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Greetings!
I've played a lot of Pathfinder and PFS, but I'm new to Starfinder, and I'll be playing SFS for the first time at Origins next week.
I'm putting together my SFS character: a Mystic, with the Healer connection. As I've not played Starfinder nor SFS, I'm not certain of what would be good / useful choices for my spells. I get Mystic Cure from my connection (and I would have chosen it anyway), but any advice from SFS vets on which spells are particularly useful (or useless) in Society play would be greatly appreciated.
Thanks in advance!
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Obviously Mind Thrust I, I've twice seen that used to save a party. Share Languages is also super useful. Make sure one of your cantrips is Telekinetic Projectile.
Also, stick with a Stationwear Flight Suit for 95 credits and grab a Wyrmling Dragon gland (CRB p211) for 755 credits. As a healer you should rarely be directly threatened but if you are the gland could save you.
With your remaining initial 150 credits: 80 credits for a battle staff, 50 for a mk1 serum of healing, and 20 credits for a toolkit based on the skills you chose (CRB p221).
This IMHO is the best build for a new mystic - at least until Armory is released.
Don't bother with a ranged weapon, Telekinetic Projectile is better at low level and at higher levels you have enough spell slots to rarely need it.
At 2nd level, Personal Upgrade (CRB p212) for Wisdom +2.
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I have a strength-based Mystic with the healing connection and at level 1 choose share language and reflecting armor.
EDIT: I would suggest getting a real weapon (longarm) telekinetic projectile just does 1d6 against KAC and a number of enemies are just plain immune.
EDIT2: You don't have to force yourself into the healing role, the connection is pretty good if you just want to heal when it is really necessary.I have seen a lot of fights where no-one actually needed any healing, but you really don't want to get bored in those fights.
And mind thrust is great until you meet an enemy that is just immune.
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As you can see it really depends on what you want to do. My Mystic focuses more on control while I have mind thrust. My other spells are charm person, command, and summon creature.
It really just depends on what you want to be able to do with yourself and how hard you want to go into the healing role. As Sebastian notes, there are fights where SP never get depleted and you won't need as much healing, so having other things you can bring to the party is important.
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I really, really like Wisp Ally, but perhaps it is better taken at 2nd level and beyond, when you get a longer duration.
Having someone get a +2 to hit on an enemy every round without an extra action taken is a fantastic benefit.
I stay away from spells that are Save Negates or have an attack roll at early levels unless I'm specifically tricked out for them, because the percentage chance that your action will result in (nothing happens) is frustratingly high.
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Wisp Ally is great! But yea, better at higher levels (I'd say 3rd or 4th).
One or two rounds of +2 bonus at lower levels isn't as good as Mind Thrust 1, wherein you're guaranteed damage (except for constructs and undead which are immune).
At 4th level, you can upgrade Mystic Cure and Mind Thrust opening 1-2 level 1 slots for new spells.