So You Want To Play A Kineticist - Pathfinder: WotR

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A guide to the ins and outs of rolling a kineticist in Pathfinder: WotR

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#Pathfinder #Kineticist #Wrathoftherighteous
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I did forget to mention that energy blasts are affected by spell resistance as well. People will also point out that you can make a full attack with kinetic blade even if you're not a kinetic knight to which my response is that in order for that to be effective you'd have to have a heavy investment into feats to make it work at which point you should have just gone kinetic knight rather than make a half and half build thats average at two things at best.

MortismalGaming
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One thing you didn't mention is that if you go for the very popular (in Kingmaker) Trip Kineticist build, this synergizes with the Demon path as there is a demonic aspect that further ups your ability to make enemies prone. Knocking over those late-game demons the size of skyscrapers never gets old.

desgath
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This is a very good guide = two things that I think need to be pointed out though...

1) Spell Penetration feats, including mythic ones, DO affect energy blasts despite them not being spells. Dunno why it works, but it does, and is pretty necessary if you are doing an energy blaster.

2) The general vibe of a kineticist SEEMS to suggest that you use burn as a resource, taking damage to get that extra edge, etc. like a traditional WoW Warlock. Do not do this, except in extraordinary emergencies. Instead, find out how much burn you need to get the maximum benefit of Elemental Overflow at your current level, inflict that burn on yourself while the party buffs (usually by using whatever defese ability you got from your element) then don't take any more burn, Ever. Just figure out how to combine gather power and your other abilities to get the maximum benefit from whatever you're doing and you'll never need to take any more burn than you have to.

rwulf
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Wow, Gather Power is the most Dragonball thing you can you in Pathfinder

Seigmoraig
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This was _extremely_ informative and helpful for me, someone new to Pathfinder in general, trying to figure out what sort of Kineticist build to make. This game honestly does a horrifyingly bad job of explaining the details of how things work to the player, so guides like this are very very appreciated

heyimanameheyimalastname
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I’m a big fan of the lich ability that turns all your kinetic damage into negative energy, because lich gets a tons of ways to boost negative energy.

Flagonborn
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I'm currently playing through as a blood kineticist and I've noticed that wrack is broken when you use it with the composite blast, it deals full damage and the target doesn't get a save.
I also went the Legend Mythic Path and being a level 20 blood kineticist / level 19 Bard is super fun.

kite
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bruh, kineticists were always something I wanted to do but were so intimidated by their complexity. This helps me so much! Thank you! I'm ready to give it a shot on my next playthrough!

MichaelBlanchardII
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I know this video is super old at this point, but thanks for this. Seems like this is the blaster class I wanted sorcerer to be. After picking up WotR and Kingmaker on steam sale, and learning the systems and mechanics as I play, decided to switch over to kineticist after watching this, and am having a lot more fun. It's a much simpler class (basically just blasting) but with a couple situational tweaks and added effects thrown in but that's exactly what I like.

zulium
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In my game, I went standard kineticist with azata mythic path. Zippy magic + kinetic blast = double attack (against 2 different targets). Now you can potentially nuke 2 targets down per round. It effectively doubles your damage output. It is amazing.

daniellim
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Thanks, man. This was one of my favorite classes in Kingmaker, and this will definitely help in building one in WotR

molliethomas
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I still use these CRPG tutorials to understand how this class works in actual Pathfinder 1e games 😅

Thanks!

solomani-
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A few more notes:

-Azata is amazing as Mortismal said, zippy magic doubles your damage, as it makes you cast the kinetic blast to two enemies instead of one, but still pick life bonding friendship before, is the most op thing in the game unless you are playing solo.

- max burn is dangerous, you will have almost 0 hp no matter what con you have, as more con increases your max burn, but extra hp feats and so on that do not depend on constitution or level will help you (false life, tought, and so on)

- sometimes in a hard boss y use the healing skills out of combat just to put me max burn and get the bonnuses to hit and damage, so picking something that lets you get burn without enemies is a good way to controll it.

- if you automate the burn like .. in elemental engine pick something that cost 0 at max burn but more at less burn, make sure you will get exactly to max, if you need 2 burn for cast or 0 at max burn, and you have even max burn, you will get stuck without attaking at max burn -1, make sure to align with a reduced potency attack our using a healing skill.

- water pushing infusion can allow you to solo any fight, keep your party behind and use wall, but you need to pick all the bull rush feats as enemies in wrath have high cmd (you can push back multiple times the same enemy each time they touch the wall)

- the furious? earth infusion is op, you can pick it as 3rd option and combo with wall : water (push) -> fire (carnage) -> earth, for a nice cc build (put a pushing wall down before the enemies, and then an earth area below them, they will take a ton of damage while geting close to the wall and then get pushed back and repeat until dead, if they are even able to reach the wall), and while this happens you will be shooting your long range kinetic blasts for more damage.

- if you get fire element (as second at least), you will be able to pick dazzling display and dreadfull carnage as bonus feats, so when you instakill 1 enemy and it explodes everyone will be shaken, if you pick 1 lvl in thug, they will run away in fear (but care with your party following or you could pull extra enemies). Also, make sure to bump your persuasion/intimidation if you are doing this.

