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The Mind's Eye: A Psion's Handbook (svendj)
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<blockquote data-quote="Jessica" data-source="post: 6702452" data-attributes="member: 6796107"><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Flexing Your Brain - Feats</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">First off: only the feats that are black or better will be listed here, since there are Just. So. Many. of them. Exceptions are Psion/psionic feats and trap feats, which are feats that look good on paper but need to be avoided for a certain reason.</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'">Now, what feats to take. The feats can be divided up into five easy categories. Those are listed below in order of approximate importance.</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">Categories</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>1. Accuracy</strong>. Hitting is king in terms of character optimization. Most of your powers literally do nothing when you miss, which in turn means enemies are free to rampage across the map to attack you and your allies. You don’t want that to happen, at all, so boosting your accuracy is something you should do whenever possible.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Must-haves</strong>: Expertise (Orb or Staff being most common), Superior Implement Training: Accurate, multiclass Druid + Acolyte Power for Serpent's Cunning.</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>2. Initiative</strong>. Going first is of paramount importance to a controller. Most strikers won’t kill monsters in one turn, and leader buffs are good but not critical in the first turn of the battle. Control is a different animal: if you manage to immobilize melee monsters before they’ve taken a turn, they can’t reach the party, won’t do damage and thus skip a turn. Next turn, you can do it again, keeping them ‘stunlocked’. But that won’t be as effective if the enemies are already in the party’s midst.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">On top of that, with high initiative you will also be able to fire off a power and then run for cover. You are fragile (see next point), so you need to GTFO before team monster has a chance to reach you. That’s why initiative is so important to you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Must-haves</strong>: Improved Initiative (retrain to Superior in Epic), Danger Sense, Battlewise for Wis-Psions, Battle Intuition (Deva), Imperious Majesty (Tiefling).</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>3. Defenses</strong>. You’re fragile, make no mistake about that. Although your primary stat feeds into your AC and most of your powers are ranged, if team monster ambushes your party or just wins initiative, you could easily be down or even dead in one round of focused fire. Upgrading your defenses helps to prevent this.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Must-haves</strong>: Unarmored Agility or Armor Proficiency: Leather, Improved Defenses (becomes mandatory at paragon), Superior Will.</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>4. Versatility/effects</strong>. There are several feats that increase the control aspects of your powers, like adding forced movement or attack penalties to every hit. Everything that makes you a better controller is worth investing in. Not every Psion will qualify for every feat, but take ‘em if you can use ‘em.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Must-haves</strong>: Psychic Lock, Skill Power, Anchoring Push (Telekinetic Psions), Royal Command of Asmodeus (Tieflings), Secrets of Belial (Tiefling)</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>5. Damage</strong>. Face it, you’ll never do a lot of damage. But since every party member has to contribute to taking down the enemy, it won’t hurt to at least put a little effort into increasing your damage output.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Must-haves</strong>: none, but Implement Focus is decent. If you can get and use them, you can instead take Psychic Focus, Jagged Force, Silvery Glow or Battle Psion. If you specialize in a certain damage type like psychic, instead of taking a Superior Accurate Implement you can take one that's energized and still has the attack bonus against a common defense. Examples: Crystal Orb, Inexorable Ki Focus.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[/sblock]</span></span>[sblock]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">There’s also such a thing as ‘feat taxes’, which means that for whatever reason (usually to keep up with ever-increasing monster strength) you have to take these feats at the earliest opportunity if you want to play as optimized as possible. You won’t be much less effective if you postpone taking them for a couple of levels (some feats become more important at higher tiers, for example), but at some point you need to take them or risk being ineffective in combat. These feats are easy to recognize: they’re the only feats that are rated <span style="color: #00CCFF"><strong>skyblue</strong> </span>and <span style="color: #FF9900"><strong>gold</strong> </span>in the handbook.</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 more thing: feats often offer some type of numbered bonus, like a +1 feat bonus to an attack or damage roll. Remember that bonuses of the same type don’t stack, so it’s useless for example to take multiple feat bonuses to attack rolls.</span></span>[/sblock]</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="font-size: 15px">Heroic tier feats</span><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">Class feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #800080">Autohypnosis</span>: PsP.</strong> Gaining an additional surge is a solid benefit for you, but if you want more surges you can take Durable for double the benefit. Using Arcana for Endurance checks is nice, but not worth the feat. I would only take this if you regularly have to make Endurance checks (Dark Sun) or if you already have Durable and still need more healing surges.</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">Beguiling Torment</span>: PsP.</strong> Daze + slide is a powerful combination to prevent enemies from attacking or charging (just slide them 1 square away from the defender). But paying 1 power point and a feat for it? What makes matters even worse is that most of your at-will powers only daze if you augment them, which ensures you’ll run out of power points very quickly. Maybe at late paragon or epic if you have power points to spare.</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: #FF0000">Bloodied Concentration</span>: PsP.</strong> First things first: with your paltry HP and number of surges, you should always avoid getting bloodied. Even then, only getting a bonus to augmented at-will powers is not worth a feat at all. Maybe if you’re a Dragonborn to stack with Dragonborn Fury, but that’s mostly just a bad niche.</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: #0000FF">Controlling Advantage</span>: PHB3.</strong> Stuff that increases your forced movement can get pretty powerful pretty quickly. Combine this with a superior Forceful implement for example, and you can see how powers like Dread Spiral become very good even when unaugmented. The hard part is getting the needed combat advantage. Distract, Vicious Advantage and Distant Advantage can help you out here.</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: #0000FF">Discipline Adept</span>: PHB3.</strong> Depends on your Discipline Focus of course, but especially Telekineticists and Shapers benefit from this. This becomes <span style="color: #FF9900"><strong>mandatory</strong> </span>for Telekineticists when they’re going for Anchoring Push at paragon. Shapers who take the Dreamwalker paragon path can safely give retrain 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><span style="color: #800080">Diverse Focus</span> (Elan Bloodline): PsP.</strong> Gaining access to Shaped Consciousness or Forceful Push is nice, but as a daily power it’s hardly worth the cost of a feat. Not to mention that you also need to have the Elan Heritage feat to even qualify for 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><span style="color: #800080">Double Scrutiny</span>: PsP.</strong> You like an untyped +3 bonus to two class skills, but paying a feat for them is pretty harsh. Still, the bonus is quite substantial, so it’s not out of the question if you want to be a living trap- and lie-detector.</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: #FF0000">Exchange Power</span>: PHB3.</strong> Only an option if you have a psionic ally in your party. But even then the situation where you want to give a power point away is rare enough that you’d hardly use the power if you got it for free. You certainly don’t want to spend a feat on it.</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">Mindlink</span>: PsP.</strong> Take this if you face a lot of invisible enemies. Otherwise, the effect is just too weak to be worth a feat.</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>Orbiting Object: PHB3.</strong> There are plenty of situations where having an extra hand can be useful. Saving yourself a minor action to draw a consumable or a back-up implement can become quite valuable at that point in your career when you have more stuff than you know what to do with.</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: #FF0000">Power Cascade</span>: PsP.</strong> The damage is far too low and the conditions too uncommon to waste a feat on 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><span style="color: #FF0000">Precise Mind</span>: PHB3.</strong> I can imagine taking this feat before level 7, when you have only 2-4 power points, to increase your accuracy somewhat. But even then the duration is too short, and the effect too overshadowed by other feats, to consider spending one of your precious feat slots on it.</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: #0000FF">Psionic Initiative</span>: PsP.</strong> If you always have one power point to spare, you could take this over Improved Initiative. A +6 bonus to initiative is just ridiculous, and will most certainly help you assert early control over the battlefield. Don’t forget to retrain this in Epic to Superior Initiative.</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>Psionic Skill: PsP.</strong> Not bad for a Sage of Ages if you want to make sure you get the full benefit of Trick of Knowledge, or Stealth builds who really want to succeed at becoming hidden.</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: #FF0000">Psionic Toughness</span>: PsP.</strong> Getting additional HP when you use your second wind is a nice benefit, but not enough to top Toughness. Which already is a questionable pick.</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: #FF0000">Vicious Intrusion</span>: PsP.</strong> Not worth it at heroic tier because you can only target one creature, and not worth it at higher tiers because 3 extra damage won’t make a dent by then.</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">Vision of Madness</span> (Foulborn Bloodline): PsP.</strong> If you attack 2-3 targets per turn in bursts and blasts, the chance you’ll score a critical hit at least once per fight is decent. Tacking a daze or a little extra damage onto the crit is not bad, but the fact that you can’t control who gets it makes this very niche. Needing Foulborn Heritage as a prerequisite makes things even worse.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">General feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Aberrant Mark of Madness</span>: EPG</strong>. Not for every Psion, but if you specialize in attacks versus Will and pick multitarget dailies (as you should), this one feat could mean a +2 to all your attacks for as many combats as you have daily attack powers. Illegal for LFR.</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>Armor Proficiency: Leather</strong></span>. Take either this or Unarmored Agility to boost your AC to an appropriate level. Which one you’ll pick probably depends on the armor you find. Cloth has a slight lead because masterwork armors (Githweave etc.) boost your Will instead of your Reflex. Attacks against Will usually have more annoying effects, and your Ref is already tied to your main stat anyway.</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">Battlewise</span>: HoFK</strong>. The rating assumes Wisdom is your secondary stat. Initiative is very important for a controller, and since Dexterity is one of your dump stats this feat is a no-brainer. Deva take Battle Intuition instead.