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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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<blockquote data-quote="Veep" data-source="post: 6708009" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong>Feats: Nature's Tricks</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier Feats</strong></span></p><p></p><p><strong>Class Feats</strong></p><p> </p><p>Courage of the Lone Stag (D 379): This is extremely conditional, though really nice when you can manage it. <span style="color: #0000ff">Better</span> if you go for a lot of area attacks.</p><p></p><p><span style="color: #00ccff">Crippling Crush</span> (PP): If you wield a hammer (because, seriously, who wields maces?) and have a high Con then you want this. I know Wardens don't care as much about damage, but since you're going to be slowing or immobilizing A LOT, that's a LOT of damage to throw out there. Combine with Sudden Roots for maximum effect.</p><p></p><p>Crushing Earthstrength (PH2): If you can work it right, it can be quite a bit of damage, but it is just for a turn. If you happen to have <span style="color: #0000ff">second wind as a minor</span>, it's stock improves since you get two turns of benefit out of it without spending an action point.</p><p></p><p>Crushing Guardian (D 379): They certainly like the crushing theme with Warden feats. Anyway, by higher levels you'll be in guardian form more often than not, so don't take this until you have enough forms to maintain one in over 50% of your battles each day. Hammers only. Well, maces too, but again, why bother?</p><p></p><p><span style="color: #0000ff">Dancing Leaves</span> (D 392): A nice boost to a subpar power. It will make you start looking at how you can increase the distance of your teleports.</p><p></p><p><span style="color: #800080">Deft Guardian</span> (D 379): Shift 1 when you enter your dailies? It's not worth terribly much when druids get to shift 1 when they turn back into their humanoid forms, being able to do so on a daily is worth even less.</p><p></p><p><span style="color: #0000ff">Earthstrength Resilience</span> (PP): A damage resistance buff to your second wind that scales with level. Since Earthstrength wardens are the ones most likely to second wind when they're likely to take a bunch of hits, this will not go to waste.</p><p></p><p><span style="color: #800080">Elemental Boon</span> (D 383): Gain a bonus to saving throws made at the beginning of your turn, but only against stuff with an elemental keyword. Not at the end of your turn, and not against the stuff you really want to shrug off, like Stunned or Dazed (unless it's coupled with elemental damage, but that's very rare).</p><p></p><p><span style="color: #800080">Font of Chaos</span> (D 383): I'm not really a fan of chaos. The benefit of this feat is not good enough to make the chaos tolerable.</p><p></p><p><span style="color: #800080">Impaling Thrust</span> (PP): Heavy Blade or Spear. Since you don't care about crits, converting them into normal hits is not terrible. Unfortunately, since this is uncontrolled and conditional, it's not that great.</p><p></p><p><span style="color: #0000ff">Lifespirit Vigor</span> (PP): Now you grant two allies saving throws when you second wind. As you go up in level, effects become more prevalent, so this gets more useful.</p><p></p><p>Revitalizing Font of Life (PH2): Conditional, but can save your butt if you've become a status effect christmas tree.</p><p></p><p>Roiling Storm (D 383): Give up your Stormheart second wind effect to shift yourself instead. I like the addition, but giving up the enemy slide is not worth it.</p><p></p><p>Starshine Mantle (D 392): Requires Fey Origin racial trait. A small defense boost when you second wind, which might be good for non-Earthstrength wardens.</p><p></p><p><span style="color: #0000ff">Storm's Lightning</span> (D 383): If you have some way to mark large areas (say through Erupting Font) this becomes <span style="color: #00ccff">awesome</span>.</p><p></p><p><span style="color: #800080">Stormheart Push</span> (PP): I'm really not a fan of wardens pushing their marks away, so this doesn't seem like an upgrade at all.</p><p></p><p><span style="color: #0000ff">Sudden Roots</span> (PH2): This feat could very easily be <span style="color: #00ccff"><strong>sky blue</strong></span> or <span style="color: #daa520"><strong>gold</strong></span> depending on how often your DM provokes OAs. I have not gotten a terrible amount of usage out of it, but I find that having it means you're less likely to use it, and not having it will make you wish you did. It synergizes quite well with Crippling Crush.</p><p></p><p><span style="color: #00ccff">Swaying Branches</span> (D 392): This gives Warden's Fury some real bite. A slide 1 can go a long way towards cancelling the target's attacks, and the proning part opens up a lot of other options. You have to give up the damage, but that's ok.</p><p></p><p><span style="color: #00ccff">Wildblood Cunning</span> (PH2): This is what Roiling Storm should have been. It's even better for Wildblood than it would be for Stormheart, since you can shift to a place where your marks can't get to you and then watch them attack other people in vain.</p><p></p><p>Wildblood Fury (PP): A sizable damage boost against marked enemies when you second wind. I prefer the kiting strategy that Wildblood Cunning offers myself, though taken in conjunction they're still decent. Second wind, shift well out of reach, then move back in next round to get the bonuses.</p><p> </p><p></p><p><strong>General Feats</strong></p><p> </p><p><span style="color: #0000ff">Against All Odds</span> (D 364): Even Earthstrength and Stormheart should be able to qualify for this without reaching. Since you should be striving to meet the trigger without the feat anyway, this just piles some gravy on for your efforts.</p><p></p><p><strong>Armor Finesse </strong>(HotFL): The check penalty for Hide Armor is -1, so this isn't that useful. Be sure to swap out for Armor Specialization (Hide) at paragon, and subsequently Second Skin at epic.</p><p></p><p><span style="color: #0000ff">Battering Shield</span> (PH3): If you're going for maximizing enemy forced movement, this will be very useful.</p><p></p><p><span style="color: #0000ff"><strong>Battlewise</strong></span></p><p><span style="color: #0000ff"></span>(HotFK): You Wisdom boys got a nice boost in quickness in this one.</p><p></p><p>Courageous Example (D 377): You're the master of saving throws, so this should help out your allies with theirs.</p><p></p><p><span style="color: #00ccff">Deadly Draw</span> (PH3): You'll be pulling or sliding enemies adjacent to you <em>a lot</em>. Now you get combat advantage when you do.</p><p></p><p><span style="color: #0000ff"><strong>Disciple of Justice</strong></span> (HotFL): Your second wind can heal your allies instead, and you still get the defense bonuses, plus whatever else your second wind gives you. If you can second wind multiple times in an encounter, that can become hilarious.</p><p></p><p><span style="color: #0000ff"><strong>Disciple of Stone</strong></span> (HotFL): Temporary hit points are never wasted on you, and you'll get them often, as the trigger will happen a lot.</p><p></p><p>Durable (PHB): Con wardens will have plenty of surges, but <span style="color: #0000ff">Wisdom</span> wardens may want to grab this to make up for it.</p><p></p><p>Echoes of Thunder (PH2): <span style="color: #0000ff">Stormheart</span> will love this, because it will trigger quite a bit.</p><p></p><p><span style="color: #ff0000">Fey Companions</span> (D 392): I'm not sure why it boosts Streetwise, as its not something you'll be good at at all. The rest of it is certainly not worth a feat slot. Take Wasteland Wanderer instead.</p><p></p><p><span style="color: #0000ff">Focused Mind</span> (PH3): A huge bonus to saves against some of the nastiest status effects.</p><p></p><p><span style="color: #ff0000"><strong>Great Fortitude</strong></span> (HotFL): You want Superior Fortitude instead.</p><p></p><p><span style="color: #0000ff">Hafted Defense</span> (PH3): Your polearm also counts as a light shield now. Well, not really, but you get the picture.</p><p></p><p><span style="color: #0000ff">Headsman's Chop</span> (PH3): You'll probably have plenty of opportunities to use this, but it's just damage. Pair with Swaying Branches for best effect.</p><p></p><p><span style="color: #00ccff"><strong>Improved Defenses</strong></span> (HotFL): Has made other feats obsolete, you'll <span style="color: #daa520"><strong>definitely want</strong></span> by paragon.</p><p></p><p><span style="color: #0000ff">Improved Initiative</span> (PHB): Something useful for all characters, because monsters often have high initiative modifiers.</p><p></p><p><strong>Iron Will</strong> (HotFL): Some of you will qualify for Superior Will, so if you do, take that instead. If not, you're probably better off with Improved Defenses.</p><p></p><p><strong>Lightning Reflexes</strong> (HotFL): You almost certainly won't qualify for Superior Reflexes, so you're stuck with this option. If Improved Defenses doesn't do enough for you, this will help a smidge.</p><p></p><p><strong>Opportunity Sidestep</strong> (PH3): Better when combined with other feats, such as Sudden Roots.</p><p></p><p><span style="color: #0000ff"><strong>Oncoming Storm</strong></span> (PH2): Considering that one of the better at-wills has both of the requisite keywords, you can technically keep the bonus up as long as you keep hitting. Or, start out the combat with a lightning spray from your Dragonborn breath weapon, and get the bonus on two attacks. Obviously better at low-to-mid heroic where you'll be using at-wills a lot, but later you'll have to work a bit harder to keep it going. Only a couple powers have both keywords (after level 1, there's Rumbling Doom at 13), but an awful lot have one or the other, and for you Stormhearts you're looking for those anyway.</p><p></p><p><span style="color: #00ccff">Polearm Flanker</span> (PH3): If you're using a polearm, you'll want to grab this at some point, as it eliminates one of the polearm's major drawbacks.</p><p></p><p><span style="color: #00ccff"><strong>Resilient Focus</strong></span> (HotFL): A +2 to all saves, no prerequisites. Nice.</p><p></p><p><strong>Shield Finesse</strong> (HotFL): Since you'll be using a heavy shield, you can drop that -2 to Athletics checks from having it. Still, there are higher priorities.</p><p></p><p><span style="color: #0000ff">Skill Power</span> (PH3): For the cost of a feat, you get a free utility power. Pick up an extra Endurance power, as they're all awesome.</p><p></p><p><strong>Superior Fortitude/Will</strong> (HotFL): These feats are otherwise identical to Great Fortitude/Iron Will, except the Fortitude one gives resistance to ongoing damage and the Will one gives you the ability to make saves vs dazed and stunned at the beginning of your turn. I'd still take Improved Defenses first though, as you're more likely to want to patch up all your NADs. If you're inclined to, though, dump Improved Defense and take a feat for each NAD.