Might be an oddly specific post, but I've seen this recommended, and I'm just not sure I understand how it would be used effectively. Surely an air/water kineticist should be acting as a ranged spellcaster most of the time, in other words, not being within 10 feet of an enemy and especially not of multiple enemies. Furthermore, this impulse doesn't discriminate, so even if you were within 10 feet of all your enemies, you'd probably be within 10 feet of your allies too, subjecting them to a bunch of slippery bullshit as well.
Am I missing something about what makes this useful / not a detriment?
But the aura is 10ft. Or 20ft with a feat, which still doesn't get you outside a movement action. How does that work?
Aura Shaper is a mid-tier feat that can expand the size of the aura to up to 30 feet, but earlier, you're trying start a fight by activating your aura and move to something like this
_ _ _ X _ O _ _ O X _ 👨🚒
where _ is a blank space, X is your opponents, O is your allies, and 👨🚒 is you. Your group of allies is clustered to the left of O, and your group of enemies is clustered around the right side of the map, that is, around you, but you're in a spot that has a blank space between you and any of them as well.
Keep your friends far and your enemies close-but-not-that-close, as the proverb goes. You can then use Air and Water Impulse Junctions to keep your action-taxing distance from foes intact when they approach.
As the fight goes on, positioning changes because your allies and enemies get a bit more intermingled, but those position changes are extremely costly for your foes (a decent chance of falling, no chance to avoid reactions because no Step) and free for you (Air Impulse Junction, Water Junction).
It's 20 feet. At 10. Only becomes 25 and 30 at levels 15-20.
As for the chart, honestly that just looks like you're a light armor caster asking to be flanked and annihilated. The enemy on the left can simply step over to you, and honestly who cares if it falls? Flanking will counteract the attack penalty from being prone. If there are even 1 or 2 more enemies not represented here, this caster in the enemy backline is surely in trouble.
I don't think you're a light armor caster:
On the diagram: the enemy on the left can't Step. It has to Balance, forcing two possible Attacks of Opportunity and a chance to fall prone where it is and end its turn. Will it do all that just to set up a flank on you for its allies (that only have a single action to Strike when they get to you from outside your aura)--when you're going to get a completely free non-provoking move next turn anyway?
If it does, I'll take that deal.
I missed Balance being a separate action entirely. Okay, never mind, I understand now. Balance being a completely separate action required to not-even-safely move around in the aura is the key I was missing.