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The Mind's Eye: A Psion's Handbook (svendj)
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<blockquote data-quote="Jessica" data-source="post: 6702448" data-attributes="member: 6796107"><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The Mind At Work: At-will Powers</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Here we get to the bread and butter of playing a Psion. From level 3 on, you will have three augmentable at-will powers at your disposal with which you’ll have to do your job. Since they offer a wide range of effects, you’ll have to pick your powers carefully so that you’ll be as versatile as possible. For example, if you have no forced movement powers in your arsenal when the bad guys stay out of the Fighter’s reach, you’re not doing your job. To make it easier to figure out what power you should pick, I’ve identified four different control effects that you can inflict. These are listed below, along with an abbreviation which I will add if the power has that type of effect.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>AD</strong> - Action Denial (worst to best: slowed, prone, dazed, immobilized, restrained, removed from play, stunned, dominated)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>AP</strong> - Attack Penalties (penalty to attack rolls, concealment, invisibility, blinded)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>FM</strong> - Forced Movement (worst to best: pull, push, slide, teleport)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>SC</strong> </span>- Soft Control (enemy takes damage when it takes a certain action)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">My advice is to pick your powers in such a way that you have at least one of each effect, preferably with a mix between single target effects and area effects. Soft Control is the exception here (that’s why it’s colored <span style="color: #FF0000"><strong>red</strong></span>) because it’s the worst kind of control and almost every power sucks. You should also try to pick powers that each target a different defense; in case you're unsure about what power to take, let that be your tiebreaker. At the start of every section there's a sample power selection for different types of Psions.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">I mention it when a power is a <strong>Wis</strong>- or <strong>Cha</strong>-power, and I rate them as if you've invested in the stat. I will also note when a power does <strong>Psychic</strong> damage (good with Psychic Lock) or targets <strong>Will</strong> (good with Life Singer and Divine Oracle). </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">One final note: heroic and paragon powers get better over time because you gain more power points, and thus can augment them more often. So if a heroic or paragon power has an awesome augment 2/4, the rating reflects this. I will also mention at every level how many power points you (can) have.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 1</a>[sblock]Basic power points: 2.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 3 (Escaped Thrall or Noble Adept theme)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">At this level you get two great powers for Attack Penalties and Forced Movement. The only Action Denial you get here is slow. If you're a Cha-Psion, seriously consider taking Mind Thrust instead of a controller power for the nutty leader-like augment 2. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Dishearten, Mind Thrust</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Dimensional Scramble, Mind Lock</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Dishearten</span> </strong>(<strong>AP</strong>): PHB3. The rating of this area burst 1 grows with your Cha-modifier and your available power points. From level 7 onwards, you can use this at least three times per encounter, which means you start shutting down entire combats if you can keep enemies clustered together. If you have only 1 power point left, the augment 1 is nice to give your party some freedom of movement. Be careful though, because it hits your partymembers too. If you're a Cha-Psion, don't be surprised if you find it hard to find a suitable replacement for this at later levels. Less awesome but <span style="color: #0000FF"><strong>still good</strong></span> if your Cha is low.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Dimensional Scramble</strong></span> (<strong>FM</strong>): PsP. A power that’s deceptively good. There will be a time every combat when allies and enemies are clumped together and you can’t use friendly fire powers like Dishearten. That’s when you use the augment 1 or 2 on this and rearrange the battlefield to your liking. If your partymembers already are in optimal position, remember that you can teleport vertically as well! If enemies fail their save, they take an additional 1d10 falling damage and fall prone if they’re not trained in Acrobatics. This power works especially well with with Dreamwalker's level 16 feature to teleport unwilling enemies who are next to your conjuration right into the party's clutches. Or 12 squares up into the air for giggles. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Mind Lock</strong></span> (<strong>AD</strong>): PsP. Slow one or more creatures, and prevent them from shifting. Nice in the first round to keep distant enemies at bay, good later to keep them next to your defender. Quickly overshadowed by Force Hammer at level 3 though. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Mind Thrust</strong></span>: PsP. One of the two ranged basic attack powers at this level. Although it doesn’t offer any control, the augment 2 paints a big, bright bulls-eye on one enemy’s back. A great option if you have another good controller in your party, you lack a leader (or have one that grants mulitple attacks per round) or if you want to teach your party how to focus fire.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Static Mote</strong> (<strong>AD</strong>): PsP. Auto-slow in an area burst 1 is pretty good! Especially early in the fight when enemies are still at the other side of the map. Too bad it’s very easy for enemies to escape the damage by taking a run or double move action. The damage becomes more reliable in smaller rooms, but also more dangerous since it hits you and your allies. Works with Mark of Storm.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Memory Hole</strong> (<strong>AD</strong>): PHB3. Simply make yourself invisible to one or more enemies. An important power for <span style="color: #0000FF"><strong>Gnomes, Wood Elves and Shades</strong></span> who invest in Stealth and want to stay hidden, but very mediocre for everyone else.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #800080">Kinetic Trawl</span></strong> (<strong>FM</strong>): PHB3. One of the two ranged basic attack powers at this level, and not the good one. Forced movement is fine in principle, but there’s only a single type of enemy you should be pulling towards you (Controllers who are hiding in the back rank). Better for<span style="color: #0000FF"><strong> Shapers and Dreamwalkers</strong></span> who can send their conjuration off to the other side of the map to pull enemies away from the squishies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Force Punch</strong></span> (<strong>FM</strong>): PHB3. only useful as a last resort power when you somehow find yourself surrounded by enemies. Better for <span style="color: #0000FF"><strong>Shapers and Dreamwalkers</strong></span> who send their conjurations into melee to push and prone enemies. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Force Shard</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): PsP. You can sort-of block a square with this, but the penalty for moving through the force shard (Cha-mod force damage) won’t deter anything but minions. It’s been nerfed to only deal damage once per turn, so no abusing this with forced movement. If you want to do normal damage with Force Shard, you have to spend another minor action. If you really want zone control, wait until level 3 for Burning Flux. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha[/sblock]</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 3</a>[sblock]Basic power points: 4.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 5 (Escaped Thrall or Noble Adept theme)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psions get a single target control power which they might just keep until level 23. There are also some interesting Action Denial powers (one of which is a strict upgrade from level 1), and a zone which can damage multiple times per turn. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Betrayal, Dishearten, Mind Thrust</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Force Hammer, Dishearten, Dimensional Scramble</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Betrayal</strong> </span>(<strong>FM, AD</strong>): PHB3. Unaugmented this does nice damage, but unless the monster you’re charming has a melee basic attack with an awesome control effect (unlikely), it doesn’t help you control the battlefield. That changes when you use the <span style="color: #000000">augment 2</span>. Forced movement and dazing is a powerful combination, and there’s a good chance the monster will do a lot more damage than you. Strong single target control which gets better at <span style="color: #00CCFF"><strong>higher levels</strong></span>. Can also be used to trigger your defender's mark for even more damage, although the attack is made with a -2 penalty. