I hope they add some infusions (like kinetic whip, blade whirlwind and whip hurricane) for kinetic blade to make kinetic knight playable compared to base class.
Another difference betwen physical and energy blasts: since energy blasts ignore armors and are considered "magical" touch attacks, they are subject to spell resistence. So usualy they are very good in early game but, as game progress, they lose value since most of bosses or minibosses have spell resistence
Add in how many enemies we'll expect to see with widespread elemental resistances or immunities and I think this would be dangerous in this game. Though the Mythic Power: Ascendant Element would fix that.
late game enemies tend to have disgustingly high AC that requires you to fully buff your physical damage dealers in order for you to be able to hit them, most of the time, their touch AC is far more managable to hit
Thank you for doing this , I have watched many many of your videos and would have prolly given up on this game 100 hours ago if not for you .You sound alot like puffin forest D&D story guy. It's a compliment
There is a mod on nexus mods that lets you set your level and mythic level to what ever you want, it would probably make creating these videos a lot easier when you can see all the spells and options that the game doesn't show you until you actually unlock them.
I can do it manually in the save file if I wanted, just not supposed to show anything past act 3 and leveling up past what I would be at that point feels at best disingenuous
So with kineticist, a physical blast is a range ability and uses dex while an energy blast is a ranged touch agility and can be enhanced by using feats like weapon finesse, since touch is considered a light "weapon." I wonder if the sword also needs that feat so it gets the full effect?
I played a kineticist in kingmaker and the kineticist blade does benefit from weapon finesse, it does wonders when you play a kineticist knight or as a melee with the aoe melee infusion. Forgot the infusion name :v but it hits enemies around you in a circle
Does kineticist fall off quickly? Every demon I encounter has elemental resistances and high AC, sometimes even outright immunities. Aside from certain mythic path features, does Kineticist have a way to bypass these things? Is there a mythic feat I don’t know about?
Im lvl 17 and at no point any of my teammates was better than me Since you get ascendant element getting an upgraded element IMO is not worth it. go fire-earth-water for a better early worse mid game (fire infusions are meh) or earth fire water for a bir rougher early game but MUCH beter late game
Blood kineticist: Is wrack auto hitting or does it need an attack roll? Will it be worth it to halve the damage vs just using energy blast that easily hits? (For everything except bosses)
I can't confirm in-game, but as I read it (both the tooltip here, and in the tabletop) the Fort save replaces the to-hit roll instead of you needing both. Similarly to how the Spindle, Spray, Torrent, etc. Form Infusions replace the to-hit roll with a reflex save. That vs energy blasts is a particularly interesting question in this game particularly as there is a Mythic Power: 'Ascendant Element - Choose one element, damage of that type ignores any resistances and immunities.' Meaning you can overcome the main disadvantage of an energy blast. (Or at least one of them, if that doesn't include Spell resistance. But the blue-flame blast has an infustion to ignore spell resistance, so that's covered one way or the other.) The problem is that (as things stand at the moment, at least) the only energy composite blast is Blue-Flame (Fire-Fire), which requires taking Fire as your first element to get. And what are demons near-universally immune to? You guessed it, Fire. Meaning until you get that mythic level to take that power, you're pretty much a chocolate teapot. (Or you can sacrifice late-game power and not go for a composite energy element if you want. Seems a waste, though). I suspect a Blue-Flame kineticist will end up slightly stronger eventually (doesn't need to worry about Fire-immunes while Blood Kinnys still have to worry about bleeding-immunes), at the cost of being useless for much of the early game (though both can, I believe, gain access to the Deadly Earth form Infusion at level 13-ish by taking Earth as an expanded element which, if it's anything like Kingmaker, will utterly trivialise the rest of the game, if you want that). Also, note that Blood will be doing more than half damage vs an energy blast, due to the differing calculations of physical vs energy blasts (physical: 1d6+1+CON, +(1d6+1)/2 levels. energy: 1d6 + 1/2 CON, +(1d6)/2 levels. Or for composites: physical: 2d6+2+CON +(2d6+2)/2 levels. Energy: 2d6 + 1/2 CON, +(2d6)/2 levels. Add to that the possible bleeding damage each turn, and the gap isn't *that* large. (Fire's equivalent substance infusion - burning infusion - does a flat 1d6/round extra damage, which doesn't increase with level like the bleeding damage does). Plus, once you've managed to get your target both bleeding and sickened (at level 9), you can just drop your substance infusion entirely and both Empower and Maximise your blast (-2 Burn from Infusion Specialization at levels 5 and 8, -1 from move-action Gather Power should reduce burn entirely if I did maths correctly, since Wrack is a 0-cost Infusion.) Personally, and this is pure theorycrafting, I'd prefer the Blood Kineticist. Because you lose your 5th, 9th, and 11th level Infusions you can't gain a reflex-targetting Form infusion until level 13, which hurts (particularly since you can grab the 'no save' Deadly Earth at that level instead if you took Earth as your second element), but really, you need nothing other than CON, so pumping up your DEX so you can use your simple infusion against high-Fort (or bleed-immune) enemies should do well enough (maybe with a few buffs). And it's not like your build is Feat-intensive, so getting precise shot isn't exactly painful. (Plus, the water defensive ability is *much* better than the Fire one). ...That was probably waaay more detailed than you wanted. Ah, well. Hopefully you got at least something useful from all that!
