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Archmage's Ascension - The Wizard's Handbook (By RuinsFate)
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<blockquote data-quote="Veep" data-source="post: 6708073" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><span style="font-size: 18px"><strong>Power Accentuated: Feats</strong></span></span></p> <p style="text-align: center"><span style="font-size: 18px"></span></p><p>Like with Themes, Paragon Paths and Epic Destinies, only those worth taking or of special relevance will be listed. There are also a few trap options that need to be pointed out. Any additional requirements will be listed after the feat's source.</p><p></p><p><strong>On Feats; Basics:</strong></p><p>[sblock]</p><p>For a Wizard, feats fall into 5 basic categories in terms of how they benefit you, as follows (in no particular order):</p><p></p><p><strong>1) Accuracy.</strong> Expertise feats, Combat Advantage feats, using Superior Implement Proficiency on an Accurate property, Hellfire Blood, etc, fall into this category. You need accuracy - while some powers have good miss effects and/or effect lines, generally speaking, if you don't hit, you don't control or do damage. You need at least an Expertise feat to keep up with 4e's basic system math, and a feat or two beyond that will always help your cause.</p><p></p><p><strong>2) Initiative.</strong> Battlewise, Improved Initiative, Imperious Majesty fall here. You want your Initiative decent to high. The sooner you act, the sooner you lay down control on Team Monster, the sooner you win and the less damage everyone takes, and you can move on to the next encounter, or continue the epic storyline before you.</p><p></p><p><strong>3) Defenses.</strong> Unarmoured Agility, Improved Defenses, Superior Will, etc, fall here. A dead Wizard does no controlling or damage. Taking a couple of defense feats will help stop this occuring. </p><p></p><p><strong>4) Damage.</strong> Implement Focus, Silvery Glow, DIS fall here. Obviously less important for the controller than the blaster, but you shouldn't ignore this category completely. (Unless you're an Enchanter, as your powers do not do damage directly) Even small contributions add up to Team PC's overall power.</p><p></p><p><strong>5) Versatility/Effects.</strong> Psychic Lock, Second Implement, Arcane Familiar, Spell Focus, etc, fall here. These are the feats that make you better at what you do, eg: Psychic Lock adds another debuff to your powers, Enlarge Spell makes them hit more targets. There will always be a useful and/or fun feat somewhere in this category for you.[/sblock]</p><p><strong>On Feats; Must-haves, the important and the 'taxes':</strong></p><p>[sblock]</p><p>Here I will list the feats I consider either important, build-defining, or just plain neccessary for your character to perform like they should. The feats often called the 'taxes', but also those that are just such large increases in effectiveness that no Wizard wanting to be called 'optimised' should do without them, along with those that are just generally good options if you can take them.</p><p></p><p><strong>-An Expertise feat:</strong> Ideally Staff, Tome or Orb. Blasters can use War Wizard's if they pick up AIP:Blades, but really shouldn't be targetting allies anyway.</p><p><strong>-Basic defense boosters:</strong> Unarmoured Agility or Leather Armour Proficiency, Improved Defenses and Superior Will (Lower priority, but if you qualify for it, you should take it at some point for its secondary effect)</p><p><strong>-Extra accuracy boosters:</strong> Superior Implement Proficiency: Accurate, Elven Arcane Precision (Elves), Hellfire Blood (Tieflings)</p><p><strong>-Initiative:</strong> Improved Initiative (Retrainted to Superior in Epic), Battlewise for the Wis-secondary (Battle Intuition for Devas), Imperious Majesty for Cha-secondary Tieflings.</p><p><strong>-Damage (Primarily Blasters):</strong> Implement Focus or a better feat bonus if one is available to you (Such as Silvery Glow, or the elemental typed options in Paragon). Dual Implement Spellcaster, Destructive Wizardry, Elemental Empowerment (Genasi) (Additional bonuses, such as conditionals or ways to impose vulnerability should also be considered)</p><p><strong>-Versatility:</strong> Spell Focus, Enlarge Spell (Except Enchanters), Psychic Lock (Depending on power selection), Arcane Mastery, Quickened Spellcasting, Improved Tome of Readiness (ToR Arcanist)</p><p><strong>-Illusionists:</strong> Psychic Lock (Enough illusion powers do psychic damage), Phantom Echoes (The Master Mage feature will be consumed by an ally)</p><p><strong>-Summoners:</strong> Careful Summoner[/sblock]</p><p></p><p><strong>Heroic Tier Feats:</strong></p><p><strong><u>Class Feats:</u></strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Arcane Fire:</strong></span></p><p><em>(AP)</em> You can get a fair bit of extra damage out of this, but the constraints it puts on your power selection and the interactions with other support for those damage types individually make it more effort than it's really worth.</p><p></p><p><span style="color: #0000ff"><strong>Arcane Implement Proficiency:</strong></span></p><p><em>(AP)</em> Your existing selection is pretty good, so it's not really needed, except that it allows you to use Weapliments in the form of Blades, which opens up your range of enchantments a bit. Generally a specialised feat.</p><p></p><p><span style="color: #800080"><strong>Bitter Cold:</strong></span></p><p><em>(D380)</em> Cold powers vary between targetting Fort and Reflex, weapon using allies will largely target AC, and implement users are unlikely to consistently benefit from this. Pass.</p><p></p><p><span style="color: #800080"><strong>Burn Everything:</strong></span></p><p><em>(D388)</em></p><p><span style="color: #0000ff"><strong>Fire-based Blasters</strong></span> should consider this one, mainly for getting around Immunity. (Evokers and Pyromancers ignore resistance anyway) If you don't run into immunity very often, ignore it. You'll probably get a feel for whether you need it or not from your campaign.</p><p></p><p><span style="color: #800080"><strong>Careful Summoner:</strong></span></p><p><em>(AP) Con 13.</em></p><p><span style="color: #33cccc"><strong>Summoners</strong></span> should not do without this one. Your summons will usually be closer to the front line than you, and thus a bigger target. Keeping them alive is important.</p><p></p><p><strong>Destructive Wizardry:</strong></p><p><em>(AP) Dex 13.</em></p><p><span style="color: #0000ff"><strong>Blasters</strong></span> should definately pick this one up, but not until after some of the more basic damage boosters (Focus, DIS)</p><p></p><p><span style="color: #0000ff"><strong>Dual Implement Spellcaster:</strong></span></p><p><em>(AP) Dex 13.</em> Most controllers will have two good implements, so the damage boost can be worth it to them, and no <span style="color: #33cccc"><strong>Blaster</strong></span> should do without this feat, ever. <span style="color: #ff0000"><strong>Enchanters</strong></span> can ignore it, due to largely lacking damaging powers.</p><p></p><p><span style="color: #33cccc"><strong>Enlarge Spell:</strong></span></p><p><em>(AP) Wis 13.</em> Everyone should have this feat (Except <span style="color: #ff0000"><strong>Enchanters</strong></span>, as the majority of your powers fall under the 'doesn't roll dice for damage' clause) It's not as much of a damage penalty as you might think, and being able to cover more enemies will more than make up for it. Other controllers envy you this feat, it's that good.</p><p></p><p><span style="color: #339966"><strong>Expanded Spellbook:</strong></span></p><p><em>(PHB) Wis 13.</em> As useful as you find the Spellbook itself to be. I wouldn't make this high priority though.</p><p></p><p><span style="color: #800080"><strong>Far Spell:</strong></span></p><p><em>(D380)</em> Generally speaking, battlefields don't get large enough for you to really need this. If your campaign and DM style prove otherwise, consider it, but it's not really needed.</p><p></p><p><span style="color: #ff0000"><strong>Immolate the Masses:</strong></span></p><p><em>(D380)</em> Far too minor a benefit, and one that could easily go several fights without triggering.</p><p></p><p><strong>Phantom Echoes:</strong> (AP) Cha 13.<span style="color: #33cccc"><strong> Illusionists</strong></span> should always have this one (The Master Mage: Illusion benefit will be consumed by an ally's attack before your's the vast majority of the time) Generalists with a heavy leaning towards Illusion powers should also<span style="color: #0000ff"><strong> consider it.</strong></span> Obviously if you take this, you don't really need to look at the other CA feats.</p><p></p><p><span style="color: #ff0000"><strong>School of Magic Apprentice/Expert/Master:</strong></span></p><p><em>(Class Compendium)</em> Do not ever take these feats. For three feats, you trade Implement Mastery to get one spell school, when a real Mage gets two. You can achieve a better version of the same result by taking Ritual Caster as a Mage. These feats are a trap and a waste of resources.</p><p></p><p><span style="color: #800080"><strong>Stoking the Fire:</strong></span></p><p><em>(D388)</em> Another one for the <span style="color: #0000ff"><strong>Fire Blasters</strong></span>. I really feel I should make some pun on stacking kindling at this point. Another damage bonus is always welcome, although again, not before the basic boosters.</p><p></p><p><span style="color: #ff0000"><strong>Sympathy of Flame:</strong></span></p><p><em>(D388)</em> I wouldn't bother with this one on a Fire Blaster, given it's a Feat bonus with a conditional trigger. It's a relatively easy trigger to meet, but a lack of stacking really hurts it, plus it's more book-keeping than the other bonuses.