Haplo
Prophet
- Joined
- Sep 14, 2016
- Messages
- 6,605
Main thing about Kineticist imho to start with energy blast to avoid issues with hitting things and this leaves only: Fire, Electricity and Cold. Cold is most resisted so useless.
In result Fire is the best for standard Kineticist for Earth or Air combos for persistent AoE (Deadly Earth or/and Cloud) and Electricity is good for Kinetic Knight since he loses all non-blade AoE anyway.
That was my line of thinking too. However the discovery that Blade Whirlwind ALWAYS costs 0 Burn, even Composite Infused and the fact that as a Standard action, it is one of the absolute top abilities to use with the Turn Based mod, lead to to think that Fire->Earth (with Bowling Infusion) is sadly also the best combo for a KK. Although you can possibly postpone one of these elements till the 2nd Extended Element.
Having Celerity from Electric sure was great for my party. And also Electric with Magnetic is nice party support for difficult to hit bosses.
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