So lets talk about the Solarian problem...


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Honestly, Starfinder would have been a great chance to take a page out of D&D 4e's book and make every single stat affect one of your saves, taking the better out of pairs.

Str/Con: Fort (You are big and strong and tough)
Dex/Int: Ref (You are fast in body and mind)
Wis/Cha: Will (You are wise and have a strong sense of self)

That way, with 2 primary stats, each class has 2 saves it's pretty good at.


I think they need a revelation or something to move through the phases for resolve.


Ikiry0 wrote:

Honestly, Starfinder would have been a great chance to take a page out of D&D 4e's book and make every single stat affect one of your saves, taking the better out of pairs.

Str/Con: Fort (You are big and strong and tough)
Dex/Int: Ref (You are fast in body and mind)
Wis/Cha: Will (You are wise and have a strong sense of self)

That way, with 2 primary stats, each class has 2 saves it's pretty good at.

I would also be ok with that


Vidmaster7 wrote:
Ikiry0 wrote:

Honestly, Starfinder would have been a great chance to take a page out of D&D 4e's book and make every single stat affect one of your saves, taking the better out of pairs.

Str/Con: Fort (You are big and strong and tough)
Dex/Int: Ref (You are fast in body and mind)
Wis/Cha: Will (You are wise and have a strong sense of self)

That way, with 2 primary stats, each class has 2 saves it's pretty good at.

I would also be ok with that

With any luck we can get maybe Owen to come in and comment... He's been popping in and talking in Operative threads quite a bit... That is one class that absolutely needs no help.

Dark Archive

So if I understand everything it boils down to. Your saves are way to low and you don't want charisma as your main(ish) stat?


I think charisma could be ok from what I've gathered if they had a revelation to bump saves a little (around +2 or +3 looks like all it would take.)


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Solarians are better at area of effect, (they can take all the same items the soldier can use and use them as well)
SUPERNOVA (SU) [PHOTON MODE]
You can play a bombard and make 1 grenade for free, but you still do less damage than supernova.

Solarians are better at debuffing, Flare, Radiation.

The ability to literally look into the future

Hypnotic Glow.

The ability to give all their allies haste.
The ability to literally travel to anywhere in like 800ft that you can see as a move action.
Battlefield control and aoe damage with MINIATURE STAR.

Thats just the photon side of things.

Awesome battlefield control with Black Hole
Complete target imobalisation through Gravity Hold
Flight
Hide in plain sight and bonus to stealth
A literal reflective wall of full cover for you and your friends.
How about knocking a ton of people prone?
How about the ability to give all of your allies the ability to literally just move 250 or so feet for free.

The categories the Solarian are so much better at is general battlefield control, aoe, and utility.
AoO are not a thing so the only real way for a melee character to control the battlefield is to be a Solarian.

Stop trying to make the Solarian be a soldier, and use it for what it is, a utility front line fighter with crowd control, and lots of other really cool nifty abilities, and still decent damage


Another option for the solarian is to dump their strength and wear powered armor.
Maybe not the best option but it is an option


I don't know I feel like the revelation is best way. simple and I like that it is an option so if you feel your good on that area you don't have to take it.


I am just curious, if we make the Solarian just as good in combat as the soldier, why ever play a soldier?


For fluff reasons, rather than because you are concerned with your numbers being bigger? Good balance enhances roleplay by opening up viable options rather than limiting people to 'Good' options if they want to contribute with the other players.


They will say for ranged combat. I personally expect their to be more options for soldiers that will make them better combatants too.


I agree that we will get those options in the future, but those options are not really there right now.

Ikiry0, I ask then, why does the Solarian have to have the same saves as the soldier?
Cant you just accept that you wont get your "numbers being bigger" in terms of saves with the solarian and play the solarian "For fluff reasons".

The Solarian has a lot of stuff it can do that no other class can do, why dont we take advantage of those instead of lamenting how it isn't as good as other classes with regards to saves.


J4RH34D wrote:

Another option for the solarian is to dump their strength and wear powered armor.

Maybe not the best option but it is an option

Because you seem to underestimate what a Solarian has to do in order to match Soldier Defense for Melee either.

1. The Solarian has to spend 1 feat for Heavy Armor (we don't get it for free) - If we don't, we have to stick with Light Armor which requires us to hyper pump Dex to get the benefits of - Which we can't do if we are melee. The Soldier doesn't.

2. The Soldier gets a LOT of feats, feats are good. I can make a Soldier that is within 5 points per hit of Solarian Damage (and potentially higher if there are enough enemies around) has better mobility than a Solarian, and can hit twice on a charge. (Solarians can never do that.)

3. The Soldier has Con as a Resolve Stat, meaning their Resolve Stat not only increases their SP it also increases their Fort Save... The Solarian has Charisma as a Resolve Stat, meaning their Resolve Stat does jack all aside from boosting Revelation saves, of which the ones that use it all have limited use.

4. The Solarian gets to Point Blank Area of Effect once every three rounds. If they are lucky. This is not anywhere near as useful as a grenade. I love Solar Flare, but it is not as useful as a Grenade. Also the fact that if I use it it shuts down all of my other Revelations and makes me spend the next 2 rounds booting things back up.


J4RH34D wrote:

I agree that we will get those options in the future, but those options are not really there right now.