</p><p></p><p><strong>White Lotus Riposte:</strong></p><p><em>(D374)</em> The only really decent feat of the White Lotus line, as it offers a disincentive to attack you, especially with its Master version in Paragon.[/sblock]</p><p><strong><u>General Feats:</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Arcane Familiar:</strong></span></p><p><em>(AP-HoFW)</em> There are several beneficial familiars for the different builds, some with strong enough benefits to make this a great feat. [To go into more detail later]</p><p></p><p><span style="color: #33cccc"><strong>Armour Proficiency: Leather:</strong></span></p><p><em>(PHB)</em> +2 AC for one feat. You want either this, or Unarmoured Agility. Enough attacks will probably come your way that this will save you some pain.</p><p></p><p><span style="color: #0000ff"><strong>Battlewise:</strong></span></p><p><em>(HoFK)</em> Get your Initiative from Wisdom instead of Dexterity. A great option, although obviously of <span style="color: #33cccc"><strong>best</strong></span> use to the Wis-secondary. Devas and Tieflings can <span style="color: #ff0000"><strong>ignore</strong></span> this feat, as they have better racial options.</p><p></p><p><span style="color: #800080"><strong>Beguiling Enchantment:</strong></span></p><p><em>(PHB3)</em> A pretty good defensive feat for <span style="color: #0000ff"><strong>Enchanters</strong></span>, although it doesn't benefit your allies, and remember that many of your powers don't actually 'hit'. Best considered later on when your feat slots are a bit more free.</p><p></p><p><strong>Coordinated Explosion:</strong></p><p><em>(PHB2)</em> An accuracy <span style="color: #0000ff"><strong>boost</strong></span> for your friendly blasts and bursts, but it will make <span style="color: #800080"><strong>unfriendly</strong></span> ones more likely to damage Team PC. Consider your power selection as to whether this one will really benefit you.</p><p></p><p><strong>Disciple of Lore:</strong></p><p><em>(HoFL)</em> +1 to all your trained skills and you auto-qualify for it. Decent enough.</p><p></p><p><span style="color: #0000ff"><strong>Distant Advantage:</strong></span></p><p><em>(PHB2)</em> A reasonable way of gaining CA, especially for those with largely single-target powers.</p><p></p><p><span style="color: #800080"><strong>Echoes of Thunder:</strong></span></p><p><em>(PHB2)</em> A good little boost for Thunder-based <span style="color: #0000ff"><strong>Blasters</strong></span>.</p><p></p><p><span style="color: #339966"><strong>Expert Ritualist:</strong></span></p><p><em>(PHB2)</em> Ritual Caster required. Good for those who regularly use rituals, to get a bit more benefit out of them.</p><p></p><p><strong>Fey Bond:</strong></p><p><em>(HoFW)</em> Pretty average by itself, but it opens up a pretty good feat in Epic.</p><p></p><p><span style="color: #339966"><strong>Fey Cantrip:</strong></span></p><p><em>(HoFW)</em></p><p><em>Fey origin or Fey Bond feat.</em> Get an extra cantrip. Could be useful if you want another one of the skill substitution options.</p><p></p><p><span style="color: #800080"><strong>Hafted Defense:</strong></span><em> (PHB3)</em> A decent defensive bonus, but generally if you're using two implements you aren't gonna meet the 'in two hands' clause. <span style="color: #0000ff"><strong>Better</strong></span> if you are only using the one Staff for whatever reason.</p><p></p><p><span style="color: #0000ff"><strong>Implement Focus:</strong></span></p><p><em>(HoFL)</em> A decent always on damage bonus. Most of you should make room for this one (Except <span style="color: #ff0000"><strong>Enchanters</strong></span>) to add your small contribution to Team PC's effectiveness. Blasters should take this, but should <span style="color: #ff0000"><strong>retrain it</strong></span> in Paragon for one of the elemental typed feats, or Silvery Glow if they qualify.</p><p></p><p><span style="color: #33cccc"><strong>Improved Defenses:</strong></span></p><p><em>(HoFL)</em> You pretty much need this feat. If not in heroic, you should definately have it by Paragon. It will make a huge difference in your durability.</p><p></p><p><span style="color: #33cccc"><strong>Improved Initiative:</strong></span></p><p><em>(PHB)</em> Going first is important for you. This feat will greatly increase your odds of doing so. Retrain it to Superior Initiative as soon as possible in<span style="color: #ff0000"><strong> Epic</strong></span> though.</p><p></p><p><strong>Note:</strong> You may only take one of the following three Dragonmark feats, and remember they are illegal in <span style="color: #ff0000"><strong>LFR</strong></span>.</p><p></p><p><span style="color: #339966"><strong>Mark of Scribing:</strong></span></p><p><em>(EPG)</em> Reasonable, if not brilliant by itself and decent for adding to your RP versatility, and required for the Sivis Truenamer PP.</p><p></p><p><strong>Mark of Shadow:</strong></p><p><em>(EPG)</em> Decent in combination with the Chameleon's Mask cantrip, or a surprise round, but the real reason to take it is for the Phiarlan Phantasmist PP for <span style="color: #33cccc"><strong>Illusionists</strong></span>.</p><p></p><p><span style="color: #800080"><strong>Mark of Storm:</strong></span></p><p><em>(EPG)</em> Very strong in the hands of a Thunder- or Lightning-based <span style="color: #33cccc"><strong>Blaster</strong></span>. Adding forced movement to everything you do is great.</p><p></p><p><span style="color: #800080"><strong>Oncoming Storm:</strong></span></p><p><em>(PHB2)</em> A conditional accuracy boost. A bit hard to use consistently, but <strong><span style="color: #0000ff">decent</span></strong> if you manage to mix lightning/thunder on the majority of your powers (Storm Genasi, Malec-Keth Janissary)</p><p></p><p><span style="color: #ff9900"><strong>Orb Expertise:</strong></span></p><p><em>(HoFL)</em> You need the accuracy bonus, and the secondary benefit is amazing. A truely great feat. You should take either this or Staff Expertise (Obviously also dependant on your choice of implements)</p><p></p><p><strong>Quick Draw:</strong></p><p><em>(PHB) Dex 13.</em> Useful for implement juggling, but there are other ways to do that, and the initiative bonus doesn't stack with Improved.</p><p></p><p><span style="color: #0000ff"><strong>Resilient Focus:</strong></span></p><p><em>(HoFL)</em> +2 to every save you'll ever make. Always useful.</p><p></p><p><span style="color: #800080"><strong>Silvery Glow:</strong></span></p><p><em>(D386) Must worship Sehanine (Selune in LFR, otherwise reflavour to fit home campaign?).</em> A solid upgrade to Implement focus for Cold or Radiant-based <span style="color: #33cccc"><strong>Blasters</strong></span>.</p><p></p><p><span style="color: #0000ff"><strong>Skill Power:</strong></span></p><p><em>(PHB3) Level 2 or higher.</em> There are some useful skill powers, some of which are at levels you don't want to sacrifice your native powers. This makes for a pretty good use of a spare feat slot.</p><p></p><p><span style="color: #ff9900"><strong>Staff Expertise:</strong></span></p><p><em>(HoFL)</em> Again, you need the accuracy bonus, and the secondary benefit is truely, amazingly powerful (To the point of sometimes getting power creep accusations thrown at it) Never provoke an OA with your powers again, ever. Take this. (Again, dependant on your implement selection)</p><p></p><p><span style="color: #33cccc"><strong>Superior Implement Training:</strong></span></p><p><em>(PHB3)</em> +1 to hit, damage boosts, extra crit effects, these can do a lot for your build and should always be strongly considered.</p><p></p><p><strong>Superior <span style="color: #800080">Fortitude</span>/<span style="color: #0000ff">Reflex</span>/<span style="color: #33cccc">Will:</span></strong></p><p><em>(HoFL)</em></p><p><em>Str/Con 15, Int/Dex 15, Wis/Cha 15 respectively.</em> They don't stack with Improved Defenses, so it's only another +1 to the relevant NAD, but that's not a bad thing. The big draw is the secondary benefit. Fortitude's is okay, but not exceptional, Reflex gets you CA in round one, at which point you shouldn't have trouble re-acquiring it, and Will's is amazing. If you qualify for Sup Will, you should definately take it at some point for the secondary benefit alone.</p><p></p><p><strong>Terrain Advantage:</strong></p><p><em>(HoFK)</em> You have a few powers that generate DT, notably Mystic Debris. Not a bad way to generate CA for yourself, but not the best either.</p><p></p><p><span style="color: #ff9900"><strong>Tome Expertise:</strong></span></p><p><em>(HoEC)</em> Finally, tome users get their own expertise feat, and its a doozie. All your conjurations cause your enemies to grant CA to everyone. Awesome. Hint: Mage Hand is a conjuration.</p><p></p><p><span style="color: #800080"><strong>Toughness:</strong></span></p><p><em>(PHB)</em> Usually considered a waste of a feat slot these days, but <strong><span style="color: #0000ff">Summoners</span></strong> could give it some thought as summons run off your HP value as well. Plus it increases your durability.</p><p></p><p><span style="color: #33cccc"><strong>Unarmoured Agility:</strong></span></p><p><em>(PHB3)</em> +2 AC for a feat. It's this or Leather Armour Prof. I prefer this one for flavour reasons (Wizard, Robe...)</p><p></p><p><span style="color: #ff0000"><strong>Versatile Expertise:</strong></span></p><p><em>(PHB3)</em> Obsoleted by the other expertise feats.</p><p></p><p><span style="color: #0000ff"><strong>Vicious Advantage:</strong></span></p><p><em>(PHB3)</em> You have enough powers that bestow these conditions, and your allies might be handing them out as well (Knights do this well, for example) that this is a good way to get your CA.