Melee Solarian Guide!


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Does anyone else find it odd that the Iconic Solarian uses light armor without the solar armor? And how they distributed the stats for the iconic solarian, but for the iconic soldier they really focused on the stats that mattered?

Liberty's Edge

MagicA wrote:
Does anyone else find it odd that the Iconic Solarian uses light armor without the solar armor? And how they distributed the stats for the iconic solarian, but for the iconic soldier they really focused on the stats that mattered?

The Iconic Solarian's stat-block is really poorly designed in general. I'll leave speculation as to why to others, but it's very true.

It's not like you can't make a good (if perhaps not optimal) Kasatha Solarian, either. They just didn't.

He's by far the least optimized of the Iconics as compared to basically everyone else, not just the Soldier. By far.


Deadmanwalking wrote:
MagicA wrote:
Does anyone else find it odd that the Iconic Solarian uses light armor without the solar armor? And how they distributed the stats for the iconic solarian, but for the iconic soldier they really focused on the stats that mattered?

The Iconic Solarian's stat-block is really poorly designed in general. I'll leave speculation as to why to others, but it's very true.

It's not like you can't make a good (if perhaps not optimal) Kasatha Solarian, either. They just didn't.

He's by far the least optimized of the Iconics as compared to basically everyone else, not just the Soldier. By far.

Have we found Starfinder's Harsk?


You talking about the Iconic Ranger?
What do you mean?


I am. It's a bit of a running joke that Harsk is...rather poorly built to put it mildly.

Liberty's Edge

Tarik Blackhands wrote:
Have we found Starfinder's Harsk?

He's not quite as bad as Harsk. His level 8 offense is actually on par with the Soldier's for example (though that's not saying much given that the Soldier is a switch hitter with +6 AC, +2 Resolve, and +5 Initiative over him). He's also actually decent (though not overwhelmingly good) at several relevant skills.

He's the closest we've got at the moment, though, yeah.

MagicA wrote:

You talking about the Iconic Ranger?

What do you mean?

The PFS pregen stats for Harsk are legitimately terrible offensively. He does something 1d10+2 damage once a turn at level 7, for example, due to using a Heavy Crossbow with no way to reload it as less than a move action and not having Deadly Aim. Playing him is thus a universally bad idea.


Well the Soldier IConic is more well optimized to begin with (that and Blitz is a great fighting style) and being vesk improves their ac even further


Petty Alchemy wrote:

It might be the lack of a Bestiary, but my Solarion keeps getting shot by lasers and set on fire. With his poor reflex save and lower EAC, I'm heavily considering picking Fire Resistance instead of DR, when I get to lvl 5.

Is the item level of the Solar Weapon listed somewhere? I feel like I must've skimmed by it at some point, wondering for Fusions.

Lasers target EAC and enemies in Pathfinder have high to hit bonuses. Needless to say, everyone gets shot a lot. If you're getting lit on fire from lasers that means crits, and nothing can really stop crits.


Well force fields have a chance to stop crits

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Fire Resistance mitigates the on-fire effect from laser crits.

We face a lot of space goblins, probably due to the low number of options currently available.

There's also the occasional pistol fire from space pirates, but it hasn't been as dangerous since they don't have the numbers for it, and KAC is naturally higher.

My experience has gone a long way in showing me how useful the energy resist of Solar Armor would be, because lasers are popular in space.


Petty Alchemy wrote:

Fire Resistance mitigates the on-fire effect from laser crits.

We face a lot of space goblins, probably due to the low number of options currently available.

There's also the occasional pistol fire from space pirates, but it hasn't been as dangerous since they don't have the numbers for it, and KAC is naturally higher.

My experience has gone a long way in showing me how useful the energy resist of Solar Armor would be, because lasers are popular in space.

Eh, just get enhanced resistance or a thermal shield upgrade


Credits are tight man
and you cant really get the vailable slots for thermal shielding until later levels

and feats are limited as well


MagicA wrote:

Credits are tight man

and you cant really get the vailable slots for thermal shielding until later levels

and feats are limited as well

Up to you.

I think you're over valuing fire resist. Lasers are common, but also low damage. Also as a common resist people are going to commonly circumvent it.

For a few hundred credits a laser can shoot non-fire damage.


true but how many encoutners will have weapons (of the appropriate level) that have infusions of different energy types?

but then again alien arhcive doesnt come out for a few more weeks so I may just eat my words

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HWalsh wrote:
Petty Alchemy wrote:

Fire Resistance mitigates the on-fire effect from laser crits.

We face a lot of space goblins, probably due to the low number of options currently available.

There's also the occasional pistol fire from space pirates, but it hasn't been as dangerous since they don't have the numbers for it, and KAC is naturally higher.

