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I admit it. I don't "get" 4e psionics.
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<blockquote data-quote="Obryn" data-source="post: 5125231" data-attributes="member: 11821"><p>Oh, thank goodness... When I was messing around on Character Builder, that's more or less exactly what I found, too when I was making a Level 15 Ardent. My Level 1 powers were either better or more universally useful than the available higher-level ones. Here goes....</p><p></p><p>Level 1: Demoralizing Strike. Quite an excellent power; a -2 to all Defenses is huge. Augment 1 is great with the right party. Augment 2 is insane - a burst with a scaling defense penalty.</p><p>Level 13: The most comparable is Victorious Urging, but it's generally worse. <em>One</em> of your allies gets the effective +2 to attack the target. Augment 1 is situational. Augment 4 is, IMO, strictly worse and more expensive than the Augment 2 of Demoralizing Strike.</p><p></p><p>Level 1: Energizing Strike. At-Will, it's solid and will remain useful until high levels with the scaling Temp HPs. Augment 1 is a quick, low-resource way to revive a fallen companion. Augment 2 is effectively the Cleric's Healing Strike, sans mark.</p><p>Level 7: Maybe Rewarding Strike? It's theoretically surgeless healing, but it's conditional on another ally hitting and thus IMO less useful in general. Augment 1 is very situational. Augment 2 gives a whole lot of healing potential, but again that healing is conditional on your allies hitting. I'm not sure I'd switch, frankly.</p><p></p><p>Level 1: Focusing Strike. A saving throw is always handy. Augment 1 is situational. Augment 2 is basically Saves for Everyone.</p><p>Level 13: Finally a strict improvement in the form of Revelatory Strike, along with flexibility. (I probably wouldn't have taken Focusing Strike in the first place, though, but YMMV.)</p><p></p><p>Ire Strike: Basically, it's psionic Commander's Strike with a Vuln 2 All rider effect. Solid. Augment 1, situational. Augment 2 is very beefy, with ally movement, extra damage, and a scaling vulnerability rider.</p><p>Level 7: Mindlink Strike. Unaugmented is basically the same, but instead of vulnerability, you can shift. I'd rather have the vuln, but YMMV. Augment 1 is probably not worth it, unless you have PPs to burn. Augment 2 is a burst, but I think it's more situational and less useful than Ire Strike, overall.</p><p></p><p>Level 1: Psionic Shield. Um, honestly, I wouldn't take this one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But in this case, the Level 13 Revelatory Strike is strictly better.</p><p></p><p>I think that's my beef, honestly. Until epic levels, it looks like the Psionic At-Wills don't really get <em>better.</em></p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 5125231, member: 11821"] Oh, thank goodness... When I was messing around on Character Builder, that's more or less exactly what I found, too when I was making a Level 15 Ardent. My Level 1 powers were either better or more universally useful than the available higher-level ones. Here goes.... Level 1: Demoralizing Strike. Quite an excellent power; a -2 to all Defenses is huge. Augment 1 is great with the right party. Augment 2 is insane - a burst with a scaling defense penalty. Level 13: The most comparable is Victorious Urging, but it's generally worse. [I]One[/I] of your allies gets the effective +2 to attack the target. Augment 1 is situational. Augment 4 is, IMO, strictly worse and more expensive than the Augment 2 of Demoralizing Strike. Level 1: Energizing Strike. At-Will, it's solid and will remain useful until high levels with the scaling Temp HPs. Augment 1 is a quick, low-resource way to revive a fallen companion. Augment 2 is effectively the Cleric's Healing Strike, sans mark. Level 7: Maybe Rewarding Strike? It's theoretically surgeless healing, but it's conditional on another ally hitting and thus IMO less useful in general. Augment 1 is very situational. Augment 2 gives a whole lot of healing potential, but again that healing is conditional on your allies hitting. I'm not sure I'd switch, frankly. Level 1: Focusing Strike. A saving throw is always handy. Augment 1 is situational. Augment 2 is basically Saves for Everyone. Level 13: Finally a strict improvement in the form of Revelatory Strike, along with flexibility. (I probably wouldn't have taken Focusing Strike in the first place, though, but YMMV.) Ire Strike: Basically, it's psionic Commander's Strike with a Vuln 2 All rider effect. Solid. Augment 1, situational. Augment 2 is very beefy, with ally movement, extra damage, and a scaling vulnerability rider. Level 7: Mindlink Strike. Unaugmented is basically the same, but instead of vulnerability, you can shift. I'd rather have the vuln, but YMMV. Augment 1 is probably not worth it, unless you have PPs to burn. Augment 2 is a burst, but I think it's more situational and less useful than Ire Strike, overall. Level 1: Psionic Shield. Um, honestly, I wouldn't take this one. :) But in this case, the Level 13 Revelatory Strike is strictly better. I think that's my beef, honestly. Until epic levels, it looks like the Psionic At-Wills don't really get [I]better.[/I] -O [/QUOTE]
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I admit it. I don't "get" 4e psionics.
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