</p><p></p><p><span style="color: #0000ff"><strong>Terrain Advantage</strong></span> (HotFK): If you use a Form that creates difficult terrain, this means that ALL your attacks are with combat advantage.</p><p></p><p>Timely Respite (PH2): As if you didn't have enough chances to make saving throws, this feat grants one when you second wind as well.</p><p></p><p><span style="color: #0000ff">Toughness</span> (PHB): Every character should take this by paragon.</p><p></p><p><span style="color: #00ccff">Vicious Advantage</span> (PH3): Since you do so much slowing and immobilizing, why wouldn't you want this?</p><p></p><p><span style="color: #0000ff"><strong>Wasteland Wanderer</strong></span> (HotFK): A boost to two oft-used skills that you want to be good at, and a boost to initiative to boot. Nice.</p><p></p><p><span style="color: #ff0000">Weapon Expertise</span> (PH2): As of Heroes of the Fallen Lands, you should immediately remove this from your character sheet, in favor of one of the following:</p><p></p><p><span style="color: #daa520"><strong>Axe/Bludgeon/Heavy Blade/Spear Expertise</strong></span> (HotFL): If you have one of these weapons, then good on you. The Axe feat gives you a lesser form of brutal, Bludgeon increases your forced movement, Heavy Blade gives you an AC boost vs OAs, and Spear gives you a damage boost on charge attacks. In addition, the paragon bump kicks in at 11, instead of 15.</p><p></p><p><span style="color: #00ccff"><strong>Master at Arms</strong></span> (HotFL): If you're a polearm user that isn't a spear, you should think about this one (for the time being, at least).</p><p></p><p><span style="color: #00ccff"><strong>Staff Expertise</strong></span> (HotFL): If you need to use an weapliment, this is the only new expertise feat that applies to both so far. For you multiclass druids/shamans.</p><p></p><p>Weapon Focus (PHB): You'll probably want to pick this up by paragon, but if you don't, it's not a great loss.</p><p></p><p>Weapon Proficiency (PHB): Do you really need a superior weapon? If you have a racial weapon feat, go with that instead, they're almost universally better.</p><p></p><p><strong>Wilderness Skirmisher</strong> (HotFK): Remember, your Close Burst zones of difficult terrain (such as from your Forms) don't include your square, so this isn't as good as it could be at first glance.</p><p></p><p>Wintertouched (PHB): One of the key components to frostcheese, which is a viable option for wardens. Not useful until paragon though when you can take Lasting Frost.</p><p></p><p><span style="color: #00ccff"><strong>World Serpent's Grasp</strong></span> (HotFK): You'll likely be making more than a few hits on creatures that are slowed or immobilized, now you can knock them on their backs.</p><p> </p><p></p><p><strong>Racial Feats</strong></p><p> </p><p>Note: This includes all race-specific warden feats, as well as any racial feats open to all that I deem notable.</p><p></p><p><strong>Deva</strong></p><p> </p><p><span style="color: #0000ff">Battle Intuition</span> (D 374): Pull even more stuff off being tied to Dexterity. Wardens approve.</p><p> </p><p></p><p><strong>Dragonborn</strong></p><p> </p><p><span style="color: #800080">Dragonborn Vengeance</span> (D 379): A +1 to a very minor attack you get once per encounter against marked foes? Come back when you can use dragon breath much more often.</p><p></p><p>Hurl Breath (PHR Dragonborn): Turn your dragon breath into a ranged burst. Only really useful if you take Primal Breath.</p><p></p><p><span style="color: #0000ff">Primal Breath</span> (PP): Mark all targets of your dragon breath, hit or miss. Combine with <span style="color: #00ccff">Hurl Breath</span> to mark at range.</p><p> </p><p></p><p><strong>Drow</strong></p><p> </p><p><span style="color: #0000ff">Spider's Swiftness</span> (PP): Speed increases are hard to come by, and this one becomes even better when you're in a guardian form.</p><p></p><p>Unseelie Blight (D 392): You already have darkvision, so you ignore dim or no light already. Also, this overlaps a bit with Darkfire.</p><p> </p><p></p><p><strong>Dwarf</strong></p><p> </p><p><span style="color: #800080">Cast Iron Font</span> (D 379): How often are you making saving throws against poison to find this useful?</p><p></p><p>Dodge Giants (PHB): This actually becomes more useful in paragon. Don't bother until then.</p><p></p><p><span style="color: #0000ff">Dwarven Weapon Training</span> (PHB): Get proficiency with the Craghammer and Mordenkrad, and a damage bonus. A step up from Weapon Proficiency.</p><p></p><p><span style="color: #0000ff">Forgeborn Heritage</span> (D 383): Bloodline. Gain a modicum of resistance to 4 elements, and a damage kicker encounter power. You also don't have a beard, so if you're ok with that it's pretty decent.</p><p></p><p>Gold Dwarf Pride (FRPG): Gain a bonus if you've been knocked out and stood back up. The idea is not to have that happen.</p><p></p><p><span style="color: #0000ff">Resilience of Stone</span> (MP2): Second Wind as interrupt when you take damage from an attack. Requires you to multiclass martial, but if you were going there anyway...</p><p></p><p>Shield the Fallen (FRPG): Help out your dying ally. One of those feats you hope you never have to use.</p><p></p><p>Spirits of Stone (PP): The bonus is just to your next attack roll, not a fixed duration, or this would be a lot better.</p><p> </p><p></p><p><strong>Eladrin</strong></p><p> </p><p><span style="color: #00ccff">Eladrin Soldier</span> (PHB): You get proficiency with the greatspear and a damage bonus to boot. This is part of the reason to even bother with Eladrin.</p><p></p><p>Eladrin Swordmage Advance (AP): Requires multiclass swordmage. If you were looking to make a Feycharger, you should probably not have started with Warden.</p><p></p><p><span style="color: #00ccff">Eladrin's Challenge</span> (MP2): Requires multiclass fighter. For an otherwise non-ideal race, the spear feats are pretty awesome.</p><p></p><p><span style="color: #0000ff">Feral Fey Step</span> (PP): Use fey step again when you're first bloodied. That can be useful in so many ways.</p><p></p><p><span style="color: #800080">Moon Elf Resilience</span> (FRPG): Spend a surge when you teleport out of combat. It's a little tricky to get to work consistently, but if you combine it with Feral Fey Step it will happen exactly when it's most useful.</p><p> </p><p></p><p><strong>Elf</strong></p><p> </p><p><span style="color: #800080">Elven Guardian</span> (D 379): Bonus when you use Elven Accuracy while in guardian form. This feat's only saving grace is that it still stacks with Wild Elf Luck and Elven Precision.</p><p></p><p><span style="color: #800080">Elven Precision</span> (PHB): A flat bonus to your Elven Accuracy rerolls. Take Wild Elf Luck first.</p><p></p><p><span style="color: #0000ff">Elven Sidestep</span> (MP2): Requires multiclass fighter. Marked foes don't get OAs from the first square you move from. Works for wardens thanks to the generic mark.</p><p></p><p>Eyes of the Spirits (PP): This is not the same thing as ignoring concealment, it's just the penalty to attacks.</p><p></p><p><span style="color: #00ccff">Sylvan Fury</span> (D 392): As Nature's Fury includes both the act of marking, and the act of defending the mark, you get a free shift once a round, and then whenever you use your mark punishment. Look for this to get an errata at some point, but in the meantime, take it and love it.</p><p></p><p>Opportunistic Accuracy (MP): Requires multiclass fighter. Makes Elven Accuracy Reliable. Probably better than the feats that grant bonuses.</p><p></p><p>Wild Elf Luck (FRPG): The better of the feats that grant a bonus to Elven Accuracy. Still barely useful.</p><p> </p><p></p><p><strong>Genasi</strong></p><p> </p><p><span style="color: #0000ff">Buffetting Winds</span> (D 383): Only useful for Con windsoul wardens, but when you use your racial encounter power (which is flight, by the way), you've completely rearranged the battlefield. Allows you to slide everyone in a manner that prevents OAs during your flight, which is an added bonus.</p><p></p><p><span style="color: #800080">Earth Cage</span> (D 383): Add slowed to your encounter racial power. Since that's not a weapon attack, it doesn't get all the benefits your other slowing attacks do.</p><p></p><p><span style="color: #800080">Elemental Might</span> (D 379): Small damage boost triggered by using your racial power against marked foes. Just not enough of a boost to make it worth it.</p><p></p><p><span style="color: #800080">Go with the Flow</span> (D 383): Let me get this straight. You're trying to get encourage me to not use one of the coolest racial mobility powers in the game for a free shift 1 when I mark a large group? Sounds like a trap.</p><p></p><p><span style="color: #0000ff">Storm Manifested</span> (D 383): Stormsoul genasi get a better version of the Stormheart's second wind benefit when they use their racial power.</p><p></p><p>Untamed Fire (D 383): The racial power's not that great, and this just adds damage. Meh.</p><p> </p><p></p><p><strong>Githzerai</strong></p><p> </p><p>Alhahn's Mindful Relocation (PH3): You'll get more out of this than most Gith, so it's not bad.</p><p></p><p>Dakshai's Body-Mind Union (PH3): You get more chances than most to make saves than anyone else, so getting more might be too much. At least you get a sizable bonus with this one.</p><p></p><p><span style="color: #00ccff">Githzerai Blade Master</span> (D 378): You were probably going to take bastard sword or fullblade proficiency anyway since you'll have the dexterity to take the heavy blade feats in paragon and epic, so take this instead and free up the feat slot you were going to use for weapon focus too.</p><p></p><p>Marked Fortunes (D 378): You get to mark two groups of enemies once per encounter. It's just not necessary though, you don't have a problem making sure people are marked.</p><p></p><p><span style="color: #00ccff">Marked With Iron</span> (D 378): Now we're getting somewhere. Add a great benefit to an awesome racial power.</p><p> </p><p></p><p><strong>Gnome</strong></p><p> </p><p>Gnome Weapon Training (MP 2): Why this one requires you to be martial is beyond me. You don't get proficiencies out of it, though if you plan on using any kind of hammer or pick, take this instead of Weapon Focus if you were planning on taking that.</p><p> </p><p></p><p><strong>Goliath</strong></p><p> </p><p><strong><span style="color: #ff0000">Dutiful </span><span style="color: #0000ff">Servant</span></strong> (DSCS): Warlords, leaders, bards, and ardents who grant attacks will love you to death if you have this. If there are no leaders in the party that do this, it's completely worthless.</p><p></p><p>Goliath Greatweapon Prowess (PH2): At least it doesn't require you to be martial. Still no proficiencies, but if you're going to take Weapon Focus for a two-handed military weapon, take this instead. If you're using a two-handed weapon, you were probably going to take Weapon Focus anyway.