| ograx |
I've been using alot of Undead in my current story arc and I'm finding the Mystic is really hampered by the Undead Immunities. I know there is a feat for using the healing channel to damage them but not being able to Mind Thrust or use a majority of the spells he has I feel is starting to be a little annoying for him. I know there is quite a bit of others monsters,robots,etc. that have the same hindrance for him but since the Undead are going to be a fairly common enemy for quite awhile I'd like to know what you guys think would be best for him to maybe take for spells or feats?
He is a level 9 Mindbreaker Mystic. I'm not 100% on which spells exactly he has but I know the only one he has been able to use so far on the Undead is Slow.
Themetricsystem
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Honestly, Mystics and the Undead are not suited well on base against one another but one thing to consider is that they can cheaply and easily make Fusions and Seals that can help against the Undead.
This with Telekenetic Projectile which offers a small amount of semi-reliable Ranged Damage and whatever Small Arm they have and they should be just fine against most Undead.
It is a bit baffling that the spellcasters of the verse lost the ability to use positive energy as effectively as their predecessors pre-gap.
| SuperBidi |
As soon as you reach level 4, Mystics love Undeads. Command Undead and say hello to my army of minions. Undead is the type of monsters the Mystic has the best weapon against.
The main issue Mystics have are Constructs before level 7 and Slow.
So, even if you change your enemies, your Mystic should have the same issues. I think the problem is not about the creature type, but about what you expect him to do with his Mystic or how he should do it.
Ascalaphus
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This isn't very different from Witches and undead/constructs in Pathfinder. The class does have good answers to them, but the player has to pick those options.
Where it can easily go wrong is that other options are generally considered better - better against most other types of enemies, so better in general - but aren't effective against these.
Compare: witches have strong mind-affecting hexes like Evil Eye and Slumber, but they don't work on undead/constructs. They also have a lot of things that target Fortitude, like Ice Tomb and several spells. Also no good against undead/constructs. But they also get damaging spells like Lightning Bolt which get snubbed by some people because "damage Evocation isn't as strong as other spells at that level". Yeah, not as strong until those other spells don't work.
That's intentional game design: no one option should be good in all situations. As a player building a character, you shouldn't be putting all your eggs into one basket. More subtly, you shouldn't be picking a whole lot of similar options that all have the same weaknesses. But that's a thing people often do ("I'm going to make the mindbreakiest Mindbreaker there ever was").
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With that said, you could have a conversation with your player about this, and maybe let them change a few spells known to broaden up their options. We're all still learning this game and sometimes it's good to backtrack a bit on build choices.
| ograx |
That’s a good idea and something I’ve been debating doing with him is allowing a Mnemomic Editor so he can maybe pick some new skills. I know not every class and build is going to be able to deal with everything with good options but I can tell this player is not having fun with the rest of the group because so being so limited and fun is the name of the game so I feel inclined to help where I can.
Ascalaphus
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That’s a good idea and something I’ve been debating doing with him is allowing a Mnemomic Editor so he can maybe pick some new skills. I know not every class and build is going to be able to deal with everything with good options but I can tell this player is not having fun with the rest of the group because so being so limited and fun is the name of the game so I feel inclined to help where I can.
I would say you could be even more liberal than that. Starfinder has (with the mnemonic editor) rather restrictive retraining rules, and I don't think that's really needed. You can't for example change your soldier style when at level 4 you discover it's not what you wanted. You're stuck with it forever. Way too rigid rule.
In a home game that's not needed at all. You can (with a bit of GM supervision) allow a lot more. What's healthy is that the player gets a build they enjoy, without trashing all the character's previous stories. The shared stories the PCs build as they adventure together, that's important. So a rebuild shouldn't turn the character into someone with no memory of what came before or with an unrecognizable personality. But otherwise, huge changes ("mechanic to technomancer; Bob discovered he'd had the talent all along and he started using it") are really not a big deal.