Mystic Connections


Advice


Hi all, I was just wondering if the community had any impressions on the Mystic Connections so far. I was curious after reading the Optimized Star Shaman thread and am currently trying to decide between Mystic and TECHNOOOOOLmancer. Maybe I'll be able to settle on a concept with some help from everyone!


Healer and Overload have the best abilities I think. If you go with overload and have cha secondary you'd be a good party face.


Unimpressed by them, all told. It was the class I was look forward to the most, but am most disappointed by. The basis chassis being forced to be a healer/telepath is a poor starting point (both should have been folded into the respective connections).

Overall, the class just has less than everyone else. Less options, fewer abilities. Ironically, despite the decision to go for 6th level casting so that classes aren't as dependent on spells, the mystic ends up feeling like a cleric with diminished casting.

But the connections... I'd say overlord, I guess. At least it interacts with the mystic's spells in some way. The some of the others have a few useful abilities, but most come at way too high level, or cost resolve.


That's interesting, I hadn't thought Overlord would be so useful. Truth be told I was looking at Mindbreaker first and foremost.


I wouldn't call it useful, just less bad.

For Mindbreaker, there isn't much of note other than the happy torturers of Iomedae sharing time with Zon-kuthon.

Basically, I really don't like any of the abilities. The 9th level one is the first I find really acceptable, and it's a trade 1 action for 1 action ability, with a save, which is just sort of meh. The <level> nonlethal damage abilities are pretty pants, and sow doubt is, like most RP cost abilities, too little for too high a price.


Huh, seems I may wind up going with Technomancer instead. I'm pretty taken by the Mystic's class skills, truth be told, but not so much by the class itself.


User Error wrote:
Huh, seems I may wind up going with Technomancer instead. I'm pretty taken by the Mystic's class skills, truth be told, but not so much by the class itself.

The spells are definitely more interesting with the Mystic, they have more interesting effects than Technomancer spells. Technomancer spells are mostly blasts or illusions. The class is great, there's a lot of variability in the connections. If you want to be a party face and control people, overlord is especially great.


Yeah, I always like to play the party face. I'd play an Envoy if not for my intense dislike of the class.

Liberty's Edge

User Error wrote:
Yeah, I always like to play the party face. I'd play an Envoy if not for my intense dislike of the class.

What's wrong with Envoy?

Also, for the record, I think Mystic is a fine class and very capable of being good at social stuff.


Eh, it just doesn't interest me. Like, nothing about the class interests me one bit. I'm sure it works at what it does but I just see it as round after round of "Get Em, make attack".

Liberty's Edge

User Error wrote:
Eh, it just doesn't interest me. Like, nothing about the class interests me one bit. I'm sure it works at what it does but I just see it as round after round of "Get Em, make attack".

Well, by 6th level, you can Get 'Em once and have it last the whole combat, and have another couple tricks to boot (including being the only Stamina healer in the game).

But if you're not interested, Mystic is a solid second choice for a face (so's Operative, but it's combat is easily as simple as Envoy's, only spellcasters have complicated option lists). Go Overlord, make sure to have decent Cha and enjoy your scaling bonuses to social skills and your shiny mind control powers.


Deadmanwalking wrote:
User Error wrote:
Eh, it just doesn't interest me. Like, nothing about the class interests me one bit. I'm sure it works at what it does but I just see it as round after round of "Get Em, make attack".

Well, by 6th level, you can Get 'Em once and have it last the whole combat, and have another couple tricks to boot (including being the only Stamina healer in the game).

How does it last the whole combat? From what I'm seeing it just lasts one round


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The listed connections for the mystic are OK. I'd like to see some additional connection choices down the line to explore more themes.

I think some of the issue that some have with mystics is similar to the one they have with clerics vs. oracles: other than choosing the connection at 1st level, there is basically no customization (within the class features) other than spell selection.

As far as a solid choice for party face, an icon mechanic with an exocortex (Skill Focus (Diplomacy)) and Skill Synergy (Diplomacy, Sense Motive) can also be pretty effective.


Does anybody know what are associated skills from Mystic connections for? Do you get free skill ranks in these skills or what? Core Rulebook just gives you two skills for every connection, it doesn't state what to do with them...


Devasura wrote:
Does anybody know what are associated skills from Mystic connections for? Do you get free skill ranks in these skills or what? Core Rulebook just gives you two skills for every connection, it doesn't state what to do with them...

There's a class ability that gives you scaling bonuses, it's in the class powers, not the connections.


Xenocrat wrote:
There's. a class ability that gives you scaling bonuses, it's in the class powers, not the connections.

Thank you! Somehow I managed to miss that part.

Liberty's Edge

citricking wrote:
Deadmanwalking wrote:
User Error wrote:
Eh, it just doesn't interest me. Like, nothing about the class interests me one bit. I'm sure it works at what it does but I just see it as round after round of "Get Em, make attack".