</p><p></p><p><strong><span style="color: #800080">Wand Expertise:</span></strong></p><p><em>(HoFL)</em> Ideally you shouldn't be using a wand as your primary implement, but for those that do, you <span style="color: #ff9900"><strong>need</strong></span> this.</p><p></p><p><span style="color: #0000ff"><strong>War Wizard's Expertise:</strong></span></p><p><em>(D402)</em> Like the other expertise feats, you need the accuracy bonus. This one isn't rated as highly since it requires you to get blades as an implement (AIP, MC Sorc or Swordmage, etc), and you really shouldn't be including allies in unfriendly attacks. LFR players also need to remember that they can not do so without that ally's consent.</p><p></p><p><span style="color: #800080"><strong>Wintertouched:</strong></span></p><p><em>(PHB)</em> Part of the Permafrost combo with Lasting Frost in paragon. Not as powerful as it used to be, but still decent for <span style="color: #0000ff"><strong>Cold Blasters</strong></span> once you hit <u>Paragon</u>. Not worth it until then though.</p><p></p><p><strong>World Serpent's Grasp:</strong></p><p><em>(HoFK)</em> Like with Vicious Advantage, you have enough powers involving these conditions to consider it, or if you have allies regularly handing out slow. Prone by itself isn't that strong, but combining it with other effects is decent enough.</p><p></p><p><strong>War Wizard's Staff:</strong></p><p><em>(D391)</em> Get an ally out of being blown up by your attacks. Decent enough, although you should be able to do without this with tactics.[/sblock]</p><p><strong><u>Racial Feats:</u></strong></p><p>[sblock]</p><p><strong>Deva:</strong></p><p>[sblock]<span style="color: #33cccc"><strong>Battle Intuition:</strong></span></p><p><em>(D374)</em> A better Battlewise. You should always take this.</p><p></p><p><span style="color: #800080"><strong>Magic of the Ages:</strong></span></p><p><em>(AP)</em> Memory by itself should be enough to boost you over that you shouldn't need this on top of it.</p><p></p><p><span style="color: #ff0000"><strong>Radiant Power:</strong></span></p><p><em>(PHB2)</em> Mentioned because it's a trap. The extra damage is nowhere near enough to compensate for a -2 to hit. Do not take this.[/sblock]<strong>Dragonborn:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Draconic Spellcaster:</strong></span></p><p><em>(AP)</em> Expertise and Focus, so long as your powers line up with your breath. You'll probably require an elemental converter, but 2 for the price of 1 is decent.</p><p></p><p><strong>Powerful Breath:</strong></p><p><em>(PHR D)</em> Switch your breath over to Int, if you want a bit more accuracy and damage out of it.[/sblock]<strong>Dwarf:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Rune-Scribed Soul:</strong></span></p><p><em>(AP)</em> Use that minor action second wind for a decent self-buff. A good choice.[/sblock]<strong>Eladrin:</strong></p><p>[sblock]<strong>Twist the Arcane Fabric:</strong></p><p><em>(AP)</em> Generally you'll be wanting to use Fey Step yourself, but this could be a decent emergency measure.</p><p></p><p><span style="color: #0000ff"><strong>Eladrin Sword Wizardry:</strong></span></p><p><em>(AP) Dex 13.</em> Replace the generally unimpressive range of wand enchants with the much more impressive line up available to longswords. A huge improvement for wand users.[/sblock]<strong>Elf:</strong></p><p>[sblock]<span style="color: #339966"><strong>Aerenal Arcanist:</strong></span></p><p><em>(EPG) Aerenal Background required, Illegal in <span style="color: #ff0000"><strong>LFR</strong></span>.</em> Get even more versatility out of your spellbook. Solid.</p><p></p><p><span style="color: #33cccc"><strong>Elven Arcane Precision:</strong></span></p><p><em>(AP)</em> No Elven wizard should be without this feat.[/sblock]<strong>Genasi:</strong></p><p>[sblock]<span style="color: #33cccc"><strong>Elemental Echo:</strong></span><em> (AP)</em> Turn your (usually useful anyway) racial power into a damage and accuracy buff. Awesome.</p><p></p><p><span style="color: #33cccc"><strong>Elemental Empowerment:</strong></span></p><p><em>(AP) </em><u>The</u> reason to play a Genasi Blaster, and the reason they're the king of that hill (With some competition from Tieflings for fire-based blasters)[/sblock]<strong>Gnome:</strong></p><p>[sblock]<span style="color: #33cccc"><strong>Gnome Phantasmist:</strong></span></p><p><em>(AP)</em> Expertise and Focus for Illusion powers. 2 for the price of 1 is pretty good, but Staff and Orb expertise have better secondary benefits overall.</p><p></p><p><strong>Magic of the Mists:</strong></p><p><em>(AP)</em> Could be useful occasionally, but I wouldn't make it a high priority.[/sblock]<strong>Human:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Action Surge:</strong></span></p><p><em>(PHB)</em> Extra Accuracy is always welcome, although you should probably retrain this in Epic once you get Arcane Mastery.</p><p></p><p><span style="color: #800080"><strong>Arcane Reserves:</strong></span></p><p><em>(AP)</em> Decent in low heroic, but there are other feats to take first, and by the time you have a slot free, you shouldn't be using at-wills much.[/sblock]<strong>Kalashtar:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Dual Mind Strength:</strong></span></p><p><em>(D385)</em> A better Focus feat, for Psychic powers, which you have a fair number of.[/sblock]<strong>Pixie:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Teeny Target:</strong></span></p><p><em>(HoFW)</em> Control from your ally's pocket or the top of their head and get cover for doing so. Awesome. (I want to rate it higher just for the relevance to my forum avatar...)[/sblock]<strong>Shadar-Kai:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Devious Jaunt:</strong></span></p><p><em>(DMA 2009)</em> This can add up to quite the range on your racial power. <span style="color: #ff0000"><strong></strong></span></p><p><span style="color: #ff0000"><strong></strong></span></p><p><span style="color: #ff0000"><strong>Reaper's Touch:</strong></span></p><p><em>(DMA 2009)</em> I wouldn't bother, unless you're a <span style="color: #0000ff"><strong>Mage</strong></span>, at which point you suddenly have an MBA (One of the few ways for a Wizard to gain a relevant one)[/sblock]<strong>Shardmind:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Psychic Focus:</strong></span></p><p><em>(PHB3)</em> Unimaginately named, it's a better Focus for Psychic damage. Decent enough, with your power selection.[/sblock]<strong>Tiefling:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Hellbook:</strong></span></p><p><em>(PHR T)</em> Similar to Tome of Readiness, for fear or fire powers. Decent way to go dipping into your spellbook. </p><p></p><p><span style="color: #0000ff"><strong>Hellfire Arcanist:</strong></span></p><p><em>(D381)</em> A better focus for Fire powers, and extra forced movement for fear powers, which you have a few of. Solid.</p><p></p><p><span style="color: #33cccc"><strong>Hellfire Blood:</strong></span></p><p><em>(PHB)</em> The reason Tieflings compete with Genasi for Blaster-dom. Stacks with everything else.</p><p></p><p><span style="color: #0000ff"><strong>Hellfire Master:</strong></span></p><p><em>(D381)</em> Made a save? Well, take some damage anyway. Combine with Icy Clutch of Stygia for real fun.</p><p></p><p><span style="color: #800080"><strong>Hellfire Terror Lord:</strong></span></p><p><em>(D381)</em> A bit too specific and situational to really spend a feat on.</p><p></p><p><span style="color: #0000ff"><strong>Icy Clutch of Stygia:</strong></span></p><p><em>(PHR T)</em> You have enough powers that do ongoing damage to trigger this. There are whole builds around this feat, actually. Stack with Hellfire Master for increased nastiness.</p><p></p><p><span style="color: #33cccc"><strong>Imperious Majesty:</strong></span></p><p><em>(D381)</em> Use Cha for initiative, and get a defense bonus against those you beat to the punch. Enchanters will especially like this one.</p><p></p><p><span style="color: #0000ff"><strong>Warlock's Wrath:</strong></span></p><p><em>(D381) MC Warlock required.</em> An honourable mention for this feat for <span style="color: #33cccc"><strong>Enchanters</strong></span> (who want to MC 'lock anyway), Illusionists and anyone else with a strong Cha-secondary, as it turns your racial power into a very strong stacking defensive buff.</p><p></p><p><span style="color: #0000ff"><strong>Wizard's Wrath:</strong></span></p><p><em>(D381)</em> Infernal Wrath is a decent power, but this one's an improvement. The other benefit's decent, but having to wait til an enemy is bloodied sucks a bit. Easy CA and get around any annoying immunities. Great.</p><p></p><p><span style="color: #ff0000"><strong>Wrathful Magic:</strong></span> (AP) Not really worth the feat slot, since it only gives you single target 1/enc miss damage, and as shown, there are better things to do with your racial.[/sblock][/sblock]</p><p></p><p><strong>Paragon Tier Feats:</strong></p><p><strong><u>Class Feats:</u></strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Acid Splash:</strong></span></p><p><em>(D380) Con 13.</em> Optimising around missing is a pretty poor investment, and this feats relies on neither your best element or secondary stat.</p><p></p><p><strong>Arcane Admixture:</strong></p><p><em>(AP)</em> A fairly niche feat, not usually needed, unless you're a <span style="color: #0000ff"><strong>Blaster</strong></span> attached to a certain spell, or wanting to pull off a specific trick with <span style="color: #0000ff"><strong>elemental support</strong></span>. Does have some very powerful potential, eg: Admix thunder + Resounding Thunder for burst size increases.</p><p></p><p><strong>Arcane Reach:</strong></p><p><em>(PHB) Dex 15.</em> It has some tactical uses, but the stat requirement is a bit of stretch on a redundant stat.