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Kill 'Em All: A Slayer's Guide (by lordduskblade)
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<blockquote data-quote="LightWarden" data-source="post: 6998615" data-attributes="member: 6803540"><p><strong>Recommended Feats: Train to Kill</strong></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. Accuracy bonuses.</strong> You can come in for huge damage pretty much by default; making sure that massive hit connects is a high priority for you, since you only get one shot at landing it.</p><p></p><p><strong>2. Damage bonuses.</strong> Putting more thump behind each attack will certainly pay off for you.</p><p></p><p><strong>3. Defense bonuses.</strong> One of the things a Slayer can usually hang his hat on is that he's hard to kill. Make sure you live up to and enhance that basic premise, and your character will be well off.</p><p></p><p><strong>4. Power recovery.</strong> As an E-class, you don't get a whole lot of limited-use resources: the ability to reuse them can be critical.</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. My preferred route to getting a Slayer's potential up is by charging; rushing in presents heavy bonuses as compared to the risks.</p><p></p><p><strong>Class Feats</strong></p><p>[sblock]</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">Martial Cross-Training</span> (D 398)</strong> - The ability to trade a Power Strike for a Fighter Encounter power is a deal no Slayer should pass up.</p><p></p><p><strong>Good Powers to take with Martial Cross-Training</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Bash and Pummel</span> (L13, Encounter) (MP 2)</strong> - A double-tap that adds your Dexterity modifier in damage (again) if both attacks hit, AND it packs a daze. Very strong on your chassis.</p><p></p><p><strong>Come and Get It (L7, Encounter) (PHB)</strong> - If you're interesting in backing up your Defender, it doesn't get much more Defender-y than this.</p><p></p><p><strong><span style="color: #0000ff">Cruel Reaper</span> (L27, Encounter) (PHB)</strong> - A double-tap in a close burst? Sure.</p><p></p><p><strong><span style="color: #0000ff">Harrying Assault</span> (L17, Encounter) (PHB)</strong> - While not as flashy as some of the other candidates here in a vacuum, it does have one advantage in that it offers an MBA as its second attack, which you can exploit by using it to lay on a Power Strike as part of the same action, in addition to getting all your MBA goodies.</p><p></p><p><strong>Hydra Charge (L7, Encounter) (MP 2)</strong> - An AoE charge? That sounds potentially useful.</p><p></p><p><strong><span style="color: #00ccff">Rain of Blows</span> (L3, Encounter) (PHB)</strong> - Quite frankly, an amazing power. Three attack rolls with your damage modifiers is a sure-fire way to bring the pain.</p><p></p><p><strong><span style="color: #0000ff">Trip Up</span> (L7, Encounter) (MP)</strong> - Now that Power Strike is a No Action, this is a very good supplement to a charge attack.</p><p></p><p><strong>Warrior's Urging (L23, Encounter) (PHB)</strong> - Basically, Come and Get It's big brother. A quality option for those looking to off-tank.</p><p>[/sblock]</p><p></p><p><strong>Martial Freedom (MP)</strong> - A solid bonus to saving throws against annoying effects. Could be worth a look.</p><p></p><p><strong><span style="color: #0000ff">Polearm Momentum</span> (MP)</strong> - While some builds may have to stretch out the ability scores (as well as the items, and narrow the weapon selection, to boot), the ability to knock prone that easily has to be worth something.</p><p></p><p><strong><span style="color: #00ccff">Small Warrior's Defense</span> (D 378)</strong> - A nice way for Small Slayers (who get hosed on weapon selection, which is kind of a big deal), to make up for at least some of that weaker setup via a feat.</p><p></p><p><strong><span style="color: #00ccff">Surprising Charge</span> (MP)</strong> - A very sweet bonus to your charge attacks with certain weapons if you have CA. Goes right in line with what a Slayer likes doing with his standard action the best, and that is ramming into someone.</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">Advantageous Perspective</span> (D 378)</strong> - A nice improved critical feat for the little guys.</p><p></p><p><strong><span style="color: #00ccff">Deft Blade</span> (MP 2)</strong> - Hitting Reflex on the great majority of your attacks is amazing on a Slayer.</p><p></p><p><strong><span style="color: #0000ff">Hammer Shock</span> (MP 2)</strong> - An sweet feat for all Hammer users, since Rattling makes it harder for your opponents to hit anybody.</p><p></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.</p><p></p><p><strong><span style="color: #00ccff">Lashing Flail</span> (MP 2)</strong> - A slide on every MBA is a very strong ability to have.</p><p></p><p><strong><span style="color: #00ccff">Piercing Pick</span> (MP 2)</strong> - While Fortitude might be high on front-liners, it will be low on the people in the back, and you can count on Weapon v. NAD to be accurate. A great feat for Pick users.</p><p></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.</p><p></p><p><strong><span style="color: #0000ff">Striking Resurgence</span> (MP 2)</strong> - Getting to heal while not sacrificing your 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><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Martial Mastery</span> (MP)</strong> - Power recovery is an excellent ability to have, so this feat can give you some additional fuel to do what you do best, and that is make things drop.</p><p></p><p><strong>Martial Resolve (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 extra sweet if you can get multiple saves per turn, such as by being an Unyielding Sentinel.