Ms. No
aka Ms. Puppeteer
- a Psion build -
She's cute... She's smart... She's elusive... She's a star !
But don't even think about asking her out for a date...
And if you start with all that "But we were in high school together" crap...
It's time to meet her Bodyguard.
Build Explanation
It's quite simple... good control means hard lockdown of mobs - this build tries to achieve nothing less.
CB Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
Ms. No, level 30
Gnome, Psion, Thrallherd, Planeshaper
Discipline Focus: Telekinesis Focus
Versatile Expertise: Versatile Expertise (Flail)
Versatile Expertise: Versatile Expertise (Staff)
Background: Pivotal Event - Escape (Stealth class skill)
FINAL ABILITY SCORES
Str 10, Con 15, Dex 14, Int 28, Wis 16, Cha 23.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 12, Int 16, Wis 13, Cha 14.
AC: 42 Fort: 41 Reflex: 42 Will: 41
HP: 143 Surges: 12 Surge Value: 35
TRAINED SKILLS
Insight +23, Stealth +29, Arcana +35, Bluff +26, Endurance +22
UNTRAINED SKILLS
Acrobatics +17, Diplomacy +21, Dungeoneering +18, Heal +18, History +28, Intimidate +21, Nature +18, Perception +18, Religion +28, Streetwise +21, Thievery +17, Athletics +15
FEATS
Psion: Ritual Caster
Level 1: Unseen Dread
Level 2: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 4: Controlling Advantage
Level 6: Discipline Adept
Level 8: Weapon Proficiency (Gauntlet Axe)
Level 10: Brawling Warrior
Level 11: Hindering Shield
Level 12: Lashing Flail
Level 14: Versatile Expertise
Level 16: Psychic Lock
Level 18: Superior Implement Training (Accurate staff)
Level 20: Anchoring Push
Level 21: Robust Defenses
Level 22: Untraceable
Level 24: Psion Implement Expertise
Level 26: Vanishing Act
Level 28: Weapon Focus (Staff)
Level 30: Epic Fortitude
POWERS
Psion at-will 1: Dishearten
Psion at-will 1: Mind Lock
Psion daily 1: Living Missile
Psion utility 2: Mind Shroud
Psion at-will 3: Psychic Anomaly
Psion daily 5: Force Spheres
Psion utility 6: Shared Recovery (retrained to Intellect Fortress at Level 14)
Psion at-will 7: Force Grasp (retrained to Kinetic Trip at Level 11) (replaces Mind Lock)
Psion daily 9: Clear the Slate
Psion utility 10: Dimensional Shortcut
Psion at-will 13: Dual Hallucination (replaces Psychic Anomaly)
Psion daily 15: Living Barrage (replaces Living Missile)
Psion utility 16: Insightful Riposte
Psion daily 19: Shred Reality (replaces Clear the Slate)
Psion utility 22: Interdicting Thoughts
Psion daily 25: Far Realm's Embrace (replaces Shred Reality)
Psion daily 29: Thrall (replaces Living Barrage)
ITEMS
Accurate staff of Ruin +6, Siberys Shard of the Mage (epic tier), Orb of Nimble Thoughts +1, Flowform Starweave Armor +6, Assassin's Cloak +6, Mirrored Mask (epic tier), Shield of Deflection Light Shield (epic tier), Resplendent Gloves (epic tier), Opal Ring of Remembrance (epic tier), Ring of Tenacious Will (epic tier), Diamond Cincture (paragon tier), Lightstep Slippers (epic tier), Strongheart Tattoo (epic tier), Staggering Spiked chain +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
NB: The Gauntlet Axe from Dark Sun Campaign Setting is not yet in the builder. Hence the Light Shield and the probable missing feat.
Ms. No, level 30
Gnome, Psion, Thrallherd, Planeshaper
Discipline Focus: Telekinesis Focus
Versatile Expertise: Versatile Expertise (Flail)
Versatile Expertise: Versatile Expertise (Staff)
Background: Pivotal Event - Escape (Stealth class skill)
FINAL ABILITY SCORES
Str 10, Con 15, Dex 14, Int 28, Wis 16, Cha 23.
STARTING ABILITY SCORES
Str 8, Con 13, Dex 12, Int 16, Wis 13, Cha 14.
