The Mind's Eye: A Psion's Handbook (svendj)

Instruments of Intellect: Implements
There is a bevvy of implements in this game that you can use. Psions start out with Staffs and Orbs, and with the right race, theme or multiclass you can expand your implement selection quite a bit. But the main question is: do you want to? That’s why I compare all the different implements here and what they bring to the table.

[h=2]In short[/h]
The absolute best implement for you is an Accurate or Crystal Orb of Unfailing Concentration. If you're a Tiefling, an Accurate Hellfire Staff competes with it. You also want to pick up a couple of magic orbs and, if you're proficient with them, holy symbols that don't require you to attack with them.

Rods are interesting for Dragonborn, radiant blasters and epic critfishers.

Wands let you expand your power selection with arcane at-will and encounter powers, but require the Arcane Initiate feat or a theme that gives you an arcane power.

Holy Symbols and Ki Foci are useful if you've got your hands full otherwise. There is a great holy symbol for radiant blasters and a mandatory ki focus for hidden builds. They also come in superior versions that can actually be better than an accurate implement, depending on which defense you like to target.

Light and heavy blades can add elemental keywords to your attacks, which in turn opens up stuff like frost and radiant cheese.

StaffStaffs are generally the best implement for ranged casters, mainly due to the Staff Expertise feat which ensures you’ll never provoke an opportunity attack again for making ranged attacks. However, Shimmering Armor does the same for you.
The staff also opens up Hafted Defense and Staff Fighting feats. Each of those grants you an additional point of AC, although they require you to hold the staff in two hands. Hafted Defense also opens up Rhythm Blade Wrist Razors for your arm slot for an additional +1 AC and Ref.
Lastly, the staff is your implement of choice if you want to boost your damage. Staff of Ruin and Siberys, Shard of the Mage both offer pretty impressive damage boosts.

Superior staff implementsAccurate Staff: generally the best type of superior implement.

Guardian Staff: this is another way to gain a shield bonus to AC and Ref, which opens up Rhythm Blade. But unless you’re also doing mainly force damage, you’re better off with the Staff Fighting feat.

Mindwarp Staff: the extra distance can come in handy once in a while to put you out of range of possible attackers, but that’s not remotely worth it compared to other superior implements. The only reason for considering a Mindwarp Staff is if you’re going for a psychic blaster build (a Mindwarp Staff of Ruin does quite a lot of extra damage). Too bad there’s no such thing as a psychic blaster.

Quickbeam Staff: if you’re into forced movement, grab an orb instead. You only have one at-will power that benefits from Energized (thunder), but it’s a good one (Thunder Tether) so if you’re just spamming that power you might consider this.



Magic staffs of noteAversion Staff (level 2+, PHB3): your at-will powers cause of bunch of effects that last until the end of your next turn (Dishearten!). This staff gives you an +2 item defense bonus on top of that.

Defensive Staff (level 2+, AV): an easy way for staff users to get an item defense bonus. Common.

Earthroot Staff (level 3+, AV, HoFL): some of your best dailies at every tier immobilize or restrain (Living Missile & Barrage, Far Realm’s Embrace, Ravenous Singularity). A -2 penalty to the first saving throw is very good, since all of those powers have nasty secondary effects on immobilized and restrained targets. Oh, and restraining on a crit is also awesome. But generally orbs are better for denying enemies a saving throw.

Staff of Ruin (level 3+, AV): item bonuses to your damage rolls are hard to come by (or any bonuses, for that matter). If you want some help in that department, this is the staff you’ve been looking for.

Staff of Spectral Hands (level 3+, AV): if you’ve invested in getting Mage Hand for combat advantage through Tome Expertise, you might as well get it against multiple targets with this staff.

Staff of the War Mage (level 3+, PHB): increasing the burst or blast size of your daily or at-will powers is just awesome (Mind Blast and Far Realm’s Embrace especially). The power of the Staff of Psicraft is loads better, but having the effect on a level 3+ item means you can upgrade it more quickly.

Battle Staff (level 4+, EPG): useless for regular Psions, but a very interesting alternative for Avenger hybrids who want to double their crit rate in heroic.