</p><p></p><p><strong><span style="color: #0000ff">Mobile Warrior</span> (MP)</strong> - If you have the Dexterity and the proper weapon type for it, the ability to move around that much when you're attacking is sweet, and it works in other situations as well. A powerful feat to have.</p><p>[/sblock]</p><p></p><p><strong>General Feats</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><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 Str/Con guys who want to glean a positive from their race) 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>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: #00ccff">Deadly Draw</span> (PHB 3) </strong>- Pick your powers (or feats) right and eternal Combat Advantage is there for the taking. An excellent choice, if you build your character around getting it.</p><p></p><p><strong><span style="color: #ff9900">Flail Expertise</span> (MME)</strong> - This can combine with Lashing Flail to knock enemies prone on an At-Will basis, and it gives you a scaling bonus to hit as icing. That's a formidable package for a feat.</p><p></p><p><strong><span style="color: #0000ff">Hafted Defense</span> (PHB 3)</strong> - Makes up somewhat for the damage you lose by sticking with a Polearm or a Staff by giving you better defense.</p><p></p><p><strong><span style="color: #0000ff">Headsman's Chop</span> (PHB 3)</strong> - While you may not be able to knock an enemy prone consistently while using the weapons this feat favors, even getting this bonus some of the time is good.</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><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>Improved Initiative (PHB)</strong> - Speed kills... your opponent, in this case.</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>Melee Training (PHB 2)</strong> - I am of the opinion that sticking with Strength pays the most dividends for a Slayer, but this is certainly <span style="color: #ff9900"><strong>a must</strong></span> if you're not planning on doing so.</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><span style="color: #0000ff">Polearm Flanker</span> (PHB 3)</strong> - A nice party-synergy feat, this can combine very nicely with a lockdown Defender to allow you to easily generate charging space.</p><p></p><p><strong>Power Attack (PHB)</strong> - While losing accuracy hurts, some builds of Slayer can manage to be very accurate, and the class's proclivity for big, two-handed weapons makes this a big damage bonus.</p><p></p><p><strong>Powerful Charge (PHB)</strong> - +2 damage for your favorite kind of standard action. That's pretty solid.</p><p></p><p><strong><span style="color: #0000ff">Resilient Focus</span> (HotFL)</strong> - +2 to all saving throws can be pretty useful, especially considering you get a bonus all by yourself.</p><p></p><p><strong><span style="color: #00ccff">Scrappy</span> (D 379)</strong> - A feat fix 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: #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. Easy as pie to qualify, but it's there.</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 can be nice to have as a Slayer, but it's 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 for those few Slayers that take up two weapons.</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. That said, dual-wielding Slayers aren't exactly common.</p><p></p><p><strong>Vicious Advantage (PHB 3)</strong> - If you really feel like it, you can try and produce these status effects, 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 super sweet on a Striker.</p><p></p><p><strong><span style="color: #00ccff">Weapon Proficiency</span> (PHB)</strong> - There are a couple of very nice weapons you need this feat to get in on.</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><span style="font-size: 15px"><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 Slayer, especially considering you have one mean MBA.</p><p></p><p><strong>Armor Specialization (PHB)</strong> - A neat bonus to AC, and a secondary benefit for Hide and Scale users (which should be most of you). Nice to have around.</p><p></p><p><strong><span style="color: #0000ff">Critical Targeting</span> (D 387)</strong> - A neat encounter-long bonus to damage on a crit. Pretty cool.</p><p></p><p><strong>Danger Sense (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 to have.</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 for those Axes that don't have high crit already.</p><p></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 anyone, but especially a Slayer.</p><p></p><p><strong><span style="color: #00ccff">Fiery Blood</span> (HotEC)</strong> - If you're bringing fire, this is a heck of a feat to have.</p><p></p><p><strong><span style="color: #00ccff">Icy Heart</span> (HotEC)</strong> - Extra cold damage, and a nice effect if you happen to take said damage.</p><p></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.</p><p></p><p><strong><span style="color: #00ccff">Lightning Soul</span> (HotEC)</strong> - This is a good feat for all the lightning wielders in the audience.</p><p></p><p><strong><span style="color: #0000ff">Polearm Gamble</span> (PHB)</strong> - It requires a bit of branching out, but the opportunity to get an extra attack off can't be all that bad.</p><p></p><p><strong>Repel Charge (PHB 3) </strong>- A nasty reprisal feat, should you ever get charged.</p><p></p><p><strong><span style="color: #00ccff">Reserve Maneuver</span> (PHB 2)</strong> - Quite simply one of the best feats a Slayer can ask for: taking a strong Paragon Path, then trading out a rather lackluster power for something nasty can open up a lot of options for you.