PF: WOTR ENHANCED - Updated KINETICIST GUIDE: The HIGHEST AoEs 1K to 3K+ & ALL MECHANICS EXPLAINED

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hello there friends and welcome for today's Pathfinder in handset guide we have an updated kineticist build I usually get questions about my last Kinesis guide wondering if everything is still working and the answer is yes Kinesis is still at full power especially when boosted by the demon Mythic path to put it simply with a kineticists you can achieve the ultimate area of effect damage possible you can potentially hit the enemies for higher than a thousand damage in a massive area of effect that even knocks enemies down too and the best part is as a kineticist you have infinite users of all of your abilities so no need to spam rest kineticists don't just excel at high area of effect damage the reality is they are quite versatile they are also capable of amazing single target range of blows or even extreme melee damage to your kinetic blade hits which can go for multiple times per round limited only by your attacks number lastly I've also built this character to be quite the respectable skill monkey we'll get massive scores into all of the classic Rogue skills Mobility trickery and stealth so without further Ado let us get started into arcanet's dispute but first I want to cover how the main mechanics behind the kineticist class Works after all it is the class that has probably the most unique features of them all and it would be best to master them if you want to have fun with your kindnesses run let us start with the elements right at level 1 you'll choose your first element to specialize in which will also get you Peak two other ones first at level 7 and then another at level 15. and the most interesting part is later when you get more elements you can actually combine them into different types there's actually a lot of different combinations as you can see in this chart here and some abilities will only be available for some of them for example for that layer if you need Earth magma metal or mud mud being a combination of water physical blast together with Earth speaking about blasts let's Now cover how they work the blast is your default geneticist ability you already start the game with it and it receives increases every odd level it's pretty similar to the Warlock Eldritch blast ability from Dungeons and Dragons Third Edition in a way at least the blast costs a standard action so you can only use one per round unless you Quicken it later through the metakinesis feed and it can be either a physical blast or energy blast this will depend on the element you pick pyre for example only has access to one blast which is energy water on the other hand can choose between energy through cold blast or physical through water blast let's take it step by step physical blasts like water here are normal range at attacks which means they hit the enemy's normal AC just like a range at the bow or crossbow hit they bypass spell resistance and they also deal somewhat higher damage especially when you combine them later on then normal energy blasts it doesn't need anything that physical blasts will deal physical damage in the case of water bludgeoning now energy blasts are different in that they are range at touch attacks so they have a much easier time hitting enemies as they target the enemy's touch AC instead they will need to penetrate spell resistance however and the damage type will be energy depending on what element you pick code for example his code the fire one will be fire as I've mentioned before at level 7 you get your combine elements two energy blasts will become an energy composite blast while two physical ones will become a physical composite blast they follow the same logic between the normal energy or physical blasts and once again physical composite blasts will deal even higher damage overall I strongly prefer the physical blasts first because they don't have to penetrate spell resistance which is very annoying early game when it comes to Demons second they also don't have to penetrate energy resistances or immunities and demons also have that so you won't need to bother with ascended element plus the extra boost to damage from physical composite blasts means a lot because you'll be multiplying this damage even further to the metakinesis feeds later on like in power and maximize the downside of having to hit normal AC honestly doesn't really matter outside of the very early game but even then for this build I'll give you ways of overcoming that plus the strongest kineticist abilities like deadly Earth don't have a route to hit so they always hit regardless of the enemies they see it's that good so with that out of the way let's now get into how to actually use all of our kineticist abilities and like I said you have many many of them first you need to access your ability step right at the center of the screen the little a icon here your abilities will depend on what element and element combinations you have picked for example since my character has both the Earth blast and also the water blast I also have access to Mud which is the physical composite combination of them let's just say you've started the game so you only have one normal blast like water to actually use your kinetic's abilities