Originally posted by erleni:
Feats
Assassin feats:
Heroic Tier
Assassin's cloak: considering the number of invisibility powers this feat will let you hide very often. Usually you can hide only at the end of a move action but with this feat you can do that on the spot when you become invisible. Check exactly with your DM the interpretation he has of the Stealth rules, as this can influence this power.
Assassin's escape: one of the best assassin's feat. Halving damage when you need it can save your life. Even better for Soul Thiefs who can recover Shade Form.
Avernian Emissary Wrath (Tiefling):
for nightstalkers. Almost useless for a Bleak Disciple (but Tiefling Bleak Disciples won't be popular anyway). It's usefulness decreases as you go up in tiers, so you'll most likely retrain it sooner or later.
Betrayal of Zerthimon (Githzerai): ok, it's Combat Advantage for everybody on the creature for one round, but you have to act before it on the first round of combat and your buddies will need to be able to engage it.
Blood Devourer Shifting (Shifters): more or less the same considerations of Avernian Emissary Wrath, with the exception that this one is ok for both Guilds, being based on Dex
.
Brutal Shroud: this one will increase your DPR by approximately 0,5. Is that worth? Maybe at low heroic but not later. A little better if you can increase your shrouding rate.
Close to Death (Revenant): pretty good. As a revenant you'll probably be able to be bloodied often and this feat removes one of the main limits of Shadow Step (you still need to end teleport adjacent to a creature though).
Concealing Shades (Revenant):
the blue rating is for revenant assassins who have Thin the Herd and Reaping Renewal. Concealment in a wide area twice per encounter is absolutely good. Less effective if don't have the other two feats.
Crimson Eye Action (Human): interesting during the heroic tier (maybe
blue there), but you'll most likely retrain it later. If you have taken the Slayer's Endurance 10th level utility and you're a Nightstalker you can upgrade this feat to
green as it will help you in getting some more THP from time to time.
Dawn Hunter Training: it's difficult to evaluate this feat but if you roll really bad on a high [w] power (or 4 shrouds) it may be good to have a chance to reroll damage.
Darkness' Wings (Shadar-Kai): darkvision at heroic is good. Shadow Jaunt will give insubstantiality anyway and you get an unrestricted teleport. Good synergy with Hunter in the Gloom against high AC/low Ref monsters.
Darting Shade: you'll not often be in shade form as it ends as soon as you attack, so not very useful.
Death Sight:
you can ignore cover and concealment when you attack a bloodied creature. Not that bad, but quite situational.
Death Walk (Revenant): you can get two extra teleports per encounter if you have Reaping Renewal, thus saving two move actions. Anyway normally you're not really lacking move actions anyway and don't have really too much use for them.
Death Wastes Nothing (Revenant): mmmm.... It's quite situational. You'll probably want this only if you have Grave Dust Assassin and can kill your target with a strike powered by Dark Reaping, thus transferring the shrouds to another target in order to invoke them later. May help also in some cases where you want to change target, but overall I would not recommend it.
Emerald Scale Concealment (Dragonborn):
the main reason to play a Dragonborn Assassin. You can become invisible to many target once per encounter as a minor. Unfortunately lasts only until the end of your turn.
Eilserv's Treachery (Drow): Shade Form is a powerful feature especially for squishy Nightstalker as a drow will probably be.
Eternal Void Memories (Deva): the feat itself is not bad, being in line with racial assassin feats of Tieflieng an Shifters. Anyway Devas are not the best assassins around.
Far Shadow (Drow): adds range to Cloud of Darkness.
Flickering Fortune (Githzerai): Shade Form is a already a minor action. Very situational feat as you may not want to use it when you use your second wind.
Ghostly Voyage (Wilden): another source of insubstantiality. Good only if you have at least an encounter close/area power.
Grave Dust Advantage (Revenant): similar to Crimson Eye Action, so more or less the considerations are the same. Maybe
blue at heroic, but losing steam afterwards. If you take Reaping Renewal at Epic it downgrades to
green only, as you can use it twice an encounter (better than the other 1 shroud/encounter powers).
