Maximize or Empower (or Talented) [Archive] - Wizards Community

Post/Author/DateTimePost
Artector

12-01-07, 07:54 PM
My Human Shaper 5/Thrallherd 10 just reached 15th level and now has a new feat.

Current feats are:

-Boost Construct [psionic]
-Speed of Thought [psionic]
-Inquisitor [psionic]
-Expanded Knowledge Mindlink [psionic]
-Psionic Body [psionic]
-Psionic Meditation [psionic]
-Personal Construct
-Overchannel (+1 ML 1d8, +2 ML 3d8, +3 ML 5d8)


I'm considering Maximize or Empower. Currently the game has enemies who are immune to mind-affecting and death effects, so blasting the crap out of them is currently one of the best options.

I like the idea of rolling 15d6 whilst spending 12 power points, but I also like the idea of doing ~77 (depending on power) damage assured.

So I ask, which is better? Empower Power? or Maximize Power?

The third option is Talented, but I dont' see it as terribly useful right now, (except for with my constructs.)

EDIT~ Practiced Manifester is now in the running.
Scion of Coldshard

12-01-07, 08:02 PM
Assuming that the dm will let it stack with overchannel I would probably go with practiced manifester. At this point it gives you +2 to your manifester level and some extra pp to boot.

At this level getting through SR/PR and having the opportunity to increase the save DC are probably more important than just piling on the damage. Being able to get the next size up astral construct is probably a boon as well ;)
CrimsonDeath

12-01-07, 08:36 PM
I think it depends largely on what powers you know. Obviously you have Astral Construct, Mindlink, Charm, and Dominate. What would you be Empowering or Maximizing? What powers do you have from levels 1 to 3 (the ones that'll let us know whether Talented will help)? Note that Overchannel (and therefor Talented) is good for increasing durations as well as letting you augment for more PP.
Artector

12-01-07, 08:55 PM
My powers known are:

Astral Construct
Call To Mind
Control Flames
Vigor
Crystal Shard
Mindlink [EK]
Charm, Psionic (B)
Concussion Blast
Share Pain
Sustenance
Tongues, Psionic
Concealing Amorpha, greater
Ectoplasmic Cocoon
Ubiquitous vision
Dispel Psionics
Energy Bolt
Fabricate, Psionic
Telekinetic Maneuver
Dimension Door, psionic
Death Urge
Wall of Ectoplasm
Dominate, Psionic (B)
Hail of Crystals
Plane Shift, Psionic
Temporal Acceleration
Disentegrate
Overland Flight
Energy Wave


Dominate/Charm haven't seen much use, neither has Telekinetic Thrust or Ubiquitous Vision. Its mostly due to the blasty nature of the DM. I've used my constructs quite a bit, and blasted a ton. And sadly I've not gotten to use Disentegrate enough, anyways a lot of the idiots I'm fighting are immune to it, annoyigly enough.
hovnarr

12-01-07, 09:52 PM
How is Ectoplasmic Coccoon working out for you and how come you don't know that mass version? That's like the best save-or-die in the game. You can add Ectoplasmic Shambler if you want a simple way to kill a coccooned victim.
Artector

12-01-07, 10:56 PM
Assuming that the dm will let it stack with overchannel I would probably go with practiced manifester. At this point it gives you +2 to your manifester level and some extra pp to boot.

At this level getting through SR/PR and having the opportunity to increase the save DC are probably more important than just piling on the damage. Being able to get the next size up astral construct is probably a boon as well ;)

Not many things have had SR yet. But you do make a good case for Practiced Manifester. A 9th level construct could be very scary and annoying. (Invisible, Throwing Energy Bolts, and Flying.... or other evil things....)

How is Ectoplasmic Coccoon working out for you and how come you don't know that mass version? That's like the best save-or-die in the game. You can add Ectoplasmic Shambler if you want a simple way to kill a coccooned victim.

We've been fighting too many opponents to get away with Ecto-Coccoon, and I only got to know 1 7th level power, so it was Ecto-mass or Energy Wave. And I had a feeling that mass wasn't going to be very powerful, our enemies have pretty high saves. (They needed a 4 to pass my DC 25 reflex save.) Half seemed better than none.

Mind you, I don'y have more powers known and I'm happy with energy wave, I could spend my feat on Expanded Knowledge, but I doubt 6 damage/round will be particularly painful to them. (The spellcasting screw might be annoying, but I doubt it's going to be worth it.)