based on the element you choose you have to click on the element or the little arrow icon above it and then is when you can choose what you use for example by clicking on water we have first water blast which is the default blast ability right so the range at blasts you throw at the enemy the other ones will depend on what infusions and specializations you have I can also apply wall to it or extended range this works the same for the composite plus let's click on mod I get the normal mode blast notice how it deals higher damage than the normal water blast because it is a composite blast through mud I also have the op deadly Earth also extended range and wall 2. for other kineticist abilities like let's say infusions such as bowling and pushing to apply them automatically well you just click on them so they become outlined just like this right this is the same for for example your kinetic blade ability you just click on it depending on the element you want the blade to be now you might have noticed some of your connections abilities have this little number here at the upper right most corner for example we have far above deadly Earth this is the burn cost to use the Ability burn works like this you have a maximum burn capacity in my case it's 23 here that is based on your kineticist level and also your Constitution modifier your character has both a maximum burn capacity but also a maximum amount of burn they can accept per action for example if I were to turn my last metakinesis fit on deadly Earth's cost would rise from 4 to 7 and I cannot accept that despite the fact I have quite a lot of leftover burn 5 out of 23. each point of burn you reduce your hit points it looks like a math equation but here's how it goes the first number is actually your temporary hit points I have 66. the second one your max hit point score the third one which is being reduced here is the amount of burn you have does the minus 100 the last number after the dash is your final result after the burn cost has been taken into consideration so 703 minus 100 603 don't forget you still have temporary hit points added on top of it mastering burn is essential for any kineticist because when it comes to empowering your abilities to let's say the metakinesis feeds for automate damage applying fusions and so on well they're all increased the amount of burn you take now let's get into how to actually reduce the burn cost of your kinetic disability so you can spam them way more it's mostly done through three different abilities scatter power low medium and high you can only have one on at the same time turning them on is exactly the same as the other abilities just click on them and they'll be outlined so are all now and they work like this each will reduce the burn cost by a bigger amount but they'll also make it so it takes longer for you to actually cast your kineticist abilities getter power low costs a move action so it's the swiftest of them all and since it's just a move action you can still perform your blast at the same round medium on the other hand is a full round action while high is both a full round and a move action to put it simply whenever you activate one of your gather power abilities the ball will be reduced for example that the Earth is at 4 here we turn together parallel low and it becomes just one now let's show how gather power Works in action so battle has already started we have gather power low turned on and now let's attempts to cast that the Earth you'll notice that my character will start channeling here the forecasting the ability and there we go now is when we unleash that the earth now let's draw the same deadly Earth but with gather power medium on notice how long it will take for my character to go through the channeling animations before he actually casts the same deadly Earth as this time it costs a full round action so 6 seconds pretty much let's see how it goes we've already began channeling and again and again and now is when we actually go to the casting animation to throw deadly Earth at the enemies so now we go this is one of the main reasons why I prefer just the normal gather power low because of how much faster it is especially during battle however there is something to be said about using the medium or the High version when it comes to ambushing enemies here's how it goes notice that we have already detected the enemies does the red outlines but battle has not started yet right so they haven't attacked at us this is when you want to go for either high or medium go before everyone will reduce your burn cost to zero in my case medium the reason is simple since the enemies have not detected you yet it doesn't matter that you spend hours channeling right because battle will only start after you've gone to the channel motions and Unleash Your power so it's a win-win for us there we go now is when Beto has finally started yes it is true that this will result in lower damage since you can only activate the moniker rage for DLP bonuses during battle but look it's a free hit and a lot of enemies in the game will fall flat when you Ambush them with either deadly Earth or the wow ability it's free damage but not like as far as the metakinesis feeds just remember you can stack both at once ideally you always want to have both hand power and maximize zone