Dex will control the Attack bonus, or basically the accuracy of the blasts that require an attack roll. Some of them (mostly AoEs) require some kind of save instead, which would be Constitution based (or the alternate stat for archetypes).
There are only 3 subclasses that can reliably solo the Rovagug: Sword Saint, Arcane Bloodline Sorcerer and Psychokineticist. How can it be weak if it is one of top 3 classes in the game?
@@anomanomom239 Because its strength is based on a glitch. Kineticists only come online after level 12, when they get access to Deadly Earth. But the reason Deadly Earth does a fuckton of damage is that: 1. AOE attacks are bugged and deal double damage. 2. Deadly Earth specifically has a broken translation from "per round damage" and deals damage on every frame the target moves. You can easily see how Kineticist loses most of its DPS when switched to turn-based mode.
Played a Psychokineticist with 1 level in monk in Kingmaker. Had a blast with it.
huehue
Quesque c'est?
Oui
YOU CAN BE A BLOODBENDER! I found which class I'll be playing.
I hope they add some infusions (like kinetic whip, blade whirlwind and whip hurricane) for kinetic blade to make kinetic knight playable compared to base class.
Another difference betwen physical and energy blasts: since energy blasts ignore armors and are considered "magical" touch attacks, they are subject to spell resistence. So usualy they are very good in early game but, as game progress, they lose value since most of bosses or minibosses have spell resistence
Add in how many enemies we'll expect to see with widespread elemental resistances or immunities and I think this would be dangerous in this game. Though the Mythic Power: Ascendant Element would fix that.
There is an ignore Spell resistance infusion you can use with the fire element( I think it is the pure flame infusion but I am not sure).
Unless you grab Ascendant Element matching your blast element, in which case you just deal full damage to everything you hit, period.
late game enemies tend to have disgustingly high AC that requires you to fully buff your physical damage dealers in order for you to be able to hit them, most of the time, their touch AC is far more managable to hit
Thank you for doing this , I have watched many many of your videos and would have prolly given up on this game 100 hours ago if not for you .You sound alot like puffin forest D&D story guy. It's a compliment
But then, everything changed when the Fire Nation-oops, wrong universe.
Basically you got gist of what this class is about
Elemental overflow is in there the display is just bugged and it doesn't show it until you select an element
Does blood kineticist get an elemental overflow? No info on any wiki for that.
Blood Kineticist sounds so cool... I’m debating whether or not I’ll want to be one, or at least multiclass with one.
My favorite class so far
There is a mod on nexus mods that lets you set your level and mythic level to what ever you want, it would probably make creating these videos a lot easier when you can see all the spells and options that the game doesn't show you until you actually unlock them.
I can do it manually in the save file if I wanted, just not supposed to show anything past act 3 and leveling up past what I would be at that point feels at best disingenuous
This was by far the best class in kingmaker - with arcanist being in the game that may not be the case anymore, but kineticists are still cool as hell
I'm planning to do Gambit from Xmen with this class ~
One of my favorite classes. Hummer they don’t have elemental over flow
I really love the kineticist.
Still, I wonder how it will work for the kinetic Knight regarding the smart weapon companion...
You should do an update to this video. They now have elemental overload and elemental engine class in the game
This is pretty old, I've done multiple updates
@@MortismalGaming fair enough. I have not searched your channel specifically so I apologize.
Drink when he says "blast"
I really wish you could choose the form of the kinetic blade
Maybe make it so you have to have proficiency in that sword type and it has to be a finesse weapon, but still. Sucks not being able to choose that
So with kineticist, a physical blast is a range ability and uses dex while an energy blast is a ranged touch agility and can be enhanced by using feats like weapon finesse, since touch is considered a light "weapon." I wonder if the sword also needs that feat so it gets the full effect?
I played a kineticist in kingmaker and the kineticist blade does benefit from weapon finesse, it does wonders when you play a kineticist knight or as a melee with the aoe melee infusion. Forgot the infusion name :v but it hits enemies around you in a circle
When you want to play warlock but in Pathfinder ..
3.5 Warlock, at least. Yes, very much so.
Oh man this video is in some really strange alien language... Didnt understand a shit... Lol... But it looks fun ...i might try it
Can we customise the Knight’s blade or it’s just the scimitar like in Kingmaker?
Not that I'm aware of
@@MortismalGaming Bummer. Thanks anyway. Love your videos btw. Keep up the good work
Do you have any cool builds for them?
Does kineticist fall off quickly?
Every demon I encounter has elemental resistances and high AC, sometimes even outright immunities.
