Originally posted by Dedekine:
Feats
In general, when choosing feats as an ardent you should prioritize in the following order:
1) Improving accuracy. This is important for any class, but the leader is often the catalyst in the enemy-killing reaction. Once you hit, it is easier for the rest of your party to hit, and so an accuracy boost to you is an accuracy boost for the party.
2) Improving defences. If you die, the party will lack healing, and this is the beginning of a TPK. Ideally, you don't even want to get hit -- any healing that goes towards you is healing that isn't going to the rest of the party.
3) Improving the healing/buffing/debuffing of your powers.
4) Improving mobility. Positioning is key in many ardent powers. You can't do your job until you're in the right place.
5) Improving damage. While it's true that doing damage is everyone's job, and dead is the best status effect, the primary weapon of a leader is the rest of the party. +3 to your damage is not going to end the fight as quickly as keeping your barbarian on his feet with an extra +1 to hit.
I've chosen to group class and general feats together, and organize them by the above priorities, subdivided by tier. All class feats are rated, but only general feats black or greater. Racial feats are rated separately afterwards. Only feats that would be rated black or higher are mentioned.
Accuracy Feats
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Expertise: There are now several feats that provide a scaling +1/2/3 to hit. You need one of them, but which one is a matter of your build. Your default choice should probably be Master-at-Arms (HoFL), but other obvious choices for forced-movement specialists are Bludgeon Expertise (HoFL, for the bonus to forced movement) or Flail Expertise (MME, to prone instead of slide). In general, any of the Expertise feats introduced in Essentials are worth considering if they match up with the weapon you've chose to specialize in.
Heroic
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Impending Victory (PHB3): Since most of your powers are at-wills, this is a great accuracy boost.
Melee Training (PHB3): You will be on the front line a lot, so you'll likely have a lot of chances to make opportunity attacks.
Polearm Flanker (PHB3): Gets the important accuracy boost from combat advantage without having to give up reach.
Psionic Reflexes (PsP): For most ardents, their opportunity attacks will be so poor that this bonus is irrelevant. However, if you've done what it takes to get a useful opportunity attack, this feat is extremely appealing just for the passive benefit alone.
Vicious Advantage (PHB3): Handy if your party deals out slowed or immobilized often. Even better if you hand out the effects yourself, so Psionic Binders and certain builds of Stygian Adepts will love this.
Weapon Proficiency
(PHB): If you can upgrade your proficiency bonus by getting a superior weapon, do it! This is mostly for polearm wielders, who should get the Greatspear as soon as they can.
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Paragon
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Psionic Defiling (DSCS): Reroll attack or damage with your daily powers. Yes, it does damage to your allies, but at least you're a leader and in good position to repair the damage. Unfortunately, almost every other feat based around defiling requires an arcane power.
Psychic Wail (PsP): Finish with one target and this feat lets you soften up the next target. Sadly, there's just too many conditions that need to be met for this feat to be worthwhile.
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Epic
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Blind-Fight (PHB): On one hand, situational. On the other hand, when it comes up, you'll be awfully glad you had this feat.
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Defense Feats
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Heroic
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Armor Proficiency (Scale) (PHB): You should definitely pick this up as soon as possible, ideally in the Heroic tier.
Armor Proficiency (Plate) (PHB): While you shouldn't bump your Strength high enough to get this right away, if you pick up scale proficiency in Heroic, then you'll qualify for this in Epic. One-handed weapon users should pick up heavy shield proficency first (to get the extra Reflex), but definitely consider upgrading if you've got the extra feat slot.
Hafted Defense (PHB3): Verging on necessity for polearm users.
Improved Defenses (HoFL): Your one-stop replacement for Paragon and Robust Defenses. You can reasonably put off getting this until paragon, but do get it.
Psionic Fortune (PsP): +1 to saving throws for most of the encounter, with the option to boost it when things are really critical. This is my favourite of the Augment feats. The decision as to whether to take this or Resilient Focus comes down to how power point-intensive your build is.
Psionic Toughness (PsP): It's a weaker version of Toughness, though it does stack. However, the real appeal here is the chance to increase the healing with second wind, which ardents have compelling reason to use every encounter.
Resilient Focus (HoFL): A flat-out +2 bonus to all saving throws is a great deal. If you've got power points to burn you should take Psionic Fortune instead, though.
Shield Proficiency (Light)
(PHB): Bonus to AC and your weakest NAD. If you're a one-handed weapon user, pick this up as soon as you can.