for ultimate damage now before finally get into the build section I just want to cover how the kinetic blade ability works it's Unique in that unlike the normal blast which by default is limited to around just one per round the kinetic blade will get a number of attacks equal to the ones you have by class progression and other Buffs and so on for example we have three plus one from haste and yet another from aspect of bazuzu from the demon path it also has a burn cost that can be reduced but the burn will only be applied once per round so for example I have three here let's destroy the Gallows top color before a blows and there we go like one hit we just dealt all of this and we'll keep on attacking now so the burn was only applied once but after the new ROM comes you'll have to pay the equivalent earn again and of course you can combine it with getter power too ideally low so you can still retain the ability to make all of your attacks in the round also don't forget you can buff your kinetic blade just like a normal weapon with quite a lot of very useful properties especially enhancement plus 5 as by default the blade is plus zero if you're wondering how to achieve all of this please be sure to check my recently released how to enchant and upgrade your weapons to the max guide you can find to the site here so if that out of the way let's now finally get into they can add this is pewd right I know it was long but I think it's pretty important to master the condenses mechanics now when it comes to archetypes I honestly still believe the normal Kinesis is by far the strongest of them all all of the other archetypes they often lose far too much they cannot ignite for example losing all of the metakinesis feeds is shooting herself in the foot I'm afraid most of your op damage will come from stacking at least in power and maximize together dark Elementalist is kind of gimmicky blood kineticist doesn't really offer anything worthwhile I suppose you could go with psychokineticist if you wanted to rely on wisdom instead of constitution I just think Constitution is overall better because at least it increases your hit points in as far as Elemental engine having to always be at Max burn for some bonuses is not worth it so Kinesis the normal one is the way to go for race I'll be going with human you can actually go with any race you want it's just that since this is my first kineticist guide in a while I want to make something generic that most players can just easily follow for background I'm afraid it's always going to be it's retouching in pickpocket initiative does matter a lot for a kineticist plus the other ones don't really do anything for you outside of flavor I suppose gameplay wise they just don't as for ability scores Constitution is your main attribute you want 19 and character creation as a matter of fact it might even be 20 since demon can enhance this even further almost everything you need comes from Constitution more hit points more burn capabilities it's just perfect for us then I'm with dump Charisma I mean you don't have shoes just that it's completely useless for us you can then start with 14 dexterity and I would just spot the other two points into strength and you can also don't twist on my bit but I wouldn't go lower than 8. intelligence can be dumped as well with just that for this building particular when it comes to skill points I kind of wanted it to be versatile so it will have three skills Mobility trickery and stealth all of the dexterity ones even if we won't have high dexterity at least not super high to a lot of bonus Kinesis Fields we'll still be able to boost each of these skills by a lot of points so that you can easily make any of the checks with this character now let's cover our level 1 Feats well because your kineticist blasts are either rain jet or Ranger touch attacks you absolutely need both Point Blank and also precise shot for your kineticist element I still think water is by far the most efficient element of the mall and the reason is simple water will give you access to a very useful kineticist wild Talent right at level 2. slick works in the same way as the grease spell and in case you didn't know Greece is op it's by far one of the best spells and abilities for the early game the thing is as an early kineticist you are pretty much just limited to one blast per round even a range at like bow character would already have two attacks with rapid shot you don't while you can eventually use this blast to one shot enemies it requires a voucher hit so can miss and to the Slick ability it's just way more efficient Greece or slick is an area of effect spell bypasses the enemy's spell resistance so perfect for demons early on can knock enemies down and get this enemies that are knocked down will lose their action for the round also take a massive -4 penalty against melee attacks which helps not only your own kineticist with Kinetic blade but also your other allies hit these enemies to easily dispatch them and last but not least even if they get up after being knocked down they will proc a free attack from all nearby allies it's just too much it really is stacked I mean you can't possibly compare just one blast per round to Casting Greece and you know you can Grease the enemies and just blast or attack them afterwards