Hellfire Staff (level 4+, PHRT): turning all your powers into fire powers is very attractive for Tieflings, who can suddenly profit from Hellfire Blood. Like the race wasn’t good enough yet. The critical hit effect lets you regain your racial, theme or paragon path power for what it’s worth.

Staff of Forceful Rebuking (level +4, PHB3): if you’re a staff user that still wants some increased pushes and pulls, look no further than this. Doesn’t work with slides, unfortunately.

Staff of Psicraft (level 5+, PHB3): increasing the burst or blast size of your daily or at-will powers is just awesome (Mind Blast and Far Realm’s Embrace especially). Trading two power points for the ability to do it again is a great deal, especially at higher levels. This thing even gives you an item bonus to Arcana. Good stuff, though a bit expensive.

Staff of the Renewing Source (level 5+, PHB3): once per day, you can regain 2 power points per tier when you hit with an augmented attack. Good to have available when you’re about to run out. Bit expensive though.

Cunning Staff (level 8+, AV): an untyped penalty to the first saving throw against an attack delivered by this staff, scaling by tier (2/3/4). Wow. This is better than what most orbs offer in the save penalty department, and that's saying something.






OrbThe main draw of the orb as an implement is twofold: Orb Expertise increases your forced movement effects, and the Orb of Unfailing Concentration is the ultimate implement for you. If you’re into save ends effects, there are some alternative orbs you can consider. There are also a number of orbs like the Orb of Nimble Thoughts that have a cool effect, but that you don’t have to actually use as your attack implement.

Superior orb implementsAccurate Orb: generally the best type of superior implement.

Crystal Orb: if you’re attacking almost exclusively against Will, then this is actually a better than an Accurate Orb because most attacks against Will also do psychic damage.

Greenstone Orb: I can’t imagine anyone wanting to spam Ectoplasmic Servant. If you do that for some reason, then this is the orb for you. Otherwise, ignore it.

Petrified Orb: if you really, really like forced movement, moving your targets another square in addition to Orb Expertise is not bad. If you use it with Dread Spiral you even get a damage bonus.



Magic orbs of noteThere are a lot of orbs that have cool properties and powers that don't require you to attack with it. Pick one up if you come across it, you won't regret having one on hand. Those orbs are labeled no attack.

Orb of Forceful Magic (level 3+, MME, common): remember when I said that orbs are for those who like forced movement? Well, this is yet another way to increase your pulls, pushes and slides by one square.

Orb of Frustrated Recovery (level 3+, PHB3, no attack): this orb can make a target fail its saving throw against ongoing damage once per day. This is interesting with a couple of level 25 dailies that carry other nasty effects with them in addition to ongoing damage. You can just keep the level 3 version of this on hand, since the power doesn’t require you to hit with it.

Orb of Inevitable Continuance (level 3+, PHB): normally, all the effects of your at-will powers last just one turn. Having something like a dominate from Sudden Control last a turn longer is awesome.

Orb of Mental Constitution (level 3+, PHB3, no attack): effectively gives you skill training in Endurance, and makes an enemy target your Will instead of Fort or AC once per encounter. If you properly invested in your secondary stat, your Will should at least be higher than your Fort, so it might save you one hit per encounter. If you augment the power, the attack will almost certainly fail. You only need a level 3 version of this orb.

Orb of Nimble Thoughts (level 3+, PHB3, no attack): an initiative boost and an encounter power that lets you shift a number of squares close to your speed are both great benefits. Even though you don’t need to use it as an implement, it pays to upgrade this orb since the initiative bonus equals the orb’s enhancement.

Orb of Psychic Conversion (level 3+, PHB3): if you want to use Psychic Lock but you specialize in non-psychic powers, this is the orb for you.

Orb of Unlucky Exchanges (level 3+, AV): the daily power on this orb gives one enemy a taste if its own medicine. Are you facing one of those annoying controllers that give you or your allies daze, slow and ongoing damage? This orb will transfer all that right back to them.

