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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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<blockquote data-quote="Nibelung" data-source="post: 6709499" data-attributes="member: 74499"><p><strong>Originally posted by zelink551:</strong></p><p></p><p>Recommended Feats: The Methods Of Glory</p><p></p><p>Emphasis on "Recommended" here: If it's not Black or higher, it's not making the cut into this section (a necessity given the huge number of feats this game has). As for priorities, here's what I'd be looking for in my feat list as a Warlord:</p><p></p><p>1. Accuracy bonuses. A lot of your powers are dependent on you hitting the enemy to hand your allies the tasty effect, so anything that increases your hit chance increases your base effectiveness in a more pronounced fashion that the average character.</p><p></p><p>2. Buffs and healing. You'll find that quite a few Warlord feats will grant your allies bonuses or enhance abilities you already have so that allies gain bonuses from them. Also, free saving throws or THP fall into this category. These are very nice to have so that allies can take advantage of all the extra attacks and moves you give them.</p><p></p><p>3. Defense bonuses. You have to stay upright if you're going to be of any help, so anything that enhances your durability is also appreciated.</p><p></p><p>4. Power recovery. Your powers usually have a dramatic effect on what happens in the battlefield, so getting them back can really make a difference with regards to how the encounter is progressing.</p><p></p><p>5. Miscellaneous. Once those 4 bases have been covered, you can pretty much do what you want with what feat slots you have left. I like Warlord builds who can be reasonably effective on their own, so I go for damage bonuses and other offense-enhancing capabilities.</p><p></p><p><strong>Class Feats</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 15px"><strong>Heroic Tier:</strong></span></p><p></p><p>Archer Captain (MP 2) - A decent benefit for you and your allies alike.</p><p></p><p>Armored Warlord (MP 2) - Scale proficiency, and half of Durable as a bonus for choosing Battlefront Leader. A good feat, though I'm still partial to Combat Leader.</p><p></p><p>Courageous Word (D 381) - Your allies grant CA in exchange for +Charisma to damage to one attack against one enemy. While it's nice to have in Heroic Tier, it won't take long for that deal to be more beneficial for your enemies than it will be for you, which means this feat has a retraining date in early Paragon Tier at best.</p><p></p><p>Directing Inspiration (MP 2) - This is a pretty good buff if you have some Ranged combatants in your party; otherwise, it can shore up a bad RBA or buff defense instead. Serviceable.</p><p></p><p>Expert Combat Leader (MP 2) - If you have the room in Heroic, +1 to initiative for the whole party is decent, and you can always retrain it into Combat Commander at Paragon.</p><p></p><p>Improved Inspiring Word (MP) - Healing more HP is cool for Charisma-based Warlords. It's not a matter of if you take this feat, but when, as some folk may not have much room for it in Heroic Tier.</p><p></p><p>Improved Skirmishing (MP 2) - This feat gives you a small taste of what the Taclord enjoys (hit bonuses on AP's), which is pretty awesome, since you don't have to axe your Presence bonus to get it.</p><p></p><p>Improved Tactics (MP) - Makes a very good Presence feature even better. Extra nice for Humans, so they can make up the gap for their lower Intelligence at 1st level (because you should prioritize Strength). </p><p></p><p>Inspirational Attacker (MP 2) - A bit conditional, but it's adding your main stat to Inspiring Word healing, and that's worth something nice. A fairly good feat to have.</p><p></p><p>Inspired Recovery (PHB) - A fairly strong save-granting feat, since it grants them en masse. Not quite an elite Heroic Tier feat, but a nice pickup come Paragon Tier. If you allow material from Eberron or play in the campaign setting, this is obsolete because of Mark of Healing.</p><p></p><p>Inspiring Aid (D 381) - Buffing Aid Another bonuses is a solid use of a feat.</p><p></p><p>Lend Might (MP) - Free attack bonuses are very cool.</p><p></p><p><strong>Lend Strength (MP 2)</strong> - Adds a little extra kick to your granted attacks. Nice to have, if you have the room.</p><p></p><p>Martial Freedom (MP) - A strong bonus against some annoying save conditions.</p><p></p><p>Martial Ploy (MP 2) - Turning Aid Another into a reroll is a strong ability to have.</p><p></p><p>Risky Charge (D 381) - As the name implies, not for the faint of heart. This feat is akin to Brash Assault in that it can go from a horrible idea to absolute genius depending on the situation. It does work better if you have a Reach weapon and/or are attacking enemies with wimpy Melee Basic Attacks, though.</p><p></p><p>Rousing Charge (D 381) - Buffing allies’ attacks on a charge? I’m game.</p><p></p><p>Saving Inspiration (MP) - You will run into nasty (save ends) debuffs at some point, so it pays to invest in something that can get rid of them. Though it is strictly inferior to Mark of Healing, it bears mentioning because not everyone plays or allows material from Eberron. If you do, this is obsolete.</p><p></p><p>Stirring Word (D 381) - THP for healing makes it a bit less likely your allies will get banged up again.</p><p></p><p>Tactical Adjustment (D 381) - A small slide when your allies AP could prove useful.</p><p></p><p>Tactical Assault (PHB) - A very strong choice that helps Tactical Warlord "nova" turns get even deadlier.</p><p></p><p>Tactical Feint (D 381) - You can buff even when you’re busting out crazy combo turns. Nice. </p><p></p><p><span style="font-size: 15px"><strong>Paragon Tier:</strong></span></p><p></p><p>Combat Commander (PHB) - There is absolutely NO reason why you should not take this feat, save your Int or Cha being at rock-bottom (and that should be the exception, not the rule: all Commanding Presence features allow for Intelligence or Charisma). </p><p></p><p>Fight On (MP 2) - Simply put, mandatory. No reason at all why you wouldn't want another use of Inspiring Word every encounter.</p><p></p><p>Impetuous Charger (MP) - This feat essentially turns charging into an At-Will power, and a pretty darned good one at that.</p><p></p><p>Improved Battlefront Shift (MP 2) - A pretty cool bonus for your Battlefront Shift power.</p><p></p><p>Insightful Preparation (MP 2) - It only lasts a turn, but +1 to hit is still nice.</p><p></p><p>Tactician’s Word (D 381) - Attack bonuses from your healing ability? Super sweet, though it loses some luster for Battle Captains at Epic Tier, since their attack buff is already huge. They'd be better served holding on to this through Paragon, then retraining it out for something else. </p><p></p><p>Versatile Word (D 381) - Some nice defensive and positioning bonuses for your healing ability.</p><p></p><p><span style="font-size: 15px"><strong>Epic Tier:</strong></span></p><p></p><p>Action Grant (MP) - If you have a nova-oriented ally, giving him your action points can make for some pretty insane nova turns happening over and over again.</p><p></p><p>Aggressive Leadership (MP) - A decent, constant damage buff for bloodied allies. Solid. </p><p></p><p>Bold Spirit (MP) - You basically get a Charisma-based version of the pre-errata Battlerager Vigor whenever you stick your neck out for your allies. Sweet. </p><p></p><p>Call to Glory (MP) - Getting defense out of offense is great. It obviously depends on how many free attacks you're able to grant, but seeing as every Warlord should at least have Hail of Steel or an equivalent by now, most will want to pick this up.</p><p></p><p>Enabling Shot (MP 2) - A feat that lives up to its name quite well, given that Archer Warlords will be the vast majority of the Warlords attaining improved critical rates.</p><p></p><p>Epic Recovery (MP) - More second winds for the dwarf! Or is that a third wind? </p><p> </p><p>Martial Mastery (MP) - Last I heard, power recovery feats are kind of good. A great (and guaranteed, given you satisfy the requirement) way of having lightning strike twice in the same combat. </p><p></p><p>Martial Resolve (MP) - 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.</p><p></p><p>Perceptive Leadership (MP 2) - A nice feat to have, should you get overwhelmed or if your party simply can't afford to have the Defender get sandwiched and go down.</p><p></p><p>Protective Leadership (MP) - This is great, as it allows your allies to last longer while bloodied, thereby reducing the need for healing. Dragonborn and others who benefit from being banged up will thank you for the help.</p><p></p><p>Shared Resources (MP 2) - A very nice THP buff for your Inspiring Word.