right so it's not like you're stuck just crowd controlling them so to me water is the way to go for your first infusion extended range so you can use your Blast from even far away if needed and then be sure to pick water blast as fast as deity since we are going with demon ones that allow the chaotic alignments to me rovog really fits this character since it's a God all about destruction which is what our kineticists will soon excel at and then chaotic Evo we might also own the demon alignment right for level 2 the highly powerful slick for your level 3 feet improved initiative the faster you can act the faster you can spam Greece obviously knock enemies down before they can react or blast them into submission and then pushing infusion by default you won't really do anything important at the beginning I mean it just pushes enemies away from you when you hit them if you're blessed but later on we can combine this with another infusion and the demon abilities to really get a lot of bang out of this at level 4 be sure to increase Constitution which is also what you want to increase on all of the other levels but what we want is Elemental Whispers And then the hair familiar why well so we can get a plus four bonus of initiative this character really is stacking initiatives with the max for level 5 weapon Focus ancientic blast I suppose you can go for weapon finesse it's just that honestly strength is super easy to increase because of the demon path and size Buffs you'll end up with a lot of strength even by just starting with 12 so I don't think it's as needed and then kinetic blade at last for level 6 I would pick a skill focus here since I said I wanted this character to provide the dexterity skills in this case stealth whenever you are traveling through the world map you have to roll stealth continuously not to get ambushed by enemies and the checks can go for pretty high amounts so the earlier you have this just for the beginning of chapter 2 and the world map the better for level 7 I would actually pick out flank yes it is true that you cannot get attacks of opportunity with your kinetic blade but you can at a very least contribute to your allies on attacks by getting Critical Hits now for your second element it is very important that you pick Earth Earth is what allows us to get some of the most powerful kineticist abilities not so early but soon enough for level 8 we want the bonus feeds the Earth element added to us first trip which will come in handy very soon then at level 9 Fury's fall to increase the power of power trips and the bowling infusion whenever you apply this infusion to most of your kinetics and stabilities it will also attempt to trip the enemy thus the trip boosts we have been getting so far this character can reach higher than 100 for their trip attempts without even rolling the dice a tripped enemies knocked down and if you have been using the Slick ability you know how powerful it is furthermore through the demon Mythic path we'll get this to proc free attacks for maximum damage as for level 10 another bonus fit from Earth greater trip for level 11 improve at critical into kinetic blast which also works for your kinetic blade and on a critical hit you'll be able to do close to 2 000 damage it really is that absurd for your level 11 in Fusion I would go with wall what was actually the first really good area of effect in Fusion be sure to Ambush the enemies with this for level 12 I would get a second skill focus in this case either Mobility or trickery I'd rather go for Mobility trickery is pretty easy to do and we have a lot of gear or items that boost it for a level 13 feat dazzling display so we can soon qualify for shutter defenses and then at last the most overpowered Canal stability of them all deadly Earth You cast this and the enemies just explode for level 14 I would just pick skill focus into trickery I know I said it's not that important but since we have the space why not I don't find much use for stuff like an attic healer and reservation I'd much rather use Scrolls or the Divine spells of course you can also pick other skills of choice if you prefer for level 15 shatter defenses at last so we can easily hit enemies no matter their AC but both are a blasts and kinetic blade hits too understand that both wall and deadly Earth they actually don't have to roll to hit they are that good they always hit the enemies but for kinetic blade shutter defenses really helps now your third element can actually be anything you want I like going with air it has some decent abilities especially the cloud one and for that you want the physical so Air Blast not the electric one go with air for level 16 well let's focus on the talents the air element editors first with aerial evasion it works the same way as the evasion skew except it costs one point of burn to activate but will be permanent until you rest afterwards evasion is pretty handy to avoid enemy spell damage for level 17 Power Attack this does actually increase the damage of your kinetic blade since ours will be fully physical focused with composite blasts while the damage boost might not seem that much it's going to get multiplied by a lot of stuff so it is worth it as far as your infusion you can actually pick anything you want I like on this Cloud as it's the third great