Too powerful? What am I missing... (please help)

AllisterH said:
High damage? Like I said before, if the astral construct isn't tops in stats, it is in the top 3 and of the Summon Monster III creatures, only 2 beat it in terms of damage and those two have AC and HP significantly lower than the astral construct.

Astral construct 3 has a +7 melee attack that does d6+7 damage before choosing its menu A option.

The black bear has 2 claws at +6 for d4+4 and a bite at +1 for d6+2.
The bison has a gore at +8 for d8+9 damage.
The dire badger starts off with 2 claws at +4 for d4+2 and a bite at -1 for d6+1. If it gets hit and survives then that goes to 2 claws at +6 for d4+4 and a bite at +1 for d6+2.

Those are the first three on the list and they all beat the astral construct 3 on damage even if you pick improved slam attack as its menu A choice.

More of them also beat it there. The astral construct 3 does have more hit points and armor class though but the damage for the summon monster is a lot higher.

AllisterH said:
Trying to hedge and say, "They are some good creatures..like the hellhound" is unfortunately not being totally honest.

It is an ability that the astral constructs do not have and can come in handy sometimes. That was my point.

That and it is fun!

Celestial and fiendish both give energy resitances and spell resistance. They also give the summon monster damage reduction long before the astral construct recieves it unless their one menu choice is spent on it.
 

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Slaved said:
So you have 18 charisma, 13 wisdom, and 14 dexterity and you have an illegal feat selection (expanded knowledge energy missile and psionic meditation must be taken as level 6 feats or later for a wilder while privileged energy requires knowing energy missile). Plus I am not really a fan of privileged energy, it might be too powerful and since it cuts the arguement that the wilder is good at any energy he might need at the time it seems to deflate that arguement by trying to use it here.

If you would like to rebuild the character feel free. Although the barbarian I posted had 18 strength, 12 dexterity, 12 constitution, 6 intelligence, 8 wisdom, 6 charisma with 1 point buy point left over for either dexterity or constitution.

No problem. He doesn't need an 18 Cha. He doesn't need 14 Dex. He doesn't need 13 Wis and Psionic Meditation. For this build, he needs Psicrystal Affinity, Expanded Knowledge Energy Missile and Privileged Energy Cold and 16 Cha.

You're grasping at straws.

Slaved said:
11th level wilder with an 18 charisma gives 150 power points. Each manifested power at +4 wild surge uses about 13.2 power points on average. That means that this blast could be done 11 times per day while using the remaining 4 power points on something else.

Actually, such a (wimpy stat for 11th level) Wilder would have 128 PP.

Your point? The Wilder does not need to do this every single round. He can still do this 2 or 3 times per combat (or less), 3+ combats per day and still average more damage than other PCs. Or, he could drop down the surge to conserve points lost to enervation (which allows him to fight even more combats).

The real point is that he contributes and he contributes fast and hard. Most games typically do not have 5+ combats a day where he needs to conserve heavily.

Slaved said:
Close range, concentration based, plus if you enervate then your concentration ends so you cannot transfer it to the psicrystal.

Fair enough. No need to surge it. Just Empower it and blast away at close range (i.e. within 55 feet, a good sized distance in DND) opponents.

It still does huge damage, much more than party Evoker for the cost and helps out the party immensely.

And we have not yet taken in account the fact that with Surge+1 at 12th level, Energy Current can affect 3 targets instead of 2.

Slaved said:
It is a great tactic for power point conservation though! Under the proper circumstances it can definately work wonders. I am going to have to call you again on applying the surging euphoria incorrectly however.

If that is what you are calling me on, I'm not thinking that the Wilder is weak.

Slaved said:
The unfortunate part of this tactic is that it draws attention to the psicrystal. :(

Does it? Where is the rule that a Soliciting Psicrystal is obviously controlling a power? Hang the Psicrystal from a chain and it looks like an amulet.

Slaved said:
That is true. He is a one trick pony and it is a good trick.

Yup.