Shield Proficiency (Heavy) (PHB): Again, if you picked up light shield proficiency in Heroic, you can and should get this in Epic.
Slave to None (Dragon 390, req: Escaped Slave theme): A saving throw bonus for some of the worst conditions for you.
Superior Fortitude (HoFL): Con ardents should be able to get this, and should give it serious thought (though only after Superior Will). Ongoing damage is a major hit-point drain.
Superior Reflex (HoFL): You probably don't qualify for this, and it's not that great a benefit regardless. If you do qualify for this, and you've picked up Superior Will and Superior Fortitude, obviously retrain Improved Defenses into this.
Superior Will (HoFL): You qualify for this; take it. Yes, it doesn't stack with Improved Defenses, but the selling point here is not the increased defenses so much as the ability to mitigate the effects of two of the worst possible status effects.
Unfailing Vigor (PHB3): Anything that keeps the leader up and able to heal needs to be given consideration. If your DM runs tough encounters, or the rest of your party isn't good at healing, consider taking this in the heroic tier to retrain it away later on.
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Paragon
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Armour Specializaton (Scale) (PHB): Mobility and AC. Great if you can get it, but the Dex prerequisites put it out of the reach of most ardents.
Combat Anticipation (PHB): Your need to be near if not adjacent to allies means you'll likely in the clump that gets targeted by AOE powers.
Fated Survival (Dragon 381): If you don't have any other way to boost your saving throws, consider this. You need to stay in the fight, and can't rely on anyone else to help you with healing.
Prescient Dodge (PsP): +2 to defences until your first turn is obviously a bit situational. The augmented part of the feat seems nice, but if you're hitting with unaugmented at-wills there's a very good chance you don't have any power points left to exploit it.
Threefold Fortitude/Reflex/Will (PsP): Doesn't stack with Paragon Defenses, and since it's hard to predict how and when you'll be attacked, the augment is problematic.
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Epic
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Epic Reflex/Fortitude/Will (PHB2) You'll certainly want Epic Reflex, and Wis ardents will probably want Epic Fortitude as well. Epic Will is probably unnecessary.
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Power Feats
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Heroic
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Beguiling Torment (PsP): 1 power point for a one square slide might not seem much, but with a character designed to use this feat, it's a huge deal. Even without going to extremes, being put out of reach badly messes with dazed enemies.
Bloodied Enmity (Mantle of Impulsiveness feat, PsP): In the heroic tier, this feat basically says: if an enemy bloodies you, he turns you into a ranger/warlock for a turn. The virtue is not in the damage, it's in dissuading the enemy from hitting you in the first place. Sadly, it doesn't scale, and by paragon you'll want something else.
Bolstering Mantle (ardent feat, PHB3): Being able to hand out extra saving throws is always a good thing. This feat can be a bit weak in isolation, but combined with other powers that boost your second wind it can become very useful.
Clarified Instincts (Mantle of Clarity feat, PHB3): This can be a game-breaking bonus out of combat.
Elated Emotions (Mantle of Elation feat, PHB3): Just like Clairified Instincts, this is an obscene bonus for skill challenges.
Deft Eruption (Mantle of Impulsiveness feat, PsP): If you've decided to go with Mantle of Impulsiveness, this feat is practically mandatory. You need to squeeze every drop out of ardent eruption to make it worthwhile.
Heartening Surge (ardent feat, PHB3): An extra +1 to your Mantle-related Ardent Surge bonus is a bit weak. The main problem is that you'll almost always have a better option. Note that it doesn't work with the Mantle of Impulsiveness at all.
Mantle of Understanding (ardent feat, PsP): If you make a saving throw, everybody else will have a bonus towards their next. Sadly, the "until start of your next turn" means it's very difficult to stack this with granted saving throws, but it is nonetheless valuable.
Mark of Healing (EPG): Granting extra saving throws with every healing power is something you need to think very carefully about before you turn it down.
Martyr's Surge (ardent feat, PsP): A major boost to Ardent Surge when you're bloodied is perfect. Not only is it extra healing when you very likely need it most, it's yet another way to persuade your DM to leave you alone.
Outraged Vengeance (Mantle of Elation feat, PsP): In the very same book that introduces the Mantle of Impulsiveness, we have the argument for taking Mantle of Elation instead. In the heroic tier, this feat gives Ardent Outrage all the benefits of Ardent Eruption in addition to its usual benefits. Even beyond heroic, +2 to hit and +2 to damage is a much better deal than +4 or +6 to damage.
