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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707796" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Recommended Feats: Forming the Rock</strong></span></p><p></p><p>The emphasis here is on 'recommended' feats: I won't be talking about feats that are rated lower than <strong>Black</strong>, because they're likely just not a good idea for your character or an outright trap. Overall, you have certain priorities when it comes to feats, which are described as follows:</p><p></p><p><strong>1. Stickiness enhancements.</strong> This can include ways to keep you adjacent to an enemy, or ways to keep enemies from getting away from you. Either way, this is prime role reinforcement material, and as such should be prized highly by a Fighter.</p><p></p><p><strong>2. Accuracy bonuses.</strong> Most of the time, all the cool stuff you can do involves getting a hit, so loading up on accuracy lets you do your job better as well.</p><p></p><p><strong>3. Damage bonuses.</strong> Since the price to pay for disobeying your mark involves damage, it behooves you to make sure that your attacks pack enough punch to give enemies pause in order to do your job.</p><p></p><p><strong>4. Defense bonuses.</strong> Given that your job is to attract enemy attention to you, it's kind of foolish to go about that without paying at least some attention to your defenses. Bonuses to any of your defenses are very welcome as a Fighter.</p><p></p><p><strong>5. Miscellaneous.</strong> After you have cover the four basics mentioned above, you're pretty much free to invest your feats where you see fit. I strongly reccomend investment in initiative optimization, as a Fighter is usually at his best when he can affect encounters early.</p><p></p><p><strong>Class Feats</strong></p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Agile Superiority</span> (D 378)</strong> - A good feat for Dexterity-based Fighters to get the increased accuracy due on their OA's with Combat Superiority.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Brawler Guard</span> (MP 2)</strong> - Given how sticky a properly built Brawler can be, it's pretty much a given that you will be staring down the barrel of quite a few attacks. With that in mind, it's a pretty good idea to get an AC bump, though there are other options available for this sort of thing.</p><p></p><p><strong>Brutal Brawler (MP 2)</strong> - A decent damage bonus for Brawlers for a feat.</p><p></p><p><strong>Distracting Shield (PHB)</strong> - A -2 to hit as an additional effect on your Combat Challenge attacks is a pretty good use of a feat, if you have the Wisdom for it.</p><p></p><p><strong><span style="color: #0000ff">Dragging Flail</span> (MP)</strong> - Given the advent of Flail Expertise, this feat just got a whole heck of a lot better as a repositioning tool.</p><p></p><p><strong>Encouraging Shield (D 385)</strong> - Adding your Shield bonus to your Will defense is a pretty nice use of a feat, though it's something I'd recommend further down the line.</p><p><strong></strong></p><p><strong>Fighter Weapon Specialization (D 379)</strong> - If you have a feat to spare, you could do worse than pick up a +1 damage bonus that stacks with everything else.</p><p></p><p><strong><span style="color: #0000ff">Focused Superiority</span> (D 378)</strong> - A nice bonus to Opportunity Attacks for any one-handed weapon user (which is mostly Shield Fighters and Brawlers).</p><p><strong></strong></p><p><strong><span style="color: #00ccff">Forceful Opportunist</span> (D 379)</strong> - Pushing on an Opportunity attack is a very powerful addition to your Defender arsenal, <span style="color: #ff9900"><strong>especially</strong></span> for a Polearm user, who gets more benefit out of this than most.<strong></strong></p><p><strong></strong></p><p><strong>Hewing Charge (D 379)</strong> - More damage on a charge can't be all bad.<strong></strong></p><p><strong></strong></p><p><strong>Hip Throw (MP 2)</strong> - If you find you don't have room for Knockdown Assault, this can be a way to knock people prone as a Brawler.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Improved Vigor</span> (MP)</strong> - More temporary HP is a good thing for a Battlerager to have.</p><p></p><p><strong><span style="color: #ff9900">Inescapable Hold</span> (MP 2)</strong> - Having all your enemies' grab escape attempts target Fortitude goes a long way in making them much harder to escape. I consider it a must-have for a Brawler Fighter.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong>Martial Freedom (MP)</strong> - These conditions can impede a Fighter from doing his job, so having such a hefty bonus against them is certainly appreciated.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Mobile Challenge</span> (D 378)</strong> - In case you hadn't noticed, this feat combines with Combat Superiority allows Fighters to stuff shift + charge scenarios (which makes you able to actively stop them instead of just being able to punish them), and as such I consider it a very important thing to have.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Pin Down</span> (D 368)</strong> - While you do need to be able to knock your opponent prone and be able to hold him down with a grab in order to use this feat, it can be a very powerful tool in the hands of the proper Brawler.</p><p><strong></strong></p><p><strong><span style="color: #ff9900">Polearm Momentum</span> (MP)</strong> - Behold the feat that makes Polearm builds tick. A slide of 2 squares is rather easy to achieve by mid-Heroic or so, and knocking people prone willy-nilly is incredibly good for your prowess as a Defender.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong><span style="color: #0000ff">Savage Axe</span> (D 378)</strong> - Adding more threat to your opportunity attacks as an Axe wielder sounds good to me.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Shield Push</span> (PHB)</strong> - This feat can give your Combat Challenge the ability to negate Melee attacks made at the edge of an opponent's reach (more so if you have equipment or feats to enhance push effects), which is pretty cool if you ask me.</p><p></p><p><strong><span style="color: #00ccff">Small Warrior's Defense</span> (D 378)</strong> - A nice way for Small Fighters (who get hosed on weapon selection) to make up for at least some of that weaker setup via a feat.</p><p><strong></strong></p><p><strong>Stout Shield (D 378)</strong> - Fortitude is your strong defense pretty much by default, but Brawlers and other folk may be interested in getting it up even higher.<strong></strong></p><p><strong></strong></p><p><strong>Surprising Charge (MP)</strong> - A bonus to your charge attacks with certain weapons if you have CA. Though the Fighters who can actually use this feat consistently are rather rare, it can be a nice addition to a charging Fighter's arsenal.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Swift Spear</span> (D 378)</strong> - A good feat for yanking targets of your opportunity attacks back to you, <span style="color: #00ccff"><strong>especially</strong></span> if you combine it with the Polearm power of a Greatspear.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Wary Fighter</span> (D 378)</strong> - This feat can trump Improved Initiative for some Wisdom-based Fighters, and it comes with extra goodies, too. That sounds nice to me.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 18px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Advantageous Perspective</span> (D 378)</strong> - A nice improved critical feat for the little guys.</p><p></p><p><strong>Agile Tempest (MP)</strong> - More damage for Tempests. There are worse places to put your spare feat.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong>Chainmail Agility (MP)</strong> - If you're planning to stay in Chainmail, you may want to consider this feat.<strong></strong></p><p><strong></strong></p><p><strong>Clobbering Brawler (MP 2)</strong> - A decent feat for a Brawler, even though unarmed attacks won't score a critical all that often.</p><p></p><p><strong>Crushing Pin (MP 2)</strong> - Essentially autodamage against a grabbed enemy, which is decent.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Daunting Challenge</span> (MP)</strong> - A bigger penalty on your mark makes it more powerful, which is good for your Defender potential. If you have access to Eberron material, this is <span style="color: #ff0000"><strong>obsoleted</strong></span> by Mark of Warding, though.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Deft Blade</span> (MP 2)</strong> - Hitting Reflex on your Melee Basic Attacks makes them more accurate, so Light Blade users will like this feat.<strong></strong></p><p><strong></strong></p><p><strong>Dizzying Mace (D 378)</strong> - While Maces are on the weaker side of the weapon spectrum and attacks that daze are not ubiquitous in the Fighter power list, this feat can be strong in the proper build.<strong></strong></p><p><strong></strong></p><p><strong>Grit (MP)</strong> - Extra temps on every heal? Sounds OK to me.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Hammer Shock</span> (MP 2)</strong> - An excellent feat for all Hammer users, since Rattling makes it harder for your opponents to hit when you apply it as a Combat Challenge attack.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Hindering Shield</span> (D 385)</strong> - Adding a slow as part of your forced movement effects is good, and it can combine with other feats to be even better.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Impaling Spear</span> (MP 2)</strong> - Having your Melee attacks hit Reflex goes a long way toward making them more accurate. As such, this should be a feat high on the priority list.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong><span style="color: #00ccff">Lashing Flail</span> (MP 2)</strong> - A slide on every MBA is a strong ability to have.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Marked Scourge</span> (MP)</strong> - Extra damage based on a secondary stat? Don't mind if I do.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong><span style="color: #ff9900">Pinning Challenge</span> (D 379)</strong> - Two-handed weapon users rejoice! This feat will allow you to greatly increase your stickiness, which in turn makes you a better Defender. I wouldn't go without this feat as a two-handed weapon user.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Plunging Blade</span> (D 378)</strong> - A situational improved critical feat can be worth something, and you can always just retrain the feat into Weapon Mastery later.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Reckless Attacker</span> (MP)</strong> - A feat for giving yourself a chance to make some extra attack rolls is always a good choice, even if it does cost you some AC.</p><p></p><p><strong>Staggering Challenge (D 378)</strong> - While giving up your damage to use this feat's effect is a bit of a knock against it, the fact of the matter is that few feats are more effective than this at keeping enemies where you want them to be. That said, the situations this can cover that Mobile Challenge cannot are admittedly few.</p><p></p><p><strong><span style="color: #0000ff">Striking Resurgence</span> (MP 2)</strong> - Getting to heal while not sacrificing much offense is pretty cool. Note that this is <span style="color: #ff0000"><strong>crap</strong></span> on Dwarves, since you're never going to use second wind as a standard action.</p><p></p><p><strong><span style="color: #0000ff">Ubiquitous Shield</span> (D 385)</strong> - Taking away most of the benefits of combat advantage for the cost of a feat? I approve.</p><p></p><p><span style="font-size: 18px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Allied Opportunity</span> (MP 2)</strong> - It requires a bit of setup, but having an ally attack when you use Combat Challenge can have a lot of returns.</p><p></p><p><strong>Channeled Battlerage (MP)</strong> - If you have a lot of THP left over at the end of the round, getting some extra damage out of it can't be all that bad.</p><p></p><p><strong><span style="color: #0000ff">Crushing Grab</span> (D 368)</strong> - Autodamage for sustaining a grab? Sweet.</p><p></p><p><strong><span style="color: #0000ff">Dual Challenge</span> (MP 2)</strong> - An additional mark every time you hit can be fairly useful, though locking down an enemy without actually attacking it can be a bit harder.</p><p></p><p><strong><span style="color: #0000ff">Epic Recovery</span> (MP)</strong> - More second winds! Or this that a third wind? <span style="color: #00ccff"><strong>Especially good</strong></span> in the hands of a Dwarf, but useful for anyone manning the frontline.</p><p></p><p><strong><span style="color: #0000ff">Knock-Back Swing</span> (MP)</strong> - Pushing on an OA, even on a miss, is a nice upgrade to have if you have the ability scores and weapon to make it happen.