Kinesis area of effective assuming they ever Nerf deadly Earth let's say like not to work against enemies with wings Cloud will be the one you want to use then but for now you can just Spam deadly Earth against everything for level 18 I would just go for three more sense as just like the Echolocation spell this can let you bypass enemy consumant most of it anyways for level 19 honestly you can pick anything you want there's lunch for a higher reach of your kinetic plate which so far isn't really needed because we can just use the kalavako's expect to hit enemies to area of effect so I'll just go with toughness I like having a very tanky kineticist since for once we are a character fully focused into your Constitution so why not at the very least take advantage of our huge hit point spool any other infusion here it doesn't really matter blade Whirlwind can let you hit multiple enemies with your kinetic blade it's just that you know deadly Earth wall cloud are kinda better I'll be picking and tangling infusion here although it doesn't matter much at this point then specializing to maximized metakineticist when it comes toing power we can already reduce it to pretty low amounts through Mythic abilities and gather power this way we'll pay even less burn when applying both in power and maximized as for the last level well you can pick anything honestly I'll just just pick bonus feet from water and bow rush because this helps increase the power of your pushing Fusion but like I said it doesn't really matter that much now let's get into Mythic progression for our kineticist demon you can go with either close to the heavens for the healing or damage Ray it's just that you already have your blasts but healing is always nice I'd rather pick bit of fun the trickster thematic one so that should then get a pretty nice plus three circumstance bonus to all skills and I did go for all of the dexterity skills of this character now for Mythic level ones is very important you absolutely want kinetic overcharge now your gather power ability will reduce the burn cost of your blasts by one additional burn Point what this means is even the lowliest gather power low which is pretty easy to activate because it just costs a move action we reduce the burn even further you really need this and it's quite amazing that you can pick it so early just at mythicmon now for Mythic level 2 I would already go for Mythic trip at this much it doesn't do much it's just that the other feeds we can pick now also don't matter that much for Mythic 3 over infused blasts so you can then apply chewing fusions at once ideally pushing and bowling now is where the fun really starts because of wait for it the cheesiest demon aspect of them all kalavacus which is what really makes the damage fly with this build Whenever there is any absurd damage with demon it's always because of calabacus whether me Lee or kineticist anyways whenever you activate your deadly Earth with pushing and bowling infusion you will not only do the damage from it which is already very high but also get free kinetic blade hits against all of the enemies I mean you've seen it already the damage is that good and remember as far as the other demon aspects I already have a full demon guide covering them that you can check to the side here or in the pin comments down below for Mythic level 5 kineticists don't actually have that many useful Mythic abilities you pick from besides the ones we just did what I like doing now is going for always a chance if you're using your normal blast you only have one per round and if you roll a one well that's it the blast fumbled because it's an automatic failure on the other hand if you're just spamming deadly Earth since it doesn't require a road to hit it doesn't matter but with aspect of the kalavakus we are also procking loads of freed kinetic blade hits and you don't want to miss on a one right understand that it's not that necessary it's just something I like having for your second lesser aspect sheer for the bonus to melee attack rows then for your first major aspects the usual Baylor not only for the bonus or Constitution which is even better for a kineticist but also for the ability to automatically share your base rage bonuses with all allies and Denver Vaca for the bonus to strength there's also called locksus to use a bit as a move action it's just that most of the times I'm already using gather power law as a move action anyways form ethics 6 Mythic improved initiative we are always acting first and then Baba just because it always enhances all of your main skills at least the ones I picked for this build the dexterity ones for Mythic level 7 honestly you might as well go with Last Stand because the other ones are rather poor in comparison the reason I don't pick this earlier is well we are arranged character so it's not like we'll be getting hit much and in risk of dying especially with our amazing hit point score from high Constitution for another major aspect you might as well go of Shadow Demon for the bonus to wisdom the other ones won't really do much and then Incubus for higher weapon damage but it can also enhance the DC of let's say your Sleek ability poor Mythic level 8 Mythic Power Attack any demon aspects now we already have the best ones for arbut for Mythic level 9 you might