Restful Healing (PHB2): The rating assumes that your DM lets you take multiple short rests to regain encounter healing powers. Otherwise, give this a pass. Strictly speaking worse than the Mark of Hospitality, but if you're going to choose a Mark, it really should be the Mark of Healing.
Surging Mantle (ardent feat, PsP): A 2 square Mantle radius increase is a small imrovement in your usefulness when you're out of power points. This feat gets nicer if you have something else mantle-related that triggers at 0 power points, like the kalashtar's Gestalt Anchor.
Wind of Sympathy (ardent feat, PsP): You use second wind, and someone else gets to do the same as a free action. Even with nothing else going on, that's hit points and a defence bonus to you and another character, which means you're being a leader even when you're taking care of yourself. And that represents a bare miniumum, as the ardent has lots of feats that go amazingly well with this. This feat is a leader's dream, and I really don't think any ardent should go without it.
World Serpent's Grasp (HotFK): While unlikely to be of much use to ardents by default, if you plan to make heavy use of Wave of Fatigue or go with the Psionic Binder path, this gives those powers much better control.
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Paragon
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Alacrity of Fortune (Mantle of Clarity feat, PHB3): An extra shift isn't quite as nice as the accuracy boost of Elation of Fortune, but neither is it anything to sneeze at.
Bolstering Wind (ardent feat, PsP): Surgeless healing to everyone in your mantle when you use your second wind. Despite the fact that it's got a Wis modifier, this is good in the hands of any ardent. Plus it stacks with Wind of Sympathy and Bolstering Mantle.
Critical Reserve (ardent feat, PHB3): The maths say that you will not be making critical hits often enough for this to pay off.
Elation of Fortune (Mantle of Elation feat, PHB3): Every boost to your allies accuracy is you doing your job right. If you've chosen a build that can hand out saves frequently, this is even better.
Implacable Wrath (Mantle of Elation feat, PsP): Ardent Outrage now pushes enemies one square. On one hand, that gets you some breathing room when you've just been bloodied, but possibly not enough.
Improved Ardent Surge (ardent feat, PHB3): Just about every ardent should pick this up at some point.
Instinctive Advance (Mantle of Impulsiveness feat, PsP): This gives Ardent Eruption some of the benefit of Ardent Alacrity. Importantly, this feat guarantees that you can get some use out of it, which by default is not true.
Lingering Switfness (Mantle of Clarity feat, PsP): Double the movement provided by Ardent Alacrity. Mantle of Clarity is all about mobility bonuses, so this is definitely appealing.
Mantle of Caution (ardent feat, PsP): Everyone within your mantle gets +2 to all NADs all the time while you are bloodied. That's a fantastic boost, and yet more encouragement to have monsters leave you alone.
Psionic Rush (PsP): Reducing augment costs help you stay at full power longer. The only problem is that there's just too much competition for feats that will provide more substantial benefits on a more regular basis.
Psychic Lock (PHB): With Psionic Power, the ardent now has a decent selection of psychic powers. If you're going to be using any of them, grab this.
Rising Hopes (Mantle of Clarity feat, PsP): Give a dying ally all their actions back, instead of them losing their move to standing up. It might seem boring, but this is an extremely solid benefit.
Suppressive Surge (ardent feat, PsP): Deny enemies healing when you use ardent surge. The problem is that there aren't that many monsters that can heal.
Violent Joy (Mantle of Elation feat, PsP): Extended critical range when you heal a bloodied ally until the end of your next turn. Practically speaking, that's going to cover between one and four attacks. You're very rarely going to see benefits from this, though when the stars are right your allies will love it.
Widened Mantle (ardent feat, PHB3): This isn't really necessary, unless you've got a lot of ranged attackers in your party. It becomes much nicer when you've built up the effects of your mantle, so take care of that first.
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Epic
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Boundless Enthusiasm (PsP): While still not a very good feat, this is better than the paragon-tier Critical Reserve, since it puts no conditions on the power you need to be using, and grans two power point instead of one. If you have taken Critical Reserve, you probably want to retrain it with this.
Close the Gap (Mantle of Impulsiveness feat, PsP): A small amount of battlefield rearrangement at the beginning of an encounter. It's nothing to sneeze at.