</p><p></p><p>Goliath Resolve (D 386): It's just +1 to all defenses when you second wind, which is decent at heroic level.</p><p></p><p><span style="color: #00ccff">Guard of Stone</span> (D 379): So when you increase your durability, it cranks the penalty from your mark way up. That's awesome!</p><p></p><p><span style="color: #00ccff">Markings of the Elements</span> (PP): Your Stone's Endurance resistance becomes a you-pick variable type, and increased by 5 when you do so. That's pretty useful in a lot of situations.</p><p></p><p>Markings of the Predator (PP): Better suited for the barbarian, as you won't be doing as much bloodying.</p><p></p><p><strong>Stone's Wrath</strong> (DSCS): This is pretty situational, and the damage bonus is pretty piddly.</p><p> </p><p></p><p><strong>Half-Elf</strong></p><p> </p><p>Dilettante's Mark (D 379): The quality of this feat is handcuffed to <span style="color: #0000ff">Versatile Master</span>. Since it doesn't specify that your dilettante power has to be melee, this is a good way to get a ranged marking power, something the warden is otherwise lacking.</p><p></p><p><span style="color: #00ccff">Group Defense</span> (DP): Requires multiclass paladin. Even better than increasing the penalty from your mark, because the defense bonus still applies when the enemy is using a multitarget attack that includes you.</p><p></p><p><span style="color: #0000ff">Half-Elf Spirit Speaker</span> (PP): Hand out a bonus to defenses to your entire team when you're bloodied. Parties love half-elves among their ranks.</p><p> </p><p></p><p><strong>Half-Orc</strong></p><p> </p><p><span style="color: #ff0000">Half-Orc Vengeance</span> (D 379): This is a feat bonus, so it's made all but obsolete by paragon, and isn't that great in heroic.</p><p> </p><p></p><p><strong>Halfling</strong></p><p> </p><p><span style="color: #00ccff">Lost in the Crowd </span>(PHB): Partially makes up for the fact that you're a halfling.</p><p></p><p>Nimble Dodge (MP2): Requires martial multiclass. DMs hate your Second Chance power even more now.</p><p></p><p><span style="color: #0000ff">Primal Halfling Counterattack</span> (PP): I'm not a fan of damage bonuses, but this one is pretty sizable, which should help make up for the fact that your weapon is puny.</p><p></p><p><span style="color: #0000ff">Talenta Weapon Training</span> (EPG): Gain proficiency with all three talenta weapons, and a damage bonus to boot.</p><p> </p><p></p><p><strong>Human</strong></p><p> </p><p><span style="color: #0000ff">Action Surge</span> (PHB): They can't seem to come up with a good way to flavor humans beyond giving them crazy stuff when they spend an action point. Here's the top of the pile. Useful for when you really need to stick that daily, do it with an action point.</p><p></p><p><span style="color: #0000ff">Die Hard</span> (D 383): When you have two failed death saving throws, you don't die on a 5+ and stand back up on a 10+. Please refrain from the yippee ki yaying.</p><p></p><p><span style="color: #0000ff">Don't Count Me Out</span> (D 383): When you're bloodied, you get a bonus to saving throws against a set of nasty effects. A good boost when you'd need it most.</p><p></p><p><span style="color: #00ccff">Frantic Recovery</span> (D 383): Second wind as a minor when you action point. If you have enough action points (because some things generate more for you), this could be every encounter.</p><p></p><p><span style="color: #0000ff">Human Perseverance</span> (PHB): A key part of how humans can become immune to save ends effects.</p><p></p><p>Shared Perseverance (DP): Requires cleric multiclass. Lifespirit will be giving out saving throws to allies, and this adds a bonus onto it.</p><p></p><p>Stubborn Survivor (FRPG): Yet another bonus to saving throws.</p><p></p><p>Wrath of the Forester (D 379): Get a second use of Nature's Wrath when you action point. Useful for having multiple groups of marks, but not always easy to pull off in practice.</p><p> </p><p></p><p><strong>Minotaur</strong></p><p> </p><p><span style="color: #0000ff">Bloodied Ferocity</span> (PH3): You get a free attack when you go bloodied, so it will happen every encounter. But you grant CA for your effort, which for me is a pretty big hit.</p><p></p><p><span style="color: #00ccff">Opportunity Gore</span> (D 369): You might take this instead of Sudden Roots if you're so inclined. You get to use Goring Charge as an opportunity attack. It also effectively makes goring charge an at-will for opportunity attacks and doesn't require it to be part of a charge. So effectively your OAs now knock prone. Combine with Sudden Roots and Opportunity Sidestep to effectively lock down an enemy. OAs then prone, slow, and you shift 1 square away.</p><p> </p><p></p><p><strong>Mul</strong></p><p> </p><p><strong>Humanity's Heir</strong> (DSCS): A small boost to one of your NADs makes this something to look at, but you'll likely have much better choices.</p><p></p><p><strong>Invigorating Toughness</strong> (DSCS): I don't find the cost to be worth it. You're giving up a feat slot to be able to get 9-13 THP instead of being able to end some nasty conditions 1/encounter. If this was an "in addition to" feat, I'd be more kind, to be sure.</p><p></p><p><strong>Legacy of Stone</strong> (DSCS): I've always thought that the ability to save vs. prone was better than the reduction of forced movement. The save bonus vs. poison also won't be that useful.</p><p></p><p><span style="color: #0000ff"><strong>Mul's Stamina</strong></span> (DSCS): This is more like it. Remember, if someone in the party has Comrade's Succor, having more surges than you'll ever use is not a problem. And Endurance is a skill that you really don't want to fail.</p><p> </p><p></p><p><strong>Revenant</strong></p><p> </p><p>Marked for Death (D 376): Hand out lots of damage when you using dark reaping. <span style="color: #0000ff">Pretty sweet</span> if you have the ability to mass mark.</p><p> </p><p></p><p><strong>Shardmind</strong></p><p> </p><p></p><p> </p><p></p><p><strong>Shifter</strong></p><p> </p><p><span style="color: #0000ff">Sturdy Shifter</span> (EPG): This is a nice ability for any class, and it certainly won't go to waste for wardens.</p><p></p><p><span style="color: #0000ff">Longtooth Fury</span> (MP2): Longtooth only. Better than Longtooth Vengeance, but this one requires you to be multiclassed fighter. Whether the two stack to give you a +5 is interpretive.</p><p></p><p><span style="color: #0000ff">Longtooth Spirit Shifter</span> (PP): Longtooth only. You love having regeneration, and now you'll love it even more. Remember, the damage bonus still happens even when you become unbloodied.</p><p></p><p><span style="color: #0000ff">Longtooth Vengeance</span> (D 379): Longtooth only. Since you don't really have a problem marking, this almost makes it the equivalent of a flat +1 to damage when bloodied (which a shifter will want to be as much as possible).</p><p></p><p><span style="color: #0000ff">Razorclaw Mark</span> (MP2): Razorclaw only. If you were multiclassed fighter anyway, this one is almost as good as the Mark of Warding. Unlike that feat, though, this one is usable in other settings.</p><p></p><p><span style="color: #0000ff">Razorclaw Spirit Shifter </span>(PP): Razorclaw only. This one doesn't look as useful until you realize it can cancel multiattacks.</p><p></p><p>Razorclaw Swiftness (D 379): Razorclaw only. Allows you to shift when you use Nature's Wrath. This can certainly be useful, but most of the time you can accomplish what you need with your actual move action.</p><p> </p><p></p><p><strong>Tiefling</strong></p><p> </p><p><span style="color: #0000ff">Diabolic Soul</span> (D 381): You replace Infernal Wrath with a guardian form-like polymorph power. It's actually pretty decent for you, even if it doesn't stack with your other guardian forms.</p><p></p><p>Hellfire Blood (PHB): If you have a flaming weapon, this will give a +1 bonus to every attack. Otherwise, don't bother.</p><p></p><p>Rites of Spirits' Blood (PP): Double your attack bonuses from Bloodhunt and Infernal Wrath. You should really still be a paladin instead though.</p><p> </p><p></p><p><strong>Warforged</strong></p><p> </p><p>Immutability (EPG): This requires the below, and due to that is taken down a notch. Also, you already get quite a few save opportunities, spending a feat to get more is a bit much.</p><p></p><p><span style="color: #0000ff">Improved Warforged Resolve</span> (EPG): Temp HP is hard to come by for wardens, so getting extra is very worthwhile.</p><p></p><p><span style="color: #ff9900">Warforged Tactics</span> (EPG): Untyped bonuses to attack rolls for something that's likely to happen often are pure win.</p><p> </p><p></p><p><strong>Wilden</strong></p><p> </p><p></p><p> </p><p></p><p> </p><p></p><p><strong>Dragonmarks</strong></p><p> </p><p>Note: A lot of campaigns don't have access to Dragonmarks, so if you do, count yourself rather lucky. Typically when you select one of these (very powerful) feats, it's the focal point of your build, so it can change the ratings for a lot of other powers and feats fairly drastically.</p><p></p><p><span style="color: #00ccff">Mark of Finding</span> (EPG): If you can get consistent combat advantage on a foe (hint: Frostcheese), this will ensure that your mark never gets away. Literally, as you can follow him all over the map.</p><p></p><p><span style="color: #00ccff">Mark of Storm</span> (EPG): Stormheart will be sliding people all over the place with most of their attacks.</p><p></p><p><span style="color: #00ccff">Mark of Warding</span> (EPG): The only feat that causes all marks to become a -3 penalty all the time. It also boosts your defense boosting powers by 1. That's pure win.</p><p> </p><p></p><p><strong>Misc</strong></p><p> </p><p><span style="color: #0000ff">Thug Novice</span> (D 381): I'm not a fan of powerswap feats, but the encounter power this one gives you is pretty good. Your rogue will love you to death.</p><p></p><p>Thug Specialist (D 381): Would you give up a feat and one of your guardian forms for this? I wouldn't, but the power isn't bad.</p><p></p><p><span style="color: #800080">Thug Expert</span> (D 381): The power this grants is not necessarily an upgrade over what you already have access to.</p><p></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier Feats</strong></span></p><p></p><p><strong>Class Feats</strong></p><p> </p><p><span style="color: #800080">Arcing Throw</span> (PP): Thrown weapon? What the heck?</p><p></p><p><span style="color: #00ccff">Earth's Punishment</span> (D 379): Earthstrength only. Your marks now deal damage like a paladin's when they are adjacent. Oh, you also still get your Immediate Interrupt swipe too.</p><p></p><p><span style="color: #00ccff">Earthstrength Defenses</span> (PP): Earthstrength only. Now your NADs get the same huge bump as your AC when you second wind.