</p><p></p><p><span style="color: #339966"><strong>Arcane Ritualist:</strong></span></p><p><em>(AP)</em> If you have a favourite ritual you use often, and it keys off a skill you're not so hot at (Nature being a good example), this lets you fix the problem.</p><p></p><p><span style="color: #800080"><strong>Consuming the Weak:</strong></span></p><p><span style="color: #800080"></span><em>(D388)</em> You need a way to impose vulnerability on a regular basis to get this working well. It's a reasonable amount of extra damage, but requires a fair bit of investment. A fair number of fire powers already bestow ongoing as well.</p><p></p><p><span style="color: #ff0000"><strong>Energy Recovery:</strong></span></p><p><span style="color: #ff0000"></span><em>(D380) Wis 13.</em> It's a trigger you can pull off, but it's a piddly amount of THP overall, and they won't stack if multiple targets fail. Pass.</p><p></p><p><span style="color: #800080"><strong>Improved Orb of Deception:</strong></span></p><p><span style="color: #800080"></span><em>(AP) Cha 15.</em> Eh... by this point your allies should have a form of CA generation, or your Illusion powers will probably be causing it anyway.</p><p></p><p><span style="color: #800080"><strong>Improved Orb of Imposition:</strong></span><em> (AP) Wis 15.</em> If you're using Orb, you'll probably qualify for this. That said though, it's a bit mediocre overall, as the creatures you really care about failing regular saves on are unlikely to care much about the amount of damage this deals.</p><p></p><p><span style="color: #0000ff"><strong>Improved Staff of Defense:</strong></span></p><p><em>(AP) Con 13, Dex 13.</em> +1 to all NADs, and it stacks? Yes please.</p><p></p><p><span style="color: #0000ff"><strong>Improved Tome of Binding:</strong></span></p><p><span style="color: #0000ff"></span><em>(AP) Con 15.</em> 10 THP isn't a lot overall, but it's still a durability increase. Nice if you can fit it in.</p><p></p><p><span style="color: #33cccc"><strong>Improved Tome of Readiness:</strong></span></p><p><span style="color: #33cccc"></span><em>(AP) Con 13, Wis 13.</em> Technically, this lets you use your favourite daily utility pretty much every counter (And later, every encounter with a bit of power recycling), since you can expend a higher level encounter util. Just be aware that some DMs consider this cheesy (And if they don't already, they might do so after you show them why). That said, it is a VERY strong feat. Just be ready for a PHB-slap or two.</p><p></p><p><span style="color: #ff0000"><strong>Improved Wand of Accuracy:</strong></span></p><p><em>(AP) Dex 15.</em> Wand Expertise does this better.</p><p></p><p><span style="color: #800080"><strong>Lightning Transport:</strong></span></p><p><span style="color: #800080"></span><em>(D380) Con 13.</em> Fairly situational, although a lightning-based <strong>blaster</strong> could consider it. Fortunately, it lacks the 'non-minion' condition, so once you're throwing around Chain Lightning, this can be a fair bit of mobility.</p><p></p><p><strong>Phantasmal Destruction:</strong></p><p><em>(D380)</em> Expanded crit range! ...for illusion spells. While critting is fun, it's not really that brilliant a feat, given the generally average to low damage of illusion spells (And a few that do none at all), and you're unlikely to have much in the way of other crit-generated effects.</p><p></p><p><span style="color: #0000ff"><strong>Second Implement:</strong></span></p><p><em>(PHB) Arcanist only.</em> Added versatility. Probably of best use to <span style="color: #33cccc"><strong>Summoners</strong></span>, since it allows them to have both Staff of Defense and Tome of Binding.</p><p></p><p><span style="color: #33cccc"><strong>Spell Focus:</strong></span></p><p><em>(PHB) Cha 13.</em> No controller wizard should be without this one. <span style="color: #800080"><strong>Blasters</strong></span> can overlook it, as can <strong>Summoners</strong>, depending on power choice, as summons tend to bestow their better conditions as end of turn.</p><p></p><p><strong>Sympathetic Transference:</strong></p><p><em>(D380)</em> A bit specific, and depends on your power selection, but it wins points for being able to end conditions that don't allow a save.</p><p></p><p><span style="color: #800080"><strong>War Wizardry:</strong></span></p><p><em>(FRPG)</em> -5 to hit your allies and deal half damage. Great for the <span style="color: #0000ff"><strong>Blasters</strong></span></p><p><span style="color: #0000ff"></span>in the crowd, although my usual comments about careful aim apply. Also remember LFR (and some DMs) only allow ally targetting with their permission.</p><p></p><p><strong>White Lotus Master Riposte:</strong> (D374) A better disincentive to attack you, using an action your powers tend not to consume. Decent, but you won't be using at-wills all that often in Paragon. (Also, even if you're being granted basic attacks, Magic Missile will not trigger this).[/sblock]</p><p><strong><u>General Feats:</u></strong></p><p>[sblock]</p><p><span style="color: #800080"><strong>Burning Vapors:</strong></span></p><p><em>(HoEC)</em> Acid is an unusual element for a<span style="color: #0000ff"><strong> Blaster</strong></span> to specialise in, but if you do, you want this feat.</p><p></p><p><span style="color: #0000ff"><strong>Danger Sense:</strong></span><em> (PHB)</em> Really increase your chance of going first with your initiative bonuses. Solid.</p><p></p><p><span style="color: #800080"><strong>Fiery Blood:</strong></span></p><p><span style="color: #800080"></span><em>(HoEC)</em> No fire-based <span style="color: #33cccc"><strong>Blaster</strong></span> should go without this one. Improved damage and free (not-that-conditional) splash damage? Awesome.</p><p></p><p><span style="color: #800080"><strong>Icy Heart:</strong></span></p><p><em>(HoEC)</em> And the same goes here for cold-based <strong><span style="color: #33cccc">Blasters</span></strong>. I actually like the secondary effect here better, as it makes enemies less likely to get away from your blasts or melee allies.</p><p></p><p><strong>Inescapable Force:</strong></p><p><em>(PHB)</em> You have enough powers that deal force damage, and insubstantial is very, very annoying, Improves in value if your DM likes undead (Wraiths et al)</p><p></p><p><span style="color: #800080"><strong>Lasting Frost:</strong></span></p><p><span style="color: #800080"></span>(PHB) The other half of the permafrost combo, a great pick for <span style="color: #0000ff"><strong>cold-based</strong></span> Blasters.</p><p></p><p><strong>Lightning Arc:</strong></p><p><em>(PHB)</em> This can be really funny with powers like Chain Lightning. Not a top-tier or first pick choice, but a good one to have a bit of fun with.</p><p></p><p><span style="color: #800080"><strong>Lightning Soul:</strong></span></p><p><em>(HoEC)</em> And the <span style="color: #33cccc"><strong>Lightning-based</strong></span> Blaster's choice, with probably the best of the secondary benefits, due to its range.</p><p></p><p><span style="color: #33cccc"><strong>Psychic Lock:</strong></span></p><p><em>(PHB)</em> A truely great feat. No <span style="color: #ff9900"><strong>Illusionist</strong></span> should lack this, and everyone else will probably have enough psychic powers for it to matter. (Except <span style="color: #ff0000"><strong>Blasters and Enchanters</strong></span>)</p><p></p><p><span style="color: #0000ff"><strong>Reserve Maneuver:</strong></span></p><p><em>(PHB2)</em> Save yourself from a bad PP encounter power. Not needed often, but handy if you take an MC path and can't use the power well.</p><p></p><p><strong>Resounding Thunder:</strong></p><p><em>(PHB)</em> Increase the size of your <span style="color: #0000ff"><strong>Thunder AoEs</strong></span>, and it stacks with Enlarge Spell? Sounds good.</p><p></p><p><strong>Solid Sound:</strong><em> (PHB) Con 13.</em> There are enough powers that deal these types, and taking <span style="color: #0000ff"><strong>Malec Keth Janissary</strong></span> means you'll trigger it pretty often. Decent enough.</p><p></p><p><span style="color: #800080"><strong>Thunder's Rumble:</strong></span></p><p><em>(HoEC)</em> Last but not least, the thunder-based <span style="color: #33cccc"><strong>Blaster's</strong></span> damage feat. Nice little escape secondary benefit too.[/sblock]</p><p><strong><u>Racial Feats:</u></strong></p><p>[sblock]</p><p><strong>Githzerai:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Shared Danger Sense:</strong></span></p><p><em>(PHB3)</em> Allies get to go earlier. Decent enough.[/sblock]<strong>Tiefling:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Dispater's Iron Discipline:</strong></span></p><p><span style="color: #0000ff"></span><em>(PHR:T)</em> You'll have a decent modifier for this, and those are annoying conditions. Combines brilliantly with Superior Will.</p><p></p><p><span style="color: #0000ff"><strong>Glasya's Charming Words:</strong></span></p><p><em>(PHR:T)</em> Ignore the feat bonus. You're here for domination. A solid effect, although I'd recommend holding off until epic, where expanded crit range becomes easier to access.</p><p></p><p><span style="color: #33cccc"><strong>Secrets of Belial:</strong></span></p><p><em>(PHR:T)</em> Oooh, let's go fishing for whatever utility we want! The best answer is the Druid 6th level utility Serpent's Cunning from HoFK. +1 to hit and your best skills? Of course you want that, especially for those planning to take Sage of Ages. Another good option is the Swordmage's 16th level utility Borrowed Confidence from Arcane Power, for an every-encounter turn of double-rolling for near confirmed hits.