Pretty good. Thanks for the heads up. I was thinking earlier, wow, that power is just poor, but seeing that it is a minor it totally makes sense. On my Psion/Avenger this power will allow me to get another creature into a burst. I am really liking this character.
The wall of text that is the Multiclass and Hybrid section is done. I'd really like some feedback on the list of possible hybrids. Are they good enough, or am I leading my readers on? Did I miss any good hybrids? And are there links to good Wizard, Invoker, Battlemind and Warlock hybrids?
Hybrid Shaman net's you ranged CA easily enough. Can be lazy. And you can do a polearm build with Cyclone Spirit + controlling advantage. Along with some fun PP's (keen eagle).
Ardents can be lazy. Probably not as good as warlords, but you maintain Power Points.
I don't know much about bards, but they are Cha/Int and ranged.
Artifiers may fit as well, grabbing off-action powers. Spell commander PP + Forceful oppertunity may be a better thoughtswitch in the right party (with slick concoction for positioning).
One thing the psion lacks that it could really use from a hybrid is off-action powers.
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.
Hybrid Shaman net's you ranged CA easily enough. Can be lazy. And you can do a polearm build with Cyclone Spirit + controlling advantage. Along with some fun PP's (keen eagle).
Artifiers may fit as well, grabbing off-action powers. Spell commander PP + Forceful oppertunity may be a better thoughtswitch in the right party (with slick concoction for positioning).
One thing the psion lacks that it could really use from a hybrid is off-action powers.
Good stuff, I'll look into those.
EDIT: Artificers need a ranged weapon for their off-action attacks, which means you're juggling implements since you can't get a (cross)bow as an implement for your Psion powers. You could solve this with ki focus proficiency. Spell Commander and Forced Opportunity seems like a good combination, but in practice it doesn't work with Warlocks, Swordmages and Sorcerers (they should already have Eldritch Strike, Intelligent Blademaster and Ensorceled Blade), and it's only marginally interesting for Bards and Artificers (which you probably won't have in the party since you're an Artificer yourself). Too bad :/
Ardents can be lazy. Probably not as good as warlords, but you maintain Power Points.
I don't know much about bards, but they are Cha/Int and ranged.
Sure, they can work, but what raises these combinations above the usual controller|leader hybrid? Off-turn actions as you say are good, and Bards have a few of those. But I'd sooner recommend a hybrid Artificer or Warlord.
Hybrid Shaman net's you ranged CA easily enough. Can be lazy. And you can do a polearm build with Cyclone Spirit + controlling advantage. Along with some fun PP's (keen eagle).
Artifiers may fit as well, grabbing off-action powers. Spell commander PP + Forceful oppertunity may be a better thoughtswitch in the right party (with slick concoction for positioning).
One thing the psion lacks that it could really use from a hybrid is off-action powers.
Good stuff, I'll look into those.
Ardents can be lazy. Probably not as good as warlords, but you maintain Power Points.
I don't know much about bards, but they are Cha/Int and ranged.
Sure, they can work, but what raises these combinations above the usual controller|leader hybrid? Off-turn actions as you say are good, and Bards have a few of those. But I'd sooner recommend a hybrid Artificer or Warlord.
Ardent's have power points. So any psion who builds around 1-2 powers (dishearten), will gain a heal and bonses to ally OA's at basicly no cost. Heck, Revelatory Slash would probably a small upgrade as well.
Again, i dont' know much about bards. But their stat's match and they do have secondary control options.
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.
Had a go at making my first Psion. This is my first non-essentials class. I find it's feats to be a little bit standard but you can see for yourself. Am I doing it right with this Psion?
The wall of text that is the Multiclass and Hybrid section is done. I'd really like some feedback on the list of possible hybrids. Are they good enough, or am I leading my readers on? Did I miss any good hybrids? And are there links to good Wizard, Invoker, Battlemind and Warlock hybrids?
MC - one thing about hybriding is that it opens up Druid for MC or hybrid with MC of the other. So you can get both Wizard Dailies and the +1 to Int-based attcks+other nice options.
Wizard - Wizard is generally about the ability to get Arcane Mastery + Action Point generation and spending, so as to get lots of one Wizard Daily. Psion is good because it gets you access to Demiurge, which after 24th, lets you spend 2 action points per encounter. Invoker is good because you get Flame of Hope. Dreamwalker is really good because you can take that awesome Wizard area daily and tag someone outside the daily with it. Thing is here, either you want all 3 of those classes or you want lots of power points to fuel Dreamwalker.
