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Fire has better infusion imho, so if you start with air, you are forced to choose infusion that is less useful before you can take second elemental mastery. But it all depends. If your team are using metal weapon a lot, taking air 1st might be useful to you. And air has one of the most powerful feat(celerity)!
You are limited to combinations with two elements, but can take 3rd elemet mastery at later levels. If you are taking fire/air, you can also choose fire again as the 3rd elemet to create blue fire.
I play around with a trainer to give each element a try; this is a class that you need some experiments to know exactly what you are trying to do.
I see. Now I have a more greater idea on what to choose. Although, it seems from what you told me, that when I get a third mastery, I could choose anyone of the same that being fire or air. I imagine that taking a third elementary let say water or earth would be an option but still not enough strong if I would have choose a previous mastery as a secondary to have those specials?
Seems like if I could master at least tree of the mastery elements I could still choose one of the previous to level them up? Or having tree mastery's of any element would be too much because I will not fulfill a high level with any of them?.
You know, I was thinking (I haven't bough the game yet) I am doing my research in order when I buy the game know the exact class I want to play as, and is exactly this one we are conversing about. I always want to create a character is some sort of a tank and can play with elements such as this class have but when I first start to look around, before knowing this class (Kineticists) I though I could create a paladin or a cleric that could be combine with magus or sorcerer that can cast electric attacks and fire attacks and can be tank. I though something like Cleric/Sorcerer/Magus or Fighter/Magus/Sorcerer. Any type of those combinations to create what apparently Kineticists offers. Perhaps minus electric shocks and other bonuses that those classes offer.
Could I combine Kineticists with fighter and or with magus sorcerer? I kinda picturing as I mention, this character that can be versatile in tree or at least two classes that can make him quite good in battle focusing in elemental skills while being good with swords. But yet again, finding this class, seems like it is a class that it already good as a figther so to speak because I have seen this subclass called "Kineticists Knight"?
But Kinetic Knight might be up your alley. Pure melee, wears any armor type you want, shield proficiency, summons elemental weapon.
As have been mentioned by others, Kineticists would require levels in its core class to make it really shine, so even as a fan of multiclassing, I won't recommend multiclass except perhaps a level or two in monk for the AC bonus and feat if you are using the subtype that has wis as his/her main stat.
Generally speaking, common Kineticist,which is good at both range and AOE, is more versatile than the knight version. If you pick water as the start element, you don't really need the heavy armor to have decent AC. By a level in monk, you are set. But Kinetic Kight start with Kinetic Blade free of cost and can automatically learn the whirlwind strike(and the only one that can learn as I know) later which is awesome combining earth infusion for area trip.
That is, every element has its own power, you can't be wrong by taking any of them, but the order at picking them does matter if you want the combination to suit better for your build. Remeber earth can be taken twice(metal bending) as physical element, while fire can be taken twice as blue flame which is purely elemental. Both water and air have two types of emelemts; one is physical another elemental. You can freely choose any of them as your mastery if it suits your build.
It's a big question how to build an effective Kineticist since by going different route in the core class could lead to very different play style. Maybe one of the most complicated classes to master.
Thanks.
True, true.
Con deals damage with blasts and the DCs of wild talents (unless they say otherwise)
Blasts count as a weapon for the purposes of feats.
You are never considered to be "wielding" a blast.
Kinetic Blade only exists during your turn.
You can only gather power with empty hands (unless KK)
That covers most of the major things you need to know about the class. Everything else is basically remembering how combat works (ranged attacks are Dex, melee are Str unless you finesse)
Cloud is pretty good also, but its earliest available at level 17, which is too late IMO. So its best to take air 3rd and stack deadly earth and cloud end-game.