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Psychic Anomaly</strong></span> (<strong>FM, AD</strong>): PsP. A possible replacement for Dimensional Scramble. You pick a crowded area, plop down a potential flanking partner for your allies and start rearranging the battlefield to your liking. Too bad you need to spend two power points each time you want to daze an enemy, because forced movement and daze is a powerful combination. Also works better with damaging zones than Dimensional Scramble, because you can slide enemies in and out of the zone for autodamage. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Force Hammer</strong></span> (<strong>AD</strong>): PHB3. Did you take Mind Lock at level 1 and don't see another good power at this level? Then retrain Mind Lock away for another level 1 power and take Force Hammer instead if you want the slow/no shift effect. Unless you want psychic damage for Psychic Lock or attacks vs. Will for Life Singer or Divine Oracle, but those don’t come online until paragon. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Fuse Form</strong> (<span style="color: #FF0000"><strong>SC</strong></span>): PsP. The unaugmented version basically does nothing at all. The augment 1 version is interesting in that it gets the Fear keyword (Starfire Womb, Hellfire Blood, Stygian Adept). It’s the augment 2 version that saves this power though. If you can catch two or more enemies in a burst 1, they’re staying there while your party finishes off the monsters on the other side of the map. Gets much better at higher levels when you have the power points to sustain the augment 2 over multiple rounds, although it gets competition from Thunder Tether at level 13. Too bad the damage is pitiful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Burning Flux</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): PHB3. Better than Force Shard from level 1 because it blocks a wider area, but non-minions can still just walk through it and ignore the pitiful damage. The augment 1 gives enemies a better reason for moving through the zone because it blocks line of sight. The augment 2 enlarges the totally obscured zone so artillery won't have a choice but to walk through it in confined areas. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Kinetic Trip</strong></span> (<strong>AD</strong>): PsP. The more flexible targeting of the augment 2 is nice, but not enough reason to pick this over Force Hammer.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Crushing Turmoil</strong></span> (<strong>AP</strong>): PsP. Unless you or a partymember has some really nasty save ends effects that you want to keep going round after round, just ignore this in favor of Dishearten.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Id Insinuation</strong></span>: PHB3. A leader power, but for some reason it only lowers the target’s Fortitude. You might be interested in this if you have a party full of implement attackers who target Fort and are short a leader, otherwise you can safely skip this. It doesn’t help that the power itself targets Will. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will[/sblock]</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 7</a>[sblock]Basic power points: 6. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 7 (Escaped Thrall or Noble Adept theme)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">At this level you get your sixth power point so you can use augment 2 powers for as long as most combats (should) last. Wis-Psions get access to some good powers, one of which is the best Forced Movement Psion power, so they can finally match their Cha-counterparts. Also a good immobilizing Action Denial power for everyone, so it's not necessarily a dead level for Cha-Psions. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Force Grasp, Betrayal, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Wis-Psion: Dread Spiral, Force Hammer, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Force Grasp, Psychic Anomaly, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Force Grasp</strong></span> (<strong>AD</strong>): PHB3. The next one in the line of force-based slow/prone/immobilize powers. Immobilize gives you some hard action denial, against two targets within 10 no less, and it doesn’t even require a secondary stat. A great pick for every Psion. Replace Force Hammer or Mind Lock with this if you have either power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Dread Spiral</strong></span> (<strong>FM</strong>): PHB3. A good forced movement power for Wis-Psions, who should replace Kinetic Trawl or Force Punch with it if they have either power. The unaugmented and augment 1 version are ok because it's a forced movement attack vs Fort, which means that you can easily pull the flimsy caster or artillery from the back row next to the defender. The augment 2 version amps the forced movement way up. Additionally, there's no better power yet for abusing damaging zones. <span style="color: #FF0000"><strong>Useless</strong> </span>for Cha-Psions. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Kinetic Buffer</strong></span> (<strong>FM</strong>): PsP. This is the power all you Shapers have been waiting for. Put your conjuration down in the middle of melee and start throwing enemies around the battlefield. The defense bonus insures that your conjuration stays intact long enough to do it again next turn. The same goes for Dreamwalkers of course. You replace Force Punch with this if you have it. If you’re neither Shaper nor Dreamwalker, you’ll only use this as a last resort when you find yourself surrounded, which should be <span style="color: #800080"><strong>almost never</strong></span>. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cranial Disturbance</strong> (<strong>AD</strong>): PHB3. The rating is for Wis-Psions who want some single target control, but it has fierce competition from Force Grasp. You replace Force Hammer with this if you have it, but be aware that Cranial Disturbance is not strictly better. Too bad the extra damage from the augment 1 and 2 hits all creatures instead of just enemies, because chances are your allies are next to a target you’d like to prone or daze. The power is <span style="color: #FF0000"><strong>red</strong> </span>for Cha-Psions, who will stick with Betrayal instead. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Ego Whip</strong> (<strong>AP</strong>): PsP. A nice debuff power for defenses as well as attacks, and even saving throws if you augment it. Too bad it’s only against one target and the damage is pitiful, so your partymembers better make good use of the defense penalty. <span style="color: #0000FF"><strong>Better</strong></span> if you or your partymembers deal in a lot of save ends effects or if you have a way to make use of the Fear keyword (Starfire Womb, Hellfire Blood, Stygian Adept). <span style="color: #FF0000"><strong>Red</strong> </span>for Cha-Psions, who will stick with Dishearten and Mind Thrust for these types of effects. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Mind Break</strong>: PHB3. A ranged basic attack that only does damage and applies psychic vulnerability. It allows you to pursue the path of a striker, or leader if your partymembers also do psychic damage. For those roles I’d rate this blue, but since you’re supposed to be a controller black is the best I can do. Gets better if you have an RBA-granting leader, since you can apply Psychic vulnerability out-of-turn and immediately use it on your own turn. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Ectoplasmic Servant</strong></span> (<strong>AD</strong>, <span style="color: #FF0000"><strong>SC</strong></span>): PsP. A possible replacement for Static Mote if you’re into auto-slowing, but at this level you can do so much better. It only damages enemies, so it has that going for it. Also has some soft control, but since the damage is only once per turn it’s useless for zone pingpong. Only take this if your whole party has World Serpent´s Grasp or other ways to take advantage of slowed enemies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Matter Dissipation</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): PsP. Like most soft control powers, the low damage simply won’t deter any non-minion from staying in the zone. It’s really a testament to how bad Insidious Doubt is that this is still rated above it. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Insidious Doubt</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): DR390. Yikes, this is a bad power. Only one target, soft control for some of the least used action types, and worst of all no augment 2. You could try to double-tap psychic vulnerability with this, but really, why would you even bother. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will[/sblock]</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 13</a>[sblock]Basic power points: 7.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 10 (Escaped Thrall or Noble Adept theme, psionic paragon path)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">You’re now getting to the point where you have to make some serious considerations if a new power is better than any other power you already have access to. Augment 4 is a high price to pay, especially if you didn’t take a psionic paragon path. So be very sure if the power you’re taking is worth losing a power that only takes 2 power points to augment.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">This level is all about Action Denial through movement control. It also offers a nice Forced Movement power for Cha-Psions, a concealment/blinding power for Stealth builds and the only Psion power in the game that deals radiant damage.