[/sblock][/sblock]</p><p></p><p><strong>Epic Tier Feats:</strong></p><p><strong><u>Class Feats:</u></strong></p><p>[sblock]</p><p><span style="color: #33cccc"><strong>Arcane Mastery: </strong></span><em>(PHB)</em> Generally, the power of your dailies at this point will outweigh the lost action. An incredibly strong feat, and really one no self-respecting wizard of any stripe should do without.</p><p></p><p><span style="color: #800080"><strong>Explosive Spellcasting:</strong></span></p><p><span style="color: #800080"></span><em>(AP)</em></p><p><span style="color: #0000ff"><strong>Blasters</strong></span> can give this some thought, especially if they have an expanded crit range. One thing of note is that if you manage to score more than one crit in a burst, you can stack all your crit dice on to one poor creature. (I crit three minions? Well, that one standard in the middle is about to feel it, isn't he?)</p><p></p><p><span style="color: #0000ff"><strong>Focused Wizardry:</strong></span></p><p><em>(AP)</em> There's pretty good odds at this point that all, if not most, of your powers are AoEs. The accuracy boost from this feat is not hard to trigger at all.</p><p></p><p><strong>Nightmare Wizardry:</strong></p><p><em>(AP) Cha 17.</em> Illusion crits daze. That's decent, but a lot of higher end illusions are pretty strong control by themselves. A bit better if you took Phantasmal Destruction in paragon, I guess, but I wouldn't prioritise it.</p><p></p><p><span style="color: #33cccc"><strong>Quickened Spellcasting:</strong></span></p><p><span style="color: #33cccc"></span><em>(AP)</em> No wizard should be without this one. An extra spell in a turn means more control or more damage, or even both depending on your at-wills.</p><p></p><p><span style="color: #0000ff"><strong>Spell Accuracy:</strong></span></p><p><em>(PHB)</em> Even with only a +2 or so wis mod, this is a very nice feat for allowing you to aim spells as you please. If you took War Wizardry, you can probably retrain it to this.</p><p></p><p><strong>Wizard Implement Expertise:</strong></p><p><em>(PHB) Dex 15, Int 21, Wis 15.</em> Critting is fun, but by itself, this isn't a neccessary feat, especially with having to stretch for the pre-reqs. Blasters will probably want it, as will Tieflings with Glasya's Charming Words. Basically, if you have any investment in <span style="color: #0000ff"><strong>crit effects</strong></span> other than this, consider it, if not, you can live without it.[/sblock]</p><p><strong><u>General Feats:</u></strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Epic </strong></span><strong><span style="color: #33cccc">Fortitude</span>/Reflex<span style="color: #0000ff">/Will:</span></strong></p><p><em>(PHB2)</em> Patch up your weaker NADs, and boost your Reflex through the roof. Probably won't need the latter, but the other two are pretty nice.</p><p></p><p><strong>Epic Resurgence:</strong><em> (PHB)</em> Reasonable, although it might come up at the wrong time for the powers you really want to recover.</p><p></p><p><span style="color: #0000ff"><strong>Fey Shift:</strong></span></p><p><em>(HoFW) Fey origin or Fey Bond feat required.</em> Since you probably don't provoke OAs for attacking, this feat will also mean your movement is pretty unlikely to provoke them either. Awesome, and very appropriately epic-magic-user-y.</p><p></p><p><span style="color: #33cccc"><strong>Superior Initiative:</strong></span></p><p><span style="color: #33cccc"></span><em>(PHB3)</em> You took Improved Initiative for a reason. Retrain it to this and enjoy.[/sblock]</p><p><strong><u>Racial Feats:</u></strong></p><p>[sblock]</p><p><strong>Gnome:</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Vanishing Act:</strong></span></p><p><em>(PHB2)</em> Turn your racial into an awesome escape power. Solid, and it works with most teleport power boosters.[/sblock]<strong>Tiefling:</strong></p><p>[sblock]<span style="color: #33cccc"><strong>Royal Command of Asmodeus:</strong></span></p><p><em>(PHR:T)</em> Stun is good, Dominate is better. An awesome feat.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6708073, member: 6793297"] [CENTER][SIZE=5][Size=5][b]Power Accentuated: Feats[/b][/size] [/SIZE][/CENTER] Like with Themes, Paragon Paths and Epic Destinies, only those worth taking or of special relevance will be listed. There are also a few trap options that need to be pointed out. Any additional requirements will be listed after the feat's source. [b]On Feats; Basics:[/b] [sblock] For a Wizard, feats fall into 5 basic categories in terms of how they benefit you, as follows (in no particular order): [b]1) Accuracy.[/b] Expertise feats, Combat Advantage feats, using Superior Implement Proficiency on an Accurate property, Hellfire Blood, etc, fall into this category. You need accuracy - while some powers have good miss effects and/or effect lines, generally speaking, if you don't hit, you don't control or do damage. You need at least an Expertise feat to keep up with 4e's basic system math, and a feat or two beyond that will always help your cause. [b]2) Initiative.[/b] Battlewise, Improved Initiative, Imperious Majesty fall here. You want your Initiative decent to high. The sooner you act, the sooner you lay down control on Team Monster, the sooner you win and the less damage everyone takes, and you can move on to the next encounter, or continue the epic storyline before you. [b]3) Defenses.[/b] Unarmoured Agility, Improved Defenses, Superior Will, etc, fall here. A dead Wizard does no controlling or damage. Taking a couple of defense feats will help stop this occuring. [b]4) Damage.[/b] Implement Focus, Silvery Glow, DIS fall here. Obviously less important for the controller than the blaster, but you shouldn't ignore this category completely. (Unless you're an Enchanter, as your powers do not do damage directly) Even small contributions add up to Team PC's overall power. [b]5) Versatility/Effects.[/b] Psychic Lock, Second Implement, Arcane Familiar, Spell Focus, etc, fall here. These are the feats that make you better at what you do, eg: Psychic Lock adds another debuff to your powers, Enlarge Spell makes them hit more targets. There will always be a useful and/or fun feat somewhere in this category for you.[/sblock] [b]On Feats; Must-haves, the important and the 'taxes':[/b] [sblock] Here I will list the feats I consider either important, build-defining, or just plain neccessary for your character to perform like they should. The feats often called the 'taxes', but also those that are just such large increases in effectiveness that no Wizard wanting to be called 'optimised' should do without them, along with those that are just generally good options if you can take them. [b]-An Expertise feat:[/b] Ideally Staff, Tome or Orb. Blasters can use War Wizard's if they pick up AIP:Blades, but really shouldn't be targetting allies anyway. [b]-Basic defense boosters:[/b] Unarmoured Agility or Leather Armour Proficiency, Improved Defenses and Superior Will (Lower priority, but if you qualify for it, you should take it at some point for its secondary effect) [b]-Extra accuracy boosters:[/b] Superior Implement Proficiency: Accurate, Elven Arcane Precision (Elves), Hellfire Blood (Tieflings) [b]-Initiative:[/b] Improved Initiative (Retrainted to Superior in Epic), Battlewise for the Wis-secondary (Battle Intuition for Devas), Imperious Majesty for Cha-secondary Tieflings. [b]-Damage (Primarily Blasters):[/b] Implement Focus or a better feat bonus if one is available to you (Such as Silvery Glow, or the elemental typed options in Paragon). Dual Implement Spellcaster, Destructive Wizardry, Elemental Empowerment (Genasi) (Additional bonuses, such as conditionals or ways to impose vulnerability should also be considered) [b]-Versatility:[/b] Spell Focus, Enlarge Spell (Except Enchanters), Psychic Lock (Depending on power selection), Arcane Mastery, Quickened Spellcasting, Improved Tome of Readiness (ToR Arcanist) [b]-Illusionists:[/b] Psychic Lock (Enough illusion powers do psychic damage), Phantom Echoes (The Master Mage feature will be consumed by an ally) [b]-Summoners:[/b] Careful Summoner[/sblock] [b]Heroic Tier Feats:[/b] [b][u]Class Feats:[/u][/b] [sblock] [COLOR=#ff0000][b]Arcane Fire:[/b][/COLOR] [i](AP)[/i] You can get a fair bit of extra damage out of this, but the constraints it puts on your power selection and the interactions with other support for those damage types individually make it more effort than it's really worth. [COLOR=#0000ff][b]Arcane Implement Proficiency:[/b][/COLOR] [i](AP)[/i] Your existing selection is pretty good, so it's not really needed, except that it allows you to use Weapliments in the form of Blades, which opens up your range of enchantments a bit. Generally a specialised feat. [COLOR=#800080][b]Bitter Cold:[/b][/COLOR] [i](D380)[/i] Cold powers vary between targetting Fort and Reflex, weapon using allies will largely target AC, and implement users are unlikely to consistently benefit from this. Pass. [COLOR=#800080][b]Burn Everything:[/b][/COLOR] [i](D388)[/i] [COLOR=#0000ff][b]Fire-based Blasters[/b][/COLOR] should consider this one, mainly for getting around Immunity. (Evokers and Pyromancers ignore resistance anyway) If you don't run into immunity very often, ignore it. You'll probably get a feel for whether you need it or not from your campaign. [COLOR=#800080][b]Careful Summoner:[/b][/COLOR] [i](AP) Con 13.[/i] [COLOR=#33cccc][b]Summoners[/b][/COLOR] should not do without this one. Your summons will usually be closer to the front line than you, and thus a bigger target. Keeping them alive is important. [b]Destructive Wizardry:[/b] [i](AP) Dex 13.[/i] [COLOR=#0000ff][b]Blasters[/b][/COLOR] should definately pick this one up, but not until after some of the more basic damage boosters (Focus, DIS) [COLOR=#0000ff][b]Dual Implement Spellcaster:[/b][/COLOR] [i](AP) Dex 13.