</p><p></p><p><span style="color: #0000ff">Earthstrength Resolve</span> (PH2): Earthstrength only. Even if they do decide to go after your friends, you get temp HP as a consolation prize, then get a swipe anyway.</p><p></p><p>Enhanced Font of Life (PH2): One part of being immune to save ends effects, <span style="color: #0000ff">made better</span> if you can get multiple saves when you use Font of Life.</p><p></p><p>Font of Vengeance (D 379): Wow, that's a serious set of conditions to wade through.</p><p></p><p><span style="color: #800080">Forceful Smash</span> (PP): You're not optimizing for crits, so don't bother.</p><p></p><p><span style="color: #800080">Gusting Rebuke</span> (D 383): It's a push, and a fairly sizable one. Use your Warden's Fury instead.</p><p></p><p><span style="color: #0000ff">Lifespirit Healing</span> (PP): Lifespirit only. Since you're a Lifespirit, you've already commited to secondary healer, so this doubles the effect.</p><p></p><p><span style="color: #0000ff">Maneuvering Attack</span> (PP): This only gives you combat advantage, but if you use a polearm, it's bound to trigger fairly often.</p><p></p><p>Quickening Font (D 379): You don't get to control when it triggers, so it can't be counted on.</p><p></p><p>Stormheart Thunder (PP): Stormheart only. If you've maximized your thunder powers, adding thunder vulnerability to a group of enemies can prove rather nasty.</p><p></p><p><span style="color: #800080">Vengeful Grasp</span> (D 379): Again with the pushing. I don't really find this to be an upgrade.</p><p></p><p>Wellspring of Life (PP): An ally or two might get a bonus, but other than that it's pretty lackluster.</p><p></p><p><span style="color: #0000ff">Wildblood Retribution</span><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span>(PP): Wildblood only. The punishment this triggers is kind of weird so read it carefully. I recommend using this with a polearm so that you're more likely to be able to reach the targets without too much effort.</p><p></p><p><span style="color: #0000ff">Wildblood Speed</span> (PH2): I may submit for a clarification on this one. There's two interpretations: first, since it's a free action that triggers off making the attack, you can still use it with Warden's Fury; second, the free action has to happen after the trigger, in which case you can't combine it. If the first is true, this feat becomes <span style="color: #ff9900">gold</span>, but I'm rating based on the second.</p><p></p><p> </p><p></p><p><strong>General Feats</strong></p><p> </p><p><span style="color: #ff9900">Armor Specialization (Hide)</span> (PHB): Swap out for Second Skin in Epic, but for now, it's a free bump to AC, and makes you as agile as if you were wearing Leather Armor.</p><p></p><p><span style="color: #800080">Deadly Axe</span> (PHB): You're probably not using an axe, and if you are, it's probably already high crit.</p><p></p><p><span style="color: #0000ff">Eyes in the Back of Your Head</span> (PH3): You'll probably be flanked often, since you like to keep enemies adjacent. This will help with that. Overlaps with Uncanny Dodge, but this one doesn't have a Wisdom requirement.</p><p></p><p><span style="color: #0000ff">Great Fortitude/Iron Will/Lightning Reflexes</span> (PHB): Shoring up your NADs is always useful, but they don't stack with Paragon Defenses.</p><p></p><p><span style="color: #00ccff">Hammer Rhythm </span>(PHB): You now have a miss effect on all attacks, even melee basics.</p><p></p><p><span style="color: #0000ff">Heavy Blade Opportunity</span> (PHB): Your at-wills aren't as much of an upgrade over your melee basics as they are for other classes, but if you use a heavy blade and have Sudden Roots, you can combine the two.</p><p></p><p>Improved Second Wind (PHB): Another part of second wind optimization.</p><p></p><p><span style="color: #00ccff">Lasting Frost</span> (PHB): The lynchpin of the frostcheese combo, this is what causes the large amounts of damage. See post #13 for the frostcheese package.</p><p></p><p><span style="color: #ff0000">Paragon Defenses</span> (PH2): Now obsolete, take Improved Defenses instead. It's a higher boost, and doesn't require swapping out.</p><p></p><p><span style="color: #0000ff">Polearm Gamble</span> (PHB): You gain limited threatening reach (which for some of you won't be useful when you're in your guardian forms) at the cost of granting combat advantage.</p><p></p><p><span style="color: #0000ff">Psychic Lock</span> (PHB): Included for posterity, as it's possible to have all your attacks do psychic damage. Your foes gain a penalty to attacks as long as you keep hitting.</p><p></p><p><span style="color: #0000ff">Shield Mastery</span> (PH3): If you're defense minded, this is a fair boost to your fortitude defense, which should already be pretty high.</p><p></p><p><span style="color: #ff0000">Shield Specialization (Heavy)</span> (PHB): This feat is completely subsumed by feats you're going to want to take anyway (Armor Specialization [Hide] and Improved Defenses). If you have the feat to spend on shields, go with Encouraging Shield (for those of you multiclassed fighter) or Shield Mastery instead.</p><p></p><p>Solid Sound (PHB): Triggers when Echoes of Thunder would, the defense bonus can't be applied to AC though.</p><p></p><p><span style="color: #0000ff">Uncanny Dodge</span> (PHB): For most enemies, this cuts out the 'advantage' in Combat Advantage. If they get a damage kicker for CA, that still happens. Needs a decent amount of wisdom to use though. The rest of you will just have to 'settle' for Eyes in the Back of Your Head. Or you could take both, but there's a lot of overlap.</p><p></p><p> </p><p></p><p><strong>Racial Feats</strong></p><p> </p><p></p><p><strong>Dragonborn</strong></p><p> </p><p><span style="color: #0000ff">Draconic Arrogance</span> (MP): Requires multiclass fighter. If you go out of your way to knock people around, this is a good way to pile on some extra damage.</p><p> </p><p></p><p><strong>Dwarf</strong></p><p> </p><p><span style="color: #ff9900">Dwarven Durability</span> (PHB): It should be a crime for you dwarves to not take this feat. </p><p></p><p>Dwarven Recovery (MP2): Requires martial multiclass. If you're multiclassing martial anyway, this is a decent option.</p><p> </p><p></p><p><strong>Eladrin</strong></p><p> </p><p>Fey Charge (MP): Requires multiclass fighter. Wardens are not optimal feychargers in any sense, but if you like the flavor of it, here's where it starts.</p><p> </p><p></p><p><strong>Githzerai</strong></p><p> </p><p><span style="color: #00ccff">Energy Transference</span> (D 378): Iron Mind is already an Interrupt, so now you're adding resistance to the triggering damage type on to it. You might just use it even if the defense bonus won't cause it to miss now.</p><p> </p><p></p><p><strong>Goliath</strong></p><p> </p><p><span style="color: #00ccff">Legacy of War</span> (D 386): This is a significant boost to your encounter racial power.</p><p></p><p><span style="color: #00ccff">Unyielding Stone</span> (PH2): This is probably going to be a lot of temp HP, in addition to the damage resistance you already have.</p><p> </p><p></p><p><strong>Half-Elf</strong></p><p> </p><p><span style="color: #ff9900">Versatile Master</span> (PH2): This is likely why you're a half-elf, after all.</p><p> </p><p></p><p><strong>Human</strong></p><p> </p><p>Action Recovery (PHB): Humans seem to be all about action point optimization, and this is one of the reasons. Only black because you'll probably have already gotten a chance to save against at least one of the conditions affecting you.</p><p></p><p>Pain Doesn't Hurt (D 383): Saving throw bonuses, on the other hand, are awesome, and humans get them aplenty. This is just when you're bloodied, though, and only against ongoing damage.</p><p></p><p><span style="color: #0000ff">Persistent Threat</span> (D 383): You still get dazed, it just tends to go away when your turn starts. This eliminates the downside of being dazed before your turn starts.</p><p> </p><p></p><p><strong>Minotaur</strong></p><p> </p><p></p><p> </p><p></p><p><strong>Shifter</strong></p><p> </p><p><span style="color: #0000ff">Beasthide Shifting</span> (PH2): Now you ignore some of the damage on top of healing it back. Just a little bit though.</p><p> </p><p></p><p><strong>Thri-Kreen</strong></p><p> </p><p><strong>Sturdy Plating</strong> (DSCS): Resist 2 is pretty small at paragon, but if you're doing your job, that will probably add up over time.</p><p> </p><p></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Epic Tier Feats</strong></span></p><p></p><p><strong>Class Feats</strong></p><p> </p><p><span style="color: #0000ff">Dazing Fury</span> (D 379): Dazing is a good upgrade. It's a good thing you can use Warden's Fury twice a round now.</p><p></p><p><span style="color: #00ccff">Earthstrength Might</span> (PP): If you're a dwarf or have another way to second wind as a minor/free/immediate (because by epic a number of ways exist), this is a <span style="color: #ff9900">no-brainer</span>. This could be somewhere in the 3-5 extra attacks range in an encounter.</p><p></p><p><span style="color: #0000ff">Enduring Font</span> (PH2): Your Font of Life just got better. It's among stiff competition though.</p><p></p><p>Far-Reaching Grasp (PP): Warden's Grasp is a mediocre class, this doesn't do much for it. This doesn't really have any business being an epic feat.</p><p></p><p><strong>Inspirational Survival</strong> (D 387): This would be much better at the paragon tier, where it wouldn't compete for so many awesome feats, but the bonuses it gives out would certainly be useful in epic.</p><p></p><p><span style="color: #800080">Limitless Wrath</span> (D 379): This would be of limited value in heroic, but it's an epic feat.</p><p></p><p><span style="color: #ff0000">Mountain's Wrath</span> (D 383): This is almost completely outclassed by Strength Through Challenge. It is difficult to get enough people marked in burst 1 to beat out a flat resist 5 all.</p><p></p><p><span style="color: #ff9900">Rapid Wild Defense</span> (D 387): One of the few epic feats that improves how you do your duties as a defender. I'm torn on this one between gold and sky blue, but if it makes you not feel bad about using your Warden's Grasp, I'll err on the side of gold. Slide the solo within your reach on their first attack, then hit them with Warden's Fury on their second.</p><p></p><p>Tangling Grasp (PP): I like this better as a paragon feat, but by epic the enemy likely has enough reach to not care. Still, there's situational value in it.</p><p> </p><p></p><p><strong>General Feats</strong></p><p> </p><p>Axe/Bludgeon/Heavy Blade/Pick/Spear Mastery (PHB): There are definitely higher priorities, and these are notoriously hard to qualify for. Still, it's there if you want them. See this thread for an analysis of these vs. Weapon Focus. Stock improves <span style="color: #0000ff"><strong>somewhat </strong></span>if you have a high crit weapon or other things that trigger on a crit.