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<blockquote data-quote="Mengu" data-source="post: 4360930" data-attributes="member: 65726"><p>I don't think some of these feats are as bad as people make them out to be (ok, maybe a couple are), but I do think they could use a bit of tweaking to be more desirable.</p><p> </p><p><strong>No change needed:</strong></p><p> </p><p>Harmony of Erathis - there are no allies who will say no to a +2 attack bonus once per encounter.</p><p> </p><p>Kord's Favor - every 4 rounds of combat you and your allies should generate 1 critical. At least couple times a day there will be a good time to trigger that extra healing surge.</p><p> </p><p>Melora's Tide - whenever you have an unconscious person at the end of a combat, this is a fantastic way to heal them up, saving two surges.</p><p> </p><p>Moradin's Resolve - not the best at 1st level, but after 4th, I'd grab this feat in a heartbeat to get encounter and daily powers to work more reliably, while pounding on large opponents.</p><p> </p><p>Raven Queen's Blessing - kill minion, heal ally, yes please.</p><p> </p><p><strong>Proposed tweaks:</strong></p><p> </p><p>Armor of Bahamut - target takes half damage from the critical hit (just so you don't feel like you wasted a power when the DM rolls max damage anyway).</p><p> </p><p>Avandra's Rescue - change to immediate reaction that triggers when an enemy moves adjacent to the ally.</p><p> </p><p>Corellon's Grace - Effect: ... and gain +1 to all defenses until the end of your next turn.</p><p> </p><p>Ioun's Poise - change to immediate reaction that triggers when an enemy attacks you.</p><p> </p><p><strong>Needs re-write:</strong></p><p> </p><p>Pelor's Radiance - This is a sad excuse for an upgrade of Turn Undead. Maybe it could be sufficiently different if it was a ranged power sort of like a Force Orb that worked against undead.</p><p> </p><p>Sehanine's Reversal - I don't even know if this one can be fixed. I'd just write up a new feat like Sehanine's Luck, +2 to a saving throw, or some such.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4360930, member: 65726"] I don't think some of these feats are as bad as people make them out to be (ok, maybe a couple are), but I do think they could use a bit of tweaking to be more desirable. [B]No change needed:[/B] Harmony of Erathis - there are no allies who will say no to a +2 attack bonus once per encounter. Kord's Favor - every 4 rounds of combat you and your allies should generate 1 critical. At least couple times a day there will be a good time to trigger that extra healing surge. Melora's Tide - whenever you have an unconscious person at the end of a combat, this is a fantastic way to heal them up, saving two surges. Moradin's Resolve - not the best at 1st level, but after 4th, I'd grab this feat in a heartbeat to get encounter and daily powers to work more reliably, while pounding on large opponents. Raven Queen's Blessing - kill minion, heal ally, yes please. [B]Proposed tweaks:[/B] Armor of Bahamut - target takes half damage from the critical hit (just so you don't feel like you wasted a power when the DM rolls max damage anyway). Avandra's Rescue - change to immediate reaction that triggers when an enemy moves adjacent to the ally. Corellon's Grace - Effect: ... and gain +1 to all defenses until the end of your next turn. Ioun's Poise - change to immediate reaction that triggers when an enemy attacks you. [B]Needs re-write:[/B] Pelor's Radiance - This is a sad excuse for an upgrade of Turn Undead. Maybe it could be sufficiently different if it was a ranged power sort of like a Force Orb that worked against undead. Sehanine's Reversal - I don't even know if this one can be fixed. I'd just write up a new feat like Sehanine's Luck, +2 to a saving throw, or some such. [/QUOTE]
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