PossibleCabbage |
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Perpdepog wrote:Are we sure the standard shield spell will still be around after the remaster?rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
It feels like "A spell that conjures a magic shield to protect you from harm" is sufficiently generic that there aren't going to be any copyright issues involved. At most it will get a rename, like "Magic Missile" will (that name is very OGL, but "throw magical projectiles at someone" is very generic.)
YuriP |
Perpdepog wrote:Are we sure the standard shield spell will still be around after the remaster?rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
No but there's no reason to it to be remove. If Paizo would change something is probably to improve it instead. Maybe reducing or removing/reducing the shield "colldown" after block (to stay more in par with kineticist ability to remake their metal/wooden generated shields) or allowing it to be primal. But Glass Shield is already granted because it comes from RoE.
Captain Morgan |
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The dedication gives you the Channel Elements actin. (Replaced Gather Elements. Doesn't require a free hand, isn't concentrate, and lets you use all your elements at once.) It also gives you the blast action (and it's two action +con damage variant) but doesn't scale the damage on it without further feats. Further impulses can be selected as class feats, same as other multiclass feats. But the nice thing is non-blast impulses still heighten automatically.
Unicore wrote:No but there's no reason to it to be remove. If Paizo would change something is probably to improve it instead. Maybe reducing or removing/reducing the shield "colldown" after block (to stay more in par with kineticist ability to remake their metal/wooden generated shields) or allowing it to be primal. But Glass Shield is already granted because it comes from RoE.Perpdepog wrote:Are we sure the standard shield spell will still be around after the remaster?rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
Shield was originally an iconic D&D spell, so it wasn't a given. Luckily the PF2 version works quite differently and the name is super generic.
shroudb |
The dedication gives you the Channel Elements actin. (Replaced Gather Elements. Doesn't require a free hand, isn't concentrate, and lets you use all your elements at once.) It also gives you the blast action (and it's two action +con damage variant) but doesn't scale the damage on it without further feats. Further impulses can be selected as class feats, same as other multiclass feats. But the nice thing is non-blast impulses still heighten automatically.
YuriP wrote:Shield was originally an iconic D&D spell, so it wasn't a given. Luckily the PF2 version works quite differently and the name is super generic.Unicore wrote:No but there's no reason to it to be remove. If Paizo would change something is probably to improve it instead. Maybe reducing or removing/reducing the shield "colldown" after block (to stay more in par with kineticist ability to remake their metal/wooden generated shields) or allowing it to be primal. But Glass Shield is already granted because it comes from RoE.Perpdepog wrote:Are we sure the standard shield spell will still be around after the remaster?rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
I suspect that a green revolution may hit Golarion soon and a lot of trees starting to spontaneously grow all over the place then with everyone (especially more support oriented characters) being able to easily grab cantrip Tree protector as early as level 4.
As for Shield, the one thing imo that may change is the specific benefit vs MM since that's kinda iconic to dnd.
Captain Morgan |
Captain Morgan wrote:The dedication gives you the Channel Elements actin. (Replaced Gather Elements. Doesn't require a free hand, isn't concentrate, and lets you use all your elements at once.) It also gives you the blast action (and it's two action +con damage variant) but doesn't scale the damage on it without further feats. Further impulses can be selected as class feats, same as other multiclass feats. But the nice thing is non-blast impulses still heighten automatically.
YuriP wrote:Shield was originally an iconic D&D spell, so it wasn't a given. Luckily the PF2 version works quite differently and the name is super generic.Unicore wrote:No but there's no reason to it to be remove. If Paizo would change something is probably to improve it instead. Maybe reducing or removing/reducing the shield "colldown" after block (to stay more in par with kineticist ability to remake their metal/wooden generated shields) or allowing it to be primal. But Glass Shield is already granted because it comes from RoE.Perpdepog wrote:Are we sure the standard shield spell will still be around after the remaster?rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
I suspect that a green revolution may hit Golarion soon and a lot of trees starting to spontaneously grow all over the place then with everyone (especially more support oriented characters) being able to easily grab cantrip Tree protector as early as level 4.
