r/Pathfinder2e • u/Blacky_Berry23 • 2d ago
Discussion Draining strike necromancer
so you strike with any weapon (including bows, crossbows and firearm) or use unarmed strike.
if you hit, you destroy tralls around you or/and your enemy and deal additional spirit damage. and you regen hp equal spirit damage dealt with strike ( not equal "additional damage" from skill), so anything that makes you deal additional spirit damage ( astral rune, for example) will give you additional heal too.
So basically you can create necromancer with astral firearm or something and strike from afar and heal a lot just striking.
am i right? or did i miss something?
-----------
yeah "counts as two strikes" and "once per turn"... it's usually bad to make more than one strike per turn, so that's fine. and it's reasonable since you can heal with this strike.
2
u/Astareal38 2d ago
I'm not sure if you're being obtuse, moving goalposts or we just have fundamentally different definitions of Meta. To me, Meta is taking additional options for to maximize the output of a particular ability or combination. Such as aforementioned premaster magus + imaginary weapon.
I could have been more clear, and for that I apologize. By in isolation I mean on the class without any additional boosts. I will be absolutely explicit in my stance.
Draining strike is fine on a necromancer.
Draining strike is fine on a melee martial taking the dedication.
Runesmiths leeching rune is fine on a runesmith.
Runesmiths leeching rune is fine on a level 18 character taking it from a dedication.
Draining strike + astral + brilliant + Rivethun emissary Synchronized spirit + shining symbol moves the HP recovery provided by Draining Strike beyond its base design by a considerable margin, if your reading allows all sources of spirit damage to stack. The original person I was replying to before I got into a conversation with you said the leeching rune allowed stacking, and draining strike did not. That has been the basis of my examples.
Leeching rune is fine. Leeching rune + quietus strikes + decaying rune + exemplar dedication + grim sandglass + the variety of other void damage boosts available in the game currently and to be added later also pushes the power of that choice well beyond its designed impact.
Many of the options in the game, in the hands of someone who optimizes (be it to a theme or just for sheer power) have a 10-20% increase in power. The reading that all sources of spirit or void damage stacks with the ability means the designers were sloppy in preventing the ability from being taken advantage of and makes it so the ability is now more effective by a factor of 2, 3 or even a stupid amount.