Solarian revelation advice


Advice


anyone recommend to me a good solaraian revelation to use at level 8?
debating between
deflection, corona, glow of life, or blazing orbit
if it helps at all
this is for a melee solarian
so anyone with feedback please feel free to respond


I would vote Glow of Life (self healing is nice) or Corona (damaging people just for being near you is good, especially if you already want to be near your enemies)
Really it depends on your party composition, if you have a buch of other melee characters who like to stand next to you to pummel the thing you are pummeling, than corona gets less good, as they will be taking damage from it; on the other hand, if you have a healing connection mystic, then self healing becomes much les valuable.


true that is fair
issue about corona is that it requires a standard action to activate which cna hurt my damage output buuut
it is not bad for tanking


anyone have experiene using defy gravity?
is it a good revelation? it looks like a trap option to me


There's a Solarian guide written by Hiruma Kai available here, it may help you. :)


MagicA wrote:

anyone have experiene using defy gravity?

is it a good revelation? it looks like a trap option to me

There's a number of factors when evaluating Defy Gravity. I assume you're considering it a trap option, when Jetpacks and Forcepacks exist in the game as well?

1) It takes a standard action to turn on a Jetpack or Forcepack. If your flight equipment is not already running before combat, it'll require a standard action in combat. Defy Gravity doesn't cost a standard action - just the move action to move.

I do know some other people read the rules different on that point, so its worth checking with your GM how they handle Jetpack and Forcepack usage.

2) Defy Gravity can move you faster than a Jetpack or Forcepack. Since its keyed off your "speed" and not your "land speed", nothing is preventing you from using an enhanced movement mode. A light armor Solarian using Fleet and a minimal speed suspension can have a flight speed of 50 feet at 6th level (60 feet if attuned to Graviton). Compare to a Jetpack's 30 feet at 5th. Alternatively, if you are using a Jetpack or Forcepack, it can increase the net speed by 10 feet when attuned and since you've got a flight speed from another movement mode, presumably you don't fall.

3) Defy Gravity can't be taken from you and doesn't run on batteries. If someone pushes you out of a space ship, you've got infinite motive force if you need it. Falling isn't a problem in zero-G. Or if they drop you out in the orbit of a planet, you can slow your descent sufficiently to not burn up and land at the end with a readied action. Admittedly these situations aren't likely to come up, but it does show it has some creative applications.

A fun combination is alien races with alternate speed options, like the Kalo from Alien Archive. 20 foot land speed, but Defy Gravity lets them fly with the higher 50 foot swim speed.

Combine with a light armor Solarian and climbing suckers, and now you've got some interesting maneuverability options (fly directly to a ceiling or wall, and then stay there with your inherent climb speed so you don't fall).

So I wouldn't say its a trap option, but you definitely should consider what you want out of the character. A number of other options are strong at that level.

I do consider it stronger on a character with a movement focus using light armor. A heavy armor user with no movement enhancements will get less out of it.


that is true
though doesnt it require you to land or start falling?
because if so, then its not really good against flying enemies


MagicA wrote:

that is true

though doesnt it require you to land or start falling?
because if so, then its not really good against flying enemies

That is correct, you are required to land or start falling.

Its less clear what happens if you have a flight speed outside of Defy Gravity (say with a running Jetpack that is using charges).

If you're in zero-G, you can't "fall" (yes I know in zero-G you're by definition in free fall, but I digress). If you end your movement in water like a lake, you can't fall (you can sink, but you can't fall).

So some GM interpretation needs to be applied, but my guess is if you've got a flight speed from something else at the end of the movement, you also don't fall.

But I agree, its not designed to let you melee flying enemies by itself. Of course, while flying you can't make a full attack unless hasted, as you need a move (or swift if perfect maneuverability) to keep flying.

What it does is provide a speed and mobility increase, without taking an additional action to turn it on or using charges. It takes whatever your fastest speed is, and lets you go above obstacles or get to hard to reach places, ignoring climbing, jumping, or difficult terrain. If you are Graviton attuned, it increases your fastest speed by 10 feet and stacks with everything. At 16th it always increases your fastest speed by 20, and if Graviton attuned, 30.

Solarians with Defy Gravity are by definition always the fastest player character flyers. They can do whatever you do with your flight equipment and feats plus 10. Or they can use whatever their fastest mode is if faster.

At 6th level, everyone else in the party is flying at 30 feet, or maybe 40 if they took the Skyjockey feat with a Jetpack.

A 6th level Solarian can have a Jetpack and be flying with a 60 foot move action in combat (Fleet, Graviton Attuned, Minimal Speed Suspension).

Whether you need that speed or whether this provides more value than other Solarian revelations are different questions.

I'm merely saying the ability is not bad. Would it have been better if it provided a flight speed all the time and let you hover and melee in the air? Of course. On the other hand, try comparing it to the Operative's Improved Quick movement trick (6th level pick), the Skyjockey feat (5th level minimum), or the Flight spell at 6th or even 7th level (where it using it reduces the Technomancer's damage output for that day to use it).


fair enough I suppose
I just wish that it let you function like a jetpack but to do that constlanty would probably be overpowed (maybe a limited duration based off of your solarian level? not sure)

so its now between that, corona or glow of life at the moment for me


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If you combined defy gravity with spring attack you should be able to melee a creature and still land. Especially with those speeds


SirShua wrote:
If you combined defy gravity with spring attack you should be able to melee a creature and still land. Especially with those speeds

If I were GMing, I certainly would house rule that way. If you're in SFS, you probably* can't do that.

*Depends on how you read "As a move action".

This is the same phrasing they use, for say, activating Glow of Life.

So, did they mean as "as part of an action where you move" or "as a move action cost in terms of action types". Presumably the later as its the same phrasing used in all the non-movement but move action costing Solarian powers. Which means you can't use it in combination with Spring Attack as Spring Attack is a full action in and of itself which references moving your speed. Its not a full action that calls on some other move action (in the action economy sense).

Compare to the Jump jet description on page 206-207 which has "as part of a move action", which presumably is in the actually moving sense type of action.

On the other hand, on page 259, Flight has the following sentence:
"If you have a fly speed, you can use move actions to fly
through the air."

I really wish they'd used a different term from "move action" in the action economy sense, as it would have made many things much easier to write out. Like Long, Medium and Short actions, or something.

Amusingly, because Defy Gravity is a supernatural ability that can be activated as a standard action or less, you can use it as the "casting" portion of agile casting, resulting in a partial normal move, defy gravity flight, partial normal move. Not particularly useful, but its there.


I read them more carefully, defy gravity is explicitly a move action, spring attack is a full action. Technically not compatible.


huh thats actually a pretty good combo
spring attack and defy gravity
with leg enhancements that could make for some really good fast mobility and damage if need be

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