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Thunder Tether, Betrayal, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Wis-Psion: Thunder Tether, Dread Spiral, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Thunder Tether, Dimensional Scramble, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Thunder Tether</strong></span> (<strong>AD</strong>, <span style="color: #FF0000"><strong>SC</strong></span>): <strong>PHB3</strong>. Now this is control! The augment 1 corrals two monsters in a 5x5 zone where they won’t bother (or run from) your party for a round. Leaving the zone is impossible, so it even gets around stuff like teleportation that immobilize and slow can’t deal with. The augment 4 is soft control, but depending on how you good your Wis is, this can do a lot of damage when you combine it with forced movement. Every instance of forced movement deals thunder damage, so you can abuse this with non-standard action forced movement powers like Forceful Push and Hand of Caution. Also synergizes very well with Mark of Storm. You can replace Force Grasp with this to make room for another level 3-7 power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Kinetic Wave</strong></span> (<strong>FM</strong>, <span style="color: #FF0000"><strong>SC</strong></span>): <strong>PsP</strong>. Thunderwave is good. A Thunderwave that leaves behind a 3x3x3 or 5x5x5 zone of difficult terrain is better. Unless you’re fighting in a wide-open space, this does a good job of getting the monsters off your party’s back. Be mindful that it’s party-unfriendly and that you have to approach melee to use it. Better for Shapers and Dreamwalkers who use it from their conjuration’s square.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Inexplicable Attraction</strong></span> (<strong>FM</strong>, <span style="color: #FF0000"><strong>SC</strong></span>): <strong>PsP</strong>. This power is good in that it actually has a useful effect when you’re out of power points. Although the slide is limited to a square adjacent to another creature, sliding one or two targets 3-5 squares can save you from an ambush or draw unwilling casters and artillery next to the striker and defender. The augment 4 has a little soft control baked in, but as usual the damage is far too low to be an effective deterrent. Also interesting is that this is a Wis-power that deals psychic damage for Psychic Lock. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Void Shard</strong></span> (<strong>AD</strong>, <strong>FM</strong>): <strong>PsP</strong>. An almost strict upgrade of Static Mote. All the separate effects of this power aren’t very impressive, but they combine to make quite a decent action denial power. So if you like auto-slow and large area action denial, Void Shard will serve you well.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Brilliant Thought</strong> (<strong>AP</strong>): <strong>PsP</strong>. The unaugmented and augment 1 version are only good against artillery that don’t have burst powers, so in other words extremely limited. The black rating comes from the fact that the augment 4 lets you attack all targets in an area burst 1 twice, and if you manage to hit an enemy twice it's blinded. It’s also the only Psion power that deals radiant damage, giving you an entry pass into the Radiant Mafia. If you attack at least two targets with radiant vulnerability twice per round, your damage output starts to approach <span style="color: #0000FF"><strong>striker</strong></span> levels. Finally, I'll mention the usefulness for Gnomes, Wood Elves and Shades who are built around Stealth and want concealment to remain invisible.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Dual Hallucination</strong> (<strong>AD</strong>): <strong>PHB3</strong>. This power deals psychic damage to two targets at large range, but unfortunately only the augment 4 has any control effect. It’s a good replacement for Mind Thrust if you have a party full of Deft Blade users and implement users who attack Reflex, an alternative to Inexplicable Attraction for Psychic Lock users who love the range and the multitargetting, or an upgrade from Cranial Disturbance for ranged dazing.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Telepathic Wail</strong></span> (<strong>AD</strong>): <strong>DSH</strong>. When I heard about a new Psion power coming out, I kinda hoped it would do more than deafen your targets. The unaugmented version has a very niche use for Shapers and Dreamwalkers who want to make a Stealth check out of sight after their conjuration has deafened everyone for a -10 Perception penalty. The usefulness of the augment 1 and 2 completely depend on the enemies you’re facing. Good if you plan to fight Mindflayers and other psychic scum, otherwise completely useless.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Mind Wipe</strong></span> (<strong>AP</strong>): <strong>PHB3</strong>. Mind Wipe is a fine power in it’s own right. It just has one little problem: aside from doing a little more damage, it’s completely overshadowed by the level 1 power Dishearten. And that earns you a red rating, especially as a level 13 power. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Concussion Burst</strong></span> (<strong>AD</strong>): <strong>PHB3</strong>. Terrible damage, and prone is a very underwhelming status effect at this level. Not to mention that the level 3 power Force Hammer does the same, is more versatile and actually has a damage roll. At this level you can afford the 2 power points necessary for Force Hammer to prone, so pick up a power that actually does something instead.[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 17</a>[sblock]Basic power points: 9.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 12 (Escaped Thrall or Noble Adept theme, psionic paragon path)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Psions who go for control can safely skip this level, since every single control power is just bad. If you’re looking for a third at-will power with a slightly different effect however, there are two very good leader powers here for you to take. Especially Forced Opportunity can completely change your playstyle and will make your Warlord green with envy. You can also get an at-will zone abuse power if you're optimized for Forced Movement. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Forced Opportunity, Thunder Tether, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Wis-Psion: Shield Crack, Thunder Tether, Dread Spiral</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Forced Opportunity, Thunder Tether, Dimensional Scramble</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Forced Opportunity</strong></span>: <strong>PHB3</strong>. Wait, what? Since when do Psions grant free attacks to allies? Well, they do now, and they do it splendidly. This power instantly turns you into a Lazylord by letting one ally attack with a big bonus (unaugmented) or letting the party murder one creature outright (augment 4). You know what they say about control: dead is the best status effect, and this power goes a long way towards making that happen. In some fights, this is the only power you’ll be using. The rating is obviously <strong><span style="color: #0000FF">low</span>er</strong> if you don't have many good opportunity attackers in your party. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Shield Crack</strong></span>: <strong>PHB3</strong>. It took a while, but finally Wis-Psions get their own Mind Thrust. No control effect, but an area burst 1 that lowers AC is pretty good. Especially since it targets Reflex, usually not the highest defense of those annoying soldiers. The augment 1 makes it partyfriendly, which is pretty rare for a Psion! The augment 2 also lowers Reflex, which means this power becomes more accurate the next time you use it against the same targets. Does lightning damage, so works with Mark of Storm. <span style="color: #800080"><strong>Purple</strong> </span>for Cha-Psions with Mind Thrust.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000"><strong>Cerulean Cage</strong></span> </strong>(<strong>SC</strong>):<strong> <strong>PsP</strong></strong>. Great, so you can deal a few extra damage to a target if it leaves its square? That will deter absolutely no-one. The augment 4 is the reason you take this though. It's the only at-will power in the Psion's arsenal for zone abuse, which you achieve by sliding the target in and out of the damaging zone multiple times (with Dread Spiral for example). Doing multiple instances of your Int mod damage will get a monster bloodied quickly, especially if you apply vulnerability to force damage. That's pretty hard to find, but Concussive Detonation at level 27 will do it. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Telekinetic Haze</strong></span> (<strong>AP, FM</strong>): <strong>PsP</strong>. Compares infavorably to the level 7 power Kinetic Buffer. The augmented version on that one is larger, cheaper to use and combines the forced movement with the defense bonus so you won’t have to choose between the two. The only ones who want this power are <span style="color: #0000FF"><strong>Gnomes, Wood Elves and Shades</strong></span> who try to remain hidden and let their Shaper/Dreamwalker conjurations do their attacking for them.