Kineticist build?

Lostname475

Well-Known Member
Apr 3, 2023
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What sort of gear/perks/abilities are good for them? I've literally only played tech specialists
 

nameiuse

Well-Known Member
May 19, 2025
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I stuck to staffs since they gain/give bonuses for kinetticists and sleet staff on Uveto was one of the best before i made my own, there are some free staffs on alot of planets the wiki was very helpful. Psi noise generator is a pretty on flavor item and energy is very important for kinetics gotta spam those abilities, Thermal Sunder into Entropic Whip is a strong combo.
 

Theron

Well-Known Member
Nov 8, 2018
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Lv 2:
Kinetic Burst
There was someone in the Kineticist Feedback thread saying Kinetic Burst's Disarm was very useful. Back when I tested Disarming Shot, Disarm wasn't very useful at all. Then I posted my results and Fenoxo went through and said he was cleaning them up. I haven't tested it since.

Thermal Sunder
Gives you a new damage type. High Defense isn't as common as you might think, it actually is less common later in the game, but it's still useful sometimes. Has some synergy with Entropic Whip at Lv 9.

Lv 3: Leaning Psituned Vitality, but Psionic Shielding seems viable.
Psionic Shielding
You can get +10 Evasion from Levitation at Lv 9 and a Blind from Debris Field at Lv 7, greatly reducing incoming damage, which is then 'healed'. Probably best with Vitality Siphon.

Psituned Vitality
You get more milage out of Psychogenic Vim and the extra buffer is nice. The auto-heal when using powers doesn't scale and quickly becomes largely irrelevant,

Lv 4:
Psychogenic Vim
+75% Max Energy is enough to win boss fights. Easily keeps you topped up between random encounters. Psituned Vitality gets the most out of the healing.

Vitality Siphon
Fenoxo has assured us this is perfectly viable 'with proper Energy management'. Heals off damage to Shields/Armor, unlike Vampiric. It's big issue is Energy regen. You can throw around a lot more powers and end the fight faster with Psychogenic Vim, so you don't need the theoretically infinite sustain.
Probably pairs best with Psionic Shielding providing an extra buffer each round.
Power Potions are an Inventory item now and can be used in combat, so you can keep a stack or two if you keep running out of Energy. Entropic Leech does scale when you're below 50% Energy (max +25) which helps.

Lv 5:
Entropy Waves
Sunder gets less useful at later levels, but it's a good way to deal with groups of enemies, especially if you also take Debris Field at Lv 7.

Gravity Flux
Great if you're planning on taking Geothermal Spike at 8. A Trip also deprives the enemy of a turn.

Lv 6:
Telekinetic Warrior
By taking this, you basically forfeit at least one weapon slot. The damage and Accuracy is top-tier, but you give up on any interesting flags and bonus stats. Also, you can only hit Flyers with attacks from the Ranged slot. Until you get Levitation at Lv 9.

Third Eye Aim
This lets you ignore Aim entirely for combat purposes. (Aim is still tested out-of-combat sometimes and you might still want to train Physique to resist Stuns.) It gives you a more favorable calculation for the X Chance weapon flags, making the effects very reliable (as long as you're not hitting Shields or Armor, as usual.)

Lv 7:
Vortex Brand
Generally, I don't think Kineticists have much trouble with Accuracy. Most powers auto-hit. Decent against enemies that can greatly boost Evasion, I suppose.

Debris Field
Blind is deceptively powerful. It's also good against groups.

Lv 8:
Concussive Augmentation
If you're using weapons, this is probably the way to go.

Geothermal Spike
You need a way to Trip to make best use of this. Either Gravity Flux or a Trip Chance weapon.

Lv 9:
Entropic Whip
Same damage type as Entropic Leech, but more damage and more favorable Deep Freeze calculation. Good if you used Thermal Sunder/Entropic Waves first.

Acid Cloud
Lots of things are weak to Corrosive. Or at least don't resist it as much as Freezing/Kinetic Pairs well with Deep Impact. Your only native way to get Deep Freeze is Entropic Leech. However, it doesn't consume Deep Freeze like a Crushing attack does, so you can do huge amounts of damage with it on consecutive turns.

Lv 10:
Mind Crush
On command Stun against anything but Robots, but it has a cooldown.

Deep Impact
If you have a high Crit rate, you can Stunlock enemies. Works through active Shields/Armor, unlike Stun Chance.
Note 1: Auto Crits (Ex: Geothermal Spike + Trip) don't count.
Note 2: Most powers can't Crit, but Force Darts can. Each projectile has a separate Crit chance.
Note 3: Only Bonus Crit on Armor/Clothing/Accessories counts for powers.

Lv 11:
Haste
If you're using weapons, take this, obviously.

Reality Schism
Dubious usefulness, even if you're entirely using powers. +20% damage means the fight has to last at least 6 rounds for it to pay off.

Lv 12:
Psychic Slam
In theory, this is a tradeoff: Do you want to be good against large enemies or small enemies? In practice, it's pretty unbalanced in favor of Gravity Crush.

Gravity Crush
In general, things intended to be more intimidating (like bosses) are larger. Pairs extremely well with Deep Freeze.
This is the one most likely to get nerfed.

Lv 13: I'm not sure which is better, actually.
Void Sight
Blind makes Critical Hits impossible, shutting down Deep Impact. Bonus accuracy is especially useful for Force Darts

Invert Decay
Drug attacks are very common on Phaedra,
Cumpire is the standout. Up to +13 extra Willpower speaks for itself. You do need to keep a Lubricated, Aphrodiseac Bat tongue.
Dumb4Cum isn't bad, either. Force Darts doesn't work by the Flurry rules. It has a -45 point Accuracy penalty, so with enough Accuracy bonuses, you can actually make it very consistent.
Weapons
Initially, much of your gameplay loop is intended to be Entropic Leech to Deep Freeze the target, then hit with a Crushing weapon (probably a Staff with Psionically Attuned).
If you went down the weapon path, look for X Chance flags (Stun/Trip/Ect.). Otherwise, go for Stat Sticks (look for Evasion/Shields)
Custom Psi Weapons are good here, once you reach Dhaal. Especially since Kineticists get a more generous stat budget. +Crit Hammer is extremely good with Deep Impact + Haste. Really funny if you also make it Freeze Chance.
There are a handful of weapons with Psionically Empowering, which increases the damage you do with powers by 5%.

Armor
Ironically, Resolve is probably useless to you (you maxed Willpower already). I'd suggest either high Evasion or high Resistances but low Defense (Psychic Armor makes anything less than your Level irrelevant).
Alternatively, you could go +Crit Chance to maximize Deep Impact chance for your powers.
razor777's Psionic Robes were recently accepted, but I have no idea when they'll be added.
 
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