</p><p></p><p>Shift the Field (MP 2) - At long last, Battlefront Leader matches up to Combat Leader! A partywide shift before combat beigns effectively saves most allies an action, allowing for more focus on bringing the enemy down.</p><p></p><p>Supreme Inspiration (MP) - Get it if you can afford it. That is all. </p><p></p><p>Tactical Action (D 368) - A decent consolation prize for your allies.</p><p>[/sblock]</p><p></p><p><strong>General Feats</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 15px"><strong>Heroic Tier:</strong></span></p><p></p><p>Armor Proficiency (PHB) - Most Charisma-based Warlords will usually want this feat to pick up Scale or Plate armor (depending on the build). Intelligence-based Warlords should usually stick to Hide armor. </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>Bow Expertise (HotFL)</strong> - A scaling bonus to hit, and some neat extra damage against isolated opponents, too.</p><p></p><p><strong>Great Fortitude/Iron Will/Lightning Reflexes (PHB)</strong> - A feat bonus for one NAD, that scales with tier. Good... if you can afford them.</p><p></p><p>Hafted Defense (PHB 3) - Helps make Polearms a more palatable option by making sure you give up less AC for using them as compared to a shield.</p><p></p><p><strong>Heavy Blade Expertise (HotFL)</strong> - Great attack bonus scaling, and a bonus to defenses against OA's as icing.</p><p></p><p><strong>Improved Defenses (HotFL)</strong> - A nice, scaling bonus to your NAD's. Something that I highly recommend you grab.</p><p></p><p><strong>Last Legion Officer (D 396)</strong> - Offering a of bit repositioning or a defense bump every time you heal is a pretty cool benefit.</p><p></p><p><strong>Light Blade Expertise (HotFL)</strong> - A scaling accuracy bonus, and some extra damage if you have CA. Excellent.</p><p></p><p><strong>Master at Arms (HotFL)</strong> - A +1 to hit per tier increases your base competence by a lot, and a bit of action economy on your drawing and stowing isn't half bad either.</p><p></p><p><strong>Polearm Flanker (PHB 3)</strong> - This allows you take advantage of your Reach while still collecting your combat advantage attack bonus. Pretty cool if you ask me, though the fact that it doesn't help your allies means it's not quite a must-have.</p><p></p><p><strong>Resilient Focus (HotFL)</strong> - +2 to all saving throws can be pretty useful.</p><p></p><p>Shield Proficiency (PHB) - Nice to have if you like Sword-n-Board as your primary fighting style (which is most of you). Take this before Scale Armor Proficiency, because this nets you an extra +1 Reflex over that feat.</p><p></p><p><strong>Silvery Glow (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 nice to have.</p><p></p><p>Skill Power (PHB 3) - A very nice way to expand your tactical options.</p><p></p><p><strong>Spear Expertise (HotFL)</strong> - A scaling bonus to attack rolls, as well as charging damage. Nice.</p><p></p><p>Spring Step (PHB 3) - Keeps enemies that knock you prone from controlling you.</p><p></p><p><strong>Superior Fortitude (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>Superior Reflexes (HotFL)</strong> - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. Markedly easier to get for Int-based Warlords, but a good choice for all.</p><p></p><p><strong>Superior Will (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>Timely Respite (PHB 2) - Decent for Dwarves; most others will pay no heed.</p><p></p><p>Toughness (PHB) - Most of you are Melee characters, so you need all the durability you can get, especially because Con isn't your strong suit, so you may not be as tough as you need to be. Ranged Warlords can probably take a rain check on this feat, though.</p><p></p><p>Vicious Advantage (PHB 3) - A nice way to expand the repertoire of ways you can get CA.</p><p></p><p>Weapon Focus (PHB) - This is a rather important feat for a weapon user, as it applies to everything you do (certain races have substitutes for it, though). It's not exactly priority 1 for you, though, so you can delay its acquisition until you have room for it, but you do want this at some point.</p><p></p><p>Weapon Proficiency (PHB) - Nearly all weapon wielders want this feat, and you are no exception. However, since you likely want this for an extra damage bump, you might not be able to afford it.</p><p></p><p>Wintertouched (PHB) - Useless right now, but it enables the infamous Frostcheese combo (Frost Weapon + Wintertouched + Lasting Frost = eternal CA and +5 damage) at Paragon tier.</p><p></p><p><span style="font-size: 15px"><strong>Paragon Tier:</strong></span></p><p></p><p>Armor Specialization (PHB) - Only a handful of Warlords can afford this feat, but they usually want it ("they" usually being Scale and Plate users).</p><p><strong></strong></p><p><strong>Critical Targeting (D 387)</strong> - A neat encounter-long bonus to damage on a crit. Pretty cool, but you likely won't have the expanded crit range to truly milk it for what it's worth.</p><p></p><p>Heavy Blade Opportunity (PHB) - It allows you to punish enemy tactics, which is nice to have, but not mind-blowing. </p><p></p><p>Lasting Frost (PHB) - Infinite CA with Wintertouched and a Frost weapon; cold resistance is a hurdle, but it can be overcome.</p><p></p><p>Polearm Gamble (PHB) - Pretty nice to have, but the vast majority of Warlord builds can't afford it.</p><p></p><p>Repel Charge (PHB 3) - A very strong feat against enemy chargers. Especially nice if you face NPC's with PC classes, since they're more likely to have a charger in the group.</p><p></p><p>Reserve Maneuver (PHB 2) - Versatility notwithstanding, this feat also allows you to swap out a lackluster Paragon Path power for something a touch more... palatable. </p><p></p><p>Unfailing Courage (D 377) - Healing on an AP is a good deal if you ask me.</p><p></p><p>Vexing Flanker (PHB 2) - With the advent of Intuitive Strike, this feat has become more important for Warlords, because it allows your allies to take advantage of Intuitive Strike with essentially no effort required.</p><p></p><p><span style="font-size: 15px"><strong>Epic Tier:</strong></span></p><p></p><p>Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery (PHB) - Pick it up if you can afford it. If you can't, don't sweat it; it's only a nice-to-have bonus for most of you. </p><p></p><p>Blind-Fight (PHB) - Helps you deal with Invisible enemies in Melee.</p><p></p><p>Bow Mastery (PHB 2) - Ironically enough, Skirmishers can reach their improved critical rate feat with no effort at all. Enjoy your 19-20 crit rate if you're Ranged.</p><p></p><p>Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting.</p><p></p><p>Epic Resurgence (PHB) - A pretty cool feat (less so for you because Weapon Mastery is so much harder for you to afford). If you're a Demigod, retrain it out at 30th; you won't need it after that.</p><p></p><p>Long Step (PHB 3) - Extra shifting distance is always a welcome boost.</p><p></p><p>Triumphant Attack (PHB) - An encounter-long debuff on a critical is sweet, but it just won't happen that often without an increased critical rate, and most of you won't have that.</p><p></p><p>Unfettered Stride (PHB) - Ignoring difficult terrain is not a bad thing to have.</p><p>[/sblock]</p><p></p><p><strong>Racial Feats</strong></p><p>[sblock] </p><p></p><p><strong>Deva</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Auspicious Lineage (PHB 2) - A mild buff to a good power. </p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Transcendent Lineage (PHB 2) - Another nice buff for a good racial power.</p><p>[/sblock]</p><p></p><p><strong>Dragonborn</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Adaptable Breath (PHR: DB) - Useful for punching through resistances to your breath weapon.</p><p></p><p>Dragonborn Frenzy (PHB) - Damage bonus while bloodied. Nice to have, but not essential.</p><p></p><p>Enlarged Dragon Breath (PHB) - Blast 5 AoE as an encounter power is real good for a Melee class that likes to control the battlefield.</p><p></p><p>Hurl Breath (PHR: DB) - This is one of the few ways a Warlord will have a Ranged Burst attack. Enjoy.</p><p></p><p>Inspiring Breath (MP 2) - A huge damage bonus for hitting with your Dragon Breath. Awesome.</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Admixture Breath (PHR: DB) - Your breath weapon is genuinely hard to resist.</p><p></p><p>Corrosive Breath (PHR: DB) - A setup from your Dragon Breath? Nice.</p><p></p><p>Dragonbreath Warrior (MP) - A +1[W] boost for using a minor action attack is solid. </p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p><strong>Dissolving Breath (PHR: DB)</strong> - A big all-defense debuff from your racial power is super sweet.</p><p></p><p><strong>Draconic Restoration (PHR: DB)</strong> - Getting your Dragon Breath back on a second wind is spiffy.</p><p></p><p><strong>Draconic Triumph (PHR: DB)</strong> - Recovering Dragon Breath on a kill is pretty cool.