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Psychic Brand</strong></span>: <strong>PHB3</strong>. Another leader power which makes it impossible for enemies to stay invisible and applies vulnerability with the augment 4. Not necessarily a bad power, but not a controller power either. If you want a damaging leader power, take Forced Opportunity instead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Thought Guardian</strong></span> (<strong>AP, AD</strong>): <strong>PsP</strong>. Let’s make this clear right now: the unaugmented and augment 1 version should never be used in favor of Dishearten. The augment 4 is usable in the first round if you win initiative and place the conjuration right behind the monsters, but that’s about it. Since you run the risk of the monsters avoiding the opportunity attacks by teleporting or just using ranged attacks, this power doesn’t deserve a higher rating.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Manifested Horror</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): <strong>PsP</strong>. Another bad soft control power. This would actually look interesting on a defender for a nice Catch-22, but since you’re a controller and your enemies will have HP to spare, dealing Int mod damage won’t influence their actions much. Has the Fear keyword for Starfire Womb, Hellfire Blood and Stygian Adept, but you should go with Ego Whip instead if you’re into that.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Crystalline Bonds</strong></span> (<strong>AD</strong>): <strong>PHB3</strong>. Seriously, no damage? With a level 17 close blast 3 immobilize? Although there’s only one other at-will that immobilizes (Force Grasp at 7), it completely overshadows Crystalline Bonds with its more flexible targeting and damage. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis[/sblock]</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 23</a>[sblock]Basic power points: 13.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 16 (Escaped Thrall or Noble Adept theme, psionic paragon path)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Three great control effects here (dominate, removed from play and area blindness). The rest of the powers suffer from the psionic power syndrome: they're just not good enough compared to lower level powers. Although Phantom Burden is an option for Psions who tend to run out of power points before the fight is over, since it's the only power with a good control effect that doesn't cost 6 power points. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Sudden Control, Thunder Tether, Dishearten</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Wis-Psion: Mindfire Explosion, Shield Crack, Thunder Tether</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Mindfire Explosion, Forced Opportunity, Thunder Tether</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Sudden Control</strong></span> (<strong>FM, AD</strong>): <strong>PHB3</strong>. You can finally do what telepaths do best: take complete control over another’s mind. The unaugmented version is an upgraded Betrayal (bigger slide, target can attack itself, melee or ranged (OA!) basic attack, bonus to attack and damage rolls), and the augment 6 lets you outright dominate the target. On its turn you make the target charge another enemy or run off a cliff, taking as many opportunity attacks from your allies on the way as possible. And next turn, you get to do it again. There’s a reason you waited so long for this ability.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Mindfire Explosion</strong></span> (<strong>AP</strong>): <strong>PsP</strong>. The unaugmented and augment 2 versions will annoy bunched-up artillery, but not much else (Gnomes, Wood Elves and Shades like it for hiding though). The augment 6 blinds in a large area burst, which can just shut down combat for a few rounds. Great for Wis-Pions who want their share of attack penalties. If you like 'em blind, replace Brilliant Thought with this. A bit overshadowed by Psionic Veil at 27 though. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><strong>Space Vortex</strong></span> (<strong>FM, AD</strong>): <strong>PHB3</strong>. The teleport is useful, but the low damage is unacceptable. The augment 6 provides incredible control though: nice damage and the enemy is removed from play for a round, no questions asked. This power drops to <span style="color: #FF0000"><strong>red</strong> </span>for Cha-Psions who take the dominate effect instead. If you’re a Cha-Psion, you only pick this up if you really need the teleport effect or you like Betrayal better. Though I have to say, dominate is so strong that even Wis-Psions should probably still take Sudden Control over this.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Phantom Burden</strong> (<strong>AD, <span style="color: #FF0000">SC</span></strong>): <strong>PsP</strong>. One of the few powers with an augment 6 that’s actually worse than the augment 2. Applying slow and difficult terrain in an area burst 2 will keep most monsters off you for at least one round, whereas making them fall prone after they’ve moved next to you will only give them a -2 penalty to attack. If the augment 6 did something cool too, this power would earn a higher rating. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #800080"><strong>Daggers of Pain</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): <strong>PHB3</strong>. The unaugmented and augment 2 version are just worse versions of Mind Break (which doesn’t even have a control effect to begin with). If you want to trick out this power, it’s hard but possible to build around the augment 6. The Praetor Legate level 16 feature lets you slide all targets adjacent to you one square at the start of their turn (which can be increased with Controlling Advantage for example). You can also ready Dread Spiral or a similar forced movement power for when the enemy starts its turn. <a href="http://community.wizards.com/go/thread/view/75882/29054877/Boominator:__Booming_blade_abuse" target="_blank"><strong>More on the possibilities with Praetor Legate here</strong></a>.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Prismatic Swarms</strong></span> (<strong>AP, FM</strong>): <strong>PsP</strong>. Adding a slide to an unaugmented Dishearten is nice, but not being a psychic power (thus not triggering Psychic Lock) is what kills the rating on this. Maybe <span style="color: #800080"><strong>purple</strong> </span>for Wis-Psions, but they should still take Mindfire Explosion over it if they’re interested in applying attack penalties. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Mind Trap</strong></span> (<strong>AD, AP, <span style="color: #FF0000">SC</span></strong>): <strong>PsP</strong>. If you want to prevent enemies from taking out-of-turn actions, you're much better off just dazing them. Dual Hallucination already gave you a multitarget daze that deals psychic damage at level 13, and is more versatile to boot, so you should just stick to that.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cha, Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Cruel Crush</strong></span> (<strong>AD</strong>): <strong>PHB3</strong>. Single target proning at level 23, blegh. The range is good, but that’s about it. The augment 6 is like a single target slow + attack penalty, which isn’t nearly enough to even consider taking this power. Stick to Force Hammer for your proning needs.[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Level 27</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]Basic power points: 15.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Total with bonus: 18 (Escaped Thrall or Noble Adept theme, psionic paragon path). 20 if you took the Topaz Crusader epic destiny.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">And we finish with some Action Denial and Attack Penalties in the form of area stun and invisibility/blindness. Apart from those powers, there’s not much else to consider. But that doesn’t really matter, since you have your full selection of at-will powers by now.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sample power selection</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Cha-Psion: Psionic Veil, Sudden Control, Forced Opportunity</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Wis-Psion: Concussive Detonation, Thunder Tether, Dimensional Scramble</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The rest: Concussive Detonation, Mindfire Explosion, Forced Opportunity</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Concussive Detonation</strong></span> (<strong>AD</strong>): <strong>PHB3</strong>. Close blast 3 slow, force vulnerability or stun. That’s a nice set of effects to apply in a blast, especially the stun. The best part is: once you get a bunch of enemies in the blast, you can keep hitting them with the stun for as long as you have power points; I mean, they’re not going anywhere. If you are still carrying around Mind Blast from level 9, you can finally exchange it for something else now.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Psionic Veil</strong></span> (<strong>AP</strong>): <strong>PHB3</strong>. If you position yourself (or your Shaper/Dreamwalker conjuration) and your partymembers correctly, you won’t even have to use the augment 6 on this. You being invisible or them being blinded has practically the same effect (-5 attack penalty for melee and ranged attacks, -7 with Psychic Lock), so you can save a lot of power points that way. If you took or wanted to take Mindfire Explosion at level 23, you can now take this instead. Again, good for Gnomes, Wood Elves and Shades who want to stay hidden.