Orb of Fickle Fate (level 4+, AV, no attack): your daily powers will have some sort of save ends effect, whether that’s immobilize, stun or dominate. Giving a target a -2/-4/-6 penalty to the saving throw will make the fight that much easier. A low level version of this orb is good enough, but the save penalty increases by tier.

Orb of Psionic Recovery (level 4+, PHB3): if you have another psionic character in your party, this is a nice way to recover some power points. You don’t even have to use the orb to get the benefit of the power, although the higher level versions let you regain more power points. If none of your partymembers use psionics, ignore this.

Orb of the Peerless Artist (level 4+, PHB3): if you use a lot of unfriendly bursts and blasts, your melee allies will thank you for using this orb. Unnecessary if your party is tactically savvy.

Orb of Life Conversion (level 5+, PHB3): this is an incredibly useful, albeit a risky item. Spending a surge instead of 2/4/6 power points once per encounter is awesome, and worth the Durable feat. You can also invest in an Iron Ring of the Dwarf Lords (level 14, PHB) and Keoghtom’s Ointment (level 12, PHB) for a few extra surges. The orb itself is expensive though.

Orb of Unfailing Concentration (level 5+, PHB3): the ultimate orb for you. The encounter power lets you regain power points if you miss with an augmented power, but it doesn’t specify that you need to miss every target with it. So if you miss even once, you get an extra fully augmented attack every combat. The orb is expensive, but definitely worth it.
Note: if your DM rules that you have to miss every target with the attack to regain your power points, the rating drops to blue.

Orb of Impenetrable Escape (level 6+, AV): a cheap orb that forces an enemy to reroll a save a once per day is pretty nice if you want to keep your accuracy as high as possible. If you attack Will a lot, use the orb below this one instead.

Orb of Mental Dominion (level 6+, AV): a cheap orb that lowers the chances an enemy saves against your effect of an attack against Will. The awesome part is that this affects ALL the saving throws, not just the first, so you increase the odds of a target remaining dominated for a good long time.

Orb of Inescapable Consequences (level 8+, AV): if you really want enemies to feel the effects of your daily powers, take this orb and enjoy watching them suffer whether you hit them or not. You can keep a low level version of this on hand if you don't care about damage but want to use another implement as your main attack implement.

Orb of Karmic Resonance (level 13+, AV): another orb that makes one enemy fail his saving throws once per day. You don’t have to actually use this orb to attack for the effect. The alternate benefit of ending one effect on you or an ally can sometimes be important too.

Orb of Temporal Dissonance (level 13+, DR365, no attack): Spur to Action on an orb. You don’t need to wield this orb to use its power. Have this and an Orb of Nimble Thoughts in your hands when combat starts, then drop them and draw your real implements.

Orb of Translocation Interference (level 13+, MotP, no attack): messing with enemy teleports can have hilarious results. You can even teleport the enemy into the air if they don’t have a fly speed for the double win: if they fail their save, they take falling damage; if they make it, they stay right where they are. The fact that it’s a free action encounter power and that you don’t need to use this orb to attack puts it over the top.

Stone of Good Luck (level 14+, MME): an orb with a daily Heroic Effort power built in. The other power is nice to ensure you make your next saving throw.

Orb of Revenant Magic (level 17+, AV, no attack): there are plenty of Psion daily attacks whose miss effects are rather worse than their hits (Dominate is an easy example). If you worry about missing with them, carry this orb with you for power recovery once per day. You don’t even need to use the power through the orb, so that’s nice for epic players who picked this up in paragon.

Orb of Unintended Solitude (level 18+, AV): a daily banishment effect if you hit with a forced movement power is sweet.

Orb of the Usurper (level 23+, AV): if you’re not a Tiefling Dominator, this orb gives you one awesome critical hit per day.






RodRods are only for a select few builds due to some specific enchantments. Dragonborn can use one to become elemental blasters and use Resounding Thunder, critfishers can use one for the expanded crit range, and radiant blasters can get automatic combat advantage and increased damage. The rest of the rods are either bad or carry bonuses for Warlocks. If you’re a Warlock hybrid, allow me to direct you to the relevant handbook.