As for Shield, the one thing imo that may change is the specific benefit vs MM since that's kinda iconic to dnd.
Good call on magic missile. Hopefully it gets replaced with something more broadly applicable.
The Raven Black |
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shroudb wrote:Good call on magic missile. Hopefully it gets replaced with something more broadly applicable.Captain Morgan wrote:The dedication gives you the Channel Elements actin. (Replaced Gather Elements. Doesn't require a free hand, isn't concentrate, and lets you use all your elements at once.) It also gives you the blast action (and it's two action +con damage variant) but doesn't scale the damage on it without further feats. Further impulses can be selected as class feats, same as other multiclass feats. But the nice thing is non-blast impulses still heighten automatically.
YuriP wrote:Shield was originally an iconic D&D spell, so it wasn't a given. Luckily the PF2 version works quite differently and the name is super generic.Unicore wrote:No but there's no reason to it to be remove. If Paizo would change something is probably to improve it instead. Maybe reducing or removing/reducing the shield "colldown" after block (to stay more in par with kineticist ability to remake their metal/wooden generated shields) or allowing it to be primal. But Glass Shield is already granted because it comes from RoE.Perpdepog wrote:Are we sure the standard shield spell will still be around after the remaster?rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
I suspect that a green revolution may hit Golarion soon and a lot of trees starting to spontaneously grow all over the place then with everyone (especially more support oriented characters) being able to easily grab cantrip Tree protector as early as level 4.
As for Shield, the one thing imo that may change is the specific benefit vs MM since that's kinda iconic to dnd.
Just say that it can be used against Force damage and you're set.
_shredder_ |
If you can get the proficiency and start with 16DEX, a shortbow is a pretty good weapon on pretty much any full caster who occasionally has a free third action. Will the same be true about a full caster who starts with 16CON and goes into the kineticist archetype to occasionally make blasts instead of bow shots? Or will a runed up bow still deal more damage, even with the bad weapon proficiency scaling of a caster?
Xenocrat |
If you can get the proficiency and start with 16DEX, a shortbow is a pretty good weapon on pretty much any full caster who occasionally has a free third action. Will the same be true about a full caster who starts with 16CON and goes into the kineticist archetype to occasionally make blasts instead of bow shots? Or will a runed up bow still deal more damage, even with the bad weapon proficiency scaling of a caster?
The blast can only get expert proficiency with a feat, still uses con as its attack attribute, is a d6 or d8, and can only scale up to 4d6 or 4d8 by spending one feat per extra die. So no, it's not better than shortbow. Huge feat sink that at least doesn't cost money. (Unless you get that item bonus thing for blasts.)
_shredder_ |
_shredder_ wrote:If you can get the proficiency and start with 16DEX, a shortbow is a pretty good weapon on pretty much any full caster who occasionally has a free third action. Will the same be true about a full caster who starts with 16CON and goes into the kineticist archetype to occasionally make blasts instead of bow shots? Or will a runed up bow still deal more damage, even with the bad weapon proficiency scaling of a caster?The blast can only get expert proficiency with a feat, still uses con as its attack attribute, is a d6 or d8, and can only scale up to 4d6 or 4d8 by spending one feat per extra die. So no, it's not better than shortbow. Huge feat sink that at least doesn't cost money. (Unless you get that item bonus thing for blasts.)
Thanks, that sounds fine. I didn't expect it to be better than a bow, just a cool alternative that fits some characters style better and doesn't completely suck in comparison. As long as the accuracy can keep up, I'm fine with it. And the kineticist will probably still get some decent low level feats that could be nice on a caster. Especially passive abilities, non-DC using utility impulses and reactions. Right now I'm thinking of a tempest oracle going into hydrokineticist for water blasts.
Xenocrat |
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Rule's Laywer on Youtube has a overview video.