Slaved said:
Energy current is your nova? I have no idea what your definition of nova is, but it is different than all of the rest of the definitions provided in this thread so far I believe.

Then those definitions of Nova are in error.

Being able to constantly seriously damage one or more opponents for multiple rounds within 55 feet every single round and not using up a single action or additional PP after the first round to do so is huge.

Evidentally, you will not admit to it, but the facts speak for themselves.

And this is just one build. There are other synergies that can be done.

Slaved said:
Plus, while the energy current and solicit psicrystal is a great combination it has some pretty big issues with concentration checks, short range, limited to energy damage, target selection, extremely risky versus creatures with dispelling abilities, and so on.

Yadda, yadda, yadda.

No tactic is perfect. But the only minor limitation of this tactic is range and the minimum range for this for the 12th level Wilder is 55 feet. That's actually fairly decent range for most DND combats. Your Barbarian has a range of 5 feet with his Greatsword, but I did not notice you mentioning that. :lol:

Sure, an opponent might Dispel. This can happen for any spell or power with a duration. So what? Unless the opponent already knows the power or makes a Psicraft check, the DM (if he is playing fair) would not typically perform a Dispel of the Energy Current immediately because if manifested on round one, opponents should not even consider dispelling it until it has done damage on round one and on round two (the current fires each round on the manifester's turn, it is not a continuous attack). The power has a duration, but the effect is not written as lasting between turns.

Granted, the DM could do a general Dispel to get rid of buffs, but while the NPC caster is doing that, the Wilder is smoking him with other attacks.

Slaved said:
Well, I would ask that you make a legal build first and refrain from using privileged energy. The feat does improve your damage per round but it also makes your point about the wilder being able to change energy types moot.

No it doesn't. 95+% of creatures are not immune to Cold. So, it works great the majority of the time and although he does less damage with Fire, he can choose to do so when in the lair of the Ice monsters. On average, the Wilder is still doing huge damage overall. It matters not that once in a blue moon, he has to switch to Fire.

Tell you what. You stay core and XPH only and so will I.

Course, I still have yet to add magic items that are needed to my build. You take your Barbarian's magic items away and his damage drops by nearly half.


This entire conversation between the two of us started with you questioning the 70% damage figure. After that was illustrated as fairly accurate, you then moved on 1st level comparisons between a Wilder and a Barbarian. When that was illustrated as pro-Barbarian, you figured it good. But when we went to higher levels and you tried to show a Barbarian doing more damage per round (only using full round attacks and ignoring a good portion of non-full round attack combat), it's not quite true. When that was illustrated as not quite more damage (not yet even considering Energy Missile) and a build can be made that does a lot more damage, you are now basically nitpicking.

Do you have any serious Barbarian build that actually does more damage now? At 12th level? Maybe a tripping one with Power Attack?

Cause quite frankly, this Wilder build kicks butt, even dropping Psionic Meditation from it and not often using Surges with the Energy Current. Per level, the 12th level Wilder can still average with Energy Ray: 4.5 points normal, 5.625 normal Empowered, 6 normal Surged, 7.875 normal Surged Empowered, 5.5 points privileged, 6.875 privileged Empowered, 7.33 privileged Surged, and 9.625 privileged Surged Empowered. Quite frankly, this is a lot of options and a range of 4.5 to 9.625 hit points per level is a significant portion of most opponents hit point's. Even a 12th level Barbarian will say ouch if he takes 54 to 115 points of damage with a single attack (double that for a critical). The 12 level Wizard is toast with one mostly unstoppable attack (and yes, if the Wizard has time to prepare, he can have Invisibility or Mirror Image or something else up to stop an Energy Ray).

The math is against your POV. This is just for Energy Ray one opponent and does not even take into account the additional damage that Energy Missile or Energy Current can easily do.
 

Slaved said:
Astral construct 3 has a +7 melee attack that does d6+7 damage before choosing its menu A option.