[/i] Most controllers will have two good implements, so the damage boost can be worth it to them, and no [COLOR=#33cccc][b]Blaster[/b][/COLOR] should do without this feat, ever. [COLOR=#ff0000][b]Enchanters[/b][/COLOR] can ignore it, due to largely lacking damaging powers. [COLOR=#33cccc][b]Enlarge Spell:[/b][/COLOR] [i](AP) Wis 13.[/i] Everyone should have this feat (Except [COLOR=#ff0000][b]Enchanters[/b][/COLOR], as the majority of your powers fall under the 'doesn't roll dice for damage' clause) It's not as much of a damage penalty as you might think, and being able to cover more enemies will more than make up for it. Other controllers envy you this feat, it's that good. [COLOR=#339966][b]Expanded Spellbook:[/b][/COLOR] [i](PHB) Wis 13.[/i] As useful as you find the Spellbook itself to be. I wouldn't make this high priority though. [COLOR=#800080][b]Far Spell:[/b][/COLOR] [i](D380)[/i] Generally speaking, battlefields don't get large enough for you to really need this. If your campaign and DM style prove otherwise, consider it, but it's not really needed. [COLOR=#ff0000][b]Immolate the Masses:[/b][/COLOR] [i](D380)[/i] Far too minor a benefit, and one that could easily go several fights without triggering. [b]Phantom Echoes:[/b] (AP) Cha 13.[COLOR=#33cccc][b] Illusionists[/b][/COLOR] should always have this one (The Master Mage: Illusion benefit will be consumed by an ally's attack before your's the vast majority of the time) Generalists with a heavy leaning towards Illusion powers should also[COLOR=#0000ff][b] consider it.[/b][/COLOR] Obviously if you take this, you don't really need to look at the other CA feats. [COLOR=#ff0000][b]School of Magic Apprentice/Expert/Master:[/b][/COLOR] [i](Class Compendium)[/i] Do not ever take these feats. For three feats, you trade Implement Mastery to get one spell school, when a real Mage gets two. You can achieve a better version of the same result by taking Ritual Caster as a Mage. These feats are a trap and a waste of resources. [COLOR=#800080][b]Stoking the Fire:[/b][/COLOR] [i](D388)[/i] Another one for the [COLOR=#0000ff][b]Fire Blasters[/b][/COLOR]. I really feel I should make some pun on stacking kindling at this point. Another damage bonus is always welcome, although again, not before the basic boosters. [COLOR=#ff0000][b]Sympathy of Flame:[/b][/COLOR] [i](D388)[/i] I wouldn't bother with this one on a Fire Blaster, given it's a Feat bonus with a conditional trigger. It's a relatively easy trigger to meet, but a lack of stacking really hurts it, plus it's more book-keeping than the other bonuses. [b]White Lotus Riposte:[/b] [i](D374)[/i] The only really decent feat of the White Lotus line, as it offers a disincentive to attack you, especially with its Master version in Paragon.[/sblock] [b][u]General Feats:[/u][/b] [sblock] [COLOR=#0000ff][b]Arcane Familiar:[/b][/COLOR] [i](AP-HoFW)[/i] There are several beneficial familiars for the different builds, some with strong enough benefits to make this a great feat. [To go into more detail later] [COLOR=#33cccc][b]Armour Proficiency: Leather:[/b][/COLOR] [i](PHB)[/i] +2 AC for one feat. You want either this, or Unarmoured Agility. Enough attacks will probably come your way that this will save you some pain. [COLOR=#0000ff][b]Battlewise:[/b][/COLOR] [i](HoFK)[/i] Get your Initiative from Wisdom instead of Dexterity. A great option, although obviously of [COLOR=#33cccc][b]best[/b][/COLOR] use to the Wis-secondary. Devas and Tieflings can [COLOR=#ff0000][b]ignore[/b][/COLOR] this feat, as they have better racial options. [COLOR=#800080][b]Beguiling Enchantment:[/b][/COLOR] [i](PHB3)[/i] A pretty good defensive feat for [COLOR=#0000ff][b]Enchanters[/b][/COLOR], although it doesn't benefit your allies, and remember that many of your powers don't actually 'hit'. Best considered later on when your feat slots are a bit more free. [b]Coordinated Explosion:[/b] [i](PHB2)[/i] An accuracy [COLOR=#0000ff][b]boost[/b][/COLOR] for your friendly blasts and bursts, but it will make [COLOR=#800080][b]unfriendly[/b][/COLOR] ones more likely to damage Team PC. Consider your power selection as to whether this one will really benefit you. [b]Disciple of Lore:[/b] [i](HoFL)[/i] +1 to all your trained skills and you auto-qualify for it. Decent enough. [COLOR=#0000ff][b]Distant Advantage:[/b][/COLOR] [i](PHB2)[/i] A reasonable way of gaining CA, especially for those with largely single-target powers. [COLOR=#800080][b]Echoes of Thunder:[/b][/COLOR] [i](PHB2)[/i] A good little boost for Thunder-based [COLOR=#0000ff][b]Blasters[/b][/COLOR]. [COLOR=#339966][b]Expert Ritualist:[/b][/COLOR] [i](PHB2)[/i] Ritual Caster required. Good for those who regularly use rituals, to get a bit more benefit out of them. [b]Fey Bond:[/b] [i](HoFW)[/i] Pretty average by itself, but it opens up a pretty good feat in Epic. [COLOR=#339966][b]Fey Cantrip:[/b][/COLOR] [i](HoFW)[/i] [i]Fey origin or Fey Bond feat.[/i] Get an extra cantrip. Could be useful if you want another one of the skill substitution options. [COLOR=#800080][b]Hafted Defense:[/b][/COLOR][i] (PHB3)[/i] A decent defensive bonus, but generally if you're using two implements you aren't gonna meet the 'in two hands' clause. [COLOR=#0000ff][b]Better[/b][/COLOR] if you are only using the one Staff for whatever reason. [COLOR=#0000ff][b]Implement Focus:[/b][/COLOR] [i](HoFL)[/i] A decent always on damage bonus. Most of you should make room for this one (Except [COLOR=#ff0000][b]Enchanters[/b][/COLOR]) to add your small contribution to Team PC's effectiveness. Blasters should take this, but should [COLOR=#ff0000][b]retrain it[/b][/COLOR] in Paragon for one of the elemental typed feats, or Silvery Glow if they qualify. [COLOR=#33cccc][b]Improved Defenses:[/b][/COLOR] [i](HoFL)[/i] You pretty much need this feat. If not in heroic, you should definately have it by Paragon. It will make a huge difference in your durability. [COLOR=#33cccc][b]Improved Initiative:[/b][/COLOR] [i](PHB)[/i] Going first is important for you. This feat will greatly increase your odds of doing so. Retrain it to Superior Initiative as soon as possible in[COLOR=#ff0000][b] Epic[/b][/COLOR] though. [b]Note:[/b] You may only take one of the following three Dragonmark feats, and remember they are illegal in [COLOR=#ff0000][b]LFR[/b][/COLOR]. [COLOR=#339966][b]Mark of Scribing:[/b][/COLOR] [i](EPG)[/i] Reasonable, if not brilliant by itself and decent for adding to your RP versatility, and required for the Sivis Truenamer PP. [b]Mark of Shadow:[/b] [i](EPG)[/i] Decent in combination with the Chameleon's Mask cantrip, or a surprise round, but the real reason to take it is for the Phiarlan Phantasmist PP for [COLOR=#33cccc][b]Illusionists[/b][/COLOR]. [COLOR=#800080][b]Mark of Storm:[/b][/COLOR] [i](EPG)[/i] Very strong in the hands of a Thunder- or Lightning-based [COLOR=#33cccc][b]Blaster[/b][/COLOR]. Adding forced movement to everything you do is great. [COLOR=#800080][b]Oncoming Storm:[/b][/COLOR] [i](PHB2)[/i] A conditional accuracy boost. A bit hard to use consistently, but [b][COLOR=#0000ff]decent[/COLOR][/b] if you manage to mix lightning/thunder on the majority of your powers (Storm Genasi, Malec-Keth Janissary) [COLOR=#ff9900][b]Orb Expertise:[/b][/COLOR] [i](HoFL)[/i] You need the accuracy bonus, and the secondary benefit is amazing. A truely great feat. You should take either this or Staff Expertise (Obviously also dependant on your choice of implements) [b]Quick Draw:[/b] [i](PHB) Dex 13.[/i] Useful for implement juggling, but there are other ways to do that, and the initiative bonus doesn't stack with Improved. [COLOR=#0000ff][b]Resilient Focus:[/b][/COLOR] [i](HoFL)[/i] +2 to every save you'll ever make. Always useful. [COLOR=#800080][b]Silvery Glow:[/b][/COLOR] [i](D386) Must worship Sehanine (Selune in LFR, otherwise reflavour to fit home campaign?).[/i] A solid upgrade to Implement focus for Cold or Radiant-based [COLOR=#33cccc][b]Blasters[/b][/COLOR]. [COLOR=#0000ff][b]Skill Power:[/b][/COLOR] [i](PHB3) Level 2 or higher.[/i] There are some useful skill powers, some of which are at levels you don't want to sacrifice your native powers. This makes for a pretty good use of a spare feat slot. [COLOR=#ff9900][b]Staff Expertise:[/b][/COLOR] [i](HoFL)[/i] Again, you need the accuracy bonus, and the secondary benefit is truely, amazingly powerful (To the point of sometimes getting power creep accusations thrown at it) Never provoke an OA with your powers again, ever. Take this. (Again, dependant on your implement selection) [COLOR=#33cccc][b]Superior Implement Training:[/b][/COLOR] [i](PHB3)[/i] +1 to hit, damage boosts, extra crit effects, these can do a lot for your build and should always be strongly considered. [b]Superior [COLOR=#800080]Fortitude[/COLOR]/[COLOR=#0000ff]Reflex[/COLOR]/[COLOR=#33cccc]Will:[/COLOR][/b] [i](HoFL)[/i] [i]Str/Con 15, Int/Dex 15, Wis/Cha 15 respectively.