</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>Beguiling Enchantment: PHB3</strong>. This rating assumes you use Betrayal or Sudden Control often. Those two powers don’t work with Psychic Lock, but you can at least use them to make yourself harder 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'"><strong><span style="color: #0000FF">Coordinated Explosion</span>: PHB2</strong>. This doesn’t work well since the majority of your powers are unfriendly, but there are some good friendly ones (Dimensional Scramble, Kinetic Burst, Shield Crack and Psionic Veil for example). If you find yourself regularly using these powers, pick up this feat for some added accuracy.</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>Disciple of Inspiration: HoFL, HoFK</strong>. Since all you do is use at-will powers, you will find yourself missing with them sometimes. Getting an accuracy boost for two turns is a nice consolation price.</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: #0000FF">Distant Advantage</span>: PHB2, HoFK</strong>. Combat advantage is harder for you to come by than for your allies in melee. This will help you out. Be aware that it’s useless if you’re built to prevent enemies from approaching your allies.</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>Durable: PHB, HoFL, HoFK</strong>. Boring, but it might be necessary if you regularly find yourself a surge or two short during your adventures. Invest in defensive feats first, but don't hesitate to take this if you still need the extra durability. </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>Elemental Companion: HoEC</strong>. You take this for the Storm Talon companion, but there are some hoops you need to jump through to make it work. First, you must have already taken the Born of the Elements feat. Second, you must be using mostly lightning and thunder attacks (Static Mote, Thunder Tether and Shield Crack are all decent to good powers, or multiclass Swordmage to use a Lightning Weapon as your implement to make all your attacks do lightning damage). Third, your defenses must be up to snuff, otherwise enemies just murder the Storm Talon. But if you meet all these requirements, you get a +2 attack bonus against every enemy adjacent to your companion, which is certainly worth the trouble. Works well with Mark of Storm too.</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: #FF9900"><strong>Expertise</strong></span>. Take one of these feats for a good to huge bonus to your accuracy. Which one you want depends on your build, but Staff is best for most 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'"><a href="http://www.enworld.org/forum/" target="_blank">Show</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #00CCFF">Staff Expertise</span>: HoFL, HoFK</strong>. Never provoke an opportunity attack again. Wielding a staff is also a good way to crank up your damage somewhat with Siberys Shard of the Mage, and to boost your AC with Hafted Defense and Staff Fighting. The best of the expertise feats in my opinion.</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: #0000FF">Orb Expertise</span>: HoFL</strong>. Wis-Psions can consider an orb over a staff if they want to specialize in forced movement. Also see Controlling Advantage in the Heroic Tier Class Feats section.</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">Rod Expertise</span>: HoFK</strong>. If you’re worried about your defenses, you can take this (along with a way to become proficient with rods) and put a Rhythm Blade in your offhand for a +2 shield bonus to AC and Reflex. But you’re better off with a Staff if you want to boost your AC.</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">Tome Expertise</span>: HoEC</strong>. If you regularly have conjurations next to your targets, this becomes a serious consideration. The best part is that you don't need to be proficient with Tomes to get the combat advantage, so that saves you a multiclass feat. Ways to use this include Shaper Focus, Dreamwalker, multiclassing Shaman for a Spirit Companion, and Fey Cantrip for Mage Hand.</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">Versatile Expertise</span>: PHB3</strong>. If you want to attack with a weapon and an implement for some reason, this is the go-to expertise feat for Psions. The only build I can think of is a hybrid Avenger|Psion, and for that build Mighty Crusader Expertise is better. But the feat is there for those who want it.[/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'"><strong><span style="color: #800080">Fey Cantrip</span>: HotF</strong>. Doesn’t do much by itself, but gives you access to a conjuration (Mage Hand) for easy combat advantage with Tome Expertise, and lets Stealth builds use Chameleon’s Mask to substitute Stealth with Arcana once per encounter.</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>Great Fortitude: PHB, HoFL, HoFK</strong>. You should automatically qualify for both Superior Reflexes and Will, but probably not for Fortitude. If you already took the other two feats, no reason not to take this one. Otherwise, stick with Improved Defenses.</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: #0000FF">Hafted Defense</span>: PHB3</strong>. Getting a +1 shield bonus to AC and Ref is pretty good for staff users. It also opens up Rhythm Blade Wrist Razors for another +1 bonus to both defenses.</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: #0000FF">Impending Victory</span>: PHB3</strong>. Additional accuracy is always good, too bad about the bloodied clause though. Once creatures become bloodied, controlling them becomes less important than just killing them. The latter is not what you’re good at. Still, an untyped accuracy boost for most of your powers is not something you should skip lightly.</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>Implement Focus: HoFL, HoFK</strong>. At some point you’ll want to invest in a damage bonus. This is the most vanilla one, but take Psychic Focus, Jagged Force, Silvery Glow, Battle Psion or Superior Implement training instead if you qualify.</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">Improved Defenses</span>: HoFL, HoFK</strong>. You could postpone this until paragon if you really want some other feats first, but from that point on there’s no excuse for not grabbing a large feat bonus to three different defenses.</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">Improved Initiative</span>: PHB, HoFL, HoFK</strong>. Like I said in the intro, going first is really important for a controller like you. You need to prioritize this feat or risk being ineffective in your role.</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>Mark of Storm: EPG</strong>. You can use this to add forced movement to Static Mote, Thunder Tether, Shield Crack and some dailies, which is pretty good. It helps that all three at-will powers are decent to good. If you find a way to use a Lightning Weapon as an implement (multiclass Swordmage is easiest), you can add the forced movement to all your powers. Lastly, combining all this with a Storm Talon Elemental Companion gives you a huge attack bonus. Illegal for LFR.</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: #0000FF">Resilient Focus</span>: HoFL, HoFK</strong>. A +2 feat bonus to all your saving throws is never bad. Think about this right after you’ve paid all your feat taxes.</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>Silvery Glow: DR386</strong>. A substantial damage bonus to all your cold and radiant powers. One problem: you have only one at-will power that does radiant damage, and none that do cold. But multiclassing to Swordmage and wielding a Frost/Radiant weapon gets around this. Requires worshipping Sehanine, which means you can't take the next feat.</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: #0000FF">Skill Power</span>: PHB3</strong>. There are a lot of good skill powers you can take, especially if you pick up some non-class skills like Arcobatics or Streetwise through your multiclass or background. Pick this up when you have room, you won't regret adding another utility power to your arsenal. </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: #0000FF">Speaker of Hestavar</span>: DR387</strong>. If you specialize in forced movement to get enemies next to your allies, this feat gives them free combat advantage against your targets for a round. If you can repeat this round after round with powers like Dread Spiral and Psychic Anomaly, this feat can become a cornerstone to your build. You have to worship Erathis for it, but he seems like a good guy for a Psion to say the occasional prayer to.</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: #0000FF">Staff Fighting</span>: DR368</strong>. Like Hafted Defense, this gives staff users another +1 to AC in exchange for a feat, untyped this time.</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">Superior Implement Training</span>: PHB3</strong>. You will mostly just want to train for an Accurate implement, but there’s some stuff like a Crystal or Petrified Orb that’s worth considering.</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>Superior <span style="color: #FF0000">Fortitude</span>/<span style="color: #0000FF">Reflexes</span>/<span style="color: #00CCFF">Will</span>: HoFL, HoFK</strong>. You probably won’t qualify for Fortitude, so let that one slide. Reflexes is nice because your first turn in an encounter is often the most important one, so getting combat advantage against everything is good. Will is where it’s at though. Rolling a save against two of the worst conditions in the game can mean the difference between a wasted turn and an awesome one.</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>Terrain Advantage: HoFK</strong>. If you find yourself regularly creating difficult terrain with powers like Kinetic Wave, Interdicting Thoughts and Phantom Burden, you might as well get combat advantage out of it.</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">Unarmored Agility</span>: PHB3</strong>. Take either this or Armor Proficiency: Leather to boost your AC to an appropriate level. Which one you’ll pick probably depends on the armor you find. Cloth has a slight lead because masterwork armors (Githweave etc.) boost your Will instead of your Reflex. Attacks against Will usually have more annoying effects, and your Ref is already tied to your main stat anyway.</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: #0000FF">Vicious Advantage</span>: PHB3</strong>. You get good slowing powers from level 1 on, so it’s very worthwhile to invest in this to get easy combat advantage. One of the easiest ways for a Psion to get it consistently too. Combine it with World Serpent's Grasp to give your melee allies combat advantage as 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>Vistani Heritage: DR380</strong>. A great minor action control power in exchange for a feat, and it opens up Vistani Foresight in epic.</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: #0000FF">World Serpent’s Grasp</span>: HoFK</strong>. If you specialize in slow and immobilize, this will serve you well in both assisting your melee allies and keeping enemies off you. You have enough good slowing and proning bursts that the added control from this is really worth considering.[/sblock]</span></span><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><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">Racial feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Dragonborn</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Io’s Roar: PsP.</strong> This rating assumes you’re trying to set up some kind of a nova. This is one of the easiest ways to achieve it every encounter. If you follow it up with an augmented Dishearten, not only will every target take 5 extra damage, they also won’t be able to hit you in retaliation. Combine it with Powerful Breath and Hurl Breath for easier targeting.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Deva</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #00CCFF">Battle Intuition</span>:</strong> <strong>DR374</strong>. Using your Wisdom instead of Dexterity for initiative, and getting a free +2 feat bonus to initiative as well? Deva Psions should pick this up as soon as they're able to instantly skyrocket their initiative. Don't take this feat if your Wisdom score is low though.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Drow</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #800080">Haunted Darkness</span>: PsP.