</p><p></p><p>Dragon Warrior (MP) - Another minion-killer sweep when you get Bloodied. Solid. </p><p>[/sblock]</p><p></p><p><strong>Drow</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Clutch of Darkness (FRPG) - More utility for those Drow racial powers. </p><p>[/sblock]</p><p></p><p><strong>Dwarf</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Bolstering Inspiration (MP) - Strictly better than Saving Inspiration for adjacent targets, and it might just heal a bit more HP, too. I'd never make a Dwarf Warlord without it, unless Mark of Healing was available.</p><p></p><p>Dodge Giants (PHB) - After a certain point in time, almost everything you will be fighting will be Large or higher, so it's a +1 untyped bonus to AC and Reflex after that. </p><p></p><p>Dwarven Weapon Training (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). Not quite as good as it is for most classes because Axes and Hammers aren't the best weapons for Warlords.</p><p></p><p><strong>Resilience of Stone (MP 2)</strong> - Makes you significantly harder to drop.</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Dwarven Durability (PHB) - Regardless of your class, you want this feat. Not quite as mandatory for the average Warlord, if only because you probably won't have the Constitution to spare to make this feat truly shine.</p><p></p><p>Steadfast Tactics (MP) - It's an encounter-long buff against forced movement, which means it should be on almost all the time; whether or not it sees play is another issue. </p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Stoneheart Warrior (MP) - Free action second wind is made of WIN.</p><p>[/sblock]</p><p></p><p><strong>Eladrin</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Fey Command (MP) - A decent ability, though it won't show up that often. </p><p></p><p>Eladrin Soldier (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). </p><p></p><p>Tactical Inspiration (MP) - Eladrin Taclords can heal just as good as Cha-based Warlords can. Make sure you get this instead of Improved Inspiring Word.</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Fey Tactics (MP) - Absolutely fantastic; teleporting yourself AND an ally opens up a suite of tactical options for both of you.</p><p></p><p>Feywild Flanker (MP 2) - An even larger incentive to use your Fey Step aggressively (like you needed one).</p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Feywild Warrior (MP) - This allows you to flit about the battlefield while busting out Dailies. Pretty cool.</p><p>[/sblock]</p><p></p><p><strong>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></p><p><strong>Word of the Ancestors (D 385)</strong> - A nice bonus to your Inspiring Word's healing potency.</p><p>[/sblock]</p><p></p><p><strong>Genasi</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Earthshock Master (D 367) - Make a good racial power a bit better. </p><p></p><p>Extra Manifestation (FRPG) - Allows for some versatility, especially if you can get some recon on your enemies. My favorite pair for Warlords is Earthsoul and Watersoul. </p><p></p><p>Fast Manifestation (D 367) - Allows you to switch abilities in a pinch, which is cool, especially because it allows you to use both encounter powers associated with your manifestations. </p><p></p><p>Primordial Surge (D 367) - Hooray for more durability!</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Shocking Flame (FRPG) - A freebie damage bonus this big is nice to have, even if the manifestations aren't all that awesome for you.</p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Double Manifestation (FRPG) - Versatility meets power. Win.</p><p></p><p>Elemental Warrior (MP) - A decent power recovery feat. </p><p>[/sblock]</p><p></p><p><strong>Gnome</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Feyborn Shroud (MP 2) - Concealment AND healing in the same power?! Nice!</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Fading Forces (MP 2) - A nice and easy way to get your ally out of harm's way, but bear in mind that using Fade Away negates some Warlord features.</p><p>[/sblock]</p><p></p><p><strong>Goliath</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Goliath Greatweapon Prowess (PHB 2) - Though the average Warlord isn't all that enthused by most Military two-handers, but there are a couple of cool things (like Glaives) to make it worth taking.</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p><strong>Cragborn Courage (MP 2)</strong> - This feat can open up the viability of a rather unorthodox sort of Warlord (the Bravura Warlord that forsakes Charisma for Constitution) by giving you a quality replacement to Improved Inspiring Word. A pretty nice feat.</p><p></p><p>Unyielding Stone (PHB 2) - A nice jump in THP when you use your racial power. Can make you hilariously hard to bring down. </p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Ancient Stone (PHB 2) - And the pseudo-invincibility continues!</p><p>[/sblock]</p><p></p><p><strong>Half-Elf</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Group Insight (PHB) - More initiative for the Strikers! Retrain this into Combat Commander if you take it early on.</p><p></p><p>Inspired Tactics (MP) - Allows you to poach a bit of the Taclord's nova buffing territory if you're Inspiring (hint: you should be). </p><p></p><p>Martial Dilettante (MP 2) - If you dabbled in another Martial class, this is a good placeholder for Versatile Master.</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Versatile Master (PHB 2) - Whoa. Half-Elves just got a MAJOR boost. No reason to ever skip out on this feat, ever.</p><p>[/sblock]</p><p></p><p><strong>Half-Orc</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Strength from Pain (PHB 2) - Big damage for a turn when you're bloodied. Nice. </p><p></p><p>Unrelenting Assault (PHB 2) - Damage on a miss is nothing to sneeze at. </p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Ferocious Critical (PHB 2) - A very hefty bonus when you score a critical. The thing is, most Warlords won't pick up Weapon Mastery, reducing the chances of this feat seeing play. </p><p>[/sblock]</p><p></p><p><strong>Halfling</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Bold Command (MP) - A decent minor buff, especially since you can make it happen at least once per encounter. </p><p></p><p>Lost in the Crowd (PHB) - This will likely see play often, and you will be grateful for it. </p><p></p><p>Nimble Dodge (MP 2) - Now this is a buff for your racial power!</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Underfoot (PHB) - Pretty useful to you.</p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Fortune's Warrior (MP) - CA is not that hard to get right now, but hey, it's free. </p><p>[/sblock]</p><p></p><p><strong>Human</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Action Surge (PHB) - Given that almost all the effects of the big powers you have only trigger on a hit, you can bet you want powers you burned an AP on to hit. This feat will help get you there.</p><p></p><p>Inspired Defense (MP) - A pretty solid defensive buff on your healing.</p><p></p><p>Stubborn Survivor (FRPG) - Saving throw bonuses are good (and hard to find), so more fuel for playing human (and for burning your AP's).</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Action Recovery (PHB) - Cleaning yourself out of (save ends) effects on an AP is pretty useful.</p><p></p><p>Avenging Spirit (MP) - A decent benefit, although it assumes you failed at your job, which is keeping everyone upright.</p><p></p><p><span style="font-size: 12px"><strong>Epic Tier:</strong></span></p><p></p><p>Timely Revival (MP) - A powerful way to keep yourself on your feet, and to actually use your second wind for a change.</p><p>[/sblock]</p><p></p><p><strong>Minotaur</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Bloodied Ferocity (PHB 3) - Swinging back when you get bloodied is a nice thing to have.</p><p></p><p>Goring Shove (PHB 3) - Combined with Opportunity Gore, this wreaks havoc on enemy tactics.</p><p></p><p>Opportunity Gore (D 369) - Who needs Heavy Blade Opportunity? This allows you to play Fighter, even though you're not. Bear in mind this feat will likely have an expiration date, though, as Goring Charge's accuracy scaling is terrible.</p><p></p><p><span style="font-size: 12px"><strong>Paragon Tier:</strong></span></p><p></p><p>Beast Within (PHB 3) - +1 to hit AND +1 to damage is a solid benefit to have, though it's a bit risky to stay there for too long...</p><p>[/sblock]</p><p></p><p><strong>Tiefling</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Hellfire Blood (PHB) - A nice way to pick up the slack for your lower Strength. </p><p></p><p><strong>Imperious Majesty (D 381)</strong> - A sweet bump to initiative, and the ability to dissuade enemies from hitting you as well.</p><p></p><p><strong>Tail Slide (PHR: TF)</strong> - A nice way to move people around with you.