Covers:
1. Full kineticist class chassis, and 1st level univeral feats (no impulses).
2. Kineticist MC.
3. Elemental Barbarian.
Invictus Fatum |
This was probably already asked but how do two-action blasts improve at higher levels? I recall a concern being that adding Con to damage put them behind cantrips in terms of damage assuming it was the only feature they gained.
They really didn't. The only advantage at higher levels I can see is if you are trying to trigger your junction (which requires a 2-action blast/impulse) with a blast instead of one of your other impulses.
If there are 2 things I find slightly disappointing in Kineticist I'd say it is this (2-action blast scales VERY poorly) and the fact that your blasts don't get an extra die of damage until lvl 5 (one level behind a striking rune) as it goes up at lvl+4. So at lvl 4, your blasts are very week compared to other options both martial and cantrips.
P.S. would love if somebody told me I was misreading the blast progression, but it looks like an extra die at lvls 5,9,13,17 since it is listed as "Level+4" and I'm assuming it starts. Though as I think about it lvl 4,8,12,16,& 20 makes more sense...I'm confusing myself...help!
Invictus Fatum |
You're not misreading it, first bump is at 5th level.
Thank you, I'm back to being sad, but have my sanity back. Martials are doing 2dx+str+x (weapon and class dependent). Telekenetic Projectile is doing 2d6+int/cha. Poor Kineticist is doing 1dx+x (maybe str, maybe con, maybe neither).
Oh well, there is so much to love that I won't focus on that.
Captain Morgan |
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Perpdepog wrote:This was probably already asked but how do two-action blasts improve at higher levels? I recall a concern being that adding Con to damage put them behind cantrips in terms of damage assuming it was the only feature they gained.They really didn't. The only advantage at higher levels I can see is if you are trying to trigger your junction (which requires a 2-action blast/impulse) with a blast instead of one of your other impulses.
If there are 2 things I find slightly disappointing in Kineticist I'd say it is this (2-action blast scales VERY poorly) and the fact that your blasts don't get an extra die of damage until lvl 5 (one level behind a striking rune) as it goes up at lvl+4. So at lvl 4, your blasts are very week compared to other options both martial and cantrips.
P.S. would love if somebody told me I was misreading the blast progression, but it looks like an extra die at lvls 5,9,13,17 since it is listed as "Level+4" and I'm assuming it starts. Though as I think about it lvl 4,8,12,16,& 20 makes more sense...I'm confusing myself...help!
I read the scaling the same way but I wouldn't mind being wrong. Worth noting though the two action blast can combine with other abilities to get a lot more than just its raw dice. The fire aura junction is one example, but there's also full strength to damage options. You also get item bonuses to hit, so I think the cantrip comparisons are missing a lot. The average at maxed levels only deals 32 damage on a hit. A maxed thrown 2 action impulse can can be 34.5 without touching auras and other enhancements, and you can follow up with another blast after that. Electric arc + shortbow is the only thing I'd wonder about out damaging it.
Invictus Fatum |
Invictus Fatum wrote:Perpdepog wrote:This was probably already asked but how do two-action blasts improve at higher levels? I recall a concern being that adding Con to damage put them behind cantrips in terms of damage assuming it was the only feature they gained.They really didn't. The only advantage at higher levels I can see is if you are trying to trigger your junction (which requires a 2-action blast/impulse) with a blast instead of one of your other impulses.
If there are 2 things I find slightly disappointing in Kineticist I'd say it is this (2-action blast scales VERY poorly) and the fact that your blasts don't get an extra die of damage until lvl 5 (one level behind a striking rune) as it goes up at lvl+4. So at lvl 4, your blasts are very week compared to other options both martial and cantrips.
P.S. would love if somebody told me I was misreading the blast progression, but it looks like an extra die at lvls 5,9,13,17 since it is listed as "Level+4" and I'm assuming it starts. Though as I think about it lvl 4,8,12,16,& 20 makes more sense...I'm confusing myself...help!