</p><p></p><p><span style="color: #0000ff">Epic Fortitude/Reflexes/Will</span> (PH2): This is a substantial untyped bonus to one NAD, but it's a feat, and there's a lot of competition here. Fit one or two in when you can.</p><p></p><p><span style="color: #00ccff">Epic Recovery</span> (MP): Requires martial multiclass. This, plus Armor of Enduring Health, means three second winds per encounter, guaranteed.</p><p></p><p><span style="color: #0000ff">Primal Resurgence</span> (PH2): Regaining dailies is difficult, but this should be a surefire way of getting it.</p><p></p><p><span style="color: #ff0000">Robust Defenses</span> (PH2): Made obsolete by Improved Defenses.</p><p></p><p><span style="color: #ff9900">Second Skin</span> (PP): Retrain Armor Specialization (Hide) into this at level 21. Requires some Con, so some of you may be left holding the bag on this one.</p><p></p><p><span style="color: #00ccff">Strength Through Challenge</span> (D 387): You'll want to pick this up as soon as possible. You shouldn't have any trouble getting this to be in effect, unless you're fighting solos.</p><p></p><p><span style="color: #0000ff">Superior Initiative</span> (PH3): If you took Improved Initiative, swap it out for this as soon as you can.</p><p></p><p><strong>Surprise Mark</strong> (D 387): Wardens aren't known for their high initiative modifiers, so getting your mark out early can be useful, especially if you're known for rolling at dwarf speed fairly consistently.</p><p> </p><p></p><p><strong>Racial Feats</strong></p><p> </p><p></p><p><strong>Dwarf</strong></p><p> </p><p>Stoneheart Warrior (MP): Requires martial multiclass. You already had the easiest time using your second wind, so this may not be necessary. Still, it's there.</p><p> </p><p></p><p><strong>Githzerai</strong></p><p> </p><p><span style="color: #00ccff">Adamantine Mind</span> (PH3): I find myself using Iron Mind quite often on my Githzerai characters, so boosting the bonus it gives is just cake.</p><p></p><p><span style="color: #00ccff">Peerless Reaction</span> (PH3): A good alternative to the above feat. I wouldn't take both though.</p><p> </p><p></p><p><strong>Goliath</strong></p><p> </p><p><span style="color: #00ccff">Ancient Stone</span> (PH2): Extend your damage resistance by an extra round. </p><p> </p><p></p><p><strong>Minotaur</strong></p><p> </p><p><span style="color: #00ccff">Mythic Senses</span> (PH3): If you're a Wildblood or Lifespirit, your Perception bonus is probably considerably higher than your initiative bonus. Take instead of Superior Initiative if you're so inclined.</p><p></p><p><span style="color: #0000ff">Uncanny Scent</span> (PH3): I'm not sure whose idea it was for cows to get a scent ability (I would have given it to shifters myself), but they did, so have at thee. Detect invisible creatures and ignore concealment by smelling them.</p><p></p><p><span style="color: #00ccff">Vicious Stomp</span> (PH3): If you took Opportunity Gore, this is <span style="color: #ff9900">mandatory</span>. If not, well, maybe you should go back in time and smack yourself for not taking it. Or just retrain for it.</p><p> </p><p></p><p><strong>Mul</strong></p><p> </p><p><span style="color: #00ccff"><strong>Inexhaustible Resources</strong></span> (DSCS): You should have a pretty sizable surge value at this point, so you'll be starting every encounter with the same tactic: run up to the nastiest group of guys in the room, punch them in the nose, mark, then second wind. I'm not sure how this would stack with things like the Cloak of the Walking Wounded though.</p></blockquote><p></p>
[QUOTE="Veep, post: 6708009, member: 6793297"] [Size=5][b]Feats: Nature's Tricks[/b][/size] [Size=3][b]Heroic Tier Feats[/b][/size] [b]Class Feats[/b] Courage of the Lone Stag (D 379): This is extremely conditional, though really nice when you can manage it. [COLOR=#0000ff]Better[/COLOR] if you go for a lot of area attacks. [COLOR=#00ccff]Crippling Crush[/COLOR] (PP): If you wield a hammer (because, seriously, who wields maces?) and have a high Con then you want this. I know Wardens don't care as much about damage, but since you're going to be slowing or immobilizing A LOT, that's a LOT of damage to throw out there. Combine with Sudden Roots for maximum effect. Crushing Earthstrength (PH2): If you can work it right, it can be quite a bit of damage, but it is just for a turn. If you happen to have [COLOR=#0000ff]second wind as a minor[/COLOR], it's stock improves since you get two turns of benefit out of it without spending an action point. Crushing Guardian (D 379): They certainly like the crushing theme with Warden feats. Anyway, by higher levels you'll be in guardian form more often than not, so don't take this until you have enough forms to maintain one in over 50% of your battles each day. Hammers only. Well, maces too, but again, why bother? [COLOR=#0000ff]Dancing Leaves[/COLOR] (D 392): A nice boost to a subpar power. It will make you start looking at how you can increase the distance of your teleports. [COLOR=#800080]Deft Guardian[/COLOR] (D 379): Shift 1 when you enter your dailies? It's not worth terribly much when druids get to shift 1 when they turn back into their humanoid forms, being able to do so on a daily is worth even less. [COLOR=#0000ff]Earthstrength Resilience[/COLOR] (PP): A damage resistance buff to your second wind that scales with level. Since Earthstrength wardens are the ones most likely to second wind when they're likely to take a bunch of hits, this will not go to waste. [COLOR=#800080]Elemental Boon[/COLOR] (D 383): Gain a bonus to saving throws made at the beginning of your turn, but only against stuff with an elemental keyword. Not at the end of your turn, and not against the stuff you really want to shrug off, like Stunned or Dazed (unless it's coupled with elemental damage, but that's very rare). [COLOR=#800080]Font of Chaos[/COLOR] (D 383): I'm not really a fan of chaos. The benefit of this feat is not good enough to make the chaos tolerable. [COLOR=#800080]Impaling Thrust[/COLOR] (PP): Heavy Blade or Spear. Since you don't care about crits, converting them into normal hits is not terrible. Unfortunately, since this is uncontrolled and conditional, it's not that great. [COLOR=#0000ff]Lifespirit Vigor[/COLOR] (PP): Now you grant two allies saving throws when you second wind. As you go up in level, effects become more prevalent, so this gets more useful. Revitalizing Font of Life (PH2): Conditional, but can save your butt if you've become a status effect christmas tree. Roiling Storm (D 383): Give up your Stormheart second wind effect to shift yourself instead. I like the addition, but giving up the enemy slide is not worth it. Starshine Mantle (D 392): Requires Fey Origin racial trait. A small defense boost when you second wind, which might be good for non-Earthstrength wardens. [COLOR=#0000ff]Storm's Lightning[/COLOR] (D 383): If you have some way to mark large areas (say through Erupting Font) this becomes [COLOR=#00ccff]awesome[/COLOR]. [COLOR=#800080]Stormheart Push[/COLOR] (PP): I'm really not a fan of wardens pushing their marks away, so this doesn't seem like an upgrade at all. [COLOR=#0000ff]Sudden Roots[/COLOR] (PH2): This feat could very easily be [COLOR=#00ccff][b]sky blue[/b][/COLOR] or [COLOR=#daa520][b]gold[/b][/COLOR] depending on how often your DM provokes OAs. I have not gotten a terrible amount of usage out of it, but I find that having it means you're less likely to use it, and not having it will make you wish you did. It synergizes quite well with Crippling Crush. [COLOR=#00ccff]Swaying Branches[/COLOR] (D 392): This gives Warden's Fury some real bite. A slide 1 can go a long way towards cancelling the target's attacks, and the proning part opens up a lot of other options. You have to give up the damage, but that's ok. [COLOR=#00ccff]Wildblood Cunning[/COLOR] (PH2): This is what Roiling Storm should have been. It's even better for Wildblood than it would be for Stormheart, since you can shift to a place where your marks can't get to you and then watch them attack other people in vain. Wildblood Fury (PP): A sizable damage boost against marked enemies when you second wind. I prefer the kiting strategy that Wildblood Cunning offers myself, though taken in conjunction they're still decent. Second wind, shift well out of reach, then move back in next round to get the bonuses. [b]General Feats[/b] [COLOR=#0000ff]Against All Odds[/COLOR] (D 364): Even Earthstrength and Stormheart should be able to qualify for this without reaching. Since you should be striving to meet the trigger without the feat anyway, this just piles some gravy on for your efforts. [b]Armor Finesse [/b](HotFL): The check penalty for Hide Armor is -1, so this isn't that useful. Be sure to swap out for Armor Specialization (Hide) at paragon, and subsequently Second Skin at epic. [COLOR=#0000ff]Battering Shield[/COLOR] (PH3): If you're going for maximizing enemy forced movement, this will be very useful. [COLOR=#0000ff][b]Battlewise[/b] [/COLOR](HotFK): You Wisdom boys got a nice boost in quickness in this one. Courageous Example (D 377): You're the master of saving throws, so this should help out your allies with theirs. [COLOR=#00ccff]Deadly Draw[/COLOR] (PH3): You'll be pulling or sliding enemies adjacent to you [i]a lot[/i]. Now you get combat advantage when you do. [COLOR=#0000ff][b]Disciple of Justice[/b][/COLOR] (HotFL): Your second wind can heal your allies instead, and you still get the defense bonuses, plus whatever else your second wind gives you. If you can second wind multiple times in an encounter, that can become hilarious. [COLOR=#0000ff][b]Disciple of Stone[/b][/COLOR] (HotFL): Temporary hit points are never wasted on you, and you'll get them often, as the trigger will happen a lot. Durable (PHB): Con wardens will have plenty of surges, but [COLOR=#0000ff]Wisdom[/COLOR] wardens may want to grab this to make up for it. Echoes of Thunder (PH2): [COLOR=#0000ff]Stormheart[/COLOR] will love this, because it will trigger quite a bit. [COLOR=#ff0000]Fey Companions[/COLOR] (D 392): I'm not sure why it boosts Streetwise, as its not something you'll be good at at all. The rest of it is certainly not worth a feat slot. Take Wasteland Wanderer instead. [COLOR=#0000ff]Focused Mind[/COLOR] (PH3): A huge bonus to saves against some of the nastiest status effects. [COLOR=#ff0000][b]Great Fortitude[/b][/COLOR] (HotFL): You want Superior Fortitude instead. [COLOR=#0000ff]Hafted Defense[/COLOR] (PH3): Your polearm also counts as a light shield now. Well, not really, but you get the picture. [COLOR=#0000ff]Headsman's Chop[/COLOR] (PH3): You'll probably have plenty of opportunities to use this, but it's just damage. Pair with Swaying Branches for best effect. [COLOR=#00ccff][b]Improved Defenses[/b][/COLOR] (HotFL): Has made other feats obsolete, you'll [COLOR=#daa520][b]definitely want[/b][/COLOR] by paragon. [COLOR=#0000ff]Improved Initiative[/COLOR] (PHB): Something useful for all characters, because monsters often have high initiative modifiers. [b]Iron Will[/b] (HotFL): Some of you will qualify for Superior