Ikiry0, I ask then, why does the Solarian have to have the same saves as the soldier?
Cant you just accept that you wont get your "numbers being bigger" in terms of saves with the solarian and play the solarian "For fluff reasons".

The Solarian has a lot of stuff it can do that no other class can do, why dont we take advantage of those instead of lamenting how it isn't as good as other classes with regards to saves.

Not... Really?

Listen, I don't know what you think Solarians do... But... I mean... Here.

A Melee Solarian gets +4 Damage (at level 20) from Photon Attunement.

A Melee Soldier gets 1.5 x Strength, which at level 20 (28 strength) grants an additional +4 damage... The same bonus as the Solarian.

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A Melee Solarian can, as a standard action, attack once after a charge while suffering no penalties. They get this at level 2.

A Melee Soldier can, as a standard action, attack once after a charge while suffering no penalties. They get this at level 5. Unlike the Solarian version, this one allows 2 attacks at level 11.

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A Melee Solarian can get +10 damage (at level 20) after spending a move action to activate Plasma Sheath.

A Melee Soldier can get +2 damage per enemy within 4 CR of you. Potentially getting much higher than a +10, but generally a +4-6.

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A Melee Soldier can stop enemies from moving away from them when hitting with an opportunity attack. A Solarian cannot do this without a feat, and then they must declare it, and then they must hit with a -8.

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Don't act like Solarians get a ton of options Soldiers don't, because they don't. The Solarian gets haste? Sure, after 3 rounds, after 9th level, and they reset all of their abilities to have to then spend multiple rounds turning them back on. Or they can both just get Haste Circuits in their armor and have haste when they need it anyway... Granted it is still one of the best Zenith powers Solarians can get, as it does affect the team, but it isn't anywhere near as good as you seem to think.

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Edit to add:

I mean, straight up, if Solarians are going to be stuck with objectively worse saves than any other class... I want some kind of compensation. I love Solarians, but this is a bit of BS to be straight up. I can hit higher saves on every other class WITHOUT having to gimp my own class abilities. Yeah no joke, you have to NOT pump Int, the only stat you don't "need" as a Solarian to get even decent saves AND if you do that you completely gimp Sidreal Influence because it gives you bonuses to SIX DIFFERENT SKILLS and since, we all know, anything less than full level, or at the very least 1/2 level in skills is useless... Also since you'll have poor stats for the common ones... This means the Sidreal Influence skill is quite bad...

How bad is it?

I wrote the Solarian Melee Optimization guide and in the revised version going up soon I instruct players to act like this ability doesn't exist because you simply don't have the points to make it work unless you gimp your saves even harder than you already do.


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1. Yes the solarian has to take a feat for heavy armor, or they can take the solar armor instead of solar weapon. That can net you DR 20 against lasers or cryo weapons basically.

2. Yes, soldiers get lots of feats. I don't argue this, but show me a feat that replicates a revelation? The Solarian gets MORE revelations than the soldier gets feats.
Also, mobility is bogus, the Solarian should be able to outmove pretty much anything. Yes for the first two round of combat the Solarian is slower, after that the Solarian can use Ray of Light.

3. It also makes them capable of actually talking to people and not making them want to shank the character. IE all diplo skills only key off Cha.
There are no other SKILLS in the game, besides Perc that can completely negate an encounter in the same way.
And hey would you look at that, the solarian gets Diplo and Perc as class skills. The soldier doesnt.

4. I wouldnt call 40ft radius point blank.
Black hole is also not the only crowd control.
They can use Flare each and every round.
At will Spider climb after 6th
Gravity hold to pull somebody out of cover.
Radiation for a potent debuff
Blazing orbit to help stop the opponents from closing
Crush to stagger an opponent
Gravity Surge to disarm or trip.

There are significantly more options for the Solarian to use crowd control than you make out.

I was comparing Supernova and the bombard grenade. The grenade can be used once for free per combat. You can use your supernova once every 3 rounds as long as the combat lasts.

The Solarian has so many more options in combat than the soldier does. That is it's strength. Take advantage of that.


Black Hole is also pretty damn terrible. It resets your powers, takes a standard action, needs to be centred on you, hits a tiny area in the era of guns AND gives them a save to negate it when 'Massive charisma' is not likely a strength when they need to raise saves significantly with those stat points. They are not the Technomancer, who has everything based on their primary stat.

The radiation debuff also fails against anyone wearing armour (Armour provides environmental protection). It could be errata'd to bypass that but right now Radiation isn't much threat.

The Bombard Grenade can also be used first turn. Rather than requiring a 3 turn charge up.


Ikiry0
In the first AP so far I have not been in a single encounter where black hole would not be able to be used due to range.

Just because guns are a thing doesn't mean that you are going to be fighting in open fields the entire time.
Black hole is also not the only CC they have.
Yes Radiation might not work against armored opponents.

The bombard grenade can be used once per break of 10 minutes.
Supernova or Black Hole can be used EVERY 3 rounds of combat all day.
At level 20 it is instead every 2 rounds.

Again, show me how the soldier can do anything like black hole?

The solarian has things it can do that no other class really can.
Take advantage of that.


And what would Black Hole DO when you dragged them in? You can't attack them and, unlike the Soldier, you can't actually keep them with you as it's 3 turns until you can do it again.

