Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The game will not let you use a blast if it will put you over the burn cap. Say if you are at the cap, you will not be able to use any blasts that will cause burn.
Are you the base kine? Nuanced for how much burn you want to have and when but you def want to take some. Depending on your level, you gain access to hit, damage and bonus stats through elemental overload.
Yeah I've only done base Kineticist, but I can't say on Core I've ever felt the Elemental Overload benefits to be worth it, or needed at all in most cases. At level 3 +2 damage might be nice, but that bonus just gets eclipsed by the massive damage you can do as a Kineticist before long, not even talking about any Mythic Path things you can do if it's your MC.
As for the bonus to attack, while nice, I have always played with Energy Blasts, and touch AC being generally much lower makes the +to attack, nice as I said, but unnecessary in my experience, and you're losing chunks of hp for it, and I don't like the trade off in case my Kineticist gets attacked, which happens, and then suddenly you're needing to rez, and rebuff them.
Exceptions apply to everything, but in this game I have found the exceptions to attack to be just: the AC has swung so far in the other direction, that a few extra attack won't matter much, gotta get on that dispelling anyway.
I suppose because I just dismissed Elemental Overflow toward the beginning of my Kineticist building, I really hadn't thought too much on the size bonuses. Since burn basically reduces your HP by 1 per character level, and each con mod increases your hp by 1 per character level, if you chose to add your size bonus to Con, you could mitigate the burn some, though obviously not entirely since it takes 3/5/7 burn to get +1/2/3 con, you'd still lose 2/3/4 hp per level to gain said mod, and of course the other bonuses. I have mixed feelings thinking on it still, but looking at it again has at least opened my eyes to some degree.
to add a little extra note: for me, energy needs extra damage from ele overflow (also why I like elemental engine when going energy) where physical needs extra hit, tho they both benefit from both. To go further as an energy user, I like getting all the hit, take the mythic feat that doesn't fail on 1 roll, making you never miss other then pen.
Tho to your point, you really don't need any of that, there are other elements to kines outside of dps like you said dispelling. I really like electric and it's magnetic infusion giving +4 hit for your allies.
Yeah, the way the game handles elemental overflow the burn is absolutely not worth it. Such a poor implementation of the tabletop rules.
"A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter."
Is the Overinfused Blasts ability supposed to override this limit? If not, I suspect your kineticist level isn't high enough to accept 3 burn in one turn.
Second Edit:
My explanation shouldn't affect the selection of the second infusion - just the ability to activate the blast. Guess I should delete this post ...
I guess I am lucky as I have not played tt pf and I do not mind how burn is implemented (I feel it would be too op if it was any more in favour of the kine). For me, burn is very worth it and always want EO active. Like most things in wotr, you do not need to make use of it but imo 100% worth it.
Furthermore, how are you in any position to evaluate a tabletop game's balance that you've never played? That's like the guy who said "I never seen this Parasite movie, but there's no way it should have beat out The Joker for an award!"
Solution: So I did some testing, and it does work, just not while the game is paused. Annoying, but I can just select two at the beginning of each day.
I do not understand at how that is so grossly punishing when it can easily be played around and with.
https://steamcommunity.com/profiles/76561198014824618/screenshot/2167980409451961138/
This is the last kine run I did, I build it without deadly earth to try diff things. Once I hit act 5, I would leave my party on hold (just there to buff) at the start of the map and run around solo melee with my kine, this was on core. I only wiped once on a secret boss in act 6. I was always at 7 burn, then vs some bosses I would use a comp blade (which accrues more burn) to kill them faster.
But with deadly earth, things rarely even get within a few feet of you so it doesn't matter how much burn you have built up (within reason). Doing a demon kine run, my party would have to stay on hold position because if they touch your DE, they die. The worst part of that run was after boss fights sometimes it forces a cutscene and moves your party in a group... which can be on your active deadly earth/cloud combo... Win the fight just to lose.
I am not judging the TT game, I am judging the game being played, wotr video game.