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The madlad build, I love it lol. Thanks a lot man I appreciate your help, booting it up now on hard.
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IAmBecomeDeath: The madlad build, I love it lol. Thanks a lot man I appreciate your help, booting it up now on hard.
oopsie-doopsie forgot improved unarmed at lvl1. just fyi. fixed now.
Post edited April 21, 2019 by InEffect
The fighter class came with 2 feats at lvl 1 so I threw in heavy armor focus there. Could have taken dazzling display also though.

edit: nevermind lol
Post edited April 21, 2019 by IAmBecomeDeath
Hi InEffect!

Man, I'll just come out and say it. I have been using your builds to play with my characters. Then I saw this thread, was content just to be a visitor and view your builds but seeing as you grant requests I just had to create an account just to try it. So that's that!

DLCs installed include upto Varnhold's Lot, and as for the build request. If you were to build Uther the Lightbringer from Warcraft III here at Kingmaker, how would you build him? If not Uther, then someone like the Warrior Priests of Sigmar from Warhammer. Thanks!

Lastly, what would you consider the lore/flavor character build up for the companions in the main campaign?

Thanks! =)
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LadyRaider: Hi InEffect!

Man, I'll just come out and say it. I have been using your builds to play with my characters. Then I saw this thread, was content just to be a visitor and view your builds but seeing as you grant requests I just had to create an account just to try it. So that's that!

DLCs installed include upto Varnhold's Lot, and as for the build request. If you were to build Uther the Lightbringer from Warcraft III here at Kingmaker, how would you build him? If not Uther, then someone like the Warrior Priests of Sigmar from Warhammer. Thanks!

Lastly, what would you consider the lore/flavor character build up for the companions in the main campaign?

Thanks! =)
Thanks for the kind words, I really do appreciate it. I'll see what I can come up with.
I guess It sould be RP-oriented build?
And when it comes to companions my default builds generally keep as close as possible to the original concept while keeping them reasonably useful, while alternative ones are in a more dubious category. I guess I need to make a Harrim build that would somehow be not so useless in melee and would wear plate, but that's a tall order.
Post edited April 21, 2019 by InEffect
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LadyRaider: Hi InEffect!

Man, I'll just come out and say it. I have been using your builds to play with my characters. Then I saw this thread, was content just to be a visitor and view your builds but seeing as you grant requests I just had to create an account just to try it. So that's that!

DLCs installed include upto Varnhold's Lot, and as for the build request. If you were to build Uther the Lightbringer from Warcraft III here at Kingmaker, how would you build him? If not Uther, then someone like the Warrior Priests of Sigmar from Warhammer. Thanks!

Lastly, what would you consider the lore/flavor character build up for the companions in the main campaign?

Thanks! =)
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InEffect: Thanks for the kind words, I really do appreciate it. I'll see what I can come up with.
I guess It sould be RP-oriented build?
And when it comes to companions my default builds generally keep as close as possible to the original concept while keeping them reasonably useful, while alternative ones are in a more dubious category. I guess I need to make a Harrim build that would somehow be not so useless in melee and would wear plate, but that's a tall order.
You're welcome bro! Yep, more of a RP oriented build so as to make a connection with those character archetypes. Since I'm new to Pathfinder, both the CRPG as well as its roots I thought I'd approach people like you who really seem to know their stuff before I try and experiment on my own.

For my companions its hard for me to pick a build because the class builds that come to me reflect play style from classes of a different game, that and I also base on their pictures as well as their overall flavor and connection to lore.

Lastly, take your time bro, I'll wait. No need to rush. Thanks!
War Priest of Sigmar for LadyRaider

Race: Human. What else would it be?
Alignment: Any Lawful. Everything in warhammer is Lawful-Evil, if you ask me.
Deity: Abadar. More or less thematic. And has good domains.
Domains: Nobility, Protection.

Stats:
Str: 16
Dex: 12
Con: 12
Int: 7
Wis: 19 > 24
Cha: 12
*Can drop Wis to 17 and up Int to 12 if you really want equalized stats.

