| Hikuen |
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Unless I'm missing some critical ruling somewhere, it seems to me that Gunslingers are kind of terrible with Combination weapons (even with their newest "way" specifically designed for their usage), due to the fact that the melee aspect of them are considered Martial melee weapons and Gunslingers never get higher than Expert.
Having the functionality to switch to another attack type, but having that attack be automatically 4 less due to proficiency differences (plus whatever disparity between STR and DEX you have) seems like the biggest trap Ive ever seen.
Is there some rule that makes the melee aspect of Combination count as firearm for weapon proficiency purposes? Or are they really just that bad?
Red Griffyn
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They are that bad. Gunslinger's Singular Expertise is one of the saddest/most deflating things added to any of the Pathfinder 2e classes. Somehow being able to reload a gun (half of a gunslinger's feats) and finding a way to get a melee weapon proficiency up to legendary was going and encrouch on the fighter's 'sacred territory' (despite the fighter getting extra feats and tons of interesting melee and ranged support feats).
There are only really two workarounds and they both require starting fighter:
1 - At low levels you jump into mauler and pick your fighter weapon group as firearms. Now you have someone better at the melee portion but awful with the reloading the gun portion.
2 - You start fighter and dwarf and at L13 select the the Explosive Expert feat. Now you have firearms, bombs, and 1 other weapon group.
IMO the new way really doesn't do too much to improve gunslinger's use of combination weapons. What it does do is improve other classes MC into gunslinger to get triggerbrand salvo... I mean...stab and blast... (what?!?! why is it the same feat) at L12 instead of L16.
The sad truth is that combination weapons simply 'save' you a set of runes because every two handed gun can have a 1D6 stock added to it for switch hitting without having to spend an action to switch modes. So the weapons fail to provide the mechanical underpinning for the fantasy niche they were intended to fill.
If you're a GM out there. Consider just nuking Singular Expertise or allowing the combination weapon to work off the gunslinger's firearm proficiency IF they select the triggerbrand way.
Massive missed opportunity.
| aobst128 |
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There was a misprint on the gunslingers proficiency progression for martial weapons. It's been addressed in errata. They have normal martial progression for everything that isn't firearms. I kinda like the the new way but I don't think it beats the drifter as the melee focused way. It does however offer the best option if you really just want to use the gunsword and that's understandable. The gunsword is cool.
| Squiggit |
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Gunslingers are mediocre with combination weapons. Fighters have the same proficiency problem for most of the game, Barbarians and Swashbucklers can't properly use firearms, rogues have proficiency issues, etc. If you're going to use a combination weapon, might as well be a gunslinger (or a ranger maybe?).
The bigger problem is that the weapons in general just aren't that great, because they're designed to be convenience tools and you pay a noticeable premium in terms of power compared to their normal weapons. Look at the Gunsword, it's an arquebus that loses 100 feet of range and fatal attached to a greatsword that loses two die sizes.
Nobody is going to make that look particularly great.
| aobst128 |
I mean anyone swinging a 1D6 1H finesse weapon can pick up a clan pistol/duelling pistol and blazon's of shared power and have a better weapon combination than the new trigger-brand weapon. One more feat and you have a 1D8 1H finesse weapon to make it even better!
Well, that's taking up 2 hands though. Not exactly the same.
| Squiggit |
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The funny thing is is the way specific combination weapon is something a drifter would kill for. It's begging to be dual wielded but without reloading strike to avoid free hands, the new way is kinda just a worse drifter.
NGL even as iffy as combination weapons are I was kind of bummed that Drifter was basically designed to make them not functional. Felt a little unnecessary.
| roquepo |
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I wouldn't say that Gunslingers are bad with combination weapons, just that combinations weapons are not good options overall. Besides the new way, I'd say that only Rangers could use them to a somewhat satisfactory degree.
Rogues and Investigators could make good use of them (well, not "them", more like 3 of them), but it is really hard to get scaling proficiency on firearms (I don't know if there even is another way for those classes to get scaling proficiency on a martial one besides Unconventional Weaponry).
And yes, I completely agree on Singular Expertise being a bad decision. It makes both Triggerbrand and Drifter way worse than they should be at doing their thing.
I mean anyone swinging a 1D6 1H finesse weapon can pick up a clan pistol/duelling pistol and blazon's of shared power and have a better weapon combination than the new trigger-brand weapon. One more feat and you have a 1D8 1H finesse weapon to make it even better!
I find really funny that a Drifter with a Jezail with reinforzed Stock or bayonet and a Gauntlet is a better Triggerbrand than a Triggerbrand.
| roquepo |
I appreciate the earlier stab and blast for archetyping into gunslinger. Gives me some ideas for the best one handed class for the new combo weapon, thaumaturge. Weapon thaumaturge can intensify for a +2, then a +4 with the second hit.
Same, I wanted to add a Rogue to my backup character folder and a Rogue that goes for Triggerbrand Salvo at 12 is one of my 2 favourite ideas right now.
| Dragonchess Player |
For a gunslinger with a combination weapon, one possibility to improve the weapon statistics slightly is the inventor multiclass archetype: making the combination weapon an innovation, then adding explode with Explosion and/or dynamic weighting with Basic Modification. Unfortunately, dynamic weighting can't be applied to two-handed combination weapons, which limits the applicability.
The Brilliant Crafter archetype feat also has some synergy with Munitions Crafter, Munitions Machinist, and Precious Munitions.
| aobst128 |
Dynamic weighting makes piercing wind pretty good. And the three peaked tree since that thing's melee is a standard trident so you can boost it to a d10. Other than those 2, you're better off with one of the regular 2 handed combo weapons. The int requirement makes inventor archetype kinda tough though.
| aobst128 |
Was there ever any indication that you couldn't reload a combination weapon when using it in melee mode? It seems pretty clear how you would use an axe musket and it would just involve shifting your foregrip, a thing you'd do when reloading anyway.
Might have just been me. I thought since you're not wielding a loaded weapon technically while in melee mode, you couldn't reload. I figured it couldn't possibly be like that but it was a persistent thought I had.
| roquepo |
It is worth mentioning that Stab and Blast (and the new feat that is just the same thing at 6th) pushes the build significantly, definitely the kind of overtuned ability that you need to make something naturally suboptimal work. The build is pretty awful before you get that, though.
It pushes way more other classes that want to archetype into it, as aobst128 or myself mentioned earlier. Rogue, Investigator, Thaumaturge, Inventor... all can get a significant boost at 12 with this (with not that much of a cost for all of them besides Rogue, since their feats are not incredibly good overall)
| Ezekieru |
Ah thanks - I’ll await 29 November street date or the archives of nethys update - whatever arrives first.
The street date for LO:IL already happened. Next street date release is December 14th, according to the street date for the last part of the Blood Lords AP.
Unless AoN lets us know otherwise, AoN should be updated sometime tonight with content from both LO:IL and Kingmaker.