Honestly, the Soldier is BETTER at what the Black Hole is supposed to do as Anchoring Arcana, Flash Freeze and Perfect Opportunity actually let them be sticky to the guy rather than a vague annoyance. They also allow the Soldier to do it any turn in a battle they want.


When you Black Hole enemies it sets up for your allies to whomp on them.

Speaking of, Black Hole is nice since it can pull things off your allies.


What it allows them to do is pull the guy out of full cover so the 4 other party members can shoot him.

You can use black hole to draw everyone towards you, and then run around all of them with blazing orbit, effectively trapping them in a ring of fire, into which your allies can fire, and they will take damage leaving.

If you are level 16, you can use corona to create a damage aura, then you can pull them in, damage them with Corona, and then use blazing orbit.

Once again, the solarian has options no other class has. Think about how to couple them and you can do some pretty cool stuff


The fact that you're arguing that a melee solarian should even be in graviton mode using underwhelming abilities like Crush, Gravity Hold, and worst of all Black Hole (objectively the worst power solarians have) makes me think you don't understand the basics of a melee solarian build.

The opportunity cost for going into graviton mode and using abilities which will do nothing 50% of the time when enemies make their saves against your low DCs is almost never worth it.

It is far better for a melee focused solarian to stay in photon mode 100% of combat doing the one thing they are good at: melee damage. The actions you would waste and damage you would lose messing around with graviton CC abilities is just never worth it.

Most things a solarian should do in combat (not can, should), a soldier can mirror through abilities or feats. A vast majority of the unique effects solarians can do are never worth spending your limited revelation slots on because an unreliable effect is not worth dropping photon mode and spending standards on not attacking.


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So you are saying that a Solarian is bad because you have decided that the only way to play it is as a melee damage dealer...
That is basically what your last post says.

If you want to take a class and ignore over half of it to do something, go ahead.
I would rather build around what the class gives me and take advantage of that.

If you stop trying to build to be a soldier, as I have suggested multiple times, you can be a frontline battle control master.


Giving up a +1 to damage (that you can change at any time) to give yourself CC abilities (only Zenith Revelations require you to be in the specific mode) to help your allies is not a dealbreaker, nor is dealing damage the only thing Solarions are good at or can do.


J4RH34D wrote:

So you are saying that a Solarian is bad because you have decided that the only way to play it is as a melee damage dealer...

That is basically what your last post says.

If you want to take a class and ignore over half of it to do something, go ahead.
I would rather build around what the class gives me and take advantage of that.

If you stop trying to build to be a soldier, as I have suggested multiple times, you can be a frontline battle control master.

You... Don't... Know how Solarians work do you?

I strongly recommend getting a little experience with the class. You clearly are overestimating the usefulness of their capabilities. You are ESPECIALLY overestimating the power of their "crowd control" by a huge margin.

1. Flare - A second level Solarian Revelation that you may, or may not, take. If you use Flare successfully you can blind an opponent for one round at the cost of a Standard Action (meaning that you don't get to attack) once you do this you cannot use t his ability on that target for ten minutes. So while you can use this every round, you can't actually use it on targets every round so it is pretty poor.

2. Radiation - Not only does Radiation only work on unarmored targets, (Which, by the by, means that almost every humanoid enemy in Starfinder is immune) but it only works on an enemy that is very close to you (the effect ends if they step away from you) and if they do make the save they are immune to the effects of it for 24 hours. It has the benefit of effectively being an aura, but it isn't as good as you seem to think it is.

3. Gravity Hold - Again, you cite their "Crowd Control" but, not really because you don't seem to understand how it works. You can, use, for a standard action hold someone in place. Unless they make the save. Then they are immune for 24 hours.

4. Crush - Again, you cited the "Crowd Control" and yes, this is a CC ability (sort of) but it can exhaust a target... For one round... After that (or if they make the save) they are immune to it for 24 hours.

5. Gravity Surge - The only reusable "Crowd Control" the Solarian gets. This isn't bad. You get to make a Disarm or Trip at range using Charisma instead of strength with a +4 bonus. Well, they say +4 bonus, but since you have to make it against a -8 and you go against KAC it is really not likely to hit. Also, I should add, you can't stack improved trip on top of it.

6. Black Hole - We've run the numbers. This one is just bad all around. It is terrible. Nobody wants to play the game of, "On round 3 I'm going to lose all of my sustained powers and I might be able to pull someone out of cover."

Edit to add:

What amuses me is, you are basically saying all of the melee abilities of the Solarian, and the Solar Weapon, should be ignored. Which is odd because you are also saying that the Solarian should use all of their powers when you don't want them to have access to arguably their best ones.

No Stellar Rush - Because, you know, a Solarian only gets 10 revelations over the course of their career. They get 2 by level 4. So, you seem to think they should take Flare and Gravity Hold... Which... Sucks if the enemy makes 2 saves and shuts you down for the entire rest of the fight.

No Plasma Sheath - After all, you don't think they should be in melee combat, because that is the Soldier's job. So, they shouldn't take this, because, under your logic they shouldn't be using it. They will suck in melee combat anyway if they go Solar Armor because they have to hyper-pump Dexterity which will destroy their Strength.