</p><p></p><p>Unbalancing Wrath (MP) - CA for your allies is a solid buff to your racial power.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Dispater's Iron Discipline (PHR: TF)</strong> - A big bonus to saves that could incapacitate you, and a decent bonus to Will defense.</p><p></p><p><strong>Hellfire of Mephistopheles (PHR: TF)</strong> - Fire is your bread-and-butter strategy, so a way to punch through resistances sounds like a good idea.</p><p></p><p><strong>Secrets of Belial (PHR: TF)</strong> - While your default Utility power selection is rock-solid, you can't really say the same for most of your Paragon Path Utilities. This feat patches that up nicely.</p><p>[/sblock]</p><p></p><p><strong>Warforged</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Heroic Tier:</strong></span></p><p></p><p>Warforged Tactics (EPG) - The conditions for it are easy to fulfill, and it hands out a hit bonus. No reason why this shouldn't have this feat if you're a 'forged.</p><p>[/sblock] </p><p>[/sblock]</p><p></p><p><strong>Combat Style Feats</strong></p><p>[sblock]</p><p>The Arena and Technique style feats are an interesting brand of feats in that their purpose is to improve specific powers. You use a wide variety of At-Wills, so what youre looking for here depends on the choices you made before. 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: 15px"><strong>Arena Feats</strong></span></p><p><span style="font-size: 15px"><strong></strong></span></p><p></p><p>Arkhosian High Style (Commander's Strike) (D 368) - Moving yourself about as well as your ally is nice.</p><p></p><p><strong>Draji Palatial Practice (Furious Smash) (DSCS)</strong> - An attack penalty combined with a buff makes Furious Smash much more useful.</p><p></p><p>Exotic Fighting Style (Brash Assault) (D 368) - Makes Brash Assault a bit less of a gamble. </p><p></p><p>Fluttering Leaf Style (Viper's Strike) (D 368) - Most Warlords can't afford it stat-wise, but it makes you pretty sticky if you can. </p><p></p><p><strong>Kalidnay Pairs Practice (Furious Smash) (DSCS)</strong> - A neat AC buff for a nearby ally when you use a rather marginal At-Will. Decent.</p><p></p><p>Menacing Brute Style (Brash Assault) (D 368) - More CA for the people! </p><p></p><p><strong>Raam's Maw Practice (Paint the Bull's Eye) (DSCS)</strong> - A push effect makes this At-Will a bit more attractive for constant usage.</p><p></p><p>Trickster's Blade Style (Viper's Strike) (D 368) - This lets you play Defender and Leader at the same time. Nice. </p><p></p><p><strong>Urikite Staff Practice (Viper's Strike) (DSCS)</strong> - Effectively +3 damage for the next ally that hits the target, which is nice to have.</p><p></p><p>Warborn Fury Style (Commander's Strike) (D 368) - A decent mobility benefit for your Commander's Strike.</p><p></p><p>Warding Shield Style (Opening Shove) (D 368) - A decent pickup for Opening Shove.</p><p></p><p><span style="font-size: 15px"><strong>Technique Style Feats (D 373)</strong></span></p><p></p><p>Harlequin Style (Brash Assault) - Brash Assault is a gamble no longer; heck, now it's a defensive buff, as well as being one of the most potentially damaging at-wills in the game. Talk about a turnaround... </p><p></p><p>Hunting Wolf Style (Wolf Pack Tactics) - More range for Wolf Pack Tactics! </p><p></p><p>Lolthdark Style (Wolf Pack Tactics) - A pseudo-racial feat (Drow only), but it has a good coordination effect.</p><p></p><p><span style="font-size: 15px"><strong>Combat Style Feats (MP 2)</strong></span></p><p></p><p><strong>Adamant Arrow Style (Greatbow or Longbow)</strong></p><p>[sblock]</p><p>Adamant Arrow Student (Paint the Bull's Eye) - Repositioning on a buffing At-Will can make the setup round that much shorter, so it's a decent benefit.</p><p></p><p>Adamant Arrow Commander - It has an effect that will actually see play in combat (though I don't recommend actively seeking to take advantage of it), and the power list it allows you to use as Ranged does include a couple of gems.</p><p>[/sblock]</p><p></p><p><strong>Arkhosian Fang Style (Bastard Sword, Broadsword, or Greatsword)</strong></p><p>[sblock]</p><p>Arkhosian Fang Student (Wolf Pack Tactics) - An attack buff is always nice to have, especially on a power you likely use frequently if you have it, and you're likely to use at least one of the weapons it keys off of.</p><p></p><p>Arkhosian Fang Commander - The power list and benefit is uninspiring, but that's compensated by the nice buff to hit should you miss an Encounter power.</p><p>[/sblock]</p><p></p><p><strong>Desert Moon Style (Heavy Blades with High Crit)</strong></p><p>[sblock]</p><p>Desert Moon Student (Viper's Strike) - A nice free shift on an At-Will power can make pretty spam-worthy.</p><p></p><p>Desert Moon Zephyr - The power list and benefit is lame, but free repositioning for getting missed is nice to have.</p><p>[/sblock]</p><p></p><p><strong>Elsir Hammer Style (One-Handed Hammers and One-Handed Picks)</strong></p><p>[sblock]</p><p>Elsir Hammer Student (Brash Assault) - Despite my dislike for Hammers on a Warlord, this is a nice boost for the ones that do use them, because Reflex is easier to hit than AC.</p><p></p><p>Elsir Hammer General - A free "chase" shifting effect, and a shifting rider on a couple of riders you're actually going to take.</p><p>[/sblock]</p><p></p><p><strong>Harrowing Swarm Style (Bows and Crossbows</strong></p><p>[sblock]</p><p>Harrowing Swarm Student (Paint the Bull's Eye) - A debuff for your enemy, and a buff for your allies. Nice to have.</p><p></p><p>Harrowing Swarm Captain - A very good feat. You can enter Melee range without fear, and you can pick up a couple of nice powers you wouldn't otherwise grab as Ranged attacks.</p><p>[/sblock]</p><p></p><p><strong>Hunting Spear Style (Spears)</strong></p><p>[sblock]</p><p>Hunting Spear Student (Opening Shove) - Adding a slow effect to Opening Shove makes it more worthwhile.</p><p></p><p>Hunting Spear Chieftain - I don't like any of the powers you get the benefit on, but +2 damage to anything bigger than you might as well be a straight +2 damage in most combats after Paragon rolls around.</p><p>[/sblock]</p><p></p><p><strong>Ironstar Style (Flails and Maces)</strong></p><p>[sblock]</p><p>Ironstar Student (Brash Assault) - An attack debuff if your opponent grants CA. Better if you indulge in Frostcheese and can thus guarantee the CA with little effort.</p><p></p><p>Ironstar Bravo - You get a decent boost on a critical (not that useful since you likely won't get Mastery), and some decent powers to use on a charge. Serviceable.</p><p>[/sblock]</p><p></p><p><strong>Kulkor Battlearm Style (Versatile Axes, Hammers, and Maces)</strong></p><p>[sblock]</p><p>Kulkor Battlearm Student (Wolf Pack Tactics) - A marginal bonus and you likely won't use these weapons, but it opens up access to a better feat.</p><p></p><p>Kulkor Battlearm Captain - Free AC for adjacent allies after landing an Encounter power is a decent benefit, though almost nothing else is of interest here.</p><p>[/sblock]</p><p></p><p><strong>Leaf Runner Style (Hand Crossbow, Repeating Crossbow, Shortbow, Shuriken, and Sling</strong></p><p>[sblock]</p><p>Leaf Runner Student (Paint the Bull's Eye) - +1 to speed is nice to have, especially for hit-and-run assaults.</p><p></p><p>Leaf Runner Pathfinder - Ignoring cover is nice, but literally nothing else is appealing.</p><p>[/sblock] </p><p></p><p><strong>Longhand Style (Two-Handed Polearms and Two-Handed Spears)</strong></p><p>[sblock]</p><p>Longhand Student (Viper's Strike) - Shoving your enemy right into the jaws of your Defender or other allies is a good idea indeed, especially when you do it from afar.</p><p></p><p>Longhand Bravo - This allows you to ignore Armor Specialization to a certain extent, since you'll get the same bonus just for hitting. Cool.</p><p>[/sblock]</p><p></p><p><strong>Nerathan High Blade Style (Versatile Heavy Blades)</strong></p><p>[sblock]</p><p>Nerathan High Blade Student (Viper's Strike) - A damage bonus when surrounded. Not something I'd look to take advantage of, but useful nonetheless.</p><p></p><p>Nerathan High Blade Captain - Negating the attack bonus from CA is nice to have, though the rest of the feat is likely of little use.</p><p>[/sblock]</p><p></p><p><strong>Ninth Legion Style (One-Handed Picks and One-Handed Spears)</strong></p><p>[sblock]</p><p>Ninth Legion Student (Direct the Strike) - Allowing someone to hit for you at range can set up awesome tactical shenanigans, but mostly this is just substitutin one MBA for another.</p><p></p><p>Ninth Legion Commander - +2 to AC and Reflex for adjacent allies against adjacent enemies calls for pretty cramped quarters, but the space restrictions make it fairly conclusive that not everyone will be able to strongly use this feat.</p><p>[/sblock]</p><p></p><p><strong>Ogremight Style (Two-Handed Hammers and Two-Handed Maces)</strong></p><p>[sblock]</p><p>Ogremight Student (Brash Assault) - Adding a mild debuff to Brash Assault is a nice thing.