</strong> 3 extra damage with unaugmented at-will powers during two turns is quite a lot, especially if you specialize in area burst (Dishearten, Dimensional Scramble). Too bad that by the time you get room for this, you won’t be making many unaugmented attacks. You could consider taking this before level 7 if you want to increase your damage output, but your control will suffer for it. <strong>Better</strong> for hybrids who don’t have a lot of power points.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Eladrin</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Ubiquitous Step: PsP.</strong> Fey Step is one of the better racial powers, and getting an additional use out of it is awesome. It offers some possibilities for extra attacks with Eladrin Swordmage Advance, but those are better left to Battleminds and hybrid Swordmages.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Gnome</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Get in Your Head: DR389.</strong> Adding a teleport to your Fade Away power is a crucial upgrade for Stealth builds, since the movement allows you to immediately make a Stealth check and become hidden again. Too bad it costs a power point, but it’s a decent addition to the Stealth package.</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: #0000FF">Unseen Dread</span>: PsP.</strong> Adding slide 2 to every single attack power is awesome, and certainly worth investing in Stealth for. If you can find ways to consistently become hidden before making an attack, this becomes <span style="color: #FF9900"><strong>build-defining</strong></span>.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Halfling</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Helpful Hint: PsP.</strong> Letting an ally reroll a critical saving throw is good, especially as a free action. Don’t prioritize this, but when you have room you should certainly consider it.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Human</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Courageous Mind</span>: DR388.</strong> An untyped bonus to initiative and a saving throw bonus are another very good reason to go Human. With this, Battlewise, Improved/Superior Initiative and Danger Sense, you will practically always go first.</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: #0000FF">Human Ingenuity</span>: PsP.</strong> An additional power point is a big deal, especially before level 7. If you add this to the extra power point from the Escaped Thrall theme, you get an additional augment 2 every time you use an action point. This gets even better when you have more action points to spend, for example as a Sidhe Lord or with Vistani Foresight.</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>Skill Swap: DR282</strong>. At higher levels you'll have more uses for an additional skill power than for an extra unaugmentable level 1 at-will power. Don't take this before Skill Power, and seriously think about taking Heroic Effort instead. After all, the best skill power you can take (Insightful Riposte) is just a worse version of it.</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: #0000FF">Stubborn Survivor</span>: FRPG</strong>. An untyped +2 bonus to all your saving throws is very good. The only requirement is not having an action point, which is easy to achieve. Pick up Resilient Focus first, but keep this in mind to become the king of saving throws.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Kalashtar</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Dual Mind Strength: DR385</strong>. This rating of course assumes that at least two of your three at-wills do psychic damage. Damage is not your priority, but it always helps if you contribute to ending combats a little quicker.</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: #0000FF">Psion Hashalaq Initiation</span>: DR385.</strong> Rolling Forceful Push and Distract into one power is quite good. Especially at higher tiers where you can target multiple creatures this power starts to shine.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Mul</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Bred for Battle</span>: DSCS</strong>. A racial bonus to initiative is very nice to stack with a feat bonus from Improved Initiative, and an attack and speed bonus in round 1 is very good as 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>Humanity's Heir: DSCS</strong>. A small bonus to a NAD and a skill is nice, especially since it's a racial bonus.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Pixie</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Teeny Target</span>: HoF</strong>. A +2 defense bonus against all melee and ranged attacks is certainly worth investing in. If you have a lot of melee allies though, you might find yourself in places you'd rather avoid. You also become a very attractive target for blasts and bursts, but fortunately you can mitigate that by choosing the right utility powers.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Shadar-kai</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]The feats below come from Dragon 391 (except for Darkening Mind), and add effects to all your attacks while you're insubstantial from Shadow Jaunt. It's a rather large investment, but if you've got some feats to spare there are worse things you could be doing with 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'"><strong><span style="color: #FF9900">Darkening Mind</span>: DR389.</strong> If you're taking any of the feats below, you need this first to make Shadow Jaunt last another 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'"><span style="color: #0000FF"><strong>Doom of Jiksidur</strong></span>. Adding prone to all your attacks for two turns is very good action 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: #000000"><strong>Dread of Sakkors</strong></span>. Adding a push 2 and slow to all your attacks for two turns is great against melee enemies. When combined with Doom of Jiksidur, they are toast. </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>Drowning of Nhalloth</strong></span>. If you're up against ranged foes on the other hand, this is a good way to slide them closer to your buddies and give them an attack penalty while you're at it. Combine with Psychic Lock and Dishearten for the full lockdown.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Shardmind</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Jagged Force: PsP.</strong> This rating of course assumes that at least two of your three at-wills do force damage. Damage is not your priority, but it always helps if you contribute to ending combats a little quicker.</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>Psychic Focus: PHB3</strong>. This rating of course assumes that at least two of your three at-wills do psychic damage. Damage is not your priority, but it always helps if you contribute to ending combats a little quicker.</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>Shard Link: PsP.</strong> This rating assumes that you can get consistent combat advantage somehow (most likely though Vicious Advantage). Giving out free combat advantage to your allies is a nice benefit to tack onto your attacks, especially if your allies have trouble getting it themselves. It also encourages focused fire, which is always a good thing.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Tiefling</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Gaze of Ruin: DR387</strong>. Applying an automatic damage or defense penalty as a minor action as not a bad way to spend a feat. You can upgrade it with Lasting Decay, Ruin of Flesh and Sweeping Gaze. </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">Imperious Majesty</span>: DR381</strong>. One of the primary reasons to play a Tiefling Psion. Using your Charisma instead of your Dexterity for initiative gives you an enormous boost, which keeps on growing during your career. Pick this up as soon as you're able. </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>Mantle of Misfortune: DR383</strong>. It's a bit iffy, but if the power works with your Dream Walker or Shaped Consciousness conjuration it's an awesome way to apply another attack penalty for a round. The slide on a miss is nice. This opens up the Broken Mirror paragon path, which is quite good for 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>Mindfire Disciple: DR388.</strong> Too bad none of your at-will powers bestow save ends effects, otherwise this would’ve gotten a much higher rating. Still, if you focus on psychic attacks, a free slide and vulnerability is nice. Use with Summon Phantasmal Killer and Summon Mind Weirds for repeatable psychic save ends effects.</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>Psychic Corruption of Malbolge: PHRT.</strong> Adding vulnerability to your augmented attacks is a good way to increase your damage output. Although it’s not much, it’s still better to what most other races get.</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>Hellfire Blood: PHB</strong></span>. This is useless until you start using a Hellfire Staff to turn all your powers into fire powers. Then this suddenly becomes a <span style="color: #00CCFF"><strong>very attractive feat</strong></span>. </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>Warlock's Wrath: DR381</strong>. Although it requires the rather unattractive Warlock multiclass, this turns your racial power into a giant flaming shield for a round. Combined with Intellect Fortress, you should be pretty safe from enemies for at least half each combat.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Warforged</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Psiforged Resolve: DR389.</strong> Regaining power points is always good. What’s less good is that you’ll have to be bloodied for this to work. Better for Ardents and Battleminds, but still functional for Psions if you’re careful.[/sblock][/sblock]</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Multiclass feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">See the <a href="http://community.wizards.com/go/thread/view/75882/29175513/The_Minds_Eye:_a_Psion_Handbook&post_num=10#520767073" target="_blank">multiclass section</a> of the handbook.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span><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="font-size: 15px">Paragon tier feats</span><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">Class feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #00CCFF">Anchoring Push</span>: PsP</strong>. This turns Forceful Push from nice forced movement into hard action denial. As a free action, no less! Use it at the start of a monster’s turn to be certain it can’t reach you or your allies. Discipline Adept becomes <span style="color: #FF9900"><strong>mandatory</strong></span> if you take 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>Battle Psion: PsP</strong>. This requires some careful power choices and reckless power point expenditure to be better than Implement Focus, but it’s almost never worse.</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>Body and Mind: PsP</strong>. An untyped bonus to all your defenses is nothing to sneeze at, and not unworthy of a feat. It also increases your conjuration’s defenses so you hopefully keep the defense bonus a little longer.</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>Body Fuel (Elan Bloodline): PsP</strong>. A free power point with your second wind is a nice bonus. It’s not a lot, but it might just be the difference between an augment 1 and an augment 4. Too bad it requires the Elan Heritage feat. Better for Kalashtar and Shardminds who can combine it with their paragon racial feat for another power point when they second wind, and of course for dwarves.</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>Confusing Distraction: PsP</strong>. Denying opportunity attacks is a big increase in Distract’s versatility. As a minor action auto-hit effect against two or three targets, this feat can save your party a lot of 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><span style="color: #FF0000">Corrosive Thoughts</span>: PsP</strong>. Inflicting a very small psychic vulnerability when an enemy fails a save against your Psion powers is simply not worth a feat, especially because the only save ends effects you have are on daily powers.