Will, so if you do, take that instead. If not, you're probably better off with Improved Defenses. [b]Lightning Reflexes[/b] (HotFL): You almost certainly won't qualify for Superior Reflexes, so you're stuck with this option. If Improved Defenses doesn't do enough for you, this will help a smidge. [b]Opportunity Sidestep[/b] (PH3): Better when combined with other feats, such as Sudden Roots. [COLOR=#0000ff][b]Oncoming Storm[/b][/COLOR] (PH2): Considering that one of the better at-wills has both of the requisite keywords, you can technically keep the bonus up as long as you keep hitting. Or, start out the combat with a lightning spray from your Dragonborn breath weapon, and get the bonus on two attacks. Obviously better at low-to-mid heroic where you'll be using at-wills a lot, but later you'll have to work a bit harder to keep it going. Only a couple powers have both keywords (after level 1, there's Rumbling Doom at 13), but an awful lot have one or the other, and for you Stormhearts you're looking for those anyway. [COLOR=#00ccff]Polearm Flanker[/COLOR] (PH3): If you're using a polearm, you'll want to grab this at some point, as it eliminates one of the polearm's major drawbacks. [COLOR=#00ccff][b]Resilient Focus[/b][/COLOR] (HotFL): A +2 to all saves, no prerequisites. Nice. [b]Shield Finesse[/b] (HotFL): Since you'll be using a heavy shield, you can drop that -2 to Athletics checks from having it. Still, there are higher priorities. [COLOR=#0000ff]Skill Power[/COLOR] (PH3): For the cost of a feat, you get a free utility power. Pick up an extra Endurance power, as they're all awesome. [b]Superior Fortitude/Will[/b] (HotFL): These feats are otherwise identical to Great Fortitude/Iron Will, except the Fortitude one gives resistance to ongoing damage and the Will one gives you the ability to make saves vs dazed and stunned at the beginning of your turn. I'd still take Improved Defenses first though, as you're more likely to want to patch up all your NADs. If you're inclined to, though, dump Improved Defense and take a feat for each NAD. [COLOR=#0000ff][b]Terrain Advantage[/b][/COLOR] (HotFK): If you use a Form that creates difficult terrain, this means that ALL your attacks are with combat advantage. Timely Respite (PH2): As if you didn't have enough chances to make saving throws, this feat grants one when you second wind as well. [COLOR=#0000ff]Toughness[/COLOR] (PHB): Every character should take this by paragon. [COLOR=#00ccff]Vicious Advantage[/COLOR] (PH3): Since you do so much slowing and immobilizing, why wouldn't you want this? [COLOR=#0000ff][b]Wasteland Wanderer[/b][/COLOR] (HotFK): A boost to two oft-used skills that you want to be good at, and a boost to initiative to boot. Nice. [COLOR=#ff0000]Weapon Expertise[/COLOR] (PH2): As of Heroes of the Fallen Lands, you should immediately remove this from your character sheet, in favor of one of the following: [COLOR=#daa520][b]Axe/Bludgeon/Heavy Blade/Spear Expertise[/b][/COLOR] (HotFL): If you have one of these weapons, then good on you. The Axe feat gives you a lesser form of brutal, Bludgeon increases your forced movement, Heavy Blade gives you an AC boost vs OAs, and Spear gives you a damage boost on charge attacks. In addition, the paragon bump kicks in at 11, instead of 15. [COLOR=#00ccff][b]Master at Arms[/b][/COLOR] (HotFL): If you're a polearm user that isn't a spear, you should think about this one (for the time being, at least). [COLOR=#00ccff][b]Staff Expertise[/b][/COLOR] (HotFL): If you need to use an weapliment, this is the only new expertise feat that applies to both so far. For you multiclass druids/shamans. Weapon Focus (PHB): You'll probably want to pick this up by paragon, but if you don't, it's not a great loss. Weapon Proficiency (PHB): Do you really need a superior weapon? If you have a racial weapon feat, go with that instead, they're almost universally better. [b]Wilderness Skirmisher[/b] (HotFK): Remember, your Close Burst zones of difficult terrain (such as from your Forms) don't include your square, so this isn't as good as it could be at first glance. Wintertouched (PHB): One of the key components to frostcheese, which is a viable option for wardens. Not useful until paragon though when you can take Lasting Frost. [COLOR=#00ccff][b]World Serpent's Grasp[/b][/COLOR] (HotFK): You'll likely be making more than a few hits on creatures that are slowed or immobilized, now you can knock them on their backs. [b]Racial Feats[/b] Note: This includes all race-specific warden feats, as well as any racial feats open to all that I deem notable. [b]Deva[/b] [COLOR=#0000ff]Battle Intuition[/COLOR] (D 374): Pull even more stuff off being tied to Dexterity. Wardens approve. [b]Dragonborn[/b] [COLOR=#800080]Dragonborn Vengeance[/COLOR] (D 379): A +1 to a very minor attack you get once per encounter against marked foes? Come back when you can use dragon breath much more often. Hurl Breath (PHR Dragonborn): Turn your dragon breath into a ranged burst. Only really useful if you take Primal Breath. [COLOR=#0000ff]Primal Breath[/COLOR] (PP): Mark all targets of your dragon breath, hit or miss. Combine with [COLOR=#00ccff]Hurl Breath[/COLOR] to mark at range. [b]Drow[/b] [COLOR=#0000ff]Spider's Swiftness[/COLOR] (PP): Speed increases are hard to come by, and this one becomes even better when you're in a guardian form. Unseelie Blight (D 392): You already have darkvision, so you ignore dim or no light already. Also, this overlaps a bit with Darkfire. [b]Dwarf[/b] [COLOR=#800080]Cast Iron Font[/COLOR] (D 379): How often are you making saving throws against poison to find this useful? Dodge Giants (PHB): This actually becomes more useful in paragon. Don't bother until then. [COLOR=#0000ff]Dwarven Weapon Training[/COLOR] (PHB): Get proficiency with the Craghammer and Mordenkrad, and a damage bonus. A step up from Weapon Proficiency. [COLOR=#0000ff]Forgeborn Heritage[/COLOR] (D 383): Bloodline. Gain a modicum of resistance to 4 elements, and a damage kicker encounter power. You also don't have a beard, so if you're ok with that it's pretty decent. Gold Dwarf Pride (FRPG): Gain a bonus if you've been knocked out and stood back up. The idea is not to have that happen. [COLOR=#0000ff]Resilience of Stone[/COLOR] (MP2): Second Wind as interrupt when you take damage from an attack. Requires you to multiclass martial, but if you were going there anyway... Shield the Fallen (FRPG): Help out your dying ally. One of those feats you hope you never have to use. Spirits of Stone (PP): The bonus is just to your next attack roll, not a fixed duration, or this would be a lot better. [b]Eladrin[/b] [COLOR=#00ccff]Eladrin Soldier[/COLOR] (PHB): You get proficiency with the greatspear and a damage bonus to boot. This is part of the reason to even bother with Eladrin. Eladrin Swordmage Advance (AP): Requires multiclass swordmage. If you were looking to make a Feycharger, you should probably not have started with Warden. [COLOR=#00ccff]Eladrin's Challenge[/COLOR] (MP2): Requires multiclass fighter. For an otherwise non-ideal race, the spear feats are pretty awesome. [COLOR=#0000ff]Feral Fey Step[/COLOR] (PP): Use fey step again when you're first bloodied. That can be useful in so many ways. [COLOR=#800080]Moon Elf Resilience[/COLOR] (FRPG): Spend a surge when you teleport out of combat. It's a little tricky to get to work consistently, but if you combine it with Feral Fey Step it will happen exactly when it's most useful. [b]Elf[/b] [COLOR=#800080]Elven Guardian[/COLOR] (D 379): Bonus when you use Elven Accuracy while in guardian form. This feat's only saving grace is that it still stacks with Wild Elf Luck and Elven Precision. [COLOR=#800080]Elven Precision[/COLOR] (PHB): A flat bonus to your Elven Accuracy rerolls. Take Wild Elf Luck first. [COLOR=#0000ff]Elven Sidestep[/COLOR] (MP2): Requires multiclass fighter. Marked foes don't get OAs from the first square you move from. Works for wardens thanks to the generic mark. Eyes of the Spirits (PP): This is not the same thing as ignoring concealment, it's just the penalty to attacks. [COLOR=#00ccff]Sylvan Fury[/COLOR] (D 392): As Nature's Fury includes both the act of marking, and the act of defending the mark, you get a free shift once a round, and then whenever you use your mark punishment. Look for this to get an errata at some point, but in the meantime, take it and love it. Opportunistic Accuracy (MP): Requires multiclass fighter. Makes Elven Accuracy Reliable. Probably better than the feats that grant bonuses. Wild Elf Luck (FRPG): The better of the feats that grant a bonus to Elven Accuracy. Still barely useful. [b]Genasi[/b] [COLOR=#0000ff]Buffetting Winds[/COLOR] (D 383): Only useful for Con windsoul wardens, but when you use your racial encounter power (which is flight, by the way), you've completely rearranged the battlefield. Allows you to slide everyone in a manner that prevents OAs during your flight, which is an added bonus. [COLOR=#800080]Earth Cage[/COLOR] (D 383): Add slowed to your encounter racial power. Since that's not a weapon attack, it doesn't get all the benefits your other slowing attacks do. [COLOR=#800080]Elemental Might[/COLOR] (D 379): Small damage boost triggered by using your racial power against marked foes. Just not enough of a boost to make it worth it. [COLOR=#800080]Go with the Flow[/COLOR] (D 383): Let me get this straight. You're trying to get encourage me to not use one of the coolest racial mobility powers in the game for a free shift 1 when I mark a large group? Sounds like a trap. [COLOR=#0000ff]Storm Manifested[/COLOR] (D 383): Stormsoul genasi get a better version of the Stormheart's second wind benefit when they use their racial power. Untamed Fire (D 383): The racial power's not that great, and this just adds damage. Meh. [b]Githzerai[/b] Alhahn's Mindful Relocation (PH3): You'll get more out of this than most Gith, so it's not bad. Dakshai's Body-Mind Union (PH3): You get more chances than most to make saves than anyone else, so getting more might be too much. At least you get a sizable bonus with this one. [COLOR=#00ccff]Githzerai Blade Master[/COLOR] (D 378): You were probably going to take bastard sword or fullblade proficiency anyway since you'll have the dexterity to take the heavy blade feats in paragon and epic, so take this instead and free up the feat slot you were going to use for weapon focus too. Marked Fortunes (D 378): You get to mark two groups of enemies once per encounter. It's just not necessary though, you don't have a problem making sure people are marked. [COLOR=#00ccff]Marked With Iron[/COLOR] (D 378): Now we're getting somewhere. Add a great benefit to an awesome racial power. [b]Gnome[/b] Gnome Weapon Training (MP 2): Why this one requires you to be martial is beyond me. You don't get proficiencies out of it, though if you plan on using any kind of hammer or pick, take this instead of Weapon Focus if you were planning on taking that. [b]Goliath[/b] [b][COLOR=#ff0000]Dutiful [/COLOR][COLOR=#0000ff]Servant[/COLOR][/b] (DSCS): Warlords, leaders, bards, and