</p><p></p><p><strong><span style="color: #0000ff">Marked Takedown</span> (MP 2)</strong> - Given the proper setup, this can speed up a Brawler's lockdown schedule, and that's very nice to have.</p><p></p><p><strong><span style="color: #00ccff">Martial Mastery</span> (MP)</strong> - Power recovery is an excellent ability to have, so this feat can give you some nice extra 'oomph' on your ability to do what you do best.</p><p></p><p><strong><span style="color: #0000ff">Martial Resolve</span> (MP)</strong> - A very good way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this. This is also <span style="color: #00ccff"><strong>extra sweet</strong></span> if you can get multiple saves per turn, such as by being an Unyielding Sentinel.</p><p></p><p><strong><span style="color: #00ccff">Mobile Warrior</span> (MP)</strong> - If you have the Dexterity and the proper weapon type for it, this feat is a straight upgrade for Mobile Challenge, and it works in other situations as well. A powerful feat to have.</p><p></p><p><strong><span style="color: #00ccff">Overwhelming Impact</span> (MP 2)</strong> - While this does take plenty of setup feats to take advantage of (and it requires wielding a Hammer too), the power of this feat cannot be denied, as robbing your enemy of actions on an At-Will basis is an extremely powerful thing to have.</p><p></p><p><strong><span style="color: #ff9900">Rapid Combat Challenge</span> (D 387)</strong> - An additional use of Combat Challenge for a feat? I'll take that deal, and so should you.</p><p></p><p><strong><span style="color: #0000ff">Reaching Whirlwind</span> (MP)</strong> - +1 reach on close bursts is very worth the feat for those Reach weapon users.</p><p></p><p><strong>Rending Tempest (MP)</strong> - If you have the ability to make a flurry of attack rolls against a single target, this can add a bit of extra damage to that.</p><p></p><p><strong><span style="color: #00ccff">Slashing Storm</span> (MP 2)</strong> - Autodamage all around you whenever you hit with a Melee attack. Awesome.</p><p></p><p><strong><span style="color: #0000ff">Strength Through Challenge</span> (D 387)</strong> - If you can keep multiple enemies marked at the same time, resist 5 all can most definitely be useful.</p><p></p><p><strong>Unstoppable Charge (MP)</strong> - If you favor charging, this feat will allow you to do it on your terms (aka without ending your turn).</p><p> </p><p></p><p><strong>General Feats</strong></p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Armor Proficiency (PHB)</strong> - Although the only upgrade you need is Plate, it behooves certain builds (such as two-handed weapon users) to go for it, so this is a pretty neat choice.</p><p></p><p><strong><span style="color: #ff9900">Axe Expertise</span> (HotFL)</strong> - A scaling bonus to hit, as well as a way to mitigate that disappointing 1 on those big weapon damage dice.</p><p></p><p><strong><span style="color: #0000ff">Battering Shield</span> (PHB 3)</strong> - If you have the feat slot to spare (or if you consider it less important than an item slot), this offers +1 square on your forced movement effects, which is excellent.</p><p></p><p><strong>Blindfighting Warrior (HotFK)</strong> - Helps you compensate against effect that rob you of your sight, which can be nice to have, if a bit encounter-dependent.</p><p></p><p><strong><span style="color: #ff9900">Bludgeon Expertise</span> (HotFL)</strong> - A scaling accuracy bonus, and increases forced movement effects by your Hammer. A very powerful tool on a Fighter.</p><p></p><p><strong><span style="color: #00ccff">Deadly Draw</span> (PHB 3)</strong> - Pick your powers right and eternal Combat Advantage is there for the taking. An excellent choice, if you build your character for it. Another cool side-effect is that Come and Get It and Warrior's Urging will benefit from this feat pretty much by default.</p><p></p><p><strong><span style="color: #0000ff">Durable</span> (PHB)</strong> - More surges are good for a lot of Defenders, though Con-based Fighters likely have enough already.</p><p></p><p><strong><span style="color: #ff9900">Flail Expertise</span> (MME)</strong> - An absolutely fantastic feat that combines with other goodies in your power and feat selection to make Flails a very formidable choice indeed.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span><strong><span style="color: #0000ff">Hafted Defense</span> (PHB 3)</strong> - Makes going for a Polearm less of a defensive disadvantage. A good feat for anyone going that route.</p><p></p><p><strong><span style="color: #0000ff">Hammering Iron</span> (PHB 3)</strong> - If you want to push on your OA's but don't want Fighter Weapon Talent, this is a strong option for Hammer Fighters (I expect a lot of Battleragers to go this route).</p><p></p><p><strong><span style="color: #0000ff">Headsman's Chop</span> (PHB 3)</strong> - Given the existence of a combination for Brawlers that can exploit this feat round after round, this is a pretty good pickup for that sort of Fighter, or anyone who meets the (admittedly very specific) pre-requisites to use it effectively.</p><p></p><p><strong><span style="color: #ff9900">Heavy Blade Expertise</span> (HotFL)</strong> - Great attack bonus scaling, and a bonus to OA's as some icing.</p><p></p><p><strong>Improved Grab (PHB 2)</strong> - While the grab action will likely be worth little to a non-Brawler, and even he has his powers to fall back on, a feat to buff straight-up grab attacks can be useful on occasion.</p><p></p><p><strong><span style="color: #00ccff">Improved Defenses</span> (HotFL)</strong> - A nice, scaling bonus to your NAD's. Something that I highly recommend you grab.</p><p></p><p><strong><span style="color: #00ccff">Improved Initiative</span> (PHB)</strong> - Initiative is very important for a Defender, as your chance to affect the battlefield is best early on. As such, I highly recommend Fighters of all stripes make the room for this feat.</p><p></p><p><strong><span style="color: #ff9900">Light Blade Expertise</span> (HotFL)</strong> - A scaling accuracy bonus, and some extra damage if you have CA. Excellent.</p><p></p><p><strong><span style="color: #ff9900">Master at Arms</span> (HotFL)</strong> - A +1 to hit per tier increases your base competence by a lot, and some better action economy on your drawing and stowing isn't half bad either.</p><p></p><p><strong><span style="color: #0000ff">Nimble Blade</span> (PHB)</strong> - A light blade and a flanking buddy nets you +1 to hit? That's cool.</p><p></p><p><strong>Quick Draw (PHB)</strong> - I don't consider quick-drawing and stowing as important for a Fighter as it is for other characters (and it offers less initiative than Improved Initiative and requires some investment in Dexterity), but it's not actively bad.</p><p></p><p><strong><span style="color: #0000ff">Resilient Focus</span> (HotFL)</strong> - +2 to all saving throws can be pretty useful.</p><p></p><p><strong><span style="color: #0000ff">Scrappy</span> (D 379)</strong> - A feat patch for Small characters looking to enhance their offense.</p><p></p><p><strong><span style="color: #00ccff">Silvery Glow</span> (D 386)</strong> - While it makes you worship a specific Deity and is worthless without Permafrost, this actually provides a little extra damage over Weapon Focus, which is excellent to have.</p><p></p><p><strong><span style="color: #0000ff">Skill Power</span> (PHB 3)</strong> - A nice way to expand your Utility repertoire, and keep a useful power in your back pocket.</p><p></p><p><strong><span style="color: #ff9900">Spear Expertise</span> (HotFL)</strong> - A scaling bonus to attack rolls, as well as charging damage. Nice.</p><p></p><p><strong><span style="color: #0000ff">Spring Step</span> (PHB 3)</strong> - Getting knocked prone can be annoying. This feat makes it so that at least you're not totally wasting your move action getting up, plus it helps you get up from an unexpected dirtnap with a sense of decorum.</p><p></p><p><strong><span style="color: #0000ff">Superior Fortitude</span> (HotFL)</strong> - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet.</p><p></p><p><strong><span style="color: #0000ff">Superior Reflexes</span> (HotFL)</strong> - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. A bit easier to afford for some Fighters than others, but sweet on all of them.</p><p></p><p><strong><span style="color: #0000ff">Superior Will</span> (HotFL)</strong> - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses.</p><p></p><p><strong>Toughness (PHB)</strong> - More HP is nice to have as a Defender, but hardly necessary.</p><p></p><p><strong><span style="color: #0000ff">Two-Weapon Defense</span> (PHB)</strong> - A bonus to AC and Reflex is well worth a feat. Tempests get this for free, so no need to worry about taking it.</p><p></p><p><strong>Two-Weapon Fighting (PHB)</strong> - The feat itself is just OK, but the feats it opens up make it worth taking for you.</p><p></p><p><strong><span style="color: #0000ff">Vicious Advantage</span> (PHB 3)</strong> - If you really feel like it, you can produce these conditions rather easily, which makes Combat Advantage very easy to have around. It can also help you take advantage of another ally's condition infliction.</p><p></p><p><strong><span style="color: #00ccff">Weapon Focus</span> (PHB)</strong> - A damage bonus is nice on a damage-oriented Defender like you.</p><p></p><p><strong><span style="color: #0000ff">Weapon Proficiency</span> (PHB)</strong> - Not quite the autopick it once was, because feat slots have become rather scarce among Fighters, and having all military weapons means that you have options already. That said, this a good use of a spare feat, and some builds may have to take it to complete their build.</p><p></p><p><strong>Wintertouched (PHB)</strong> - Not worth much unless you have Lasting Frost, but together they give you some pretty neat benefits.</p><p></p><p><strong><span style="color: #0000ff">World Serpent's Grasp</span> (HotFK)</strong> - While you do have to tailor your power selection around it a bit, adding a prone effect to someone who's already slowed or immobilized can be great for a Fighter. This is <span style="color: #00ccff"><strong>particularly effective</strong></span> for Shield users and Brawlers, who can slow and immobilize foes more easily than most.</p><p></p><p><span style="font-size: 18px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Agile Opportunist</span> (PHB 2)</strong> - It requires some party coordination, but this can be a good investment of a feat for a Fighter.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Armor Specialization</span> (PHB)</strong> - Regardless of the armor you wear, more AC helps you with your occupational hazards and thus should be considered.</p><p></p><p><strong>Critical Targeting (D 387)</strong> - A neat encounter-long bonus to damage on a crit. Solid.</p><p></p><p><strong><span style="color: #0000ff">Danger Sense</span> (PHB)</strong> - Combined with Improved Initiative, this can go a long way toward assuring that you go first or close to it in a given combat, which is nice.</p><p></p><p><strong>Deadly Axe (PHB)</strong> - Probably only worth it in Epic Tier, but a healthy boost to crit damage can't be all that bad.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Defensive Advantage</span> (PHB)</strong> - If you can meet its condition consistently, +2 AC is very good benefit for a Fighter.<strong></strong></p><p><strong></strong></p><p><strong><strong><span style="color: #00ccff">Fiery Blood</span> (HotEC)</strong></strong> - If you're bringing fire, this is a heck of a feat to have.<strong></strong></p><p><strong></strong></p><p><strong>Hammer Rhythm (PHB)</strong> - A decent bit of miss damage for Hammer Fighters, especially those who boost Con aggressively.</p><p></p><p><strong><span style="color: #00ccff">Heavy Blade Opportunity</span> (PHB)</strong> - Using an At-Will on an OA can go a long way toward making those attacks more threatening, and as such should be regarded highly by a Fighter.</p><p><strong></strong></p><p><strong><strong><span style="color: #00ccff">Icy Heart</span> (HotEC)</strong></strong> - Extra cold damage, and a nice effect if you happen to take said damage.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Lasting Frost</span> (PHB)</strong> - Eternal Combat Advantage (and what amounts to +5 damage) with Wintertouched and any way to apply cold damage on your attacks (a Frost Weapon, for example). A pretty nice option.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong><strong><span style="color: #00ccff">Lightning Soul</span> (HotEC)</strong></strong> - This is a good feat for all the lightning wielders in the audience.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Polearm Gamble</span> (PHB)</strong> - A great tool in the hands of a Polearm Fighter, it works well to extend the effective range of such a Fighter's OA's.