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Kinetic Detonation</strong> (<strong>FM</strong>): <strong>PsP</strong>. A large or even VERY large burst that pushes enemies out of it has its uses. You probably don’t want to use a precious at-will slot for a power that does only that, but if you do, Kinetic Detonation is there for the taking. It’s an alternative to Kinetic Wave for Psions who are tired of wading into melee to use a good forced movement area power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wis</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Decerebrate</strong> (<strong>AD</strong>): <strong>PsP</strong>. The unaugmented version does nothing but be a ranged basic attack. The augment 2 has very weird targeting (one creature in an area burst 1?), but taking a move action away from a creature is nice as a form of semi-daze. The augment 6 dazes three enemies with psychic damage, which is a nice upgrade from Dual Hallucination’s two targets at the cost of two more power points. Not much more to tell about this decent but wholly unimpressive power.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psychic, Will</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Intrusive Spear</strong></span>: <strong>PHB3</strong>. I guess the designers were out of inspiration, since this power does exactly the same thing no matter how many times you augment it. And that thing (making targets grant combat advantage) isn’t even good. Stick to Mind Thrust or Shield Crack if you want to make a target easier to hit.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Claws of Force</strong></span> (<strong>AD</strong>): PHB3. This power was good as the level 7 Force Grasp, but 20 levels later I really expect better than single target slow/restrain and some weird form of movement denial. It’s even worse than Force Grasp due to the limited targeting and the huge amount of power points you have to spend for hard movement denial.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Reality Meltdown</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): <strong>PsP</strong>. Theoretically, if you can keep enemies bunched up next to each other, you can deal Int+Int/1d6+Int/2d6+Int fire damage to each enemy once per round by moving the molten orb into their squares. But if the enemies are already in that set-up, why not just use a nice area burst or close blast that actually does something useful?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Hail of Crystals</strong></span> (<span style="color: #FF0000"><strong>SC</strong></span>): <strong>PsP</strong>. A “damned if you do, damned if you don’t” power. Except that the zone is too small and that nobody cares about the piddly damage to be deterred either way. Could be used to clear up minions, but do you really need this turd of a power for that?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>CHA</strong> <strong>[/sblock]</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p></blockquote><p></p>
[QUOTE="Jessica, post: 6702448, member: 6796107"] [COLOR=#333333][FONT=Open Sans]The Mind At Work: At-will Powers Here we get to the bread and butter of playing a Psion. From level 3 on, you will have three augmentable at-will powers at your disposal with which you’ll have to do your job. Since they offer a wide range of effects, you’ll have to pick your powers carefully so that you’ll be as versatile as possible. For example, if you have no forced movement powers in your arsenal when the bad guys stay out of the Fighter’s reach, you’re not doing your job. To make it easier to figure out what power you should pick, I’ve identified four different control effects that you can inflict. These are listed below, along with an abbreviation which I will add if the power has that type of effect. [B]AD[/B] - Action Denial (worst to best: slowed, prone, dazed, immobilized, restrained, removed from play, stunned, dominated) [B]AP[/B] - Attack Penalties (penalty to attack rolls, concealment, invisibility, blinded) [B]FM[/B] - Forced Movement (worst to best: pull, push, slide, teleport) [COLOR=#FF0000][B]SC[/B] [/COLOR]- Soft Control (enemy takes damage when it takes a certain action) My advice is to pick your powers in such a way that you have at least one of each effect, preferably with a mix between single target effects and area effects. Soft Control is the exception here (that’s why it’s colored [COLOR=#FF0000][B]red[/B][/COLOR]) because it’s the worst kind of control and almost every power sucks. You should also try to pick powers that each target a different defense; in case you're unsure about what power to take, let that be your tiebreaker. At the start of every section there's a sample power selection for different types of Psions. I mention it when a power is a [B]Wis[/B]- or [B]Cha[/B]-power, and I rate them as if you've invested in the stat. I will also note when a power does [B]Psychic[/B] damage (good with Psychic Lock) or targets [B]Will[/B] (good with Life Singer and Divine Oracle). One final note: heroic and paragon powers get better over time because you gain more power points, and thus can augment them more often. So if a heroic or paragon power has an awesome augment 2/4, the rating reflects this. I will also mention at every level how many power points you (can) have. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 1[/URL][sblock]Basic power points: 2. Total with bonus: 3 (Escaped Thrall or Noble Adept theme) At this level you get two great powers for Attack Penalties and Forced Movement. The only Action Denial you get here is slow. If you're a Cha-Psion, seriously consider taking Mind Thrust instead of a controller power for the nutty leader-like augment 2. [B]Sample power selection[/B] Cha-Psion: Dishearten, Mind Thrust The rest: Dimensional Scramble, Mind Lock [B][COLOR=#00CCFF]Dishearten[/COLOR] [/B]([B]AP[/B]): PHB3. The rating of this area burst 1 grows with your Cha-modifier and your available power points. From level 7 onwards, you can use this at least three times per encounter, which means you start shutting down entire combats if you can keep enemies clustered together. If you have only 1 power point left, the augment 1 is nice to give your party some freedom of movement. Be careful though, because it hits your partymembers too. If you're a Cha-Psion, don't be surprised if you find it hard to find a suitable replacement for this at later levels. Less awesome but [COLOR=#0000FF][B]still good[/B][/COLOR] if your Cha is low. [B]Cha, Psychic, Will[/B] [COLOR=#0000FF][B]Dimensional Scramble[/B][/COLOR] ([B]FM[/B]): PsP. A power that’s deceptively good. There will be a time every combat when allies and enemies are clumped together and you can’t use friendly fire powers like Dishearten. That’s when you use the augment 1 or 2 on this and rearrange the battlefield to your liking. If your partymembers already are in optimal position, remember that you can teleport vertically as well! If enemies fail their save, they take an additional 1d10 falling damage and fall prone if they’re not trained in Acrobatics. This power works especially well with with Dreamwalker's level 16 feature to teleport unwilling enemies who are next to your conjuration right into the party's clutches. Or 12 squares up into the air for giggles. [COLOR=#0000FF][B]Mind Lock[/B][/COLOR] ([B]AD[/B]): PsP. Slow one or more creatures, and prevent them from shifting. Nice in the first round to keep distant enemies at bay, good later to keep them next to your defender. Quickly overshadowed by Force Hammer at level 3 though. [B]Psychic, Will[/B] [COLOR=#0000FF][B]Mind Thrust[/B][/COLOR]: PsP. One of the two ranged basic attack powers at this level. Although it doesn’t offer any control, the augment 2 paints a big, bright bulls-eye on one enemy’s back. A great option if you have another good controller in your party, you lack a leader (or have one that grants mulitple attacks per round) or if you want to teach your party how to focus fire. [B]Cha, Psychic, Will[/B] [B]Static Mote[/B] ([B]AD[/B]): PsP. Auto-slow in an area burst 1 is pretty good! Especially early in the fight when enemies are still at the other side of the map. Too bad it’s very easy for enemies to escape the damage by taking a run or double move action. The damage becomes more reliable in smaller rooms, but also more dangerous since it hits you and your allies. Works with Mark of Storm. [B]Memory Hole[/B] ([B]AD[/B]): PHB3. Simply make yourself invisible to one or more enemies. An important power for [COLOR=#0000FF][B]Gnomes, Wood Elves and Shades[/B][/COLOR] who invest in Stealth and want to stay hidden, but very mediocre for everyone else. [B]Psychic, Will[/B] [B][COLOR=#800080]Kinetic Trawl[/COLOR][/B] ([B]FM[/B]): PHB3. One of the two ranged basic attack powers at this level, and not the good one. Forced movement is fine in principle, but there’s only a single type of enemy you should be pulling towards you (Controllers who are hiding in the back rank). Better for[COLOR=#0000FF][B] Shapers and Dreamwalkers[/B][/COLOR] who can send their conjuration off to the other side of the map to pull enemies away from the squishies. [B]Wis[/B] [COLOR=#800080][B]Force Punch[/B][/COLOR] ([B]FM[/B]): PHB3. only useful as a last resort power when you somehow find yourself surrounded by enemies. Better for [COLOR=#0000FF][B]Shapers and Dreamwalkers[/B][/COLOR] who send their conjurations into melee to push and prone enemies. [B]Wis[/B] [COLOR=#FF0000][B]Force Shard[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): PsP. You can sort-of block a square with this, but the penalty for moving through the force shard (Cha-mod force damage) won’t deter anything but minions. It’s been nerfed to only deal damage once per turn, so no abusing this with forced movement. If you want to do normal damage with Force Shard, you have to spend another minor action. If you really want zone control, wait until level 3 for Burning