</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">Critical Reserve</span>: PHB3</strong>. The good thing is, you have lots of area burst powers so scoring a critical hit is easier for you than for others. But only triggering once per encounter when you use an unaugmented power (which probably means you’re out of power points) kills this. A little <strong>more interesting</strong> once you reach epic and take Psion Implement Expertise, or have the Life Singer or Divine Oracle 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'"><strong><span style="color: #800080">Desperate Renewal</span>: PHB3</strong>. Regaining power points is always a good thing. However, if you have to spend a standard action while bloodied to do so, the cost becomes very steep. Only consider this if you’re a <strong>dwarf</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: #0000FF">Dominating Mind</span>: PHB3</strong>. Save penalties are good, especially when they are for conditions like dominate and stun. If you pick your dailies right, this feat makes them that much more powerful.</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">Empty Vessel</span>: PsP</strong>. A decent attack and defense bonus for a round once per encounter is nice to have, but it'll be towards the end of the fight that you'll get it. Not the best timing, so I can't really recommend it. </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">Power Surge</span>: PsP</strong>. Although Psions don’t have a lot of amazing daily powers, most are still worth more than 2-4-6 power points. You should only take this if you’ve optimized around one of your augmented paragon or epic at-will powers, like Brilliant Thought, Forced Opportunity or Sudden Control. Then it becomes a <span style="color: #0000FF"><strong>legitimate option</strong></span> to exchange one of your dailies for more 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>Predictive Defense: PHB3</strong>. This is more at home on an Ardent or a Battlemind than on a Psion, but if you find yourself in melee a lot this can really save your bacon.</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">Prescient Dodge</span>: PsP</strong>. This is more of a defender feat than a controller feat. You don’t want to spend your time using unaugmented powers just so you can get a defense bonus. Only take this if you optimize around unaugmented at-wills for some reason. Maybe you’re a hybrid?</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>Psionic Rush: PsP</strong>. Power point economy is nice. This gets <span style="color: #0000FF"><strong>better </strong></span>when you have more action points to spend, for example as a Sidhe Lord or with Vistani Foresight.</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: #FF0000">Psionic Staff Focus</span>: PsP</strong>. Completely unnecessary thanks to Staff Expertise.</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: #FF0000">Psychic Wail</span>: PsP</strong>. Free combat advantage when you kill something with psychic damage is not something that you need to spend a feat on.</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: #FF0000">Puppeteer</span>: PsP</strong>. I can’t imagine a scenario where it’s profitable (read: worth a feat) to slide a target 1 square if they miss a save against one of your Psion attack powers. If you do, kudos. If not, then skip this feat accordingly.</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>Targeting Force: PHB3</strong>. If you really, really love Force Grasp, this is a pretty good way to increase your accuracy. This also works well with the minor action attacks of Living Missile and Living Barrage.</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: #FF0000">Threefold Fortitude/Reflex/Will</span>: PsP</strong>. Just take Improved Defenses or Great Fortitude/Superior Reflex/Superior Will.[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span><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">General feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #00CCFF">Danger Sense</span>: PHB</strong>. If you want more initiative optimization besides Improved Initiative, this is the go-to feat. Rolling twice for initiative really helps even out the variance of that single important roll.</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>Inescapable Force: PHB</strong>. You have a lot of force powers in your arsenal, and no enemy is as annoying as an insubstantial one. Additionally, there’s nothing like the strikers asking you to take out the 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'"><strong><span style="color: #00CCFF">Psychic Lock</span>: PHB</strong>. This is the feat most of you have been waiting for since level 1. Applying a -2 attack penalty to every psychic attack you make, on top of other control effects, is awesome. Even more fun when you combine this with Dishearten. More fun you, that is. Not for your DM, because his monsters won’t be hitting anything ever again. If you're not into psychic attacks, an Orb of Psychic Conversion quickly takes care of that. As close to gold as a non-expertise feat is going to get.</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: #FF0000">Reserve Maneuver</span>: PHB2</strong>. While this is a staple for most classes who dislike their paragon path encounter power, remember that you don’t have any class encounter powers to swap for, making this feat useless.</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>Solid Sound: PHB</strong>. From level 13 on you'll be using Thunder Tether regularly, and you have enough force powers to make this trigger every turn. Pay attention to what defenses are attacked, and you’ll make it a lot harder for enemies to hit you.</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">Resounding Thunder</span></strong><strong>: PHB</strong>. If you manage to add the thunder keyword to your bursts and blasts (Malec-Keth Jannisary, Rod of the Dragonborn), bigger Disheartens and dailies can be yours! Also increases the size of your Thunder Tether cage.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Racial feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Dragonborn</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Draconic Arrogance: MP</strong>. Requires a good Strength score and a fighter multiclass, two things that are not found on most Psions. But since you’re a Dragonborn, you’re not like most Psions anyway, and this becomes a good way to deal some extra damage. A real build-around-me feat, but rewarding if you invest the resources.</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: #0000FF">Dragon's Terror</span>: DR388</strong>. A minor action close burst 5 dazing attack is nothing to sneeze at, especially when it has so many other good effects as well. Dragonfear was already decent, this feat makes it really good. If you want to stay safely behind the frontline, send your Shaped Consciousness or Dreamwalker conjuration to do your dirty work for you.</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: #0000FF">Toxic Breath</span>: PHRD</strong>. Assuming you can hit with your Dragon Breath, weakened (save ends) is a very nasty condition to tack onto your Breath. Best used with Powerful Breath and Hurl Breath.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Drow</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Shadowborn: DR367</strong>. An initiative and damage bonus if you start in dim light or darkness is always nice. Get an Enshrouding Candle to ensure the bonus.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Dwarf</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Dwarven Durability: PHB</strong>. You presumably play a Dwarf for the added durability, so take this feat eventually to increase your longevity some more.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Eladrin</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Feywild Protection: PHB</strong>. Extra defenses for using a good racial power isn’t bad, especially if you can get it for another round with Ubiquitous Step.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Githzerai</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Shared Danger Sense</span>: PHB3</strong>. Giving all your allies a +2 racial bonus to their initiative checks is sexy. It stacks with their feat, item and power bonuses, making your party that much better.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Half-Elf</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #FF9900">Versatile Master</span>: PHB2</strong>. An additional at-will power is invaluable to you, since your power selection has always been limited. This is the reason why you chose to be a Half-Elf.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Kalashtar</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Dual Mind Reserves: DR385</strong>. A free power point with your second wind is a nice bonus. It’s not a lot, but it might just be the difference between an augment 1 and an augment 4.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Shardmind</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Psionic Rejuvenation: PHB3</strong>. A free power point with your second wind is a nice bonus. It’s not a lot, but it might just be the difference between an augment 1 and an augment 4.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Tiefling</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Dispater’s Iron Discipline</span>: PHRT</strong>. You take this feat in combination with Superior Will. The feat bonus to Will is lost, but the saving throw bonus more than makes up for it. You’ll never be dazed or stunned during your turn again.</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>Glasya’s Charming Words: PHRT</strong>. If Betrayal is your favorite at-will power and you have the Life Singer or Divine Oracle paragon path, this seriously upgrades the critical hit 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><span style="color: #00CCFF">Secrets of Belial</span>: PHRT</strong>. Swap a utility power for any other class’ power, that ought to be good. Best choice by a mile is the Druid’s level 6 power Serpent’s Cunning, which gives you a +1 bonus to all attack rolls, free skill training and a bonus to all Int-based checks for the rest of the day.[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span><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="font-size: 15px">Epic tier feats</span><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">Class feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #800080">Aggressive Construction</span>: PsP</strong>. Dealing a few extra damage when you use a daily summon power is not really worth a feat. Better with Mind Weirds if you cluster them around one enemy or use multiple summon powers during a 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>Boundless Enthusiasm: PsP</strong>. Scoring a critical hit is not the most reliable of triggers, but the benefit is big enough to consider this. Take Psion Implement Expertise first, and use as many burst and blast powers as you can to increase the odds of getting the power points back. Even better with the Resurgent Wilder, Life Singer or Divine Oracle 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'"><strong><span style="color: #800080">Far Realm’s Blessing</span> (Foulborn Bloodline): PsP</strong>. Becoming bloodied shouldn’t be a goal for you in a given encounter, but getting back a power point is a decent incentive. Too bad a single power point is much less impressive at this stage. Needing the Foulborn Heritage feat is also a steep rerequisite.</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>Gift of the Eternal (Elan Bloodline): PsP</strong>. Although regaining one power point isn’t much of a benefit at this point, you won’t have to jump through hoops to get it. Requiring Elan Heritage for it reduces the rating on this to black.</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>Lingering Force: PsP</strong>. An untyped defense bonus for using your Telekinesis powers is a nice benefit. This feat becomes better if you took Discipline Adept. And since you’re a Telekineticist, you have probably already taken it for Anchoring Push.</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">Psionic Discorporation</span> (Elan Bloodline): PsP</strong>. Being insubstantial while below 0 hp is not worth a feat, especially since most epic destinies have some sort of anti-death power. The attack bonus while no longer dying shouldn’t come into play if you’re careful. And it also requires the useless Elan Heritage feat. But what about Revenants, you say? Well, they take Ghostly Vitality anyway, so they don’t need this feat.