I might be able to convince my DM to let me swap some powers out, if I really need to.
CrimsonDeath

12-02-07, 12:12 AM
And sadly I've not gotten to use Disentegrate enough, anyways a lot of the idiots I'm fighting are immune to it, annoyigly enough.

Half the guys you fight are Golems and Will-o-Wisps?
InkBlot

12-02-07, 12:30 AM
A Maximized energy bolt (fire) power, at ML 13, will deal 63 damage every time.

And Empowered energy bolt (fire) power, at ML 13, will deal 74 damage on average. With 10 dice being rolled, you'll always be very close to average.

Maximize Power stinks until very high levels. You would have to use Overchannel every time in order to eek out more damage with Maximize than you could get with Empower.

A Maximized energy bolt (fire) power, at ML 16, will deal 112 damage every time.

And Empowered energy bolt (fire) power, at ML 16, will deal 108 damage on average.
The_Mess

12-02-07, 02:25 AM
I don't know how to do all the coding tricks on the forum, so here's hoping I can format this so it makes an ounce of sense, but here are the charts I worked up for my kinetecist.

Standard:pp Normal Emp. Max. E+M Best
1 3.5 -5.3 -18.0 -38.75 N
2 7.0 0.0 -12.0 -31.00 N
3 10.5 5.3 -6.0 -23.25 N
4 14.0 10.5 0.0 -15.50 N
5 17.5 15.8 6.0 -7.75 N
6 21.0 21.0 12.0 0.00 N, E
7 24.5 26.3 18.0 7.75 E
8 28.0 31.5 24.0 15.50 E
9 31.5 36.8 30.0 23.25 E
10 35.0 42.0 36.0 31.00 E
11 38.5 47.3 42.0 38.75 E
12 42.0 52.5 48.0 46.50 E
13 45.5 57.8 54.0 54.25 E
14 49.0 63.0 60.0 62.00 E
15 52.5 68.3 66.0 69.75 E+M
16 56.0 73.5 72.0 77.50 E+M
17 59.5 78.8 78.0 85.25 E+M
18 63.0 84.0 84.0 93.00 E+M
19 66.5 89.3 90.0 100.75 E+M
20 70.0 94.5 96.0 108.50 E+M


Fire/Cold (normal):
pp Normal Emp. Max. E+M Best
1 4.5 -6.8 -21.0 -46.25 N
2 9.0 0.0 -14.0 -37.00 N
3 13.5 6.8 -7.0 -27.75 N
4 18.0 13.5 0.0 -18.50 N
5 22.5 20.3 7.0 -9.25 N
6 27.0 27.0 14.0 0.00 N, E
7 31.5 33.8 21.0 9.25 E
8 36.0 40.5 28.0 18.50 E
9 40.5 47.3 35.0 27.75 E
10 45.0 54.0 42.0 37.00 E
11 49.5 60.8 49.0 46.25 E
12 54.0 67.5 56.0 55.50 E
13 58.5 74.3 63.0 64.75 E
14 63.0 81.0 70.0 74.00 E
15 67.5 87.8 77.0 83.25 E
16 72.0 94.5 84.0 92.50 E
17 76.5 101.3 91.0 101.75 E+M
18 81.0 108.0 98.0 111.00 E+M
19 85.5 114.8 105.0 120.25 E+M
20 90.0 121.5 112.0 129.50 E+M


Fire/Cold, enhanced by Priveliged Energy:
pp Normal Emp. Max. E+M Best
1 5.5 -8.3 -24.0 -53.75 N
2 11.0 0.0 -16.0 -43.00 N
3 16.5 8.3 -8.0 -32.25 N
4 22.0 16.5 0.0 -21.50 N
5 27.5 24.8 8.0 -10.75 N
6 33.0 33.0 16.0 0.00 N, E
7 38.5 41.3 24.0 10.75 E
8 44.0 49.5 32.0 21.50 E
9 49.5 57.8 40.0 32.25 E
10 55.0 66.0 48.0 43.00 E
11 60.5 74.3 56.0 53.75 E
12 66.0 82.5 64.0 64.50 E
13 71.5 90.8 72.0 75.25 E
14 77.0 99.0 80.0 86.00 E
15 82.5 107.3 88.0 96.75 E
16 88.0 115.5 96.0 107.50 E
17 93.5 123.8 104.0 118.25 E
18 99.0 132.0 112.0 129.00 E
19 104.5 140.3 120.0 139.75 E
20 110.0 148.5 128.0 150.50 E+M