Final Build: Fighter 2 / Cleric 18

Main skills: Mobility 3, Persuasion Max
Suggested secondary skills: Religion(spare)

Detailed leveling breakdown:
Lvl 1: Fighter - Weapon Focus: Warhammer, Armor focus: Heavy, Shield Focus
Lvl 2: Cleric
Lvl 3: Cleric - Dazzling Display
Lvl 4: Cleric
Lvl 5: Cleric - Dodge (need +2 dex belt. Sold by oleg and dropped by sootscale)
Lvl 6: Cleric
Lvl 7: Cleric - Outflank
Lvl 8: Cleric
Lvl 9: Cleric - Shatter Defences
Lvl 10: Cleric
Lvl 11: Cleric - Intimidating Prowess
Lvl 12: Cleric
Lvl 13: Cleric - Spell Focus: Evocation
Lvl 14: Cleric
Lvl 15: Cleric - Greater Spell Focus: Evocation
Lvl 16: Cleric
Lvl 17: Cleric - Extend Spell
Lvl 18: Cleric
Lvl 19: Fighter - Toughness* // Improved Critical: Warhammer
Lvl 20: Cleric
*Optional

Important Spells:
Lvl 1: Divine Favor, Remove Fear
Lvl 2: Barkskin, Lesser Restoration
Lvl 3: Magical Vestment, Animate Dead*, Archon’s Aura, Resist Energy(Communal), Delay Poison
Lvl 4: Protection From Energy(Communal), Divine Power, Restoration, Freedom of Movement, Death Ward
Lvl 5: Spell Resistance, Angelic Aspect, Geniekind, Breath of Life, Righteous Might
Lvl 6: Brilliant Inspiration, Eaglesoul, Blade Barrier, Heal
Lvl 7: Heroism(Greater), Jolting Portent, Bestow Grace of the Champion
Lvl 8: Protection From Spells, Frightful Aspect, Stormbolts, Angelic Aspect(Greater)
Lvl9: Seamantle, Heal(Mass), Summon Monster IX
*Not exactly thematic, but it’s bread and butter for every caster in the game and is the best summon spell out there, but it’d be understandable if you skip it for RP reasons.

Gear: Warhammer, Shield, Mithral Heavy Armor, +Stat Items, +AC items, Ring of circumstances

Let me explain why I made it like that. Warhammer vs Warcraft was an easy pick for me. Next, 2-Handed Hammers are not really present in the game at all. There is exactly one enchanted Earthbreaker in the game and it’s garbage. I thought about recommending craft item mod, but ultimately decided against it. It’s borderline cheating and I’d rather work with whatever the base game does have. Although the mod would come in handy for warhammers as well.Warhammers are really oversized in this one, so that fits in well and priests of Sigmar with a shield are not unheard of. Warhammers are still kinda rare and are not exactly amazing, but at least they are present. With that out of the way let's continue.

Now to the class itself. Clerics don’t exactly make melee power-houses. They either lack AC or damage for that and pumping str at the cost of spell-slots and DC’s is not very productive. I decided on a cleric that can off-tank reasonably well with a decent melee capacity after self-buffs and some active abilities to help things go smoothly.

Channel is really an afterthought for this one. It’s useful to fix HP after combat and he has better things to do during the combat.

Blade Barrier is the real damage source for us. Wall type spells are utterly broken. Too bad it’s in dire competition with Eaglesoul for slots.

When it comes to buffs I usually try to keep:
1round/level spells x2
1minute/round spells x1
That’s a healthy formula.

Fighting defensively is to be turned on only if you need those extra points of AC.

Speaking of AC it’s not as hopeless as it usually is for clerics. Not only we do get +2from Eaglesoul we also get +2 from nobility domain once we reach level 8, and Seamantle as a level 9 spell. Barkskin frees up an amulet slot and Frightful Aspect will add some more as a transformation bonus.

It should pull his weight on challenging and below, but I wouldn’t bet on him higher than that.
Post edited April 21, 2019 by InEffect
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InEffect: Wiz/AT/Generalist for LordSerion
*I still say anyone, but scroll savant is better off as a conjueror with opposing school enchantment. Nothing of value would be lost And you’d get +1DC and a spell slot per level.

Race: Human*
Alignment: Any Evil
*We do have a good use for the feat offered and it’s not like we are too thrilled about anything other races have to offer. I guess Half-Elf or Half-Orc wouldn't be so bad either.

Stats:
Str: 7
Dex: 16
Con: 14
Int: 19
Wis: 7*
Cha: 14
*Can equalize it with cha if you really want to.