I read the scaling the same way but I wouldn't mind being wrong. Worth noting though the two action blast can combine with other abilities to get a lot more than just its raw dice. The fire aura junction is one example, but there's also full strength to damage options. You also get item bonuses to hit, so I think the cantrip comparisons are missing a lot. The average at maxed levels only deals 32 damage on a hit. A maxed thrown 2 action impulse can can be 34.5 without touching auras and other enhancements, and you can follow up with another blast after that. Electric arc + shortbow is the only thing I'd wonder about out damaging it.
Yeah, I get that and at higher levels it is no issue (though no runes like martials and a number of cantrips go vs. saves). I just find lvl 4 to be very odd and the progression maxing at 17 odd as well. Especially since they did the attenuator at the same level as you get your first potency rune. Would love for somebody to say that it is 1-4-8-12-16-20 under the logic that the blast doesn't have a level and thus is considered a lvl 0 ability so the lvl+4 is 0+4=4.
Anyway, unless somebody confirms that, it is just going to be my little pet peeve.
Dubious Scholar |
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Oh cool. Elemental barbarian has concealment against ranged attacks while raging. I think that keeps getting overlooked when I see people complaining about it? That's not a bad ability to have.
The explosion is stronger than Rage Breath (d8 instead of d6), but a 15' emanation is a much worse shape to work with.
I think it's clearly intended you take the Kineticist archetype with it still for utility abilities, but. (Also, is it intended for the rage to count for channeling elements, or is that a separate action to start up? If it does, that makes it a bit smoother, but)
gesalt |
Last I checked, blasts are about at cantrip level (meaning electric arc is here to mock you once again).
Early on, impulse+blast kineticist actually has a really hard time of it compared to electric arc+shortbow on a bard. Fire can get a leg up with the weakness aura, improved damage dice on impulse, etc, but it's actually kind of disappointing now that I've mathed it out.
Xenocrat |
Fire can get a leg up on with Flying Flame, 30' shapeable line that for fire with impulse junction does d8 per spell rank equivalent. It's two actions, not overflow, so your other action can use the elemental weapon feat to throw your blast and add strength damage if you have enough to matter. Or just double tap one of your FF victims with the regular blast. Once damage and weakness auras are up you're hitting these guys twice if they're in your aura and one of them three times.
Flying Flame is the bread and butter for always hitting 3-4 close enemies without hitting allies.
The air/water/metal two action non-overflow impulses are d4 (air/water, with compensations/adders) or d6 (with line or cone option).
FlySkyHigh |
Last I checked, blasts are about at cantrip level (meaning electric arc is here to mock you once again).
Early on, impulse+blast kineticist actually has a really hard time of it compared to electric arc+shortbow on a bard. Fire can get a leg up with the weakness aura, improved damage dice on impulse, etc, but it's actually kind of disappointing now that I've mathed it out.
In terms of damage, yeah it falls slightly short. The main way the kineticist gets a leg up in comparison is with versatility, especially with Weapon Infusion.
The Raven Black |
Last I checked, blasts are about at cantrip level (meaning electric arc is here to mock you once again).
Early on, impulse+blast kineticist actually has a really hard time of it compared to electric arc+shortbow on a bard. Fire can get a leg up with the weakness aura, improved damage dice on impulse, etc, but it's actually kind of disappointing now that I've mathed it out.
Electric Arc + Shortbow on a Bard ?
Isn't that one of the highest damaging caster builds at early level ? EA is not on the Occult list after all.
FlySkyHigh |
A 2 action Melee Elemental Blast will just barely edge out an electric arc cantrip... used on a single target. If Electric arc didn't hit 2 people it wouldn't be as bad, but even at that point it would still be only a few damage less than Elemental Blast's best damage case. And while I totally get the big Infusions not being as high-end as big spells because of the unlimited v. limited natures, the fact that Kinetic Blast can't edge out a cantrip is pretty damning. But that's an issue with Electric Arc more than anything else.
Captain Morgan |
gesalt wrote:Last I checked, blasts are about at cantrip level (meaning electric arc is here to mock you once again).