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Repel Charge</span> (PHB 3)</strong> - A nasty reprisal feat, should you ever get charged.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Reserve Maneuver</span> (PHB 2)</strong> - A quick and easy answer to having a lame Paragon Path power: swap it out for something cool from your class powers.</p><p></p><p><strong><span style="color: #0000ff">Spear Push</span> (PHB)</strong> - Gives you a little more 'oomph' on your push effects for the price of a feat.</p><p></p><p><span style="color: #00ccff">Thunder's Rumble</span> (HotEC) - Not the most commonly used damage type, but this feat is a nice incentive for it.</p><p></p><p><strong><span style="color: #0000ff">Two-Weapon Opening</span> (PHB 2)</strong> - Though most Fighters already have a very strong alternative to this in Reckless Attacker, this can be an option to consider for a Tempest if you already have Two-Weapon Fighting.</p><p></p><p><strong><span style="color: #0000ff">Uncanny Dodge</span> (PHB)</strong> - If you have the Wisdom for it, negating the bonus to attacks against you for having Combat Advantage is pretty nice (especially because a Fighter finds himself sandwiched between enemies kind of often and because a host of conditions make you grant CA). That said, not everyone can afford that Wisdom.</p><p></p><p><strong>Unfailing Courage (D 377)</strong> - Healing when you spend an AP sounds like a good deal to me.</p><p></p><p><span style="font-size: 18px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery</span> (PHB)</strong> - Improved criticals fall squarely in the "nice to have, but not quite necessary" department for most Fighters.</p><p></p><p><strong>Blind-Fight (PHB)</strong> - If invisible enemies are giving you trouble, this feat can help.</p><p></p><p><strong>Cleaving Axe (PHB 3)</strong> - If you get kills with any sort of regularity, this can be a pretty good feat for you.</p><p></p><p><strong><span style="color: #0000ff">Epic Fortitude/Reflexes/Will</span> (PHB 2)</strong> - These feats help out a lot as a Defender in making up for any holes in your defenses, so I would make the room for at least one of them.</p><p></p><p><strong><span style="color: #0000ff">Epic Resurgence</span> (PHB)</strong> - A nice power-recovery feat, though it is a bit unreliable (at least for my taste).</p><p></p><p><strong>Long Step (PHB 3)</strong> - Though it's not the first thing that comes to mind when building a Fighter, this feat can help any Fighter who likes to charge do their thing every turn without any impediments.</p><p></p><p><strong>Rapid Regeneration (PHB 3)</strong> - If you can find ways to regenerate consistently, this feat can offer a boost for that sort of ability. It gets <span style="color: #0000ff"><strong>better</strong></span> if you raised Con aggressively.</p><p></p><p><strong><span style="color: #00ccff">Superior Initiative</span> (PHB 3)</strong> - Another feat that goes a long way in ensuring you go first, and another prime retraining target for a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Triumphant Attack</span> (PHB)</strong> - An encounter-long debuff on a critical is excellent on a Defender. You should try and make room for this feat.</p><p> </p><p></p><p><strong>Racial Feats</strong></p><p> </p><p><strong>Dhampyr (Vampiric Bloodline)</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Vampiric Alacrity (D 371)</strong> - +1 speed for a feat is a pretty solid trade.</p><p></p><p><strong><span style="color: #0000ff">Vampiric Heritage</span> (D 371)</strong> - This is where it all starts for anyone interested in the Vampiric bloodline, and the healing power it grants is a nice addition to a Brawler's arsenal.</p><p> </p><p></p><p><strong>Dragonborn</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Bolstering Breath</span> (PHR: DB)</strong> - Making your Dragon Breath ally-friendly and handing out a bonus to hit is very good for a Fighter, who spends his time in the thick of it.</p><p></p><p><strong>Draconic Combat Challenge (PHR: DB)</strong> - Some spiffy extra damage for your CC attack.</p><p></p><p><strong><span style="color: #0000ff">Dragonborn Frenzy</span> (PHB)</strong> - +2 to damage while bloodied is pretty applicable to a Fighter.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Hurl Breath</span> (PHR: DB)</strong> - Makes your Dragon Breath a great combat opener.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Corrosive Breath</span> (PHR: DB)</strong> - An AC debuff for your racial power is a sweet thing to have.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Draconic Arrogance</span> (MP)</strong> - Autodamage based off your main stat when you push or knock prone? Awesome.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Dragonbreath Warrior</span> (MP)</strong> - A solid boost to your next attack for using your racial power.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Frost Breath</span> (PHR: DB)</strong> - Mass slowing on your Dragon Breath is sweet.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Thundering Breath</span> (PHR: DB)</strong> - A nice push effect, and you have dual element damage (making it harder to resist). Nice.</p><p></p><p><strong>Toxic Breath (PHR: DB)</strong> - Weakening one target of your racial power is solid, but its true value is setup for another feat.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Concussive Breath</span> (PHR: DB)</strong> - Mass dazing on your Dragon Breath? Sexy.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Dissolving Breath</span> (PHR: DB)</strong> - A penalty to all defenses from your racial power is sweet setup material.<strong></strong></p><p><strong></strong></p><p><strong>Draconic Restoration (PHR: DB)</strong> - Recovering your Dragon Breath when you spend you second wind is spiffy.</p><p></p><p><strong><span style="color: #0000ff">Draconic Triumph</span> (PHR: DB)</strong> - More Dragon Breath on a kill is very good on a Fighter.</p><p><strong></strong></p><p><strong>Dragon Warrior (MP)</strong> - Recovering your Dragon Breath when first bloodied can be cool.</p><p></p><p><strong><span style="color: #00ccff">Freezing Breath</span> (PHR: DB)</strong> - Mass immbolizing, you say? Beautiful when combined with a Fighter's toolkit.</p><p> </p><p></p><p><strong>Dwarf</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Devoted Challenge</span> (MP)</strong> - A big bonus to your Combat Challenge attacks is a powerful tool to have.</p><p></p><p><strong><span style="color: #0000ff">Dodge Giants</span> (PHB)</strong> - A bonus to AC and Reflex when you face larger opponents, which will be a lot later on.</p><p></p><p><strong><span style="color: #0000ff">Dwarf Stoneblood</span> (MP)</strong> - A big bonus to your temporary HP as a Dwarf Battlerager.</p><p></p><p><strong><span style="color: #ff9900">Dwarven Weapon Training </span>(PHB)</strong> - Proficiency and a front-loaded damage bonus is awesome for overall utility and feat economy purposes. A must for Dwarves.</p><p></p><p><strong>Gold Dwarf Pride (FRPG)</strong> - Conditional, but if you're dropping consistently, this is a rock-solid boost.</p><p></p><p><strong>Shield the Fallen (FRPG)</strong> - Again, conditional, but if your DM likes hitting people when they're down this is worth considering.</p><p></p><p><strong><span style="color: #00ccff">Resilience of Stone</span> (MP 2)</strong> - Using your second wind as an immediate interrupt goes a long way toward keeping you up on your feet.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Dwarven Durability</span> (PHB)</strong> - A strong feat for Dwarves. More healing surges and improving your surge value come as a godsend for a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Dwarven Recovery</span> (MP 2)</strong> - A very hefty bonus to saves when you second wind. This can come in handy.</p><p><strong></strong></p><p><strong>Enduring Wallop (MP)</strong> - Extra ongoing damage on your Dailies can be a sweet extra toy to have.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Stonefoot Reprisal</span> (MP)</strong> - An OA when someone attempts forced movement against you (one of the major issues a Fighter faces) is an excellent thing to have.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Stoneheart Warrior</span> (MP)</strong> - Free action healing is excellent to have, since that lets you use it as an excellent reactive tool.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Eladrin</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Eladrin Soldier</span> (PHB)</strong> - A great way to get the ball rolling if you favor Longswords or Spears, both of which happen to be excellent weapons for a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Eladrin's Challenge</span> (MP 2)</strong> - This feat is <span style="color: #ff0000"><strong>obsoleted</strong></span> by Mark of Warding, but it's otherwise a pretty nice way to get a -3 penalty to hit on your mark.</p><p></p><p><strong><span style="color: #0000ff">Fey Blades</span> (MP)</strong> - A nice damage bonus for Eladrin Tempests.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Fey Charge (MP)</strong> - This once-feared feat is still a pretty decent charge mobility upgrade for Eladrin.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Feywild Warrior</span> (MP)</strong> - A repositioning ability after a Daily attack power can be very useful.</p><p> </p><p></p><p><strong>Elf</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Hawkeye Warrior</span> (MP)</strong> - A bonus to hit for using a good power is nice to have.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Foamgather (Human Bloodline)</strong></p><p> </p><p><strong>Foamgather Heritage (D 386)</strong> - A fairly solid feat on its own merit (though a bit conditional to actually spending a lot of time around the water), but its true value is opening up a much better feat.</p><p></p><p><strong><span style="color: #00ccff">Foamgather Warrior</span> (D 386)</strong> - An amazing feat for any Brawler Fighter (or any Fighter looking at the net as an option), this expands your effective grabbing range, and adds a slide or a pull to your arsenal as well.</p><p> </p><p></p><p><strong>Genasi</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Earthshock Master (D 367)</strong> - A pretty nice add-on to your racial power.</p><p></p><p><strong>Extra Manifestation (FRPG)</strong> - If you need additional versatility on your racial power, this is where you turn.</p><p></p><p><strong><span style="color: #0000ff">Firepulse Master</span> (D 367)</strong> - Making Firepulse Reliable fixes its scaling issues somewhat, and extra damage on an attack is never bad.</p><p></p><p><strong><span style="color: #0000ff">Master of Rumbling Earth</span> (MP)</strong> - A bonus to hit helps Earthshock connect, and the damage is icing.</p><p></p><p><strong><span style="color: #00ccff">Primordial Surge</span> (D 367)</strong> - THP's for using a good racial power? I'm in.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Shocking Flame</span> (FRPG)</strong> - A sizable damage bonus for Fire and Stormsoul Genasi. A very good pick for any character in possession of those elemental manifestations.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong></strong><strong><span style="color: #0000ff">Double Manifestation</span> (FRPG)</strong> - The best of two manifestation worlds. Sweet.</p><p> </p><p></p><p><strong>Githzerai</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Githzerai Blade Master</span> (D 378)</strong> - Gives you a healthy damage with weapons you really want to use. A super awesome feat for a Fighter.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Githzerai Mobility (D 378)</strong> - A solid bonus against OA's allows you to move pretty much unimpeded.</p><p></p><p><strong><span style="color: #0000ff">Iron Hands</span> (PHB 3)</strong> - Extra damage for using your racial power? Sure.</p><p></p><p><strong><span style="color: #0000ff">Tempered Iron Mind</span> (D 378)</strong> - Being able to trigger this regardless of the attack's result allows you to get the attendant bonuses when your need them nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong>Adamantine Body (PHB 3)</strong> - More defense on your racial power is pretty solid.</p><p></p><p><strong><span style="color: #0000ff">Iron Body</span> (PHB 3)</strong> - Some sweet resistance as a rider for your racial power.</p><p> </p><p></p><p><strong>Goliath</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Goliath Greatweapon Prowess</span> (PHB 2)</strong> - A nice and healthy damage bonus, though the weapons are somewhat limited (that doesn't matter for quite a few builds, though).</p><p></p><p><strong>Markings of the Blessed (PHB 2)</strong> - A rerolled save once per encounter can be solid.</p><p></p><p><strong><span style="color: #0000ff">Markings of the Victor</span> (PHB 2)</strong> - Rerolling your entry attack sounds like a good deal.