My experience has gone a long way in showing me how useful the energy resist of Solar Armor would be, because lasers are popular in space.

Eh, just get enhanced resistance or a thermal shield upgrade

Yeah, that's what I've been talking about getting, but it's at the expense of using that feat for DR which seems to be the popular suggestion.


Petty Alchemy wrote:
HWalsh wrote:
Petty Alchemy wrote:

Fire Resistance mitigates the on-fire effect from laser crits.

We face a lot of space goblins, probably due to the low number of options currently available.

There's also the occasional pistol fire from space pirates, but it hasn't been as dangerous since they don't have the numbers for it, and KAC is naturally higher.

My experience has gone a long way in showing me how useful the energy resist of Solar Armor would be, because lasers are popular in space.

Eh, just get enhanced resistance or a thermal shield upgrade
Yeah, that's what I've been talking about getting, but it's at the expense of using that feat for DR which seems to be the popular suggestion.

Devs confirmed, that feat is getting gutted for DR.

My Solar Weapon will be doing shock/sonic 0 fire, 0 physical. Which will also be common in encounters of humanoid opponents as I expect fire resistance to be common among adventurers.

My universe adapts to player actions.


I had a feeling that feat would get a nerf
oh well, at least we still have dark matter


MagicA wrote:

I had a feeling that feat would get a nerf

oh well, at least we still have dark matter

The most likely change for Enhanced Resistance, per Mark Seifter (read here), is to make its damage reduction be BAB/2. Which is identical to the DR for Dark Matter in Graviton mode. The feat is likely to still be straight up superior to Dark Matter for DR purposes (since in Photon mode Dark Matter provides less DR and costs a move action every round).


True but you cant take the enhanced resistance feat multiple times
you're either stuck with DR or energy resistance

So at least by taking dark matter, you can take energy resistance


So, how does everyone else get the high damage numbers they;ve been throwing around for solarians?

at level 20 I've seen: 18d6+51

I can see the 18d6 from 12d6 base solar weapon, and 6d6 solarian crystal

then: +4 (photon) +10 (plasma sheath with photon attunement) +7 (26 str score) +20 (weapon specialization)= +41 damage

where's the other +10 coming from?


deadly aim perhaps?


if you're taking deadly aim as a solarian then my friend you have wasted a feat


well only thing I can figure.


fair enough
it does explain the extra +10

Liberty's Edge

MagicA wrote:

So, how does everyone else get the high damage numbers they;ve been throwing around for solarians?

at level 20 I've seen: 18d6+51

I can see the 18d6 from 12d6 base solar weapon, and 6d6 solarian crystal

then: +4 (photon) +10 (plasma sheath with photon attunement) +7 (26 str score) +20 (weapon specialization)= +41 damage

where's the other +10 coming from?

It is indeed from Deadly Aim. I do not advocate actually taking or using Deadly Aim.


Neither do I deadman

Liberty's Edge

MagicA wrote:
Neither do I deadman

Just mking clear my own position. :)


personally I think deadly aim should be a combat option like total defense or fighting defensively


I could see that.


I feel like there needs to be an extra revelation feat

anyone else share that sentiment?

Liberty's Edge

MagicA wrote:

I feel like there needs to be an extra revelation feat

anyone else share that sentiment?

The problem with that is that it would be notably better than just about any other Feat. Which is potentially very problematic if you want to keep Feats as options rather than having absolutely mandatory Feat chains.


Deadmanwalking wrote:
MagicA wrote:

I feel like there needs to be an extra revelation feat

anyone else share that sentiment?

The problem with that is that it would be notably better than just about any other Feat. Which is potentially very problematic if you want to keep Feats as options rather than having absolutely mandatory Feat chains.

I disagree. For the most part feats are level locked to stop abuse, and there aren't enough Revelations that work with multiple playstyles.

So I doubt it would unbalance anything.


Maybe we could see something like a solarian version of the adaptive fighting feat, it lets you temporarily use a revelation (not zenith of course that would be unbalanced)


MagicA wrote:

I feel like there needs to be an extra revelation feat

anyone else share that sentiment?

The Pathfinder devs have said they regretted giving classes 'extra class ability' feats. It throws off the intended balance of the class, and since class abilities should always be better than feats, it is almost always the best feat choice by a large margin.

I doubt we'll ever seen similar feats in Starfinder, and that's perfectly fine with me. Devs shouldn't need to balance class features around the potential situation of players taking twice as many abilities as intended. Having to do so leads to weaker individual abilities and less meaningful feat choices.