AC: 42 Fort: 41 Reflex: 42 Will: 41
HP: 143 Surges: 12 Surge Value: 35
TRAINED SKILLS
Insight +23, Stealth +29, Arcana +35, Bluff +26, Endurance +22
UNTRAINED SKILLS
Acrobatics +17, Diplomacy +21, Dungeoneering +18, Heal +18, History +28, Intimidate +21, Nature +18, Perception +18, Religion +28, Streetwise +21, Thievery +17, Athletics +15
FEATS
Psion: Ritual Caster
Level 1: Unseen Dread
Level 2: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 4: Controlling Advantage
Level 6: Discipline Adept
Level 8: Weapon Proficiency (Gauntlet Axe)
Level 10: Brawling Warrior
Level 11: Hindering Shield
Level 12: Lashing Flail
Level 14: Versatile Expertise
Level 16: Psychic Lock
Level 18: Superior Implement Training (Accurate staff)
Level 20: Anchoring Push
Level 21: Robust Defenses
Level 22: Untraceable
Level 24: Psion Implement Expertise
Level 26: Vanishing Act
Level 28: Weapon Focus (Staff)
Level 30: Epic Fortitude
POWERS
Psion at-will 1: Dishearten
Psion at-will 1: Mind Lock
Psion daily 1: Living Missile
Psion utility 2: Mind Shroud
Psion at-will 3: Psychic Anomaly
Psion daily 5: Force Spheres
Psion utility 6: Shared Recovery (retrained to Intellect Fortress at Level 14)
Psion at-will 7: Force Grasp (retrained to Kinetic Trip at Level 11) (replaces Mind Lock)
Psion daily 9: Clear the Slate
Psion utility 10: Dimensional Shortcut
Psion at-will 13: Dual Hallucination (replaces Psychic Anomaly)
Psion daily 15: Living Barrage (replaces Living Missile)
Psion utility 16: Insightful Riposte
Psion daily 19: Shred Reality (replaces Clear the Slate)
Psion utility 22: Interdicting Thoughts
Psion daily 25: Far Realm's Embrace (replaces Shred Reality)
Psion daily 29: Thrall (replaces Living Barrage)
ITEMS
Accurate staff of Ruin +6, Siberys Shard of the Mage (epic tier), Orb of Nimble Thoughts +1, Flowform Starweave Armor +6, Assassin's Cloak +6, Mirrored Mask (epic tier), Shield of Deflection Light Shield (epic tier), Resplendent Gloves (epic tier), Opal Ring of Remembrance (epic tier), Ring of Tenacious Will (epic tier), Diamond Cincture (paragon tier), Lightstep Slippers (epic tier), Strongheart Tattoo (epic tier), Staggering Spiked chain +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
NB: The Gauntlet Axe from Dark Sun Campaign Setting is not yet in the builder. Hence the Light Shield and the probable missing feat.
Theory of Control
As we cannot expect to be able to spam conditions like Stun or Dominate willy-nilly, we have to resort to secondary ways to ruin the mobs' turns:
-- Melee mobs are easy, as you just have to stop them from reaching melee or pull them out from there.
-- Ranged mobs need to lose line of sight, which is much harder.
Often we cannot achieve hard lockdown, but have to rely three secondary methods of control:
-- Debuffing attack rolls so hits become unlikely or impossible.
-- Force the mobs to eat counter-attacks (usally OAs) to do anything meaningful at all.
-- Break up their formation and dictate their possible targets.
At last for control needs to be action efficient to be meaningful - even stunning a mob with a 50% hit chance but no damage is in the end a waste of time (lest it's a Solo...), hence:
-- The hit-chance should be sufficently good.
-- Control should target multiple mobs without hurting allies.
-- A solid baseline damage is no shame, even for a Controller.
-- Control is more effective the earlier it is imposed on the enemies.
The Build in Play
As we already have seen, tactical positioning is a huge factor for control. Combining forced movement with movement and action debuffs thus is what constitutes the core of a good controller build.
Here we use two core pieces:
-- Unseen Dread let's us add a slide 3 (two normal plus one from Controlling Advantage) to every Psion attack if we're hidden (no surprise - we're good at that). Upgrading this and adding Forceful Push to the mix we have a lot of sliding going around.
-- Hindering Shield slows mobs when they are slid.
Thus we get to our core powers:
-- Kinetic Trip allows us to move up to three mobs and force them prone if they move more than one square on their next action. That can easily ruin both melee and ranged attackers, as descibed above.
-- Dual Hallucination is long range, adds CA and a to-hit debuff (Psychic Lock) and more damage. Its use is that it targets two mobs unaugmented and can daze in case Kinetic Trip isn't sufficient.
-- Dishearten is our to-go / fall back attack debuff and an on-demand OA (grab, flank) negator.
-- Forceful Push is a very good auto-effect, that even doesn't break our Stealth, and can serve as set-up or later as fully capable power to ruin a mob's turn on its own.
Furthermore our Thrall provides another tactical piece on the field, that is very expendible and can add both damage and control (a big slide with every attack, particularly OAs) as needed.
At last all other pieces important parts are present in the build, as mentioned.
