CharOp/Controllers/Psion/Handbook/Items/Orb

CharOp/Controllers/Psion/Handbook/Items/Orb

by belile, Oct 8,2009
Guides: [[Dnd:CharOp/Index_of_Class_Guides|Index]] | [[Dnd:CharOp/Defenders|Defenders]] | [[Dnd:CharOp/Leaders|Leaders]] | [[Dnd:CharOp/Strikers|Strikers]] | [[Dnd:CharOp/Controllers|Controllers]] | [[Dnd:CharOp/Hybrids|Hybrids]] | [[Dnd:CharOp/Race_Guides|Races]]
Controllers: [[Dnd:CharOp/Controllers/Druid|Druid]] | [[Dnd:CharOp/Controllers/Invoker|Invoker]] | [[Dnd:CharOp/Controllers/Psion|Psion]] | [[Dnd:CharOp/Controllers/Seeker|Seeker]] | [[Dnd:CharOp/Controllers/Wizard|Wizard]]
Handbook: [[Dnd:CharOp/Controllers/Psion/Handbook|Intro]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Basics|Basics]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Races|Races]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Skills|Skills]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Paragon_Paths|Paragon Paths]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Epic_Destinies|Epic Destinies]] | Items
Items: [[Dnd:CharOp/Controllers/Psion/Handbook/Items|Armor]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Arms|Arms]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Feet|Feet]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Hands|Hands]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Head|Head]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Neck|Neck]] | Orb | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Ring|Ring]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Staff|Staff]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Waist|Waist]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Other|Other]]