Final Build: Wizard 9/Alchemist(Vivisectionist) 1/Arcane Trickster 10

Main skills: Mobility 5, Trickery 5, Knowledge(Arcana) 5, Persuasion Max, Trickery Max, UMD(Spare)
Suggested secondary skills: Arcana, World, Stealth, Mobility

Detailed leveling breakdown:
Lvl 1: Wizard - Point-Blank Shot // Spell Focus: Conjuration // Spell Specialization // Bonded Object
Lvl 2: Wizard
Lvl 3: Wizard - Precise Soot
Lvl 4: Wizard
Lvl 5: Alchemist - Accomplished Sneak Attacker
Lvl 6: Arcane Trickster
Lvl 7: Arcane Trickster - Spell Focus: Conjuration
Lvl 8: Arcane Trickster
Lvl 9: Arcane Trickster - Metamagic: Heighten Spell
Lvl 10: Arcane Trickster
Lvl 11: Arcane Trickster - Weapon Focus: Ray
Lvl 12: Arcane Trickster
Lvl 13: Arcane Trickster - Dazzling Display
Lvl 14: Arcane Trickster
Lvl 15: Arcane Trickster - Shatter Defenses
Lvl 16: Wizard - Metamagic: Quicken Spell
Lvl 17: Wizard - Skill Focus: Persuasion
Lvl 18: Wizard
Lvl 19: Wizard - Spell Focus: Evocation
Lvl 20: Wizard

Good Spells to have in order of importance:
Lvl 1: Summon Monster I, True Strike, Grease, Vanish, Magic Missile, Mage Armor, Shield, Reduce Person, Enlarge Person, Ray of Enfeeblement, Color Spray
Lvl 2: Summon Monster II, Mirror Image, Glitterdust, Sense Vitals, Web, Scorching Ray, Acid Arrow
Lvl 3: Stinking Cloud, Spiked Pit, Haste, Displacement, Battering Blast, Summon Monster III, Resist Energy(Communal), Heroism
Lvl 4: Animate Dead, Dimension Door, Acid Pit, Enervation, Greater Invisibility, Volcanic Storm, Stoneskin, Protection from Energy(Communal), Remove Curse
Lvl 5: Acid Spray, Hungry Pit, Cloudkill, Angelic Aspect, Geniekind, Echolocation, Break Enchantment
Lvl 6: Chain Lightning, Hellfire Ray, Heroism(Greater), Dispel Magic(Greater)
Lvl 7: Waves of Exhaustion, Legendary Proportions, Firebrand, Summon Monster VII
Lvl 8: Rift of Ruin, Angelic Aspect(Greater), Seamantle, Summon Monster VIII, Protection From Spells, Frightful Aspect
Lvl 9: Clashing Rocks, Fiery Body, Tsunami, Mind Blank(Communal)

Alchemist Spell(s)

Spell Specialization:
Lvl 1-5 Latest Summon Monster
Lvl 6-9 Spiked Pit
Lvl 10-14 Acid Spray
Lvl 15-18 Hungry Pit
Lvl 19-20 Battering Blast

Gear: +4 Int staff from goblin merchant(Need to finish varnhold DLC and find it there), +Stat items, Any Robes you like. Metamagic Rods. Ring of circumstances.

Skipped summoning feats in favor of shatter defences. Does not lean heavy on summons. Animate dead is enough to serve as a fodder.

Actually has decent damage with acid splash and other rays(Oddly enough game counts all ranged RTA’s as rays). Heightened Stinking Cloud Never gets old either. Enervation is good to kill Some things that are immune to damage like Troll in the house at the end.

Chain lighting is taken for Impromtu sneak attacks, but really is not mandatory - you might as well use acid spray for it if you want to.

Is a CL19 caster so 3 hellfire rays for 15d6x3+12d6 impromtu attacks to delete Endgame big boys.

Skipped Spell penetration as it’s not really needed. You have enough tools that ignore SR should you need it. And SR is far and between.

Heightened Stinking Cloud never goes out of fashion. Just cast communal delay poison on your guys from a scroll or a priest and you are good to go. Greatest challenge would be to stay awake so long as whatever you are fighting is not immune.

Quicken Rays for extra DPS. Quickened Rod for things like Dimension Door is nice as well, Quicken True Strikes to keep up the DPS from rays. You will get the hang of what works for you.

Nothing else important comes to mind.
Great, thanks!
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InEffect: War Priest of Sigmar for LadyRaider

Race: Human. What else would it be?
Alignment: Any Lawful. Everything in warhammer is Lawful-Evil, if you ask me.
Deity: Abadar. More or less thematic. And has good domains.
Domains: Nobility, Protection.