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Unyielding Stone</span> (PHB 2)</strong> - THP's and resist all is a good combination to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ancient Stone</span> (PHB 2)</strong> - A follow-up turn of resistance is very good to have.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Half-Elf</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Adept Dilettante</span> (D 385)</strong> - If the power you like doesn't key off the ability score you want, translate it to one that is more palatable to you (likely Wisdom or Constitution).</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Versatile Master</span> (PHB 2)</strong> - Turn your change-of-pace ability into a legitimate round-by-round option, which can be a fantastic upgrade for a Half-Elf Fighter.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Half-Orc</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Anger Unleashed</span> (PHB 2)</strong> - A hefty attack bonus when you get bloodied can be nice to have.</p><p></p><p><strong>Savage Assault (PHB 2)</strong> - A debuff on your racial power is a decent boost.</p><p></p><p><strong><span style="color: #00ccff">Thirst for Battle</span> (PHB 2)</strong> - A very nice alternative to Improved Initiative for many Fighters, especially Tempests, who have good initiative but are likely to be on the lower end of the healing surge count. You're still gonna want to retrain this into Superior Initiative, though.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Strength from Pain</span> (PHB 2)</strong> - A sizable damage bonus when you get beat up.</p><p></p><p><strong>Unrelenting Assault (PHB 2)</strong> - Having some damage on a miss as a consolation prize is solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Ferocious Critical</span> (PHB 2)</strong> - A very healthy bonus to hit and damage when you score a critical. An excellent feat, especially for a consistent multiattacker like a Tempest.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Halfling</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Halfling Stalwart</span> (MP)</strong> - A nice bonus to hit against big enemies marked by you.</p><p></p><p><strong><span style="color: #00ccff">Lost in the Crowd</span> (PHB)</strong> - An AC bonus for attracting attention (your job)? Sure.</p><p></p><p><strong><span style="color: #00ccff">Nimble Dodge</span> (MP 2)</strong> - A huge power upgrade for your racial ability.</p><p></p><p><strong>Rigged Chance (D 381)</strong> - It's nice to get a do-over should your racial power fail to keep you from getting hit.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Underfoot</span> (PHB)</strong> - Moving about between your enemy's spaces is pretty neat to have.</p><p> </p><p></p><p><strong>Human</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Action Surge (PHB)</strong> - A bonus to attacks when you blow an AP, which is decent.</p><p></p><p><strong>Sideways Defense (MP)</strong> - A nice bonus to an ally when he sticks with you. Solid.</p><p></p><p><strong><span style="color: #0000ff">Stubborn Survivor</span> (FRPG)</strong> - A bonus to saves when you're out of AP's. Pretty nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Action Recovery</span> (PHB)</strong> - A nice feat to clean yourselves out of bad status effects.</p><p></p><p><strong><span style="color: #0000ff">Persistent Threat</span> (D 383)</strong> - Allows you to do your job, even when you get blindsided by a status effect. A good choice indeed.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Timely Revival</span> (MP)</strong> - A good way to keep yourself up and running, and making your second wind easier to use.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Minotaur</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Bloodied Ferocity</span> (PHB 3)</strong> - A free attack when you get bloodied? Heck yes.<strong></strong></p><p><strong></strong></p><p><strong>Opportunity Gore (D 369)</strong> - Knocking prone on an OA is a good thing to have, but bear in mind a Fighter has plenty of more efficient ways to achieve this result already.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Vigilant Recovery</span> (D 385)</strong> - Not allowing someone you whacked to benefit from CA is pretty cool, especially after a burst like Come and Get It or a power like Brash Strike, which tend to leave you in compromising positions.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Beast Within</span> (PHB 3)</strong> - A nice bonus to hit and damage while bloodied.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Uncanny Scent</span> (PHB 3)</strong> - Straight-up better than Blind-Fight for you, so it's a fairly good pickup.</p><p> </p><p></p><p><strong>Shifter</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Sturdy Shifter</span> (EPG)</strong> - Some nice THP when you shift. Sweet.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Beasthide Shifting</span> (PHB 2)</strong> - A neat bit of resistance while you're shifting.</p><p></p><p><strong>Cliffwalk Shifting (PHB 2)</strong> - A decent movement utility on your shifting power.</p><p> </p><p></p><p><strong>Tiefling</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Hellfire Blood</span> (PHB)</strong> - A nice way to make up the gap for your lower Strength.</p><p></p><p><strong><span style="color: #00ccff">Lingering Wrath</span> (MP)</strong> - A sweet bonus to hit against the target of your racial power.<strong></strong></p><p><strong></strong></p><p><strong>Tail Slide (PHR: TF)</strong> - A decent way to move allies about while you move.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Hellfire of Mephistopheles (PHR: TF)</strong> - Your bread-and-butter strategy is fire, so having a way to punch through resistance is certainly a smart idea.</p><p></p><p><strong><span style="color: #0000ff">Secrets of Belial</span> (PHR: TF)</strong> - Swapping out for any Utility power you want? Sure.</p><p></p><p><strong><span style="color: #00ccff">Tail Trip</span> (PHR: TF)</strong> - Knocking prone on OA's or CC attacks is a very awesome feat to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Hell's Burning Mark</span> (PHR: TF)</strong> - Some fire vulnerability on your marks is nice, <span style="color: #00ccff"><strong>especially</strong></span> if you're an Avernian Knight.<strong></strong></p><p><strong></strong></p><p><strong>Renewed Wrath (PHR: TF)</strong> - Getting to reuse your racial power is pretty solid.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Warforged</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Warforged Superiority</span> (MP 2) </strong>- Knocking prone on OA's? That's an excellent ability to have.</p><p></p><p><strong><span style="color: #00ccff">Warforged Tactics</span> (EPG)</strong> - A very nice bonus to hit when you have an ally cooperating with you, though some lockdown Fighters might not get that much use out of it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Improved Immutability (EPG)</strong> - While swapping out a Utility power for it hurts, flat-out ending a save effect as an Immediate Action once per day is not something to be taken lightly.<strong></strong></p><p><strong></strong> </p><p> </p><p></p><p><strong>Combat Style Feats</strong></p><p> </p><p>The Combat Style feats are an interesting brand of feats in that their purpose is to improve specific powers. In your case, the At-Wills you'll be looking to improve are likely build-specific, though Cleave's support really stands out. The At-Will powers improved by the feat will be noted in the case of the Arena feats and the Technique feats from Dragon 373, as well as for the Lesser Style feats in MP 2.</p><p></p><p><span style="font-size: 18px"><strong><strong>Arena Feats</strong></strong></span></p><p><span style="font-size: 18px"><strong><strong></strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Binding Style (Dual Strike) (D 368)</strong> - Immobilizing against a target instead of damage is an interesting option.</p><p></p><p><strong><span style="color: #0000ff">Catspaw Style</span> (Footwork Lure) (D 368)</strong> - Turning the Footwork Lure ability into a plain old slide can be useful when giving up your current position simply isn't a good idea, though it's too bad the required Charisma is so high.</p><p></p><p><strong><span style="color: #00ccff">Deft Hurler Style</span> (Cleave) (D 368)</strong> - This turns Cleave into a Ranged + Melee multimarking menace. An excellent feat to have on a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Draji Palatial Practice</span> (Sure Strike) (DSCS)</strong> - Makes Sure Strike more worth your time.</p><p></p><p><strong>Menacing Brute Style (Brash Strike) (D 368)</strong> - A Will debuff on a big damage power? Sounds interesting.</p><p></p><p><strong><span style="color: #0000ff">Raam's Maw Practice</span> (Threatening Rush) (DSCS)</strong> - A push effect on a multimarking power is certainly interesting, and it can get <span style="color: #00ccff"><strong>better</strong></span> if taken with other pieces.</p><p></p><p><strong><span style="color: #0000ff">Spirited Rider</span> (Cleave) (D 368)</strong> - This power is obviously limited by the unreliability of mounts and campaign specificity, but using an At-Will on a charge is a great boost.</p><p></p><p><strong><span style="color: #0000ff">Trickster's Blade Style</span> (Footwork Lure) (D 368)</strong> - Mobility before the attack can certainly be useful.</p><p></p><p><strong><span style="color: #0000ff">Untamed Berserker Style</span> (Cleave) (D 368)</strong> - You effectively turn Cleave into Crushing Surge. A great versatility pick.</p><p></p><p><strong><span style="color: #0000ff">Urikite Staff Practice</span> (Grappling Strike) (DSCS)</strong> - A damage bonus for the next hit against the target for spamming a Brawler's bread-and-butter lockdown trick sounds good to me.</p><p></p><p><strong>Warding Shield Style (Tide of Iron) (D 368)</strong> - A neat defensive bonus for your ally when you hit with an already good power.</p><p></p><p><span style="font-size: 18px"><strong><strong>Technique Feats (D 373)</strong></strong></span></p><p></p><p><strong>Bloodhound Style (Tide of Iron)</strong> - A nice option to have your Tide of Iron slow, though you may want to retrain it into the flatly better Hindering Shield at Paragon.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Cruel Cut Style</span> (Cleave)</strong> - Turns Cleave into a quality extra damage option.</p><p></p><p><strong><span style="color: #0000ff">Hunting Wolf Style </span>(Crushing Surge)</strong> - A great feat for Battleragers to get their THP fix even while charging (plus, charging offers extra damage, too).</p><p></p><p><strong><span style="color: #0000ff">Impending Doom Style</span> (Cleave)</strong> - Cleave can multimark now? Sweet.</p><p></p><p><strong><span style="color: #0000ff">Vigilante Justice Style</span> (Brash Strike)</strong> - Brash Strike on a CC attack certainly has a heck of a lot more bite than a plain old MBA.</p><p></p><p><span style="font-size: 18px"><strong><strong>Combat Style Feats (MP 2)</strong></strong></span></p><p></p><p><strong>Arkhosian Fang Style (Bastard Sword, Broadsword, or Greatsword)</strong></p><p> </p><p><strong>Arkhosian Fang Student (Footwork Lure)</strong> - It's not really the weapon that works the best with this power, but the benefit can be pretty nice.</p><p></p><p><strong>Arkhosian Fang Mauler</strong> - A decent benefit for the style weapons, but the power list is kind of marginal.</p><p> </p><p></p><p><strong>Hunting Spear Style (Spears)</strong></p><p> </p><p><strong><span style="color: #0000ff">Hunting Spear Student</span> (Sure Strike)</strong> - A slow effect actually makes this At-Will sort of worth using, so if you have this At-Will, you may want to take this power.</p><p></p><p><strong>Hunting Spear Warder</strong> - A solid bonus to damage with Spears, which is pretty spiffy, but the power list is very lame overall.</p><p> </p><p></p><p><strong>Ironstar Style (Flails and Maces)</strong></p><p> </p><p><strong>Ironstar Student (Reaping Strike)</strong> - A decent benefit if you guarantee CA with any kind of regularity.</p><p> </p><p></p><p><strong>Kulkor Battlearm Style (Versatile Axes, Hammers, and Maces)</strong></p><p> </p><p><strong><span style="color: #0000ff">Kulkor Battlearm Student</span> (Tide of Iron)</strong> - A pretty nice benefit on a good power, and it allows entry into a darned good Paragon Path. A pretty good pick.</p><p></p><p><strong>Kulkor Battlearm Warrior</strong> - A decent universal benefit for you, even if the power list isn't exactly inspiring.</p><p> </p><p></p><p><strong>Longhand Style (Two-Handed Polearms and Two-Handed Spears</strong></p><p> </p><p><strong><span style="color: #00ccff">Longhand Student</span> (Cleave)</strong> - Turning Cleave into a push effect for two-handed weapon users can open up a whole lot of options for you.