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That said, you're better off just using plain blasts instead every turn. The kineticist's Base Attack Progression isn't conducive to using a non blast method, as the damage from a single blast will outscale the number of attacks you can get off with the crossbow.
A surprising amount of people play this game solo, it is a supported and intended way to play this game. I could say the same for party play and it would be an equally selfish statement.
I also don't understand how I cut content when playing solo? All I have to do it bring the individual followers to their missions and complete the content for them.
The game is designed in such a way that you can choose how many companions you bring. Most bring a full party, some bring none, and a few somewhere in between.
just cause you can do something doesn't mean everyone will, and fortunatly the devs understood this :)
You are right sorry for trolling your post like that. To get back t9 your original topic. The kinetists in general are roughly supposed to work like 3.5 warlocks. Because warlocks were busted and rediculously overpowered they nerfed them. First they divided the iffusions to elements then they made the eldrich damage elemental so it can be resisted. The general mechanic of how they work i described earlier in my post they were balanced as damage dealers in par with alchemists and they are meant to fuction like an arcane archer, albeit with less or more damage and some dubuffing depending on the build.
1.
So to get your questions one by one.
Range kinetics hate it and avoid it but its a necessary evil.
Melee kinetics is complecated some burn they seem to want for benefits so you ll need someone more experienced in that than me.
2. You do that to empower or add infudsions to your blasts without getting burned. Low you want to do when you are in possition to start firing you still cast at 3 secs. Medium or full in pnp would have little difference but this is real time so its more important. Normally a blast is 3 seconds cast the medium option makes it more than 3 seconds up to 6 the last makes your blasts casting time 6 seconds. Because you only fire one every 6 seconds... Well you want it to hit harder thats why you might want to go with those option. However that also means enemies get 6 seconds to stop you by hiting or triping or w/e so again thats something you do safe behind valerie. Note that on its own the high stance does not increase the damage you need the right combination of infusions /wild talents or abilities for that.
3. No idea sorry. I am mostly 3. 5 pnp so you should know better since you can try it out.
4.Con is important so you dont kill yourself the rest depends on your character. Eg a knight might want str over dexterity. Your character needs dex to hit. For me int is the most important for skill points but if you plan to be the face then charisma is better? + all high exp checks are charisma based and you can use it for use device as well. Depends what you want to do with the char. maybe you want her to carry gear so str?
5 you dont want a crossbow as ranged you never run out of spells and i ll be hard pressed to think a situation you need a bow over a spell. You probably want to give her the dagger you get from tartucio? and some other casters that gives +3 ac that seems to stuck with everything
weapon gameplay. (or maybe i'm just a purist..i dunno).
This always makes me laugh. Warlocks were pretty good, but definately not op. Especially compared to any other spellcaster (other than the the True name one, who's name eludes me right now and was actually truly busted, and not in a good way).
I've only posted once in this thread. If you want to believe that warlocks are SUPER OMG IZ OP MY GUUUZZZESS then fine, ok. Most people who know d&d warlocks and other classes will disagree with you, especially those who've actually played them (like me).
But you do you man.....
Also, just so you know, calling anybody Love makes you look like a creepy and condescending idiot.
The next question:
All I am certain about is, that I don't want to play the knight-subclass.
What's about the other subclasses? As far as I learnt in this game is the fact, that a subclass has certain advantages but also (heavy) trade-offs.
The ingame-descriptions are made from professionals for professionals, so more guessing and "sounds good"-feelings for a simple gamer like me.
Would someone be so nice and explain in a nutshell the pros and cons of the subclasses, again with simple words and short phrases :) ?
Pitax skill xp is an exploit, the devs said so in their stream ,they have already nerfed them and they will nerf them more with 1.2.Enjoy your cheat while it last.
As for the OP question, there is very little gameplay drawback to dark elementalist, it's purely a role play one, it's an evil class, that should , if implemented correctly, only be available to evil aligned character. It function much the same as a baseline kineticist but you get an ability that allow you to unload your burn point onto the soul of an ennemy or group of lower level ennemy you just killed.
Basically, activate the abilities, selected a dead ennemies of sufficient level, and you lose a burn point.
Also Dark elementalist use int instead of con for many DC calculation, but that's more a change than a drawback, less tanky but much more skill point that way.
at level 3 you should get a passive skill called "elemental overflow" that adds a bonus to hit and damage based on the amount of burn you have, up to one point every 3 levels. It's not much, but as ranged kineticist you'd want that asap.
WIS replaces CON for Psychokineticist.
Calling Kineticist pure CON based caster is misleading.
Infusion Save DC is DEX.
Ranged Touch Attack Roll is DEX.
Kinetic Blade Attack Roll is STR / or DEX with weapon finesse.
If a subtype uses a different stat, that might open multiclass options with other classes. Or you simply prefer that stat because of it's common uses (e.g. WIS goes to will saves and perception).