</p><p></p><p>Ogremight Ravager - Behold, one of the few quick and easy ways for a Warlord to get improved critical rates. Enjoy.</p><p>[/sblock]</p><p></p><p><strong>Partisan Polearm Style (Non-spear Polearms)</strong></p><p>[sblock]</p><p>Partisan Polearm Student (Viper's Strike) - Knocking prone on a critical is a solid benefit.</p><p></p><p>Partisan Polearm Captain - Free CA on a push is sweet, but the power list blows. Solid overall.</p><p>[/sblock]</p><p></p><p><strong>Rending Chains Style (Flails)</strong></p><p>[sblock]</p><p>Rending Chains Student (Viper's Strike) - A square of sliding makes Viper's Strike a great "backup Defender" sort of power, and that's not a bad thing to have.</p><p></p><p>Rending Chains Warmaster - While it likely looks a bit marginal at first glance, the fact of the matter is that to some Warlords do like Wisdom, and will thus consider taking it.</p><p>[/sblock]</p><p></p><p><strong>Steel Vanguard Style (Two-Handed Heavy Blades)</strong></p><p>[sblock]</p><p>Steel Vanguard Student (Viper's Strike) - An improved critical rate doesn't usually come by this easily for Warlords. Enjoy.</p><p></p><p>Steel Vanguard Captain - Though most of the power list appeals little to me, the thrill of expanding your crit rate repertoire with them is a benefit not to be undersold.</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>Garrote Training (D 373) - This is better on a Rogue, but having a KO Daily is nice.</p><p></p><p>Net Training (D 368) - Some solid control abilities.</p><p>[/sblock]</p><p></p><p><strong>Dragonmark Feats (EPG)</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>Mark of Healing (Halfling) - By the gods! What an AWESOME feat! Adding a free saving throw to ANY healing power you use is beyond incredible. Do NOT miss out on this.</p><p></p><p>Mark of Storm (Half-Elf) - This feat makes it a bit easier for a Warlord who is interested in Polearm shenanigans to get his effect across. You likely won't be indulging in the Paragon Path, though. As an added plus, this race actually likes to be a Warlord, so you may not have to deviate from the typical race in order to use it effectively.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709499, member: 74499"] [b]Originally posted by zelink551:[/b] Recommended Feats: The Methods Of Glory Emphasis on "Recommended" here: If it's not Black or higher, it's not making the cut into this section (a necessity given the huge number of feats this game has). As for priorities, here's what I'd be looking for in my feat list as a Warlord: 1. Accuracy bonuses. A lot of your powers are dependent on you hitting the enemy to hand your allies the tasty effect, so anything that increases your hit chance increases your base effectiveness in a more pronounced fashion that the average character. 2. Buffs and healing. You'll find that quite a few Warlord feats will grant your allies bonuses or enhance abilities you already have so that allies gain bonuses from them. Also, free saving throws or THP fall into this category. These are very nice to have so that allies can take advantage of all the extra attacks and moves you give them. 3. Defense bonuses. You have to stay upright if you're going to be of any help, so anything that enhances your durability is also appreciated. 4. Power recovery. Your powers usually have a dramatic effect on what happens in the battlefield, so getting them back can really make a difference with regards to how the encounter is progressing. 5. Miscellaneous. Once those 4 bases have been covered, you can pretty much do what you want with what feat slots you have left. I like Warlord builds who can be reasonably effective on their own, so I go for damage bonuses and other offense-enhancing capabilities. [b]Class Feats[/b] [sblock] [Size=4][b]Heroic Tier:[/b][/size] Archer Captain (MP 2) - A decent benefit for you and your allies alike. Armored Warlord (MP 2) - Scale proficiency, and half of Durable as a bonus for choosing Battlefront Leader. A good feat, though I'm still partial to Combat Leader. Courageous Word (D 381) - Your allies grant CA in exchange for +Charisma to damage to one attack against one enemy. While it's nice to have in Heroic Tier, it won't take long for that deal to be more beneficial for your enemies than it will be for you, which means this feat has a retraining date in early Paragon Tier at best. Directing Inspiration (MP 2) - This is a pretty good buff if you have some Ranged combatants in your party; otherwise, it can shore up a bad RBA or buff defense instead. Serviceable. Expert Combat Leader (MP 2) - If you have the room in Heroic, +1 to initiative for the whole party is decent, and you can always retrain it into Combat Commander at Paragon. Improved Inspiring Word (MP) - Healing more HP is cool for Charisma-based Warlords. It's not a matter of if you take this feat, but when, as some folk may not have much room for it in Heroic Tier. Improved Skirmishing (MP 2) - This feat gives you a small taste of what the Taclord enjoys (hit bonuses on AP's), which is pretty awesome, since you don't have to axe your Presence bonus to get it. Improved Tactics (MP) - Makes a very good Presence feature even better. Extra nice for Humans, so they can make up the gap for their lower Intelligence at 1st level (because you should prioritize Strength). Inspirational Attacker (MP 2) - A bit conditional, but it's adding your main stat to Inspiring Word healing, and that's worth something nice. A fairly good feat to have. Inspired Recovery (PHB) - A fairly strong save-granting feat, since it grants them en masse. Not quite an elite Heroic Tier feat, but a nice pickup come Paragon Tier. If you allow material from Eberron or play in the campaign setting, this is obsolete because of Mark of Healing. Inspiring Aid (D 381) - Buffing Aid Another bonuses is a solid use of a feat. Lend Might (MP) - Free attack bonuses are very cool. [b]Lend Strength (MP 2)[/b] - Adds a little extra kick to your granted attacks. Nice to have, if you have the room. Martial Freedom (MP) - A strong bonus against some annoying save conditions. Martial Ploy (MP 2) - Turning Aid Another into a reroll is a strong ability to have. Risky Charge (D 381) - As the name implies, not for the faint of heart. This feat is akin to Brash Assault in that it can go from a horrible idea to absolute genius depending on the situation. It does work better if you have a Reach weapon and/or are attacking enemies with wimpy Melee Basic Attacks, though. Rousing Charge (D 381) - Buffing allies’ attacks on a charge? I’m game. Saving Inspiration (MP) - You will run into nasty (save ends) debuffs at some point, so it pays to invest in something that can get rid of them. Though it is strictly inferior to Mark of Healing, it bears mentioning because not everyone plays or allows material from Eberron. If you do, this is obsolete. Stirring Word (D 381) - THP for healing makes it a bit less likely your allies will get banged up again. Tactical Adjustment (D 381) - A small slide when your allies AP could prove useful. Tactical Assault (PHB) - A very strong choice that helps Tactical Warlord "nova" turns get even deadlier. Tactical Feint (D 381) - You can buff even when you’re busting out crazy combo turns. Nice. [Size=4][b]Paragon Tier:[/b][/size] Combat Commander (PHB) - There is absolutely NO reason why you should not take this feat, save your Int or Cha being at rock-bottom (and that should be the exception, not the rule: all Commanding Presence features allow for Intelligence or Charisma). Fight On (MP 2) - Simply put, mandatory. No reason at all why you wouldn't want another use of Inspiring Word every encounter. Impetuous Charger (MP) - This feat essentially turns charging into an At-Will power, and a pretty darned good one at that. Improved Battlefront Shift (MP 2) - A pretty cool bonus for your Battlefront Shift power. Insightful Preparation (MP 2) - It only lasts a turn, but +1 to hit is still nice. Tactician’s Word (D 381) - Attack bonuses from your healing ability? Super sweet, though it loses some luster for Battle Captains at Epic Tier, since their attack buff is already huge. They'd be better served holding on to this through Paragon, then retraining it out for something else. Versatile Word (D 381) - Some nice defensive and positioning bonuses for your healing ability. [Size=4][b]Epic Tier:[/b][/size] Action Grant (MP) - If you have a nova-oriented ally, giving him your action points can make for some pretty insane nova turns happening over and over again. Aggressive Leadership (MP) - A decent, constant damage buff for bloodied allies. Solid. Bold Spirit (MP) - You basically get a Charisma-based version of the pre-errata Battlerager Vigor whenever you stick your neck out for your allies. Sweet. Call to Glory (MP) - Getting defense out