Early on, impulse+blast kineticist actually has a really hard time of it compared to electric arc+shortbow on a bard. Fire can get a leg up with the weakness aura, improved damage dice on impulse, etc, but it's actually kind of disappointing now that I've mathed it out.
Electric Arc + Shortbow on a Bard ?
Isn't that one of the highest damaging caster builds at early level ? EA is not on the Occult list after all.
Jolt Coil has made electric arc really accessible, though not at level 1 at least.
Dubious Scholar |
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Fire can get a leg up on with Flying Flame, 30' shapeable line that for fire with impulse junction does d8 per spell rank equivalent. It's two actions, not overflow, so your other action can use the elemental weapon feat to throw your blast and add strength damage if you have enough to matter. Or just double tap one of your FF victims with the regular blast. Once damage and weakness auras are up you're hitting these guys twice if they're in your aura and one of them three times.
Flying Flame is the bread and butter for always hitting 3-4 close enemies without hitting allies.
The air/water/metal two action non-overflow impulses are d4 (air/water, with compensations/adders) or d6 (with line or cone option).
Is that before or after the die size bump for Fire Impulse Junction?
There's a number of impulses that outdamage electric arc. Tidal Hands outscales it hard, and you can fire that every turn (if you don't need to move). I think fire impulses in general will outdamage it easily with the die size bump.
Squiggit |
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_shredder_ wrote:If you can get the proficiency and start with 16DEX, a shortbow is a pretty good weapon on pretty much any full caster who occasionally has a free third action. Will the same be true about a full caster who starts with 16CON and goes into the kineticist archetype to occasionally make blasts instead of bow shots? Or will a runed up bow still deal more damage, even with the bad weapon proficiency scaling of a caster?The blast can only get expert proficiency with a feat, still uses con as its attack attribute, is a d6 or d8, and can only scale up to 4d6 or 4d8 by spending one feat per extra die. So no, it's not better than shortbow. Huge feat sink that at least doesn't cost money. (Unless you get that item bonus thing for blasts.)
The fact that you get short changed on scaling and proficiency compared to everyone else is kind of rough. They were really scared of kineticist archetype.
Xenocrat |
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Hmm. So does Kineticist have damage boosting blasts similar to psychic? You can boost the blasts to do great damage?
There's Desert Winds, the air/earth composite, which is a stance that (1) sets up a concealment border at your aura's edge (I think you can see out freely), and (2) adds on slashing damage on any air impulses that hit anything inside the aura (scales up to +8 on multitarget, +16 on single target).
There's also Living Bonfire, the fire/wood composite. It summons a bonfire that can be a source for your blast but also adds fire dice (d6 up to 4d6) to your blasts.
The fire aura junction (half level fire weakness) has been mentioned, that works with your blasts if the targets are in the aura.
Finally, I think there's at least one or more versions of the elemental form/body power that were in the playtest in the fire section. If you're under the influence of one of these (I think I remember they exist at least for fire and metal, using a new metal version) they add one dice to your blast while active.
Pieces-Kai |
Xenocrat wrote:The fact that you get short changed on scaling and proficiency compared to everyone else is kind of rough. They were really scared of kineticist archetype._shredder_ wrote:If you can get the proficiency and start with 16DEX, a shortbow is a pretty good weapon on pretty much any full caster who occasionally has a free third action. Will the same be true about a full caster who starts with 16CON and goes into the kineticist archetype to occasionally make blasts instead of bow shots? Or will a runed up bow still deal more damage, even with the bad weapon proficiency scaling of a caster?The blast can only get expert proficiency with a feat, still uses con as its attack attribute, is a d6 or d8, and can only scale up to 4d6 or 4d8 by spending one feat per extra die. So no, it's not better than shortbow. Huge feat sink that at least doesn't cost money. (Unless you get that item bonus thing for blasts.)
