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翻訳の問題を報告
Sure, assuming your elemental ray can be made to ignore Spell Resistance, go 50 feet, and knock people down.
The utility of the witch is far higher, and the hexes are great, but the reason to play a kineticist is that despite being a one-trick pony, it's a hell of a trick they have.
I can't say I'm impressed.
As for my new favorite....
I've been trying out Rowdy Rogue. It's pretty cool to be hitting 50-60 damage at level 4.
I agree, but not because I think a spammable 6d6 ray is awful, it's just that some of the best hexes themselves are spammable, so it's the action economy opportunity cost.
I do think Sylvan Trickster is an interesting Rogue archetype, and Uncanny Dodge isn't super difficult to get through MCing if you miss it enough but it too has an opportunity cost issue where it's hexes vs. rogue tricks. I think overall its a notable improvement over basic Rogue, because you can cherry pick the best hexes and tricks for your build, but I think Vivisectionist Alchemist or Shadow Shaman are probably stronger choices overall.
I also like Unsworn Shaman quite a bit, although some of its gloss is gone if you're playing with respeccing. Still, on your second playthrough once you know what to expect, I think being able to add metagame knowledge to optimize your Spirit and Hex loadout on the fly is going to be very strong.
Primal Druid is the best Metamorph class available since they choked on the Alchemist version. Enlarge Person is your mutagen, Wild Shape is easy to get unlimited once Mythic kicks in, and full spellcasting otherwise.
If they would fix Hunter and give it access to all Summon Nature's Ally spells the way it is supposed to be, Divine Hound would be great. AFAIK they can qualify for the Mythic unlimited Judgment feat, looking forward to that.
Dirge Bard gets honorable mention - I don't think it's jawdroppingly powerful, but given how much it gains and how little it loses it's a fantastic upgrade to Vanilla Bard.
Ascended Element assures that no one will ever resist not only your Cold Spells, but Cold Attacks period. Elemental Ray isn't a spell its a Su ability, thus no SR applies, this is taking the place of a Hex thus to reiterate no one is getting SR to it. As far as augmenting the ray to do things like Bull Rush or Trip, I don't see why any feat that would allow a archer to do any of those things wouldn't allow the witch to attempt the same with a Ray. If you can use a combat manuver with a ranged weapon it should work with a ray, difference is witches don't have high BAB so their CMB is going to suck and thus i wouldn't suggest it but that doesn't mean magic can't make up for it, I forget doe witches get Grease?
NO, they don't. In ANY way whatsoever. To my VAST annoyance. You can get most of the pit spells though with right magic ring though.
Granted, that doesn't happen for a while.
Agreed, but you just have to be more of a savy minded player in my opinion. Most hexes can only be used on a target once then whether or not it saves or fails, you can't do it to them again, that's when the option of using the Ray steps in, however this archetype isn't the only one with such an issue, any witch has the same decisions to make, its arguably why the witch so OP, once a Hex no longer works you'd cast a spell anyway, now rather than cast a spell you can choose to use a Ray.
Kinda? You lose about 1/2 your hex toolbox as an Elemental Witch, so you're going to run out of Hexes that are applicable in a given combat much faster, and in order to justify taking that loss you're going to pick more of the non-reusable ones more so you can get to the pew-pew-pew. A Witch is guaranteed applicable, powerful, and flexible hexes for a whole combat with Protective Luck, Evil Eye, Misfortune, Cackle, and Slumber. That's an 8th level Vanilla Witch or a level 16 Elemental Witch.
Also nice touch is the fact your lacking in high level spells leaves more room for metamagic.
E.g. silver/water/cold - from level 1 on, all your energy damage is converted to cold (including descriptors) and gets +1 die, regardless of original element. So demons with FR? who cares. When you go mythic with Ascendent Element(Cold), you'll ignore elemental resistances and immunities with ALL your spells. Fireball, cone of cold, chain lightning, stormbolts, whatever - it is all cold damage, gets +1 per die from draconic, and laughs at anything but saving throws and spell resistance.
Sorcerer - Overwhelming Mage: Higer dc's when you need it, better spell penetration. And access to some pretty good bloodlines like all sorcs.
Arcanist - Brown fur Transmuter: Hands down best buffer in the game, can give some crazy party stat buffs AND high level wizard buffs that are usually reserved for arcane casters to everyone in the party given enough spell slots.
Magus - Sword Saint: This class can do what no other class can in melee combat and takes melee to a decent level. The combos you can do with the trickster mythic path is totally game breaking.