That is a very good reasoning, and I can see why

The only issue I can see with that is, if they make more revelations, then its going to make the choices harder for some builds, and the fact you cant retrain or swap out revelations as a choice could be used as counterarguements for that but that's just my opinion


Since this melee build focuses so much on photon attuenment sand photon powers, does the lower damage reduction from dark matter actually help since unless you're graviton attuned, it requires a move action, anencephaly only lasts a round with lower damage reduction


MagicA wrote:
Since this melee build focuses so much on photon attuenment sand photon powers, does the lower damage reduction from dark matter actually help since unless you're graviton attuned, it requires a move action, anencephaly only lasts a round with lower damage reduction

It helps on any round that you have to charge on.


But you could also use that move action to turn on the plasma sheath for bonus damage when photon attunement

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I don't think Dark Matter is worth it if you never go into graviton mode. There are certainly reasons to, on occasion, and it's fantastic to have when you do.

But I think my Solarion will take one of the utility options, either Gravity Boost or Gravity Hold.


Maybe if it gave that 1/2 level damage reduction from the get go, it would be more viable, even if it is just for one round


MagicA wrote:
But you could also use that move action to turn on the plasma sheath for bonus damage when photon attunement

Plasma Sheath remains active once you turn it on when in Photon Mode.


Petty Alchemy wrote:

I don't think Dark Matter is worth it if you never go into graviton mode. There are certainly reasons to, on occasion, and it's fantastic to have when you do.

But I think my Solarion will take one of the utility options, either Gravity Boost or Gravity Hold.

Gravity Boost is great, Gravity Hold is a mistake. You'll get far more use, and more efficient use, out of Dark Matter.


It's just that dark matter gives such little DR unless youre graviton attuned
And doesn't last long outside of graviton attunement


MagicA wrote:

It's just that dark matter gives such little DR unless youre graviton attuned

And doesn't last long outside of graviton attunement

Oh yes, such little DR..

At level 6 attuned to Graviton it gives you 3 DR... Unattuned it is 2. That is so much lower.

At 9 attuned to Graviton gives you 4, unattuned give you 3...

At 12 attuned gives you 6, unattuned grants you 4.

1-2 less isn't "such little" in comparison.

---

It is all about action economy. Typically you want as much "up time" as possible. You want maximum benefit at all times. Meaning you always want to attack if you can. Typically when you hit a certain point you'll already have Plasma Sheath up.

Then you'll be full attacking when able. If they are more than 10 feet away, you'll be charging. If you do that, you have a move action...

What else are you going to use it on?

Gravity Hold? Nope. Uses a Standard?

Gravity Shield? Sure, if you're not using a Phase Shield.

Radiation? Nope, uses a Standard action.

Since Stellar Rush is our bread and butter power, and should be used as often as possible, it's foolish to give up Dark Matter just because it would be better if you were gravity attuned. I mean without it, you get 0. You have the action slot there, may as well use it.


I will admit, the number disparity isn't as high as I thought it was

However, it boils down to do you want to use your move action to first increase your damage (plasma sheath)

Or using it to get some damage reduction (dark matter)


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I think the general gist is that round 1 absolutely should be Sheathe -> Rush at the opening target. HW is basically saying that on subsequent enemies, you might as well fill your move action with Dark Matter since Sheathe is already active (Unless you decided to Zenith/Nova beforehand) and most everything else relevant is a standard action.


That is a very good point/ strategy


Tarik Blackhands wrote:

I think the general gist is that round 1 absolutely should be Sheathe -> Rush at the opening target. HW is basically saying that on subsequent enemies, you might as well fill your move action with Dark Matter since Sheathe is already active (Unless you decided to Zenith/Nova beforehand) and most everything else relevant is a standard action.

Precisely -

In a fight I would expect to see the following:

Action 1:
Attune 1 pt to Photon.
Move action: Activate Plasma Sheath (if they are in charge range)
Standard Action: Stellar Rush

Action 2:
Attune 2 pts to Photon.
If the enemy is still in melee range - Full Attack

Move Action:
If the enemy is within 5 ft - Guarded Step
If the enemy is 10 ft or further away, but within charge range, Dark Matter.

Standard Action:
If you used Guarded Step - Attack.
If you used Dark Matter - Stellar Rush.

Action 3:
Attune 3 pts to Photon.

Move Action:
If you don't need to move to position, Dark Matter.
If you do need to move to position, move to position.

Standard Action:
Supernova.

Action 4:
Attune 1 pt to Photon.

Move Action:
Plasma Sheath.

Standard Action:
Stellar Rush...

Lather... Rinse... Repeat.


I really wish there was a way to exclude allies from the supernova's radius
I'm having an issue with a party member who won't remember to stay at least 10 ft away and I keep holding onto supernova and not being able to use it frequently


Supernova is great for me. I'm the only melee in my group. Everyone else pew-pews and lets me bring the pain on the front lines.

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