Grave Dust Assassin (Revenant):
this feat stays solid over all your career. At heroic it's one of the main tools to get spike damage but also at epic you get potentially 4d6+24 points of damage.
Hidden Insight: it can be a little situational and to many people it may seem a feat tax. Anyway if you want to play the sneaky assassin it's a nice one. It can also help you in avoiding becoming a target of your assassin's shroud target if you don't want to engage him directly. Your DM may let you forego this feat and automatically add shrouds without the target noticing. Check with him as in that case thise feat becomes useless.
Horned Nightmare (Minotaur): you'll not charge often, but iy may have some use to by-pass obstacles outside combat.
Horns of the Shadow Reaper (Minotaur): honestly given your low strength you'll not use your racial often as you'll better use a different power.
Hungry Sky Shadows (Goliath): if you invoke every two rounds it will increase your dpr by 0,5 with a 50% chance to hit if you have a +2 Str bonus. As you'll probably not go much higher in Str the benefit is not so high and really disappears at high levels.
Hunter in the Gloom (Shadar-Kai):
equivalent to a +2/+3 to hit for one round each encounter if you use a power that targets AC. Useful to increase the hitting chance of encounter or dailies.
Hunting Shadow (Wilden): teleporting is slightly better than shifting, but the damage kicker is low and you can't control it.
Initiate of Three Masks: as a changeling you're most likely increasing your Bluff anyway and you already get a racial bonus by the way. Maybe interesting for Changeling Bleak Disciples.
Insidious Shroud (Changeling):
another one-shroud-per-encounter feat and it may be useless as it triggers only if you make the bluff check.
Leaping Shadow: you'll get some extra teleports from it. Anyway it can be wasted if there's no other creature adjacent.
Lolth's Embrace (Drow): a brother to insidious shroud.
Keeper of the Black Flame (Drow): another "one extra shroud"per encounter power.
Killer's Insight:
slightly better than Crimson Eye Action as you can use it every encounter and not only with an AP. The considerations are anyway similar (so maybe
blue at heroic and the losing steam).
Maw of the Hungry Killer (Gnoll):
some THP and possibly a free teleport every time you kill your assassin's shroud target.
Merciless Nature (Wilden): CA once an encounter on a charge or MBA is not worth a feat, especially as an assassin has no special bonuses on charges.
Mind of Flawless Sight (Kalashtar): ignore the penalty for concealment or cover on your target. Situational.
Mist Walker Illusion (Gnome): it helps you in having more access to your racial power which is a good one for an assassin.
Nightmare Killer: it doesn't stack with weapon focus on weapon powers (and you'll most likely take that) so you can apply it only to some implement-based encounter powers mainly good for Nightstalkers. If you take them all then you may look into this feat but it's not really great.
Nightmare Step: the "Nightmare" feats are real nightmares?. You can apply this only to some selected encounter powers (and the terrible Terryfying Visage) and the only effect you get is a slide 1 if you miss.
Obsidian Cave Recovery:
great feat. Recovering Shade Form when you spend second wind as a minor is extremely good.
Phantom Blade Evasion (Halfling):
good to move out of trouble, but in the end it's only one teleport more each encounter.
Quick and Dead (Revenant): solid feat especiall if you have Thin the Herd. Triggering Dark Reaping early in the encounter will add 1 to your Shadow Step range for several rounds. May save you an item slot, if you look at increasing the teleport range.
Raven Queen's Disciple (Revenant): it really boils down to a small amount of THP each fight. A little better if you fight in an undead-heavy campaign.
Raven Queen's Sanction (Revenant): eeekkkk... Terribly situational and with low effectiveness. Not losing a shroud on a miss if you attack an undead or shadow creature??
