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Response to Psionics Nerf (Move from inappropriate placement in House Rules thread)
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<blockquote data-quote="wildstarsreach" data-source="post: 3698394" data-attributes="member: 43141"><p>Please let the suggestion be as it was meant, to give the creator of the thread additional opinions and knowledge to solve the problem.</p><p></p><p>here's though an example of going nova. 15th level Telepath psion with 240 PP</p><p></p><p>Round 1 46 PP 194 left</p><p>Temporal acceration for 2 rounds 15 PP</p><p>sub round 1 Schism 7 PP</p><p>sub round 1 vigor 15 PP</p><p>round 1 schism 9 PP mind thrust</p><p></p><p>Round 2 50 PP 144 left</p><p>Temp Acc for 2 rds 15 PP</p><p>sub round 1 Energy Conversion 13 PP</p><p>sub rd 2 Force screen for +7 AC 13 PP</p><p>Schism round 2 9 PP Mind thrust</p><p></p><p>Round 3 46 PP 98 left</p><p>Temp Acc for 2 rds 15 PP</p><p>sub rd 1 Freedom of Movement 7 PP</p><p>sub rd 2 Inertial Armor +10 AC 15 PP</p><p>Schism Rd 3 9 PP mind thrust 9 PP</p><p></p><p>Rd 4 54 PP 44 left</p><p>Temp Acc for 2 rds 15 PP</p><p>sub rd 1 Delayed Energy Wave 13d6 15 PP, regain focus as move</p><p>sub rd 2 Delayed Energy Burst 13d6 15 PP, regain focus as move</p><p>Schism rd 4 9d6 energy burst 9 PP</p><p></p><p>In 5 rounds of combat, where the character does protect themselves and attack, they are spent for the day. This is an example of what I have done. The only reason the character survived was that he was a cerebrmancer and was 18th with being effectively a 13th level wizard to fall back on.</p><p></p><p>People are concerned that a psion can burn out at high levels so fast and it's true but the cost is very high at not being effective for later encounters. Round 4 could have been done on round 2 and 3 if protecting your butt isn't a concern.</p><p></p><p>Wizards and sorcerers have their combos that are as effective but do not totally make the character so weak for further encounters.</p><p></p><p>I am not as zealous as I once was about nerfing psionics but they still need some tweaking to reduce a few problems in that they are too versitle with their energy powers.</p></blockquote><p></p>
[QUOTE="wildstarsreach, post: 3698394, member: 43141"] Please let the suggestion be as it was meant, to give the creator of the thread additional opinions and knowledge to solve the problem. here's though an example of going nova. 15th level Telepath psion with 240 PP Round 1 46 PP 194 left Temporal acceration for 2 rounds 15 PP sub round 1 Schism 7 PP sub round 1 vigor 15 PP round 1 schism 9 PP mind thrust Round 2 50 PP 144 left Temp Acc for 2 rds 15 PP sub round 1 Energy Conversion 13 PP sub rd 2 Force screen for +7 AC 13 PP Schism round 2 9 PP Mind thrust Round 3 46 PP 98 left Temp Acc for 2 rds 15 PP sub rd 1 Freedom of Movement 7 PP sub rd 2 Inertial Armor +10 AC 15 PP Schism Rd 3 9 PP mind thrust 9 PP Rd 4 54 PP 44 left Temp Acc for 2 rds 15 PP sub rd 1 Delayed Energy Wave 13d6 15 PP, regain focus as move sub rd 2 Delayed Energy Burst 13d6 15 PP, regain focus as move Schism rd 4 9d6 energy burst 9 PP In 5 rounds of combat, where the character does protect themselves and attack, they are spent for the day. This is an example of what I have done. The only reason the character survived was that he was a cerebrmancer and was 18th with being effectively a 13th level wizard to fall back on. People are concerned that a psion can burn out at high levels so fast and it's true but the cost is very high at not being effective for later encounters. Round 4 could have been done on round 2 and 3 if protecting your butt isn't a concern. Wizards and sorcerers have their combos that are as effective but do not totally make the character so weak for further encounters. I am not as zealous as I once was about nerfing psionics but they still need some tweaking to reduce a few problems in that they are too versitle with their energy powers. [/QUOTE]
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