Critical Understanding (Mantle of Clarity, PsP): If an ally is bloodied when you use ardent surge on them -- and they almost always will be -- they get a huge boost to their defences.
Epic Alacrity (Mantle of Clarity feat, PHB3): With Lingering Swiftness, this is no longer quite as appealing. For most characters, Epic Alacrity will only grant an extra square of shift (or none!) over Lingering Swiftness, and the increased move with Lingering Swiftness means even more mobility. Only consider this if you're party has many characters with high base movement.
Endangering Outrage (Mantle of Elation feat, PHB3): As long as your Constitution modifer is high, this is great.
Infectious Euphoria (Mantle of Elation feat, PsP): A good amount of THP to any ally adjacent to the target of ardent surge. It's a good feat, except for that positioning requirement.
Instinctive Surge (Mantle of Impulsiveness feat, PsP): Immediate reaction healing? This is the best reason to make an impetuous ardent.
Victorious Soul (ardent feat, PsP): When you score a critical hit, allies get a big boost to melee attack damage. Whether this is worthwhile comes down to whether you have an extended crit range.
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Mobility Feats
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Heroic
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Defensive Mobility (PHB): This gives euphoric ardents a bit of the Mantle of Clarity. If your party tends to spread out, this can help you when you need to move from one engagement to another.
Heavy Armor Agility (HoFL): Just about every ardent will be able to get this. Redundant if you have Scale Specialization, but few ardents can spare the Dex.
Mantle of Readiness (ardent feat, PHB3): Extra speed in the first round is rarely as important as your initiative modifiers.
Psionic Celerity (PsP): The passive benefit is big if you have Forward-Thinking Cut, but otherwise unimpressive. Spending one power point to get an extra two move when you need it is situational.
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Paragon
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Fleet-Footed (PHB): It's not sexy, but it does its job. Especially worth considering to offset the heavy armour penalties.
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Epic
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Long Step (PHB): Again, not sexy, but a solid benefit.
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Damage Feats
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Heroic
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Weapon Focus (PHB): If you absolutely want to increase damage, then this is a sensible way to go about it. Odds are you've got better things to be doing, though.
Weapon Proficiency (PHB): There are some superior weapon upgrades that represent big damage increases.
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Paragon
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Hammer Rhythm (PHB): Con modifier damage on misses is a big boost for anyone who can meet the prerequisites for this feat.
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Other Feats
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Heroic
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Autohypnosis (PsP): Arcana isn't a class skill, and normally Int is your dump skill. Con ardents will never look at this feat, but Wis ardents -- especially tieflings, who can afford to make Dex their dump stat -- might think the extra healing surge is worth it.
Battlewise (HoFK): Pretty much useless, unless you're a Wis ardent, in which case it verges on must-have. You need every edge you can get to stay competitive with Con ardents!
Improved Initiative (PHB): The best time to buff your allies is before there's any chance that healing will be needed. However, leaders can still do their job even with a more reactive approach, and so you should only pick this up if you've got nothing else to choose.
Psionic Initiative (PsP): It doesn't stack with Improved Initiative, most of the time it is inferior to it, and you can spend one power point to get an increased bonus that may be rendered useless by your roll.
Psionic Skill (PsP): Because the augment gives a power bonus and not a feat bonus, the trick here is that it stacks with Skill Focus when augmented, giving you a +6 bonus. However, since the passive bonus is a feat bonus less than Skill Focus, and you need two feats to make this better than Skill Focus alone, you really need to care about a skill to make this worthwhile.
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Racial Feats
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Changeling
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Fluid Anatomy (EPG): It's a situational feat, but if you're a changeling you've probably got spare feat slots anyway.
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Deva
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Ascendant Lineage (PHB2): If your racial feature is re-roll, you want to make sure it's a useful re-roll.
Resurgent Memory (Dragon 388): The shift with Memories of a Thousand Lifetimes seems a bit situational -- especially with an attack reroll, where you can't shift away. Still, it's entirely useful, and it gives a benefit to failing the roll. The dependence of the THP on Int/Wis means Con ardents need not apply.
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Dragonborn
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Bolstering Breath (PHB): Buff your allies with a minor action.
Dragon's Rejuvenation (Dragon 388): You want to be spending your second wind often with Bolstering Mantle, and so it's nice to get Dragonfear back when you do.
Dragon's Terror (Dragon 388): Daze one enemy in addition to the normal dragonfear debuff.