ardents who grant attacks will love you to death if you have this. If there are no leaders in the party that do this, it's completely worthless. Goliath Greatweapon Prowess (PH2): At least it doesn't require you to be martial. Still no proficiencies, but if you're going to take Weapon Focus for a two-handed military weapon, take this instead. If you're using a two-handed weapon, you were probably going to take Weapon Focus anyway. Goliath Resolve (D 386): It's just +1 to all defenses when you second wind, which is decent at heroic level. [COLOR=#00ccff]Guard of Stone[/COLOR] (D 379): So when you increase your durability, it cranks the penalty from your mark way up. That's awesome! [COLOR=#00ccff]Markings of the Elements[/COLOR] (PP): Your Stone's Endurance resistance becomes a you-pick variable type, and increased by 5 when you do so. That's pretty useful in a lot of situations. Markings of the Predator (PP): Better suited for the barbarian, as you won't be doing as much bloodying. [b]Stone's Wrath[/b] (DSCS): This is pretty situational, and the damage bonus is pretty piddly. [b]Half-Elf[/b] Dilettante's Mark (D 379): The quality of this feat is handcuffed to [COLOR=#0000ff]Versatile Master[/COLOR]. Since it doesn't specify that your dilettante power has to be melee, this is a good way to get a ranged marking power, something the warden is otherwise lacking. [COLOR=#00ccff]Group Defense[/COLOR] (DP): Requires multiclass paladin. Even better than increasing the penalty from your mark, because the defense bonus still applies when the enemy is using a multitarget attack that includes you. [COLOR=#0000ff]Half-Elf Spirit Speaker[/COLOR] (PP): Hand out a bonus to defenses to your entire team when you're bloodied. Parties love half-elves among their ranks. [b]Half-Orc[/b] [COLOR=#ff0000]Half-Orc Vengeance[/COLOR] (D 379): This is a feat bonus, so it's made all but obsolete by paragon, and isn't that great in heroic. [b]Halfling[/b] [COLOR=#00ccff]Lost in the Crowd [/COLOR](PHB): Partially makes up for the fact that you're a halfling. Nimble Dodge (MP2): Requires martial multiclass. DMs hate your Second Chance power even more now. [COLOR=#0000ff]Primal Halfling Counterattack[/COLOR] (PP): I'm not a fan of damage bonuses, but this one is pretty sizable, which should help make up for the fact that your weapon is puny. [COLOR=#0000ff]Talenta Weapon Training[/COLOR] (EPG): Gain proficiency with all three talenta weapons, and a damage bonus to boot. [b]Human[/b] [COLOR=#0000ff]Action Surge[/COLOR] (PHB): They can't seem to come up with a good way to flavor humans beyond giving them crazy stuff when they spend an action point. Here's the top of the pile. Useful for when you really need to stick that daily, do it with an action point. [COLOR=#0000ff]Die Hard[/COLOR] (D 383): When you have two failed death saving throws, you don't die on a 5+ and stand back up on a 10+. Please refrain from the yippee ki yaying. [COLOR=#0000ff]Don't Count Me Out[/COLOR] (D 383): When you're bloodied, you get a bonus to saving throws against a set of nasty effects. A good boost when you'd need it most. [COLOR=#00ccff]Frantic Recovery[/COLOR] (D 383): Second wind as a minor when you action point. If you have enough action points (because some things generate more for you), this could be every encounter. [COLOR=#0000ff]Human Perseverance[/COLOR] (PHB): A key part of how humans can become immune to save ends effects. Shared Perseverance (DP): Requires cleric multiclass. Lifespirit will be giving out saving throws to allies, and this adds a bonus onto it. Stubborn Survivor (FRPG): Yet another bonus to saving throws. Wrath of the Forester (D 379): Get a second use of Nature's Wrath when you action point. Useful for having multiple groups of marks, but not always easy to pull off in practice. [b]Minotaur[/b] [COLOR=#0000ff]Bloodied Ferocity[/COLOR] (PH3): You get a free attack when you go bloodied, so it will happen every encounter. But you grant CA for your effort, which for me is a pretty big hit. [COLOR=#00ccff]Opportunity Gore[/COLOR] (D 369): You might take this instead of Sudden Roots if you're so inclined. You get to use Goring Charge as an opportunity attack. It also effectively makes goring charge an at-will for opportunity attacks and doesn't require it to be part of a charge. So effectively your OAs now knock prone. Combine with Sudden Roots and Opportunity Sidestep to effectively lock down an enemy. OAs then prone, slow, and you shift 1 square away. [b]Mul[/b] [b]Humanity's Heir[/b] (DSCS): A small boost to one of your NADs makes this something to look at, but you'll likely have much better choices. [b]Invigorating Toughness[/b] (DSCS): I don't find the cost to be worth it. You're giving up a feat slot to be able to get 9-13 THP instead of being able to end some nasty conditions 1/encounter. If this was an "in addition to" feat, I'd be more kind, to be sure. [b]Legacy of Stone[/b] (DSCS): I've always thought that the ability to save vs. prone was better than the reduction of forced movement. The save bonus vs. poison also won't be that useful. [COLOR=#0000ff][b]Mul's Stamina[/b][/COLOR] (DSCS): This is more like it. Remember, if someone in the party has Comrade's Succor, having more surges than you'll ever use is not a problem. And Endurance is a skill that you really don't want to fail. [b]Revenant[/b] Marked for Death (D 376): Hand out lots of damage when you using dark reaping. [COLOR=#0000ff]Pretty sweet[/COLOR] if you have the ability to mass mark. [b]Shardmind[/b] [b]Shifter[/b] [COLOR=#0000ff]Sturdy Shifter[/COLOR] (EPG): This is a nice ability for any class, and it certainly won't go to waste for wardens. [COLOR=#0000ff]Longtooth Fury[/COLOR] (MP2): Longtooth only. Better than Longtooth Vengeance, but this one requires you to be multiclassed fighter. Whether the two stack to give you a +5 is interpretive. [COLOR=#0000ff]Longtooth Spirit Shifter[/COLOR] (PP): Longtooth only. You love having regeneration, and now you'll love it even more. Remember, the damage bonus still happens even when you become unbloodied. [COLOR=#0000ff]Longtooth Vengeance[/COLOR] (D 379): Longtooth only. Since you don't really have a problem marking, this almost makes it the equivalent of a flat +1 to damage when bloodied (which a shifter will want to be as much as possible). [COLOR=#0000ff]Razorclaw Mark[/COLOR] (MP2): Razorclaw only. If you were multiclassed fighter anyway, this one is almost as good as the Mark of Warding. Unlike that feat, though, this one is usable in other settings. [COLOR=#0000ff]Razorclaw Spirit Shifter [/COLOR](PP): Razorclaw only. This one doesn't look as useful until you realize it can cancel multiattacks. Razorclaw Swiftness (D 379): Razorclaw only. Allows you to shift when you use Nature's Wrath. This can certainly be useful, but most of the time you can accomplish what you need with your actual move action. [b]Tiefling[/b] [COLOR=#0000ff]Diabolic Soul[/COLOR] (D 381): You replace Infernal Wrath with a guardian form-like polymorph power. It's actually pretty decent for you, even if it doesn't stack with your other guardian forms. Hellfire Blood (PHB): If you have a flaming weapon, this will give a +1 bonus to every attack. Otherwise, don't bother. Rites of Spirits' Blood (PP): Double your attack bonuses from Bloodhunt and Infernal Wrath. You should really still be a paladin instead though. [b]Warforged[/b] Immutability (EPG): This requires the below, and due to that is taken down a notch. Also, you already get quite a few save opportunities, spending a feat to get more is a bit much. [COLOR=#0000ff]Improved Warforged Resolve[/COLOR] (EPG): Temp HP is hard to come by for wardens, so getting extra is very worthwhile. [COLOR=#ff9900]Warforged Tactics[/COLOR] (EPG): Untyped bonuses to attack rolls for something that's likely to happen often are pure win. [b]Wilden[/b] [b]Dragonmarks[/b] Note: A lot of campaigns don't have access to Dragonmarks, so if you do, count yourself rather lucky. Typically when you select one of these (very powerful) feats, it's the focal point of your build, so it can change the ratings for a lot of other powers and feats fairly drastically. [COLOR=#00ccff]Mark of Finding[/COLOR] (EPG): If you can get consistent combat advantage on a foe (hint: Frostcheese), this will ensure that your mark never gets away. Literally, as you can follow him all over the map. [COLOR=#00ccff]Mark of Storm[/COLOR] (EPG): Stormheart will be sliding people all over the place with most of their attacks. [COLOR=#00ccff]Mark of Warding[/COLOR] (EPG): The only feat that causes all marks to become a -3 penalty all the time. It also boosts your defense boosting powers by 1. That's pure win. [b]Misc[/b] [COLOR=#0000ff]Thug Novice[/COLOR] (D 381): I'm not a fan of powerswap feats, but the encounter power this one gives you is pretty good. Your rogue will love you to death. Thug Specialist (D 381): Would you give up a feat and one of your guardian forms for this? I wouldn't, but the power isn't bad. [COLOR=#800080]Thug Expert[/COLOR] (D 381): The power this grants is not necessarily an upgrade over what you already have access to. [Size=3][b]Paragon Tier Feats[/b][/size] [b]Class Feats[/b] [COLOR=#800080]Arcing Throw[/COLOR] (PP): Thrown weapon? What the heck? [COLOR=#00ccff]Earth's Punishment[/COLOR] (D 379): Earthstrength only. Your marks now deal damage like a paladin's when they are adjacent. Oh, you also still get your Immediate Interrupt swipe too. [COLOR=#00ccff]Earthstrength Defenses[/COLOR] (PP): Earthstrength only. Now your NADs get the same huge bump as your AC when you second wind. [COLOR=#0000ff]Earthstrength Resolve[/COLOR] (PH2): Earthstrength only. Even if they do decide to go after your friends, you get temp HP as a consolation prize, then get a swipe anyway. Enhanced Font of Life (PH2): One part of being immune to save ends effects, [COLOR=#0000ff]made better[/COLOR] if you can get multiple saves when you use Font of Life. Font of Vengeance (D 379): Wow, that's a serious set of conditions to wade through. [COLOR=#800080]Forceful Smash[/COLOR] (PP): You're not optimizing for crits, so don't bother. [COLOR=#800080]Gusting Rebuke[/COLOR] (D 383): It's a push, and a fairly sizable one. Use your Warden's Fury instead. [COLOR=#0000ff]Lifespirit Healing[/COLOR] (PP): Lifespirit only. Since you're a Lifespirit, you've already commited to secondary healer, so this doubles the effect. [COLOR=#0000ff]Maneuvering Attack[/COLOR] (PP): This only gives you combat advantage, but if you use a polearm, it's bound to trigger fairly often. Quickening Font (D 379): You don't get to control when it triggers, so it can't be counted on. Stormheart Thunder (PP): Stormheart only. If you've maximized your thunder powers, adding thunder vulnerability to a group of enemies can prove rather nasty. [COLOR=#800080]Vengeful Grasp[/COLOR] (D 379): Again with the pushing. I don't really find this to be an upgrade. Wellspring of Life (PP): An ally or two might get a bonus, but other than that it's pretty