Apart from that, Rod Expertise offers you a free shield bonus to AC and Ref, which in turn opens up a Rhythm Blade. You can get proficiency through the Artificer, Invoker and Warlock multiclass and the Primordial Adept theme.

Superior rod implementsAccurate Rod: generally the best type of superior implement.

Ashen Rod: you have a few fire powers but almost all of them are really, really bad. Mindfire Explosion is decent but it doesn’t target Ref, so you can safely skip this rod.

Deathbone Rod: you have no powers that do necrotic damage.

Defiant Rod: Energized (radiant) is interesting for radiant blasters (Morninglord + Brilliant Thought), but the shield bonus is pretty awkward with the Expertise feat. Does work well on a Torch of Misery though.



Magic rods of noteRod of the Dragonborn (level 4+, AV): obviously this only works for Dragonborn. It’s one of the few ways you can turn a Psion into an elemental blaster. This item is best combined with Thundering Breath and Resounding Thunder to increase the size of all your bursts and blasts.

Torch of Misery (level 10+, AV2): radiant blasters (Brilliant Thought + Morninglord) can pick up a Defiant version of this for increased damage and combat advantage on subsequent attacks. Not the worst implement, especially if you’re already multiclassing as an Invoker for the paragon path. Very expensive though.

Rod of the Star Spawn (level 22+, AV): if you somehow can’t qualify for Psion Implement Expertise, or if you’re really short on feats but still want to optimize critical hits, this rod grants you an expanded crit range in early epic. And getting to spend a healing surge on a crit is just gravy.






WandThe main draw of using a wand is expanding your power selection.
Little known fact: you can craft a wand that can cast at-will or encounter powers (attack and utility powers) that you know of any class capable of using wands (PHB, page 242). So basically any Artificer, Bard, Warlock and Wizard power. Since most Psions don’t know any, it’s up to your wand-using partymembers or your DM to arrange for you to get such a wand. Beware that you can only use at-will powers in a wand once per encounter, and encounter powers once per day.
Another little known fact: you need to be able to use at least one arcane power in order to use magic wand powers. So that means you either have to take the Arcane Initiate multiclass feat or a theme that gives you an arcane attack power, like Order Adept. But that’s a small investment for a Wand of Magic Weapon, Wand of Blunder or Wand of Shield, isn’t it? Higher level wands can also contain higher level powers. Wand of Dark Gathering or Wand of Prismatic Burst anyone?

If you’re not going that route, the Master’s Wands let you use arcane at-will powers with a little bonus on top of it. Other wands offer a small item bonus to damage if you attack with a certain keyword, but Staff of Ruin is just better than those. Wand Expertise is nothing special (ignore cover), but if you’re a hybrid Bard then Battle Song Expertise is useful if you’re also making weapon attacks. You can get proficiency through the Artificer, Bard, Warlock and Wizard multiclass and by being an Sun Elf (Eladrin).

Superior wand implementsAccurate Wand: generally the best type of superior implement.

Cinder Wand: if you want Empowered Crit, you’re better off using an Unspeakable Tome, Wrathful Symbol or Mighty Ki Focus.

Dragontooth Wand: if you mainly attack Reflex, this is a strict improvement over an Accurate implement due to the +1 damage bonus.

Rowan Wand: Distance and Energized (lightning) make for a very poor combination, especially for a Psion.



Magic wands of noteSee above, there are a bunch of wands that let you cast arcane powers if you have an arcane power. No other magic wands of note.






TotemIf you take a Druid multiclass for Serpent’s Cunning, you also gain totem proficiency. Unfortunately there’s absolutely no reason for you to use one. Most magic totems only work with primal powers, the superior versions are crap and the Expertise feat has a very marginal benefit (ignore cover). There are a couple of ok magic totems that offer a bit of healing for those who don't feel like branching out into other implements like Holy Symbols.

Superior totem implementsAccurate Totem: generally the best type of superior implement.

Farseeing Totem: a small range and damage bonus is not very interesting.