Stats:
Str: 16
Dex: 12
Con: 12
Int: 7
Wis: 19 > 24
Cha: 12
*Can drop Wis to 17 and up Int to 12 if you really want equalized stats.

Final Build: Fighter 2 / Cleric 18

Main skills: Mobility 3, Persuasion Max
Suggested secondary skills: Religion(spare)

Detailed leveling breakdown:
Lvl 1: Fighter - Weapon Focus: Warhammer, Armor focus: Heavy, Shield Focus
Lvl 2: Cleric
Lvl 3: Cleric - Dazzling Display
Lvl 4: Cleric
Lvl 5: Cleric - Dodge (need +2 dex belt. Sold by oleg and dropped by sootscale)
Lvl 6: Cleric
Lvl 7: Cleric - Outflank
Lvl 8: Cleric
Lvl 9: Cleric - Shatter Defences
Lvl 10: Cleric
Lvl 11: Cleric - Intimidating Prowess
Lvl 12: Cleric
Lvl 13: Cleric - Spell Focus: Evocation
Lvl 14: Cleric
Lvl 15: Cleric - Greater Spell Focus: Evocation
Lvl 16: Cleric
Lvl 17: Cleric - Extend Spell
Lvl 18: Cleric
Lvl 19: Fighter - Toughness* // Improved Critical: Warhammer
Lvl 20: Cleric
*Optional

Important Spells:
Lvl 1: Divine Favor, Remove Fear
Lvl 2: Barkskin, Lesser Restoration
Lvl 3: Magical Vestment, Animate Dead*, Archon’s Aura, Resist Energy(Communal), Delay Poison
Lvl 4: Protection From Energy(Communal), Divine Power, Restoration, Freedom of Movement, Death Ward
Lvl 5: Spell Resistance, Angelic Aspect, Geniekind, Breath of Life, Righteous Might
Lvl 6: Brilliant Inspiration, Eaglesoul, Blade Barrier, Heal
Lvl 7: Heroism(Greater), Jolting Portent, Bestow Grace of the Champion
Lvl 8: Protection From Spells, Frightful Aspect, Stormbolts, Angelic Aspect(Greater)
Lvl9: Seamantle, Heal(Mass), Summon Monster IX
*Not exactly thematic, but it’s bread and butter for every caster in the game and is the best summon spell out there, but it’d be understandable if you skip it for RP reasons.

Gear: Warhammer, Shield, Mithral Heavy Armor, +Stat Items, +AC items, Ring of circumstances

Let me explain why I made it like that. Warhammer vs Warcraft was an easy pick for me. Next, 2-Handed Hammers are not really present in the game at all. There is exactly one enchanted Earthbreaker in the game and it’s garbage. I thought about recommending craft item mod, but ultimately decided against it. It’s borderline cheating and I’d rather work with whatever the base game does have. Although the mod would come in handy for warhammers as well.Warhammers are really oversized in this one, so that fits in well and priests of Sigmar with a shield are not unheard of. Warhammers are still kinda rare and are not exactly amazing, but at least they are present. With that out of the way let's continue.

Now to the class itself. Clerics don’t exactly make melee power-houses. They either lack AC or damage for that and pumping str at the cost of spell-slots and DC’s is not very productive. I decided on a cleric that can off-tank reasonably well with a decent melee capacity after self-buffs and some active abilities to help things go smoothly.

Channel is really an afterthought for this one. It’s useful to fix HP after combat and he has better things to do during the combat.

Blade Barrier is the real damage source for us. Wall type spells are utterly broken. Too bad it’s in dire competition with Eaglesoul for slots.

When it comes to buffs I usually try to keep:
1round/level spells x2
1minute/round spells x1
That’s a healthy formula.

Fighting defensively is to be turned on only if you need those extra points of AC.

Speaking of AC it’s not as hopeless as it usually is for clerics. Not only we do get +2from Eaglesoul we also get +2 from nobility domain once we reach level 8, and Seamantle as a level 9 spell. Barkskin frees up an amulet slot and Frightful Aspect will add some more as a transformation bonus.

It should pull his weight on challenging and below, but I wouldn’t bet on him higher than that.
Thanks Bro! I appreciate you also breaking it down for me so that I can understand how I ought to play the character itself. I know that being a noob isn't an excuse but having someone show us the ropes on how a character/class runs is always something we appreciate.

