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
Dex based kinteticists are better.
Base class is mathematically superior to psyco in every way possible, uneless you have trouble controlling your burn for some reason.
Not sure how much meta knowledge you are willing to be exposed to, so I'll stop at that.
2. Double-dipping. You go dex/con and get almost double the benefits. Especially for bowling infusion(that any self-respecting kineticist gets).
3. No need for wis item, so even for a tanky kineticist you can dip for a scaled fist and not use the +stat hat. Gloves of valor would fill that niche, if you can get those(or a spell if not). That allows you to be tanky and still use kineticist circlets.
If I'd think harder I would come up with more reasons, but those should suffice.
I know that you're getting HP, damage, form infusion duration, and maneuver checks from con. Ofc psycho dipping into monk would get AC from wis so is still double dipping. But this was why I asked about combat maneuver checks in particular, do they switch to wisdom if you go psycho or do they stay con? And can you change them to dex with agile maneuvers?
You will also have better AB as a bonus.
Bowling infusion/deadly earth is the only way for a proper kineticist. And regular kineticist does it better along with other benefits mentioned above.
Thanks for your patience.
Of course it does factor into CMB calculations. But if you want to use more Substance Infusions other then Bowling/Grappling/Magnetic (no save on the last one, but it's more for a party-friendly KK), you should focus on Con (Wis/Int).
Of course, like InEffect wrote, going for Deadly Earth Bowling is generally optimal.
But you could also go for like a Dreadful Carnage demoralizing Fire Blue Flame build that uses Blinding Infusion - and that would go off Con (Wis/Int). Then again, it's even better to go Magma Fire/Earth and still pick Deadly Earth and Bowling...
Hmm... Water with Kinetic Blade? Okay, that allows for good AC with a monk. But accuracy will be poor early on. If you're really keen on the blade, the best picks for the blade are IMO Electric and Fire elements. Electric is even better as the singular blade element (Magnetic & Synaptic Infusions), but combines very poorly with other elements and offers no noteworthy form Infusions (prior to end game Cloud). Fire on the other hand offers a little more damage, combines great with Earth and works with Water also. But if you pick Water & Fire, you delay Deadly Earth into end game territory and that's bad. A tough choice, for sure.
Kinetic Knights are easier, as you just skip the Form Infusions and Composite Blast and can simply pick a single preferred element easily. But also much weaker, of course.
Starting with electricity is ok-ish, but has problems. Not the least of which is there is no Electricity+Earth combo. And you will miss on fire, because you want water shield.
Electric>Earth>Fire is decent for a glass cannon, but you will face the problem of late dazzle/dreadful carnage that way, so it's another no-no.
There is an elephant in the room with fire start in the form of branded trolls, but there is not much you can do apart from just suffering through them with an earth blast. Better than suffering most of the game in my book.
Fire looks the most fun, but if you take kinetic blade, fan of flames, and burning infusion as your first picks, then you don't have enough room for extended range, bowling infusion, wall, and deadly earth, by level 13.
I think I've probably learned enough to make a passable kineticist now at least. Seems like the easiest class by far to completely mess up your character to the point of uselessness.