| AdmOtaku |
Hello everyone,
I’m looking for some advice on building a character in the vein of Mass Effect’s Vanguard class (the version from Mass Effect 2 and 3, specifically). Basically, a character centered around using magically-enhanced charges to get into melee and then start wailing on people. I was thinking of maybe a bloodrager or magus, since they get Force Hook Charge, or a kineticist with Blade Rush and Force Hook, though I’m definitely open to other ideas. This is a build that I’ve wanted to make for a while, it’s one of my favorite playstyles in video games.
Thanks!
Rosc
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| 1 person marked this as a favorite. |
Aether Kinetic Knight is good, but you have to know a few things going into it. The big thing iw that unlike other elements (where I assume you conjure your element from an extraplanar source) Aether needs real objects to throw (or in this case swing), and they will almost always break. Funny enough, ropes are immune to blunt damage so they will always survive the recoil. You could even tie it to your wrist so the thing acts as its own weapon cord.
The other problem is infusions. See, you're locked to a specific chain of Blade and Blade-like form infusions, so you're only going to be able to learn substance infusions. After all is said and done with the archetype, you get one infusion per infusion level. The problem? Not every element even has that many substance infusions. Aether included.
But, there is a fun trick in the fine print. To keep the archetype technically playable through its problem (see above) you are still allowed to learn other form infusions, even if you're not able to use them to modify your blast. This kind of works out in Aether's case, since the big draw is your telekinesis themed utility powers, most of which gain greater reach if you just so happen to know the Extended Range and Extreme Range infusions.
Edit: hats off to the OP for their excellent taste. Vanguard is the best ME class.
| PossibleCabbage |
| 1 person marked this as a favorite. |
I assume that for a telekinetic knight your infusions would be something like
1st) Pushing Infusion
(3rd is traded by the archetype)
5th) Bowling Infusion
7th) Choose a new element (earth or air are fine choices)
After that you can just choose infusions from your second element (thundering or entangling are reasonable for level 9 choices).
| AdmOtaku |
Aether Kinetic Knight is good, but you have to know a few things going into it. The big thing iw that unlike other elements (where I assume you conjure your element from an extraplanar source) Aether needs real objects to throw (or in this case swing), and they will almost always break. Funny enough, ropes are immune to blunt damage so they will always survive the recoil. You could even tie it to your wrist so the thing acts as its own weapon cord.
The other problem is infusions. See, you're locked to a specific chain of Blade and Blade-like form infusions, so you're only going to be able to learn substance infusions. After all is said and done with the archetype, you get one infusion per infusion level. The problem? Not every element even has that many substance infusions. Aether included.
But, there is a fun trick in the fine print. To keep the archetype technically playable through its problem (see above) you are still allowed to learn other form infusions, even if you're not able to use them to modify your blast. This kind of works out in Aether's case, since the big draw is your telekinesis themed utility powers, most of which gain greater reach if you just so happen to know the Extended Range and Extreme Range infusions.
Edit: hats off to the OP for their excellent taste. Vanguard is the best ME class.
Fun and flavorful, thanks for the tips!