lackluster. [COLOR=#0000ff]Wildblood Retribution[/COLOR][COLOR=#00ccff] [/COLOR](PP): Wildblood only. The punishment this triggers is kind of weird so read it carefully. I recommend using this with a polearm so that you're more likely to be able to reach the targets without too much effort. [COLOR=#0000ff]Wildblood Speed[/COLOR] (PH2): I may submit for a clarification on this one. There's two interpretations: first, since it's a free action that triggers off making the attack, you can still use it with Warden's Fury; second, the free action has to happen after the trigger, in which case you can't combine it. If the first is true, this feat becomes [COLOR=#ff9900]gold[/COLOR], but I'm rating based on the second. [b]General Feats[/b] [COLOR=#ff9900]Armor Specialization (Hide)[/COLOR] (PHB): Swap out for Second Skin in Epic, but for now, it's a free bump to AC, and makes you as agile as if you were wearing Leather Armor. [COLOR=#800080]Deadly Axe[/COLOR] (PHB): You're probably not using an axe, and if you are, it's probably already high crit. [COLOR=#0000ff]Eyes in the Back of Your Head[/COLOR] (PH3): You'll probably be flanked often, since you like to keep enemies adjacent. This will help with that. Overlaps with Uncanny Dodge, but this one doesn't have a Wisdom requirement. [COLOR=#0000ff]Great Fortitude/Iron Will/Lightning Reflexes[/COLOR] (PHB): Shoring up your NADs is always useful, but they don't stack with Paragon Defenses. [COLOR=#00ccff]Hammer Rhythm [/COLOR](PHB): You now have a miss effect on all attacks, even melee basics. [COLOR=#0000ff]Heavy Blade Opportunity[/COLOR] (PHB): Your at-wills aren't as much of an upgrade over your melee basics as they are for other classes, but if you use a heavy blade and have Sudden Roots, you can combine the two. Improved Second Wind (PHB): Another part of second wind optimization. [COLOR=#00ccff]Lasting Frost[/COLOR] (PHB): The lynchpin of the frostcheese combo, this is what causes the large amounts of damage. See post #13 for the frostcheese package. [COLOR=#ff0000]Paragon Defenses[/COLOR] (PH2): Now obsolete, take Improved Defenses instead. It's a higher boost, and doesn't require swapping out. [COLOR=#0000ff]Polearm Gamble[/COLOR] (PHB): You gain limited threatening reach (which for some of you won't be useful when you're in your guardian forms) at the cost of granting combat advantage. [COLOR=#0000ff]Psychic Lock[/COLOR] (PHB): Included for posterity, as it's possible to have all your attacks do psychic damage. Your foes gain a penalty to attacks as long as you keep hitting. [COLOR=#0000ff]Shield Mastery[/COLOR] (PH3): If you're defense minded, this is a fair boost to your fortitude defense, which should already be pretty high. [COLOR=#ff0000]Shield Specialization (Heavy)[/COLOR] (PHB): This feat is completely subsumed by feats you're going to want to take anyway (Armor Specialization [Hide] and Improved Defenses). If you have the feat to spend on shields, go with Encouraging Shield (for those of you multiclassed fighter) or Shield Mastery instead. Solid Sound (PHB): Triggers when Echoes of Thunder would, the defense bonus can't be applied to AC though. [COLOR=#0000ff]Uncanny Dodge[/COLOR] (PHB): For most enemies, this cuts out the 'advantage' in Combat Advantage. If they get a damage kicker for CA, that still happens. Needs a decent amount of wisdom to use though. The rest of you will just have to 'settle' for Eyes in the Back of Your Head. Or you could take both, but there's a lot of overlap. [b]Racial Feats[/b] [b]Dragonborn[/b] [COLOR=#0000ff]Draconic Arrogance[/COLOR] (MP): Requires multiclass fighter. If you go out of your way to knock people around, this is a good way to pile on some extra damage. [b]Dwarf[/b] [COLOR=#ff9900]Dwarven Durability[/COLOR] (PHB): It should be a crime for you dwarves to not take this feat. Dwarven Recovery (MP2): Requires martial multiclass. If you're multiclassing martial anyway, this is a decent option. [b]Eladrin[/b] Fey Charge (MP): Requires multiclass fighter. Wardens are not optimal feychargers in any sense, but if you like the flavor of it, here's where it starts. [b]Githzerai[/b] [COLOR=#00ccff]Energy Transference[/COLOR] (D 378): Iron Mind is already an Interrupt, so now you're adding resistance to the triggering damage type on to it. You might just use it even if the defense bonus won't cause it to miss now. [b]Goliath[/b] [COLOR=#00ccff]Legacy of War[/COLOR] (D 386): This is a significant boost to your encounter racial power. [COLOR=#00ccff]Unyielding Stone[/COLOR] (PH2): This is probably going to be a lot of temp HP, in addition to the damage resistance you already have. [b]Half-Elf[/b] [COLOR=#ff9900]Versatile Master[/COLOR] (PH2): This is likely why you're a half-elf, after all. [b]Human[/b] Action Recovery (PHB): Humans seem to be all about action point optimization, and this is one of the reasons. Only black because you'll probably have already gotten a chance to save against at least one of the conditions affecting you. Pain Doesn't Hurt (D 383): Saving throw bonuses, on the other hand, are awesome, and humans get them aplenty. This is just when you're bloodied, though, and only against ongoing damage. [COLOR=#0000ff]Persistent Threat[/COLOR] (D 383): You still get dazed, it just tends to go away when your turn starts. This eliminates the downside of being dazed before your turn starts. [b]Minotaur[/b] [b]Shifter[/b] [COLOR=#0000ff]Beasthide Shifting[/COLOR] (PH2): Now you ignore some of the damage on top of healing it back. Just a little bit though. [b]Thri-Kreen[/b] [b]Sturdy Plating[/b] (DSCS): Resist 2 is pretty small at paragon, but if you're doing your job, that will probably add up over time. [Size=3][b]Epic Tier Feats[/b][/size] [b]Class Feats[/b] [COLOR=#0000ff]Dazing Fury[/COLOR] (D 379): Dazing is a good upgrade. It's a good thing you can use Warden's Fury twice a round now. [COLOR=#00ccff]Earthstrength Might[/COLOR] (PP): If you're a dwarf or have another way to second wind as a minor/free/immediate (because by epic a number of ways exist), this is a [COLOR=#ff9900]no-brainer[/COLOR]. This could be somewhere in the 3-5 extra attacks range in an encounter. [COLOR=#0000ff]Enduring Font[/COLOR] (PH2): Your Font of Life just got better. It's among stiff competition though. Far-Reaching Grasp (PP): Warden's Grasp is a mediocre class, this doesn't do much for it. This doesn't really have any business being an epic feat. [b]Inspirational Survival[/b] (D 387): This would be much better at the paragon tier, where it wouldn't compete for so many awesome feats, but the bonuses it gives out would certainly be useful in epic. [COLOR=#800080]Limitless Wrath[/COLOR] (D 379): This would be of limited value in heroic, but it's an epic feat. [COLOR=#ff0000]Mountain's Wrath[/COLOR] (D 383): This is almost completely outclassed by Strength Through Challenge. It is difficult to get enough people marked in burst 1 to beat out a flat resist 5 all. [COLOR=#ff9900]Rapid Wild Defense[/COLOR] (D 387): One of the few epic feats that improves how you do your duties as a defender. I'm torn on this one between gold and sky blue, but if it makes you not feel bad about using your Warden's Grasp, I'll err on the side of gold. Slide the solo within your reach on their first attack, then hit them with Warden's Fury on their second. Tangling Grasp (PP): I like this better as a paragon feat, but by epic the enemy likely has enough reach to not care. Still, there's situational value in it. [b]General Feats[/b] Axe/Bludgeon/Heavy Blade/Pick/Spear Mastery (PHB): There are definitely higher priorities, and these are notoriously hard to qualify for. Still, it's there if you want them. See [URL=/go/thread/view/75882/26975909/Expanded_Crit_range,_what_its_really_worth]this thread[/URL] for an analysis of these vs. Weapon Focus. Stock improves [COLOR=#0000ff][b]somewhat [/b][/COLOR]if you have a high crit weapon or other things that trigger on a crit. [COLOR=#0000ff]Epic Fortitude/Reflexes/Will[/COLOR] (PH2): This is a substantial untyped bonus to one NAD, but it's a feat, and there's a lot of competition here. Fit one or two in when you can. [COLOR=#00ccff]Epic Recovery[/COLOR] (MP): Requires martial multiclass. This, plus Armor of Enduring Health, means three second winds per encounter, guaranteed. [COLOR=#0000ff]Primal Resurgence[/COLOR] (PH2): Regaining dailies is difficult, but this should be a surefire way of getting it. [COLOR=#ff0000]Robust Defenses[/COLOR] (PH2): Made obsolete by Improved Defenses. [COLOR=#ff9900]Second Skin[/COLOR] (PP): Retrain Armor Specialization (Hide) into this at level 21. Requires some Con, so some of you may be left holding the bag on this one. [COLOR=#00ccff]Strength Through Challenge[/COLOR] (D 387): You'll want to pick this up as soon as possible. You shouldn't have any trouble getting this to be in effect, unless you're fighting solos. [COLOR=#0000ff]Superior Initiative[/COLOR] (PH3): If you took Improved Initiative, swap it out for this as soon as you can. [b]Surprise Mark[/b] (D 387): Wardens aren't known for their high initiative modifiers, so getting your mark out early can be useful, especially if you're known for rolling at dwarf speed fairly consistently. [b]Racial Feats[/b] [b]Dwarf[/b] Stoneheart Warrior (MP): Requires martial multiclass. You already had the easiest time using your second wind, so this may not be necessary. Still, it's there. [b]Githzerai[/b] [COLOR=#00ccff]Adamantine Mind[/COLOR] (PH3): I find myself using Iron Mind quite often on my Githzerai characters, so boosting the bonus it gives is just cake. [COLOR=#00ccff]Peerless Reaction[/COLOR] (PH3): A good alternative to the above feat. I wouldn't take both though. [b]Goliath[/b] [COLOR=#00ccff]Ancient Stone[/COLOR] (PH2): Extend your damage resistance by an extra round. [b]Minotaur[/b] [COLOR=#00ccff]Mythic Senses[/COLOR] (PH3): If you're a Wildblood or Lifespirit, your Perception bonus is probably considerably higher than your initiative bonus. Take instead of Superior Initiative if you're so inclined. [COLOR=#0000ff]Uncanny Scent[/COLOR] (PH3): I'm not sure whose idea it was for cows to get a scent ability (I would have given it to shifters myself), but they did, so have at thee. Detect invisible creatures and ignore concealment by smelling them. [COLOR=#00ccff]Vicious Stomp[/COLOR] (PH3): If you took Opportunity Gore, this is [COLOR=#ff9900]mandatory[/COLOR]. If not, well, maybe you should go back in time and smack yourself for not taking it. Or just retrain for it. [b]Mul[/b] [COLOR=#00ccff][b]Inexhaustible Resources[/b][/COLOR] (DSCS): You should have a pretty sizable surge value at this point, so you'll be starting every encounter with the same tactic: run up to the nastiest group of guys in the room, punch them in the nose, mark, then second wind. I'm not sure how this would stack with things like the Cloak of the Walking Wounded though. [/QUOTE]
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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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