Infectious Wrath (Dragon 388) is great, especially with the Mantle of Elation. You're already handing out benefits to allies when you get bloodied, and now you can hand them a +1 to hit as well.
Io's Roar (PsP): If you can actually hit with dragonbreath, then your big supply of psychic powers makes this great. Sadly, this is a big "if".
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Dwarf
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Dwarven Durability (PHB): With Bolstering Mantle you've got a reason to spend surges as often as possible, so the more surges the better.
Unstoppable Drive (Dragon 388): A free shift adds even more benefit to your Second Wind for more Bolstering Mantle goodness. You want to be moving in closer to the enemy, so the condition on the added shift, while a bit situational, is at least not harmful to you. Bit less useful if you're a polearm wielder.
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Eladrin
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Eladrin Soldier (PHB): This is the best way to get proficiency with the greatspear.
Ubiquitous Step (PsP): Fey Step is one of the best features of eladrin, so anything that lets it recharge is worth thinking about.
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Elf
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Elven Precision (PHB): No elf should be without this.
Psionic Accuracy (Dragon 389): Lets you spend one power point to get combat advantage on your Elven Accuracy reroll. It's a bit situational, as you might have had CA already, and you're spending power points on things that aren't your attack powers.
Wild Elf Luck (FRPG): It stacks with Elven Precision, so it helps make the reroll even more certain to connect. The randomness means you probably want to pick this up second, though.
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Genasi
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Your feat choice for Genasi is mostly going to be related to optimizing your elemental manifestation, as opposed to opitimizing as an ardent. I don't have any useful advice to give in relation to this in this guide, I'm afraid.
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Githzerai
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Allahn's Mindful Relocation (PHB3): Bolstering Mantle gives ardents a reason to be using their second wind often, and this is a big addition to it.
Dakshai's Body-Mind Union (PHB3): A leader having to miss a turn can be death for a party. The chance to deal with stunned, dazed, or dominated right away is fantastic.
Githzerai Blade Master (Dragon 378): Two damage-increasing feats for the price of one, so not a bad deal.
Githzerai Healer (Dragon 378): Another save with every healing power, for some of the most problematic status conditions. The only thing keeping this from being sky blue is that RAW, powers like Energizing Strike would give a saving throw to your enemy as well.
Githzerai Mobility (Dragon 378): This gives euphoric ardents some of the benefits of the mantle of clarity, and it gives enlightened ardents twice their wis modifier for all defenses against opportunity attacks.
Iron Resolve of Zerthadlun (PHB3): Saving throw bonuses are great.
Path to Clarity (ardent feat, PsP): It's Githzerai Healer again, but limited to ardent surge. Take Githzerai Healer first, but think about taking both along with the Mark of Healing.
Peerless Reaction (PHB3): With the huge number of feat benefits an ardent can attach to his second wind, additional ways to trigger it are great things.
Zerth Instincts (PsP): Shift with both your racial powers, and have the opportunity to negate surprise.
Zuoken's Centering (Dragon 378): If you've chosen githzerai as your race, you probably aim to pump Wisdom, and this feat goes a long way towards making up for ignoring Con. The price is having to multiclass monk to get it, but as long as you're happy doing that, this feat is fantastic.
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Gnome
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Armored Warrengard (Dragon 384): The AC bonus is situational, but ardents will almost never be able to pick up Armor Specialization.
Fade Ally (PHB2): There aren't many ways to give invisibility to an ally, so this is a solid option.
Get In Your Head (Dragon 389): The problem with Fade Away is that to get the most of it you needed to be decent at stealth, which was never going to be true for ardents. Now it gives you a teleport as well, and that's much more useful. Retrain to Vanishing Act in epic.
Haunting Sounds (PsP): For one power point, use Ghost Sound to get combat advantage against an enemy, and as long as you have power points left, you can do this at-will. This turns an otherwise purely decorative racial feature into something useful.
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Goliath
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Half-Elf
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Common Cause (Dragon 388): A nice but aggravating feat. Basically, every ally within 10 squares of you gets THP when they spend their second wind, as long as they don't have a racial bonus to Diplomacy. It'll take a bit of bookwork to figure out which of your allies can benefit from this, but odds are that it will be most of them.
Versatile Master (PHB2): Pretty much every half-elf will want this.
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Half-Orc
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Savage Assault (PHB2): Adds an extra debuff to Savage Assault.
Thirst for Battle (PHB2): Initiative boost and extra healing surge in one packet is just what ardents like to see.