of offense is great. It obviously depends on how many free attacks you're able to grant, but seeing as every Warlord should at least have Hail of Steel or an equivalent by now, most will want to pick this up. Enabling Shot (MP 2) - A feat that lives up to its name quite well, given that Archer Warlords will be the vast majority of the Warlords attaining improved critical rates. Epic Recovery (MP) - More second winds for the dwarf! Or is that a third wind? Martial Mastery (MP) - Last I heard, power recovery feats are kind of good. A great (and guaranteed, given you satisfy the requirement) way of having lightning strike twice in the same combat. Martial Resolve (MP) - 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. Perceptive Leadership (MP 2) - A nice feat to have, should you get overwhelmed or if your party simply can't afford to have the Defender get sandwiched and go down. Protective Leadership (MP) - This is great, as it allows your allies to last longer while bloodied, thereby reducing the need for healing. Dragonborn and others who benefit from being banged up will thank you for the help. Shared Resources (MP 2) - A very nice THP buff for your Inspiring Word. Shift the Field (MP 2) - At long last, Battlefront Leader matches up to Combat Leader! A partywide shift before combat beigns effectively saves most allies an action, allowing for more focus on bringing the enemy down. Supreme Inspiration (MP) - Get it if you can afford it. That is all. Tactical Action (D 368) - A decent consolation prize for your allies. [/sblock] [b]General Feats[/b] [sblock] [Size=4][b]Heroic Tier:[/b][/size] Armor Proficiency (PHB) - Most Charisma-based Warlords will usually want this feat to pick up Scale or Plate armor (depending on the build). Intelligence-based Warlords should usually stick to Hide armor. [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]Bow Expertise (HotFL)[/b] - A scaling bonus to hit, and some neat extra damage against isolated opponents, too. [b]Great Fortitude/Iron Will/Lightning Reflexes (PHB)[/b] - A feat bonus for one NAD, that scales with tier. Good... if you can afford them. Hafted Defense (PHB 3) - Helps make Polearms a more palatable option by making sure you give up less AC for using them as compared to a shield. [b]Heavy Blade Expertise (HotFL)[/b] - Great attack bonus scaling, and a bonus to defenses against OA's as icing. [b]Improved Defenses (HotFL)[/b] - A nice, scaling bonus to your NAD's. Something that I highly recommend you grab. [b]Last Legion Officer (D 396)[/b] - Offering a of bit repositioning or a defense bump every time you heal is a pretty cool benefit. [b]Light Blade Expertise (HotFL)[/b] - A scaling accuracy bonus, and some extra damage if you have CA. Excellent. [b]Master at Arms (HotFL)[/b] - A +1 to hit per tier increases your base competence by a lot, and a bit of action economy on your drawing and stowing isn't half bad either. [b]Polearm Flanker (PHB 3)[/b] - This allows you take advantage of your Reach while still collecting your combat advantage attack bonus. Pretty cool if you ask me, though the fact that it doesn't help your allies means it's not quite a must-have. [b]Resilient Focus (HotFL)[/b] - +2 to all saving throws can be pretty useful. Shield Proficiency (PHB) - Nice to have if you like Sword-n-Board as your primary fighting style (which is most of you). Take this before Scale Armor Proficiency, because this nets you an extra +1 Reflex over that feat. [b]Silvery Glow (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 nice to have. Skill Power (PHB 3) - A very nice way to expand your tactical options. [b]Spear Expertise (HotFL)[/b] - A scaling bonus to attack rolls, as well as charging damage. Nice. Spring Step (PHB 3) - Keeps enemies that knock you prone from controlling you. [b]Superior Fortitude (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]Superior Reflexes (HotFL)[/b] - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. Markedly easier to get for Int-based Warlords, but a good choice for all. [b]Superior Will (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. Timely Respite (PHB 2) - Decent for Dwarves; most others will pay no heed. Toughness (PHB) - Most of you are Melee characters, so you need all the durability you can get, especially because Con isn't your strong suit, so you may not be as tough as you need to be. Ranged Warlords can probably take a rain check on this feat, though. Vicious Advantage (PHB 3) - A nice way to expand the repertoire of ways you can get CA. Weapon Focus (PHB) - This is a rather important feat for a weapon user, as it applies to everything you do (certain races have substitutes for it, though). It's not exactly priority 1 for you, though, so you can delay its acquisition until you have room for it, but you do want this at some point. Weapon Proficiency (PHB) - Nearly all weapon wielders want this feat, and you are no exception. However, since you likely want this for an extra damage bump, you might not be able to afford it. Wintertouched (PHB) - Useless right now, but it enables the infamous Frostcheese combo (Frost Weapon + Wintertouched + Lasting Frost = eternal CA and +5 damage) at Paragon tier. [Size=4][b]Paragon Tier:[/b][/size] Armor Specialization (PHB) - Only a handful of Warlords can afford this feat, but they usually want it ("they" usually being Scale and Plate users). [b] Critical Targeting (D 387)[/b] - A neat encounter-long bonus to damage on a crit. Pretty cool, but you likely won't have the expanded crit range to truly milk it for what it's worth. Heavy Blade Opportunity (PHB) - It allows you to punish enemy tactics, which is nice to have, but not mind-blowing. Lasting Frost (PHB) - Infinite CA with Wintertouched and a Frost weapon; cold resistance is a hurdle, but it can be overcome. Polearm Gamble (PHB) - Pretty nice to have, but the vast majority of Warlord builds can't afford it. Repel Charge (PHB 3) - A very strong feat against enemy chargers. Especially nice if you face NPC's with PC classes, since they're more likely to have a charger in the group. Reserve Maneuver (PHB 2) - Versatility notwithstanding, this feat also allows you to swap out a lackluster Paragon Path power for something a touch more... palatable. Unfailing Courage (D 377) - Healing on an AP is a good deal if you ask me. Vexing Flanker (PHB 2) - With the advent of Intuitive Strike, this feat has become more important for Warlords, because it allows your allies to take advantage of Intuitive Strike with essentially no effort required. [Size=4][b]Epic Tier:[/b][/size] Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery (PHB) - Pick it up if you can afford it. If you can't, don't sweat it; it's only a nice-to-have bonus for most of you. Blind-Fight (PHB) - Helps you deal with Invisible enemies in Melee. Bow Mastery (PHB 2) - Ironically enough, Skirmishers can reach their improved critical rate feat with no effort at all. Enjoy your 19-20 crit rate if you're Ranged. Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting. Epic Resurgence (PHB) - A pretty cool feat (less so for you because Weapon Mastery is so much harder for you to afford). If you're a Demigod, retrain it out at 30th; you won't need it after that. Long Step (PHB 3) - Extra shifting distance is always a welcome boost. Triumphant Attack (PHB) - An encounter-long debuff on a critical is sweet, but it just won't happen that often without an increased critical rate, and most of you won't have that. Unfettered Stride (PHB) - Ignoring difficult terrain is not a bad thing to have. [/sblock] [b]Racial Feats[/b] [sblock] [b]Deva[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Auspicious Lineage (PHB 2) - A mild buff to a good power. [Size=3][b]Epic Tier:[/b][/size] Transcendent Lineage (PHB 2) - Another nice buff for a good racial power. [/sblock] [b]Dragonborn[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Adaptable Breath (PHR: DB) - Useful for punching through resistances to your breath weapon. Dragonborn Frenzy (PHB) - Damage bonus while bloodied. Nice to have, but not essential. Enlarged Dragon Breath (PHB) - Blast 5 AoE as an encounter power is real good for a Melee class that likes to control the battlefield. Hurl Breath (PHR: DB) - This is one of the few ways a Warlord will have a Ranged Burst attack. Enjoy. Inspiring Breath (MP 2) - A huge damage bonus for hitting with your Dragon Breath. Awesome. [Size=3][b]Paragon Tier:[/b][/size] Admixture Breath (PHR: DB) - Your breath weapon is genuinely hard to resist. Corrosive Breath (PHR: DB) - A setup from your Dragon Breath? Nice. Dragonbreath Warrior (MP) - A +1[W] boost for using a minor action attack is solid. [Size=3][b]Epic Tier:[/b][/size] [b]Dissolving Breath (PHR: DB)[/b] - A big all-defense debuff from your racial power is super sweet. [b]Draconic Restoration (PHR: DB)[/b] - Getting your Dragon Breath back on a second wind is