</p><p></p><p><strong>Good Powers to take with Reserve Maneuver</strong></p><p>[sblock]</p><p><strong>Come and Get It (L7, Encounter) (PHB)</strong> - If you're interesting in backing up your Defender, it doesn't get much more Defender-y than this.</p><p></p><p><strong>Hydra Charge (L7, Encounter) (MP 2) </strong>- An AoE charge? That sounds potentially useful.</p><p></p><p><strong><span style="color: #00ccff">Rain of Blows</span> (L3, Encounter) (PHB)</strong> - Quite frankly, an amazing power. Three attack rolls with your damage modifiers is a sure-fire way to bring the pain.</p><p></p><p><strong><span style="color: #0000ff">Trip Up</span> (L7, Encounter) (MP)</strong> - Now that Power Strike is a No Action, this is a very good supplement to a charge attack.</p><p>[/sblock]</p><p></p><p><strong>Spear Push (PHB)</strong> - Gives you a little more 'oomph' on your push effects for the price of a feat.</p><p></p><p><strong><span style="color: #0000ff">Two-Weapon Opening </span>(PHB 2)</strong> - Though most Slayers won't be handling two weapons simultaneously, this is a sweet boost for the ones that do.</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: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900"></span></strong></p><p><strong><span style="color: #ff9900"></span><span style="color: #00ccff">Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery </span>(PHB)</strong> - Improved criticals do a lot for you, so (barring some extreme feat starvation or ability score incompatibility) you should try to cram this in if you have the room.</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, you get more attacks, and that is one sweet proposition.</p><p></p><p><strong><span style="color: #0000ff">Epic Fortitude/Reflexes/Will</span> (PHB 2)</strong> - These feats can help patch up any weak NADs you have, or make any strong ones</p><p></p><p><strong><span style="color: #0000ff">Epic Resurgence</span> (PHB)</strong> - A nice power-recovery feat, this can let you use the tricks you picked up as part of your Paragon Path one more time.</p><p></p><p><strong><span style="color: #00ccff">Long Step </span>(PHB 3)</strong> - Charging in is something Slayers definitely like to do. The ability to do it without provoking is definitely a good idea for you.</p><p></p><p><strong>Superior Initiative (PHB 3)</strong> - A feat that goes a long way in ensuring you go first, which makes for a prime retraining target for a Slayer.</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 Striker. You should try and make room for this feat.</p><p>[/sblock]</p><p></p><p><strong>Racial Feats</strong></p><p>[sblock]</p><p><strong>Dragonborn</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Bolstering Breath (PHR: DB)</strong> - Making your Dragon Breath ally-friendly and handing out a bonus to hit can be useful for a Slayer, who spends his time in the thick of it.</p><p></p><p><strong><span style="color: #0000ff">Dragonborn Frenzy</span> (PHB)</strong> - +2 to damage while bloodied is pretty applicable to a Slayer.</p><p></p><p><strong>Hurl Breath (PHR: DB)</strong> - Makes your Dragon Breath a better combat opener.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Corrosive Breath (PHR: DB)</strong> - An AC debuff for your racial power is a sweet thing to have.</p><p></p><p><strong><span style="color: #0000ff">Draconic Arrogance</span> (MP)</strong> - Autodamage based off your main stat when you push or knock prone? That can be nice.</p><p></p><p><strong>Dragonbreath Warrior (MP)</strong> - A solid boost to your next attack for using your racial power.</p><p></p><p><strong>Frost Breath (PHR: DB)</strong> - Mass slowing on your Dragon Breath. Decent.</p><p></p><p><strong>Thundering Breath (PHR: DB)</strong> - A nice push effect, and you have dual element damage (making it harder to resist). Solid enough.</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: #0000ff">Concussive Breath</span> (PHR: DB)</strong> - Mass dazing on your Dragon Breath? Sexy.</p><p></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.</p><p></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>Draconic Triumph (PHR: DB)</strong> - More Dragon Breath on a kill is decent if you invested in it enough.</p><p></p><p><strong>Dragon Warrior (MP)</strong> - Recovering your Dragon Breath when first bloodied can be solid.</p><p></p><p><strong><span style="color: #0000ff">Freezing Breath</span> (PHR: DB)</strong> - Mass IMMOBILIZE, you say? Beautiful.</p><p>[/sblock]</p><p></p><p><strong>Dwarf</strong></p><p>[sblock]</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">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: #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><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 sweet feat for Dwarves, this features a boosted surge value in addition to extra healing surges.</p><p></p><p><strong>Dwarven Recovery (MP 2)</strong> - A very hefty bonus to saves when you second wind. This can come in handy.</p><p></p><p><strong>Stonefoot Reprisal (MP)</strong> - An OA when someone attempts forced movement against you is a useful thing to have, though how useful depends on the campaign.</p><p>[/sblock]</p><p></p><p><strong>Eladrin</strong></p><p>[sblock]</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 Spears, which just happens to be one of the better weapon types for a Slayer.</p><p></p><p><strong>Fey Blades (MP)</strong> - A nice damage bonus for Eladrin who are dual-wielding.</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">Fey Charge</span> (MP)</strong> - This once-feared feat is still a pretty nice charge mobility upgrade for Eladrin.</p><p>[/sblock]</p><p></p><p><strong>Elf</strong></p><p>[sblock]</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.