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Halfling
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Halfling Agility (PHB): If you want your enemy to miss, do your best to make sure that happens.
Lost in the Crowd (PHB): As a melee character, the conditions for the AC bonus will come up a lot.
Rigged Chance (Dragon 381): Making it more likely that second chance will work for you.
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Hamadryad
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Guardian of the Towering Oak (HoFW): You're going to be the face character in a lot of parties, so get a reroll on some core skills.
Guardian of the Weeping Willow (HoFW): Positioning is important to you, and this feat will let you ignore troublesome forced movement.
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Human
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Action Surge (PHB): If you're spending an action point, you don't want to miss.
Courageous Mind (Dragon 388) gives two untyped bonuses, one for initiative and one for saving throws. I wouldn't recommend taking this in isolation, since the bonuses are small by themselves. Where this comes into its own is combined with either Improved Initiative or Human Perseverance, where it can push the shared bonus over the top and gives an additional benefit to boot.
Die Hard (Dragon 383): On one hand, if a leader dies, you're headed towards a TPK, and this helps prevent that. On the other hand, if you've got to the point where the conditions of this feat trigger, you might not care about the selfish jerks who make up your party.
Frantic Recovery (Dragon 383): The usefulness of this depends on the extent to which you've been building up Bolstering Mantle.
Human Ingenuity (PsP): Everybody loves spending action points, so getting a power point out of it is great.
Human Perseverance (PHB): Now obsoleted by Resilient Focus.
Stubborn Survivor (FRPG): This is a win-win feat: either you have an action point ready to use, or you have a bonus to saving throws. It stacks with Human Perseverance too.
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Kalashtar
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Ardent Tsucora Intitate (Dragon 385): If you're using ardent outrage, you've just been bloodied. If you've just been bloodied, trapping enemies next to you might not be your best plan.
Dual Mind Reserves (Dragon 385): You probably won't be using Augment 1 options very often, as they're very situational, which means a single extra power point is nothing fantastic. On the other hand, it's a power recharge.
Gestalt Anchor (ardent feat, PsP): Initiative check bonuses are always great, and the defensive boost when you're out of power points just makes this better.
Quori Desperation (EPG): A chance to heal yourself before you go unconcious is a great way to make sure the party doesn't lose its leader.
Quori Shield (EPG): Psychic is a common damage type, so resistance to it is great.
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Longtooth Shifter
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Psychic Feast (Dragon 389): Regeneration 4/6/8 when shifted, as long as you hit on the last turn.
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Minotaur
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Honor's Path (Dragon 385): Your opportunity attacks aren't likely to be very good, so turning them into a buff instead is handy.
Rampaging Thought
(Dragon 389): Regardless of your build, it keys off your secondary stat. You get a bonus of your secondary stat against opportunity attacks when you charge. So basically, you use Forward-Thinking Cut, and if you've got the Mantle of Elation you temporarily act like you've got the Mantle of Clarity, and if you've got the Mantle of Clarity you're untouchable. The rating reflects the fact that you need Forward-Thinking Cut to really make use of this power, but if you have it,
this feat is great.
Vicious Ferocity (PHB3): Your at-wills are much more useful than your MBAs. With Focusing Strike, you can give yourself a death saving throw before you go unconcious.
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Mul
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Bred for Battle (DSCS): An initiative boost, a speed boost, and an accuracy boost all in one feat. Sure, the speed and accuracy boost are limited to first round and can be negated by surprise, but the initiative bonus is a racial bonus so it will stack with almost anything.
Humanity's Heir (DSCS): +2 to one skill is take it or leave it, but +1 to one NAD is extremely nice.
Inexhaustible Resources (DSCS): For many classes, choosing to take THP instead of healing would be a strange decision, but ardents have lots of reasons to use their second wind. While this doesn't spend a healing surge (and so doesn't trigger feats that require that), if you want to use your second wind-triggered feats but don't actually need the hit points, this guarantees some benefit to you.
Legacy of Stone (DSCS): Saving throw bonuses and reduced forced movement are solid bonuses, though Humanity's Heir is more generally useful.
Mul's Stamina (DSCS): Yet another healing surge, which is great for ardents and the "spend a healing surge, allies benefit" approach. Best of two on Endurance checks is nice as well.
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Pixie
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Teeny Target (HoFW): Do your job from an ally's front pocket and get cover for doing so!