So you want them all to be ranged Solarians who focus on Crowd Control that is sub-par to that of a Soldier because you want the class marginalized so Soldiers get to be awesome. I mean, I get it, but its not really a compelling argument.


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When your response to someone pointing out that a class has numerous more abilities than what you're focusing on and your response is "You don't know how [class] works, do you?", it's time to take a step back from the thread.


Rysky the Dark Solarion wrote:
When your response to someone pointing out that a class has numerous more abilities than what you're focusing on and your response is "You don't know how [class] works, do you?", it's time to take a step back from the thread.

No it isn't Rysky, not at all.

I know how the class works. I'm probably one of the few authorities on it to be honest. I recommend in both of the guides in using a wide range of abilities both Graviton and Photon. I also know the usefulness of those abilities and how often they can be used, what they do, and what the likelihood of them having an effect is.

I love the class, but I know the strengths and weaknesses of it. One of the uphill battles we had was people initially thinking they were a CC class when their CC abilities are not only completely unreliable, they also leave massive penalties when they don't work. Such as, for example, not working for 24 hours if the target saves. We aren't Casters, we can't get feats to raise our DCs so they are unlikely to be saved against. Even if we hyper pump Charisma we will have lower save DCs than spellcasters because of that reason.

So when you argue that we should have poor saves because we have ancillary abilities that are ridiculously unreliable it shows an unfamiliarity with the class.

Those revelations, specifically, are tertiary ones that are to be taken when you don't have something better to take that give you a "one off" power to employ. If it isn't your primary then it doesn't hurt you if it shuts down for the rest of the day (for example), but if you try to make it your primary you are giving yourself a huge weakness that you can't patch or shore up.


On DC's and chance to land abilities. If I choose to I can have exactly the same base dc's as the casters. At the highest levels I am 3 behind on my dc's because I cant take the spell focus feat.
To counter this, all of my revelations can be used as many times a day as I like.

It is the kinetecist argument for starfinder.
I can blind every single enemy in an encounter, for free. The spellcaster has to spend spell slots on that.

1. Flare, I can dazzle every creature in range. Pretty useful.
I can also blind every creature at least once with the same chance that a envoy or mechanic has to land their dc based spells if I choose to build for this.

2. Radiation is bad, I forgot about armor providing immunity. However this is still useful in campaigns against most monsters that won't be wearing armor.
For example, the akata's in the first AP.

3. Yes, if they make their save I can't effect them again, but all it cost me was a standard action instead of a spell slot on the same spell.
I can use it to pull an enemy from cover so all my allies can fire at it.

4. It doesn't exhaust, it staggers, an incredibly powerful condition. And I can continue to maintain the debuff as a move action. EDIT And if you are attuned you can steal there weapon, or drag them out of cover

5. You mean you get to perform a combat maneuver at range, get the effects of a feat for free, can do it every single round, and it "Isn't bad". Sorry, this is incredibly good.
That -8 is the same thing that every other person faces when they try do a combat maneuver. That is no fault of the Solarian.

6. Show me those numbers then?
I don't actually lose my standard powers, I can still use almost all of the revelations. Being unattuned does not stop you using powers.
You have the same chance to drag people as every other caster has to stick a spell.
Except you can effect EVERY SINGLE CREATURE WITHIN 40FT.
Those two guys in cover, they both have to roll or get pulled out. That melee guy wailing on your envoy behind you, he also has to roll. Your fighter who is caught out of position intentionally fails his roll and now has 20ft less to move.
Your operative who the enemy took cover from fails his throw and is now in a position where the enemy no longer has cover.
This level of ability to move people is incredibly powerful.

You say that the soldier can lock people in place.
He only every can have 1 reaction.

A solarian can shut down entire sections of the battlefield by creating walls of fire, dragging people in and out of cover, making them staggered, blinding them, dazzling them, holding them in the air above the cover they were hiding behind.

They can create 15 ft of one way cover, they can give their allies haste, for free, they can give their allies the ability to teleport across the field, they can fly for free, gain spidrclimb for free.

They have so much more they can do if you choose to make use of it


At any point did I say not to take plasma sheath? No I did not.

If you want to play a front line fighter solarian there are more than 1 way to play it.
You can play it your way.
You can play it the CC way.
You can also play it as a mixture by using the revelations that make you bloody diffcult to hurt and drop dex, keep your Str, Con, Wis and Cha high.
You can still do the melee damage, you can still do some of your CC, and you can still be bloody difficult to hurt.


J4RH34D wrote:

On DC's and chance to land abilities. If I choose to I can have exactly the same dc's as the envoy or mechanic, so I have the same chance my abilities stick as they do.

1. Flare, I can dazzle every creature in range. Pretty useful.
I can also blind every creature at least once with the same chance that a envoy or mechanic has to land their dc based spells if I choose to build for this.

2. Radiation is bad, I forgot about armor providing immunity. However this is still useful in campaigns against most monsters that won't be wearing armor.
For example, the akata's in the first AP.

3. Yes, if they make their save I can't effect them again, but all it cost me was a standard action instead of a spell slot on the same spell.
I can use it to pull an enemy from cover so all my allies can fire at it.

4. It doesn't exhaust, it staggers, an incredibly powerful condition. And I can continue to maintain the debuff as a move action.