Reaping Ki (Revenant): it's a source of damage on a miss, but it's very situational. First you have to activate Dark Reaping, and then you have to miss within the end of your next turn with a ki focus attack. Useless for weapon users. Ki focus users may plan to use it with an encounter area/close power, where you roll several attacks and you may miss one of them. Anyway Revenant assassins are usually feat starved and may want to look elsewhere.
Resolve of the Iron Terminator (Warforged): good. You get resist 1-4 against your assassin shroud target.
Scions of Zarak Initiate: ok, you use Furious Assault even on a miss, but do you really want to spend a feat for that?
Seeker of the Devouring Dark (Drow): as you cannot have multiple assassin shroud's targets it's not very useful. Anyway it's automatic damage and may kill a creature before it can act.
Shadow Veil Assassin: there are exactly 6 assassin powers that will let you use this feat. If you take many of them you may look into this feat but given the mobility you already have I don't see why you should.
Shadow Veil Disappearance: same situation of the power above. If you take all the powers and have a source of continuos concealment (without using invisibility otherwise this feat is useless) you may try this feat. At very high levels if you have a Shadow Band it may be interesting.
Shadowforged Killer (Warforged): is Shade Form better than Warforged Resolve? Difficult to say so expending a feat to be able to make the change may not be a good idea.
Spirited Shadows (Drow): the increased range of Shadow Step when you start in your Cloud of Darkness may be a good idea to keep the distance from very dangerous melee monsters, or a way to move from the front ranks to some enemy controller/leader back in the ranks.
Swallowed by Shadows (Revenant): becoming invisible when you use Dark Reaping is already ok, but if you have Reaping Renewal and Thin the Herd, this one becomes close to
sky-blue.
Twilight Phantom Step (Eladrin): increasing you fey step distance if you end up adjacent to your shroud target may be useful from time to time but it's nothing great.
Velvet Blade Trick (Half-elf): before being nerfed it was a great feat due to Versatile Master. Now it's in line with all the other "one extra shroud per encounter" feats.
Vengeful Shade (divine):
so far really useful only for divine characters MC'ed in assassin or those few full assassins with a divine attack power.
Venom Hand Assassin: as it works only on a hit it deals in average damage similar to an extra shroud.
Venom Hand Killer: if you take this feat you'll most likely go the full poison way (Spiderkissed Weapon + Venom Hand Master and maybe Venom Soul). Otherwise the interest in this power is lower and you may rate it
purple.
Venom Hand Master:
this feat is potentially one of the most powerful feats around. To fully exploit it you will have to use a Spiderkissed weapon and wisely choose your implement powers, but ignoring all resistance and immunities is simply awesome. If you don't use a Spiderkissed weapon then it's probably
green or
purple depending on your choice of powers.
Venom Handler:
poison resistance that scales up with tier.
Word of Shadow (Kalashtar): this feat will be mainly triggered at high levels when Will attacks are more common and by that time the damage will be small.
Paragon Tier
Death Shroud (Revenant):
don't touch it. Only useful in undead heavy campaign and if you have a way to recove Shade Form or use it as an interrupt.
Death's pall: this will give you some serious bonuses to your defenses, but it's an incentive to shroud a "weak" enemy and not to invoke.
Drawn Shadows: useful to stay hidden. There are better choices, though.
Minion of the Dark:
the usefulness of this feat varies a lot. For scouting in dungeons it can be great and you can act without problems even out of the radius of your party lights. That's the reason I rate it blue. If you mainly adventure outdoor during the day then it's more limited. If you're a drow...
Nightmare Master: you may get the chance to daze several times each encounter. It has the limits of the "Nightmare" feats as the number of fear powers is not huge, but dazed is an interesting condition to inflict. Mainly for Nightstalker who will gravitate more towards fear powers.
Fade into Shadow: it's an immediate reaction so you'll not be able to use Assassin's Escape in the same round. Nothing special.
Grave Step:
if you kill a creature you can shadow Step as a minor for a round and you don't need to start or end adjacent to a creature.