The black bear has 2 claws at +6 for d4+4 and a bite at +1 for d6+2.
The bison has a gore at +8 for d8+9 damage.
The dire badger starts off with 2 claws at +4 for d4+2 and a bite at -1 for d6+1. If it gets hit and survives then that goes to 2 claws at +6 for d4+4 and a bite at +1 for d6+2.

Those are the first three on the list and they all beat the astral construct 3 on damage even if you pick improved slam attack as its menu A choice.

More of them also beat it there. The astral construct 3 does have more hit points and armor class though but the damage for the summon monster is a lot higher.

Ok, let's have it shall we? :D

How about we run an Astral Construct III versus any of the options and/or the typical PC of the same level? A psioncist summons one verus an arcane using one.

Personally, I'm open to the construct being bad at combat but I'm actually thinking it will win. Of the 3 summon monsterss you listed, not one of them will actually hit. Avg roll of d20 is 10.5 and not one of those creatures has an ATK of 10 or higher to hit the AC of 20 of the Astral Construct. Hell, I went through the ENTIRE ATK list and not one creature can actually hit the construct.

The astral construct OTOH, has an ATK of +7 and I just went through the list and only the fiendish dire bat is out of range.

Hell, even for a melee class it is to be close. A 5th level FTR needs to make up 10 from all sources +1 sword, +4 str (assuming 18 STR), +5 BAB, +1 weapon focus. (kiss the old standby Power Attack goodbye).

I state again. Astral Constructs are WAY more effective as combat monsters than any summon monster creature.
 

So, assume a psion can do more damage than a wizard.

SO WHAT!

The Wizard wins out on utility, illusion, and battlefield control.

The astral Construct may be a better tank than some of the options on the conjurer list, but again so what?

The Summon Natures ally spell has better choices than summon monster.

The Psion lacks powers in areas like illusion and battlefield control.

Which means that the psion is better in some areas than a wizard or Sorc, and worse in others.

Does that make it broken?

NO.

Complaining that a wilder can blast better the a sorc is like the druid complaining that the cleric heals better than him.

You get other powers to make up for that!

Everyone here seem to making the assumption that psionics must be perfectly even in power with the sorcerer, or psionics is broken. If they were exactly the same, why play a psion, when you could play a spell-point sorcerer.

Psionics will be better at some things than sorcerers.
Psionicis will be worse at some thing than sorcerers.
Psionics will be better at some things than favored souls.
Psionicis will be worse at some thing than favored souls.
Favored souls will be better at some things than sorcerers.
Favored souls will be worse at some thing than sorcerers.

Different does not equal broken.

Most of this has been covered before

Are there problimatic power in the XPH? YES!
Are there problimatic spells in the PHB? YES!
 

AllisterH said:
Ok, let's have it shall we? :D

How about we run an Astral Construct III versus any of the options and/or the typical PC of the same level? A psioncist summons one verus an arcane using one.

But the point of combat summons isn't to win a duel. The point of combat summons is to soak up attacks while putting out as much damage as possible as quickly as possible. I don't really care if the summons sops up the damage through superior AC or through hitpoints, and I don't care if the summons gets killed/destroyed before the end of combat. if enemies attack it, then it's soaking up attacks that could be directed at PCs. If enemies don't attack it, then its hitpoints and AC don't matter.

Thus I'd argue that average damage potential over three rounds or so is far more important than AC or hitpoints.
 

Energy Missile and Energy Current have such a small area of effect that their effectiveness is reduced, especially given the levels at which they can be taken by the Wilder (6th and 12th, respectively). Energy current can be defeated by a simple move action away from the Wilder, kind of limited for a 5th-level power that the Wilder can't use until 12th by spending a feat on, I think.

How many more opponents can a simple fireball hit than either of these? Or a cone of cold? And how much fewer resources do any of these use due to free-spell-scaling?