</p><p></p><p><span style="color: #0000ff"><strong>Longhand Guardian </strong></span>- A nice AC bonus when you hit with a power, though you're probably going to retrain it into a more universal feat later on. </p><p> </p><p></p><p><strong>Midnight Blade Style (Melee Light Blades)</strong></p><p> </p><p><strong><span style="color: #00ccff">Midnight Blade Student</span> (Dual Strike)</strong> - Hitting Reflex instead of AC is an awesome benefit.</p><p> </p><p></p><p><strong>Mountain Thunder Style (One-Handed Hammers, Flails, and Maces)</strong></p><p> </p><p><strong><span style="color: #0000ff">Mountain Thunder Student</span> (Threatening Rush)</strong> - Hitting a NAD is always nice, even though this At-Will is likely not your bread-and-butter option.</p><p> </p><p></p><p><strong>Nerathan High Blade Style (Versatile Heavy Blades)</strong></p><p> </p><p><strong>Nerathan High Blade Student (Threatening Rush)</strong> - A decent damage bonus for an At-Will whose disadvantage is that it cuts into your damage is solid, if a bit conditional.</p><p></p><p><span style="color: #0000ff"><strong>Nerathan High Blade Soldier</strong></span> - Negating combat advantage against adjacent enemies is a pretty cool benefit, though you're probably swapping this for Ubiquitous Shield or Uncanny Dodge later.</p><p> </p><p></p><p><strong>Ogremight Style (Two-Handed Hammers and Maces)</strong></p><p> </p><p><strong><span style="color: #00ccff">Ogremight Student</span> (Brash Strike)</strong> - A penalty to all defenses as a rider on your big-damage At-Will? An excellent choice.</p><p></p><p><span style="color: #0000ff"><strong>Ogremight Bruiser</strong></span> - Improved crits on a charge is a nice benefit (you'll retrain it into Weapon Mastery later, but you'll enjoy it whie it lasts).</p><p> </p><p></p><p><strong>Partisan Polearm Style (Nonspear Polearms)</strong></p><p> </p><p><strong>Partisan Polearm Student (Sure Strike)</strong> - A somewhat marginal benefit, but the real value of the style lies in the second feat.</p><p></p><p><span style="color: #0000ff"><strong>Partisan Polearm Infantry</strong></span> - CA when you push an enemy is a pretty cool benefit.</p><p> </p><p></p><p><strong>Reaving Axe Style (One-Handed Axes)</strong></p><p> </p><p><strong>Reaving Axe Student (Reaping Strike)</strong> - A small control benefit for a rather lackluster power given your setup.</p><p></p><p><span style="color: #0000ff"><strong>Reaving Axe Brute</strong></span> - The power list is garbage, but it offers a very formidable benefit if you kit yourself out to crit regularly.</p><p> </p><p></p><p><strong>Rending Chains Style (Flails)</strong></p><p> </p><p><strong><span style="color: #00ccff">Rending Chains Student</span> (Reaping Strike)</strong> - Adding a slide to Reaping Strike makes it a very formidable control power that can give you a bit of DPR.</p><p></p><p><strong>Rending Chains Grappler</strong> - A bit of extra damage when your opponent tries to shift is nice.</p><p> </p><p></p><p><strong>Steel Vanguard Style (Two-Handed Heavy Blades)</strong></p><p> </p><p><strong><span style="color: #0000ff">Steel Vanguard Student</span> (Cleave)</strong> - Improved criticals are a nice prelude to Weapon Mastery later on.</p><p> </p><p> </p><p></p><p><strong>Exotic Weapon Feats</strong></p><p> </p><p>As the name implies, these feats give you capacities beyond and above those a normal Weapon Proficiency feat would grant you (including scaling powers you can swap yours for), but they also burn up your Multiclass slot, so choose carefully.</p><p></p><p><strong><span style="color: #00ccff">Net Training</span> (D 368)</strong> - Slowing At-Will is worth dealing with the somewhat weak weapon stats, and it gives you a Ranged option as icing.</p><p></p><p><strong>Spiked Chain Training (DMA 2009)</strong> - While it's ironically not all that useful for Tempest (only half the weapon gets the bonuses), any Fighter of another style that's into dual-wielding is probably gonna want to look into this.</p><p> </p><p></p><p><strong>Dragonmark Feats (EPG)</strong></p><p> </p><p>Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race.</p><p></p><p><strong><span style="color: #0000ff">Mark of Finding</span> (Half-Orc)</strong> - A nice way to chase enemies around on the proper style of Fighter.</p><p></p><p><strong><span style="color: #0000ff">Mark of Storm</span> (Half-Elf)</strong> - A slide at-will is a sweet ability for certain stripes of Defenders, and it opens up access to a nice Paragon Path.</p><p></p><p><strong><span style="color: #00ccff">Mark of Warding</span> (Dwarf)</strong> - Extra meat on your defensive bonuses, and a meatier mark penalty as icing. A very powerful feat for a Defender.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707796, member: 6793297"] [CENTER][SIZE=5][b]Recommended Feats: Forming the Rock[/b][/SIZE][/CENTER] The emphasis here is on 'recommended' feats: I won't be talking about feats that are rated lower than [b]Black[/b], because they're likely just not a good idea for your character or an outright trap. Overall, you have certain priorities when it comes to feats, which are described as follows: [b]1. Stickiness enhancements.[/b] This can include ways to keep you adjacent to an enemy, or ways to keep enemies from getting away from you. Either way, this is prime role reinforcement material, and as such should be prized highly by a Fighter. [b]2. Accuracy bonuses.[/b] Most of the time, all the cool stuff you can do involves getting a hit, so loading up on accuracy lets you do your job better as well. [b]3. Damage bonuses.[/b] Since the price to pay for disobeying your mark involves damage, it behooves you to make sure that your attacks pack enough punch to give enemies pause in order to do your job. [b]4. Defense bonuses.[/b] Given that your job is to attract enemy attention to you, it's kind of foolish to go about that without paying at least some attention to your defenses. Bonuses to any of your defenses are very welcome as a Fighter. [b]5. Miscellaneous.[/b] After you have cover the four basics mentioned above, you're pretty much free to invest your feats where you see fit. I strongly reccomend investment in initiative optimization, as a Fighter is usually at his best when he can affect encounters early. [b]Class Feats[/b] [Size=5][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Agile Superiority[/COLOR] (D 378)[/b] - A good feat for Dexterity-based Fighters to get the increased accuracy due on their OA's with Combat Superiority.[b] [COLOR=#0000ff]Brawler Guard[/COLOR] (MP 2)[/b] - Given how sticky a properly built Brawler can be, it's pretty much a given that you will be staring down the barrel of quite a few attacks. With that in mind, it's a pretty good idea to get an AC bump, though there are other options available for this sort of thing. [b]Brutal Brawler (MP 2)[/b] - A decent damage bonus for Brawlers for a feat. [b][/b] [b]Distracting Shield (PHB)[/b] - A -2 to hit as an additional effect on your Combat Challenge attacks is a pretty good use of a feat, if you have the Wisdom for it. [b][COLOR=#0000ff]Dragging Flail[/COLOR] (MP)[/b] - Given the advent of Flail Expertise, this feat just got a whole heck of a lot better as a repositioning tool. [b]Encouraging Shield (D 385)[/b] - Adding your Shield bonus to your Will defense is a pretty nice use of a feat, though it's something I'd recommend further down the line. [b] Fighter Weapon Specialization (D 379)[/b] - If you have a feat to spare, you could do worse than pick up a +1 damage bonus that stacks with everything else. [b][COLOR=#0000ff]Focused Superiority[/COLOR] (D 378)[/b] - A nice bonus to Opportunity Attacks for any one-handed weapon user (which is mostly Shield Fighters and Brawlers). [b] [COLOR=#00ccff]Forceful Opportunist[/COLOR] (D 379)[/b] - Pushing on an Opportunity attack is a very powerful addition to your Defender arsenal, [COLOR=#ff9900][b]especially[/b][/COLOR] for a Polearm user, who gets more benefit out of this than most.[b] Hewing Charge (D 379)[/b] - More damage on a charge can't be all bad.[b] Hip Throw (MP 2)[/b] - If you find you don't have room for Knockdown Assault, this can be a way to knock people prone as a Brawler.[b] [/b] [b][COLOR=#0000ff]Improved Vigor[/COLOR] (MP)[/b] - More temporary HP is a good thing for a Battlerager to have. [b][COLOR=#ff9900]Inescapable Hold[/COLOR] (MP 2)[/b] - Having all your enemies' grab escape attempts target Fortitude goes a long way in making them much harder to escape. I consider it a must-have for a Brawler Fighter.[b] [/b][b] Martial Freedom (MP)[/b] - These conditions can impede a Fighter from doing his job, so having such a hefty bonus against them is certainly appreciated.[b] [/b][b][/b] [b][COLOR=#00ccff]Mobile Challenge[/COLOR] (D 378)[/b] - In case you hadn't noticed, this feat combines with Combat Superiority allows Fighters to stuff shift + charge scenarios (which makes you able to actively stop them instead of just being able to punish them), and as such I consider it a very important thing to have.[b] [COLOR=#0000ff]Pin Down[/COLOR] (D 368)[/b] - While you do need to be able to knock your opponent prone and be able to hold him down with a grab in order to use this feat, it can be a very powerful tool in the hands of the proper Brawler. [b][/b][b] [COLOR=#ff9900]Polearm Momentum[/COLOR] (MP)[/b] - Behold the feat that makes Polearm builds tick. A slide of 2 squares is rather easy to achieve by mid-Heroic or so, and knocking people prone willy-nilly is incredibly good for your prowess as a Defender.[b] [/b][b] [COLOR=#0000ff]Savage Axe[/COLOR] (D 378)[/b] - Adding more threat to your opportunity attacks as an Axe wielder sounds good to me.[b] [COLOR=#00ccff]Shield Push[/COLOR] (PHB)[/b] - This feat can give your Combat Challenge the ability to negate Melee attacks made at the edge of an opponent's reach (more so if you have equipment or feats to enhance push effects), which is pretty cool if you ask me. [b][/b] [b][COLOR=#00ccff]Small Warrior's Defense[/COLOR] (D 378)[/b] - A nice way for Small Fighters (who get hosed on weapon selection) to make up for at least some of that weaker setup via a feat. [b] Stout Shield (D 378)[/b] - Fortitude is your strong defense pretty much by default, but Brawlers and other folk may be interested in getting it up even higher.[b] Surprising Charge (MP)[/b] - A bonus to your charge attacks with certain weapons if you have CA. Though the Fighters who can actually use this feat consistently are rather rare, it can be a nice addition to a charging Fighter's arsenal.[b] [COLOR=#0000ff]Swift Spear[/COLOR] (D 378)[/b] - A good feat for yanking targets of your opportunity attacks back to you, [COLOR=#00ccff][b]especially[/b][/COLOR] if you combine it with the Polearm power of a Greatspear.[b] [COLOR=#0000ff]Wary Fighter[/COLOR] (D 378)[/b] - This feat can trump Improved Initiative for some Wisdom-based Fighters, and it comes with extra goodies, too. That sounds nice to me.[b] [/b] [Size=5][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Advantageous Perspective[/COLOR] (D 378)[/b] - A nice improved critical feat for the little guys. [b]Agile Tempest (MP)[/b] - More damage for Tempests. There are worse places to put your spare feat.[b] [/b][b] Chainmail Agility (MP)[/b] - If you're planning to stay in Chainmail, you may want to consider this feat.[b] Clobbering Brawler (MP 2)[/b] - A decent feat for a Brawler, even though unarmed attacks won't score a critical all that often. [b]Crushing Pin (MP 2)[/b] - Essentially autodamage against a grabbed enemy, which is decent. [b] [COLOR=#0000ff]Daunting Challenge[/COLOR] (MP)[/b] - A bigger penalty on your mark makes it more powerful, which is good for your Defender potential. If you have access to Eberron material, this is [COLOR=#ff0000][b]obsoleted[/b][/COLOR] by Mark of Warding, though.[b] [COLOR=#00ccff]Deft Blade[/COLOR] (MP 2)[/b] - Hitting Reflex on your Melee Basic Attacks makes them more accurate, so Light Blade users will like this feat.[b] Dizzying Mace (D 378)[/b] - While Maces are on the weaker side of the weapon spectrum and attacks that daze are not ubiquitous in the Fighter power list, this feat can be strong in the proper build.[b] Grit (MP)[/b] - Extra temps on every heal? Sounds OK to me.[b] [COLOR=#00ccff]Hammer Shock[/COLOR] (MP 2)[/b] - An excellent feat for all Hammer users, since Rattling makes it harder for your opponents to hit when you apply it as a Combat Challenge attack.[b] [COLOR=#00ccff]Hindering Shield[/COLOR] (D 385)[/b] - Adding a slow as part of your forced movement effects is good, and it can combine with other feats to be even better.[b] [COLOR=#00ccff]Impaling Spear[/COLOR] (MP 2)[/b] - Having your Melee attacks hit Reflex goes a long way toward making them more accurate. As such, this should be a feat high on the priority list.[b] [/b][b] [COLOR=#00ccff]Lashing Flail[/COLOR] (MP 2)[/b] - A slide on every MBA is a strong ability to have.[b] [COLOR=#0000ff]Marked Scourge[/COLOR] (MP)[/b] - Extra damage based on a secondary stat? Don't mind if I do.