[/i] They don't stack with Improved Defenses, so it's only another +1 to the relevant NAD, but that's not a bad thing. The big draw is the secondary benefit. Fortitude's is okay, but not exceptional, Reflex gets you CA in round one, at which point you shouldn't have trouble re-acquiring it, and Will's is amazing. If you qualify for Sup Will, you should definately take it at some point for the secondary benefit alone. [b]Terrain Advantage:[/b] [i](HoFK)[/i] You have a few powers that generate DT, notably Mystic Debris. Not a bad way to generate CA for yourself, but not the best either. [COLOR=#ff9900][b]Tome Expertise:[/b][/COLOR] [i](HoEC)[/i] Finally, tome users get their own expertise feat, and its a doozie. All your conjurations cause your enemies to grant CA to everyone. Awesome. Hint: Mage Hand is a conjuration. [COLOR=#800080][b]Toughness:[/b][/COLOR] [i](PHB)[/i] Usually considered a waste of a feat slot these days, but [b][COLOR=#0000ff]Summoners[/COLOR][/b] could give it some thought as summons run off your HP value as well. Plus it increases your durability. [COLOR=#33cccc][b]Unarmoured Agility:[/b][/COLOR] [i](PHB3)[/i] +2 AC for a feat. It's this or Leather Armour Prof. I prefer this one for flavour reasons (Wizard, Robe...) [COLOR=#ff0000][b]Versatile Expertise:[/b][/COLOR] [i](PHB3)[/i] Obsoleted by the other expertise feats. [COLOR=#0000ff][b]Vicious Advantage:[/b][/COLOR] [i](PHB3)[/i] You have enough powers that bestow these conditions, and your allies might be handing them out as well (Knights do this well, for example) that this is a good way to get your CA. [b][COLOR=#800080]Wand Expertise:[/COLOR][/b] [i](HoFL)[/i] Ideally you shouldn't be using a wand as your primary implement, but for those that do, you [COLOR=#ff9900][b]need[/b][/COLOR] this. [COLOR=#0000ff][b]War Wizard's Expertise:[/b][/COLOR] [i](D402)[/i] Like the other expertise feats, you need the accuracy bonus. This one isn't rated as highly since it requires you to get blades as an implement (AIP, MC Sorc or Swordmage, etc), and you really shouldn't be including allies in unfriendly attacks. LFR players also need to remember that they can not do so without that ally's consent. [COLOR=#800080][b]Wintertouched:[/b][/COLOR] [i](PHB)[/i] Part of the Permafrost combo with Lasting Frost in paragon. Not as powerful as it used to be, but still decent for [COLOR=#0000ff][b]Cold Blasters[/b][/COLOR] once you hit [u]Paragon[/u]. Not worth it until then though. [b]World Serpent's Grasp:[/b] [i](HoFK)[/i] Like with Vicious Advantage, you have enough powers involving these conditions to consider it, or if you have allies regularly handing out slow. Prone by itself isn't that strong, but combining it with other effects is decent enough. [b]War Wizard's Staff:[/b] [i](D391)[/i] Get an ally out of being blown up by your attacks. Decent enough, although you should be able to do without this with tactics.[/sblock] [b][u]Racial Feats:[/u][/b] [sblock] [b]Deva:[/b] [sblock][COLOR=#33cccc][b]Battle Intuition:[/b][/COLOR] [i](D374)[/i] A better Battlewise. You should always take this. [COLOR=#800080][b]Magic of the Ages:[/b][/COLOR] [i](AP)[/i] Memory by itself should be enough to boost you over that you shouldn't need this on top of it. [COLOR=#ff0000][b]Radiant Power:[/b][/COLOR] [i](PHB2)[/i] Mentioned because it's a trap. The extra damage is nowhere near enough to compensate for a -2 to hit. Do not take this.[/sblock][b]Dragonborn:[/b] [sblock][COLOR=#0000ff][b]Draconic Spellcaster:[/b][/COLOR] [i](AP)[/i] Expertise and Focus, so long as your powers line up with your breath. You'll probably require an elemental converter, but 2 for the price of 1 is decent. [b]Powerful Breath:[/b] [i](PHR D)[/i] Switch your breath over to Int, if you want a bit more accuracy and damage out of it.[/sblock][b]Dwarf:[/b] [sblock][COLOR=#0000ff][b]Rune-Scribed Soul:[/b][/COLOR] [i](AP)[/i] Use that minor action second wind for a decent self-buff. A good choice.[/sblock][b]Eladrin:[/b] [sblock][b][/b][b]Twist the Arcane Fabric:[/b] [i](AP)[/i] Generally you'll be wanting to use Fey Step yourself, but this could be a decent emergency measure. [COLOR=#0000ff][b]Eladrin Sword Wizardry:[/b][/COLOR] [i](AP) Dex 13.[/i] Replace the generally unimpressive range of wand enchants with the much more impressive line up available to longswords. A huge improvement for wand users.[/sblock][b]Elf:[/b] [sblock][COLOR=#339966][b]Aerenal Arcanist:[/b][/COLOR] [i](EPG) Aerenal Background required, Illegal in [COLOR=#ff0000][b]LFR[/b][/COLOR].[/i] Get even more versatility out of your spellbook. Solid. [COLOR=#33cccc][b]Elven Arcane Precision:[/b][/COLOR] [i](AP)[/i] No Elven wizard should be without this feat.[/sblock][b]Genasi:[/b] [sblock][COLOR=#33cccc][b]Elemental Echo:[/b][/COLOR][i] (AP)[/i] Turn your (usually useful anyway) racial power into a damage and accuracy buff. Awesome. [COLOR=#33cccc][b]Elemental Empowerment:[/b][/COLOR] [i](AP) [/i][u]The[/u] reason to play a Genasi Blaster, and the reason they're the king of that hill (With some competition from Tieflings for fire-based blasters)[/sblock][b]Gnome:[/b] [sblock][COLOR=#33cccc][b]Gnome Phantasmist:[/b][/COLOR] [i](AP)[/i] Expertise and Focus for Illusion powers. 2 for the price of 1 is pretty good, but Staff and Orb expertise have better secondary benefits overall. [b]Magic of the Mists:[/b] [i](AP)[/i] Could be useful occasionally, but I wouldn't make it a high priority.[/sblock][b]Human:[/b] [sblock][COLOR=#0000ff][b]Action Surge:[/b][/COLOR] [i](PHB)[/i] Extra Accuracy is always welcome, although you should probably retrain this in Epic once you get Arcane Mastery. [COLOR=#800080][b]Arcane Reserves:[/b][/COLOR] [i](AP)[/i] Decent in low heroic, but there are other feats to take first, and by the time you have a slot free, you shouldn't be using at-wills much.[/sblock][b]Kalashtar:[/b] [sblock][COLOR=#0000ff][b]Dual Mind Strength:[/b][/COLOR] [i](D385)[/i] A better Focus feat, for Psychic powers, which you have a fair number of.[/sblock][b]Pixie:[/b] [sblock][COLOR=#0000ff][b]Teeny Target:[/b][/COLOR] [i](HoFW)[/i] Control from your ally's pocket or the top of their head and get cover for doing so. Awesome. (I want to rate it higher just for the relevance to my forum avatar...)[/sblock][b]Shadar-Kai:[/b] [sblock][COLOR=#0000ff][b]Devious Jaunt:[/b][/COLOR] [i](DMA 2009)[/i] This can add up to quite the range on your racial power. [COLOR=#ff0000][b] Reaper's Touch:[/b][/COLOR] [i](DMA 2009)[/i] I wouldn't bother, unless you're a [COLOR=#0000ff][b]Mage[/b][/COLOR], at which point you suddenly have an MBA (One of the few ways for a Wizard to gain a relevant one)[/sblock][b]Shardmind:[/b] [sblock][COLOR=#0000ff][b]Psychic Focus:[/b][/COLOR] [i](PHB3)[/i] Unimaginately named, it's a better Focus for Psychic damage. Decent enough, with your power selection.[/sblock][b]Tiefling:[/b] [sblock][COLOR=#0000ff][b]Hellbook:[/b][/COLOR] [i](PHR T)[/i] Similar to Tome of Readiness, for fear or fire powers. Decent way to go dipping into your spellbook. [COLOR=#0000ff][b]Hellfire Arcanist:[/b][/COLOR] [i](D381)[/i] A better focus for Fire powers, and extra forced movement for fear powers, which you have a few of. Solid. [COLOR=#33cccc][b]Hellfire Blood:[/b][/COLOR] [i](PHB)[/i] The reason Tieflings compete with Genasi for Blaster-dom. Stacks with everything else. [COLOR=#0000ff][b]Hellfire Master:[/b][/COLOR] [i](D381)[/i] Made a save? Well, take some damage anyway. Combine with Icy Clutch of Stygia for real fun. [COLOR=#800080][b]Hellfire Terror Lord:[/b][/COLOR] [i](D381)[/i] A bit too specific and situational to really spend a feat on. [COLOR=#0000ff][b]Icy Clutch of Stygia:[/b][/COLOR] [i](PHR T)[/i] You have enough powers that do ongoing damage to trigger this. There are whole builds around this feat, actually. Stack with Hellfire Master for increased nastiness. [COLOR=#33cccc][b]Imperious Majesty:[/b][/COLOR] [i](D381)[/i] Use Cha for initiative, and get a defense bonus against those you beat to the punch. Enchanters will especially like this one. [COLOR=#0000ff][b]Warlock's Wrath:[/b][/COLOR] [i](D381) MC Warlock required.[/i] An honourable mention for this feat for [COLOR=#33cccc][b]Enchanters[/b][/COLOR] (who want to MC 'lock anyway), Illusionists and anyone else with a strong Cha-secondary, as it turns your racial power into a very strong stacking defensive buff. [COLOR=#0000ff][b]Wizard's Wrath:[/b][/COLOR] [i](D381)[/i] Infernal Wrath is a decent power, but this one's an improvement. The other benefit's decent, but having to wait til an enemy is bloodied sucks a bit. Easy CA and get around any annoying immunities. Great. [COLOR=#ff0000][b]Wrathful Magic:[/b][/COLOR] (AP) Not really worth the feat slot, since it only gives you single target 1/enc miss damage, and as shown, there are better things to do with your racial.[/sblock][/sblock] [b]Paragon Tier Feats:[/b] [b][u]Class Feats:[/u][/b] [sblock] [COLOR=#ff0000][b]Acid Splash:[/b][/COLOR] [i](D380) Con 13.[/i] Optimising around missing is a pretty poor investment, and this feats relies on neither your best element or secondary stat. [b]Arcane Admixture:[/b] [i](AP)[/i] A fairly niche feat, not usually needed, unless you're a [COLOR=#0000ff][b]Blaster[/b][/COLOR] attached to a certain spell, or wanting to pull off a specific trick with [COLOR=#0000ff][b]elemental support[/b][/COLOR]. Does have some very powerful potential, eg: Admix thunder + Resounding Thunder for burst size increases. [b]Arcane Reach:[/b] [i](PHB) Dex 15.[/i] It has some tactical uses, but the stat requirement is a bit of stretch on a redundant stat. [COLOR=#339966][b]Arcane Ritualist:[/b][/COLOR] [i](AP)[/i] If you have a favourite ritual you use often, and it keys off a skill you're not so hot at (Nature being a good example), this lets you fix the problem. [COLOR=#800080][b]Consuming the Weak:[/b] [/COLOR][i](D388)[/i] You need a way to impose vulnerability on a regular basis to get this working well. It's a reasonable amount of extra damage, but requires a fair bit of investment. A fair number of fire powers already bestow ongoing as well. [COLOR=#ff0000][b]Energy Recovery:[/b] [/COLOR][i](D380) Wis 13.[/i] It's a trigger you can pull off, but it's a piddly amount of THP overall, and they won't stack if multiple targets fail. Pass. [COLOR=#800080][b]Improved Orb of Deception:[/b] [/COLOR][i](AP) Cha 15.[/i] Eh... by this point your allies should have a form of CA generation, or your Illusion powers will probably be causing it anyway. [COLOR=#800080][b]Improved Orb of Imposition:[/b][/COLOR][i] (AP) Wis 15.[/i] If you're using Orb, you'll probably qualify for this. That said though, it's a bit mediocre overall, as the creatures you really care about failing regular saves on are unlikely to care much about the amount of damage this deals. [COLOR=#0000ff][b]Improved Staff of Defense:[/b][/COLOR] [i](AP) Con 13, Dex 13.