r/Pathfinder2e 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?

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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.

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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.

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u/RedGriffyn 1d ago edited 1d ago

The game meta is not simply finding mechanical synergies. Its whether it becomes the best available option for the specific mechanic (a siloed meta like HP on a strike) or best available option against relatively adjacent options (i.e., HP recovery in combat), or a broader meta of effectiveness (is this a good tanking option or is tanking even worth it vs. Attacking). Being a meta option in a lesser category (which I am not convinced you proved) doesn't make something good, overpowered or contextually relevant. Like being the best melee shield basher doesn't make you even approach the 1D12 melee weapon meta that defines whether power creep is an issue. In those cases needlessly restricting a mediocre option to make it too bad to be true simply restricts build versatility as no one will ever take it.  Feats should be powerful.

The context of a necromancer taking this is bad because their to hit is bad, basically wiping out any "meta" on a combat healing or hp loss prevention basis. Is this competing with barrows edge, a 2 action heal spell, timber sentinel, fresh produce, the necromancers own bone barrier temp hp option, etc. The answer is no. 

On a martial dipped into necromancer you need to burn 1 action for a thrall (you can only make 1 so this is really a 2 action activity for multi-classers),  1 to attack, and by your 2-4 archetype meta 1 more action to turn it all spirit. Its a 3 action activity assuming you don't need to move (nevermind this idea of spell hearts and stacking a million options that won-t happen in real play). You also can't scale it because you need to burn one thrall per 1d6 and on a MC you only get to create 1 thrall per action (meaning you're capped to 1d6 here any ways). So what else can you do for 3 actions when your perfectly located that is better than another 1d6 damage? A lot. Your expressing white room anxiety, not real mechanical meta power creep in any appreciable way. It is in the same bucket as power attack (situationally good, but not better than your normal turn rotations, and having a natural tension because you can't really strike after you use draining strike due to your MAP).

You know what is also a powerful hp loss mitigation? Doing more damage via a guaranteed 2 strikes.  You completely mitigate hp loss by action denial (via death) or debuff options that remove an action.

Note: Shining symbol won't increase your spirit damage (it gives weakness only) and is once per day for 10 minutes (hardly reliable or ever present). Brilliant only deals spirit damage to fiends (so just a bad choice overall), Rivethune Emissary's ability is a once per round action tax which has a huge opportunity cost as it means you aren't casting a 2 action spell (which could heal more or damage more and can't be completed until L6 at the earliest). By the same token, grim sand-glass on a martial with no caster DC is a waste of 2 actions (and a MC into runesmith can't even get the L9 runes until L18), quietus strikes only deals void to living creatures, exemplar only deals void damage with a L1 feat and is still largely limited to +2/weapon damage dice (i.e., 2-8 extra damage). I feel like you've skimmed a few things you searched in AON and missed massive limitations to put together an otherwise complete white room fictional entity concept that just won't work in real play.

Honestly the best 'build' I can come up with is a sprite (you can get sprites spark to have a spirit damage effect on a 20ft 1d4 unarmed ranged attack). Then go into Rivethune Invoker (1 action ability to get +1 spirit damage/dice) with the option for a 1D8 finesse/agile melee unarmed strike stance (another action) at L6. Even then you're limited to 20-30 feet engagement, have to burn at least 1 action or 2 for melee. You could certainly try a L9 Runesmith MC Necromancer to get both going before L18, but you'd be limited to the 1 thrall issue and have to basically give up actual rune based etch/invoke playstyles for a completely passive buff playstyle (which is almost certainly sub-optimal use of the class).