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1st: at level 11 you lose one more burn if you channel short or medium.
2nd: There is a mythic ability that lowers it another point if you channel.
3rd: At level 16, the cost of composite blasts are lowered by 1.
4th: at level 19, you choose a metakinesis, which cost then is permanently lowered by one.
5th: At the levels 5,8,11,14, 17 and 20, the cost will be reduced by another point each time.
6th: there should be some items, which reduce the cost.
I hope this answers your question.
Compare with a fireball that is 10d6 damage max. Empower spell and bolster make it 10d6+20 + .5 of 10d6(or 10d6+20 I haven't tested it yet because I'm doing other games. One is clearly stronger but lets assume the weaker.) That is 72 average damage but the thing though is that is with a 6th level slot with no burn. So you get that at level 11. When at level 11 the kineticist gets 10d6+10(I think because it is every two levels) average damage of 45.
So the clear highest damage dealer is hell fire ray. I forgot whether it is a 6th level spell or a 7th level spells. But i think it is a 6th level spell. So 3 levels higher that is (15d6 +30 + 15d6X.5)3 which is 326.25 average damage.
So kineticist can keep blasting but a regular caster can get more damage done in spikes. Plus a wizard can do something like make all level 2 slots mirror image for defense.
I don't know I haven't played through with a kineticist get. So I don't know if they have other tricks up their sleeve.
It should be noted that I don't know if the shenanigans of getting a level 1 in cross blooded sorceror work with kineticist. They do with wizard. That would add 30 damage to the average damage of the fireball and 135 damage to the hell fire ray if all three hit. I was going to test it out side by side with my evoker playthrough but I figured that I needed a tank instead. So I respecced. Kineticist still is subject to spell resistance as well from what little I played the class.
Oh I'm not considering mythic path shenanigans either. I know that you can reduce the level of the meta magics by one which would make a hellfire rays with a 9th level slot(if 6) that is maximized, empowered, and bolster do (15X6+15X3.5X.5+ 30)X3 which is 438 average damage. Though it is necessary to get ascendant element though because demons are resistant to almost everything.
Also for average damage I didn't consider saves and to hit chances as though differ between monsters. So maybe if kineticist bypasses saves but from reading the tool tip they don't.
So what I do, all trash fights, never build burn, or maybe 2/3 points of it. Then in a big fight, I will full open dropping my AOEs adding as much as I can. So then after that it is cleanup if anything is alive, your max burn blast blast will be more then enough, even helps on stronger single target.
Oh, one "fun" thing and one of the biggest enemies to Kineticist is post fight cut scenes that move your party, you will full wipe your team if it plops you onto your aoes... There is one brutal fight where all your buffs get stripped before it.. That one was the most painful to have to redo cause the cutscene made me kill myself.
2nd: The opness of the kineticist does not come from the damage, but from the crowd control. You can change the form of your blast with infusions (some infusionscan be chosen for all, some for only one or two).
For example you can double the range, let it explode on impact, decrease enemies dc (more or less) or create a wall. One infamous infusion is bowling infusion you can combine with earth and all according composite blasts. this infusion lets you attempt a trip combat maneuver against every enemy, you deal damage with the blast. Combined with an area damage infusion (f.e. explosion), and you shoot inside of a group, and everyone must beat the save, or be tripped and be defenseless.
3rd: There are also Metakinesis, which is Metamagic, but for Kineticists. There are three (Maximize, strengthen, quicken) and you can combine them with your blasts like with magic, but it will increase the burn cost of the shots.
EDIT: It's through "Infusion Specialization" which only reduces Infusion cost and does not affect base cost Or Metakinesis cost.
Also, there is one Pair of gloves that reduce Burn cost of Wild Talents by one and it's part of the Inevitable Excess expansion.