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So, as I have mentioned before, I really like the biohacker and the Vanguard, both were things that I had on my Starfinder wishlist from very early on. A superscience way of healing (like a 'starfinder alchemist') and a way of doing some variety of monk.
And, I really like the ideas behind the biohacker, there are a lot of interesting build options with them. Since there are melee injection weapons, you could get yourself heavy armor proficiency and be a giant strength-based beatstick (not doing as much damage as a solarion/soldier, but debuffs more than make up for that.). You could build what seems to be the go-to build with them and run around with injection pistols, debuffing enemies, buffing allies and such. You could even nab the skill synergy feat for stealth, and have a freakin poison ninja (grooved shuriken are injection weapons, so you know how to throw them!)
But, and here's the deal, it is quickly becoming apparent (at least to our gaming group) that mystics are not fun. No one in our group of 10+ people in our area likes playing them really. They are useless in Starship combat (unless they are a space mystic . . . or maybe a geneturge mystic with the brain modification). Many of their spells are complete garbage, and many more of their spells are useless half the time. Their only major damaging spell, mind thrust, doesn't work on half of what you fight (undead, robots.) Healing spells no longer damage undead, and a lot of their other spells are just terrible (lesser remove condition is terrible, and have you seen Terraform? 30,000 UPBs for, like, 2 weeks of transforming a very small area.)
But you need them for HP healing. Not for in-combat healing necessarily, but for out-of-combat healing, because they are literally the ONLY option. Sure the envoy can doctor you up twice a day with, like, a DC 30 freaking medicine check, but if you want reliable healing you need a mystic.
Here's the deal. Some friends and I recently played through the first book of Attack of the Aeon Throne. Two operatives, an envoy, and a melee exocortex mechanic. And without a mystic, it was BRUTAL. We'd go through a fight, scrape through it, but be down to half/less HP, and then rest the night, and the next morning, our stamina and resolve is back, but we've only healed 1 HP. And we had to go out on a mission again. And (minor spoilers) there wasn't a place were we could buy/make healing serums, and even though each of us started with 2, we ran out about halfway through level 1.
I'm just saying, it would be nice to have the ability to heal some people out of combat so that starfinders can regain a decent amount of HP after a night's rest or something. A theorem that doubles the HP recovery of when you sleep, or lets you have a mystic's healing touch ability or . . . something. I'm not looking to outshine the mystic in healing, but healing 2-4 HP a handfull of times a day from field dressing at level 2 just isn't cutting it.
Anyway, that's just my experience and my two cents.
The Ragi wrote:Level 1 is hard, but after level 2 the party can just carry 49 healing serums mk 1 amongst them for 2,450 credits and 4 bulk.“VampByDay” wrote:And (minor spoilers) there wasn't a place were we could buy/make healing serums,
What a harsh AP, if you can't ever buy or make serums after level 2.
I mean, you can rent a place for 3 credits a night and craft, if you converted your credits into UPBs - most people don't plan that ahead. But if you are outside of civilization, too bad.
That aside, my point is that out of combat healing becomes a non-issue very fast.