Icicle Totem: Empowered Crit and Energized (cold) are interesting for cold blasters, but those are Wizards, not Psions.

Storm Totem: it makes Thunder Tether do more damage, but unfortunately it boosts the wrong attack roll.



Magic totems of notePure Spirit Totem (level 5+, PHB2, no attack): a little minor action surgeless healing can be good to have in your backpocket when one of your allies drops at an inconvenient time. No need to get a higher level version of this totem, since you don't need to attack with it.

Totem of Nature’s Balm (level 10+, AV2)
: ignore this totem’s power, you take this for the critical hit effect if you’re into crit optimization. Letting an ally spend a surge when you crit is sweet. Symbol of the Holy Nimbus is better, but you won’t always be proficient with holy symbols. Expensive implement though.






Holy SymbolWhat makes holy symbols attractive is that they’re a slotless implement. The Holy Symbol Expertise feat ensures enemies can’t get combat advantage against you anymore, and the Mighty Crusader Expertise feat stops opportunity attacks for using ranged attacks (you need to wield a two-handed melee weapon, but that’s what staffs are for). There are also some very useful holy symbols like the Symbol of Victory that you can only use if you’re proficient with them. Some don't even require you to attack with them, so just getting one and tucking it into your otherwise unused holy symbols slot is enough. You can get proficiency through the Avenger, Cleric, Invoker, Paladin (or Blackguard) and Vampire multiclass.

Superior holy symbolsAccurate Holy Symbol: generally the best type of superior implement.

Astral Symbol: one of the only two Energized (radiant) superior implements, and a little better than a Defiant Rod since the extra distance can sometimes make a difference. For radiant blasters only, obviously (Morninglord + Brilliant Thought).

Warding Symbol: if you’re only attacking Fortitude, the shield bonus is a nice extra. Opens up Rhythm Blade for even more defense.

Wrathful Symbol: the attack bonus versus Will is very relevant for most Psions, and Empowered Crit is actually a pretty good benefit. Lots of good powers that attack Will are also area bursts, so there’s a decent chance you’ll crit once per encounter. Doing 1d10 per tier extra damage is a cool bonus.



Magic holy symbols of noteSymbol of Scorned Fate (level 5+, DR388, no attack): ignore the effects of one failed saving throw every encounter, no questions asked. You only need a level 5 version to make use of it, and the fact that it’s slotless makes it awesome.

Symbol of Power (level 7+, PHB): this holy symbol is one of the best items you could be wielding when you’re using dailies with save ends effects. An untyped, unconditional -2 penalty to the first saving throw against effects caused by powers using this symbol is sweet. It compares favorably to save penalties granted by orbs, and that’s saying something.

Symbol of Vigor (level 7+, AV2, common): if you’re at maximum hit points, you get an untyped +1 attack bonus. You’re a ranged controller, so if you play it right you should get the bonus for at least two rounds.

Candle of Invocation (level 8+, MME, no attack): not terribly good for combat purposes, but giving an ally a power bonus to a crucial skill check once per encounter is a good and rare effect.

Symbol of Victory (level 9+, PHB, no attack): whenever someone scores a critical hit, you can use the daily power on this to give that person an action point. Since you’ll be attacking as many creatures as you can, chances are that that person is you. You only have to hold this for the effect, so the level 9 version is enough. Its value increases even more because it doesn’t require you to have a hand free.

Symbol of Divine Light (level 17+, AV2): radiant blasters (Brilliant Thought + Morninglord) really take off with this symbol, getting a +5 item bonus to damage against all targets who already have radiant vulnerability.

Symbol of Sacrifice (level 18+, AV): if you have some leader aspirations and good defenses, you can use this symbol to grant saving throws in exchange for a couple of hit points every time you hit with an attack.






Ki focusThe ki focus is a bit of an oddball implement. Like the holy symbol, it is slotless so you can use one while having your hands full. Unlike the holy symbol, you can also use its enhancement bonus on weapon attacks you make with a weapon you’re holding. If you’re making weapon attacks for some reason (most likely because you’re a hybrid), this could the implement you want. Ki Focus Expertise lets you deal 1 extra damage per tier against bloodied foes, nothing for you to get exited about. They're also mandatory for hidden builds, who get a huge damage boost here. You can get proficiency through the Assassin, Monk and Vampire multiclass and the Elemental Initiate theme.