</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>Psion Implement Expertise: PsP</strong>. Scoring critical hits is fun, but if you’re not built for damage you don’t get anything special out of it. If you benefit from it though, for example with one of the next two feats or Boundless Enthusiasm, it becomes <span style="color: #0000FF"><strong>better</strong></span>.</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>Psychic Bastion: PHB3</strong>. Scoring a critical hit with a psionic psychic power is not the most reliable of triggers, but the benefit is big enough to consider this. Take Psion Implement Expertise first, and use as many burst and blast powers as you can to increase the odds of getting the bonus. Even better with the Resurgent Wilder, Life Singer or Divine Oracle 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'"><strong>Resilient Shield: PHB3</strong>. Scoring a critical hit with a psionic force power is not the most reliable of triggers, but the benefit is big enough to consider this. Take Psion Implement Expertise first, and use as many burst and blast powers as you can to increase the odds of getting the bonus. Even better with the Resurgent Wilder 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'"><strong><span style="color: #800080">Stalk the Senseless</span>: PsP</strong>. Dazing and stunning creatures is now a part of your arsenal of at-wills, so this acutally works on a regular basis. However, being invisible to a stunned creature is about as useful as a pair of glasses on a Beholder. Being invisible from dazed creatures is a little more useful, but I don’t think it’s really worth a feat.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">General feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Epic <span style="color: #00CCFF">Fortitude</span>/Reflex/<span style="color: #0000FF">Will</span>: PHB2</strong>. Still scared about getting hit? The untyped defense bonuses these feats offer should definitely put an end to that. Take Fortitude to patch up your weakest defense, and consider the other two to become truly unhittable.</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: #0000FF">Fey Shift</span>: HoF</strong>. Teleport 2 as an additional movement mode is pretty awesome, even if it requires the Fey Bond feat or a fey origin. If you also have Staff Expertise, you won’t provoke opportunity attacks ever again.</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">Superior Initiative</span>: PHB3</strong>. Retrain Improved Initiative to this as soon as you can. That is all.</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">Vistani Foresight</span>: DR380, Vistani Bloodline</strong>. An additional action point <em>and</em> an untyped initiative bonus? Where do I sign?[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Racial feats</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://www.enworld.org/forum/" target="_blank">Dragonborn</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #0000FF">Debilitating Breath</span>: PHRD</strong>. Assuming you can hit with your Dragon Breath, weakened is a nasty condition to tack onto your Breath. Best used with Powerful Breath and Hurl Breath.</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: #0000FF">Freezing Breath</span>: PHRD</strong>. Although not as powerful as weakened, immobilized is still a great condition to tack onto a minor action attack. Best used with Powerful Breath and Hurl Breath.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Gnome</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong>Vanishing Act: PHB2</strong>. Adding a teleport to your Fade Away power is a crucial upgrade for Stealth builds, since the movement allows you to immediately make a Stealth check and become hidden again.[/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'"><a href="http://www.enworld.org/forum/" target="_blank">Tiefling</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock]<strong><span style="color: #00CCFF">Royal Command of Asmodeus</span>: PHRT</strong>. This turns Mind Blast and Concussive Detonation into a close blast 5 and close blast 3 dominate, respectively. Use some forced movement effects first (Forceful Push) to put multiple enemies together, and follow up with this to practically end the combat. The awesome thing with Concussive Detonation is that you can keep dominated foes in a close blast 3 so you can hit them again next turn.[/sblock]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p></blockquote><p></p>
[QUOTE="Jessica, post: 6702452, member: 6796107"] [COLOR=#333333][FONT=Open Sans]Flexing Your Brain - Feats First off: only the feats that are black or better will be listed here, since there are Just. So. Many. of them. Exceptions are Psion/psionic feats and trap feats, which are feats that look good on paper but need to be avoided for a certain reason. Now, what feats to take. The feats can be divided up into five easy categories. Those are listed below in order of approximate importance. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Categories[/URL] [sblock][B]1. Accuracy[/B]. Hitting is king in terms of character optimization. Most of your powers literally do nothing when you miss, which in turn means enemies are free to rampage across the map to attack you and your allies. You don’t want that to happen, at all, so boosting your accuracy is something you should do whenever possible. [B]Must-haves[/B]: Expertise (Orb or Staff being most common), Superior Implement Training: Accurate, multiclass Druid + Acolyte Power for Serpent's Cunning. [B]2. Initiative[/B]. Going first is of paramount importance to a controller. Most strikers won’t kill monsters in one turn, and leader buffs are good but not critical in the first turn of the battle. Control is a different animal: if you manage to immobilize melee monsters before they’ve taken a turn, they can’t reach the party, won’t do damage and thus skip a turn. Next turn, you can do it again, keeping them ‘stunlocked’. But that won’t be as effective if the enemies are already in the party’s midst. On top of that, with high initiative you will also be able to fire off a power and then run for cover. You are fragile (see next point), so you need to GTFO before team monster has a chance to reach you. That’s why initiative is so important to you. [B]Must-haves[/B]: Improved Initiative (retrain to Superior in Epic), Danger Sense, Battlewise for Wis-Psions, Battle Intuition (Deva), Imperious Majesty (Tiefling). [B]3. Defenses[/B]. You’re fragile, make no mistake about that. Although your primary stat feeds into your AC and most of your powers are ranged, if team monster ambushes your party or just wins initiative, you could easily be down or even dead in one round of focused fire. Upgrading your defenses helps to prevent this. [B]Must-haves[/B]: Unarmored Agility or Armor Proficiency: Leather, Improved Defenses (becomes mandatory at paragon), Superior Will. [B]4. Versatility/effects[/B]. There are several feats that increase the control aspects of your powers, like adding forced movement or attack penalties to every hit. Everything that makes you a better controller is worth investing in. Not every Psion will qualify for every feat, but take ‘em if you can use ‘em. [B]Must-haves[/B]: Psychic Lock, Skill Power, Anchoring Push (Telekinetic Psions), Royal Command of Asmodeus (Tieflings), Secrets of Belial (Tiefling) [B]5. Damage[/B]. Face it, you’ll never do a lot of damage. But since every party member has to contribute to taking down the enemy, it won’t hurt to at least put a little effort into increasing your damage output. [B]Must-haves[/B]: none, but Implement Focus is decent. If you can get and use them, you can instead take Psychic Focus, Jagged Force, Silvery Glow or Battle Psion. If you specialize in a certain damage type like psychic, instead of taking a Superior Accurate Implement you can take one that's energized and still has the attack bonus against a common defense. Examples: Crystal Orb, Inexorable Ki Focus. [/sblock][/FONT][/COLOR][sblock][COLOR=#333333][FONT=Open Sans] There’s also such a thing as ‘feat taxes’, which means that for whatever reason (usually to keep up with ever-increasing monster strength) you have to take these feats at the earliest opportunity if you want to play as optimized as possible. You won’t be much less effective if you postpone taking them for a couple of levels (some feats become more important at higher tiers, for example), but at some point you need to take them or risk being ineffective in combat. These feats are easy to recognize: they’re the only feats that are rated [COLOR=#00CCFF][B]skyblue[/B] [/COLOR]and [COLOR=#FF9900][B]gold[/B] [/COLOR]in the handbook. One more thing: feats often offer some type of numbered bonus, like a +1 feat bonus to an attack or damage roll. Remember that bonuses of the same type don’t stack, so it’s useless for example to take multiple feat bonuses to attack rolls.[/FONT][/COLOR][/sblock] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [SIZE=4]Heroic tier feats[/SIZE][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Class feats[/URL] [sblock][B][COLOR=#800080]Autohypnosis[/COLOR]: PsP.[/B] Gaining an additional surge is a solid benefit for you, but if you want more surges you can take Durable for double the benefit. Using Arcana for Endurance checks is nice, but not worth the feat. I would only take this if you regularly have to make Endurance checks (Dark Sun) or if you already have Durable and still need more healing surges. [B][COLOR=#800080]Beguiling Torment[/COLOR]: PsP.[/B] Daze + slide is a powerful combination to prevent enemies from attacking or charging (just slide them 1 square away from the defender). But paying 1 power point and a feat for it? What makes matters even worse is that most of your at-will powers only daze if you augment them, which ensures you’ll run out of power points very quickly. Maybe at late paragon or epic if you have power points to spare. [B][COLOR=#FF0000]Bloodied Concentration[/COLOR]: PsP.[/B] First things first: with your paltry HP and number of surges, you should always avoid getting bloodied. Even then, only getting a bonus to augmented at-will powers is not worth a feat at all. Maybe if you’re a Dragonborn to stack with Dragonborn Fury, but that’s mostly just a bad niche. [B][COLOR=#0000FF]Controlling Advantage[/COLOR]: PHB3.[/B] Stuff that increases your forced movement can get pretty powerful pretty quickly. Combine this with a superior Forceful implement for example, and you can see how powers like Dread Spiral become very good even when unaugmented. The hard part is getting the needed combat advantage. Distract, Vicious Advantage and Distant Advantage can help you out here. [B][COLOR=#0000FF]Discipline Adept[/COLOR]: PHB3.[/B] Depends on your Discipline Focus of course, but especially Telekineticists and Shapers benefit from this. This becomes [COLOR=#FF9900][B]mandatory[/B] [/COLOR]for Telekineticists when they’re going for Anchoring Push at paragon. Shapers who take the Dreamwalker paragon path can safely give retrain this. [B][COLOR=#800080]Diverse Focus[/COLOR] (Elan Bloodline): PsP.[/B] Gaining access to Shaped Consciousness or Forceful Push is nice, but as a daily power it’s hardly worth the cost of a feat. Not to mention that you also need to have the Elan Heritage feat to even qualify for this. [B][COLOR=#800080]Double Scrutiny[/COLOR]: PsP.[/B] You like an untyped +3 bonus to two class skills, but paying a feat for them is pretty harsh. Still, the bonus is quite substantial, so it’s not out of the question if you want to be a living trap- and lie-detector. [B][COLOR=#FF0000]Exchange Power[/COLOR]: PHB3.[/B] Only an option if you have a psionic ally in your party. But even then the situation where you want to give a power point away is rare enough that you’d hardly use the power if you got it for free. You certainly don’t want to spend a feat on it. [B][COLOR=#800080]Mindlink[/COLOR]: PsP.[/B] Take this if you face a lot of invisible enemies. Otherwise, the effect is just too weak to be worth a feat. [B]Orbiting Object: PHB3.[/B] There are plenty of situations where having an extra hand can be useful. Saving yourself a minor action to draw a consumable or a back-up implement can become quite valuable at that point in your career when you have more stuff than you know what to do with. [B][COLOR=#FF0000]Power Cascade[/COLOR]: PsP.[/B] The damage is far too low and the conditions too uncommon to waste a feat on this. [B][COLOR=#FF0000]Precise Mind[/COLOR]: PHB3.[/B] I can imagine taking this feat before level 7, when you have only 2-4 power points, to increase your accuracy somewhat. But even then the duration is too short, and the effect too overshadowed by other feats, to consider spending one of your precious feat slots on it. [B][COLOR=#0000FF]Psionic Initiative[/COLOR]: PsP.