[b] [/b][b] [COLOR=#ff9900]Pinning Challenge[/COLOR] (D 379)[/b] - Two-handed weapon users rejoice! This feat will allow you to greatly increase your stickiness, which in turn makes you a better Defender. I wouldn't go without this feat as a two-handed weapon user.[b] [COLOR=#0000ff]Plunging Blade[/COLOR] (D 378)[/b] - A situational improved critical feat can be worth something, and you can always just retrain the feat into Weapon Mastery later.[b][/b][b] [COLOR=#0000ff]Reckless Attacker[/COLOR] (MP)[/b] - A feat for giving yourself a chance to make some extra attack rolls is always a good choice, even if it does cost you some AC. [b]Staggering Challenge (D 378)[/b] - While giving up your damage to use this feat's effect is a bit of a knock against it, the fact of the matter is that few feats are more effective than this at keeping enemies where you want them to be. That said, the situations this can cover that Mobile Challenge cannot are admittedly few. [b][COLOR=#0000ff]Striking Resurgence[/COLOR] (MP 2)[/b] - Getting to heal while not sacrificing much offense is pretty cool. Note that this is [COLOR=#ff0000][b]crap[/b][/COLOR] on Dwarves, since you're never going to use second wind as a standard action. [b][COLOR=#0000ff]Ubiquitous Shield[/COLOR] (D 385)[/b] - Taking away most of the benefits of combat advantage for the cost of a feat? I approve. [Size=5][b][b]Epic Tier:[/b][/b][/size] [b][/b][b][COLOR=#00ccff]Allied Opportunity[/COLOR] (MP 2)[/b] - It requires a bit of setup, but having an ally attack when you use Combat Challenge can have a lot of returns. [b]Channeled Battlerage (MP)[/b] - If you have a lot of THP left over at the end of the round, getting some extra damage out of it can't be all that bad. [b][COLOR=#0000ff]Crushing Grab[/COLOR] (D 368)[/b] - Autodamage for sustaining a grab? Sweet. [b][COLOR=#0000ff]Dual Challenge[/COLOR] (MP 2)[/b] - An additional mark every time you hit can be fairly useful, though locking down an enemy without actually attacking it can be a bit harder. [b][COLOR=#0000ff]Epic Recovery[/COLOR] (MP)[/b] - More second winds! Or this that a third wind? [COLOR=#00ccff][b]Especially good[/b][/COLOR] in the hands of a Dwarf, but useful for anyone manning the frontline. [b][/b] [b][COLOR=#0000ff]Knock-Back Swing[/COLOR] (MP)[/b] - Pushing on an OA, even on a miss, is a nice upgrade to have if you have the ability scores and weapon to make it happen. [b][COLOR=#0000ff]Marked Takedown[/COLOR] (MP 2)[/b] - Given the proper setup, this can speed up a Brawler's lockdown schedule, and that's very nice to have. [b][COLOR=#00ccff]Martial Mastery[/COLOR] (MP)[/b] - Power recovery is an excellent ability to have, so this feat can give you some nice extra 'oomph' on your ability to do what you do best. [b][COLOR=#0000ff]Martial Resolve[/COLOR] (MP)[/b] - A very good way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this. This is also [COLOR=#00ccff][b]extra sweet[/b][/COLOR] if you can get multiple saves per turn, such as by being an Unyielding Sentinel. [b][COLOR=#00ccff]Mobile Warrior[/COLOR] (MP)[/b] - If you have the Dexterity and the proper weapon type for it, this feat is a straight upgrade for Mobile Challenge, and it works in other situations as well. A powerful feat to have. [b][COLOR=#00ccff]Overwhelming Impact[/COLOR] (MP 2)[/b] - While this does take plenty of setup feats to take advantage of (and it requires wielding a Hammer too), the power of this feat cannot be denied, as robbing your enemy of actions on an At-Will basis is an extremely powerful thing to have. [b][COLOR=#ff9900]Rapid Combat Challenge[/COLOR] (D 387)[/b] - An additional use of Combat Challenge for a feat? I'll take that deal, and so should you. [b][COLOR=#0000ff]Reaching Whirlwind[/COLOR] (MP)[/b] - +1 reach on close bursts is very worth the feat for those Reach weapon users. [b]Rending Tempest (MP)[/b] - If you have the ability to make a flurry of attack rolls against a single target, this can add a bit of extra damage to that. [b][COLOR=#00ccff]Slashing Storm[/COLOR] (MP 2)[/b] - Autodamage all around you whenever you hit with a Melee attack. Awesome. [b][COLOR=#0000ff]Strength Through Challenge[/COLOR] (D 387)[/b] - If you can keep multiple enemies marked at the same time, resist 5 all can most definitely be useful. [b]Unstoppable Charge (MP)[/b] - If you favor charging, this feat will allow you to do it on your terms (aka without ending your turn). [b]General Feats[/b] [Size=5][b][b]Heroic Tier:[/b][/b][/size] [b]Armor Proficiency (PHB)[/b] - Although the only upgrade you need is Plate, it behooves certain builds (such as two-handed weapon users) to go for it, so this is a pretty neat choice. [b][COLOR=#ff9900]Axe Expertise[/COLOR] (HotFL)[/b] - A scaling bonus to hit, as well as a way to mitigate that disappointing 1 on those big weapon damage dice. [b][COLOR=#0000ff]Battering Shield[/COLOR] (PHB 3)[/b] - If you have the feat slot to spare (or if you consider it less important than an item slot), this offers +1 square on your forced movement effects, which is excellent. [b]Blindfighting Warrior (HotFK)[/b] - Helps you compensate against effect that rob you of your sight, which can be nice to have, if a bit encounter-dependent. [b][COLOR=#ff9900]Bludgeon Expertise[/COLOR] (HotFL)[/b] - A scaling accuracy bonus, and increases forced movement effects by your Hammer. A very powerful tool on a Fighter. [b][COLOR=#00ccff]Deadly Draw[/COLOR] (PHB 3)[/b] - Pick your powers right and eternal Combat Advantage is there for the taking. An excellent choice, if you build your character for it. Another cool side-effect is that Come and Get It and Warrior's Urging will benefit from this feat pretty much by default. [b][COLOR=#0000ff]Durable[/COLOR] (PHB)[/b] - More surges are good for a lot of Defenders, though Con-based Fighters likely have enough already. [b][COLOR=#ff9900]Flail Expertise[/COLOR] (MME)[/b] - An absolutely fantastic feat that combines with other goodies in your power and feat selection to make Flails a very formidable choice indeed.[COLOR=#0000ff][b] [/b][/COLOR][b][COLOR=#0000ff]Hafted Defense[/COLOR] (PHB 3)[/b] - Makes going for a Polearm less of a defensive disadvantage. A good feat for anyone going that route. [b][COLOR=#0000ff]Hammering Iron[/COLOR] (PHB 3)[/b] - If you want to push on your OA's but don't want Fighter Weapon Talent, this is a strong option for Hammer Fighters (I expect a lot of Battleragers to go this route). [b][COLOR=#0000ff]Headsman's Chop[/COLOR] (PHB 3)[/b] - Given the existence of a combination for Brawlers that can exploit this feat round after round, this is a pretty good pickup for that sort of Fighter, or anyone who meets the (admittedly very specific) pre-requisites to use it effectively. [b][COLOR=#ff9900]Heavy Blade Expertise[/COLOR] (HotFL)[/b] - Great attack bonus scaling, and a bonus to OA's as some icing. [b]Improved Grab (PHB 2)[/b] - While the grab action will likely be worth little to a non-Brawler, and even he has his powers to fall back on, a feat to buff straight-up grab attacks can be useful on occasion. [b][COLOR=#00ccff]Improved Defenses[/COLOR] (HotFL)[/b] - A nice, scaling bonus to your NAD's. Something that I highly recommend you grab. [b][COLOR=#00ccff]Improved Initiative[/COLOR] (PHB)[/b] - Initiative is very important for a Defender, as your chance to affect the battlefield is best early on. As such, I highly recommend Fighters of all stripes make the room for this feat. [b][COLOR=#ff9900]Light Blade Expertise[/COLOR] (HotFL)[/b] - A scaling accuracy bonus, and some extra damage if you have CA. Excellent. [b][COLOR=#ff9900]Master at Arms[/COLOR] (HotFL)[/b] - A +1 to hit per tier increases your base competence by a lot, and some better action economy on your drawing and stowing isn't half bad either. [b][COLOR=#0000ff]Nimble Blade[/COLOR] (PHB)[/b] - A light blade and a flanking buddy nets you +1 to hit? That's cool. [b]Quick Draw (PHB)[/b] - I don't consider quick-drawing and stowing as important for a Fighter as it is for other characters (and it offers less initiative than Improved Initiative and requires some investment in Dexterity), but it's not actively bad. [b][COLOR=#0000ff]Resilient Focus[/COLOR] (HotFL)[/b] - +2 to all saving throws can be pretty useful. [b][COLOR=#0000ff]Scrappy[/COLOR] (D 379)[/b] - A feat patch for Small characters looking to enhance their offense. [b][COLOR=#00ccff]Silvery Glow[/COLOR] (D 386)[/b] - While it makes you worship a specific Deity and is worthless without Permafrost, this actually provides a little extra damage over Weapon Focus, which is excellent to have. [b][COLOR=#0000ff]Skill Power[/COLOR] (PHB 3)[/b] - A nice way to expand your Utility repertoire, and keep a useful power in your back pocket. [b][COLOR=#ff9900]Spear Expertise[/COLOR] (HotFL)[/b] - A scaling bonus to attack rolls, as well as charging damage. Nice. [b][COLOR=#0000ff]Spring Step[/COLOR] (PHB 3)[/b] - Getting knocked prone can be annoying. This feat makes it so that at least you're not totally wasting your move action getting up, plus it helps you get up from an unexpected dirtnap with a sense of decorum. [b][COLOR=#0000ff]Superior Fortitude[/COLOR] (HotFL)[/b] - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet. [b][COLOR=#0000ff]Superior Reflexes[/COLOR] (HotFL)[/b] - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. A bit easier to afford for some Fighters than others, but sweet on all of them. [b][COLOR=#0000ff]Superior Will[/COLOR] (HotFL)[/b] - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses. [b][/b] [b]Toughness (PHB)[/b] - More HP is nice to have as a Defender, but hardly necessary. [b][COLOR=#0000ff]Two-Weapon Defense[/COLOR] (PHB)[/b] - A bonus to AC and Reflex is well worth a feat. Tempests get this for free, so no need to worry about taking it. [b]Two-Weapon Fighting (PHB)[/b] - The feat itself is just OK, but the feats it opens up make it worth taking for you. [b][COLOR=#0000ff]Vicious Advantage[/COLOR] (PHB 3)[/b] - If you really feel like it, you can produce these conditions rather easily, which makes Combat Advantage very easy to have around. It can also help you take advantage of another ally's condition infliction. [b][/b] [b][COLOR=#00ccff]Weapon Focus[/COLOR] (PHB)[/b] - A damage bonus is nice on a damage-oriented Defender like you. [b][/b] [b][COLOR=#0000ff]Weapon Proficiency[/COLOR] (PHB)[/b] - Not quite the autopick it once was, because feat slots have become rather scarce among Fighters, and having all military weapons means that you have options already. That said, this a good use of a spare feat, and some builds may have to take it to complete their build. [b]Wintertouched (PHB)[/b] - Not worth much unless you have Lasting Frost, but together they give you some pretty neat benefits. [b][COLOR=#0000ff]World Serpent's Grasp[/COLOR] (HotFK)[/b] - While you do have to tailor your power selection around it a bit, adding a prone effect to someone who's already slowed or immobilized can be great for a Fighter. This is [COLOR=#00ccff][b]particularly effective[/b][/COLOR] for Shield users and Brawlers, who can slow and immobilize foes more easily than most. [Size=5][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Agile Opportunist[/COLOR] (PHB 2)[/b] - It requires some party coordination, but this can be a good investment of a feat for a Fighter.[b] [COLOR=#0000ff]Armor Specialization[/COLOR] (PHB)[/b] - Regardless of the armor you wear, more AC helps you with your occupational hazards and thus should be considered. [b]Critical Targeting (D 387)[/b] - A neat encounter-long bonus to damage on a crit. Solid. [b][COLOR=#0000ff]Danger Sense[/COLOR] (PHB)[/b] - Combined with Improved Initiative, this can go a long way toward assuring that you go first or close to it in a given combat, which is nice. [b]Deadly Axe (PHB)[/b] - Probably only worth it in Epic Tier, but a healthy boost to crit damage can't be all that bad. [b] [COLOR=#0000ff]Defensive Advantage[/COLOR] (PHB)[/b] - If you can meet its condition consistently, +2 AC is very good benefit for a Fighter.[b] [b][COLOR=#00ccff]Fiery Blood[/COLOR] (HotEC)[/b][/b] - If you're bringing fire, this is a heck of a feat to have.[b] Hammer Rhythm (PHB)[/b] - A decent bit of miss damage for Hammer Fighters, especially those who boost Con aggressively. [b][COLOR=#00ccff]Heavy Blade Opportunity[/COLOR] (PHB)[/b] - Using an At-Will on an OA can go a long way toward making those attacks more threatening, and as such should be regarded highly by a Fighter. [b] [b][COLOR=#00ccff]Icy Heart[/COLOR] (HotEC)[/b][/b] - Extra cold damage, and a nice effect if you happen to take said damage.[b] [COLOR=#00ccff]Lasting Frost[/COLOR] (PHB)[/b] - Eternal Combat Advantage (and what amounts to +5 damage) with Wintertouched and any way to apply cold damage on your attacks (a Frost Weapon, for example). A pretty nice option.[b] [/b][b] [b][COLOR=#00ccff]Lightning Soul[/COLOR] (HotEC)[/b][/b] - This is a good feat for all the lightning wielders in the audience.