Battlemind - Kinetic Burst with a hit + 20 Int + Unarmored Agility = base 19 AC. It isn't phenomenal, but it is good enough to hang around a bit on the front lines. The major issue is that your Battlemind attack rolls are worthless because otherwise your Psion riders are worthless. But...area burst 3(via Dreamwalker), push Wis, enemies only, for a very spammable 2 power points is unusual to say the least. Thunder Tether isn't hurt by the option either as it will basically make certain that you can target 3 opponents every round with it.
Druid isn't bad either for the Utility 6 - that makes up for the 18/18 instead of 20/16 array.
As always with Controllers, a lot of the builds exist in 'do X, do Y, do Z, pick sky blue powers' form rather than fully fleshed out builds. It is the rare build that superamps some controller feature because most controller features happen in their powers, not in their features.
The wall of text that is the Multiclass and Hybrid section is done. I'd really like some feedback on the list of possible hybrids. Are they good enough, or am I leading my readers on? Did I miss any good hybrids? And are there links to good Wizard, Invoker, Battlemind and Warlock hybrids?
MC - one thing about hybriding is that it opens up Druid for MC or hybrid with MC of the other. So you can get both Wizard Dailies and the +1 to Int-based attcks+other nice options.
Wizard - Wizard is generally about the ability to get Arcane Mastery + Action Point generation and spending, so as to get lots of one Wizard Daily. Psion is good because it gets you access to Demiurge, which after 24th, lets you spend 2 action points per encounter. Invoker is good because you get Flame of Hope. Dreamwalker is really good because you can take that awesome Wizard area daily and tag someone outside the daily with it. Thing is here, either you want all 3 of those classes or you want lots of power points to fuel Dreamwalker.
Battlemind - Kinetic Burst with a hit + 20 Int + Unarmored Agility = base 19 AC. It isn't phenomenal, but it is good enough to hang around a bit on the front lines. The major issue is that your Battlemind attack rolls are worthless because otherwise your Psion riders are worthless. But...area burst 3(via Dreamwalker), push Wis, enemies only, for a very spammable 2 power points is unusual to say the least. Thunder Tether isn't hurt by the option either as it will basically make certain that you can target 3 opponents every round with it.
Druid isn't bad either for the Utility 6 - that makes up for the 18/18 instead of 20/16 array.
As always with Controllers, a lot of the builds exist in 'do X, do Y, do Z, pick sky blue powers' form rather than fully fleshed out builds. It is the rare build that superamps some controller feature because most controller features happen in their powers, not in their features.
The wall of text that is the Multiclass and Hybrid section is done. I'd really like some feedback on the list of possible hybrids. Are they good enough, or am I leading my readers on? Did I miss any good hybrids? And are there links to good Wizard, Invoker, Battlemind and Warlock hybrids?
MC - one thing about hybriding is that it opens up Druid for MC or hybrid with MC of the other. So you can get both Wizard Dailies and the +1 to Int-based attcks+other nice options.
Wizard - Wizard is generally about the ability to get Arcane Mastery + Action Point generation and spending, so as to get lots of one Wizard Daily. Psion is good because it gets you access to Demiurge, which after 24th, lets you spend 2 action points per encounter. Invoker is good because you get Flame of Hope. Dreamwalker is really good because you can take that awesome Wizard area daily and tag someone outside the daily with it. Thing is here, either you want all 3 of those classes or you want lots of power points to fuel Dreamwalker.
Battlemind - Kinetic Burst with a hit + 20 Int + Unarmored Agility = base 19 AC. It isn't phenomenal, but it is good enough to hang around a bit on the front lines. The major issue is that your Battlemind attack rolls are worthless because otherwise your Psion riders are worthless. But...area burst 3(via Dreamwalker), push Wis, enemies only, for a very spammable 2 power points is unusual to say the least. Thunder Tether isn't hurt by the option either as it will basically make certain that you can target 3 opponents every round with it.
Druid isn't bad either for the Utility 6 - that makes up for the 18/18 instead of 20/16 array.
As always with Controllers, a lot of the builds exist in 'do X, do Y, do Z, pick sky blue powers' form rather than fully fleshed out builds. It is the rare build that superamps some controller feature because most controller features happen in their powers, not in their features.
Dreamwalker only applies to Psion powers.
In error for both of us. The level 16 only applies to Psion attack powers. But you can use the level 11 feature with any power. Such as Prismatic Spray or Flash Freeze - being able to toss those powers at range 10 is a big upgrade.