[/i] +1 to all NADs, and it stacks? Yes please. [COLOR=#0000ff][b]Improved Tome of Binding:[/b] [/COLOR][i](AP) Con 15.[/i] 10 THP isn't a lot overall, but it's still a durability increase. Nice if you can fit it in. [COLOR=#33cccc][b]Improved Tome of Readiness:[/b] [/COLOR][i](AP) Con 13, Wis 13.[/i] Technically, this lets you use your favourite daily utility pretty much every counter (And later, every encounter with a bit of power recycling), since you can expend a higher level encounter util. Just be aware that some DMs consider this cheesy (And if they don't already, they might do so after you show them why). That said, it is a VERY strong feat. Just be ready for a PHB-slap or two. [COLOR=#ff0000][b]Improved Wand of Accuracy:[/b][/COLOR] [i](AP) Dex 15.[/i] Wand Expertise does this better. [COLOR=#800080][b]Lightning Transport:[/b] [/COLOR][i](D380) Con 13.[/i] Fairly situational, although a lightning-based [b]blaster[/b] could consider it. Fortunately, it lacks the 'non-minion' condition, so once you're throwing around Chain Lightning, this can be a fair bit of mobility. [b]Phantasmal Destruction:[/b] [i](D380)[/i] Expanded crit range! ...for illusion spells. While critting is fun, it's not really that brilliant a feat, given the generally average to low damage of illusion spells (And a few that do none at all), and you're unlikely to have much in the way of other crit-generated effects. [COLOR=#0000ff][b]Second Implement:[/b][/COLOR] [i](PHB) Arcanist only.[/i] Added versatility. Probably of best use to [COLOR=#33cccc][b]Summoners[/b][/COLOR], since it allows them to have both Staff of Defense and Tome of Binding. [COLOR=#33cccc][b]Spell Focus:[/b][/COLOR] [i](PHB) Cha 13.[/i] No controller wizard should be without this one. [COLOR=#800080][b]Blasters[/b][/COLOR] can overlook it, as can [b]Summoners[/b], depending on power choice, as summons tend to bestow their better conditions as end of turn. [b]Sympathetic Transference:[/b] [i](D380)[/i] A bit specific, and depends on your power selection, but it wins points for being able to end conditions that don't allow a save. [COLOR=#800080][b]War Wizardry:[/b][/COLOR] [i](FRPG)[/i] -5 to hit your allies and deal half damage. Great for the [COLOR=#0000ff][b]Blasters[/b] [/COLOR]in the crowd, although my usual comments about careful aim apply. Also remember LFR (and some DMs) only allow ally targetting with their permission. [b]White Lotus Master Riposte:[/b] (D374) A better disincentive to attack you, using an action your powers tend not to consume. Decent, but you won't be using at-wills all that often in Paragon. (Also, even if you're being granted basic attacks, Magic Missile will not trigger this).[/sblock] [b][u]General Feats:[/u][/b] [sblock] [COLOR=#800080][b]Burning Vapors:[/b][/COLOR] [i](HoEC)[/i] Acid is an unusual element for a[COLOR=#0000ff][b] Blaster[/b][/COLOR] to specialise in, but if you do, you want this feat. [COLOR=#0000ff][b]Danger Sense:[/b][/COLOR][i] (PHB)[/i] Really increase your chance of going first with your initiative bonuses. Solid. [COLOR=#800080][b]Fiery Blood:[/b] [/COLOR][i](HoEC)[/i] No fire-based [COLOR=#33cccc][b]Blaster[/b][/COLOR] should go without this one. Improved damage and free (not-that-conditional) splash damage? Awesome. [COLOR=#800080][b]Icy Heart:[/b][/COLOR] [i](HoEC)[/i] And the same goes here for cold-based [b][COLOR=#33cccc]Blasters[/COLOR][/b]. I actually like the secondary effect here better, as it makes enemies less likely to get away from your blasts or melee allies. [b]Inescapable Force:[/b] [i](PHB)[/i] You have enough powers that deal force damage, and insubstantial is very, very annoying, Improves in value if your DM likes undead (Wraiths et al) [COLOR=#800080][b]Lasting Frost:[/b] [/COLOR](PHB) The other half of the permafrost combo, a great pick for [COLOR=#0000ff][b]cold-based[/b][/COLOR] Blasters. [b]Lightning Arc:[/b] [i](PHB)[/i] This can be really funny with powers like Chain Lightning. Not a top-tier or first pick choice, but a good one to have a bit of fun with. [COLOR=#800080][b]Lightning Soul:[/b][/COLOR] [i](HoEC)[/i] And the [COLOR=#33cccc][b]Lightning-based[/b][/COLOR] Blaster's choice, with probably the best of the secondary benefits, due to its range. [COLOR=#33cccc][b]Psychic Lock:[/b][/COLOR] [i](PHB)[/i] A truely great feat. No [COLOR=#ff9900][b]Illusionist[/b][/COLOR] should lack this, and everyone else will probably have enough psychic powers for it to matter. (Except [COLOR=#ff0000][b]Blasters and Enchanters[/b][/COLOR]) [COLOR=#0000ff][b]Reserve Maneuver:[/b][/COLOR] [i](PHB2)[/i] Save yourself from a bad PP encounter power. Not needed often, but handy if you take an MC path and can't use the power well. [b]Resounding Thunder:[/b] [i](PHB)[/i] Increase the size of your [COLOR=#0000ff][b]Thunder AoEs[/b][/COLOR], and it stacks with Enlarge Spell? Sounds good. [b]Solid Sound:[/b][i] (PHB) Con 13.[/i] There are enough powers that deal these types, and taking [COLOR=#0000ff][b]Malec Keth Janissary[/b][/COLOR] means you'll trigger it pretty often. Decent enough. [COLOR=#800080][b]Thunder's Rumble:[/b][/COLOR] [i](HoEC)[/i] Last but not least, the thunder-based [COLOR=#33cccc][b]Blaster's[/b][/COLOR] damage feat. Nice little escape secondary benefit too.[/sblock] [b][u]Racial Feats:[/u][/b] [sblock] [b]Githzerai:[/b] [sblock][COLOR=#0000ff][b]Shared Danger Sense:[/b][/COLOR] [i](PHB3)[/i] Allies get to go earlier. Decent enough.[/sblock][b]Tiefling:[/b] [sblock][COLOR=#0000ff][b]Dispater's Iron Discipline:[/b] [/COLOR][i](PHR:T)[/i] You'll have a decent modifier for this, and those are annoying conditions. Combines brilliantly with Superior Will. [COLOR=#0000ff][b]Glasya's Charming Words:[/b][/COLOR] [i](PHR:T)[/i] Ignore the feat bonus. You're here for domination. A solid effect, although I'd recommend holding off until epic, where expanded crit range becomes easier to access. [COLOR=#33cccc][b]Secrets of Belial:[/b][/COLOR] [i](PHR:T)[/i] Oooh, let's go fishing for whatever utility we want! The best answer is the Druid 6th level utility Serpent's Cunning from HoFK. +1 to hit and your best skills? Of course you want that, especially for those planning to take Sage of Ages. Another good option is the Swordmage's 16th level utility Borrowed Confidence from Arcane Power, for an every-encounter turn of double-rolling for near confirmed hits.[/sblock][/sblock] [b]Epic Tier Feats:[/b] [b][u]Class Feats:[/u][/b] [sblock] [COLOR=#33cccc][b]Arcane Mastery: [/b][/COLOR][i](PHB)[/i] Generally, the power of your dailies at this point will outweigh the lost action. An incredibly strong feat, and really one no self-respecting wizard of any stripe should do without. [COLOR=#800080][b]Explosive Spellcasting:[/b] [/COLOR][i](AP)[/i] [COLOR=#0000ff][b]Blasters[/b][/COLOR] can give this some thought, especially if they have an expanded crit range. One thing of note is that if you manage to score more than one crit in a burst, you can stack all your crit dice on to one poor creature. (I crit three minions? Well, that one standard in the middle is about to feel it, isn't he?) [COLOR=#0000ff][b]Focused Wizardry:[/b][/COLOR] [i](AP)[/i] There's pretty good odds at this point that all, if not most, of your powers are AoEs. The accuracy boost from this feat is not hard to trigger at all. [b]Nightmare Wizardry:[/b] [i](AP) Cha 17.[/i] Illusion crits daze. That's decent, but a lot of higher end illusions are pretty strong control by themselves. A bit better if you took Phantasmal Destruction in paragon, I guess, but I wouldn't prioritise it. [COLOR=#33cccc][b]Quickened Spellcasting:[/b] [/COLOR][i](AP)[/i] No wizard should be without this one. An extra spell in a turn means more control or more damage, or even both depending on your at-wills. [COLOR=#0000ff][b]Spell Accuracy:[/b][/COLOR] [i](PHB)[/i] Even with only a +2 or so wis mod, this is a very nice feat for allowing you to aim spells as you please. If you took War Wizardry, you can probably retrain it to this. [b]Wizard Implement Expertise:[/b] [i](PHB) Dex 15, Int 21, Wis 15.[/i] Critting is fun, but by itself, this isn't a neccessary feat, especially with having to stretch for the pre-reqs. Blasters will probably want it, as will Tieflings with Glasya's Charming Words. Basically, if you have any investment in [COLOR=#0000ff][b]crit effects[/b][/COLOR] other than this, consider it, if not, you can live without it.[/sblock] [b][u]General Feats:[/u][/b] [sblock] [COLOR=#0000ff][b]Epic [/b][/COLOR][b][COLOR=#33cccc]Fortitude[/COLOR]/Reflex[COLOR=#0000ff]/Will:[/COLOR][/b][COLOR=#0000ff][/COLOR] [i](PHB2)[/i] Patch up your weaker NADs, and boost your Reflex through the roof. Probably won't need the latter, but the other two are pretty nice. [b]Epic Resurgence:[/b][i] (PHB)[/i] Reasonable, although it might come up at the wrong time for the powers you really want to recover. [COLOR=#0000ff][b]Fey Shift:[/b][/COLOR] [i](HoFW) Fey origin or Fey Bond feat required.[/i] Since you probably don't provoke OAs for attacking, this feat will also mean your movement is pretty unlikely to provoke them either. Awesome, and very appropriately epic-magic-user-y. [COLOR=#33cccc][b]Superior Initiative:[/b] [/COLOR][i](PHB3)[/i] You took Improved Initiative for a reason. Retrain it to this and enjoy.[/sblock] [b][u]Racial Feats:[/u][/b] [sblock] [b]Gnome:[/b] [sblock][COLOR=#0000ff][b]Vanishing Act:[/b][/COLOR] [i](PHB2)[/i] Turn your racial into an awesome escape power. Solid, and it works with most teleport power boosters.[/sblock][b]Tiefling:[/b] [sblock][COLOR=#33cccc][b]Royal Command of Asmodeus:[/b][/COLOR] [i](PHR:T)[/i] Stun is good, Dominate is better. An awesome feat.[/sblock][/sblock] [/QUOTE]
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Archmage's Ascension - The Wizard's Handbook (By RuinsFate)
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