spiffy. [b]Draconic Triumph (PHR: DB)[/b] - Recovering Dragon Breath on a kill is pretty cool. Dragon Warrior (MP) - Another minion-killer sweep when you get Bloodied. Solid. [/sblock] [b]Drow[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Clutch of Darkness (FRPG) - More utility for those Drow racial powers. [/sblock] [b]Dwarf[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Bolstering Inspiration (MP) - Strictly better than Saving Inspiration for adjacent targets, and it might just heal a bit more HP, too. I'd never make a Dwarf Warlord without it, unless Mark of Healing was available. Dodge Giants (PHB) - After a certain point in time, almost everything you will be fighting will be Large or higher, so it's a +1 untyped bonus to AC and Reflex after that. Dwarven Weapon Training (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). Not quite as good as it is for most classes because Axes and Hammers aren't the best weapons for Warlords. [b][/b] [b]Resilience of Stone (MP 2)[/b] - Makes you significantly harder to drop. [Size=3][b]Paragon Tier:[/b][/size] Dwarven Durability (PHB) - Regardless of your class, you want this feat. Not quite as mandatory for the average Warlord, if only because you probably won't have the Constitution to spare to make this feat truly shine. Steadfast Tactics (MP) - It's an encounter-long buff against forced movement, which means it should be on almost all the time; whether or not it sees play is another issue. [Size=3][b]Epic Tier:[/b][/size] Stoneheart Warrior (MP) - Free action second wind is made of WIN. [/sblock] [b]Eladrin[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Fey Command (MP) - A decent ability, though it won't show up that often. Eladrin Soldier (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). Tactical Inspiration (MP) - Eladrin Taclords can heal just as good as Cha-based Warlords can. Make sure you get this instead of Improved Inspiring Word. [Size=3][b]Paragon Tier:[/b][/size] Fey Tactics (MP) - Absolutely fantastic; teleporting yourself AND an ally opens up a suite of tactical options for both of you. Feywild Flanker (MP 2) - An even larger incentive to use your Fey Step aggressively (like you needed one). [Size=3][b]Epic Tier:[/b][/size] Feywild Warrior (MP) - This allows you to flit about the battlefield while busting out Dailies. Pretty cool. [/sblock] [b]Elf[/b] [sblock] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][/b] [b]Word of the Ancestors (D 385)[/b] - A nice bonus to your Inspiring Word's healing potency. [/sblock] [b]Genasi[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Earthshock Master (D 367) - Make a good racial power a bit better. Extra Manifestation (FRPG) - Allows for some versatility, especially if you can get some recon on your enemies. My favorite pair for Warlords is Earthsoul and Watersoul. Fast Manifestation (D 367) - Allows you to switch abilities in a pinch, which is cool, especially because it allows you to use both encounter powers associated with your manifestations. Primordial Surge (D 367) - Hooray for more durability! [Size=3][b]Paragon Tier:[/b][/size] Shocking Flame (FRPG) - A freebie damage bonus this big is nice to have, even if the manifestations aren't all that awesome for you. [Size=3][b]Epic Tier:[/b][/size] Double Manifestation (FRPG) - Versatility meets power. Win. Elemental Warrior (MP) - A decent power recovery feat. [/sblock] [b]Gnome[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Feyborn Shroud (MP 2) - Concealment AND healing in the same power?! Nice! [Size=3][b]Paragon Tier:[/b][/size] Fading Forces (MP 2) - A nice and easy way to get your ally out of harm's way, but bear in mind that using Fade Away negates some Warlord features. [/sblock] [b]Goliath[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Goliath Greatweapon Prowess (PHB 2) - Though the average Warlord isn't all that enthused by most Military two-handers, but there are a couple of cool things (like Glaives) to make it worth taking. [Size=3][b]Paragon Tier:[/b][/size] [b]Cragborn Courage (MP 2)[/b] - This feat can open up the viability of a rather unorthodox sort of Warlord (the Bravura Warlord that forsakes Charisma for Constitution) by giving you a quality replacement to Improved Inspiring Word. A pretty nice feat. Unyielding Stone (PHB 2) - A nice jump in THP when you use your racial power. Can make you hilariously hard to bring down. [Size=3][b]Epic Tier:[/b][/size] Ancient Stone (PHB 2) - And the pseudo-invincibility continues! [/sblock] [b]Half-Elf[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Group Insight (PHB) - More initiative for the Strikers! Retrain this into Combat Commander if you take it early on. Inspired Tactics (MP) - Allows you to poach a bit of the Taclord's nova buffing territory if you're Inspiring (hint: you should be). Martial Dilettante (MP 2) - If you dabbled in another Martial class, this is a good placeholder for Versatile Master. [Size=3][b]Paragon Tier:[/b][/size] Versatile Master (PHB 2) - Whoa. Half-Elves just got a MAJOR boost. No reason to ever skip out on this feat, ever. [/sblock] [b]Half-Orc[/b] [sblock] [Size=3][b]Paragon Tier:[/b][/size] Strength from Pain (PHB 2) - Big damage for a turn when you're bloodied. Nice. Unrelenting Assault (PHB 2) - Damage on a miss is nothing to sneeze at. [Size=3][b]Epic Tier:[/b][/size] Ferocious Critical (PHB 2) - A very hefty bonus when you score a critical. The thing is, most Warlords won't pick up Weapon Mastery, reducing the chances of this feat seeing play. [/sblock] [b]Halfling[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Bold Command (MP) - A decent minor buff, especially since you can make it happen at least once per encounter. Lost in the Crowd (PHB) - This will likely see play often, and you will be grateful for it. Nimble Dodge (MP 2) - Now this is a buff for your racial power! [Size=3][b]Paragon Tier:[/b][/size] Underfoot (PHB) - Pretty useful to you. [Size=3][b]Epic Tier:[/b][/size] Fortune's Warrior (MP) - CA is not that hard to get right now, but hey, it's free. [/sblock] [b]Human[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Action Surge (PHB) - Given that almost all the effects of the big powers you have only trigger on a hit, you can bet you want powers you burned an AP on to hit. This feat will help get you there. Inspired Defense (MP) - A pretty solid defensive buff on your healing. Stubborn Survivor (FRPG) - Saving throw bonuses are good (and hard to find), so more fuel for playing human (and for burning your AP's). [Size=3][b]Paragon Tier:[/b][/size] Action Recovery (PHB) - Cleaning yourself out of (save ends) effects on an AP is pretty useful. Avenging Spirit (MP) - A decent benefit, although it assumes you failed at your job, which is keeping everyone upright. [Size=3][b]Epic Tier:[/b][/size] Timely Revival (MP) - A powerful way to keep yourself on your feet, and to actually use your second wind for a change. [/sblock] [b]Minotaur[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Bloodied Ferocity (PHB 3) - Swinging back when you get bloodied is a nice thing to have. Goring Shove (PHB 3) - Combined with Opportunity Gore, this wreaks havoc on enemy tactics. Opportunity Gore (D 369) - Who needs Heavy Blade Opportunity? This allows you to play Fighter, even though you're not. Bear in mind this feat will likely have an expiration date, though, as Goring Charge's accuracy scaling is terrible. [Size=3][b]Paragon Tier:[/b][/size] Beast Within (PHB 3) - +1 to hit AND +1 to damage is a solid benefit to have, though it's a bit risky to stay there for too long... [/sblock] [b]Tiefling[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Hellfire Blood (PHB) - A nice way to pick up the slack for your lower Strength. [b]Imperious Majesty (D 381)[/b] - A sweet bump to initiative, and the ability to dissuade enemies from hitting you as well. [b]Tail Slide (PHR: TF)[/b] - A nice way to move people around with you. Unbalancing Wrath (MP) - CA for your allies is a solid buff to your racial power. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Dispater's Iron Discipline (PHR: TF)[/b] - A big bonus to saves that could incapacitate you, and a decent bonus to Will defense. [b]Hellfire of Mephistopheles (PHR: TF)[/b] - Fire is your bread-and-butter strategy, so a way to punch through resistances sounds like a good idea. [b]Secrets of Belial (PHR: TF)[/b] - While your default Utility power selection is rock-solid, you can't really say the same for most of your Paragon Path Utilities. This feat patches that up nicely. [b][/b][/sblock] [b]Warforged[/b] [sblock] [Size=3][b]Heroic Tier:[/b][/size] Warforged Tactics (EPG) - The conditions for it are easy to fulfill, and it hands out a hit bonus. No reason why this shouldn't have this feat if you're a 'forged. [/sblock] [/sblock] [b]Combat Style Feats[/b] [sblock] The Arena and Technique style feats are an interesting brand of feats in that their purpose is to improve specific powers. You use a wide variety of At-Wills, so what youre looking for here depends on the choices you made before. 