[b] [COLOR=#00ccff]Polearm Gamble[/COLOR] (PHB)[/b] - A great tool in the hands of a Polearm Fighter, it works well to extend the effective range of such a Fighter's OA's.[b] [COLOR=#0000ff]Repel Charge[/COLOR] (PHB 3)[/b] - A nasty reprisal feat, should you ever get charged.[b] [COLOR=#0000ff]Reserve Maneuver[/COLOR] (PHB 2)[/b] - A quick and easy answer to having a lame Paragon Path power: swap it out for something cool from your class powers. [b][COLOR=#0000ff]Spear Push[/COLOR] (PHB)[/b] - Gives you a little more 'oomph' on your push effects for the price of a feat. [b][/b] [COLOR=#00ccff]Thunder's Rumble[/COLOR] (HotEC) - Not the most commonly used damage type, but this feat is a nice incentive for it. [b][COLOR=#0000ff]Two-Weapon Opening[/COLOR] (PHB 2)[/b] - Though most Fighters already have a very strong alternative to this in Reckless Attacker, this can be an option to consider for a Tempest if you already have Two-Weapon Fighting. [b][COLOR=#0000ff]Uncanny Dodge[/COLOR] (PHB)[/b] - If you have the Wisdom for it, negating the bonus to attacks against you for having Combat Advantage is pretty nice (especially because a Fighter finds himself sandwiched between enemies kind of often and because a host of conditions make you grant CA). That said, not everyone can afford that Wisdom. [b][/b][b][/b] [b]Unfailing Courage (D 377)[/b] - Healing when you spend an AP sounds like a good deal to me. [Size=5][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery[/COLOR] (PHB)[/b] - Improved criticals fall squarely in the "nice to have, but not quite necessary" department for most Fighters. [b]Blind-Fight (PHB)[/b] - If invisible enemies are giving you trouble, this feat can help. [b]Cleaving Axe (PHB 3)[/b] - If you get kills with any sort of regularity, this can be a pretty good feat for you. [b][COLOR=#0000ff]Epic Fortitude/Reflexes/Will[/COLOR] (PHB 2)[/b] - These feats help out a lot as a Defender in making up for any holes in your defenses, so I would make the room for at least one of them. [b][COLOR=#0000ff]Epic Resurgence[/COLOR] (PHB)[/b] - A nice power-recovery feat, though it is a bit unreliable (at least for my taste). [b]Long Step (PHB 3)[/b] - Though it's not the first thing that comes to mind when building a Fighter, this feat can help any Fighter who likes to charge do their thing every turn without any impediments. [b]Rapid Regeneration (PHB 3)[/b] - If you can find ways to regenerate consistently, this feat can offer a boost for that sort of ability. It gets [COLOR=#0000ff][b]better[/b][/COLOR] if you raised Con aggressively. [b][/b][b][COLOR=#00ccff]Superior Initiative[/COLOR] (PHB 3)[/b] - Another feat that goes a long way in ensuring you go first, and another prime retraining target for a Fighter. [b][COLOR=#0000ff]Triumphant Attack[/COLOR] (PHB)[/b] - An encounter-long debuff on a critical is excellent on a Defender. You should try and make room for this feat. [b]Racial Feats[/b] [b]Dhampyr (Vampiric Bloodline)[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Vampiric Alacrity (D 371)[/b] - +1 speed for a feat is a pretty solid trade. [b][COLOR=#0000ff]Vampiric Heritage[/COLOR] (D 371)[/b] - This is where it all starts for anyone interested in the Vampiric bloodline, and the healing power it grants is a nice addition to a Brawler's arsenal. [b]Dragonborn[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Bolstering Breath[/COLOR] (PHR: DB)[/b] - Making your Dragon Breath ally-friendly and handing out a bonus to hit is very good for a Fighter, who spends his time in the thick of it. [b]Draconic Combat Challenge (PHR: DB)[/b] - Some spiffy extra damage for your CC attack. [b][COLOR=#0000ff]Dragonborn Frenzy[/COLOR] (PHB)[/b] - +2 to damage while bloodied is pretty applicable to a Fighter.[b] [COLOR=#0000ff]Hurl Breath[/COLOR] (PHR: DB)[/b] - Makes your Dragon Breath a great combat opener.[b] [/b] [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Corrosive Breath[/COLOR] (PHR: DB)[/b] - An AC debuff for your racial power is a sweet thing to have.[b] [COLOR=#00ccff]Draconic Arrogance[/COLOR] (MP)[/b] - Autodamage based off your main stat when you push or knock prone? Awesome.[b] [COLOR=#0000ff]Dragonbreath Warrior[/COLOR] (MP)[/b] - A solid boost to your next attack for using your racial power.[b] [COLOR=#0000ff]Frost Breath[/COLOR] (PHR: DB)[/b] - Mass slowing on your Dragon Breath is sweet.[b] [COLOR=#0000ff]Thundering Breath[/COLOR] (PHR: DB)[/b] - A nice push effect, and you have dual element damage (making it harder to resist). Nice. [b]Toxic Breath (PHR: DB)[/b] - Weakening one target of your racial power is solid, but its true value is setup for another feat. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Concussive Breath[/COLOR] (PHR: DB)[/b] - Mass dazing on your Dragon Breath? Sexy.[b] [COLOR=#0000ff]Dissolving Breath[/COLOR] (PHR: DB)[/b] - A penalty to all defenses from your racial power is sweet setup material.[b] Draconic Restoration (PHR: DB)[/b] - Recovering your Dragon Breath when you spend you second wind is spiffy. [b][COLOR=#0000ff]Draconic Triumph[/COLOR] (PHR: DB)[/b] - More Dragon Breath on a kill is very good on a Fighter. [b] Dragon Warrior (MP)[/b] - Recovering your Dragon Breath when first bloodied can be cool. [b][COLOR=#00ccff]Freezing Breath[/COLOR] (PHR: DB)[/b] - Mass immbolizing, you say? Beautiful when combined with a Fighter's toolkit. [b][/b] [b]Dwarf[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Devoted Challenge[/COLOR] (MP)[/b] - A big bonus to your Combat Challenge attacks is a powerful tool to have. [b][COLOR=#0000ff]Dodge Giants[/COLOR] (PHB)[/b] - A bonus to AC and Reflex when you face larger opponents, which will be a lot later on. [b][COLOR=#0000ff]Dwarf Stoneblood[/COLOR] (MP)[/b] - A big bonus to your temporary HP as a Dwarf Battlerager. [b][COLOR=#ff9900]Dwarven Weapon Training [/COLOR](PHB)[/b] - Proficiency and a front-loaded damage bonus is awesome for overall utility and feat economy purposes. A must for Dwarves. [b]Gold Dwarf Pride (FRPG)[/b] - Conditional, but if you're dropping consistently, this is a rock-solid boost. [b][/b] [b]Shield the Fallen (FRPG)[/b] - Again, conditional, but if your DM likes hitting people when they're down this is worth considering. [b][COLOR=#00ccff]Resilience of Stone[/COLOR] (MP 2)[/b] - Using your second wind as an immediate interrupt goes a long way toward keeping you up on your feet. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Dwarven Durability[/COLOR] (PHB)[/b] - A strong feat for Dwarves. More healing surges and improving your surge value come as a godsend for a Fighter. [b][COLOR=#0000ff]Dwarven Recovery[/COLOR] (MP 2)[/b] - A very hefty bonus to saves when you second wind. This can come in handy. [b] Enduring Wallop (MP)[/b] - Extra ongoing damage on your Dailies can be a sweet extra toy to have.[b] [COLOR=#00ccff]Stonefoot Reprisal[/COLOR] (MP)[/b] - An OA when someone attempts forced movement against you (one of the major issues a Fighter faces) is an excellent thing to have.[b] [/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Stoneheart Warrior[/COLOR] (MP)[/b] - Free action healing is excellent to have, since that lets you use it as an excellent reactive tool.[b] [/b] [b]Eladrin[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [COLOR=#ff9900][b][/b][/COLOR][b][COLOR=#ff9900]Eladrin Soldier[/COLOR] (PHB)[/b] - A great way to get the ball rolling if you favor Longswords or Spears, both of which happen to be excellent weapons for a Fighter. [b][COLOR=#0000ff]Eladrin's Challenge[/COLOR] (MP 2)[/b] - This feat is [COLOR=#ff0000][b]obsoleted[/b][/COLOR] by Mark of Warding, but it's otherwise a pretty nice way to get a -3 penalty to hit on your mark. [b][COLOR=#0000ff]Fey Blades[/COLOR] (MP)[/b] - A nice damage bonus for Eladrin Tempests. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Fey Charge (MP)[/b] - This once-feared feat is still a pretty decent charge mobility upgrade for Eladrin.[b] [/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Feywild Warrior[/COLOR] (MP)[/b] - A repositioning ability after a Daily attack power can be very useful. [b]Elf[/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Hawkeye Warrior[/COLOR] (MP)[/b] - A bonus to hit for using a good power is nice to have.[b] [/b][b][/b] [b]Foamgather (Human Bloodline)[/b] [b]Foamgather Heritage (D 386)[/b] - A fairly solid feat on its own merit (though a bit conditional to actually spending a lot of time around the water), but its true value is opening up a much better feat. [b][COLOR=#00ccff]Foamgather Warrior[/COLOR] (D 386)[/b] - An amazing feat for any Brawler Fighter (or any Fighter looking at the net as an option), this expands your effective grabbing range, and adds a slide or a pull to your arsenal as well. [b]Genasi[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b][b]Earthshock Master (D 367)[/b] - A pretty nice add-on to your racial power. [b]Extra Manifestation (FRPG)[/b] - If you need additional versatility on your racial power, this is where you turn. [b][COLOR=#0000ff]Firepulse Master[/COLOR] (D 367)[/b] - Making Firepulse Reliable fixes its scaling issues somewhat, and extra damage on an attack is never bad. [b][COLOR=#0000ff]Master of Rumbling Earth[/COLOR] (MP)[/b] - A bonus to hit helps Earthshock connect, and the damage is icing. [b][COLOR=#00ccff]Primordial Surge[/COLOR] (D 367)[/b] - THP's for using a good racial power? I'm in. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#00ccff]Shocking Flame[/COLOR] (FRPG)[/b] - A sizable damage bonus for Fire and Stormsoul Genasi. A very good pick for any character in possession of those elemental manifestations.[b] [/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b] [/b][b][COLOR=#0000ff]Double Manifestation[/COLOR] (FRPG)[/b] - The best of two manifestation worlds. Sweet. [b]Githzerai[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Githzerai Blade Master[/COLOR] (D 378)[/b] - Gives you a healthy damage with weapons you really want to use. A super awesome feat for a Fighter.[b] [/b] [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Githzerai Mobility (D 378)[/b] - A solid bonus against OA's allows you to move pretty much unimpeded. [b][COLOR=#0000ff]Iron Hands[/COLOR] (PHB 3)[/b] - Extra damage for using your racial power? Sure. [b][COLOR=#0000ff]Tempered Iron Mind[/COLOR] (D 378)[/b] - Being able to trigger this regardless of the attack's result allows you to get the attendant bonuses when your need them nice. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b]Adamantine Body (PHB 3)[/b] - More defense on your racial power is pretty solid. [b][COLOR=#0000ff]Iron Body[/COLOR] (PHB 3)[/b] - Some sweet resistance as a rider for your racial power. [b][/b][b][/b] [b]Goliath[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b][b][COLOR=#00ccff]Goliath Greatweapon Prowess[/COLOR] (PHB 2)[/b] - A nice and healthy damage bonus, though the weapons are somewhat limited (that doesn't matter for quite a few builds, though). [b]Markings of the Blessed (PHB 2)[/b] - A rerolled save once per encounter can be solid. [b][COLOR=#0000ff]Markings of the Victor[/COLOR] (PHB 2)[/b] - Rerolling your entry attack sounds like a good deal. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Unyielding Stone[/COLOR] (PHB 2)[/b] - THP's and resist all is a good combination to have. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Ancient Stone[/COLOR] (PHB 2)[/b] - A follow-up turn of resistance is very good to have.[b] [/b] [b]Half-Elf[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b][b][COLOR=#0000ff]Adept Dilettante[/COLOR] (D 385)[/b] - If the power you like doesn't key off the ability score you want, translate it to one that is more palatable to you (likely Wisdom or Constitution). [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#ff9900]Versatile Master[/COLOR] (PHB 2)[/b] - Turn your change-of-pace ability into a legitimate round-by-round option, which can be a fantastic upgrade for a Half-Elf Fighter.[b] [/b][b][/b] [b]Half-Orc[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b][b][COLOR=#0000ff]Anger Unleashed[/COLOR] (PHB 2)[/b] - A hefty attack bonus when you get bloodied can be nice to have. [b]Savage Assault (PHB 2)[/b] - A debuff on your racial power is a decent boost. [b][COLOR=#00ccff]Thirst for Battle[/COLOR] (PHB 2)[/b] - A very nice alternative to Improved Initiative for many Fighters, especially Tempests, who have good initiative but are likely to be on the lower end of the healing surge count. You're still gonna want to retrain this into Superior Initiative, though. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Strength from Pain[/COLOR] (PHB 2)[/b] - A sizable damage bonus when you get beat up. [b]Unrelenting Assault (PHB 2)[/b] - Having some damage on a miss as a consolation prize is solid. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Ferocious Critical[/COLOR] (PHB 2)[/b] - A very healthy bonus to hit and damage when you score a critical. An excellent feat, especially for a consistent multiattacker like a Tempest.