Killer in the Crowd: getting cover from enemies is not bad at all. And ignoring cover granted by your enemies is good too. Normally to get cover you should stay close to melee enemies so better suited for Bleak Disciples.
Shadow's Inexorable Grasp: you'll do your best to avoid triggering this feat. Even Revenant Undying builds will not really benefit from it.
Specter of Death (Revenant): ok, even if you're a revenant you may become uncounscious by failing a (or more) death saving throws. Anyway you'd better spend your feats to avoid that (say Fierce Vitality?)
Epic Tier
Soul in shadow: nice feat. It
will grant you +2 to defenses very often against artillery/controllers.
Untouchable Shade: absolutely great. Just remember to invoke first and then put a shroud on the target to enjoy insubstantiality against one creature at a time for the rest of your career. Combines pretty well with Death's Pall as long as you can stay adjacent to your shroud target.
Vanish into Shadow (Revenant): given the fact that you can usually teleport each round this is almost equal to continuous concealment (it's not exactly equal, because it lasts until the start of your next turn so you'll come out of hiding for example, and you'll need total concealment to hide again, but defense-wise it's the same as concealment as long as you can take a move action each round).
Walker Through Shadows:
the question is: how often will you be insubstantial? If you use Shade Form for scouting (maybe with a Shadow Band and Darting Shadow at epic) then phasing can be really useful. If you are an Undying Revenant with Ghostly Vitality then you'll often be insubstantial.
Other feats:
Heroic Tier
Aberrant Mark of Contagion: you need to hit with a daily to trigger it. As you may have many powers who deal ongoing damage this can be an interesting feat.
Action Surge (Human): useful to place dailies. A well known and appreciated feat.
Armor proficiency Hide: green for now (not yet checked the enhancements available).
Bloodthirsty Mien: for Nightstalker's. If your DM uses the Intimidate rules for surrendering this may be an interesting feat given your high Cha.
Bolstering Breath (Dragonborn): this lets you use Dragon Breath without fear of hitting your friends. To look into this one you should already have Emerald Scale Concealment.
Dakshai's Body-Mind Union (Githzerai): this may prove invaluable over time. It may save you once an encounter from a nasty save-ends effect (stunned anyone).
Death's Blessing (Revenant): a situational feat. Anyway being able not to drown underwater is always a good thing.
Death's Quickening (Revenant): this feat is blue at heroic, when combined with the second level utility Fast Hands. Draw an healing potion as a free action, drink it as a minor and use your standard to go on beating the hell out of you target. Depending on your build evolution, this feat may become useless at paragon and will be for sure replaced by Ghostly Vitality at Epic
Diabolic Soul (Tiefling):
you get a very nice daily power instead of your racial. Regeneration goes a long way towards being an effective assassin.
Durable: you need a little experience before looking at this feat. If you find out that you run out of healing surges before your allies you may look into it.
Enlarged Dragon Breath (Dragonborn): Dragonbreath is an interesting power, for Emerald Scale Concealment and damage with a minor. A bigger one may be useful.
Focused expertise: to some this is a feat tax, but almost nothing is better than +1/+2/+3 to hit.
Githzerai Blade Master (Githzerai): proficiency with the bastard sword, the fullblade and +2/+3/+4 to damage!! The best weapon and the best to damage bonus for only one feat.
Human Resolve: for nightstalker's only. 3+Cha THP every time you spend an action point. Good at heroic, loses steam going up in levels.
Improved initiative: starting first is always important. You will usually have an high initiative bonus as Dex is your primary but this feat can make the difference.
Improved Razor Storm (Bladeling):
a burst two power that inflicts good damage (Dex based) and ongoing as well as a minor. Works very well in a combo with Well of Shades and you don't need an action point.
Instictive Darkness (Drow):
good to avoid bad situation (being surrounded). Activate it when the first enemy hits you and draw darkness upon you.
Ki Focus Expertise: you'll need to focus on implement powers if you take this one, otherwise Focused Expertise gives you a better option. The damage rider is nice as you'll get it 50% of the time. The bad thing is that your only implement at will (Executioner's Hood) is not really strong.