</p><p>[/sblock]</p><p></p><p><strong>Genasi</strong></p><p>[sblock]</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 decent boost to your racial power.</p><p></p><p><strong><span style="color: #0000ff">Extra Manifestation</span> (FRPG)</strong> - If you need additional versatility on your racial power, this is where you turn.</p><p></p><p><strong>Firepulse Master (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>Master of Rumbling Earth (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: #ff9900">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, and it's probably the reason you picked the race in the first place.</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">Double Manifestation</span> (FRPG)</strong> - The best of two manifestation worlds. Sweet.</p><p>[/sblock]</p><p></p><p><strong>Githzerai</strong></p><p>[sblock]</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">Githzerai Blade Master</span> (D 378)</strong> - Gives you a healthy damage bonus with weapons you probably want to use. A pretty awesome feat for a Slayer.</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>Tempered Iron Mind (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>[/sblock]</p><p></p><p><strong>Gnoll</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Fierce Charge (D 367)</strong> - Not much to see for you right now, but it opens up an excellent feat in Brutal Charge.</p><p></p><p><strong>Swift Bite (D 367)</strong> - Some extra damage when you bloody an enemy. Decent.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Brutal Charge</span> (D 367) </strong>- This feat will allow you to mix your charging bonuses with a devastating multiattack power, and provide some extra damage of its own from the racial power. No way you miss out on this.</p><p>[/sblock]</p><p></p><p><strong>Goliath</strong></p><p>[sblock]</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">Goliath Greatweapon Prowess</span> (PHB 2) </strong>- A nice and healthy damage bonus, though the weapons are somewhat limited (that doesn't matter for 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">Avalanche Reaver</span> (MP 2)</strong> - Having a push on every charge you make can be made useful.</p><p></p><p><strong>Unyielding Stone (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>Ancient Stone (PHB 2)</strong> - A follow-up turn of resistance is very good to have.</p><p>[/sblock]</p><p></p><p><strong>Half-Elf</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Adept Dilettante (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><strong><span style="color: #0000ff">Defending Dabbler</span> (D 385)</strong> - Putting a mark on your Dilettante power can really expand your off-tank options.</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 Slayer and his somewhat limited ability list.</p><p>[/sblock]</p><p></p><p><strong>Half-Orc</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Anger Unleashed (PHB 2)</strong> - A hefty attack bonus when you get bloodied can be nice to have.</p><p></p><p><strong><span style="color: #0000ff">Thirst for Battle</span> (PHB 2)</strong> - A very nice alternative to Improved Initiative for Slayers. 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: #0000ff">Ferocious Critical</span> (PHB 2)</strong> - A very healthy bonus to hit and damage when you score a critical. A very good feat overall, but kind of hard to get unlessy ou make multiple attack rolls in.</p><p>[/sblock]</p><p></p><p><strong>Halfling</strong></p><p>[sblock]</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">Lost in the Crowd</span> (PHB)</strong> - An AC bonus for attracting attention? 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>[/sblock]</p><p></p><p><strong>Human</strong></p><p>[sblock]</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 cool.</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>Persistent Threat (D 383)</strong> - Allows you to still threaten an area while suffering from a condition that would otherwise prevent that from happening.</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"></span></strong></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.</p><p>[/sblock]</p><p></p><p><strong>Minotaur</strong></p><p>[sblock]</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.</p><p></p><p><strong>Opportunity Gore (D 369</strong>) - While Goring Charge isn't quite as good as normal OA as far as raw numbers are concerned, knocking prone on an OA is good to have.</p><p></p><p><strong>Vigilant Recovery (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.</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.</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>Uncanny Scent (PHB 3)</strong> - Straight-up better than Blind-Fight for you, so it's a fairly good pickup.</p><p>[/sblock]</p><p></p><p><strong>Shifter</strong></p><p>[sblock]</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.</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>[/sblock]</p><p></p><p><strong>Tiefling</strong></p><p>[sblock]</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 get started on making up for the Tiefling's lack of Strength.</p><p></p><p><strong>Tail Slide (PHR: TF)</strong> - A decent way to move allies about while you move.</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 likely fire-based, so having a way to punch through resistance certainly can't hurt.</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>Tail Trip (PHR: TF)</strong> - Knocking prone on OA's can provide you with a respectable bit of off-tank power.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong>Renewed Wrath (PHR: TF)</strong> - Getting to reuse your racial power is pretty solid.</p><p>[/sblock]</p><p></p><p><strong>Warforged</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Warforged Superiority (MP 2)</strong> - Knocking prone on OA's? That's a very solid feat 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.