Keep rocking bro! I'm going to try this build tonight after work.
Hi InEffect!

Can I ask You for a build?
I've got only The Wildcard DLC, and also intended to play full party on normal difficult.
I need build for an Evil Tiefling who will be my frontline dd, will be best if main stat will be dex (don't ask why ;))

p.s. sorry for a poor grammar.
Evil/Tiefling/Frontliner for Grochol92

Race: Tiefling(Shackleborn)
Alignment: LE

Stats:
Str: 7
Dex: 17 > 22
Con: 16
Int: 16
Wis: 7
Cha: 14


Final Build: Magus(Sword Saint) 7 / Monk(Scaled Fist) 2 / Alchemist(Vivisectionist) 4 / Duelist 7

Main skills: Mobility 3, Persuasion Max
Suggested secondary skills: Trickery and whatever else you want. Have enough to max 3 skills.

Detailed leveling breakdown:
Lvl 1: Magus - Weapon Finesse // Scimitar
Lvl 2: Monk - Crane Style
Lvl 3: Magus - Slashing Grace
Lvl 4: Magus - Arcane Accuracy
Lvl 5: Magus - Dodge
Lvl 6: Magus - Outflank
Lvl 7: Magus - Crane Wing // Enduring Blade
Lvl 8: Magus
Lvl 9: Alchemist - Accomplished Sneak Attacker
Lvl 10: Alchemist - Feral Mutagen
Lvl 11: Alchemist - Combat Mobility
Lvl 12: Duelist
Lvl 13: Duelist - Dazzling Display
Lvl 14: Duelist
Lvl 15: Duelist - Shatter Defenses
Lvl 16: Duelist
Lvl 17: Monk - Crane Riposte // Blind Fight
Lvl 18: Duelist
Lvl 19: Duelist - Weapon Specialization
Lvl 20: Alchemist - Combat Trick: Improved Critical: Scimitar

Important Spells
Magus: Shield, Shocking Grasp, Vanish, Mirror Image, Glitterdust, Frigid Touch, Cat’s Grace, Bear’s Endurance, Displacement, Haste
Alchemist: True Strike, Restoration(Lesser), Heals

Gear: Scimitar, Censor robes(or LE monk robes), Bracers, AC items, Stat Items, Lesser Extend Rods, Alkali Gloves

This is not your standard magus, but more of a fighter with a few tricks. Can ramp up a lot of damage with Perfect critical, Has Arcane weapon enchant to grab keen for free and skip improved crit for most of the game. Triple-dips AC from different sources and has decently long mutagen for extra Dex and AC. Not too bad for an evil dex build I guess. Might be a bit too strong for normal, but you can adjust the difficulty on the go.

3d6 sneak for a bit extra DPS

Nothing much else to tell.
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InEffect: Evil/Tiefling/Frontliner for Grochol92

Race: Tiefling(Shackleborn)
Alignment: LE

Stats:
Str: 7
Dex: 17 > 22
Con: 16
Int: 16
Wis: 7
Cha: 14

Final Build: Magus(Sword Saint) 7 / Monk(Scaled Fist) 2 / Alchemist(Vivisectionist) 4 / Duelist 7

Main skills: Mobility 3, Persuasion Max
Suggested secondary skills: Trickery and whatever else you want. Have enough to max 3 skills.

Detailed leveling breakdown:
Lvl 1: Magus - Weapon Finesse // Scimitar
Lvl 2: Monk - Crane Style
Lvl 3: Magus - Slashing Grace
Lvl 4: Magus - Arcane Accuracy
Lvl 5: Magus - Dodge
Lvl 6: Magus - Outflank
Lvl 7: Magus - Crane Wing // Enduring Blade
Lvl 8: Magus
Lvl 9: Alchemist - Accomplished Sneak Attacker
Lvl 10: Alchemist - Feral Mutagen
Lvl 11: Alchemist - Combat Mobility
Lvl 12: Duelist
Lvl 13: Duelist - Dazzling Display
Lvl 14: Duelist
Lvl 15: Duelist - Shatter Defenses
Lvl 16: Duelist
Lvl 17: Monk - Crane Riposte // Blind Fight
Lvl 18: Duelist
Lvl 19: Duelist - Weapon Specialization
Lvl 20: Alchemist - Combat Trick: Improved Critical: Scimitar