[/B] If you always have one power point to spare, you could take this over Improved Initiative. A +6 bonus to initiative is just ridiculous, and will most certainly help you assert early control over the battlefield. Don’t forget to retrain this in Epic to Superior Initiative. [B]Psionic Skill: PsP.[/B] Not bad for a Sage of Ages if you want to make sure you get the full benefit of Trick of Knowledge, or Stealth builds who really want to succeed at becoming hidden. [B][COLOR=#FF0000]Psionic Toughness[/COLOR]: PsP.[/B] Getting additional HP when you use your second wind is a nice benefit, but not enough to top Toughness. Which already is a questionable pick. [B][COLOR=#FF0000]Vicious Intrusion[/COLOR]: PsP.[/B] Not worth it at heroic tier because you can only target one creature, and not worth it at higher tiers because 3 extra damage won’t make a dent by then. [B][COLOR=#800080]Vision of Madness[/COLOR] (Foulborn Bloodline): PsP.[/B] If you attack 2-3 targets per turn in bursts and blasts, the chance you’ll score a critical hit at least once per fight is decent. Tacking a daze or a little extra damage onto the crit is not bad, but the fact that you can’t control who gets it makes this very niche. Needing Foulborn Heritage as a prerequisite makes things even worse.[/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]General feats[/URL] [sblock][B][COLOR=#0000FF]Aberrant Mark of Madness[/COLOR]: EPG[/B]. Not for every Psion, but if you specialize in attacks versus Will and pick multitarget dailies (as you should), this one feat could mean a +2 to all your attacks for as many combats as you have daily attack powers. Illegal for LFR. [COLOR=#00CCFF][B]Armor Proficiency: Leather[/B][/COLOR]. Take either this or Unarmored Agility to boost your AC to an appropriate level. Which one you’ll pick probably depends on the armor you find. Cloth has a slight lead because masterwork armors (Githweave etc.) boost your Will instead of your Reflex. Attacks against Will usually have more annoying effects, and your Ref is already tied to your main stat anyway. [B][COLOR=#00CCFF]Battlewise[/COLOR]: HoFK[/B]. The rating assumes Wisdom is your secondary stat. Initiative is very important for a controller, and since Dexterity is one of your dump stats this feat is a no-brainer. Deva take Battle Intuition instead. [B]Beguiling Enchantment: PHB3[/B]. This rating assumes you use Betrayal or Sudden Control often. Those two powers don’t work with Psychic Lock, but you can at least use them to make yourself harder to hit. [B][COLOR=#0000FF]Coordinated Explosion[/COLOR]: PHB2[/B]. This doesn’t work well since the majority of your powers are unfriendly, but there are some good friendly ones (Dimensional Scramble, Kinetic Burst, Shield Crack and Psionic Veil for example). If you find yourself regularly using these powers, pick up this feat for some added accuracy. [B]Disciple of Inspiration: HoFL, HoFK[/B]. Since all you do is use at-will powers, you will find yourself missing with them sometimes. Getting an accuracy boost for two turns is a nice consolation price. [B][COLOR=#0000FF]Distant Advantage[/COLOR]: PHB2, HoFK[/B]. Combat advantage is harder for you to come by than for your allies in melee. This will help you out. Be aware that it’s useless if you’re built to prevent enemies from approaching your allies. [B]Durable: PHB, HoFL, HoFK[/B]. Boring, but it might be necessary if you regularly find yourself a surge or two short during your adventures. Invest in defensive feats first, but don't hesitate to take this if you still need the extra durability. [B]Elemental Companion: HoEC[/B]. You take this for the Storm Talon companion, but there are some hoops you need to jump through to make it work. First, you must have already taken the Born of the Elements feat. Second, you must be using mostly lightning and thunder attacks (Static Mote, Thunder Tether and Shield Crack are all decent to good powers, or multiclass Swordmage to use a Lightning Weapon as your implement to make all your attacks do lightning damage). Third, your defenses must be up to snuff, otherwise enemies just murder the Storm Talon. But if you meet all these requirements, you get a +2 attack bonus against every enemy adjacent to your companion, which is certainly worth the trouble. Works well with Mark of Storm too. [COLOR=#FF9900][B]Expertise[/B][/COLOR]. Take one of these feats for a good to huge bonus to your accuracy. Which one you want depends on your build, but Staff is best for most Psions. [URL="http://www.enworld.org/forum/"]Show[/URL] [sblock][B][COLOR=#00CCFF]Staff Expertise[/COLOR]: HoFL, HoFK[/B]. Never provoke an opportunity attack again. Wielding a staff is also a good way to crank up your damage somewhat with Siberys Shard of the Mage, and to boost your AC with Hafted Defense and Staff Fighting. The best of the expertise feats in my opinion. [B][COLOR=#0000FF]Orb Expertise[/COLOR]: HoFL[/B]. Wis-Psions can consider an orb over a staff if they want to specialize in forced movement. Also see Controlling Advantage in the Heroic Tier Class Feats section. [B][COLOR=#800080]Rod Expertise[/COLOR]: HoFK[/B]. If you’re worried about your defenses, you can take this (along with a way to become proficient with rods) and put a Rhythm Blade in your offhand for a +2 shield bonus to AC and Reflex. But you’re better off with a Staff if you want to boost your AC. [B][COLOR=#800080]Tome Expertise[/COLOR]: HoEC[/B]. If you regularly have conjurations next to your targets, this becomes a serious consideration. The best part is that you don't need to be proficient with Tomes to get the combat advantage, so that saves you a multiclass feat. Ways to use this include Shaper Focus, Dreamwalker, multiclassing Shaman for a Spirit Companion, and Fey Cantrip for Mage Hand. [B][COLOR=#800080]Versatile Expertise[/COLOR]: PHB3[/B]. If you want to attack with a weapon and an implement for some reason, this is the go-to expertise feat for Psions. The only build I can think of is a hybrid Avenger|Psion, and for that build Mighty Crusader Expertise is better. But the feat is there for those who want it.[/sblock] [B][COLOR=#800080]Fey Cantrip[/COLOR]: HotF[/B]. Doesn’t do much by itself, but gives you access to a conjuration (Mage Hand) for easy combat advantage with Tome Expertise, and lets Stealth builds use Chameleon’s Mask to substitute Stealth with Arcana once per encounter. [B]Great Fortitude: PHB, HoFL, HoFK[/B]. You should automatically qualify for both Superior Reflexes and Will, but probably not for Fortitude. If you already took the other two feats, no reason not to take this one. Otherwise, stick with Improved Defenses. [B][COLOR=#0000FF]Hafted Defense[/COLOR]: PHB3[/B]. Getting a +1 shield bonus to AC and Ref is pretty good for staff users. It also opens up Rhythm Blade Wrist Razors for another +1 bonus to both defenses. [B][COLOR=#0000FF]Impending Victory[/COLOR]: PHB3[/B]. Additional accuracy is always good, too bad about the bloodied clause though. Once creatures become bloodied, controlling them becomes less important than just killing them. The latter is not what you’re good at. Still, an untyped accuracy boost for most of your powers is not something you should skip lightly. [B]Implement Focus: HoFL, HoFK[/B]. At some point you’ll want to invest in a damage bonus. This is the most vanilla one, but take Psychic Focus, Jagged Force, Silvery Glow, Battle Psion or Superior Implement training instead if you qualify. [B][COLOR=#00CCFF]Improved Defenses[/COLOR]: HoFL, HoFK[/B]. You could postpone this until paragon if you really want some other feats first, but from that point on there’s no excuse for not grabbing a large feat bonus to three different defenses. [B][COLOR=#00CCFF]Improved Initiative[/COLOR]: PHB, HoFL, HoFK[/B]. Like I said in the intro, going first is really important for a controller like you. You need to prioritize this feat or risk being ineffective in your role. [B]Mark of Storm: EPG[/B]. You can use this to add forced movement to Static Mote, Thunder Tether, Shield Crack and some dailies, which is pretty good. It helps that all three at-will powers are decent to good. If you find a way to use a Lightning Weapon as an implement (multiclass Swordmage is easiest), you can add the forced movement to all your powers. Lastly, combining all this with a Storm Talon Elemental Companion gives you a huge attack bonus. Illegal for LFR. [B][COLOR=#0000FF]Resilient Focus[/COLOR]: HoFL, HoFK[/B]. A +2 feat bonus to all your saving throws is never bad. Think about this right after you’ve paid all your feat taxes. [B]Silvery Glow: DR386[/B]. A substantial damage bonus to all your cold and radiant powers. One problem: you have only one at-will power that does radiant damage, and none that do cold. But multiclassing to Swordmage and wielding a Frost/Radiant weapon gets around this. Requires worshipping Sehanine, which means you can't take the next feat. [B][COLOR=#0000FF]Skill Power[/COLOR]: PHB3[/B]. There are a lot of good skill powers you can take, especially if you pick up some non-class skills like Arcobatics or Streetwise through your multiclass or background. Pick this up when you have room, you won't regret adding another utility power to your arsenal. [B][COLOR=#0000FF]Speaker of Hestavar[/COLOR]: DR387[/B]. If you specialize in forced movement to get enemies next to your allies, this feat gives them free combat advantage against your targets for a round. If you can repeat this round after round with powers like Dread Spiral and Psychic Anomaly, this feat can become a cornerstone to your build. You have to worship Erathis for it, but he seems like a good guy for a Psion to say the occasional prayer to. [B][COLOR=#0000FF]Staff Fighting[/COLOR]: DR368[/B]. Like Hafted Defense, this gives staff users another +1 to AC in exchange for a feat, untyped this time. [B][COLOR=#00CCFF]Superior Implement Training[/COLOR]: PHB3[/B]. You will mostly just want to train for an Accurate implement, but there’s some stuff like a Crystal or Petrified Orb that’s worth considering. [B]Superior [COLOR=#FF0000]Fortitude[/COLOR]/[COLOR=#0000FF]Reflexes[/COLOR]/[COLOR=#00CCFF]Will[/COLOR]: HoFL, HoFK[/B]. You probably won’t qualify for Fortitude, so let that one slide. Reflexes is nice because your first turn in an encounter is often the most important one, so getting combat advantage against everything is good. Will is where it’s at though. Rolling a save against two of the worst conditions in the game can mean the difference between a wasted turn and an awesome one. [B]Terrain Advantage: HoFK[/B]. If you find yourself regularly creating difficult terrain with powers like Kinetic Wave, Interdicting Thoughts and Phantom Burden, you might as well get combat advantage out of it. [B][COLOR=#00CCFF]Unarmored Agility[/COLOR]: PHB3[/B]. Take either this or Armor Proficiency: Leather to boost your AC to an appropriate level. Which one you’ll pick probably depends on the armor you find. Cloth has a slight lead because masterwork armors (Githweave etc.) boost your Will instead of your Reflex. Attacks against Will usually have more annoying effects, and your Ref is already tied to your main stat anyway. [B][COLOR=#0000FF]Vicious Advantage[/COLOR]: PHB3[/B]. You get good slowing powers from level 1 on, so it’s very worthwhile to invest in this to get easy combat advantage. One of the easiest ways for a Psion to get it consistently too. Combine it with World Serpent's Grasp to give your melee allies combat advantage as well. [B]Vistani Heritage: DR380[/B]. A great minor action control power in exchange for a feat, and it opens up Vistani Foresight in epic. [B][COLOR=#0000FF]World Serpent’s Grasp[/COLOR]: HoFK[/B]. If you specialize in slow and immobilize, this will serve you well in both assisting your melee allies and keeping enemies off you. You have enough good slowing and proning bursts that the added control from this is really worth considering.[/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/"]Racial feats[/URL] [sblock] [URL="http://www.enworld.org/forum/"]Dragonborn[/URL] [sblock][B]Io’s Roar: PsP.[/B] This rating assumes you’re trying to set up some kind of a nova. This is one of the easiest ways to achieve it every encounter. If you follow it up with an augmented Dishearten, not only will every target take 5 extra damage, they also won’t be able to hit you in retaliation. Combine it with Powerful Breath and Hurl Breath for easier targeting.