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong></strong></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.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p><strong>Exotic Weapon Feats</strong></p><p>[sblock]</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">Spiked Chain Training</span> (DMA 2009)</strong> - Easily the best of the bunch for a Striker, the ability to dual-wield and have a two-hander on demand (along with the combination of Flail and Light Blade) makes this well worth the MC slot you gave up.</p><p>[/sblock]</p><p></p><p><strong>Dragonmark Feats</strong></p><p>[sblock]</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>Mark of Shadow (Elf)</strong> - While the mark's effect is not all that, it does open access to an excellent Paragon Path for a Slayer.</p><p></p><p><strong><span style="color: #0000ff">Mark of Storm</span> (Half-Elf)</strong> - If you're willing to meet the lightning power requisites, the ability to slide on every attack can come in very handy for a Slayer.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6998615, member: 6803540"] [b]Recommended Feats: Train to Kill[/b] 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. Accuracy bonuses.[/b] You can come in for huge damage pretty much by default; making sure that massive hit connects is a high priority for you, since you only get one shot at landing it. [b]2. Damage bonuses.[/b] Putting more thump behind each attack will certainly pay off for you. [b]3. Defense bonuses.[/b] One of the things a Slayer can usually hang his hat on is that he's hard to kill. Make sure you live up to and enhance that basic premise, and your character will be well off. [b]4. Power recovery.[/b] As an E-class, you don't get a whole lot of limited-use resources: the ability to reuse them can be critical. [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. My preferred route to getting a Slayer's potential up is by charging; rushing in presents heavy bonuses as compared to the risks. [b]Class Feats[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Martial Cross-Training[/COLOR] (D 398)[/b] - The ability to trade a Power Strike for a Fighter Encounter power is a deal no Slayer should pass up. [b]Good Powers to take with Martial Cross-Training[/b] [sblock] [b][COLOR=#00ccff]Bash and Pummel[/COLOR] (L13, Encounter) (MP 2)[/b] - A double-tap that adds your Dexterity modifier in damage (again) if both attacks hit, AND it packs a daze. Very strong on your chassis. [b]Come and Get It (L7, Encounter) (PHB)[/b] - If you're interesting in backing up your Defender, it doesn't get much more Defender-y than this. [b][COLOR=#0000ff]Cruel Reaper[/COLOR] (L27, Encounter) (PHB)[/b] - A double-tap in a close burst? Sure. [b][COLOR=#0000ff]Harrying Assault[/COLOR] (L17, Encounter) (PHB)[/b] - While not as flashy as some of the other candidates here in a vacuum, it does have one advantage in that it offers an MBA as its second attack, which you can exploit by using it to lay on a Power Strike as part of the same action, in addition to getting all your MBA goodies. [b]Hydra Charge (L7, Encounter) (MP 2)[/b] - An AoE charge? That sounds potentially useful. [b][COLOR=#00ccff]Rain of Blows[/COLOR] (L3, Encounter) (PHB)[/b] - Quite frankly, an amazing power. Three attack rolls with your damage modifiers is a sure-fire way to bring the pain. [b][COLOR=#0000ff]Trip Up[/COLOR] (L7, Encounter) (MP)[/b] - Now that Power Strike is a No Action, this is a very good supplement to a charge attack. [b]Warrior's Urging (L23, Encounter) (PHB)[/b] - Basically, Come and Get It's big brother. A quality option for those looking to off-tank. [/sblock] [b]Martial Freedom (MP)[/b] - A solid bonus to saving throws against annoying effects. Could be worth a look. [b][COLOR=#0000ff]Polearm Momentum[/COLOR] (MP)[/b] - While some builds may have to stretch out the ability scores (as well as the items, and narrow the weapon selection, to boot), the ability to knock prone that easily has to be worth something. [b][COLOR=#00ccff]Small Warrior's Defense[/COLOR] (D 378)[/b] - A nice way for Small Slayers (who get hosed on weapon selection, which is kind of a big deal), to make up for at least some of that weaker setup via a feat. [b][COLOR=#00ccff]Surprising Charge[/COLOR] (MP)[/b] - A very sweet bonus to your charge attacks with certain weapons if you have CA. Goes right in line with what a Slayer likes doing with his standard action the best, and that is ramming into someone. [Size=3][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][COLOR=#00ccff]Deft Blade[/COLOR] (MP 2)[/b] - Hitting Reflex on the great majority of your attacks is amazing on a Slayer. [b][COLOR=#0000ff]Hammer Shock[/COLOR] (MP 2)[/b] - An sweet feat for all Hammer users, since Rattling makes it harder for your opponents to hit anybody. [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][COLOR=#00ccff]Lashing Flail[/COLOR] (MP 2)[/b] - A slide on every MBA is a very strong ability to have. [b][COLOR=#00ccff]Piercing Pick[/COLOR] (MP 2)[/b] - While Fortitude might be high on front-liners, it will be low on the people in the back, and you can count on Weapon v. NAD to be accurate. A great feat for Pick users. [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][COLOR=#0000ff]Striking Resurgence[/COLOR] (MP 2)[/b] - Getting to heal while not sacrificing your 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. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Martial Mastery[/COLOR] (MP)[/b] - Power recovery is an excellent ability to have, so this feat can give you some additional fuel to do what you do best, and that is make things drop. [b]Martial Resolve (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 extra sweet if you can get multiple saves per turn, such as by being an Unyielding Sentinel. [b][COLOR=#0000ff]Mobile Warrior[/COLOR] (MP)[/b] - If you have the Dexterity and the proper weapon type for it, the ability to move around that much when you're attacking is sweet, and it works in other situations as well. A powerful feat to have. [/sblock] [b]General Feats[/b] [sblock] [Size=3][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 Str/Con guys who want to glean a positive from their race) 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]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=#00ccff]Deadly Draw[/COLOR] (PHB 3) [/b]- Pick your powers (or feats) right and eternal Combat Advantage is there for the taking. An excellent choice, if you build your character around getting it. [b][COLOR=#ff9900]Flail Expertise[/COLOR] (MME)[/b] - This can combine with Lashing Flail to knock enemies prone on an At-Will basis, and it gives you a scaling bonus to hit as icing. That's a formidable package for a feat. [b][/b] [b][COLOR=#0000ff]Hafted Defense[/COLOR] (PHB 3)[/b] - Makes up somewhat for the damage you lose by sticking with a Polearm or a Staff by giving you better defense. [b][COLOR=#0000ff]Headsman's Chop[/COLOR] (PHB 3)[/b] - While you may not be able to knock an enemy prone consistently while using the weapons this feat favors, even getting this bonus some of the time is good. [b][COLOR=#ff9900]Heavy Blade Expertise [/COLOR](HotFL)[/b] - Great attack bonus scaling, and a bonus to OA's as some icing. [b][COLOR=#00ccff]Improved Defenses[/COLOR] (HotFL)[/b] - A nice, scaling bonus to your NAD's. Something that I highly recommend you grab. [b]Improved Initiative (PHB)[/b] - Speed kills... your opponent, in this case. [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]Melee Training (PHB 2)[/b] - I am of the opinion that sticking with Strength pays the most dividends for a Slayer, but this is certainly [COLOR=#ff9900][b]a must[/b][/COLOR] if you're not planning on doing so. [b][COLOR=#0000ff]Nimble Blade[/COLOR] (PHB)[/b] - A light blade and a flanking buddy nets you +1 to hit? That's cool. [b][COLOR=#0000ff]Polearm Flanker[/COLOR] (PHB 3)[/b] - A nice party-synergy feat, this can combine very nicely with a lockdown Defender to allow you to easily generate charging space. [b]Power Attack (PHB)[/b] - While losing accuracy hurts, some builds of Slayer can manage to be very accurate, and the class's proclivity for big, two-handed weapons makes this a big damage bonus. [b]Powerful Charge (PHB)[/b] - +2 damage for your favorite kind of standard action. That's pretty solid. [b][COLOR=#0000ff]Resilient Focus[/COLOR] (HotFL)[/b] - +2 to all saving throws can be pretty useful, especially considering you get a bonus all by yourself. [b][COLOR=#00ccff]Scrappy[/COLOR] (D 379)[/b] - A feat fix 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=#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. Easy as pie to qualify, but it's there. [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]Toughness (PHB)[/b] - More HP can be nice to have as a Slayer, but it's hardly necessary. [b][COLOR=#0000ff]Two-Weapon Defense[/COLOR] (PHB)[/b] - A bonus to AC and Reflex is well worth a feat for those few Slayers that take up two weapons. [b]Two-Weapon Fighting (PHB)[/b] - The feat itself is just OK, but the feats it opens up make it worth taking for you. That said, dual-wielding Slayers aren't exactly common. [b]Vicious Advantage (PHB 3)[/b] - If you really feel like it, you can try and produce these status effects, which makes Combat Advantage very easy to have around. It can also help you take advantage of another ally's condition infliction. [b][COLOR=#00ccff]Weapon Focus[/COLOR] (PHB)[/b] - A damage bonus is super sweet on a Striker. [b][COLOR=#00ccff]Weapon Proficiency[/COLOR] (PHB)[/b] - There are a couple of very nice weapons you need this feat to get in on. [b]Wintertouched (PHB)[/b] - Not worth much unless you have Lasting Frost, but together they give you some pretty neat benefits. [Size=4][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 Slayer, especially considering you have one mean MBA. [b]Armor Specialization (PHB)[/b] - A neat bonus to AC, and a secondary benefit for Hide and Scale users (which should be most of you). Nice to have around. [b][COLOR=#0000ff]Critical Targeting[/COLOR] (D 387)[/b] - A neat encounter-long bonus to damage on a crit. Pretty cool. [b]Danger Sense (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 to have. [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 for those Axes that don't have high crit already. [b][COLOR=#0000ff]Defensive Advantage[/COLOR] (PHB)[/b] - If you can meet its condition consistently, +2 AC is very good benefit for anyone, but especially a Slayer. [b][/b][b][/b][b][COLOR=#00ccff]Fiery Blood[/COLOR] (HotEC)[/b] - If you're bringing fire, this is a heck of a feat to have. [b][COLOR=#00ccff]Icy Heart[/COLOR] (HotEC)[/b] - Extra cold damage, and a nice effect if you happen to take said damage. [b][/b] [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][COLOR=#00ccff]Lightning Soul[/COLOR] (HotEC)[/b] - This is a good feat for all the lightning wielders in the audience. [b][COLOR=#0000ff]Polearm Gamble[/COLOR] (PHB)[/b] - It requires a bit of branching out, but the opportunity to get an extra attack off can't be all that bad. [b]Repel Charge (PHB 3) [/b]- A nasty reprisal feat, should you ever get charged. [b][COLOR=#00ccff]Reserve Maneuver[/COLOR] (PHB 2)[/b] - Quite simply one of the best feats a Slayer can ask for: taking a strong Paragon Path, then trading out a rather lackluster power for something nasty can open up a lot of options for you. [b]Good Powers