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Switch to Forum Live View The Mind's Eye: a Psion Handbook
9 months ago  ::  Sep 18, 2012 - 7:31AM #331
svendj
Date Joined: Apr 14, 2010
Posts: 2,049
Staffs, Orbs, Rods, Wands and Totems are up. 
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9 months ago  ::  Sep 18, 2012 - 9:00AM #332
Tariq
Date Joined: Jul 19, 2012
Posts: 17
I have to say thanks again for this guide on building my Psion. We have hit level 11, and I picked up my paragon path. After last night, my DM has realized it is really hard to hit me with attacks, and the party appreciates all my powers to help them out each encounter.

I always jump on here to make sure my character is just right for the party, and it is.

Keep up the good work.

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9 months ago  ::  Sep 18, 2012 - 9:19AM #333
svendj
Date Joined: Apr 14, 2010
Posts: 2,049
Thanks, I really appreciate that. If this guide helps even one person play a better Psion, I feel my work is worth it.
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9 months ago  ::  Sep 18, 2012 - 10:13AM #334
UnknownAir
Date Joined: Aug 7, 2012
Posts: 31
I like the idea of the Hellfire staff + Hellfire Blood. Great for improving accuracy. Will probably get that when I have the gold.

I don't have the wisdom to multiclass as a Druid but seeing as it's a tiefling i'll take the feat to allow it to be swapped later. Though a multiclass feat would be a lot better. I'm not too sure on the stats too be honest. My stats are currently 8, 11, 10, 21, 10, 17. And if I was to boost my wisdom then it would lower my Cha attacks a fair bit. I think that's the balance really.. Psi-Cha has some great abilities while Psi-Wis opens up some great feats and paragon paths. I can change tweak my stats a little but though. So I could work something out so I have both the Wisdom to multiclass and be decent Cha. Though I wouldn't know how to change it.
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9 months ago  ::  Sep 18, 2012 - 6:05PM #335
Lord_Ventnor
  • Heroic Dungeon Master
Date Joined: Jul 9, 2008
Posts: 5,399
One thing you forgot to note about rods is that the Primordial Adept Theme grants proficiency with them. You know, in case you wanted to use your MC feat for something else.
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9 months ago  ::  Sep 19, 2012 - 3:15AM #336
svendj
Date Joined: Apr 14, 2010
Posts: 2,049

Sep 18, 2012 -- 10:13AM, UnknownAir wrote:

I like the idea of the Hellfire staff + Hellfire Blood. Great for improving accuracy. Will probably get that when I have the gold.

I don't have the wisdom to multiclass as a Druid but seeing as it's a tiefling i'll take the feat to allow it to be swapped later. Though a multiclass feat would be a lot better. I'm not too sure on the stats too be honest. My stats are currently 8, 11, 10, 21, 10, 17. And if I was to boost my wisdom then it would lower my Cha attacks a fair bit. I think that's the balance really.. Psi-Cha has some great abilities while Psi-Wis opens up some great feats and paragon paths. I can change tweak my stats a little but though. So I could work something out so I have both the Wisdom to multiclass and be decent Cha. Though I wouldn't know how to change it.




Maybe lower your INT by one point? That puts you at -1 to hit for only half the levels. 

Sep 18, 2012 -- 6:05PM, Lord_Ventnor wrote:

One thing you forgot to note about rods is that the Primordial Adept Theme grants proficiency with them. You know, in case you wanted to use your MC feat for something else.



Good point, thanks. 

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9 months ago  ::  Sep 20, 2012 - 11:02AM #337
jffdougan
Date Joined: Feb 21, 2009
Posts: 368

Sep 13, 2012 -- 6:01AM, svendj wrote:

Traveller's Harlequin is certainly possible. Alfsair Spear indeed has weird wording: "Classes that use totems can use this spear as an implement for class powers and paragon path powers."

I interpret it this way: Psions don't use totems, so you can't use the spear for Psion powers and Psion paragon path powers. The argument could be made that multiclassing or hybriding with a Shaman gives you proficiency so you can use it for Psion powers, but that discussion is beyond the scope of this handbook.




I'm pretty sure that the updated rules for implement proficiencey mean that, if you have hybridized or MC'ed from Psion to Shaman/Druid, you do gain the ability to use totems for any of your implement powers. It's relevant because of some material I wrote in conjunction with HeridFel with new superior implement & common implement enchantments.

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9 months ago  ::  Sep 21, 2012 - 1:38AM #338
svendj
Date Joined: Apr 14, 2010
Posts: 2,049

Sep 20, 2012 -- 11:02AM, jffdougan wrote:

I'm pretty sure that the updated rules for implement proficiencey mean that, if you have hybridized or MC'ed from Psion to Shaman/Druid, you do gain the ability to use totems for any of your implement powers. It's relevant because of some material I wrote in conjunction with HeridFel with new superior implement & common implement enchantments.



Thanks, I made a mention of it in the hybrid section under Psion with Polearm Momentum, with a little caveat that reflects my uncertainty about this. 

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8 months ago  ::  Sep 26, 2012 - 5:25AM #339
svendj
Date Joined: Apr 14, 2010
Posts: 2,049
Implement section is done. There are some seriously awesome holy symbols out there! Symbol of Victory I knew about, but Symbol of Scorned Fate is also great for all my characters. 
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8 months ago  ::  Sep 26, 2012 - 7:56AM #340
mellored
Date Joined: Jul 8, 2008
Posts: 19,450
My outdated non-attacking holy symbol list.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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