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If you think of the Kineticist as a DBZ/Avatar character, you're on the right track.
Beyond the basic blast, Kineticists also have access to Infusions which change the properties of the Kinetict Blast and Wild Talents, spell-like abilities based on the element(s) that you have chosen. Both of these and composite blasts cost Burn, which is non-lethal HP damage that lasts until you rest.
What the Gather Power ability (the energy generation that you are referring to) does is reduce the Burn cost of the next ability used.
You don't need to equip weapons as a Kineticist since your weapons are built in. Armor selection is limited, but some elements do provide nice defensive abilities.
Think the main build is like earth style or earth mode coupled with some other elemental type like fire .. You end up with almost spammable aoe mega damage with a CC effect rolled in and spiffing single target dps that's all touch attacks etc. (touch attacks were desperately important in Unfair because of the massively inflated AC values)
And Dark elementalist, I think it was, had all that with rogue level skills.
This Youtuber seems like a nice man and this video is a good intro to the kineticists.
Sorry to link a video for something that should be text but this is not bad at all.
1b. Infusions come in two types: substance and form. Substance infusions add additional effects to your kinetic blast (like pushing the target back or knocking them prone), while form infusions affect the targeting parameters (such as a line, a cone, or a fireball-like burst). You toggle which infusions you're using in the same manner you activate Power Attack or Combat Expertise.
1c. Adding infusions to your kinetic blast increases the Burn cost of the final attack (see 3 below).
1d. There are also composite kinetic blasts which deal more damage and can deal mixed damage types, but cost Burn to use.
2. In addition to kinetic blasts, kineticists have Wild Talents, which operate basically like at-will spell-like abilities or provide constant benefits. Some have a Burn cost, others do not.
3. Burn is a mechanic that represents the kineticist straining themselves by using a lot of their power in a single burst of elemental energy. Each point of Burn sustained causes the kienticist to take 1 point of nonlethal damage per character level. This damage and the Burn cannot be healed except by sleeping.
3a. By default, a kineticist can accept only 1 point of burn per round, which increases as she gains levels.
3b. The maximum amount of burn a kineticist can take is equal to 3 + Con modifier, so it's literally impossible for a kineticist to cause themselves to fall unconscious from Burn.
3c. It is possible to reduce the Burn cost of kinetic blasts (but not wild talents) in multiple ways.
First, the Gather Power ability effectively allows you to increase the "casting time" of a blast or wild talent to reduce Burn (to a minimum of 0). Spending a move action reduces the cost by 1, spending 1 full round reduces the cost by 2, and spending 1 full round + move action the next turn reduces the cost by 3.
At 11th-level, Gather Power becomes even better, with a move action reducing by 2, and full-round reducing by 3.
Thus, you can effectively apply infusions to your blast without accepting burn if you spend additional time before using the blast. Like Infusions, Gather Power is a toggle-able ability.
However, you can ONLY use Gather Power if both hands are empty. Thus it's best to have kineticists not holding any weapon.
The other way to reduce Burn cost is the class ability Infusion Specialization, which automatically reduces the Burn cost of Infusions as the kineticist gains levels.
3d. Despite the fact that Burn effectively reduces a character's max hp temporarily, it also provides the kineticist with some bonuses for accepting it, thanks to the Elemental Overflow class feature. This gives the kineticist a bonus on attack rolls with kinetic blasts equal to the total points of Burn she has, as well as a bonus on damage rolls equal to double the burn taken.
Furthermore, at higher levels, having more burn even grants the kineticist a size bonus to physical ability scores and a chance to ignore critical hits!
4. Other Class Features to take note of:
Metakinesis is like the metamagic of kinetic blasts, allowing the kineticist to accept burn to treat her blast as though affected by Empower Spell, Maximize Spell, or Quicken Spell. This is gained automatically through advancing in the kineticist class, and the burn costs for metakinesis can also be reduced through Gather Power, but not through Infusion Specialization.
4b. Internal Buffer allows a kineticist to accept burn to add points to the buffer. Later on, when she would otherwise accept burn, she can spend points from the buffer instead.
Do you know whether
a) "Swords of Heaven"
b) "Zippy magic"
synergices with kinetic blade?
You generally take your element first then get earth +trip at later levels.
You just need to make sure you're playing the class properly using your burn and your burn offset abilities.
-edit:
- remember they're not spellcasters exactly so don't take feats like spell penetration etc.
- while you might be tempted to load up con as a secondary stat often it's far more important to have dex so you can actually hit with your blast (depending on difficulty and how high their AC will be)
- might edit with more tips if i remember any...