Flux. [B]Cha[/sblock][/B] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 3[/URL][sblock]Basic power points: 4. Total with bonus: 5 (Escaped Thrall or Noble Adept theme) Cha-Psions get a single target control power which they might just keep until level 23. There are also some interesting Action Denial powers (one of which is a strict upgrade from level 1), and a zone which can damage multiple times per turn. [B]Sample power selection[/B] Cha-Psion: Betrayal, Dishearten, Mind Thrust The rest: Force Hammer, Dishearten, Dimensional Scramble [COLOR=#0000FF][B]Betrayal[/B] [/COLOR]([B]FM, AD[/B]): PHB3. Unaugmented this does nice damage, but unless the monster you’re charming has a melee basic attack with an awesome control effect (unlikely), it doesn’t help you control the battlefield. That changes when you use the [COLOR=#000000]augment 2[/COLOR]. Forced movement and dazing is a powerful combination, and there’s a good chance the monster will do a lot more damage than you. Strong single target control which gets better at [COLOR=#00CCFF][B]higher levels[/B][/COLOR]. Can also be used to trigger your defender's mark for even more damage, although the attack is made with a -2 penalty. [B]Cha, Will[/B] [COLOR=#0000FF][B]Psychic Anomaly[/B][/COLOR] ([B]FM, AD[/B]): PsP. A possible replacement for Dimensional Scramble. You pick a crowded area, plop down a potential flanking partner for your allies and start rearranging the battlefield to your liking. Too bad you need to spend two power points each time you want to daze an enemy, because forced movement and daze is a powerful combination. Also works better with damaging zones than Dimensional Scramble, because you can slide enemies in and out of the zone for autodamage. [B]Psychic, Will[/B] [COLOR=#0000FF][B]Force Hammer[/B][/COLOR] ([B]AD[/B]): PHB3. Did you take Mind Lock at level 1 and don't see another good power at this level? Then retrain Mind Lock away for another level 1 power and take Force Hammer instead if you want the slow/no shift effect. Unless you want psychic damage for Psychic Lock or attacks vs. Will for Life Singer or Divine Oracle, but those don’t come online until paragon. [B]Fuse Form[/B] ([COLOR=#FF0000][B]SC[/B][/COLOR]): PsP. The unaugmented version basically does nothing at all. The augment 1 version is interesting in that it gets the Fear keyword (Starfire Womb, Hellfire Blood, Stygian Adept). It’s the augment 2 version that saves this power though. If you can catch two or more enemies in a burst 1, they’re staying there while your party finishes off the monsters on the other side of the map. Gets much better at higher levels when you have the power points to sustain the augment 2 over multiple rounds, although it gets competition from Thunder Tether at level 13. Too bad the damage is pitiful. [COLOR=#800080][B]Burning Flux[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): PHB3. Better than Force Shard from level 1 because it blocks a wider area, but non-minions can still just walk through it and ignore the pitiful damage. The augment 1 gives enemies a better reason for moving through the zone because it blocks line of sight. The augment 2 enlarges the totally obscured zone so artillery won't have a choice but to walk through it in confined areas. [B]Wis[/B] [COLOR=#800080][B]Kinetic Trip[/B][/COLOR] ([B]AD[/B]): PsP. The more flexible targeting of the augment 2 is nice, but not enough reason to pick this over Force Hammer. [COLOR=#800080][B]Crushing Turmoil[/B][/COLOR] ([B]AP[/B]): PsP. Unless you or a partymember has some really nasty save ends effects that you want to keep going round after round, just ignore this in favor of Dishearten. [COLOR=#FF0000][B]Id Insinuation[/B][/COLOR]: PHB3. A leader power, but for some reason it only lowers the target’s Fortitude. You might be interested in this if you have a party full of implement attackers who target Fort and are short a leader, otherwise you can safely skip this. It doesn’t help that the power itself targets Will. [B]Cha, Psychic, Will[/sblock][/B] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 7[/URL][sblock]Basic power points: 6. Total with bonus: 7 (Escaped Thrall or Noble Adept theme) At this level you get your sixth power point so you can use augment 2 powers for as long as most combats (should) last. Wis-Psions get access to some good powers, one of which is the best Forced Movement Psion power, so they can finally match their Cha-counterparts. Also a good immobilizing Action Denial power for everyone, so it's not necessarily a dead level for Cha-Psions. [B]Sample power selection[/B] Cha-Psion: Force Grasp, Betrayal, Dishearten Wis-Psion: Dread Spiral, Force Hammer, Dishearten The rest: Force Grasp, Psychic Anomaly, Dishearten [COLOR=#00CCFF][B]Force Grasp[/B][/COLOR] ([B]AD[/B]): PHB3. The next one in the line of force-based slow/prone/immobilize powers. Immobilize gives you some hard action denial, against two targets within 10 no less, and it doesn’t even require a secondary stat. A great pick for every Psion. Replace Force Hammer or Mind Lock with this if you have either power. [COLOR=#0000FF][B]Dread Spiral[/B][/COLOR] ([B]FM[/B]): PHB3. A good forced movement power for Wis-Psions, who should replace Kinetic Trawl or Force Punch with it if they have either power. The unaugmented and augment 1 version are ok because it's a forced movement attack vs Fort, which means that you can easily pull the flimsy caster or artillery from the back row next to the defender. The augment 2 version amps the forced movement way up. Additionally, there's no better power yet for abusing damaging zones. [COLOR=#FF0000][B]Useless[/B] [/COLOR]for Cha-Psions. [B]Wis[/B] [COLOR=#0000FF][B]Kinetic Buffer[/B][/COLOR] ([B]FM[/B]): PsP. This is the power all you Shapers have been waiting for. Put your conjuration down in the middle of melee and start throwing enemies around the battlefield. The defense bonus insures that your conjuration stays intact long enough to do it again next turn. The same goes for Dreamwalkers of course. You replace Force Punch with this if you have it. If you’re neither Shaper nor Dreamwalker, you’ll only use this as a last resort when you find yourself surrounded, which should be [COLOR=#800080][B]almost never[/B][/COLOR]. [B]Wis[/B] [B]Cranial Disturbance[/B] ([B]AD[/B]): PHB3. The rating is for Wis-Psions who want some single target control, but it has fierce competition from Force Grasp. You replace Force Hammer with this if you have it, but be aware that Cranial Disturbance is not strictly better. Too bad the extra damage from the augment 1 and 2 hits all creatures instead of just enemies, because chances are your allies are next to a target you’d like to prone or daze. The power is [COLOR=#FF0000][B]red[/B] [/COLOR]for Cha-Psions, who will stick with Betrayal instead. [B]Wis[/B] [B]Ego Whip[/B] ([B]AP[/B]): PsP. A nice debuff power for defenses as well as attacks, and even saving throws if you augment it. Too bad it’s only against one target and the damage is pitiful, so your partymembers better make good use of the defense penalty. [COLOR=#0000FF][B]Better[/B][/COLOR] if you or your partymembers deal in a lot of save ends effects or if you have a way to make use of the Fear keyword (Starfire Womb, Hellfire Blood, Stygian Adept). [COLOR=#FF0000][B]Red[/B] [/COLOR]for Cha-Psions, who will stick with Dishearten and Mind Thrust for these types of effects. [B]Psychic, Will[/B] [B]Mind Break[/B]: PHB3. A ranged basic attack that only does damage and applies psychic vulnerability. It allows you to pursue the path of a striker, or leader if your partymembers also do psychic damage. For those roles I’d rate this blue, but since you’re supposed to be a controller black is the best I can do. Gets better if you have an RBA-granting leader, since you can apply Psychic vulnerability out-of-turn and immediately use it on your own turn. [B]Cha, Psychic, Will[/B] [COLOR=#800080][B]Ectoplasmic Servant[/B][/COLOR] ([B]AD[/B], [COLOR=#FF0000][B]SC[/B][/COLOR]): PsP. A possible replacement for Static Mote if you’re into auto-slowing, but at this level you can do so much better. It only damages enemies, so it has that going for it. Also has some soft control, but since the damage is only once per turn it’s useless for zone pingpong. Only take this if your whole party has World Serpent´s Grasp or other ways to take advantage of slowed enemies. [COLOR=#FF0000][B]Matter Dissipation[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): PsP. Like most soft control powers, the low damage simply won’t deter any non-minion from staying in the zone. It’s really a testament to how bad Insidious Doubt is that this is still rated above it. [B]Cha[/B] [COLOR=#FF0000][B]Insidious Doubt[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): DR390. Yikes, this is a bad power. Only one target, soft control for some of the least used action types, and worst of all no augment 2. You could try to double-tap psychic vulnerability with this, but really, why would you even bother. [B]Cha, Psychic, Will[/sblock][/B] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 13[/URL][sblock]Basic power points: 7. Total with bonus: 10 (Escaped Thrall or Noble Adept theme, psionic paragon path) You’re now getting to the point where you have to make some serious considerations if a new power is better than any other power you already have access to. Augment 4 is a high price to pay, especially if you didn’t take a psionic paragon path. So be very sure if the power you’re taking is worth losing a power that only takes 2 power points to augment. This level is all about Action Denial through movement control. It also offers a nice Forced Movement power