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[XPH]: Your take on Energy Missile augmentation
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<blockquote data-quote="Kyamsil" data-source="post: 1594665" data-attributes="member: 2534"><p>You have forgotten about mass damage rules and the possibility of death it entails, specially if the Unearthed Arcana rules for scaling the saving throw are used (which are IMC). The tough part of the power seems to be not the damage potential, but that damage potential that comes with a free DC boost each other power point when compared to other powers of similar level. </p><p></p><p>Compare Energy Missile with Energy Cone, also a Kineticist power a level higher.</p><p></p><p>For the level 10 psion example from my first post, both can deal 10d6 damage to several targets (forget overchanneling/talented or metapsionic feats). But while the Save DC for the cone would be DC 10+3(level)+5(Int)+2(augmentation)=20, the energy missile managed a 24 save DC. </p><p>Yes, the Energy Cone has a better area, but being a spread means that cover can modify the save DC. Also, cone doesn't let you pick targets in front of you while saving your grunt bodyguards from any damage. </p><p></p><p>At level 20 the difference is way more notable: DC 39 for the energy missile and DC 10+3(level)+10(int)+7(augmentation)=30. 9 points more of save DC for the same manifester, with a power that is one level lower?It is a 2nd level power, for god's sake! </p><p></p><p>I also think that sometimes it is better to pick your 5 targets than to just go ahead and release a cone which could get your allies into trouble if unprotected. It allows for less planning ahead. Also, its capabilities when dealing with ambush situations are just plain evil. I have noticed that most PCs when travelling through the dungeons remain packed together, except for the couple of scout/trapfinders that are a bit ahead, and that spellcasters tend to pack on the middle/back of the group. With a boosted up energy missile power you can take out the spellcasting capabilities of the party of one blow.</p></blockquote><p></p>
[QUOTE="Kyamsil, post: 1594665, member: 2534"] You have forgotten about mass damage rules and the possibility of death it entails, specially if the Unearthed Arcana rules for scaling the saving throw are used (which are IMC). The tough part of the power seems to be not the damage potential, but that damage potential that comes with a free DC boost each other power point when compared to other powers of similar level. Compare Energy Missile with Energy Cone, also a Kineticist power a level higher. For the level 10 psion example from my first post, both can deal 10d6 damage to several targets (forget overchanneling/talented or metapsionic feats). But while the Save DC for the cone would be DC 10+3(level)+5(Int)+2(augmentation)=20, the energy missile managed a 24 save DC. Yes, the Energy Cone has a better area, but being a spread means that cover can modify the save DC. Also, cone doesn't let you pick targets in front of you while saving your grunt bodyguards from any damage. At level 20 the difference is way more notable: DC 39 for the energy missile and DC 10+3(level)+10(int)+7(augmentation)=30. 9 points more of save DC for the same manifester, with a power that is one level lower?It is a 2nd level power, for god's sake! I also think that sometimes it is better to pick your 5 targets than to just go ahead and release a cone which could get your allies into trouble if unprotected. It allows for less planning ahead. Also, its capabilities when dealing with ambush situations are just plain evil. I have noticed that most PCs when travelling through the dungeons remain packed together, except for the couple of scout/trapfinders that are a bit ahead, and that spellcasters tend to pack on the middle/back of the group. With a boosted up energy missile power you can take out the spellcasting capabilities of the party of one blow. [/QUOTE]
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[XPH]: Your take on Energy Missile augmentation
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