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Rogue is probably the most obvious, because you can sneak attack with targetted blasts. At this point in the game though, you probably aren't using targetted blasts much because of how much better AOE blasts are. It's possible, given how wonky certain things are, that Arcane Trickster's sneaky spells might apply to a Kineticists blasts. Something I might like to have a look at. This is only conjecture though, I don't know if it works and based on the rules it shouldn't work.
Beyond that, I can only think of going for a pet class, because at least the pet can contribute something. Anything focused on martial combat like your monk is going to be almost completely worthless. You avoid melee so AC isn't really important, and you really would never use anything other than blasts. Maybe a Kinetic Knight might want to pair with a melee class, but they suck anyway.
I think I would try an Overwhelming Soul 19/Seeker Sorcerer 10/Rogue 1/Arcane Trickster 10. Even if the Sneaky Spells don't work, I basically have a full Arcane Trickster build here doing what it does best, with the Kineticist blasts as a backup strategy when I need them (mostly for enemies immune to sneak attacks), and I can throw out any quickened spell I like after my normal blasts as well.
If I was doing it again, I might go Vivisectionist instead of Mutation Warrior, just for that Grand Mutagen, Sneak Attacks and Alchemist casting.
Kineticists are pretty much glass cannon if you use Burn, and the high BaB would mean you basically never miss. (Then again, if you use non-physical blasts, you already should be on-target with ranged touch attacks.) Making Bowling infusion even better with a higher CMA is a bonus.
On the other hand, a caster class can let you buff yourself, then use damage spells in addition to your already impressive blasts if you quicken one or the other. A divine caster class with medium BaB might be pretty good.
Overall though, nothing particularly stands out as exceptional synergy with Kineticist because of how unique Kineticist mechanics are. Hence my first choice of improving the core stats and survivability. Buffs can come from more specialised companions, same as damage spells.
The extra stats sound nice, but I personally gave up on bowling infusion and I never missed it. It has a high cost (either take burn, or lose a turn, without Bowling I can drop AOE blasts every single round for no burn), and doesn't really give me anything I need. Really super dangerous enemies are going to be outright immune, and everything else will be dead in a couple turns anyway. I can easily arrange to have my tank just outside the deadly earth AOE so that enemies will stay in it without needing to be disabled first.
If you don't use Burn, and you don't really need to because a move action Gather Power is enough to reduce a Deadly Earth with Empower+Maximize to 0 burn by level 19 (probably earlier), Kineticists are pretty tough. If you DO use burn, having all that non-lethal damage has a nice side effect of rendering them unconscious and therefor not targeted by enemies LONG before they end up dead.
Kineticists have subclasses for Wisdom, Int, and Charisma, so they can pair with literally any caster as long as you are willing to make some small sacrifices. I wouldn't go for divine caster though, but then I don't really consider divine casting viable for anything but buffs and cures anyway.
And of course, Deadly Earth and Cloud do not roll to hit, they do not allow Spell Resistance, and they have no saving throw. Enhancing any of those rolls is therefor meaningless for your most powerful abilities.
BAB does keep increasing but iterative attacks are capped at 4, even if you have something like 40 BAB.
I think you're underestimating the accuracy of iterative attacks on a Legend. If you're a Kineticist 20 / Vivisectionist 20, you've got +30 BAB, something like +15 Dex, something like +3 from elemental overflow, +4 from outflank, +4 from greater heroism or a bard or heroic invocation, so you're looking at something like +56 / +51 / +46 / +41. You could easily specc into Shatter Defenses from the extra legend feats to target Flat-Footed AC and can put all of that on a touch-targeting blast to be theoretically going for an AC of 10 or less on those hits.
Those numbers are likely to hit enemies even with a physical blast. Although that does depend on your difficulty, I guess.
I did my Kineticist Legend playthrough focusing on Bowling Magma Deadly Earth and it was pretty effective but when I did my Kineticist Azata, I focused on an Unraveling Fire Blade and found it just as effective.
Since Mutagens are their own bonus type, they would stack with the stat bonuses from Burn, giving you even higher Con and dex scores, which will be a must if you want DCs that Act 5 enemies will actually fail saving throws on now and again. Question is basically if you want a bunch of sneak attack die and a respectable selection of additional self-buffs (depending on your INT score) or a higher BaB and fighter feats (since IIRC Kinetic Blasts are a "weapon" you can get Weapon focus on, and therefor Weapon Specialization, Greater Weapon Focus, etc.) Slayer would get you sneak attacks and a high BaB, but you'd lose out on mutagens.
That said, for those who don't want to use deadly earth, you could do something like the following (not in this order though)
Overwhelming Soul 19
Vivisectionist 1(mutagen and sneak)
Scaled Fist 2(cha to ac, evasion)
Divine Hunter 2(precise shot, divine grace)
Primalist 11(rage powers, DR, bloodline, access to loremaster)
loremaster 3(combat secret could be improved penetrating strike or whatever else you want, rogue secret could be dispelling strike paired with destructive dispel feat or whatever else you want to trigger with sneak attacks)
thug 1(more sneak attack, weapon finesse for kinetic blades)
enlightened philosopher 1 (revelation, free skill focus for loremaster access, wolf scarred curse for extra bite if you end up in melee)
IDK if the arcane trickster capstone can pair with kinetic blast wild talents like deadly earth, but if it can that would be an obvious choice too, with sorcerer -> trickster instead of primalist -> loremaster
If you don't want to be lawful for Monk/paladin mix, maybe something with psychokineticist/instinctual warrior/mixed blood rager could work? I haven't gone deep into the possibilities on that path.
You're a mortal who manipulates elemental forces with his will. Doesn't rely on Outsider entities or occult forces to do so. This is best illustrated by the Legend Path. (I'd say second best is Aeon, who's actively working at sending outsiders back to their homes.)
In terms of mechanics though, you can find better synergies with other Paths. (Same for my second thematic choice above. It's a little sad that the best two themes in my opinion are among the worst in terms of mechanics.)
I think that depends on your starting element. I find it quite hard to start with an energy based kineticist because demons all have energy resistances and electric immunty, but starting with water physical blast or earth blast has never felt problematic in any way. Water defense is very strong and you can pick up precise shot very quickly if you take human as your race. I find kineticist to struggle the most between 6 and 12, where everyone else is getting second or even third attacks, but the kineticist hasn't reached deadly earth yet.
SR was definitely a pain, as was fire resist until my first mythic level. Still better than only hitting on 20, and then there were the swarms and shadows I couldn't even damage at all with my other characters.
Ugh, yes, starting element is HUGE in whether or not you enjoy Kineticist. I made the unfortunate choice of picking Energy blast for Air (thus Electricity), as my starting attack, on my first Kineticist. Holy crap was that a frustrating run. I could hurt almost nothing, as most demons are immune to electricity and most of the other non-demon enemies in acts 1/2 have spell resistance. So I was super frustrated. I rebuilt my guy, still went Air, because I really enjoyed Celerity on demand for free, but went with the physical blast instead. Things went much better.