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=4][b]Arena Feats [/b][/size] Arkhosian High Style (Commander's Strike) (D 368) - Moving yourself about as well as your ally is nice. [b]Draji Palatial Practice (Furious Smash) (DSCS)[/b] - An attack penalty combined with a buff makes Furious Smash much more useful. Exotic Fighting Style (Brash Assault) (D 368) - Makes Brash Assault a bit less of a gamble. Fluttering Leaf Style (Viper's Strike) (D 368) - Most Warlords can't afford it stat-wise, but it makes you pretty sticky if you can. [b]Kalidnay Pairs Practice (Furious Smash) (DSCS)[/b] - A neat AC buff for a nearby ally when you use a rather marginal At-Will. Decent. Menacing Brute Style (Brash Assault) (D 368) - More CA for the people! [b]Raam's Maw Practice (Paint the Bull's Eye) (DSCS)[/b] - A push effect makes this At-Will a bit more attractive for constant usage. Trickster's Blade Style (Viper's Strike) (D 368) - This lets you play Defender and Leader at the same time. Nice. [b]Urikite Staff Practice (Viper's Strike) (DSCS)[/b] - Effectively +3 damage for the next ally that hits the target, which is nice to have. Warborn Fury Style (Commander's Strike) (D 368) - A decent mobility benefit for your Commander's Strike. Warding Shield Style (Opening Shove) (D 368) - A decent pickup for Opening Shove. [Size=4][b]Technique Style Feats (D 373)[/b][/size] Harlequin Style (Brash Assault) - Brash Assault is a gamble no longer; heck, now it's a defensive buff, as well as being one of the most potentially damaging at-wills in the game. Talk about a turnaround... Hunting Wolf Style (Wolf Pack Tactics) - More range for Wolf Pack Tactics! Lolthdark Style (Wolf Pack Tactics) - A pseudo-racial feat (Drow only), but it has a good coordination effect. [Size=4][b]Combat Style Feats (MP 2)[/b][/size] [b]Adamant Arrow Style (Greatbow or Longbow)[/b] [sblock] Adamant Arrow Student (Paint the Bull's Eye) - Repositioning on a buffing At-Will can make the setup round that much shorter, so it's a decent benefit. Adamant Arrow Commander - It has an effect that will actually see play in combat (though I don't recommend actively seeking to take advantage of it), and the power list it allows you to use as Ranged does include a couple of gems. [/sblock] [b]Arkhosian Fang Style (Bastard Sword, Broadsword, or Greatsword)[/b] [sblock] Arkhosian Fang Student (Wolf Pack Tactics) - An attack buff is always nice to have, especially on a power you likely use frequently if you have it, and you're likely to use at least one of the weapons it keys off of. Arkhosian Fang Commander - The power list and benefit is uninspiring, but that's compensated by the nice buff to hit should you miss an Encounter power. [/sblock] [b]Desert Moon Style (Heavy Blades with High Crit)[/b] [sblock] Desert Moon Student (Viper's Strike) - A nice free shift on an At-Will power can make pretty spam-worthy. Desert Moon Zephyr - The power list and benefit is lame, but free repositioning for getting missed is nice to have. [/sblock] [b]Elsir Hammer Style (One-Handed Hammers and One-Handed Picks)[/b] [sblock] Elsir Hammer Student (Brash Assault) - Despite my dislike for Hammers on a Warlord, this is a nice boost for the ones that do use them, because Reflex is easier to hit than AC. Elsir Hammer General - A free "chase" shifting effect, and a shifting rider on a couple of riders you're actually going to take. [/sblock] [b]Harrowing Swarm Style (Bows and Crossbows[/b] [sblock] Harrowing Swarm Student (Paint the Bull's Eye) - A debuff for your enemy, and a buff for your allies. Nice to have. Harrowing Swarm Captain - A very good feat. You can enter Melee range without fear, and you can pick up a couple of nice powers you wouldn't otherwise grab as Ranged attacks. [/sblock] [b]Hunting Spear Style (Spears)[/b] [sblock] Hunting Spear Student (Opening Shove) - Adding a slow effect to Opening Shove makes it more worthwhile. Hunting Spear Chieftain - I don't like any of the powers you get the benefit on, but +2 damage to anything bigger than you might as well be a straight +2 damage in most combats after Paragon rolls around. [/sblock] [b]Ironstar Style (Flails and Maces)[/b] [sblock] Ironstar Student (Brash Assault) - An attack debuff if your opponent grants CA. Better if you indulge in Frostcheese and can thus guarantee the CA with little effort. Ironstar Bravo - You get a decent boost on a critical (not that useful since you likely won't get Mastery), and some decent powers to use on a charge. Serviceable. [/sblock] [b]Kulkor Battlearm Style (Versatile Axes, Hammers, and Maces)[/b] [sblock] Kulkor Battlearm Student (Wolf Pack Tactics) - A marginal bonus and you likely won't use these weapons, but it opens up access to a better feat. Kulkor Battlearm Captain - Free AC for adjacent allies after landing an Encounter power is a decent benefit, though almost nothing else is of interest here. [/sblock] [b]Leaf Runner Style (Hand Crossbow, Repeating Crossbow, Shortbow, Shuriken, and Sling[/b] [sblock] Leaf Runner Student (Paint the Bull's Eye) - +1 to speed is nice to have, especially for hit-and-run assaults. Leaf Runner Pathfinder - Ignoring cover is nice, but literally nothing else is appealing. [/sblock] [b]Longhand Style (Two-Handed Polearms and Two-Handed Spears)[/b] [sblock] Longhand Student (Viper's Strike) - Shoving your enemy right into the jaws of your Defender or other allies is a good idea indeed, especially when you do it from afar. Longhand Bravo - This allows you to ignore Armor Specialization to a certain extent, since you'll get the same bonus just for hitting. Cool. [/sblock] [b]Nerathan High Blade Style (Versatile Heavy Blades)[/b] [sblock] Nerathan High Blade Student (Viper's Strike) - A damage bonus when surrounded. Not something I'd look to take advantage of, but useful nonetheless. Nerathan High Blade Captain - Negating the attack bonus from CA is nice to have, though the rest of the feat is likely of little use. [/sblock] [b]Ninth Legion Style (One-Handed Picks and One-Handed Spears)[/b] [sblock] Ninth Legion Student (Direct the Strike) - Allowing someone to hit for you at range can set up awesome tactical shenanigans, but mostly this is just substitutin one MBA for another. Ninth Legion Commander - +2 to AC and Reflex for adjacent allies against adjacent enemies calls for pretty cramped quarters, but the space restrictions make it fairly conclusive that not everyone will be able to strongly use this feat. [/sblock] [b]Ogremight Style (Two-Handed Hammers and Two-Handed Maces)[/b] [sblock] Ogremight Student (Brash Assault) - Adding a mild debuff to Brash Assault is a nice thing. Ogremight Ravager - Behold, one of the few quick and easy ways for a Warlord to get improved critical rates. Enjoy. [/sblock] [b]Partisan Polearm Style (Non-spear Polearms)[/b] [sblock] Partisan Polearm Student (Viper's Strike) - Knocking prone on a critical is a solid benefit. Partisan Polearm Captain - Free CA on a push is sweet, but the power list blows. Solid overall. [/sblock] [b]Rending Chains Style (Flails)[/b] [sblock] Rending Chains Student (Viper's Strike) - A square of sliding makes Viper's Strike a great "backup Defender" sort of power, and that's not a bad thing to have. Rending Chains Warmaster - While it likely looks a bit marginal at first glance, the fact of the matter is that to some Warlords do like Wisdom, and will thus consider taking it. [/sblock] [b]Steel Vanguard Style (Two-Handed Heavy Blades)[/b] [sblock] Steel Vanguard Student (Viper's Strike) - An improved critical rate doesn't usually come by this easily for Warlords. Enjoy. Steel Vanguard Captain - Though most of the power list appeals little to me, the thrill of expanding your crit rate repertoire with them is a benefit not to be undersold. [/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. Garrote Training (D 373) - This is better on a Rogue, but having a KO Daily is nice. Net Training (D 368) - Some solid control abilities. [/sblock] [b]Dragonmark Feats (EPG)[/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. Mark of Healing (Halfling) - By the gods! What an AWESOME feat! Adding a free saving throw to ANY healing power you use is beyond incredible. Do NOT miss out on this. Mark of Storm (Half-Elf) - This feat makes it a bit easier for a Warlord who is interested in Polearm shenanigans to get his effect across. You likely won't be indulging in the Paragon Path, though. As an added plus, this race actually likes to be a Warlord, so you may not have to deviate from the typical race in order to use it effectively. [/sblock] [/QUOTE]
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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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