Aside from certain mythic path features, does Kineticist have a way to bypass these things? Is there a mythic feat I don’t know about?
Yeah, ascendant element bypasses all immunities and resistances, kineticist just requires a bit of planning to be effective later
Im lvl 17 and at no point any of my teammates was better than me
Since you get ascendant element getting an upgraded element IMO is not worth it. go fire-earth-water for a better early worse mid game (fire infusions are meh) or earth fire water for a bir rougher early game but MUCH beter late game
Nice, thank you!
Blood kineticist: Is wrack auto hitting or does it need an attack roll? Will it be worth it to halve the damage vs just using energy blast that easily hits? (For everything except bosses)
I can't confirm in-game, but as I read it (both the tooltip here, and in the tabletop) the Fort save replaces the to-hit roll instead of you needing both. Similarly to how the Spindle, Spray, Torrent, etc. Form Infusions replace the to-hit roll with a reflex save.
That vs energy blasts is a particularly interesting question in this game particularly as there is a Mythic Power: 'Ascendant Element - Choose one element, damage of that type ignores any resistances and immunities.' Meaning you can overcome the main disadvantage of an energy blast. (Or at least one of them, if that doesn't include Spell resistance. But the blue-flame blast has an infustion to ignore spell resistance, so that's covered one way or the other.)
The problem is that (as things stand at the moment, at least) the only energy composite blast is Blue-Flame (Fire-Fire), which requires taking Fire as your first element to get. And what are demons near-universally immune to? You guessed it, Fire. Meaning until you get that mythic level to take that power, you're pretty much a chocolate teapot. (Or you can sacrifice late-game power and not go for a composite energy element if you want. Seems a waste, though). I suspect a Blue-Flame kineticist will end up slightly stronger eventually (doesn't need to worry about Fire-immunes while Blood Kinnys still have to worry about bleeding-immunes), at the cost of being useless for much of the early game (though both can, I believe, gain access to the Deadly Earth form Infusion at level 13-ish by taking Earth as an expanded element which, if it's anything like Kingmaker, will utterly trivialise the rest of the game, if you want that).
Also, note that Blood will be doing more than half damage vs an energy blast, due to the differing calculations of physical vs energy blasts (physical: 1d6+1+CON, +(1d6+1)/2 levels. energy: 1d6 + 1/2 CON, +(1d6)/2 levels. Or for composites: physical: 2d6+2+CON +(2d6+2)/2 levels. Energy: 2d6 + 1/2 CON, +(2d6)/2 levels. Add to that the possible bleeding damage each turn, and the gap isn't *that* large. (Fire's equivalent substance infusion - burning infusion - does a flat 1d6/round extra damage, which doesn't increase with level like the bleeding damage does). Plus, once you've managed to get your target both bleeding and sickened (at level 9), you can just drop your substance infusion entirely and both Empower and Maximise your blast (-2 Burn from Infusion Specialization at levels 5 and 8, -1 from move-action Gather Power should reduce burn entirely if I did maths correctly, since Wrack is a 0-cost Infusion.)
Personally, and this is pure theorycrafting, I'd prefer the Blood Kineticist. Because you lose your 5th, 9th, and 11th level Infusions you can't gain a reflex-targetting Form infusion until level 13, which hurts (particularly since you can grab the 'no save' Deadly Earth at that level instead if you took Earth as your second element), but really, you need nothing other than CON, so pumping up your DEX so you can use your simple infusion against high-Fort (or bleed-immune) enemies should do well enough (maybe with a few buffs). And it's not like your build is Feat-intensive, so getting precise shot isn't exactly painful. (Plus, the water defensive ability is *much* better than the Fire one).
...That was probably waaay more detailed than you wanted. Ah, well. Hopefully you got at least something useful from all that!
Would they need high Dex for their ranged attacks, or does dex not apply?
Dex will control the Attack bonus, or basically the accuracy of the blasts that require an attack roll. Some of them (mostly AoEs) require some kind of save instead, which would be Constitution based (or the alternate stat for archetypes).
Fun class but not really viable on Hard/Unfair until act II
Can you call them a glass cannon when one of their main stats is CON? 😂
read about the burn mechanic
@@innonni they are a glass cannon made out of pure nuclear glass
So, yeah, Kineticist is still pretty garbage. Their action economy is all messed up.
There are only 3 subclasses that can reliably solo the Rovagug: Sword Saint, Arcane Bloodline Sorcerer and Psychokineticist. How can it be weak if it is one of top 3 classes in the game?
@@anomanomom239 Because its strength is based on a glitch. Kineticists only come online after level 12, when they get access to Deadly Earth. But the reason Deadly Earth does a fuckton of damage is that:
1. AOE attacks are bugged and deal double damage.
2. Deadly Earth specifically has a broken translation from "per round damage" and deals damage on every frame the target moves.
You can easily see how Kineticist loses most of its DPS when switched to turn-based mode.
@@Kammereer I see. Then I will stick to making ultracharismatic gnomes with arcane bloodline and penchant for scary illusions for the future games :D