Superior ki focus implementsAccurate Ki Focus: generally the best type of superior implement.

Fluid Ki Focus: extra mobility and defenses are nice for melee types, but not very useful for you.

Inexorable Ki Focus: Unstoppable and Energized (force) are a good combination for you. If you’re into force attacks against Fort, consider this ki focus.

Iron Ki Focus: if you care more about damage and forced movement than about accuracy, I suppose you could consider this. But you should use a Petrified Orb in that case, since Orb Expertise also adds another square of forced movement.

Mighty Ki Focus: if you like spamming Thunder Tether, the combination of Unerring and Empowered Crit is a nice one. Hitting two enemies each turn gives you a higher crit chance, and 1d10 extra damage per tier is nothing to sneeze at.

Mountain Ki Focus: Forceful and Shielding is an interesting combination of properties. They’re both useful to you, so if you like defenses more than accuracy you should consider this. Opens up Rhythm Blade for an additional +1 shield bonus.

Serene Ki Focus: Undeniable and Energized (psychic) is a great combination for Psions. But a Crystal Orb has the same properties and doesn’t require investing in proficiency, so chances are slim you’ll be using this. Only consider this if your hands are already full.

Transcendent Ki Focus: gaining concealment when you hit with Dimensional Scramble is nice, but that’s about the only benefit this gives you. Pass.



Magic ki foci of noteCascading Strikes Ki Focus (level 3+, PsP): a daily reroll on your main implement is always useful.

Rain of Hammers Ki Focus (level 3+, DR382): making a daily minor action at-will attack against an enemy you already hit this turn is very attractive, especially if that attack is a burst or blast so you can get more targets in it. Since it’s an item power that grants you the attack, you can’t augment it unfortunately.

Shadow Master Ki Focus (level +3, HoS): very good for hidden builds (Gnomes, Wood Elves, Shades), who can seriously amp up their damage with this thing. 4+enhancement extra damage is a lot! Too bad it’s necrotic, which is often resisted.

Mountainfall Ki Focus (level 9+, PsP): if Force Grasp is your favorite power, it never hurts to do a little extra damage whenever you hit immobilized targets with your attacks.






Light and heavy bladesIf you want to do elemental or radiant damage with your attacks, you need to get yourself a magic dagger (no other blades because they don't come in superior implement versions). Elemental damage can add a lot of goodies to your attacks, mostly extra damage through vulnerability. A Siberys Shard increases your damage even more. The expertise feats are worthless because they only boost weapon attacks made with the blades, so you need Versatile Expertise here. You can get proficiency through the Sorcerer and Swordmage multiclass.

Superior dagger implementsAccurate Dagger: generally the best type of superior implement. This is the reason you use daggers over other types of blades.

Incendiary Dagger: you have a few fire powers but almost all of them are really, really bad. Mindfire Explosion is decent but it doesn’t target Ref, so you can safely skip this dagger.

Lancing Dagger: if you’re into spamming Shield Crack, a regular damage bonus with Empowered Crit on top is something to consider.

Resonating Dagger: you have no forced movement attacks that also deal thunder damage, so skip this.



Magic blades of noteFrost Weapon (level 3+, PHB): this changes all your damage to cold damage. Combine it with Siberys, Shard of Merciless Cold, Gloves of Ice, Icy Heart and Lasting Frost, and go to town.

Sunblade (level 4+, AV): this changes all your damage to radiant damage. If you have a Morninglord in the party, consider this to seriously amp up your damage. In that case you should also get a Siberys, Shard of Radiance. If you play at paragon, get a Radiant Weapon instead.

Lightning Weapon (level 5+, PHB): This changes all your damage to lightning damage. Expensive, but it works wonders in combination with Mark of Storm. Adding a slide 1 to all your powers is very, very good.