to take with Reserve Maneuver[/b] [sblock] [b]Come and Get It (L7, Encounter) (PHB)[/b] - If you're interesting in backing up your Defender, it doesn't get much more Defender-y than this. [b]Hydra Charge (L7, Encounter) (MP 2) [/b]- An AoE charge? That sounds potentially useful. [b][COLOR=#00ccff]Rain of Blows[/COLOR] (L3, Encounter) (PHB)[/b] - Quite frankly, an amazing power. Three attack rolls with your damage modifiers is a sure-fire way to bring the pain. [b][COLOR=#0000ff]Trip Up[/COLOR] (L7, Encounter) (MP)[/b] - Now that Power Strike is a No Action, this is a very good supplement to a charge attack. [/sblock] [b]Spear Push (PHB)[/b] - Gives you a little more 'oomph' on your push effects for the price of a feat. [b][COLOR=#0000ff]Two-Weapon Opening [/COLOR](PHB 2)[/b] - Though most Slayers won't be handling two weapons simultaneously, this is a sweet boost for the ones that do. [b][/b] [b]Unfailing Courage (D 377)[/b] - Healing when you spend an AP sounds like a good deal to me. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#ff9900] [/COLOR][COLOR=#00ccff]Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery [/COLOR](PHB)[/b] - Improved criticals do a lot for you, so (barring some extreme feat starvation or ability score incompatibility) you should try to cram this in if you have the room. [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, you get more attacks, and that is one sweet proposition. [b][COLOR=#0000ff]Epic Fortitude/Reflexes/Will[/COLOR] (PHB 2)[/b] - These feats can help patch up any weak NADs you have, or make any strong ones [b][COLOR=#0000ff]Epic Resurgence[/COLOR] (PHB)[/b] - A nice power-recovery feat, this can let you use the tricks you picked up as part of your Paragon Path one more time. [b][COLOR=#00ccff]Long Step [/COLOR](PHB 3)[/b] - Charging in is something Slayers definitely like to do. The ability to do it without provoking is definitely a good idea for you. [b][/b] [b]Superior Initiative (PHB 3)[/b] - A feat that goes a long way in ensuring you go first, which makes for a prime retraining target for a Slayer. [b][COLOR=#0000ff]Triumphant Attack[/COLOR] (PHB)[/b] - An encounter-long debuff on a critical is excellent on a Striker. You should try and make room for this feat. [/sblock] [b]Racial Feats[/b] [sblock] [b]Dragonborn[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Bolstering Breath (PHR: DB)[/b] - Making your Dragon Breath ally-friendly and handing out a bonus to hit can be useful for a Slayer, who spends his time in the thick of it. [b][COLOR=#0000ff]Dragonborn Frenzy[/COLOR] (PHB)[/b] - +2 to damage while bloodied is pretty applicable to a Slayer. [b]Hurl Breath (PHR: DB)[/b] - Makes your Dragon Breath a better combat opener. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Corrosive Breath (PHR: DB)[/b] - An AC debuff for your racial power is a sweet thing to have. [b][COLOR=#0000ff]Draconic Arrogance[/COLOR] (MP)[/b] - Autodamage based off your main stat when you push or knock prone? That can be nice. [b]Dragonbreath Warrior (MP)[/b] - A solid boost to your next attack for using your racial power. [b]Frost Breath (PHR: DB)[/b] - Mass slowing on your Dragon Breath. Decent. [b]Thundering Breath (PHR: DB)[/b] - A nice push effect, and you have dual element damage (making it harder to resist). Solid enough. [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=#0000ff]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]Draconic Triumph (PHR: DB)[/b] - More Dragon Breath on a kill is decent if you invested in it enough. [b]Dragon Warrior (MP)[/b] - Recovering your Dragon Breath when first bloodied can be solid. [b][COLOR=#0000ff]Freezing Breath[/COLOR] (PHR: DB)[/b] - Mass IMMOBILIZE, you say? Beautiful. [/sblock] [b]Dwarf[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [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=#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][/b] [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 sweet feat for Dwarves, this features a boosted surge value in addition to extra healing surges. [b]Dwarven Recovery (MP 2)[/b] - A very hefty bonus to saves when you second wind. This can come in handy. [b]Stonefoot Reprisal (MP)[/b] - An OA when someone attempts forced movement against you is a useful thing to have, though how useful depends on the campaign. [b][/b][/sblock] [b]Eladrin[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Eladrin Soldier[/COLOR] (PHB)[/b] - A great way to get the ball rolling if you favor Spears, which just happens to be one of the better weapon types for a Slayer. [b]Fey Blades (MP)[/b] - A nice damage bonus for Eladrin who are dual-wielding. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Fey Charge[/COLOR] (MP)[/b] - This once-feared feat is still a pretty nice charge mobility upgrade for Eladrin. [b][/b][/sblock] [b]Elf[/b] [sblock] [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. [/sblock] [b]Genasi[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Earthshock Master (D 367)[/b] - A decent boost to your racial power. [b][COLOR=#0000ff]Extra Manifestation[/COLOR] (FRPG)[/b] - If you need additional versatility on your racial power, this is where you turn. [b]Firepulse Master (D 367)[/b] - Making Firepulse Reliable fixes its scaling issues somewhat, and extra damage on an attack is never bad. [b]Master of Rumbling Earth (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=#ff9900]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, and it's probably the reason you picked the race in the first place. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Double Manifestation[/COLOR] (FRPG)[/b] - The best of two manifestation worlds. Sweet. [/sblock] [b]Githzerai[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Githzerai Blade Master[/COLOR] (D 378)[/b] - Gives you a healthy damage bonus with weapons you probably want to use. A pretty awesome feat for a Slayer. [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]Tempered Iron Mind (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][/b][/sblock] [b]Gnoll[/b] [sblock] [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Fierce Charge (D 367)[/b] - Not much to see for you right now, but it opens up an excellent feat in Brutal Charge. [b]Swift Bite (D 367)[/b] - Some extra damage when you bloody an enemy. Decent. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Brutal Charge[/COLOR] (D 367) [/b]- This feat will allow you to mix your charging bonuses with a devastating multiattack power, and provide some extra damage of its own from the racial power. No way you miss out on this. [/sblock] [b]Goliath[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Goliath Greatweapon Prowess[/COLOR] (PHB 2) [/b]- A nice and healthy damage bonus, though the weapons are somewhat limited (that doesn't matter for 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]Avalanche Reaver[/COLOR] (MP 2)[/b] - Having a push on every charge you make can be made useful. [b]Unyielding Stone (PHB 2)[/b] - THP's and resist all is a good combination to have. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b]Ancient Stone (PHB 2)[/b] - A follow-up turn of resistance is very good to have. [/sblock] [b]Half-Elf[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Adept Dilettante (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). [b][COLOR=#0000ff]Defending Dabbler[/COLOR] (D 385)[/b] - Putting a mark on your Dilettante power can really expand your off-tank options. [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 Slayer and his somewhat limited ability list. [/sblock] [b]Half-Orc[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Anger Unleashed (PHB 2)[/b] - A hefty attack bonus when you get bloodied can be nice to have. [b][/b] [b][COLOR=#0000ff]Thirst for Battle[/COLOR] (PHB 2)[/b] - A very nice alternative to Improved Initiative for Slayers. 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=#0000ff]Ferocious Critical[/COLOR] (PHB 2)[/b] - A very healthy bonus to hit and damage when you score a critical. A very good feat overall, but kind of hard to get unlessy ou make multiple attack rolls in. [/sblock] [b]Halfling[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Lost in the Crowd[/COLOR] (PHB)[/b] - An AC bonus for attracting attention? 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. [/sblock] [b]Human[/b] [sblock] [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 cool. [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]Persistent Threat (D 383)[/b] - Allows you to still threaten an area while suffering from a condition that would otherwise prevent that from happening. [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. [/sblock] [b]Minotaur[/b] [sblock] [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]) - While Goring Charge isn't quite as good as normal OA as far as raw numbers are concerned, knocking prone on an OA is good to have. [b]Vigilant Recovery (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. [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. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b] Uncanny Scent (PHB 3)[/b] - Straight-up better than Blind-Fight for you, so it's a fairly good pickup. [/sblock] [b]Shifter[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Sturdy Shifter[/COLOR] (EPG)[/b] - Some nice THP when you shift. Sweet. [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. [/sblock] [b]Tiefling[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Hellfire Blood[/COLOR] (PHB)[/b] - A nice way to get started on making up for the Tiefling's lack of Strength. [b]Tail Slide (PHR: TF)[/b] - A decent way to move allies about while you move. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Hellfire of Mephistopheles (PHR: TF) [/b]- Your bread-and-butter strategy is likely fire-based, so having a way to punch through resistance certainly can't hurt. [b][COLOR=#0000ff]Secrets of Belial[/COLOR] (PHR: TF)[/b] - Swapping out for any Utility power you want? Sure. [b]Tail Trip (PHR: TF)[/b] - Knocking prone on OA's can provide you with a respectable bit of off-tank power. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b]Renewed Wrath (PHR: TF)[/b] - Getting to reuse your racial power is pretty solid. [/sblock] [b]Warforged[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Warforged Superiority (MP 2)[/b] - Knocking prone on OA's? That's a very solid feat to have. [b][COLOR=#00ccff]Warforged Tactics[/COLOR] (EPG)[/b] - A very nice bonus to hit when you have an ally cooperating with you. [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. [/sblock] [/sblock] [b]Exotic Weapon Feats[/b] [sblock] 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][COLOR=#00ccff]Spiked Chain Training[/COLOR] (DMA 2009)[/b] - Easily the best of the bunch for a Striker, the ability to dual-wield and have a two-hander on demand (along with the combination of Flail and Light Blade) makes this well worth the MC slot you gave up. [/sblock] [b]Dragonmark Feats[/b] [sblock] 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]Mark of Shadow (Elf)[/b] - While the mark's effect is not all that, it does open access to an excellent Paragon Path for a Slayer. [b][COLOR=#0000ff]Mark of Storm[/COLOR] (Half-Elf)[/b] - If you're willing to meet the lightning power requisites, the ability to slide on every attack can come in very handy for a Slayer. [/sblock] [/QUOTE]
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Kill 'Em All: A Slayer's Guide (by lordduskblade)
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