- once you choose your elements remember to pick ascend element (electricity/fire), to ignore resistances. with pure fire composite blast will ensure you always do full damage, but you cant use pushing infusion with this, so damage vs cc

- turn based mode was bugged for kineticist in 1.0 (but it could be fixed already), it always uses the move action after the standard action and you cant manually trigger the "energy collection", so you will only attack once each 2 turns reducing your damage by half:

- first turn:
-- dont attack,
-- collects energy

- second turn:
-- attack
-- does not collect energy

_third turn
-- dont attack
--- collects energy

this bug is not present on real time.

- there is a ring that doubles your critical threat range with kineticist blasts, it stacks with feats., you also have kinetic diadems and kinetic wands that increase your damage if equiped. (there are 2 of each so you can have 2 kineticists fully equiped in your group if you want to)

- I've done 1800 damage per turn with an azata just with the base kineticist blast 900(crit) x enemy hitting two with zippy magic, enemies do explode when hit, this also falls into the initial strike, always pull with your kineticist, you will be pulling less enemies. (you can add walls, earth infusions or clouds to this, as they can be precasted without agroing the enemies )

- This was already said, but fire and blue fire (pure damage), is affected by spell resistance, but there is an infusion to ignore spell resistance and with ascendant element fire you will do a ton of damage .

- If you want to micromanage you can use quiquened infusion to cast 2 times per turn, a quiquened low burn cast that does not need gather power, and a stronger standard action blast that uses gather power.

- kinetic knight can do full attack, but only if you dont gather power, so its not usually worth it as you will not be able to do composite blasts.

FranciscoCheda
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And don't forget the multiclass with monk. Kinetic blade is considered a natural weapon so it works perfectly with monk bonuses. And if you take crane school, you also gain a lot of AC bonuses which can make a psychokineticist almost invulnerable at the end of the game.

meidrik
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Deadly Aim is *great* on Physical Kineticists. You just have to know when to turn it on and off, just like Power Attack. Use it to clear out trash, or when you have massive party buffs. Turn it off for the boss. The trick with Deadly Aim is that it does not work AT ALL with touch attacks, so you definitely don't want it if you are purely an energy blaster.

rwulf
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From my experience, psychokineticist beats everything. The tankiest damage-dealer in the whole game, and one out of 3 most reliable against those AC 99+ guys. I am being serious. If you want to kill someone like Melazmera, Playful Darkness and so on, you need to attack AC against TOUCH-attacks. That leaves us with Mystic trickster, Magus, or Kineticist. They can kill them in two rounds.

The difference between ordinary Kineticist and Psychokineticist is that he can do all that kinetic stuff, but also be a tank.
1. You have high WIS, and only 1 lvl monk-tradicionalist turns you into a tank. Tankiest in the whole party, actually, when you get water element and it's shield. No heavy armor class can get so much AC, even with the shield.
2. If you go FIRE+WATER-WATER+FIRE, you get composite Energy( that is important) blast. Blue fire is the only combined energy blast in the game. Others are composite physical+energy, so you lose part of damage potential when casting Wall, for example.

3. Fire kineticist can SCARE as a free action, when it kills someone. And you get highest persuasion checks if you use origin that uses WIS instead of CHA for persuasion.

Most of the game you just run around and slash everybody with the fire blade (Energy charge, ignores armour, make sure to get 2 feats Spell penetrate+epic spell penetration). 3-4 attacks per round can give more damage than one maximised ranged attack. Use combination (Blue Fire Wall+Steam Cloud) when you can't just right-click.

АлексейХорошко-чч
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Just finished my first playthrough, an Aeon Kineticist on core and I gotta say it's the most OP ranged dps class I've ever played in an RPG. Cloud-infused Thunderstorm blast did between 200-400 damage per turn regardless of saves.

wolvie
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Love your vids, it's also nice that you made Kineticist HOWTO, because a lot of people somehow doesn't understand this class and therefore it gets an opinion of being complicated, when it's one of the easier ones, without much dependency on dips, items, and other sources. There's one thing I don't agree with - Kinetic Blade is actually a great thing for a normal non-knight Kineticist if you spec for it a little, you just bump your AC to be a bit more survivable, and then you can go with Trickster + flame blade + ascendant element + crit feats to attack few times per round (normal full round attack) for lots of elemental d6 + some sneak d6 + as a Trickster your every K.Blade attack can crit on 14-20 for x3, AND you target Touch AC, and sure, you can do that as a K-Knight too and a bit earlier/cheaper, but then you'd lose access to other important infusions, such as AoEs, so it's usually better to go for a classic Kineticist if someone wants to go melee, and it's very fun too, it gets crazy OP fast, and you feel that steep power curve at every lvl. I really recommend at least trying something like fire/earth/blue flame melee Trickster Kineticist, with maybe 1 lvl dip into Thug for that special intimidation ability that goes great with Kineticist's fire bonus feats, it's a real powerhouse.

adammusia
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This is my favorite class for pen and paper, so I was thrilled to see it in the last game, then carried over to this one. While I enjoy running other classes, this is my default.

christophermzdenek
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Kintiscist are an all in or all fail thing. I am havign much a harder time with my main kineticist than with my main melee playtrough. But sometimes it is super worth it... for example I had 14D6 +22 damage at level 10... and that is BONKERS when you can cast invisibility, true strike and pown any enemy in the first turn.

tiagodagostini