for Cha-Psions, a concealment/blinding power for Stealth builds and the only Psion power in the game that deals radiant damage. [B]Sample power selection[/B] Cha-Psion: Thunder Tether, Betrayal, Dishearten Wis-Psion: Thunder Tether, Dread Spiral, Dishearten The rest: Thunder Tether, Dimensional Scramble, Dishearten [COLOR=#00CCFF][B]Thunder Tether[/B][/COLOR] ([B]AD[/B], [COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PHB3[/B]. Now this is control! The augment 1 corrals two monsters in a 5x5 zone where they won’t bother (or run from) your party for a round. Leaving the zone is impossible, so it even gets around stuff like teleportation that immobilize and slow can’t deal with. The augment 4 is soft control, but depending on how you good your Wis is, this can do a lot of damage when you combine it with forced movement. Every instance of forced movement deals thunder damage, so you can abuse this with non-standard action forced movement powers like Forceful Push and Hand of Caution. Also synergizes very well with Mark of Storm. You can replace Force Grasp with this to make room for another level 3-7 power. [B]Wis[/B] [COLOR=#0000FF][B]Kinetic Wave[/B][/COLOR] ([B]FM[/B], [COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PsP[/B]. Thunderwave is good. A Thunderwave that leaves behind a 3x3x3 or 5x5x5 zone of difficult terrain is better. Unless you’re fighting in a wide-open space, this does a good job of getting the monsters off your party’s back. Be mindful that it’s party-unfriendly and that you have to approach melee to use it. Better for Shapers and Dreamwalkers who use it from their conjuration’s square. [B]Wis[/B] [COLOR=#0000FF][B]Inexplicable Attraction[/B][/COLOR] ([B]FM[/B], [COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PsP[/B]. This power is good in that it actually has a useful effect when you’re out of power points. Although the slide is limited to a square adjacent to another creature, sliding one or two targets 3-5 squares can save you from an ambush or draw unwilling casters and artillery next to the striker and defender. The augment 4 has a little soft control baked in, but as usual the damage is far too low to be an effective deterrent. Also interesting is that this is a Wis-power that deals psychic damage for Psychic Lock. [B]Wis, Psychic, Will[/B] [COLOR=#0000FF][B]Void Shard[/B][/COLOR] ([B]AD[/B], [B]FM[/B]): [B]PsP[/B]. An almost strict upgrade of Static Mote. All the separate effects of this power aren’t very impressive, but they combine to make quite a decent action denial power. So if you like auto-slow and large area action denial, Void Shard will serve you well. [B]Brilliant Thought[/B] ([B]AP[/B]): [B]PsP[/B]. The unaugmented and augment 1 version are only good against artillery that don’t have burst powers, so in other words extremely limited. The black rating comes from the fact that the augment 4 lets you attack all targets in an area burst 1 twice, and if you manage to hit an enemy twice it's blinded. It’s also the only Psion power that deals radiant damage, giving you an entry pass into the Radiant Mafia. If you attack at least two targets with radiant vulnerability twice per round, your damage output starts to approach [COLOR=#0000FF][B]striker[/B][/COLOR] levels. Finally, I'll mention the usefulness for Gnomes, Wood Elves and Shades who are built around Stealth and want concealment to remain invisible. [B]Dual Hallucination[/B] ([B]AD[/B]): [B]PHB3[/B]. This power deals psychic damage to two targets at large range, but unfortunately only the augment 4 has any control effect. It’s a good replacement for Mind Thrust if you have a party full of Deft Blade users and implement users who attack Reflex, an alternative to Inexplicable Attraction for Psychic Lock users who love the range and the multitargetting, or an upgrade from Cranial Disturbance for ranged dazing. [B]Cha, Psychic, Will[/B] [COLOR=#800080][B]Telepathic Wail[/B][/COLOR] ([B]AD[/B]): [B]DSH[/B]. When I heard about a new Psion power coming out, I kinda hoped it would do more than deafen your targets. The unaugmented version has a very niche use for Shapers and Dreamwalkers who want to make a Stealth check out of sight after their conjuration has deafened everyone for a -10 Perception penalty. The usefulness of the augment 1 and 2 completely depend on the enemies you’re facing. Good if you plan to fight Mindflayers and other psychic scum, otherwise completely useless. [B]Psychic, Will[/B] [COLOR=#FF0000][B]Mind Wipe[/B][/COLOR] ([B]AP[/B]): [B]PHB3[/B]. Mind Wipe is a fine power in it’s own right. It just has one little problem: aside from doing a little more damage, it’s completely overshadowed by the level 1 power Dishearten. And that earns you a red rating, especially as a level 13 power. [B]Cha, Psychic, Will[/B] [COLOR=#FF0000][B]Concussion Burst[/B][/COLOR] ([B]AD[/B]): [B]PHB3[/B]. Terrible damage, and prone is a very underwhelming status effect at this level. Not to mention that the level 3 power Force Hammer does the same, is more versatile and actually has a damage roll. At this level you can afford the 2 power points necessary for Force Hammer to prone, so pick up a power that actually does something instead.[/sblock] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 17[/URL][sblock]Basic power points: 9. Total with bonus: 12 (Escaped Thrall or Noble Adept theme, psionic paragon path) Psions who go for control can safely skip this level, since every single control power is just bad. If you’re looking for a third at-will power with a slightly different effect however, there are two very good leader powers here for you to take. Especially Forced Opportunity can completely change your playstyle and will make your Warlord green with envy. You can also get an at-will zone abuse power if you're optimized for Forced Movement. [B]Sample power selection[/B] Cha-Psion: Forced Opportunity, Thunder Tether, Dishearten Wis-Psion: Shield Crack, Thunder Tether, Dread Spiral The rest: Forced Opportunity, Thunder Tether, Dimensional Scramble [COLOR=#00CCFF][B]Forced Opportunity[/B][/COLOR]: [B]PHB3[/B]. Wait, what? Since when do Psions grant free attacks to allies? Well, they do now, and they do it splendidly. This power instantly turns you into a Lazylord by letting one ally attack with a big bonus (unaugmented) or letting the party murder one creature outright (augment 4). You know what they say about control: dead is the best status effect, and this power goes a long way towards making that happen. In some fights, this is the only power you’ll be using. The rating is obviously [B][COLOR=#0000FF]low[/COLOR]er[/B] if you don't have many good opportunity attackers in your party. [B]Cha, Will[/B] [COLOR=#0000FF][B]Shield Crack[/B][/COLOR]: [B]PHB3[/B]. It took a while, but finally Wis-Psions get their own Mind Thrust. No control effect, but an area burst 1 that lowers AC is pretty good. Especially since it targets Reflex, usually not the highest defense of those annoying soldiers. The augment 1 makes it partyfriendly, which is pretty rare for a Psion! The augment 2 also lowers Reflex, which means this power becomes more accurate the next time you use it against the same targets. Does lightning damage, so works with Mark of Storm. [COLOR=#800080][B]Purple[/B] [/COLOR]for Cha-Psions with Mind Thrust. [B]Wis [COLOR=#000000][B]Cerulean Cage[/B][/COLOR] [/B]([B]SC[/B]):[B] [B]PsP[/B][/B]. Great, so you can deal a few extra damage to a target if it leaves its square? That will deter absolutely no-one. The augment 4 is the reason you take this though. It's the only at-will power in the Psion's arsenal for zone abuse, which you achieve by sliding the target in and out of the damaging zone multiple times (with Dread Spiral for example). Doing multiple instances of your Int mod damage will get a monster bloodied quickly, especially if you apply vulnerability to force damage. That's pretty hard to find, but Concussive Detonation at level 27 will do it. [B]Wis[/B] [COLOR=#800080][B]Telekinetic Haze[/B][/COLOR] ([B]AP, FM[/B]): [B]PsP[/B]. Compares infavorably to the level 7 power Kinetic Buffer. The augmented version on that one is larger, cheaper to use and combines the forced movement with the defense bonus so you won’t have to choose between the two. The only ones who want this power are [COLOR=#0000FF][B]Gnomes, Wood Elves and Shades[/B][/COLOR] who try to remain hidden and let their Shaper/Dreamwalker conjurations do their attacking for them. [COLOR=#800080][B]Psychic Brand[/B][/COLOR]: [B]PHB3[/B]. Another leader power which makes it impossible for enemies to stay invisible and applies vulnerability with the augment 4. Not necessarily a bad power, but not a controller power either. If you want a damaging leader power, take Forced Opportunity instead. [B]Cha, Psychic, Will[/B] [COLOR=#FF0000][B]Thought Guardian[/B][/COLOR] ([B]AP, AD[/B]): [B]PsP[/B]. Let’s make this clear right now: the unaugmented and augment 1 version should never be used in favor of Dishearten. The augment 4 is usable in the first round if you win initiative and place the conjuration right behind the monsters, but that’s about it. Since you run the risk of the monsters avoiding the opportunity attacks by teleporting or just using ranged attacks, this power doesn’t deserve a higher rating. [COLOR=#FF0000][B]Manifested Horror[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PsP[/B]. Another bad soft control power. This would actually look interesting on a defender for a nice Catch-22, but since you’re a controller and your enemies will have HP to spare, dealing Int mod damage won’t influence their actions much. Has the Fear keyword for Starfire Womb, Hellfire Blood and Stygian