Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Drath May 4, 2019 @ 1:43pm
help with kineticist element's
i know that you can get three by the end but am having a hard time finding what element combos are good at what. any ideas that can help?
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Showing 1-13 of 13 comments
Harukage May 4, 2019 @ 1:47pm 
earth + earth = metal
I do not see much point in going 3 different elements. Better to master 1 and take another as auxiliary to supplement.
Last edited by Harukage; May 4, 2019 @ 1:48pm
Drath May 4, 2019 @ 1:49pm 
so then what sets are good at what i assume fire fire good damage earth earth good def
InEffect May 4, 2019 @ 1:53pm 
Deadly Earth trip keneticist of any kind be it thug1 ranged or monk1 melee.
It's usually fire-earth-water for the former for fast dreadful carnage access, but the trolls might be a bit of a pita
tanky ones are trickier as those want to go water-earth-fire, but you'd have to go in a very small party to get to fire in time for the undead. Or earth-fire-water on lower difficulties to delay water shield and employ jubi help instead.
Some people also like electricity-earth-fire for synaptic infusion start and easy trolls. I am not sold on that as dreadful carnage is way too good to delay that late on glass canon kineticist.
Last edited by InEffect; May 4, 2019 @ 1:59pm
Harukage May 4, 2019 @ 1:54pm 
As for what element to pick as primary... That depends on what you really want.
Water is great as it can make kineticist a major healer and give you tonns of control. Earth in a form of metal gives you largest damage, but it is all physical, and good defense. Fire is the second largest damage split between physical and energy wich is more balanced, plus it has dot infusion, but can't do much aside from that. Air i am not sure.
TaKo May 4, 2019 @ 2:11pm 
earth is always good due to how good bowling infusion is, and the DR from the defensive ability is nice, Deadly Earth is also ridiculously good(as is Cloud for air infusions, but u can get deadly earth sooner, and in this video game there no worry about flying enemies avoiding it), create an area of constant dmg that has NO save, add in bowling infusion to it and a Wall in the middle with pushing infusion and laugh as the A.I tries to reach you

doubling down on earth gives metal which is good mainly due to magnetic infusion and rare metal infusion(one makes future attacks from metal sources get a bonus to hit, the other lets u bypass DR/interrupt regen by mimicking rare metals like cold iron or adamantine)

overall i'd reccomend either going earth/fire(unlocks magma composite element)/earth(metal) or fire/earth(also unlocks magma composite element)/fire(blue flame)

having at least 1 energy element is ideal and pure flame infusion is really nice, as is unravelling infusion, granted fire's defensive ability sucks

if you go psychokineticist and dont mind going lawful, 1 level investment into (traditional)monk will give u a lot of AC(alternatively u can start as non-lawful, do lots of lawful actions to switch, get a point in monk, then switch back to ur original alignment, or just start as lawful then switch via actions... losing lawful alignment only prevents further levels in monk, you keep all benefits from already acquired levels)

another good element combo is air(electricity)/air(physical)/water(cold)
Last edited by TaKo; May 4, 2019 @ 3:20pm
Drath May 4, 2019 @ 3:15pm 
ok for my first one i am thinking the fire earth fire as fire is just cool thanks for the help guys
Drath May 4, 2019 @ 3:31pm 
and do knights get the same infusions? if not when i start a knight what should i consider
InEffect May 4, 2019 @ 3:33pm 
Originally posted by Drath:
and do knights get the same infusions? if not when i start a knight what should i consider
Don't. Unless you want to play a not broken version of kineticist. They lose access to form infusions and get jack all in return. Worst trade deal in history.
In PnP it's quite the opposite. But this is not PnP.
Last edited by InEffect; May 4, 2019 @ 3:34pm
TaKo May 4, 2019 @ 4:25pm 
Originally posted by Drath:
and do knights get the same infusions? if not when i start a knight what should i consider
they lose all form infusions, and unfortunately dont get their kinetic whips in this game, kinetic knights are currently a trap choice as all u get in exchange is being 'good' with armor and light/heavy shields

hopefully they add their whips when the next big update happens

a regular kineticist or a psycho kineticist are the better choices, dark kineticist arent bad per se, but they're clunky and sometimes glitchy
Last edited by TaKo; May 4, 2019 @ 4:30pm
Drath May 4, 2019 @ 4:28pm 
ok good to know as it does sound cool good to know the gameplay doesnt pan out as good as sounding
TaKo May 4, 2019 @ 4:30pm 
yea, if they ever add the kinetic whip they get in PnP its gonna be a solid choice, but until then: :/

keep in mind tho, a psychokineticist with 1 level dip in monk can be a very good frontliner with their kinetic blade, not the most optimal way to play, but fun
Last edited by TaKo; May 4, 2019 @ 4:32pm
InEffect May 4, 2019 @ 5:00pm 
tbh reguar kineticist makes a better tank than psycho. you can add your burn to dex for the same AC gains and you can actually grab scaled fist and use Cha for extra ac and dazzling. As a bonus Con is vastly more efficient both in terms of items(gloves of valor frees up head slot for kinetic circlet) and in terms of burn. 2 con negate 1 burn while 2 Wis negate 1/2 burn for psycho.
But that's meta min/max vs regular play for ye.
Last edited by InEffect; May 4, 2019 @ 5:01pm
LordSerion May 5, 2019 @ 2:26pm 
Base class is the best, I use Fire + Earth now.
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Date Posted: May 4, 2019 @ 1:43pm
Posts: 13