Sonic
pp Normal Emp. Max. E+M Best
1 2.5 -3.8 -15.0 -31.25 N
2 5.0 0.0 -10.0 -25.00 N
3 7.5 3.8 -5.0 -18.75 N
4 10.0 7.5 0.0 -12.50 N
5 12.5 11.3 5.0 -6.25 N
6 15.0 15.0 10.0 0.00 N, E
7 17.5 18.8 15.0 6.25 E
8 20.0 22.5 20.0 12.50 E
9 22.5 26.3 25.0 18.75 E
10 25.0 30.0 30.0 25.00 E, M
11 27.5 33.8 35.0 31.25 M
12 30.0 37.5 40.0 37.50 M
13 32.5 41.3 45.0 43.75 M
14 35.0 45.0 50.0 50.00 M, E+M
15 37.5 48.8 55.0 56.25 E+M
16 40.0 52.5 60.0 62.50 E+M
17 42.5 56.3 65.0 68.75 E+M
18 45.0 60.0 70.0 75.00 E+M
19 47.5 63.8 75.0 81.25 E+M
20 50.0 67.5 80.0 87.50 E+M


Generally, Maximized just isn't worth it until very late.

PS, I have E+M as an option because I'm not sure if someone with Psicrystal Containment could expend both focuses on the same turn.
hovnarr

12-02-07, 10:05 AM
our enemies have pretty high saves. (They needed a 4 to pass my DC 25 reflex save.) Half seemed better than none.

The best advice I can give you then is to try to find a recurring weakness among your enemies. It's obviously not bad saves. But try to find the weakest point and apply pressure there. Is it:

*Below average hp? Then damaging effects seem good.
*Bad touch AC? Ray effects are the way to go.
*Low Charisma? What about Ego Whip? Goes well with Empower, especially if saves are moot anyway.
*Poor mobility? Battlefield control effects could save the day!
*Easy to plan around? It might be so the Clairvoyant Sense is more decisive than Energy Waves depending on how your DM plays his monsters and sets it all up.

Just some things to keep in mind. It's hard to give specifics without knowing exactly what you face.
DracoPhoenix

12-02-07, 11:23 AM
Thrallherd 10?

What are the 2 Thralls? Pack a warlock and you have some reliable fire power.

Also, for +2pp, dominate works all day without concentration. there's a thread around here somewhere that lists the uses of dominate.

Stuff like trap bait, pack mule and recon. Seeing as the melee guys are usually the weak willed ones, they also make good meat shields :).
Favored Enemy

12-02-07, 03:03 PM
Unless you face opponents using Damp Power or similar effects take Empower Power over Maximize Power.
Talented is for the weak.
InkBlot

12-02-07, 03:20 PM
Talented is for the weak, those who don't know vigor, and those who enjoy high level astral constructs.

You're at a high enough level where you can start pumping out astral constructs with energy bolt and concussion blast. Set yourself up a pair of astral mobile turrets at the start of each battle. You'll save power points and do more damage in the long run. Practiced Manifester will make it even sweeter, and Talented will make it less painful (either in HP or PP spent on vigor), so I'd go with one of those.
Artector

12-02-07, 08:33 PM
Thrallherd 10?

What are the 2 Thralls? Pack a warlock and you have some reliable fire power.

Also, for +2pp, dominate works all day without concentration. there's a thread around here somewhere that lists the uses of dominate.

Stuff like trap bait, pack mule and recon. Seeing as the melee guys are usually the weak willed ones, they also make good meat shields :).


One is a monk/cleric/sacred fist who heals and protects me and the one I just gained is going to be what you suggest, a warlock (Flying and using Greater Psionic Shot from ~250 feet away.)


Definately not getting Talented now, it was just the afterthought feat.

I think I'm down to Empower or Practiced Manifestor. And Practiced Manifestor is looking sweet. (Turn 1. Swift action 2 round Temporal Acceleration, 2 constructs, some moving, resume normal time, blow something up. Rinse, repeat.)(Low encounters/day)

Next week is the last session though so it may not matter too much what I choose.
DracoPhoenix

12-03-07, 03:58 AM
One is a monk/cleric/sacred fist who heals and protects me and the one I just gained is going to be what you suggest, a warlock (Flying and using Greater Psionic Shot from ~250 feet away.)


Glad I could help.

Re the lock build, don't forget to pack psi-meditation & Chausable of Fel Power :)

(If you're feeling lucky, My DM allowed me to run an Thurge variant lock/psion. Between Psi-shot (couldn't get Gtr :()& CoFP, and the Illumian "caster" sigil, it's pretty good fire support)