Adept, but you should go with Ego Whip instead if you’re into that. [B]Psychic, Will[/B] [COLOR=#FF0000][B]Crystalline Bonds[/B][/COLOR] ([B]AD[/B]): [B]PHB3[/B]. Seriously, no damage? With a level 17 close blast 3 immobilize? Although there’s only one other at-will that immobilizes (Force Grasp at 7), it completely overshadows Crystalline Bonds with its more flexible targeting and damage. [B]Wis[/sblock][/B] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 23[/URL][sblock]Basic power points: 13. Total with bonus: 16 (Escaped Thrall or Noble Adept theme, psionic paragon path) Three great control effects here (dominate, removed from play and area blindness). The rest of the powers suffer from the psionic power syndrome: they're just not good enough compared to lower level powers. Although Phantom Burden is an option for Psions who tend to run out of power points before the fight is over, since it's the only power with a good control effect that doesn't cost 6 power points. [B]Sample power selection[/B] Cha-Psion: Sudden Control, Thunder Tether, Dishearten Wis-Psion: Mindfire Explosion, Shield Crack, Thunder Tether The rest: Mindfire Explosion, Forced Opportunity, Thunder Tether [COLOR=#00CCFF][B]Sudden Control[/B][/COLOR] ([B]FM, AD[/B]): [B]PHB3[/B]. You can finally do what telepaths do best: take complete control over another’s mind. The unaugmented version is an upgraded Betrayal (bigger slide, target can attack itself, melee or ranged (OA!) basic attack, bonus to attack and damage rolls), and the augment 6 lets you outright dominate the target. On its turn you make the target charge another enemy or run off a cliff, taking as many opportunity attacks from your allies on the way as possible. And next turn, you get to do it again. There’s a reason you waited so long for this ability. [B]Cha, Psychic, Will[/B] [COLOR=#0000FF][B]Mindfire Explosion[/B][/COLOR] ([B]AP[/B]): [B]PsP[/B]. The unaugmented and augment 2 versions will annoy bunched-up artillery, but not much else (Gnomes, Wood Elves and Shades like it for hiding though). The augment 6 blinds in a large area burst, which can just shut down combat for a few rounds. Great for Wis-Pions who want their share of attack penalties. If you like 'em blind, replace Brilliant Thought with this. A bit overshadowed by Psionic Veil at 27 though. [B]Will[/B] [COLOR=#000000][B]Space Vortex[/B][/COLOR] ([B]FM, AD[/B]): [B]PHB3[/B]. The teleport is useful, but the low damage is unacceptable. The augment 6 provides incredible control though: nice damage and the enemy is removed from play for a round, no questions asked. This power drops to [COLOR=#FF0000][B]red[/B] [/COLOR]for Cha-Psions who take the dominate effect instead. If you’re a Cha-Psion, you only pick this up if you really need the teleport effect or you like Betrayal better. Though I have to say, dominate is so strong that even Wis-Psions should probably still take Sudden Control over this. [B]Phantom Burden[/B] ([B]AD, [COLOR=#FF0000]SC[/COLOR][/B]): [B]PsP[/B]. One of the few powers with an augment 6 that’s actually worse than the augment 2. Applying slow and difficult terrain in an area burst 2 will keep most monsters off you for at least one round, whereas making them fall prone after they’ve moved next to you will only give them a -2 penalty to attack. If the augment 6 did something cool too, this power would earn a higher rating. [COLOR=#800080][B]Daggers of Pain[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PHB3[/B]. The unaugmented and augment 2 version are just worse versions of Mind Break (which doesn’t even have a control effect to begin with). If you want to trick out this power, it’s hard but possible to build around the augment 6. The Praetor Legate level 16 feature lets you slide all targets adjacent to you one square at the start of their turn (which can be increased with Controlling Advantage for example). You can also ready Dread Spiral or a similar forced movement power for when the enemy starts its turn. [URL="http://community.wizards.com/go/thread/view/75882/29054877/Boominator:__Booming_blade_abuse"][B]More on the possibilities with Praetor Legate here[/B][/URL]. [B]Cha, Psychic, Will[/B] [COLOR=#FF0000][B]Prismatic Swarms[/B][/COLOR] ([B]AP, FM[/B]): [B]PsP[/B]. Adding a slide to an unaugmented Dishearten is nice, but not being a psychic power (thus not triggering Psychic Lock) is what kills the rating on this. Maybe [COLOR=#800080][B]purple[/B] [/COLOR]for Wis-Psions, but they should still take Mindfire Explosion over it if they’re interested in applying attack penalties. [COLOR=#FF0000][B]Mind Trap[/B][/COLOR] ([B]AD, AP, [COLOR=#FF0000]SC[/COLOR][/B]): [B]PsP[/B]. If you want to prevent enemies from taking out-of-turn actions, you're much better off just dazing them. Dual Hallucination already gave you a multitarget daze that deals psychic damage at level 13, and is more versatile to boot, so you should just stick to that. [B]Cha, Psychic, Will[/B] [COLOR=#FF0000][B]Cruel Crush[/B][/COLOR] ([B]AD[/B]): [B]PHB3[/B]. Single target proning at level 23, blegh. The range is good, but that’s about it. The augment 6 is like a single target slow + attack penalty, which isn’t nearly enough to even consider taking this power. Stick to Force Hammer for your proning needs.[/sblock] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Level 27[/URL] [sblock]Basic power points: 15. Total with bonus: 18 (Escaped Thrall or Noble Adept theme, psionic paragon path). 20 if you took the Topaz Crusader epic destiny. And we finish with some Action Denial and Attack Penalties in the form of area stun and invisibility/blindness. Apart from those powers, there’s not much else to consider. But that doesn’t really matter, since you have your full selection of at-will powers by now. [B]Sample power selection[/B] Cha-Psion: Psionic Veil, Sudden Control, Forced Opportunity Wis-Psion: Concussive Detonation, Thunder Tether, Dimensional Scramble The rest: Concussive Detonation, Mindfire Explosion, Forced Opportunity [COLOR=#00CCFF][B]Concussive Detonation[/B][/COLOR] ([B]AD[/B]): [B]PHB3[/B]. Close blast 3 slow, force vulnerability or stun. That’s a nice set of effects to apply in a blast, especially the stun. The best part is: once you get a bunch of enemies in the blast, you can keep hitting them with the stun for as long as you have power points; I mean, they’re not going anywhere. If you are still carrying around Mind Blast from level 9, you can finally exchange it for something else now. [B]Wis[/B] [COLOR=#00CCFF][B]Psionic Veil[/B][/COLOR] ([B]AP[/B]): [B]PHB3[/B]. If you position yourself (or your Shaper/Dreamwalker conjuration) and your partymembers correctly, you won’t even have to use the augment 6 on this. You being invisible or them being blinded has practically the same effect (-5 attack penalty for melee and ranged attacks, -7 with Psychic Lock), so you can save a lot of power points that way. If you took or wanted to take Mindfire Explosion at level 23, you can now take this instead. Again, good for Gnomes, Wood Elves and Shades who want to stay hidden. [B]Psychic, Will[/B] [B]Kinetic Detonation[/B] ([B]FM[/B]): [B]PsP[/B]. A large or even VERY large burst that pushes enemies out of it has its uses. You probably don’t want to use a precious at-will slot for a power that does only that, but if you do, Kinetic Detonation is there for the taking. It’s an alternative to Kinetic Wave for Psions who are tired of wading into melee to use a good forced movement area power. [B]Wis[/B] [B]Decerebrate[/B] ([B]AD[/B]): [B]PsP[/B]. The unaugmented version does nothing but be a ranged basic attack. The augment 2 has very weird targeting (one creature in an area burst 1?), but taking a move action away from a creature is nice as a form of semi-daze. The augment 6 dazes three enemies with psychic damage, which is a nice upgrade from Dual Hallucination’s two targets at the cost of two more power points. Not much more to tell about this decent but wholly unimpressive power. [B]Psychic, Will[/B] [COLOR=#FF0000][B]Intrusive Spear[/B][/COLOR]: [B]PHB3[/B]. I guess the designers were out of inspiration, since this power does exactly the same thing no matter how many times you augment it. And that thing (making targets grant combat advantage) isn’t even good. Stick to Mind Thrust or Shield Crack if you want to make a target easier to hit. [COLOR=#FF0000][B]Claws of Force[/B][/COLOR] ([B]AD[/B]): PHB3. This power was good as the level 7 Force Grasp, but 20 levels later I really expect better than single target slow/restrain and some weird form of movement denial. It’s even worse than Force Grasp due to the limited targeting and the huge amount of power points you have to spend for hard movement denial. [COLOR=#FF0000][B]Reality Meltdown[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PsP[/B]. Theoretically, if you can keep enemies bunched up next to each other, you can deal Int+Int/1d6+Int/2d6+Int fire damage to each enemy once per round by moving the molten orb into their squares. But if the enemies are already in that set-up, why not just use a nice area burst or close blast that actually does something useful? [COLOR=#FF0000][B]Hail of Crystals[/B][/COLOR] ([COLOR=#FF0000][B]SC[/B][/COLOR]): [B]PsP[/B]. A “damned if you do, damned if you don’t” power. Except that the zone is too small and that nobody cares about the piddly damage to be deterred either way. Could be used to clear up minions, but do you really need this turd of a power for that? [B]CHA[/B] [B][/sblock][/B] [/FONT][/COLOR] [/QUOTE]
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The Mind's Eye: A Psion's Handbook (svendj)
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