Reforming next level suggestions? [Archive] - Wizards Community

Post/Author/DateTimePost
flamepheonix182

10-04-07, 12:55 AM
ok i'm reforming my powers next level, on the left is what I currently have and on the right is what i'm thinking of swapping

LVL 1: (so far nothing to swap out in level 1)

Energy Ray
Vigor
Mind Thrust
Detect psionics

LVL 2:

Dimension swap -> Inflict Pain
Levitate
Concussion Blast -> Recall agony
Identify, Psionic -> Energy Push ( havent found very many psion items seem to be mostly magic)


LVL 3:

Telekinetic Force -> Energy Burst
Body adjustment
Dispel Psionics
Energy wall

LVL 4:

Energy Adaption
Psychic Reformation -> Telekinetic Maneuver

any additional swaps you think I should make or not make?
hovnarr

10-04-07, 04:53 AM
Energy Ray
Vigor
Mind Thrust
Detect psionics

You lack a level 1 power. Consider dropping Mind Thrust (you have better stuff now) and Energy Ray (you have Energy Push) in favor of Inertial Armor and/or Defensive Precognition as well as Crystal Shard. Grease and Entangling Ectoplasm are good too.

What discipline are you, btw? Shaper and Telepath have some "must have" level 1 powers too.

Dimension swap -> Inflict Pain
Levitate
Concussion Blast -> Recall agony
Identify, Psionic -> Energy Push ( havent found very many psion items seem to be mostly magic)

Ah, so you're a Nomad? To make more use of Dimension Swap consider EK: Astral Construct. Also, EK: Empathic Transfer means you heal wounded allies and send them back out next round. If you drop Swap, you should really take Dimension Door in a level 4 slot though (a good choice even if you keep swap).

Can't you use psionic identify on magic items too? Take Ego Whip rather than inflict pain/recall agony and don't waste slots on ANY other [mind-affecting] power unless it's EK: Dominate or it has a non-combat use. Depending on your party and environment, consider Tongues and/or Knock.

Telekinetic Force -> Energy Burst
Body adjustment
Dispel Psionics
Energy wall

I'd go for:
Dispel Psionics
Energy Wall
Time Hop (the best 3rd level power, bar none)
Touchsight (sometimes, this is even better than True Seeing which most casters don't get until 5 level slots at the earliest)

Energy Adaption
Psychic Reformation -> Telekinetic Maneuver

Yeah, not bad. If you have some down time, why not use reformation to grab some item creation feats before you loose it. Maybe Dorjes of Detect Psionics and Identify before you drop them and a power stone of Reformation for future purposes, just in case? If you can fit Specified Energy Adaptation in a level 2 slot, you might prefer that. This frees up a slot for the awesome psionic dim door. Also consider Intellect Fortress that fills a similar role to Adaptation, but affects the entire party.
InkBlot

10-04-07, 01:04 PM
Identify, Psionic -> Energy Push ( havent found very many psion items seem to be mostly magic)
Unless you're playing with weird variant rules, psionic identify can identify magic items too.
flamepheonix182

10-05-07, 02:39 PM
hey thanks for the suggestion. I do have Inertial armour I just forgot to write it. As for Mind thrust I figured it would be good to keep just cause it does d10 damage and its cheap to augment.

Are item creation feats worth it? I've never actually taken one cause I figured falling behind my party because of creation wouldnt be justified

Oh and why Ego whip, is dazing them really that useful, cause charisma isnt really used for any saves

I dont think I can drop body adjustment though because we have no healers in our group
Lycanthromancer

10-05-07, 02:45 PM
Unless you're working with house rules, if you're a level behind, you get more XP. It's called the "XP gravy train," used by wizards the world over to increase their share of treasure (and XP) by a great deal.

Also, mind thrust is only good for a few levels. ANY "Will negates" save or die is better than it is, especially if you have psionic charm or ESPECIALLY psionic dominate.
flamepheonix182

10-05-07, 03:20 PM
really? is that in the dm guide? whereabouts? nvm i found it
CrimsonDeath

10-05-07, 04:57 PM
Oh and why Ego whip, is dazing them really that useful, cause charisma isnt really used for any saves

Some monsters, and many characters, have fairly low Charisma, and dropping it to 0 incapacitates them. Many people see ability damage as a way to bypass an enemy's HP, and Ego Whip is the only effect I'm aware of that does ability damage even on a successful save.

Unfortunately, it doesn't synergize well with other means of incapacitating a creature.
hovnarr

10-05-07, 05:33 PM
As for Mind thrust I figured it would be good to keep just cause it does d10 damage and its cheap to augment.

But it's all or nothing and [mind-affecting] which means it won't always work. If [mind-affecting] does work, there are more potent tools than hp damage, such as Ego Whip. An energy effect deals an average of (1d6+1) 4.5 dmg/pp while MT deals (1d10) 5.5 dmg/pp. Factor in that enemies save, and the avg dmg/pp that the power will deal is still higher for energy powers AND then aren't [mind-affecting] AND can affect multiple targets AND allow more flexibility in saves/damage type/utility use (sonic dmg on objects).

Oh and why Ego whip, is dazing them really that useful, cause charisma isnt really used for any saves

If they get Cha 0, they roll up into a ball, helpless. It's just as good as getting them to negative hit points. The difference is, they may have 80 hp but only 8 Cha. And between hp 80 to hp 1, they still deal full damage while you whittle them down. If they are stunned, they can't do anything while you kill them.

Oh and why Ego whip, is dazing them really that useful, cause charisma isnt really used for any saves

Since you can only use it to heal yourself anyway, wouldn't you prefer to use Vigor first instead, since it's so much more PP efficient? If a little damage gets through your vigor shield every now and then, just use potions.

Ego Whip is the only effect I'm aware of that does ability damage even on a successful save.

Not counting Touch of Idiocy which doesn't allow a save at all to begin with...
flamepheonix182

10-07-07, 01:11 PM
OK thanks for all the suggestions this is my new list: ( oh and I misread ego whip I didnt realize it still did the cha damage on a successful save)

LVL 1:

Defensive, Precognition
Inertial Armour
Vigor
Entangling ectoplasm
Detect Psionics

LVL 2:

Energy Adaption specified
Levitate
Recall Agony
Energy Push

LVL 3:

Time Hop
Touchsight
Dispel Psionics
Energy Wall

Lvl 4:

Dimension Door
Telekinetic maneuver

and I guess I may as well get your opinions on feat well I'm at it:

Feats: ( we are playing with the flaw variant from unearthed arcana, for every flaw you take you gain another feat)

Flaw: Noncombatant ( -2 melee rolls)
Flaw: Vulnerable (-1 AC)
Psi Crystal affinity ( Need a psi crystal for planar vangaurd)
Manifesting prodigy ( from forgottten realms works just like spellcasting prodigy)
Expanded knowledge astral construct
Psionics meditation
Transdimensional power ( going to become a Planar vanguard, required feat)
Combat Manifestation
Psionics body