[/sblock] [URL="http://www.enworld.org/forum/"]Deva[/URL] [sblock][B][COLOR=#00CCFF]Battle Intuition[/COLOR]:[/B] [B]DR374[/B]. Using your Wisdom instead of Dexterity for initiative, and getting a free +2 feat bonus to initiative as well? Deva Psions should pick this up as soon as they're able to instantly skyrocket their initiative. Don't take this feat if your Wisdom score is low though.[/sblock] [URL="http://www.enworld.org/forum/"]Drow[/URL] [sblock][B][COLOR=#800080]Haunted Darkness[/COLOR]: PsP.[/B] 3 extra damage with unaugmented at-will powers during two turns is quite a lot, especially if you specialize in area burst (Dishearten, Dimensional Scramble). Too bad that by the time you get room for this, you won’t be making many unaugmented attacks. You could consider taking this before level 7 if you want to increase your damage output, but your control will suffer for it. [B]Better[/B] for hybrids who don’t have a lot of power points.[/sblock] [URL="http://www.enworld.org/forum/"]Eladrin[/URL] [sblock][B]Ubiquitous Step: PsP.[/B] Fey Step is one of the better racial powers, and getting an additional use out of it is awesome. It offers some possibilities for extra attacks with Eladrin Swordmage Advance, but those are better left to Battleminds and hybrid Swordmages.[/sblock] [URL="http://www.enworld.org/forum/"]Gnome[/URL] [sblock][B]Get in Your Head: DR389.[/B] Adding a teleport to your Fade Away power is a crucial upgrade for Stealth builds, since the movement allows you to immediately make a Stealth check and become hidden again. Too bad it costs a power point, but it’s a decent addition to the Stealth package. [B][COLOR=#0000FF]Unseen Dread[/COLOR]: PsP.[/B] Adding slide 2 to every single attack power is awesome, and certainly worth investing in Stealth for. If you can find ways to consistently become hidden before making an attack, this becomes [COLOR=#FF9900][B]build-defining[/B][/COLOR].[/sblock] [URL="http://www.enworld.org/forum/"]Halfling[/URL] [sblock][B]Helpful Hint: PsP.[/B] Letting an ally reroll a critical saving throw is good, especially as a free action. Don’t prioritize this, but when you have room you should certainly consider it.[/sblock] [URL="http://www.enworld.org/forum/"]Human[/URL] [sblock][B][COLOR=#0000FF]Courageous Mind[/COLOR]: DR388.[/B] An untyped bonus to initiative and a saving throw bonus are another very good reason to go Human. With this, Battlewise, Improved/Superior Initiative and Danger Sense, you will practically always go first. [B][COLOR=#0000FF]Human Ingenuity[/COLOR]: PsP.[/B] An additional power point is a big deal, especially before level 7. If you add this to the extra power point from the Escaped Thrall theme, you get an additional augment 2 every time you use an action point. This gets even better when you have more action points to spend, for example as a Sidhe Lord or with Vistani Foresight. [B]Skill Swap: DR282[/B]. At higher levels you'll have more uses for an additional skill power than for an extra unaugmentable level 1 at-will power. Don't take this before Skill Power, and seriously think about taking Heroic Effort instead. After all, the best skill power you can take (Insightful Riposte) is just a worse version of it. [B][COLOR=#0000FF]Stubborn Survivor[/COLOR]: FRPG[/B]. An untyped +2 bonus to all your saving throws is very good. The only requirement is not having an action point, which is easy to achieve. Pick up Resilient Focus first, but keep this in mind to become the king of saving throws.[/sblock] [URL="http://www.enworld.org/forum/"]Kalashtar[/URL] [sblock][B]Dual Mind Strength: DR385[/B]. This rating of course assumes that at least two of your three at-wills do psychic damage. Damage is not your priority, but it always helps if you contribute to ending combats a little quicker. [B][COLOR=#0000FF]Psion Hashalaq Initiation[/COLOR]: DR385.[/B] Rolling Forceful Push and Distract into one power is quite good. Especially at higher tiers where you can target multiple creatures this power starts to shine.[/sblock] [URL="http://www.enworld.org/forum/"]Mul[/URL] [sblock][B][COLOR=#0000FF]Bred for Battle[/COLOR]: DSCS[/B]. A racial bonus to initiative is very nice to stack with a feat bonus from Improved Initiative, and an attack and speed bonus in round 1 is very good as well. [B]Humanity's Heir: DSCS[/B]. A small bonus to a NAD and a skill is nice, especially since it's a racial bonus.[/sblock] [URL="http://www.enworld.org/forum/"]Pixie[/URL] [sblock][B][COLOR=#0000FF]Teeny Target[/COLOR]: HoF[/B]. A +2 defense bonus against all melee and ranged attacks is certainly worth investing in. If you have a lot of melee allies though, you might find yourself in places you'd rather avoid. You also become a very attractive target for blasts and bursts, but fortunately you can mitigate that by choosing the right utility powers.[/sblock] [URL="http://www.enworld.org/forum/"]Shadar-kai[/URL] [sblock]The feats below come from Dragon 391 (except for Darkening Mind), and add effects to all your attacks while you're insubstantial from Shadow Jaunt. It's a rather large investment, but if you've got some feats to spare there are worse things you could be doing with them. [B][COLOR=#FF9900]Darkening Mind[/COLOR]: DR389.[/B] If you're taking any of the feats below, you need this first to make Shadow Jaunt last another turn. [COLOR=#0000FF][B]Doom of Jiksidur[/B][/COLOR]. Adding prone to all your attacks for two turns is very good action denial. [COLOR=#000000][B]Dread of Sakkors[/B][/COLOR]. Adding a push 2 and slow to all your attacks for two turns is great against melee enemies. When combined with Doom of Jiksidur, they are toast. [COLOR=#000000][B]Drowning of Nhalloth[/B][/COLOR]. If you're up against ranged foes on the other hand, this is a good way to slide them closer to your buddies and give them an attack penalty while you're at it. Combine with Psychic Lock and Dishearten for the full lockdown.[/sblock] [URL="http://www.enworld.org/forum/"]Shardmind[/URL] [sblock][B]Jagged Force: PsP.[/B] This rating of course assumes that at least two of your three at-wills do force damage. Damage is not your priority, but it always helps if you contribute to ending combats a little quicker. [B]Psychic Focus: PHB3[/B]. This rating of course assumes that at least two of your three at-wills do psychic damage. Damage is not your priority, but it always helps if you contribute to ending combats a little quicker. [B]Shard Link: PsP.[/B] This rating assumes that you can get consistent combat advantage somehow (most likely though Vicious Advantage). Giving out free combat advantage to your allies is a nice benefit to tack onto your attacks, especially if your allies have trouble getting it themselves. It also encourages focused fire, which is always a good thing.[/sblock] [URL="http://www.enworld.org/forum/"]Tiefling[/URL] [sblock][B]Gaze of Ruin: DR387[/B]. Applying an automatic damage or defense penalty as a minor action as not a bad way to spend a feat. You can upgrade it with Lasting Decay, Ruin of Flesh and Sweeping Gaze. [B][COLOR=#00CCFF]Imperious Majesty[/COLOR]: DR381[/B]. One of the primary reasons to play a Tiefling Psion. Using your Charisma instead of your Dexterity for initiative gives you an enormous boost, which keeps on growing during your career. Pick this up as soon as you're able. [B]Mantle of Misfortune: DR383[/B]. It's a bit iffy, but if the power works with your Dream Walker or Shaped Consciousness conjuration it's an awesome way to apply another attack penalty for a round. The slide on a miss is nice. This opens up the Broken Mirror paragon path, which is quite good for Psions. [B]Mindfire Disciple: DR388.[/B] Too bad none of your at-will powers bestow save ends effects, otherwise this would’ve gotten a much higher rating. Still, if you focus on psychic attacks, a free slide and vulnerability is nice. Use with Summon Phantasmal Killer and Summon Mind Weirds for repeatable psychic save ends effects. [B]Psychic Corruption of Malbolge: PHRT.[/B] Adding vulnerability to your augmented attacks is a good way to increase your damage output. Although it’s not much, it’s still better to what most other races get. [COLOR=#FF0000][B]Hellfire Blood: PHB[/B][/COLOR]. This is useless until you start using a Hellfire Staff to turn all your powers into fire powers. Then this suddenly becomes a [COLOR=#00CCFF][B]very attractive feat[/B][/COLOR]. [B]Warlock's Wrath: DR381[/B]. Although it requires the rather unattractive Warlock multiclass, this turns your racial power into a giant flaming shield for a round. Combined with Intellect Fortress, you should be pretty safe from enemies for at least half each combat.[/sblock] [URL="http://www.enworld.org/forum/"]Warforged[/URL] [sblock][B]Psiforged Resolve: DR389.[/B] Regaining power points is always good. What’s less good is that you’ll have to be bloodied for this to work. Better for Ardents and Battleminds, but still functional for Psions if you’re careful.[/sblock][/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Multiclass feats[/URL] See the [URL="http://community.wizards.com/go/thread/view/75882/29175513/The_Minds_Eye:_a_Psion_Handbook&post_num=10#520767073"]multiclass section[/URL] of the handbook. [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [SIZE=4]Paragon tier feats[/SIZE][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Class feats[/URL] [sblock][B][COLOR=#00CCFF]Anchoring Push[/COLOR]: PsP[/B]. This turns Forceful Push from nice forced movement into hard action denial. As a free action, no less! Use it at the start of a monster’s turn to be certain it can’t reach you or your allies. Discipline Adept becomes [COLOR=#FF9900][B]mandatory[/B][/COLOR] if you take this. [B]Battle Psion: PsP[/B]. This requires some careful power choices and reckless power point expenditure to be better than Implement Focus, but it’s almost never worse. [B]Body and Mind: PsP[/B]. An untyped bonus to all your defenses is nothing to sneeze at, and not unworthy of a feat. It also increases your conjuration’s defenses so you hopefully keep the defense bonus a little longer. [B]Body Fuel (Elan Bloodline): PsP[/B]. A free power point with your second wind is a nice bonus. It’s not a lot, but it might just be the difference between an augment 1 and an augment 4. Too bad it requires the Elan Heritage feat. Better for Kalashtar and Shardminds who can combine it with their paragon racial feat for another power point when they second wind, and of course for dwarves. [B]Confusing Distraction: PsP[/B]. Denying opportunity attacks is a big increase in Distract’s versatility. As a minor action auto-hit effect against two or three targets, this feat can save your party a lot of damage. [B][COLOR=#FF0000]Corrosive Thoughts[/COLOR]: PsP[/B]. Inflicting a very small psychic vulnerability when an enemy fails a save against your Psion powers is simply not worth a feat, especially because the only save ends effects you have are on daily powers. [B][COLOR=#800080]Critical Reserve[/COLOR]: PHB3[/B]. The good thing is, you have lots of area burst powers so scoring a critical hit is easier for you than for others. But only triggering once per encounter when you use an unaugmented power (which probably means you’re out of power points) kills this. A little [B]more interesting[/B] once you reach epic and take Psion Implement Expertise, or have the Life Singer or Divine Oracle paragon path. [B][COLOR=#800080]Desperate Renewal[/COLOR]: PHB3[/B]. Regaining power points is always a good thing. However, if you have to spend a standard action while bloodied to do so, the cost becomes very steep. Only consider this if you’re a [B]dwarf[/B]. [B][COLOR=#0000FF]Dominating Mind[/COLOR]: PHB3[/B]. Save penalties are good, especially when they are for conditions like dominate and stun. If you pick your dailies right, this feat makes them that much more powerful. [B][COLOR=#800080]Empty Vessel[/COLOR]: PsP[/B]. A decent attack and defense bonus for a round once per encounter is nice to have, but it'll be towards the end of the fight that you'll get it. Not the best timing, so I can't really recommend it. [B][COLOR=#800080]Power Surge[/COLOR]: PsP[/B]. Although Psions don’t have a lot of amazing daily powers, most are still worth more than 2-4-6 power points. You should only take this if you’ve optimized around one of your augmented paragon or epic at-will powers, like Brilliant Thought, Forced Opportunity or Sudden Control. Then it becomes a [COLOR=#0000FF][B]legitimate option[/B][/COLOR] to exchange one of your dailies for more power points. [B]Predictive Defense: PHB3[/B]. This is more at home on an Ardent or a Battlemind than on a Psion, but if you find yourself in melee a lot this can really save your bacon. [B][COLOR=#800080]Prescient Dodge[/COLOR]: PsP[/B]. This is more of a defender feat than a controller feat. You don’t want to spend your time using unaugmented powers just so you can get a defense bonus. Only take this if you optimize around unaugmented at-wills for some reason. Maybe you’re a hybrid? [B]Psionic Rush: PsP[/B]. Power point economy is nice. This gets [COLOR=#0000FF][B]better [/B][/COLOR]when you have more action points to spend, for example as a Sidhe Lord or with Vistani Foresight. [B][COLOR=#FF0000]Psionic Staff Focus[/COLOR]: PsP[/B]. Completely unnecessary thanks to Staff Expertise. [B][COLOR=#FF0000]Psychic Wail[/COLOR]: PsP[/B]. Free combat advantage when you kill something with psychic damage is not something that you need to spend a feat on. [B][COLOR=#FF0000]Puppeteer[/COLOR]: PsP[/B]. I can’t imagine a scenario where it’s profitable (read: worth a feat) to slide a target 1 square if they miss a save against one of your Psion attack powers. If you do, kudos. If not, then skip this feat accordingly. [B]Targeting Force: PHB3[/B]. If you really, really love Force Grasp, this is a pretty good way to increase your accuracy. This also works well with the minor action attacks of Living Missile and Living Barrage. [B][COLOR=#FF0000]Threefold Fortitude/Reflex/Will[/COLOR]: PsP[/B]. Just take Improved Defenses or Great Fortitude/Superior Reflex/Superior Will.