wild talent. At a glance, it doesn't seem all that great and I'm wondering if it's just me or if that actually is the case.

I'm not going for a specific build, just trying to make the power not seem totally useless. What combos/uses have been established with it that really seem to carry their weight? What can we brainstorm?

Flurry of Blasts:


Flurry of Blasts
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts any
Saving Throw none


Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast's damage don't apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full-attack action, the number of kinetic blasts in your flurry of blasts increases by 1.


No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.


I'm not even sure how much damage it would deal if all blasts hit the same target, actually, I'm not even sure how much damage a single blast should deal... 1d6 for energy and 1d6+1 for physical ? Or you still add your Con to it ?
And what if you hit a target twice with a physical blast ? Is it 1d6+1+1d6 or 2d6+2+1d6 and how does Con figure in all that ?

But I think the true (possibly only) strength of the infusion is the ability to hit multiple foes with the same debilitating effect or getting a bonus on a single tough opponent.


Maybe you'd use it with burning infusion to increase the chance of setting someone on fire? Add searing flame to that too of course and maybe fire sight.


The best use of the infusion, I feel, is when you absolutely, positively must make someone fail a save imposed by your substance infusion.


I had the same thought as possiblecabbage chilling or entangling or something like that.


I'm a huge fan of using it for Fire's "Unraveling Infusion". If you also half the damage (which, why not, it's already pretty low from this infusion anyway), you can be getting between +3 and +7 to your caster level check on the dispel. That's a pretty impressive dispel check most times, and it's saved my parties bacon on more than one occasion (*cough* dominated barbarian *cough*). And the investment is pretty low: unraveling is awesome anyway , and I just picked up flurry with Extra Wild Talent once we got to a point where really bad magic effects were becoming a problem.

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