5. You mean you get to perform a combat maneuver at range, get the effects of a feat for free, can do it every single round, and it "Isn't bad". Sorry, this is incredibly good.
That -8 is the same thing that every other person faces when they try do a combat maneuver. That is no fault of the Solarian.

6. Show me those numbers then?
I don't actually lose my standard powers, I can still use almost all of the revelations. Being unattuned does not stop you using powers.
You have the same chance to drag people as every other caster has to stick a spell.
Except you can effect EVERY SINGLE CREATURE WITHIN 40FT.
Those two guys in cover, they both have to roll or get pulled out. That melee guy wailing on your envoy behind you, he also has to roll. Your fighter who is caught out of position intentionally fails his roll and now has 20ft less to move.
Your operative who the enemy took cover from fails his throw and is now in a position where the enemy no longer has cover.
This level of ability to move people is incredibly powerful.

You say that the soldier can lock people in place.
He only every can have 1 reaction.

A solarian can shut down entire sections of the battlefield by creating walls of fire, dragging people in and out of cover, making them staggered, blinding them, dazzling them, holding them in the air above the cover they were hiding behind.

They can create 15 ft of one way cover, they can give their allies haste, for free, they can give their allies the ability to teleport across the field, they can fly for free, gain spidrclimb for free.

They have so much more they can do if you choose to make use of it

Again, you're not being accurate:

To begin, you keep ignoring that in almost all of the powers you listed once the effect ends, or they make the save, you can't do it again for a long duration. Meaning it is worse than a spell slot because they can at least re-cast it usually.

1. It is okay, not what I would call useful. -1 to attack and perception for 1 round is okay, not really great. If an Envoy or Mechanic fails they don't tend to lose their ability to target that target again for 24 hours either.

2. Radiation is bad even against unarmored targets, because you have to be extremely close to them to use it, and they only take a -2 when they do, and the second they save they are immune AND they can just take a couple steps away to get out of it too.

3. If you are playing a game where cover is incredibly normal, everyone is ranged, and you succeed then it might be useful. Of course they are just going to step right back into cover the second they can and based on the save bonuses in Alien Archive they're going to resist it 50% of the time. Once they do then it becomes a useless revelation.

4. Correct, I used the wrong word. It staggers... For one round... Again, they'll have (at least) a 50% chance of saving. You could potentially get lucky and lock it in for a few rounds? Maybe. Of course Staggered still lets them act so... Yeah... It is okay but not great.

5. Combat Maneuvers in Starfinder are rather poor in general. Also, this is trip, one of the few things you don't want to do often. Why? Well enemies who are prone gain bonuses against all your friends pew-pew abilities.

6. Sure:

A Solarian who starts with a 16 charisma (The only build that does this by the by is a specific one) has a DC 14 at level 1 for Black Hole to work. Most Solarians only have a 14 at this point, so DC 13. Note: You need to be within 20 feet initially to use this, and can only pull them 10 feet. For tactical consideration meaning you need to be within 4 squares and you can move them 2 toward you, meaning to pull them out of cover you need to be in perfect placement to do this.

Also note: If the creature is behind cover you can only pull them out of cover if you can get around the cover. As any creature that comes into contact with a physical object stops moving toward you.

According to Alien Archive a CR 1 Combatant will make this save 50-55% of the time (if you have a DC 13 they need to roll a 10, if you have a DC 14 they need to roll an 11) Experts and Spellcasters will have the same.

By level 5 this increases in range by 5 feet

By level 5, if you have prioritized Charisma (and if you foolishly use your Personal Upgrade for it at this level, which you seem to be advocating) you'll have a charisma of 20 (if you started with a 16) or more likely 18 (if you started with a 14) - This gives you a DC of 10+2+5 or 10+2+4 so a DC of 16-17 - Realistically no Solarian will do this save for, again, one specific build. Typically a Solarian will have only a 14 in Charisma giving them a DC of 15.

CR 5 Enemies:
Combatant: +7
Expert: +4
Spellcaster: +4

DC 17 - Chance of Failure: 45%/60%/60%
DC 16 - Chance of Failure: 40%/55%/55%
DC 15 - Chance of Failure: 35%/50%/50%

By level 10, if you have prioritized Charisma (and again, are using your best Personal Upgrade, which is a mistake) you'll have a Charisma of 23 (start with 16) or 22 (Start with 14) but realistic builds at this point tend to have it be a 20 (start with 14, raise to 16 at 5, raise to 18 at 10, add +2 Personal Upgrade) giving you a DC of 10+5 +6/+6/+5 giving you a DC of 21-20.

CR 10 Enemies:
Combatant: +12
Expert: +9
Spellcaster: +9

DC 21 - Chance of Failure: 40%/55%/55%
DC 20 - Chance of Failure: 35%/50%/50%

By level 15, if you have prioritized Charisma, yadda yadda, you're looking at nearly your absolute maximum. If you started at 16, increasing at every level, and you are using a +6 personal upgrade - Or, alternatively if you started at 14 and did the same, or... In the realistic builds you stopped at 18 base and have a +4 personal upgrade. Meaning you have a DC of 10+7 +8/+7/+6 or 25/24/23

CR 15 Enemies:
Combatant: +17
Expert: +13
Spellcaster: +13

DC 25 - Chance of Failure: 35%/55%/55%
DC 24 - Chance of Failure: 30%/50%/50%
DC 23 - Chance of Failure: 25%/45%/45%

And finally at level 20. If you started at a 16 you have a natural 21 if you raised it each time, more likely a 20, with a +6 personal upgrade. Most likely you have an 18 with the same +4 though. So you are looking at a DC 10+10 +8/+6

CR 20 Enemies:
Combatant: +21
Expert: +17
Spellcaster: +17

DC 28 - Chance of Failure: 30%/50%/50%
DC 26 - Chance of Failure: 20%/40%/40%

Those are the numbers.

