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Jusst be sure to boost his hp and ac to the max you can, and the rest will be quite easy.
part of the problem is i have no idea what the stats do with regards to kineticist does intelligence boost my damage? idk.
If you go ranged, go with CON and DEX.
It's supposed to, I haven't done the math yet to see if it does though. Make sure you have Point Blank and Percise Shot first, however. Point Blank almost always applies due to the range limit on Kinetic Blast, and negating the -4 for shooting into melee is big even for energy blasts (and vital for physical ones.)
Personally I don't really like the Dark Elementalist, the way it handles burn bugs me. However, for your MC, the extra skillpoints from making INT your main stat are probably fairly useful. It just limits the amount of burn you have to use before you have to dump some.
Maybe you did.
In the Pen and Paper, to the best of my knowledge Cold and Fire blasts don't get you a combined blast. I don't know if it's the same in game, checking is hard, but in Pnp while Water and Fire have a combined blast, Cold and Water do not. Combined blasts are expensive, you aren't likely to use them every round, but they do a ton of damage in a 'Nova' round or two.
when i toggle deadly aim on and off on my mc it doesnt seem to do anything.
and i really am curious if it was worth it because while the viper familiar and kinetic healing are nice
, fire has dots all sorts of huge ♥♥♥♥ off aoe's and general op looking stuffm spindle feels like its poop by comparison, i also feel like cold seems to be resisted by basically everything?
That being said, you do more than enough damage with your ranged attack....deadly aim ain't worth it as you need more toHit than damage with a kineticist.
Air and Fire.
Most combined blasts of mixed elements are Physical Blast + Energy Blast.
ALL elements stack with themselves for a combined blasts.
Combined Blasts are as follows, when I mention an element it specifically means the physical blast, while a damage type means the energy blast. Earth is always physical, Fire is always Energy.
Air + Cold = Blizard Blast
Fire + Fire = Blue Flame Blast
Electic + Water = Charged Water Blast
Water + Cold = Ice Blast
Earth + Fire = Magma Blast
Earth + Earth = Metal Blast
Earth + Water = Mud Blast
Air + Fire = Plasma Blast
Air + Earth = Sandstorm Blast
Fire + Water = Steam Blast
Air + Electricty = Thunderstom Blast.
Blasts that have a physical component are always physical, Energy+Energy blasts are the only Engery combinded blasts.
Energy combined blasts are significatly more accurate against most targets. However they do less damage, are subject to spell reisistance, and have to overcome energy resistance. (Fire+Fire has a way around spell resistance.)
Physical combined blasts do more damage and aren't subject to spell resistance. They do have to deal with DR though, and energy resistance when it is applicable.
also do physical based blasts do more damage? i saw the kineticist companion has water blast that does 14-39 damage, though her cold blasts like up to 8-39 like mine. and she also heas deadly aim on her character so i assume its supposed to work with blasts.
and since you seem knowledgeable do i still need to pickup con as a dark elementalist for my to hit or just keep pumping dex or int. is dark elementalist worse than psychokineticist?
Not just Cold + Fire. There is no Elctric+Fire or Eletric+Earth. Cold + Earth isn't really valid either.
Physical combined blasts recieve full Consitution mod (Int for Dark Elementists) and recieves 2d6+2 on certain levels.
Energy combined blasts get 1/2 Con (Int for Dark Elementists) and a flat 2d6 when the blast levels.
So if you are really heavy into your Con stat, physical blasts do more damage. Not necessairly enermously more, but it is still an increase.
If you are going to stay at range, the Dark Elementalist doesn't need a lot of Con. Dark Studies calls out the substitution for all Kineticist effects except the size of your burn limit.
I don't know if the Psychokneticist is better per say. They don't lost HP, but thier Will Save drops, which in late game stages might be a worse option. They also subsitute Wis for Con in pretty much every case, which isn't quite as useful as the Int for Con swap.
When activated, the Metakinesis feature applies a Metamagic effect to your blasts at the cost of burn. As normal metamagic feats do not work on your blasts, a single class Kineticist should not take them.
Empowered Metakinesis increases your damage by 50% at the cost of 1 burn.
Maximized Metakinesis costs 2 burn, but sets your 'die' roll for damage to the maximum.
Quickned Metakinesis at the whooping cost of 3 burn, allows to to kinetic blast off next-to instantly.
Maximized example: At level 19 a Kintie has 10d6 for damage before the stat and the Physical Blast bonuses. When you use Maximized Metakinesis you will automatically get 60 on your damage 'roll'.
Empowered vs Maximized: Burn costs asside, depending on the luck of the roll there are times where Empowered will do more damage that Maximized. When your damage 'roll' is high enough the +50% can be better than just setting the dice to maximum.