Important Spells
Magus: Shield, Shocking Grasp, Vanish, Mirror Image, Glitterdust, Frigid Touch, Cat’s Grace, Bear’s Endurance, Displacement, Haste
Alchemist: True Strike, Restoration(Lesser), Heals

Gear: Scimitar, Censor robes(or LE monk robes), Bracers, AC items, Stat Items, Lesser Extend Rods, Alkali Gloves

This is not your standard magus, but more of a fighter with a few tricks. Can ramp up a lot of damage with Perfect critical, Has Arcane weapon enchant to grab keen for free and skip improved crit for most of the game. Triple-dips AC from different sources and has decently long mutagen for extra Dex and AC. Not too bad for an evil dex build I guess. Might be a bit too strong for normal, but you can adjust the difficulty on the go.

3d6 sneak for a bit extra DPS

Nothing much else to tell.
Thanks! I appreciate that very much, i'm gonna try it right now.
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Grochol92: Thanks! I appreciate that very much, i'm gonna try it right now.
Forgot to mention that you should "borrow" the crossbow from tartuccio till level 3 because damage before slashing will be meh.
Post edited April 22, 2019 by InEffect
Hi InEffect!

Love your builds. Can I ask you for a custom one?

I'd love to see a Human Kineticist (base or Knight, but at least partially melee-based) that does not use the Earth element, but is still viable from a gameplay standpoint (preferably not healer-focused). I prefer to not have more than one attribute below 10.
I'll be playing on Challenging difficulty with a full party - it's my first time playing the game but I used to play a lot of PnP Pathfinder.

Thank you!
Post edited April 23, 2019 by andrelc
No-earth/melee/kineticist/human/no stat less than 10 for andrelc

Race: Human
Alignment: LG

Stats:
Str: 10 > 11* @20
Dex: 16
Con: 18 > 22
Int: 10
Wis: 10
Cha: 14
*can be dumped for 19 > 24 Con if you want.

Final Build: Kineticist 19/Monk(Scaled Fist) 1

Main skills: Mobility 3, Persuasion Max
Suggested secondary skills: Perception, UMD(Spare)

Detailed leveling breakdown:
Lvl 1: Kineticist - Weapon Finesse // Dodge // Fire // Fan of Flames
Lvl 2: Monk - Crane Style
Lvl 3: Kineticist - Weapon Focus: Kinetic Blast // Elemental Whispers: Lizard
Lvl 4: Kineticist - Kinetic Blade
Lvl 5: Kineticist - Outflank // Fire: Dazzling Display
Lvl 6: Kineticist - Extended Range
Lvl 7: Kineticist - Crane Wing // Fire: Dreadful Carnage
Lvl 8: Kineticist - Water > Water Blast
Lvl 9: Kineticist - Shatter Defenses // Expanded Defense: Shroud of Water
Lvl 10: Kineticist - Flash Infusion
Lvl 11: Kineticist - Crane Riposte // Fire’s Fury
Lvl 12: Kineticist - Wall
Lvl 13: Kineticist - Blind Fight // Fire: Persuasive
Lvl 14: Kineticist - Grappling Infusion
Lvl 15: Kineticist - Improved Critical: Kinetic Blast // Water: Improved Blind Fight
Lvl 16: Kineticist - Air > Electricity
Lvl 17: Kineticist - Toughness // Skill Focus: Persuasion
Lvl 18: Kineticist - Cloud
Lvl 19: Kineticist - Greater Blind Fight // Tidal Wave
Lvl 20: Kineticist - Metakinesis: Empower // Blade Whirlwind

Gear: LG monk robes(at armags), Bracers and other AC goodies, +Stat items. Nothing too important. IF you get gloves of valor you would be able to use those juicy kinetic circlets and retain most of AC.

Bit of a stuffle to level 6 as we skipped ranged talents. Good news are we have Fan of flames instead, so gather power low and burn them. Not very complicated. Don’t be too afraid to take burn as that will be compensated with extra stats(don’t forget to tune those on) and ab/damage at 3/5/7. +6Dex +4Con is likely what you’ll use or the most part. Endgame plan is grappling Infusion Wall and Cloud.

Composite Blasts for Cloud/Wall. Fire for kinetic Blade. Tidal Wave is good AoE damage at a reasonable burn. Manage burn with gather power. If you are out of combat it’s not a bad plan to use gather power and cast something big for free.

Once you get Shroud of Water(shield) always burn yourself with it. The AC is invariably worth it.
Post edited April 23, 2019 by InEffect