It employs a good deal of Stealth and hiding to improve both defense and offense. While battlefields vary widely between combats and groups, the build brings enough own tricks to hide at least four times each combat. (Reactive Stealth, Invisibility from Fade Away, full cover for two rounds from Mind Shroud)
And most important the build works perfectly well right from level 2, once you got your L2 utility power and some magic items. It's solid enough even for level 1, as far as can make such a difference at that level...
Please note that aside from a little piece here or there, the build is fully geared for control. If you want to modify that, see the variations.
Example Combat Opening
As
just discussed controlling multiple melee mobs with Kinetic Trip is
trivial. Similarly against ranged mobs we either break their LoS or just
use Dual Hallucination / Forceful Push to round them up for a
Dishearten.
So let's instead assume a more challenging encounter setup. We choose level 16 as middle of our career, but this example works in similar combinations at about any point. As resources we assume just an AP and any encounter resources.
Enemies
-- 2 Soldiers or Brutes at short range (~5 sq) as blocker
-- 1 Elite Controller at medium range (~10 sq) as main adversary
-- 2 Artilleries at long range (~15 sq) to focus fire
Stealth
Due having a base skill modifier significantly higher than any usual mob Perception modifier, and the ability to roll twice, it's safe to assume that all our checks succeed.
In case we really must move more than 2 sq and try to hide, we can rely on our Watcher's Signet to counter the penalty.
Initiative
It's likely that due our high base modifier we'll be the first to act.
No matter if we do or don't, because we're hidden thanks to Reactive Stealth, we won't be targeted as the mobs don't even know that we're there.
Turn 1
(standard) We attack the two Soldiers/Brutes with a 1 PP Dual Hallucination. As result they're slid 3 sq away from our group, slowed, and are at -5 Reflex.
(minor) We activate Mind Shroud to gain full cover (if necessary).
OR (minor) We activate our Watcher's Signet in case any suitable spot is within 3-5 sq.
(move) We move closer and re-stealth.
-> (free) Our Thrall moves 5 sq towards the Elite.
(AP: standard) We use a 4 PP Dual Hallucination on the Elite and one Artillery close to some blocking terrain feature. They're slid 3 sq, slowed, at -2 to attack and dazed as result.
-> (free due AP) The Elite is attacked by our Thrall, who thanks to being very precise and having CA will very likely hit as well, and hence slide it 4 sq adjacent to our Defender.
Summary: Assuming we hit (which is likely thanks to a good attack bonus, CA and targetting Will), the two melee mobs are slowed and out of range, one Artillery is dazed and out of LoS, and the Elite savely dazed and debuffed next to our trusty Defender.
Between Turns
The remaining Artillery will likely try to hit us back, which will easily be negated thanks to (full) cover and an on-demand defense bonus from Intellect Fortress.
The rest of our party has fun murdering the Elite.
Turn 2
(move) Re-stealth thanks to the second round of full cover from Mind Shroud.
-> (free) Our Thrall moves forward to one Artillery to corner it (see below).
(minor) If necessary let our Thrall walk some more.
(standard) A 2 PP Kinetic Trip basically autohits the melee mobs (remember the -5 Reflex defense and our CA), and again slides them 3 sq, slows them and knocks them prone if they move more than 1 sq. As third target we slide the dazed and already closer Artillery next to our Thrall, likely catching it unable to shift away thanks to blocking / difficult terrain.
Summary: The Elite is well taken care of by the rest of our party, the two melee mobs are still unable to do anything, and one of the two Artilleries is trapped in a corner by our Thrall.
Between Turns
The rest of our team finishes the Elite and starts closing in.
The Artilleries, seeing that the combat is going downhill, focus fire us - we turn invisible thanks to Fade Away, and one Artillery eats a full damage OA from our Thrall, probably blooding it.
Turn 3
(move) Continue closing in and use the invisibility from Fade Away to re-stealth.
(minor) If necessary heal our Thrall with Restore Thrall.
(standard) We either use a normal Dual Hallucination to pull in, slow and put CA & -2 attack on the remaining two Artilleries...
OR (standard) ... or we help our Defender to hold down the bunched up melee mobs with a 2 PP Dishearten for -7 to their attacks.
Total Summary
The Elite is off the board, both melee mobs now get their first turn against our still fresh Defender, and both Artilleries are debuffed, with one trapped and already bloodied.
Backup Tricks
In case positioning isn't optimal or we miss somewhere, we can rely on Forceful Push. It also can slide the Artillery back next to our Thrall in case we're unlucky with the terrain.
In case we do fluke a stealth attempt we can just use the minor shift 2 from Boots of the Fencing Master to try again.
In case we roll low, Insightful Riposte can still make us hit. We maybe already have a Stone of Spirit / Wind to reroll one bad but important attack, if it's a critical encounter.