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Razorclaw Shifter
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Revenant
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Ghostly Vitality (Dragon 376): Take a full turn when you get knocked down to 0, plus insubstantial to give yourself added protection.
Unnatural Mantle (Dragon 389): Your allies don't fall down until they fail a death saving throw. This feat alone makes Revenants a reasonable choice for an ardent.
Unnatural Stamina (Dragon 376): More healing surges, and a boatload of resistance whenever you spend a healing surge makes for great synergy with Bolstering Mantle.
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Shadar-kai
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Darkening Mind (Dragon 389): You'll probably only have move 5, so this gives you an encounter teleport which will move you at least that much. In addition, you are now insubstantial during your next turn means half-damage from any opportunity attacks, so it's effectively two turns of boosted mobility. It's not quite as good for Mantle of Clarity, since you're less bothered by opportunity attacks to begin with, but the teleport boost makes this feat in its own right.
Ghostly Rejuvenation (Dragon Annual 2009): Heal an ally and he becomes insubstantial until the end of his next turn. That's a solid benefit.
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Shardmind
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Buffeting Shard Swarm (Dragon 387): A nice built of battle rearrangement.
Clarifying Presence (PHB3): Dazed and stunned are two of the worst status effects your allies can be under, and you could be granting a lot of saving throws. Your party will love it if you take this feat.
Healing Fragments (PHB3): GOod in its own right, and a fantastic addition to Bolstering Mantle.
Mineral Resistance (Dragon 387): Not overwhelming, but a source of THP is never bad.
Psionic Rejuvenation (PHB3): You probably won't be using Augment 1 options very often, as they're very situational, which means a single extra power point is nothing fantastic. On the other hand, it's a power recharge.
Razor Shard Swarm (Dragon 387): This make shard swarm into a respectable close burst attack.
Refracting Mantle (ardent feat, PsP): All allies in your mantle get combat advantage for a turn when you use shard swarm.
Rejuvenating Shard Swarm (PHB3): A way to heal yourself without using powers that can heal other.
Shard Link (PsP): Ardents can have problems supporting ranged characters, and this feat helps. Since you'll be in close, you'll often be flanking. This feat lets you share the resulting combat advantage with ranged characters.
Telepathic Bulwark (Dragon 387): Handing out resistance to your allies is never going to go wrong.
We Were Once One (Dragon 387): This stacks with Bolstering Mantle, so now you can grant two saving throws with every healing surge.
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Thri-kreen
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Sturdy Plating (DSCS): Resist 2 all when bloodied isn't much, but it can be enough.
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Tiefling
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Hellfire Blood (PHB): Ardents don't have many fear powers, and fewer fire powers at all. But with a flaming weapon to give all your powers the fire keyword, or if you're using a Stygian Adept build focussed on fear powers, this becomes
invaluable.
Imperious Majesty (Dragon 381): Swap your lousy Dex modifier to use Cha for initiative, plus a potentially huge penalty to hit on one enemy. Now you can use Dex as your dump stat, and the tiefling Int bonus will help deal with your weak Reflex. This is a great feat for tiefling ardents.
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Warforged
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Psiforged Resolve (Dragon 389): This gives you the choice, when bloodied, of using your Warforged Resolve to either regain 3 + half level HP, or 1 power point. Since 1 PP augments for the ardent are extremely situational, the magic level for this feat is level 13, when you starting having an odd number of PPs, and this feat therefore represents an extra augmented power use.
Warforged Tactics
(EPG): An accuracy boost with the same conditions as the majority of your powers? Yes please.
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Wilden
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Aspect of the Cultivator (PHB3): A handy choice for any Wilden leader.
Burden of Rejuventation (PHB3): Surgeless healing is always popular. This is a bit situational, but extremely nice when you can pull it off.
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Bloodline Feats
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This section is still under construction, and at this point covers only the bloodlines presented in Psionic Power.
Elan (PsP): Sadly, the Elan bloodline is based around your dump stat. There's a couple feats that are kind of nice, but they're in paragon or epic, and it's just not easy to justify the feat investment. However, the Elan paragon path, Psionic Incarnate, is very good. If you want to go with that, then pick up Elan Heritage.
Foulborn (PsP): This is an amazing bloodline for ardents. All of the feats are great defensively, and fit perfectly into the "bloody me and suffer" ardent Catch-22. Stygian Adepts are particularly suited to the Foulborn bloodline, as they will love the epic feat Bloodied Horror.
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