Life on the edge (Shadar-Kai): the Shadar-Kai version of Action Surge. +2 to hit and damage on an action point action. Solid.
Lost in the Crowd (Halfling): this will help you often if you're in melee. Usually Nightstalker will try not to be in melee so often (and Halfling will mainly be Nightstalkers) but the benefit is still there.
Knife in the Dark (Drow): you can get some nice damage out of this with blast/burst powers.
Mark of Shadow: good in many cases to stay hidden or invisible.
Mark of Passage: one more square of teleport for you. Interesting if you don't want to invest in a teleport enhancing item.
Melee Training:
you'll often be in melee and very often invisible/hidden so you should get opportunity attacks regularly. This feat helps you in hitting and dealing damage.
Miryath's First Strike (Githzerai): better than the extra-shroud feats at heroic, and most likely still better at epic. At heroic it's at least
blue.
Nimble Blade: this feat is mainly useful for assassins who multiclass into Rogue. You will have to use smaller weapons but +1 to hit is not bad considering that you'll be able to get CA very often.
Power Attack:
this feat is usually a crappy one, but for one specific build, Githzerai/Storvakal PP it's
sky blue as you will be able to ignore the penalty and enjoy a nice damage bonus, in particular if you use a two-handed weapon like most assassins will do.
Plague of Chance (Halfling): this will deal some damage every time you use your racial if you have Sudent of the Plague and has the chance to make you invisible if the reroll misses.
Plagueforged Accuracy (Elf): blue if you have student of the plague as you can get some good "area" damage.
Plague Regeneration (Longtooth Shifter):
increases your regeneration rate and deals automatic necrotic damage to adjacent non-minions when you regenerate. The main drawback is that you have to be bloodied but avoid to go below 0HP, so its effectiveness will vary from encounter to encounter.
Plaguing Bloodhunt (Tiefling): simply great. It's extra necrotic damage against all bloodied enemies. If you have student of the plague it's extra fire and necrotic damage
so enemies will to resist both to avoid it.
Reaper's resistance (Revenant): scaling necrotic resistance. Given the high number of monsters who deal necrotic damage can be good.
Restless Dead (Revenant): honestly you'd better take this feat at epic, where you will be often at negative HP.
Scrappy (small size): +1/+2/+3 bonus to damage that stacks with Weapon Focus (it's untyped). You'll probably have to take proficiency in the bastard sword but that's not a bad idea anyway. If you later multiclass (at epic probably) into Fighter you can also look for Small Warrior's Defense.
Secret recovery (Drow): nice feat. More chances to hide even if you've used up all your actions.
Shadow of the Wild: this feat's effectiveness heavily depends on the campaign. If it's outdoors based then this is a no brainer. Hide, keep concealment (there are many ways to do that), optimize stealth and you're done. Not even your buddies will notice you.
Sturdy Shifter (Shifter):
this can pull out a reasonable number of THP every day.
Thirst for Battle: a strange combination of Improved Initiative and Durable. May be an alternative to the first one.
Thoughness: you have controller HP. This feat will increase your HP pool by at least 10% in average.
Vistani Heritage: this gives you a nice minor action that can keep a baddie away from you and gives you CA against it. As you normally don't use minor actions too much it's a reasonable feat.
Weapon Focus: most assassins would like to take it, but poisoners will look into Venom Hand Killer and Githzerai probably into Githzerai Blade Master.
Weapon Proficiency: the fullblade is one of your best choices. High damage, high-crit property. The Executioner's Axe is another choice.
Paragon Tier
Beasthide Shifting (Shifter): resist 2 is not that bad especially if you're bloodied (you need that to trigger your racial).
Cloud of Poison (Drow): a nice feat especially as it is party friendly, targeting only enemies.
Death Scorned (Revenant): this feat is nothing special for most builds. It becomes
Sky Blue for the Undying builds with the Avenging Haunt PP and Raven Consort ED. In that case you'll never die because of failed death saving throws and you'll be fully conscious.