as well go with honestly anything you want I'll just pick Arch Mage Armor here you can at least benefit from the bonus we see from potions of Mage Armor which all lasts one hour anyway so plenty for your first Demon Lord aspect you have two choices Pazuzu if you want more attacks of your kinetic blade or an articula to share all of your rage bonuses with an ally of choice as a free action I personally think an opticula is more efficient overall as far as Mythic 10 I just went with Mythic toughness for even more hit points since we have such absurd Constitution but look you can pick anything you want at this point then the Demon Lord aspect you didn't pick before so puzzles were an articula now let's at last get into gear for our demon kineticist for the Amulet the classic valaxias for the highest Constitution score possible besides that just amulets that Grant extra initiative earlier for armor as I can add since you can actually equip even light armor so early on if you want more AC you can go with chain shirts and me throw chain shirts but ultimately because this build at the very least gets Arch major armor you can just go with haramaki's Divine guidance being pretty great for the bonus to saving throws robes are kinda useless for you overall most likely just won the robot S7 scenes for higher Caster level and duration on some of your demon spells for the belts first belts that enhance Constitution But ultimately the very unique clutch of corruption belt this can increase your Constitution by a massive Plus 8 enhancement bonus there is nothing as powerful in the game for dispute I'm afraid gloves are also rather useless you can go with anything you want I just have the embroidered gloves here to flex High Armor class boots also don't matter much for this build at most runx sacrifice if you want the bonuses to mobility and also the highest bonus to dexterity with some other stacking bonuses to haste AC or you know just leave it for a dexterity character the headband slot is very unique for dispute at first you want the Lesser kinetic diadem which can be found as a is chapter 1 I believe but eventually the greater kinetic die on them for the massive boost to damage your composite blasts your glasses can go two different ways either piercing gaze for the bullet should damage against Outsiders so demons or the rascos goggles for the massive boost to trickery for cloaks as with any demon build early cloaks of resistance with the highest modifier but eventually the demon special Mythic cloak for Rings the first one is the unique sigio of Destruction which can be bought by The Traveling skeletal Merchant during the world map Encounters this can double your kineticist blasts critical range and even Stacks with improved critical something very uncommon as far as braces honestly for most of the game just keeps you the engraved lucky bracers that you start the game with but eventually you can also upgrade it to the braces of abrupt on slot for the bonus to sneak attack which we can get for free from a book found at chapter 5. now let's get into weapons and quick slots when it comes to weapons it's mostly going to be your kinetic blade once you get it at level 5. the blade can really achieve amazing damage earlier than that since we have SIMPLE weapon proficiency remember you can also equip long Spears you can use it to attack knock down enemies from your Sleek ability early game and of course you always have access to your kinetic Blast for Ranger damage just remember it's limited q1 or two per round as opposed to your kinetic plate for quick slots the most important one is the Lesser kineticist Rod I don't believe you can actually find a normal version of this rod in the game like in King maker but correct me if I'm wrong we also have the lucky dice just to get some minor boosts the dragon farm in your Jurassic acts because they're extra Elemental damage will apply to your kinetic blade hits especially through aspect of kalavakus the Imp familiar for the very rare profane bonus to trickery and stealth as I made this character with a focus on the dexterity skills the Signet of house respirator should increase any skill of choice usually stealth and that's pretty much it of course you can give your character a pet through the Bismuth statuette well so this was it from my updated kineticist guide if you found it useful please remember to like subscribe and also consider becoming a channel member I truly appreciate your support thank you for watching and see you next time friends
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Channel: cRPG Bro
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Keywords: cRPG, rpg, boss, unfair, crpg bro, owlcat games, wotr, wotr guide, pathfinder guide, core, hard, best guide, how to, tutorial, kineticist, kineticist build, kineticist element, elements, burn, gather power, slick, best element, deadly earth, wall, demon, demon build, demon mythic, aspect of kalavakus, highest damage, dps, highest aoe, kineticist archetypes, pf kineticist, paizo kineticist, wotr kineticist, best build, best mythic, wild talent, infusion, pushing, bowling, trip, trip build
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Length: 32min 54sec (1974 seconds)
Published: Wed Feb 15 2023
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