Well, by 6th level, you can Get 'Em once and have it last the whole combat, and have another couple tricks to boot (including being the only Stamina healer in the game).

How does it last the whole combat? From what I'm seeing it just lasts one round

Oh dear, you're right. I misread the 'effects all enemies for a resolve' version as also effecting the duration. Darn.

Still some cool stuff available, but a bit less than I thought.

EDIT:

Actually, re-looking at it, once you get Improved Get Em (at 6th, if you like), your standard action attacks all get the bonus from Get Em if you like, leaving your move action free for other things, so with, say, Quick Inspiring Boost you can heal 12 Stamina from one ally and attack once with an unwieldy (and thus massive) weapon each once per turn at 6th. Or move and attack with the Get Em bonus. Or several other options as you rise in level.

Lantern Lodge

Dragonchess Player wrote:
As far as a solid choice for party face, an icon mechanic with an exocortex (Skill Focus (Diplomacy)) and Skill Synergy (Diplomacy, Sense Motive) can also be pretty effective.

Except that Skill Focus and Skill Synergy both provide insight bonuses and do not stack. Also, the Mechanic's bonus to Computers and Engineering provided by Bypass is an insight bonus and doesn't stack with Skill Focus or Skill Synergy either.

Really gutted my Mechanic character once I figured it out.


Captain Zoom wrote:
Dragonchess Player wrote:
As far as a solid choice for party face, an icon mechanic with an exocortex (Skill Focus (Diplomacy)) and Skill Synergy (Diplomacy, Sense Motive) can also be pretty effective.

Except that Skill Focus and Skill Synergy both provide insight bonuses and do not stack. Also, the Mechanic's bonus to Computers and Engineering provided by Bypass is an insight bonus and doesn't stack with Skill Focus or Skill Synergy either.

Really gutted my Mechanic character once I figured it out.

You're forgetting that Skill Synergy can also make skills that aren't class skills (such as Diplomacy and Sense Motive) into class skills; the +2 insight bonus is only if they're already class skills.

The Exchange

I am a bit confused by the design choice there. Every other class lets you pick from a pool of options every few levels. Every other class out so far bar none. But the Mystic alone has you pick your course at the start and then locks in the rest of the class. Just seems odd that it's the only one like that. I'd honestly like to know why.

That aside, I do like the class. It feels like a much more offensive oracle without the last three spell levels. I like mind breaker as the connection though. Low on health? Hit someone with their own laser with share pain. Bunches of enemies in front of you? Cast a low level detect thoughts, each one that makes this potentially easy save in that 60' cone takes your level in damage from backlash. Big bad making all his saves as you try and crush his head? Drop his saves for at least one attack. I'm sure Similar arguments could be made for the other powers but I like the feel of it, I like casters but typically play them offensively.


Darkling36 wrote:
Low on health? Hit someone with their own laser with share pain. Bunches of enemies in front of you? Cast a low level detect thoughts, each one that makes this potentially easy save in that 60' cone takes your level in damage from backlash.

While I like that last concept, I don't think it works with the SF version of Detect Thoughts. It's "will negates, see text" and the only mention of the save in the text is that it prevents reading thoughts in the third round. The implication is that the first two rounds of detection effects happen regardless, and presumably before they even try to save.

The Exchange

Xenocrat wrote:
Darkling36 wrote:
Low on health? Hit someone with their own laser with share pain. Bunches of enemies in front of you? Cast a low level detect thoughts, each one that makes this potentially easy save in that 60' cone takes your level in damage from backlash.
While I like that last concept, I don't think it works with the SF version of Detect Thoughts. It's "will negates, see text" and the only mention of the save in the text is that it prevents reading thoughts in the third round. The implication is that the first two rounds of detection effects happen regardless, and presumably before they even try to save.

Good point, for some reason I was thinking the save was at the start of the spell. I still like the ability though, gives extra teeth to abilities like command or confusion. Fail the save and you're in deep trouble, make the save and start bleeding some from your ears. It's not like the damage is a as good as that from other sources but why not make them pay for success.


Darkling36 wrote:
Xenocrat wrote:
Darkling36 wrote:
Low on health? Hit someone with their own laser with share pain. Bunches of enemies in front of you? Cast a low level detect thoughts, each one that makes this potentially easy save in that 60' cone takes your level in damage from backlash.
While I like that last concept, I don't think it works with the SF version of Detect Thoughts. It's "will negates, see text" and the only mention of the save in the text is that it prevents reading thoughts in the third round. The implication is that the first two rounds of detection effects happen regardless, and presumably before they even try to save.
Good point, for some reason I was thinking the save was at the start of the spell. I still like the ability though, gives extra teeth to abilities like command or confusion. Fail the save and you're in deep trouble, make the save and start bleeding some from your ears. It's not like the damage is a as good as that from other sources but why not make them pay for success.

It's a great ability, Mindbreaker is definitely the best combat Mystic, with plenty of at will abilities you can spam to supplement your spells in addition to defensive and extra offensive abilities like this one.

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