Dwarven Durability (Dwarf):
great feat for Bleak Disciples. It's less impressive at epic, but still very good.
Dragonborn Zeal (Dragonborn): it's almost like having Soul of Death 10 levels before. Requires Dragonborn Frenzy which may be a problem as that feat is not really great.
Eyedark Strike (Drow): good to blind solos and elites.
Fierce Charge (Gnoll): your at-wills are not devastating, but better than an MBA.
Fierce Vitality (Revenant): always good, but becomes much better with a Life Charm at epic. With that item you'll be able to always stay conscious at negative HP and never die of failed death saving throws, but you'll not have the chance to roll a 20+ on a saving throw.
Great Fortitude/
Iron Will/
Lightning Reflexes: better defenses always help. One of the first two will help you raise your low NAD (depending on your Guild it will be either Will or Fort).
Inescapable Force: this can be a very nice feat, as you'll most likely have a force at-will (Executioner's Hood).
Lasting Frost: frostcheese maybe will not be one of the main options for an assassin but can still be a possibility. You'll not be able to exploit it as much as multi-attackers but should at least look into into it.
Paragon Defenses:
+1 untyped bonus to all NADs. To be retrained later for Robust Defenses.
Persistent Poison: only for poison builds.
Psychic Lock: Nightstalkers may look into this feat if they take many encounter powers with the Psychic keyword. Bleak Disciples will most likely stay away.
Shield Specialization: if you use a shield this feat is blue. Most likely you'll be using a shield if you multiclass into Rogue and use a light blade to be able to apply Sneak Attack and use Rogue powers.
Thin the Herd (Revenant): blue if you already have Grave Dust Assassin. It will let you trigger Dark Reaping very easily. Almost useless otherwise.
Uncanny Dodge: negates the +2 when enemies have combat advantage against you. Requires 15 Wis so it may not be interesting for all builds.
Unnatural Stamina (Revenant): can be good, depending on the campaign you play. If you go for an undead killing campaign this can be a fantastic feat.
Unyielding Stone (Goliath): a bunch of THP every encounter (1/2 level + Con Mod).
Venom Master (Drow): extremely nice feat for poison builds. Vulnerability 5 poison until the end of the encounter. The rating is based on a poison build, otherwise look elsewhere.
Versatile Master (Half-Elf): your Dilettante power becomes an at-will. More details in the multiclassing section.
Epic Tier
Ancient Stone (Goliath): one round more with damage resistance (10) when you use Stone's Endurance.
Blind Fight: a pretty good feat against invisible/concealed creatures.
Don't let enemies play your game.
Deathless Warrior (Shadar-Kai): this may save you from being dropped. Probably only for Bleak Disciples as Nightstalkers will not benefit too much from it.
Epic Fortitude/Reflexes/Will: +4 untyped to a NAD. Great feats even if a bit lackluster...
Fluid Anatomy (Changeling): crits are one of your main enemies. Being able to save against them is a powerful ability.
Ghostly Vitality (Revenant): if you take this feat you'll most likely have a way to stay conscious at negative HP (Fierce Vitality or the Avenging Haunt PP). In that case being able to take all the normal action and being insubstantial is absolutely great.
Lolth Blessed (Drow): regaining cloud of darkness on an AP can be very useful.
Peerless reaction (Githzerai): instead of using Iron Mind you can use Second Wind as an immediate interrupt! Remember the bonus to defenses from Second Wind too, it may negate the hit.
Poison's Partner: dedicated poison builds may look into this feat (-2 to saves against poison effects)
Quori desperation (Kalashtar): this feat will let you play the revenant once an encounter.
Reaping Renewal (Revenant): blue if you have Grave Dust Assassin, otherwise it's probably not that interesting.
Robust Defenses: +2 to all NADs. Once again a bit lackluster but very effective. If you have taken Paragon Defenses you can retrain that feat for this one as they don't stack.