Radiant Weapon (level 15+, AV): this changes all your damage to radiant damage. If you have a Morninglord in the party, consider this to seriously amp up your damage. In that case you should also get a Siberys, Shard of Radiance.





 
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Post 12 - items: the rest


Notes to self
gain power points:
- cognizance crystal
- orb of stored energy
- manifester weapon
- chosen of tectuktitlay
- ring of mental power


 
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Master of Puppets: Playing a Psion
Psionic classes are oft-maligned as being boring to play, being too complicated and having no role in the sword & sorcery world of D&D. Now, the third point is something I can’t change - if you feel like this, then you’ll either have to refluff or play a different class. But the first and second points are things that I will try to change your mind about.

The complaint that the class is boring to play has everything to do with power selection. I will come to that in my next point.

Now, about complexity. The controller role is already quite a difficult role to play effectively - you need to identify the most dangerous target(s), possibly before it has even had a chance to act, and use the right countermeasure to deny it its actions. If you fail, that might result in a very bad round for your party. Without intimate knowledge of the Monster Manual, you’ll just have to hope that you’re correct in your assessment more often than not. But when the hulking ape that you’ve just immobilized suddenly starts to shoot eye-rays at you, you feel pretty silly.

Now add psionic powers to that: at-will powers that do different things depending on the amount of power points you spend on them. Most powers have comparable but bigger effects when you augment them (for example, slow turns into immobilize), so that removes some of the complexity. But you’re still faced with nine different ways to use your powers (three powers that can each be augmented with one or two power points). And that’s not counting daily powers and powers from your race, theme, paragon path and epic destiny!

So you see why playing a psionic controller effectively can be a bit of a challenge. Fortunately, there are two ways to mitigate this.


  1. Power selection. Not all psion powers are as difficult (or as good) as others. So if you’re just starting out, you can’t go wrong by selecting powers that you (or this handbook ;) ) think are good and focusing on those powers first. In other words: when in doubt, spam Dishearten.
  2. Retraining. When you feel comfortable with the class and the power point system, you can start to diversify your power selection. That’s where the retrain rules come in. Unless you’re very comfortable with your current at-will powers, there’s nothing wrong with swapping one power for another every time you gain a level. You might be surprised by how a power that’s mediocre on paper might turn out to have some less-obvious, but awesome uses! This also combats the boring aspect: since you have such an enormous selection of powers (for example, the level 7 powers aren’t necessarily better than those from level 1 and 3), you actually have to spend a lot of time playing a Psion to become bored with the class.
Note: this goes a little against the general rule of power optimization, which states that you should pick the best powers available at every level. But since there are only a few real stand-outs among the Psion’s powers and a lot of other good stuff, there’s certainly something that can be said for sacrificing a little optimization for more fun.
 
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Famous Psions

Telepaths:

766972-professor_x_00_super.jpg


You didn't really expect anyone else, did you?




Telekineticists:

Jean_Grey_by_sdowner.jpg


As long as we're doing X-Men, Marvel Girl (Jean Grey) is one of the more famous superheroes who use telekinetics.




Shapers:

1537566-john_and_his_army..._super.jpg


HA! Bet you didn't see that one coming, didya? Green Lantern comes pretty close to what a Shaper Psion does: he channels his willpower to create constructs out of thin air, which he uses to wreck havoc on his enemies. Might give you a good idea for a new character?

 
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This is the 4th edition Psion guide written by Svendj and originally posted at the WotC 4th edition Character Optimization forum. Since the WotC forums are going down, I thought it would be a tragedy to see great works like the CharOp guides be lost to history. If anyone knows how to do spoiler blocks on this forum, that would be a great help because in all reality I don't know all that much about computers compared to a lot of the people out there. I prefer to keep the guide as close to how I found it as possible so that includes not removing broken links or images that aren't showing up any more.

I am going to try and focus on putting up the controller guides in case anyone wants to put up other guides. Hopefully I can do like one a day or every other day.
 


Thank you. I kept trying to get
to work and it wouldn't. I'll try to fix those today and hopefully start copying over another guide on Monday once the SCL early access ends. :P
 


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