How do impulses scale with the archetype because I'm wondering if they consider the impulses the main draw rather than the blasts
Xenocrat |
Does the archetype impulse proficiency scale like other spellcasting archetypes? Expert at 12 and master at 18?
No, it's caster proficiency. 7/15/19. And there's an attack bonus (but not DC) item to give a +1 at 3rd level and a +2 at 11th. Accuracy is good, DCs are the same as casters.
aobst128 |
aobst128 wrote:Does the archetype impulse proficiency scale like other spellcasting archetypes? Expert at 12 and master at 18?No, it's caster proficiency. 7/15/19. And there's an attack bonus (but not DC) item to give a +1 at 3rd level and a +2 at 11th. Accuracy is good, DCs are the same as casters.
I mean for the kineticist archetype. Since we were talking about the multiclass potential for blasts.
Squiggit |
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Xenocrat wrote:I mean for the kineticist archetype. Since we were talking about the multiclass potential for blasts.aobst128 wrote:Does the archetype impulse proficiency scale like other spellcasting archetypes? Expert at 12 and master at 18?No, it's caster proficiency. 7/15/19. And there's an attack bonus (but not DC) item to give a +1 at 3rd level and a +2 at 11th. Accuracy is good, DCs are the same as casters.
You get Expert at 12 like a spellcasting archetype (although unlike a spellcasting archetype, the feat only gives proficiency), but there's no Master feat at 18 like a spellcasting dedication.
Xenocrat |
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You can get expert proficiency at level 12 with a feat. At 8/14/18 you can select feats that improve your elemental blast damage by a single die.
It's very feat inefficient to be inaccurate with blasts that do modest damage. It's best for low level utility feats, things like the air party mobility or wood protector tree.
malboro_urchin |
Deriven Firelion wrote:Hmm. So does Kineticist have damage boosting blasts similar to psychic? You can boost the blasts to do great damage?There's Desert Winds, the air/earth composite, which is a stance that (1) sets up a concealment border at your aura's edge (I think you can see out freely), and (2) adds on slashing damage on any air impulses that hit anything inside the aura (scales up to +8 on multitarget, +16 on single target).
There's also Living Bonfire, the fire/wood composite. It summons a bonfire that can be a source for your blast but also adds fire dice (d6 up to 4d6) to your blasts.
The fire aura junction (half level fire weakness) has been mentioned, that works with your blasts if the targets are in the aura.
Finally, I think there's at least one or more versions of the elemental form/body power that were in the playtest in the fire section. If you're under the influence of one of these (I think I remember they exist at least for fire and metal, using a new metal version) they add one dice to your blast while active.
What do you mean about Living Bonfire being a source for your blasts? I haven't seen much info about this composite.
Also does Desert Winds only benefit air impulses specifically, like how the fire impulse junction only ups the die size for fire impulses?
YuriP |
Perpdepog wrote:This was probably already asked but how do two-action blasts improve at higher levels? I recall a concern being that adding Con to damage put them behind cantrips in terms of damage assuming it was the only feature they gained.They really didn't. The only advantage at higher levels I can see is if you are trying to trigger your junction (which requires a 2-action blast/impulse) with a blast instead of one of your other impulses.
In practice the low progression of 2-action blasts isn't really a problem, as it tends to be replaced by some better 2-action save impulse at higher levels.
Additionally, you can greatly improve the efficiency of 2-action blasts at lower levels using strength bonuses and Weapon Infusion to improve the range you can use this bonus at up to 20 feet (which is usually sufficient for most indoor combat).
In the mid to last levels blasts in many builds will end up being the equivalent of the additional 1-action Strike/Sustain Spell/Psi Burst/Act Together that many spellcasters use to complete their 2-action spells.
gesalt |
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Living bonfire sets up a bonfire in a 10ft square within 30ft and you can have your wood blasts come from it instead of you. When you do, it deals +1d6 fire damage (I wonder if this gets boosted to 1d8 with the fire impulse junction since the bonfire itself is fire+wood). Level 4 feat, and scales by another d6 per 5 levels.