If positions or terrain are really bad for us, we can still just bust out one of our Daily Attacks or transport our party with Dimensional Shortcurt to anywhere within 20 sq gain the tactical advantage.
So let's instead assume a more challenging encounter setup. We choose level 16 as middle of our career, but this example works in similar combinations at about any point. As resources we assume just an AP and any encounter resources.
Enemies
-- 2 Soldiers or Brutes at short range (~5 sq) as blocker
-- 1 Elite Controller at medium range (~10 sq) as main adversary
-- 2 Artilleries at long range (~15 sq) to focus fire
Stealth
Due having a base skill modifier significantly higher than any usual mob Perception modifier, and the ability to roll twice, it's safe to assume that all our checks succeed.
In case we really must move more than 2 sq and try to hide, we can rely on our Watcher's Signet to counter the penalty.
Initiative
It's likely that due our high base modifier we'll be the first to act.
No matter if we do or don't, because we're hidden thanks to Reactive Stealth, we won't be targeted as the mobs don't even know that we're there.
Turn 1
(standard) We attack the two Soldiers/Brutes with a 1 PP Dual Hallucination. As result they're slid 3 sq away from our group, slowed, and are at -5 Reflex.
(minor) We activate Mind Shroud to gain full cover (if necessary).
OR (minor) We activate our Watcher's Signet in case any suitable spot is within 3-5 sq.
(move) We move closer and re-stealth.
-> (free) Our Thrall moves 5 sq towards the Elite.
(AP: standard) We use a 4 PP Dual Hallucination on the Elite and one Artillery close to some blocking terrain feature. They're slid 3 sq, slowed, at -2 to attack and dazed as result.
-> (free due AP) The Elite is attacked by our Thrall, who thanks to being very precise and having CA will very likely hit as well, and hence slide it 4 sq adjacent to our Defender.
Summary: Assuming we hit (which is likely thanks to a good attack bonus, CA and targetting Will), the two melee mobs are slowed and out of range, one Artillery is dazed and out of LoS, and the Elite savely dazed and debuffed next to our trusty Defender.
Between Turns
The remaining Artillery will likely try to hit us back, which will easily be negated thanks to (full) cover and an on-demand defense bonus from Intellect Fortress.
The rest of our party has fun murdering the Elite.
Turn 2
(move) Re-stealth thanks to the second round of full cover from Mind Shroud.
-> (free) Our Thrall moves forward to one Artillery to corner it (see below).
(minor) If necessary let our Thrall walk some more.
(standard) A 2 PP Kinetic Trip basically autohits the melee mobs (remember the -5 Reflex defense and our CA), and again slides them 3 sq, slows them and knocks them prone if they move more than 1 sq. As third target we slide the dazed and already closer Artillery next to our Thrall, likely catching it unable to shift away thanks to blocking / difficult terrain.
Summary: The Elite is well taken care of by the rest of our party, the two melee mobs are still unable to do anything, and one of the two Artilleries is trapped in a corner by our Thrall.
Between Turns
The rest of our team finishes the Elite and starts closing in.
The Artilleries, seeing that the combat is going downhill, focus fire us - we turn invisible thanks to Fade Away, and one Artillery eats a full damage OA from our Thrall, probably blooding it.
Turn 3
(move) Continue closing in and use the invisibility from Fade Away to re-stealth.
(minor) If necessary heal our Thrall with Restore Thrall.
(standard) We either use a normal Dual Hallucination to pull in, slow and put CA & -2 attack on the remaining two Artilleries...
OR (standard) ... or we help our Defender to hold down the bunched up melee mobs with a 2 PP Dishearten for -7 to their attacks.
Total Summary
The Elite is off the board, both melee mobs now get their first turn against our still fresh Defender, and both Artilleries are debuffed, with one trapped and already bloodied.
Backup Tricks
In case positioning isn't optimal or we miss somewhere, we can rely on Forceful Push. It also can slide the Artillery back next to our Thrall in case we're unlucky with the terrain.
In case we do fluke a stealth attempt we can just use the minor shift 2 from Boots of the Fencing Master to try again.
In case we roll low, Insightful Riposte can still make us hit. We maybe already have a Stone of Spirit / Wind to reroll one bad but important attack, if it's a critical encounter.
If positions or terrain are really bad for us, we can still just bust out one of our Daily Attacks or transport our party with Dimensional Shortcurt to anywhere within 20 sq gain the tactical advantage.
Motivation
Well,
we lacked some good control builds in the recent times - particularly
those that don't employ material that is either rules gray at best or
not widely available. (Yes, I'm looking at you Mark of Storm !)
We also just got Psionic Power, and you probably already know that I just like Psionic classes...