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Now, there is the weakness already mentioned. If they are behind cover... You can't pull them out of it unless you can get to the side of the cover... You kept forgetting that caveat.

So, in the best case scenario... You are making a Castarian... Which I dear lord don't recommend anyone do... You are NEVER getting above a 55% for it to work save for a brief period at the first couple levels where you'll have a best case of 60%

Realistically you're never going to have higher than a 50% chance and that can be dramatically lower than that.

Against enemies in cover who are shooting? The ones you want to use it on? If you can get around the cover then you may have as little as a 1 in 4 chance of it working.

To add:
By "Chance of Failure" I am referring to them failing the save. To fail a DC 26 when you have a +21 modifier you only fail on a 4 or less. Meaning a 20% chance of failure.


The gravity of the total bonus to saves situation highly depends on the expected save rate the designers had in mind when setting up NPCs DCs, a number that is currently unknown. What is the baseline expected in typical play ? Are save feats supposed to boost you higher than standard ? What are the Con/Wis score investment the game expects from random players ? Are characters supposed to be good at all three saves, or only two ?

The only thing about which we can be fairly sure regarding saves is that designers probably expects most player will grab at least one Ring of Resistance as one of their two worn magic items (Two rings ? I won't bet on that). Everything else, we don't know, so we can't say if Solarian is notably far from expected target numbers for saves or not.


To compare a bit... The average Spellcaster will have the maximum caster stat (Unlike the Solarian) and will also have Spell Focus, meaning that their DC's will be:

Level 5: DC 18 (as they will typically start with an 18 caster stat)
Level 10: DC 23
Level 15: DC 27
Level 20: DC 33

So, assuming the same save:

Level 5: CoF 50/65/65
Level 10: CoF 50/65/65
Level 15: CoF 45/65/65
Level 20: CoF 55/75/75


Valfen wrote:

The gravity of the total bonus to saves situation highly depends on the expected save rate the designers had in mind when setting up NPCs DCs, a number that is currently unknown. What is the baseline expected in typical play ? Are save feats supposed to boost you higher than standard ? What are the Con/Wis score investment the game expects from random players ? Are characters supposed to be good at all three saves, or only two ?

The only thing about which we can be fairly sure regarding saves is that designers probably expects most player will grab at least one Ring of Resistance as one of their two worn magic items (Two rings ? I won't bet on that). Everything else, we don't know, so we can't say if Solarian is notably far from expected target numbers for saves or not.

Actually this is incorrect.

We can look at the average saves easily reached on other classes (which we have done) and the Melee Solarian is at the bottom of the barrel. Either:

A. The Solarian was never intended to be a melee class, which would be odd because you know... Solar Weapon...

B. Someone, somewhere, at Paizo, dropped the ball.


By high levels, everyone wants the improved save feats.

11 onwards, you are probably only taking save feats.


What if I told you Starfinder expects only two good saves out of three ?
What if I told you Starfinder considers (at 20) +15 good enough (i.e. expected baseline), +18 high save, +20 exceptional ?
What if I told you Paizo knows about the Solarian having overall lower saves, and based on their design goals, doesn't care in the least ?


Valfen wrote:

What if I told you Starfinder expects only two good saves out of three ?

What if I told you Starfinder considers (at 20) +15 good enough (i.e. expected baseline), +18 high save, +20 exceptional ?
What if I told you Paizo knows about the Solarian having overall lower saves, and based on their design goals, doesn't care in the least ?

two out of three saves seems to be the normal for Paizo games. i think the difference here is what your expected odds are for poor, average or good values.

I doubt +15 at 20 is considered the baseline, wasnt there a dev comment in the lead up talking about how they wanted to reduce the problem of "The martial was mind controled. again."

As this is still the earliest stages of the game i would buy that its not high on their radar at the moment but not caring in the least about the health and balance of their core classes seems a little absurd.


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HWalsh wrote:


3. The Soldier has Con as a Resolve Stat, meaning their Resolve Stat not only increases their SP it also increases their Fort Save...

Nah.

Sovereign Court

Pathfinder Starfinder Society Subscriber
Torbyne wrote:
I doubt +15 at 20 is considered the baseline, wasnt there a dev comment in the lead up talking about how they wanted to reduce the problem of "The martial was mind controled. again."

That comment was with regard to PC/NPC Armor Class, hp, and damage potential. Yes, the soldier is going to get dominated or confused sometimes. She's not going to be able to one-round kill the technomancer.


Torbyne wrote:
Valfen wrote:

What if I told you Starfinder expects only two good saves out of three ?