[/sblock] [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]General feats[/URL] [sblock][B][COLOR=#00CCFF]Danger Sense[/COLOR]: PHB[/B]. If you want more initiative optimization besides Improved Initiative, this is the go-to feat. Rolling twice for initiative really helps even out the variance of that single important roll. [B]Inescapable Force: PHB[/B]. You have a lot of force powers in your arsenal, and no enemy is as annoying as an insubstantial one. Additionally, there’s nothing like the strikers asking you to take out the enemies. [B][COLOR=#00CCFF]Psychic Lock[/COLOR]: PHB[/B]. This is the feat most of you have been waiting for since level 1. Applying a -2 attack penalty to every psychic attack you make, on top of other control effects, is awesome. Even more fun when you combine this with Dishearten. More fun you, that is. Not for your DM, because his monsters won’t be hitting anything ever again. If you're not into psychic attacks, an Orb of Psychic Conversion quickly takes care of that. As close to gold as a non-expertise feat is going to get. [B][COLOR=#FF0000]Reserve Maneuver[/COLOR]: PHB2[/B]. While this is a staple for most classes who dislike their paragon path encounter power, remember that you don’t have any class encounter powers to swap for, making this feat useless. [B]Solid Sound: PHB[/B]. From level 13 on you'll be using Thunder Tether regularly, and you have enough force powers to make this trigger every turn. Pay attention to what defenses are attacked, and you’ll make it a lot harder for enemies to hit you. [B][COLOR=#00CCFF]Resounding Thunder[/COLOR][/B][B]: PHB[/B]. If you manage to add the thunder keyword to your bursts and blasts (Malec-Keth Jannisary, Rod of the Dragonborn), bigger Disheartens and dailies can be yours! Also increases the size of your Thunder Tether cage.[/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Racial feats[/URL] [sblock] [URL="http://www.enworld.org/forum/"]Dragonborn[/URL] [sblock][B]Draconic Arrogance: MP[/B]. Requires a good Strength score and a fighter multiclass, two things that are not found on most Psions. But since you’re a Dragonborn, you’re not like most Psions anyway, and this becomes a good way to deal some extra damage. A real build-around-me feat, but rewarding if you invest the resources. [B][COLOR=#0000FF]Dragon's Terror[/COLOR]: DR388[/B]. A minor action close burst 5 dazing attack is nothing to sneeze at, especially when it has so many other good effects as well. Dragonfear was already decent, this feat makes it really good. If you want to stay safely behind the frontline, send your Shaped Consciousness or Dreamwalker conjuration to do your dirty work for you. [B][COLOR=#0000FF]Toxic Breath[/COLOR]: PHRD[/B]. Assuming you can hit with your Dragon Breath, weakened (save ends) is a very nasty condition to tack onto your Breath. Best used with Powerful Breath and Hurl Breath.[/sblock] [URL="http://www.enworld.org/forum/"]Drow[/URL] [sblock][B]Shadowborn: DR367[/B]. An initiative and damage bonus if you start in dim light or darkness is always nice. Get an Enshrouding Candle to ensure the bonus.[/sblock] [URL="http://www.enworld.org/forum/"]Dwarf[/URL] [sblock][B]Dwarven Durability: PHB[/B]. You presumably play a Dwarf for the added durability, so take this feat eventually to increase your longevity some more.[/sblock] [URL="http://www.enworld.org/forum/"]Eladrin[/URL] [sblock][B]Feywild Protection: PHB[/B]. Extra defenses for using a good racial power isn’t bad, especially if you can get it for another round with Ubiquitous Step.[/sblock] [URL="http://www.enworld.org/forum/"]Githzerai[/URL] [sblock][B][COLOR=#0000FF]Shared Danger Sense[/COLOR]: PHB3[/B]. Giving all your allies a +2 racial bonus to their initiative checks is sexy. It stacks with their feat, item and power bonuses, making your party that much better.[/sblock] [URL="http://www.enworld.org/forum/"]Half-Elf[/URL] [sblock][B][COLOR=#FF9900]Versatile Master[/COLOR]: PHB2[/B]. An additional at-will power is invaluable to you, since your power selection has always been limited. This is the reason why you chose to be a Half-Elf.[/sblock] [URL="http://www.enworld.org/forum/"]Kalashtar[/URL] [sblock][B]Dual Mind Reserves: DR385[/B]. A free power point with your second wind is a nice bonus. It’s not a lot, but it might just be the difference between an augment 1 and an augment 4.[/sblock] [URL="http://www.enworld.org/forum/"]Shardmind[/URL] [sblock][B]Psionic Rejuvenation: PHB3[/B]. A free power point with your second wind is a nice bonus. It’s not a lot, but it might just be the difference between an augment 1 and an augment 4.[/sblock] [URL="http://www.enworld.org/forum/"]Tiefling[/URL] [sblock][B][COLOR=#0000FF]Dispater’s Iron Discipline[/COLOR]: PHRT[/B]. You take this feat in combination with Superior Will. The feat bonus to Will is lost, but the saving throw bonus more than makes up for it. You’ll never be dazed or stunned during your turn again. [B]Glasya’s Charming Words: PHRT[/B]. If Betrayal is your favorite at-will power and you have the Life Singer or Divine Oracle paragon path, this seriously upgrades the critical hit effect. [B][COLOR=#00CCFF]Secrets of Belial[/COLOR]: PHRT[/B]. Swap a utility power for any other class’ power, that ought to be good. Best choice by a mile is the Druid’s level 6 power Serpent’s Cunning, which gives you a +1 bonus to all attack rolls, free skill training and a bonus to all Int-based checks for the rest of the day.[/sblock] [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [SIZE=4]Epic tier feats[/SIZE][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Class feats[/URL] [sblock][B][COLOR=#800080]Aggressive Construction[/COLOR]: PsP[/B]. Dealing a few extra damage when you use a daily summon power is not really worth a feat. Better with Mind Weirds if you cluster them around one enemy or use multiple summon powers during a turn. [B]Boundless Enthusiasm: PsP[/B]. Scoring a critical hit is not the most reliable of triggers, but the benefit is big enough to consider this. Take Psion Implement Expertise first, and use as many burst and blast powers as you can to increase the odds of getting the power points back. Even better with the Resurgent Wilder, Life Singer or Divine Oracle paragon path. [B][COLOR=#800080]Far Realm’s Blessing[/COLOR] (Foulborn Bloodline): PsP[/B]. Becoming bloodied shouldn’t be a goal for you in a given encounter, but getting back a power point is a decent incentive. Too bad a single power point is much less impressive at this stage. Needing the Foulborn Heritage feat is also a steep rerequisite. [B]Gift of the Eternal (Elan Bloodline): PsP[/B]. Although regaining one power point isn’t much of a benefit at this point, you won’t have to jump through hoops to get it. Requiring Elan Heritage for it reduces the rating on this to black. [B]Lingering Force: PsP[/B]. An untyped defense bonus for using your Telekinesis powers is a nice benefit. This feat becomes better if you took Discipline Adept. And since you’re a Telekineticist, you have probably already taken it for Anchoring Push. [B][COLOR=#800080]Psionic Discorporation[/COLOR] (Elan Bloodline): PsP[/B]. Being insubstantial while below 0 hp is not worth a feat, especially since most epic destinies have some sort of anti-death power. The attack bonus while no longer dying shouldn’t come into play if you’re careful. And it also requires the useless Elan Heritage feat. But what about Revenants, you say? Well, they take Ghostly Vitality anyway, so they don’t need this feat. [B]Psion Implement Expertise: PsP[/B]. Scoring critical hits is fun, but if you’re not built for damage you don’t get anything special out of it. If you benefit from it though, for example with one of the next two feats or Boundless Enthusiasm, it becomes [COLOR=#0000FF][B]better[/B][/COLOR]. [B]Psychic Bastion: PHB3[/B]. Scoring a critical hit with a psionic psychic power is not the most reliable of triggers, but the benefit is big enough to consider this. Take Psion Implement Expertise first, and use as many burst and blast powers as you can to increase the odds of getting the bonus. Even better with the Resurgent Wilder, Life Singer or Divine Oracle paragon path. [B]Resilient Shield: PHB3[/B]. Scoring a critical hit with a psionic force power is not the most reliable of triggers, but the benefit is big enough to consider this. Take Psion Implement Expertise first, and use as many burst and blast powers as you can to increase the odds of getting the bonus. Even better with the Resurgent Wilder paragon path. [B][COLOR=#800080]Stalk the Senseless[/COLOR]: PsP[/B]. Dazing and stunning creatures is now a part of your arsenal of at-wills, so this acutally works on a regular basis. However, being invisible to a stunned creature is about as useful as a pair of glasses on a Beholder. Being invisible from dazed creatures is a little more useful, but I don’t think it’s really worth a feat.[/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]General feats[/URL] [sblock][B]Epic [COLOR=#00CCFF]Fortitude[/COLOR]/Reflex/[COLOR=#0000FF]Will[/COLOR]: PHB2[/B]. Still scared about getting hit? The untyped defense bonuses these feats offer should definitely put an end to that. Take Fortitude to patch up your weakest defense, and consider the other two to become truly unhittable. [B][COLOR=#0000FF]Fey Shift[/COLOR]: HoF[/B]. Teleport 2 as an additional movement mode is pretty awesome, even if it requires the Fey Bond feat or a fey origin. If you also have Staff Expertise, you won’t provoke opportunity attacks ever again. [B][COLOR=#00CCFF]Superior Initiative[/COLOR]: PHB3[/B]. Retrain Improved Initiative to this as soon as you can. That is all. [B][COLOR=#00CCFF]Vistani Foresight[/COLOR]: DR380, Vistani Bloodline[/B]. An additional action point [I]and[/I] an untyped initiative bonus? Where do I sign?[/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://www.enworld.org/forum/"]Racial feats[/URL] [sblock] [URL="http://www.enworld.org/forum/"]Dragonborn[/URL] [sblock][B][COLOR=#0000FF]Debilitating Breath[/COLOR]: PHRD[/B]. Assuming you can hit with your Dragon Breath, weakened is a nasty condition to tack onto your Breath. Best used with Powerful Breath and Hurl Breath. [B][COLOR=#0000FF]Freezing Breath[/COLOR]: PHRD[/B]. Although not as powerful as weakened, immobilized is still a great condition to tack onto a minor action attack. Best used with Powerful Breath and Hurl Breath.[/sblock] [URL="http://www.enworld.org/forum/"]Gnome[/URL] [sblock][B]Vanishing Act: PHB2[/B]. Adding a teleport to your Fade Away power is a crucial upgrade for Stealth builds, since the movement allows you to immediately make a Stealth check and become hidden again.[/sblock] [URL="http://www.enworld.org/forum/"]Tiefling[/URL] [sblock][B][COLOR=#00CCFF]Royal Command of Asmodeus[/COLOR]: PHRT[/B]. This turns Mind Blast and Concussive Detonation into a close blast 5 and close blast 3 dominate, respectively. Use some forced movement effects first (Forceful Push) to put multiple enemies together, and follow up with this to practically end the combat. The awesome thing with Concussive Detonation is that you can keep dominated foes in a close blast 3 so you can hit them again next turn.[/sblock] [/FONT][/COLOR] [/QUOTE]
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The Mind's Eye: A Psion's Handbook (svendj)
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