6th level Sorcerer with fireball (and 18 Cha): 1 3rd-level spell for 6d6 (21 average damage) to everyone in a 20 ft. radius, at a MUCH longer range, for the cost of a 3rd-level spell (5pp equivalent), yielding about 4.2 damage per pp.
vs.
6th level Wilder (who spent a feat on energy missile, but also has 18 Cha): up to five opponents maximum, but only if no two are further apart than 15 ft., for 8d6+8 (36 average damage) per opponent (only if surging, only if fire or cold), for the cost of a 3.5-level spell (6pp equivalent, but actually 6.6 when the enervation risk is taken into account), yielding 5.45 damage per pp.

Looks to me like it comes down to how many opponents there are, and how close together they are before one can decide who's more effective. More than five opponents? Sorcerer wins--remember the overkill of the Wilder doesn't matter, every damage point beyond what it takes to kill is useless. If the opponents are reasonably spread out, the Sorcerer wins again. And the sorcerer risked nothing (no enervation), spent fewer resources (less equivalent pp), saved a feat, and hit more guys.

But of course, this all assumes that pure hit point damage is always the best option. It's not (much to the dismay of melee characters as the campaign progresses). Stinking Cloud or Web or Slow are much more effective against groups of bad guys than Fireball or Energy Missile. While the latter two almost kill everyone, they don't stop the enemy from hitting back if there are folks left standing. Stinking Cloud can knock several guys right out of combat, to be picked off at leisure with fewer resources. Same with Web (which can then be fireballed for extra damage).

Deekin sums it up best.
 

Enforcer said:
Energy Missile and Energy Current have such a small area of effect that their effectiveness is reduced, especially given the levels at which they can be taken by the Wilder (6th and 12th, respectively). Energy current can be defeated by a simple move action away from the Wilder, kind of limited for a 5th-level power that the Wilder can't use until 12th by spending a feat on, I think.

How many more opponents can a simple fireball hit than either of these? Or a cone of cold? And how much fewer resources do any of these use due to free-spell-scaling?

Energy Missile and Energy Current are target selectable. Fireball and Cone of Cold are not. That means they are extremely good "in melee" powers.

And most melee opponents have to come within range of the party to melee. And most creatures in the game are melee opponents.

Fireball doesn't really get used as often as people claim in the game. Sure, it's ok for an opening salvo once in a while, but after that, it is harder to use mid-combat when the NPCs are in close.


Sure, have the NPCs start to run away because the Wilder is doing an Energy Current. That just opens it up for him to do an Energy Ball or Energy Missile on the fleeing opponents (and of course, he can do a stronger Energy Ball on the initial incoming opponents than the Wizard or Sorcerer can). And it opens it up for other PC casters to blast away with ray or ranged touch spells.


The problem is that you cannot have your cake and eat it too. Either the enemies can just run away from the Wilder's 55 foot range (and then get blasted), or they stay and fight and just get blasted.


And the repeated resource issue is mostly irrelevant. The faster opponents are dead, the less overall party resources used. Ohh. The Wizard can kill them all in 5 rounds. Great. The Wilder kills them all in 3 rounds and saves 2 rounds worth of extra healing and saves durations on short duration spells and potions so that the PCs can quickly move on, etc.
 

NilesB said:
I have seen this claim repeatedly, but examination of the stats of astral constructs and the creatures on the summoning lists leaves me wondering how anyone could possibly believe it.

Prove it sir.
I've been involved in several threads where I have done so. I have little interest in laying it out Yet One More Time.
 

Nail said:
I've been involved in several threads where I have done so. I have little interest in laying it out Yet One More Time.

Aha, now I'm interested in this thread. See, when I make statements like this, I get flamed, even though they're absolutely true.

Let's see how the ENWorlders operate with stricter rules in effect! :]
 

moritheil said:
Aha, now I'm interested in this thread. See, when I make statements like this, I get flamed, even though they're absolutely true.

Let's see how the ENWorlders operate with stricter rules in effect! :]
Yeah, I know.

I'm gonna get the typical response: "Ha! You won't prove it 'cause you can't! Nyah, nyah! ;]"

Oh well. Let 'em use the search feature, and be done with it. ;)
 

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