What if I told you Starfinder considers (at 20) +15 good enough (i.e. expected baseline), +18 high save, +20 exceptional ?
What if I told you Paizo knows about the Solarian having overall lower saves, and based on their design goals, doesn't care in the least ?

two out of three saves seems to be the normal for Paizo games. i think the difference here is what your expected odds are for poor, average or good values.

I doubt +15 at 20 is considered the baseline, wasnt there a dev comment in the lead up talking about how they wanted to reduce the problem of "The martial was mind controled. again."

As this is still the earliest stages of the game i would buy that its not high on their radar at the moment but not caring in the least about the health and balance of their core classes seems a little absurd.

The Solarian has to take them before level 11 in order to be competitive with the other classes at level 11.


HWalsh wrote:
We aren't Casters, we can't get feats to raise our DCs so they are unlikely to be saved against. Even if we hyper pump Charisma we will have lower save DCs than spellcasters because of that reason.

While I agree Casterlarian is probably not a great idea (though honestly the more I read how bad it is, the more I want to try to make one work just because, but not for a while probably), honestly your Base DCs (DCs without applying stat) aren't *that* far from where the casters will be. Like, within a point or two quite often, or even just 1 level behind. Like, hear me out, here's the math, assuming a caster takes Spell Focus as soon as it becomes available.

Level 2 (Pre Spell Focus)
(Highest) Caster Base DC: 10 + SL 1 = 11
Solarian Base DC: 10 + (2/2) = 11

Level 3 (Spell Focus)
Caster Base DC: 10 + SL 1 + 1 = 12
Solarian Base DC: 10 + 1 = 11 (1 point difference)

Level 4
Caster Base DC: 10 + SL 2 + 1 = 13
Solarian Base DC: 10 + 2 = 12 (still 1 point)

Level 6
Caster Base DC: 10 + SL 2 + 1 = 13
Solarian Base DC: 10 + 3 = 13 (Tied)

...

Level 11 (Spell Focus +2)
Caster Base DC: 10 + SL 4 + 2 = 16
Solarian Base DC: 10 + 5 = 15 (still 1 point)

Level 12
Caster Base DC: 10 + SL 4 + 2 = 16
Solarian Base DC: 10 + 6 = 16 (Tied)

...

Level 17 (Spell Focus +3)
Caster Base DC: 10 + SL 6 + 3 = 19
Solarian Base DC: 10 + 8 = 18 (1 point)

Level 18
Caster Base DC: 10 + SL 6 + 3 = 19
Solarian Base DC: 10 + 9 = 19 (Tied)

Level 20
Caster Base DC: 10 + SL 6 + 3 = 19
Solarian Base DC: 10 + 10 = 20 (At this 1 level you actually beat Casters, a fascinating extra little capstone)

Now this isn't a level-by-level consideration, but the thing to keep in mind is that Caster DCs scale by 1 every 4 levels, excepting 20, and then Spell Focus is just an effective additional scale at certain levels, meanwhile the Solarian's DCs scale every other levels. So for the most part they actually stay pretty well within at most 1 point of each other if the caster has Spell Focus. Put a Solarian against a Mystic without Spell Focus, and you'll actually come out ahead surprisingly often. So if you did for some reason scale your Cha like a caster scales their casting stat, your DCs will hardly be anything to sneeze at.


KingOfAnything wrote:
Torbyne wrote:
I doubt +15 at 20 is considered the baseline, wasnt there a dev comment in the lead up talking about how they wanted to reduce the problem of "The martial was mind controled. again."

That comment was with regard to PC/NPC Armor Class, hp, and damage potential. Yes, the soldier is going to get dominated or confused sometimes. She's not going to be able to one-round kill the technomancer.

By level 20 the Soldier has +12/+6/+12

With a +5 Resistance ring bringing Ref up that becomes +12/+11/+12

Add in a 20 Dex, an 18 (minimum) Con, and an 18 minimum Wisdom and that is a +16/+16/+16

They can have an additional +4 to one of those stats, probably con, and you have: +18/+16/+16 baseline at 20, with no feats spent.

Aiming for a DC 28/29 (the highest a PC can get) they will succeed on a Fort save by rolling a 10-11 (50-55% chance of success) a Reflex save on a 12-13 (35-40% chance of success) or a Will save on a 12-13 (35-40%) without taking any feats.

Grabbing the trinity, Spellbane/Great Fortitude/Iron Will by 20 will grant them an additional +20% chance of success, bringing their saves to 70-75% / 55-60% / 55-60%

It is possible for them to kill a Technomancer in 1 attack with their double strike charge.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
HWalsh wrote:
J4RH34D wrote:

Another option for the solarian is to dump their strength and wear powered armor.

Maybe not the best option but it is an option

Because you seem to underestimate what a Solarian has to do in order to match Soldier Defense for Melee either.

1. The Solarian has to spend 1 feat for Heavy Armor (we don't get it for free) - If we don't, we have to stick with Light Armor which requires us to hyper pump Dex to get the benefits of - Which we can't do if we are melee. The Soldier doesn't.

2. The Soldier gets a LOT of feats, feats are good. I can make a Soldier that is within 5 points per hit of Solarian Damage (and potentially higher if there are enough enemies around) has better mobility than a Solarian, and can hit twice on a charge. (Solarians can never do that.)