[b] [/b][b][/b] [b]Halfling[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b][b][COLOR=#0000ff]Halfling Stalwart[/COLOR] (MP)[/b] - A nice bonus to hit against big enemies marked by you. [b][COLOR=#00ccff]Lost in the Crowd[/COLOR] (PHB)[/b] - An AC bonus for attracting attention (your job)? Sure. [b][COLOR=#00ccff]Nimble Dodge[/COLOR] (MP 2)[/b] - A huge power upgrade for your racial ability. [b]Rigged Chance (D 381)[/b] - It's nice to get a do-over should your racial power fail to keep you from getting hit. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Underfoot[/COLOR] (PHB)[/b] - Moving about between your enemy's spaces is pretty neat to have. [b][/b] [b]Human[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Action Surge (PHB)[/b] - A bonus to attacks when you blow an AP, which is decent. [b][/b][b]Sideways Defense (MP)[/b] - A nice bonus to an ally when he sticks with you. Solid. [b][COLOR=#0000ff]Stubborn Survivor[/COLOR] (FRPG)[/b] - A bonus to saves when you're out of AP's. Pretty nice. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Action Recovery[/COLOR] (PHB)[/b] - A nice feat to clean yourselves out of bad status effects. [b][COLOR=#0000ff]Persistent Threat[/COLOR] (D 383)[/b] - Allows you to do your job, even when you get blindsided by a status effect. A good choice indeed. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Timely Revival[/COLOR] (MP)[/b] - A good way to keep yourself up and running, and making your second wind easier to use.[b] [/b][b][/b][b][/b] [b]Minotaur[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Bloodied Ferocity[/COLOR] (PHB 3)[/b] - A free attack when you get bloodied? Heck yes.[b] Opportunity Gore (D 369)[/b] - Knocking prone on an OA is a good thing to have, but bear in mind a Fighter has plenty of more efficient ways to achieve this result already. [b] [COLOR=#0000ff]Vigilant Recovery[/COLOR] (D 385)[/b] - Not allowing someone you whacked to benefit from CA is pretty cool, especially after a burst like Come and Get It or a power like Brash Strike, which tend to leave you in compromising positions.[b] [/b] [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Beast Within[/COLOR] (PHB 3)[/b] - A nice bonus to hit and damage while bloodied.[b] [/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Uncanny Scent[/COLOR] (PHB 3)[/b] - Straight-up better than Blind-Fight for you, so it's a fairly good pickup. [b]Shifter[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Sturdy Shifter[/COLOR] (EPG)[/b] - Some nice THP when you shift. Sweet.[b] [/b] [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Beasthide Shifting[/COLOR] (PHB 2)[/b] - A neat bit of resistance while you're shifting. [b]Cliffwalk Shifting (PHB 2)[/b] - A decent movement utility on your shifting power. [b][/b] [b]Tiefling[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Hellfire Blood[/COLOR] (PHB)[/b] - A nice way to make up the gap for your lower Strength. [b][COLOR=#00ccff]Lingering Wrath[/COLOR] (MP)[/b] - A sweet bonus to hit against the target of your racial power.[b] Tail Slide (PHR: TF)[/b] - A decent way to move allies about while you move.[b] [/b] [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Hellfire of Mephistopheles (PHR: TF)[/b] - Your bread-and-butter strategy is fire, so having a way to punch through resistance is certainly a smart idea. [b][COLOR=#0000ff]Secrets of Belial[/COLOR] (PHR: TF)[/b] - Swapping out for any Utility power you want? Sure. [b][COLOR=#00ccff]Tail Trip[/COLOR] (PHR: TF)[/b] - Knocking prone on OA's or CC attacks is a very awesome feat to have. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Hell's Burning Mark[/COLOR] (PHR: TF)[/b] - Some fire vulnerability on your marks is nice, [COLOR=#00ccff][b]especially[/b][/COLOR] if you're an Avernian Knight.[b] Renewed Wrath (PHR: TF)[/b] - Getting to reuse your racial power is pretty solid.[b] [/b][b][/b][b][/b] [b]Warforged[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b][b][COLOR=#00ccff]Warforged Superiority[/COLOR] (MP 2) [/b]- Knocking prone on OA's? That's an excellent ability to have. [b][COLOR=#00ccff]Warforged Tactics[/COLOR] (EPG)[/b] - A very nice bonus to hit when you have an ally cooperating with you, though some lockdown Fighters might not get that much use out of it. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Improved Immutability (EPG)[/b] - While swapping out a Utility power for it hurts, flat-out ending a save effect as an Immediate Action once per day is not something to be taken lightly.[b] [/b] [b]Combat Style Feats[/b] The Combat Style feats are an interesting brand of feats in that their purpose is to improve specific powers. In your case, the At-Wills you'll be looking to improve are likely build-specific, though Cleave's support really stands out. The At-Will powers improved by the feat will be noted in the case of the Arena feats and the Technique feats from Dragon 373, as well as for the Lesser Style feats in MP 2. [Size=5][b][b]Arena Feats [/b][/b][/size] [b] Binding Style (Dual Strike) (D 368)[/b] - Immobilizing against a target instead of damage is an interesting option. [b][COLOR=#0000ff]Catspaw Style[/COLOR] (Footwork Lure) (D 368)[/b] - Turning the Footwork Lure ability into a plain old slide can be useful when giving up your current position simply isn't a good idea, though it's too bad the required Charisma is so high. [b][COLOR=#00ccff]Deft Hurler Style[/COLOR] (Cleave) (D 368)[/b] - This turns Cleave into a Ranged + Melee multimarking menace. An excellent feat to have on a Fighter. [b][COLOR=#0000ff]Draji Palatial Practice[/COLOR] (Sure Strike) (DSCS)[/b] - Makes Sure Strike more worth your time. [b]Menacing Brute Style (Brash Strike) (D 368)[/b] - A Will debuff on a big damage power? Sounds interesting. [b][COLOR=#0000ff]Raam's Maw Practice[/COLOR] (Threatening Rush) (DSCS)[/b] - A push effect on a multimarking power is certainly interesting, and it can get [COLOR=#00ccff][b]better[/b][/COLOR] if taken with other pieces. [b][COLOR=#0000ff]Spirited Rider[/COLOR] (Cleave) (D 368)[/b] - This power is obviously limited by the unreliability of mounts and campaign specificity, but using an At-Will on a charge is a great boost. [b][COLOR=#0000ff]Trickster's Blade Style[/COLOR] (Footwork Lure) (D 368)[/b] - Mobility before the attack can certainly be useful. [b][COLOR=#0000ff]Untamed Berserker Style[/COLOR] (Cleave) (D 368)[/b] - You effectively turn Cleave into Crushing Surge. A great versatility pick. [b][COLOR=#0000ff]Urikite Staff Practice[/COLOR] (Grappling Strike) (DSCS)[/b] - A damage bonus for the next hit against the target for spamming a Brawler's bread-and-butter lockdown trick sounds good to me. [b]Warding Shield Style (Tide of Iron) (D 368)[/b] - A neat defensive bonus for your ally when you hit with an already good power. [Size=5][b][b]Technique Feats (D 373)[/b][/b][/size] [b]Bloodhound Style (Tide of Iron)[/b] - A nice option to have your Tide of Iron slow, though you may want to retrain it into the flatly better Hindering Shield at Paragon.[b] [COLOR=#0000ff]Cruel Cut Style[/COLOR] (Cleave)[/b] - Turns Cleave into a quality extra damage option. [b][COLOR=#0000ff]Hunting Wolf Style [/COLOR](Crushing Surge)[/b] - A great feat for Battleragers to get their THP fix even while charging (plus, charging offers extra damage, too). [b][COLOR=#0000ff]Impending Doom Style[/COLOR] (Cleave)[/b] - Cleave can multimark now? Sweet. [b][COLOR=#0000ff]Vigilante Justice Style[/COLOR] (Brash Strike)[/b] - Brash Strike on a CC attack certainly has a heck of a lot more bite than a plain old MBA. [Size=5][b][b]Combat Style Feats (MP 2)[/b][/b][/size] [b]Arkhosian Fang Style (Bastard Sword, Broadsword, or Greatsword)[/b] [b]Arkhosian Fang Student (Footwork Lure)[/b] - It's not really the weapon that works the best with this power, but the benefit can be pretty nice. [b]Arkhosian Fang Mauler[/b] - A decent benefit for the style weapons, but the power list is kind of marginal. [b]Hunting Spear Style (Spears)[/b] [b][COLOR=#0000ff]Hunting Spear Student[/COLOR] (Sure Strike)[/b] - A slow effect actually makes this At-Will sort of worth using, so if you have this At-Will, you may want to take this power. [b]Hunting Spear Warder[/b] - A solid bonus to damage with Spears, which is pretty spiffy, but the power list is very lame overall. [b]Ironstar Style (Flails and Maces)[/b] [b]Ironstar Student (Reaping Strike)[/b] - A decent benefit if you guarantee CA with any kind of regularity. [b]Kulkor Battlearm Style (Versatile Axes, Hammers, and Maces)[/b] [b][COLOR=#0000ff]Kulkor Battlearm Student[/COLOR] (Tide of Iron)[/b] - A pretty nice benefit on a good power, and it allows entry into a darned good Paragon Path. A pretty good pick. [b]Kulkor Battlearm Warrior[/b] - A decent universal benefit for you, even if the power list isn't exactly inspiring. [b]Longhand Style (Two-Handed Polearms and Two-Handed Spears[/b] [b][COLOR=#00ccff]Longhand Student[/COLOR] (Cleave)[/b] - Turning Cleave into a push effect for two-handed weapon users can open up a whole lot of options for you. [COLOR=#0000ff][b]Longhand Guardian [/b][/COLOR]- A nice AC bonus when you hit with a power, though you're probably going to retrain it into a more universal feat later on. [b]Midnight Blade Style (Melee Light Blades)[/b] [b][COLOR=#00ccff]Midnight Blade Student[/COLOR] (Dual Strike)[/b] - Hitting Reflex instead of AC is an awesome benefit. [b]Mountain Thunder Style (One-Handed Hammers, Flails, and Maces)[/b] [b][COLOR=#0000ff]Mountain Thunder Student[/COLOR] (Threatening Rush)[/b] - Hitting a NAD is always nice, even though this At-Will is likely not your bread-and-butter option. [b]Nerathan High Blade Style (Versatile Heavy Blades)[/b] [b]Nerathan High Blade Student (Threatening Rush)[/b] - A decent damage bonus for an At-Will whose disadvantage is that it cuts into your damage is solid, if a bit conditional. [COLOR=#0000ff][b]Nerathan High Blade Soldier[/b][/COLOR] - Negating combat advantage against adjacent enemies is a pretty cool benefit, though you're probably swapping this for Ubiquitous Shield or Uncanny Dodge later. [b]Ogremight Style (Two-Handed Hammers and Maces)[/b] [b][COLOR=#00ccff]Ogremight Student[/COLOR] (Brash Strike)[/b] - A penalty to all defenses as a rider on your big-damage At-Will? An excellent choice. [COLOR=#0000ff][b]Ogremight Bruiser[/b][/COLOR] - Improved crits on a charge is a nice benefit (you'll retrain it into Weapon Mastery later, but you'll enjoy it whie it lasts). [b]Partisan Polearm Style (Nonspear Polearms)[/b] [b]Partisan Polearm Student (Sure Strike)[/b] - A somewhat marginal benefit, but the real value of the style lies in the second feat. [COLOR=#0000ff][b]Partisan Polearm Infantry[/b][/COLOR] - CA when you push an enemy is a pretty cool benefit. [b]Reaving Axe Style (One-Handed Axes)[/b] [b]Reaving Axe Student (Reaping Strike)[/b] - A small control benefit for a rather lackluster power given your setup. [COLOR=#0000ff][b]Reaving Axe Brute[/b][/COLOR] - The power list is garbage, but it offers a very formidable benefit if you kit yourself out to crit regularly. [b]Rending Chains Style (Flails)[/b] [b][COLOR=#00ccff]Rending Chains Student[/COLOR] (Reaping Strike)[/b] - Adding a slide to Reaping Strike makes it a very formidable control power that can give you a bit of DPR. [b]Rending Chains Grappler[/b] - A bit of extra damage when your opponent tries to shift is nice. [b]Steel Vanguard Style (Two-Handed Heavy Blades)[/b] [b][COLOR=#0000ff]Steel Vanguard Student[/COLOR] (Cleave)[/b] - Improved criticals are a nice prelude to Weapon Mastery later on. [b]Exotic Weapon Feats[/b] As the name implies, these feats give you capacities beyond and above those a normal Weapon Proficiency feat would grant you (including scaling powers you can swap yours for), but they also burn up your Multiclass slot, so choose carefully. [b][/b] [b][COLOR=#00ccff]Net Training[/COLOR] (D 368)[/b] - Slowing At-Will is worth dealing with the somewhat weak weapon stats, and it gives you a Ranged option as icing. [b]Spiked Chain Training (DMA 2009)[/b] - While it's ironically not all that useful for Tempest (only half the weapon gets the bonuses), any Fighter of another style that's into dual-wielding is probably gonna want to look into this. [b][/b] [b]Dragonmark Feats (EPG)[/b] Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race. [b][COLOR=#0000ff]Mark of Finding[/COLOR] (Half-Orc)[/b] - A nice way to chase enemies around on the proper style of Fighter. [b][COLOR=#0000ff]Mark of Storm[/COLOR] (Half-Elf)[/b] - A slide at-will is a sweet ability for certain stripes of Defenders, and it opens up access to a nice Paragon Path. [b][COLOR=#00ccff]Mark of Warding[/COLOR] (Dwarf)[/b] - Extra meat on your defensive bonuses, and a meatier mark penalty as icing. A very powerful feat for a Defender. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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