Items: Psionics Toolkit
Orb:
  • Magic Orb (PHB) – Not a bad choice until you decide which orb fits your play style.
  • Orb of Augmented Stasis (AV) – Dazing an enemy that's already immobilized isn't that great. At least it's cheap.
  • Orb of Coercive Dementia (AV) – This item's daily power would be a lot more useful if you were able to pick which power the enemy lost. As is, monsters usually use powers as soon as they recharge, making this orb of limited utility.
  • Orb of Crimson Commitment (AV) (L14+) – A reroll with a +5 power bonus to the attack once a day. Very helpful for making sure your daily disciplines hit.
  • Orb of Coercive Dementia (AV) – This item's daily power would be a lot more useful if you were able to pick which power the enemy lost. As is, monsters usually use powers as soon as they recharge, making this orb of limited utility.
  • Orb of Crystalline Terror (AV) – A daily power that combos up nicely with a fully augmented mind thrust.
  • Orb of Debilitating Languor (AV) – The only psion discipline published so far versus fortitude already slows the target.
  • Orb of Draconic Majesty (AV) – A conditional trigger combined with an expensive cost and a situational condition make this a below average pick.
  • Orb of Drastic Resolutions (PHB) – There's a couple of nice things about this item's daily power. First, you don't have to be the one to drop the first enemy to 0 hit points to trigger the power. And second, you don't need to roll to hit to immobilize or weaken the second enemy.
  • Orb of Far Seeing (AV) – Most of your ranged attacks are 10 squares so the added range isn't really necessary. Still anything that allows you to keep your distance from the battle is useful. The daily power is a very nice (albeit situational) ability.
  • Orb of Fickle Fate (AV) (L4+) – Useful for optimizing penalties to saving throws. One of the few items left like it that didn't get errata'd. You can bet that your enemy will chose this condition to save against first though, which could negate its effect entirely.
  • Orb of Frustrated Recovery (PHB3) – You only need one power that does ongoing damage to take advantage of this item's daily power. However, one failed saving throw against ongoing damage isn't all that impressive, especially since you'll need to get within 5 squares of them.
  • Orb of Impenetrable Escape (AV) – Not quite as good post errata. Still has a nice power, but for telepaths consider the orb of mental domination instead.
  • Orb of Indisputable Gravity (PHB) – Seems like a great item power to combat flying creatures. But, there's nothing to stop the creature from flying away next turn. Plus, no damage from the "fall" is a big turn off.
  • Orb of Inescapable Consequences (AV) (L8+) – Essentially auto-hit for the conditions and effects of a discipline once a day. Your attacks should never be about the damage anyway.
  • Orb of Inevitable Continuance (PHB) – There are several disciplines that can greatly benefit from an extra round of duration.
  • Orb of Inexplicable Contention (D365) – If you're a telepath, you probably have disciplines that duplicate this item's power. Similar to the orb of sudden insanity except this orb has a better daily power and is slightly more expensive.
  • Orb of Invasive Fortune (PHB) – This item isn't as good as it could be since you don't have any encounter attack disciplines.
  • Orb of Life Conversion (PHB3) (L5+) – This orb is on the expensive side, but it essentially gives you an additional encounter power for the cost of a healing surge. You don't have that many healing surges to begin with, but if you find yourself never getting hit, this is a very nice item.
  • Orb of Karmic Resonance (AV) (L13+) – Making an enemy fail a saving throw is an awesome ability. The penalty isn't that bad considering you have a way (psychic chirurgery) to delay making saving throws.
  • Orb of Mental Constitution (PHB3) – The +5 item bonus to endurance is pretty negligible. However, since your will defense is likely your highest (next to AC) and fortitude is likely your lowest, the item's encounter power can be pretty handy. The augment 1 option is a solid upgrade.
  • Orb of Mental Dominion (AV) (L6+) – Not quite as good post errata, but still an excellent choice. Making enemies roll twice and take the lower result is roughly equivalent to a -5 to saves. The pick for telepaths who want more duration out of their conditions.
  • Orb of Mighty Retort (AV) – This item isn't as good as it could be since you don't have any encounter attack disciplines.
  • Orb of Nimble Thoughts (PHB3) (L3+) – Not quite as awesome as it was before the June 2011 update, this orb is still pretty good. The item's property now relies on the enhancement bonus of this orb, so it'll need to be upgraded over time to get the full benefit when using it in your off-hand. The item's property is still pretty useful for orb users since they will have to worry about opportunity attacks when using ranged and area attacks.
  • Orb of Psionic Recovery (PHB3) – This item is great for the same reason a torc of power preservation is great for non-psionic characters. Requires that you have other psionic characters in your party though.
  • Orb of Psychic Conversion (PHB3) – Might be useful for a telepath who wants to take a telekinetic power and still benefit from the psychic lock feat.
  • Orb of Resilient Tenacity (AV2) – Relatively cheap and the bonus to saves scales with level. Not great, but not bad either.
  • Orb of Revenant Magic (AV) – You don't ever want to plan to fail, but this item is a fairly cheap way of making sure you get the most out of your daily disciplines.
  • Orb of Reversed Polarities (PHB) – Two rounds of resistance turned into vulnerability. Not bad, especially if you didn't take mind break. But, you really want your implement to be useful everyday.
  • Orb of Sanguinary Repercussions (PHB) – Very expensive and damage isn't really your thing.
  • Orb of Spatial Contortion (AV) – I can't imagine why you'd want to be in the middle of things, but this item's daily power may have it's uses. There's currently only two disciplines that are blasts, but maybe the telekinetic will have some that can make better use of this item.
  • Orb of Sudden Insanity (AV) – If you're a telepath, you probably have disciplines that duplicate this item's power. If you really want this ability, consider the orb of inexplicable contention instead. Even though it's slightly more expensive, its daily power is quite a bit better.
  • Orb of Sweet Sanctuary (AV) – This item's daily power is nice, but sacrificing your standard action to boost your defenses is usually not a good trade-off.
  • Orb of Temporal Dissonance (D365) – This item's daily power is great, especially if you've optimized your initiative bonus.
  • Orb of the Canny Liar (PHB3) – An item bonus to bluff checks is solid. The orb's base daily power only makes an enemy grant combat advantage, but the augment 2 option dazes them.
  • Orb of the Deft Negotiator (PHB3) – An item bonus to diplomacy checks is solid. The orb's daily power is like betrayal, only for a telekinetic.
  • Orb of the Furtive Mind (PHB3) – An item bonus to stealth checks is pretty situational. However, it synergizes well with the orb's daily power which makes you invisible to an enemy you've hit or, with the augment 2 option, all creature.
  • Orb of the Menacing Impulse (PHB3) – An item bonus to insight is solid. The item's daily power can be pretty sweet if you're able to make the enemy provoke several attacks of opportunity. Also, it has some pretty good synergy with the augment 4 option of the thunder tether discipline.
  • Orb of the Peerless Artist (PHB3) (4+) – An item bonus to insight is solid. The item's encounter power is pretty awesome since it allows you much greater flexibility when placing your area or close attacks. For big area disciplines, the augment 2 option can add quite a bit of damage.
  • Orb of the Sympathetic Eye (PHB3) – Another item with a bonus to insight. The item's daily power allows you to deal damage to an enemy adjacent to your target. Not bad, but not overly exciting.
  • Orb of the Usurper (AV) – Another orb that (if you're a telepath), duplicates an ability you probably already have. The critical hit trigger means you probably won't be able to get the effect off consistently though.
  • Orb of Ultimate Imposition (AV) – The default choice for telekinetics who have paragon multiclassed as a wizard and picked up the implement master (orb) feat.
  • Orb of Unfailing Concentration (PHB3) (L5+) – Very nice item for making sure you don't waste your power points on a failed attack roll.
  • Orb of Unintended Solitude (AV) – Might be a good orb for a telekinetics since they should have a lot of disciplines with forced movement effects.
  • Orb of Unlucky Exchanges (AV) – The item's daily power is a neat effect that usually takes the enemy by surprise.
  • Orb of Unstoppable Decline (PHB3) – You'll need to have a lot of disciplines with save ends effects to make good use of this item. Better if others in your party have similar powers.
  • Orb of Weakness Intensified (AV) – Weakened is a great condition, however this orb is very expensive.

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