3. The Soldier has Con as a Resolve Stat, meaning their Resolve Stat not only increases their SP it also increases their Fort Save... The Solarian has Charisma as a Resolve Stat, meaning their Resolve Stat does jack all aside from boosting Revelation saves, of which the ones that use it all have limited use.

4. The Solarian gets to Point Blank Area of Effect once every three rounds. If they are lucky. This is not anywhere near as useful as a grenade. I love Solar Flare, but it is not as useful as a Grenade. Also the fact that if I use it it shuts down all of my other Revelations and makes me spend the next 2 rounds booting things back up.

stellr rush may not beable to hit twice on a charge but he does get his explode damage and bull rush options which are decent & he can do a lot of things a soldier cant do


Also bit of a correction. Soldier Resolve stat is Strength or Dex, not Con.

Doesn't change a whole lot since even at worst (Strength) you're still pumping your primary attack attribute.


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Something else to consider, what is the purpose of the Solarian class? Having CHA as it's primary stats doesn't mean you need to max it. If you are going gung ho melee beat down build, then maxing CHA isn't really needed. If you want to embrace the utility built into it's design and be more than a one-trick pony, CHA is worth a build for your abilities. Simply put, what are you trying to do with the class and why?
Side note, if min/maxing is your end goal of playing Starfinder (or even pathfinder) you're missing out on a great deal of fun.


J4RH34D wrote:


How about the fact that the soldier has 2 less class skills than the solarian and does not gain sidereal influence.

Extra class skills is nice, but they have the same number of skill points so that's ultimately pretty minor.

Hell, being less MAD makes it easier for a Soldier to buy up Int later on and having combat feats as class features makes it easier to invest in stuff like skill focus and synergy, too.

Valfen wrote:
Everything else, we don't know, so we can't say if Solarian is notably far from expected target numbers for saves or not.

You might not be able to tell how often you should succeed according to what the designers think is right, but you can pretty easily look at what other classes have with similar arrays to compare.

J4RH34D wrote:
On DC's and chance to land abilities. If I choose to I can have exactly the same base dc's as the casters.

Can you share your ideal Solarian build with us? Right now it kind of sounds like you're designing Schrodinger's Solarian. At one point talking about them being better at skills and DPR than a solder and another point talking about having save DCs comparable to casters and brushing off their problems with saves as manageable, but rather than talking about all of these things as more or less separate builds you're blending them together.

Kade Starfire wrote:
Side note, if min/maxing is your end goal of playing Starfinder (or even pathfinder) you're missing out on a great deal of fun.

I don't really see the value of dismissing what someone likes about the system as 'wrong' like this. It's also kind of irrelevant, because these issues can crop up without optimizing too and better balance doesn't negatively impact anything in and of itself.


Kade Starfire wrote:

Something else to consider, what is the purpose of the Solarian class? Having CHA as it's primary stats doesn't mean you need to max it. If you are going gung ho melee beat down build, then maxing CHA isn't really needed. If you want to embrace the utility built into it's design and be more than a one-trick pony, CHA is worth a build for your abilities. Simply put, what are you trying to do with the class and why?

Side note, if min/maxing is your end goal of playing Starfinder (or even pathfinder) you're missing out on a great deal of fun.

Its not about min-maxing. A Solarian has to min-max to accomplish what other classes can do without min-maxing.


Squiggit wrote:


J4RH34D wrote:
On DC's and chance to land abilities. If I choose to I can have exactly the same base dc's as the casters.
Can you share your ideal Solarian build with us? Right now it kind of sounds like you're designing Schrodinger's Solarian. At one point talking about them being better at skills and DPR than a solder and another point talking about having save DCs comparable to casters and brushing off their problems with saves as manageable, but rather than talking about all of these things as more or less separate builds you're blending them together.

While I don't know what J4RH34D's build is, I've got a "caster" Solarian write up, with example statistic blocks at 6th and 12th. It is at the end of the guide presented in this thread: General Solarian Guide. At least that way you can look at damage potential, saves, and offensive abilities with actual choices made while maximizing charisma.

Grand Lodge

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If you approach the Solarian from the perspective that Revelations are worthless (and should have no downside to overall class power) because they are situational, it's impossible to have a productive discussion.


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I have to agree with peat here. Even if many revelations are situational, you still gain choices that may be used in situations where it would be advantageous. This is worth something and many people are dismissing these as useless.


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HWalsh wrote:
Rysky the Dark Solarion wrote:
When your response to someone pointing out that a class has numerous more abilities than what you're focusing on and your response is "You don't know how [class] works, do you?", it's time to take a step back from the thread.

No it isn't Rysky, not at all.

I know how the class works. I'm probably one of the few authorities on it to be honest. I recommend in both of the guides in using a wide range of abilities both Graviton and Photon. I also know the usefulness of those abilities and how often they can be used, what they do, and what the likelihood of them having an effect is.

HWalsh wrote:
Alternatively, if Paizo made a Revelation that allowed a Solarian to spend a Resolve Point to add their Charisma bonus, or just a straight bonus, to a Save that would also be a good work around. Solarians don't have any abilities that use Resolve until level 20 as it is.

Um, aren't Solar Revelations abilities of a Solarian?

There are a number of Solarian powers which can spend resolve before 20th level: Astrologic Sense, Crush, Glow of Life, Reflection, Soul Furnace.

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