[h=2]Recommended Feats[/h]
Due to the enormous amounts of feats available for a character to take, we'll only be talking about those which I consider Black or better. I would recommend feats for Rogues be taken with the following priorities in mind:
1. Accuracy bonuses - You make your living on being accurate: reinforce that aspect of your character early and often, since you usually only get one roll per attack and it's best to make it count.
2. Damage bonuses - Once you're assured of a hit, it's time to focus on landing the hardest hit you possibly can. Abilities that grant extra attacks and other ways to get additional damage to bear on your opponent fall into this category as well.
3. Mobility enhancements - The best defense you can employ is not being there when the opponent decides to hit you, so anything that improves your ability to slip out of your opponent's grasp is very appreciated.
4. Defense bonuses - You won't be able to run from everyone forever, so you'd best be ready for when they catch you and try to whack you upside the head. Defensive bonuses are a good way to accomplish this, since you don't have quite the array of defensive utilities other Strikers have access to.
5. Miscellaneous - Once you've taken care of the priorities I've mentioned above, you pretty much have free rein as to what you should get. I do recommend at least one power-recovery feat to reuse those attacks you can set off outside your standard action.
[h=3]Feats Taxes:[/h]
[sblock=Feat Taxes]These are things every character needs, and are frankly going to be behind the curve if they fail to take. Thankfully, there are only two:
Expertise Feats (Multi-Source) - These are feats that give you a +1/2/3 scaling feat bonus to attack rolls. I typically take this around level 2-4. Doing damage is your job, and accuracy helps you do your job, so this shouldn't even be a question
[sblock=Expertise Feats]Prime Picks
Light Blade Expertise - Default pick for all dagger and rapier users.
Master at Arms - Hand Crossbow/mixed range user go here. Avoid Crossbow Expertise because the bonus is extremely situation, and this universally raises your accuracy with all weapons in case you wanted a dagger melee option (pro-tip: you do).
Ki Focus Expertise - If you're a ranged/mix user and ended up getting proficiency in this via a theme or MC, this is a reasonable replacement to Master at Arms.
Sling Expertise - If you're a sling user, not provoking OAs is nice enough benefit package to consider taking this over Master at Arms.
Other Options
Bludgeon Expertise - If you're somehow a Ruthless Ruffian built around forced moment, sure. Usually you still want Master at Arms by virtue of keeping a ranged option handy.
Flail Expertise - Spiked Chain users only, because they wanted to do some proning.
Crossbow Expertise - As noted, take Master at Arms instead.[/sblock]
Improved Defenses (HotFL) - +1/2/3 scaling feat bonus to all defenses.You're basically going to want this unless you intend to pick up at least two of Superior Fortiitude, Reflex and Will. I usually end up getting this and taking Superior Will anyway, despite the redundancy, and end up taking this around paragon tier. You'll really want this some time before mid-paragon.
[/sblock]
[h=3]Heroic Tier Feats:[/h]
[sblock=Class Feats]
Backstabber (PHB) - Improving your Sneak Attack offers a sizable amount of extra damage which most other feats at this level can't match. One of the really easy choices for a Rogue, and one that's almost unthinkable to go without.
Blade and Buckler Duelist (D 381) - +1 AC/Ref for a feat, and better than Heavy Shield Proficiency. Though I'm honestly surprised if you even have feat space for this.
Brutal Wound (MP) - A little extra ongoing damage for dealing Sneak Attack damage. Probably only worth it at Epic (+5 ongoing damage is nothing to ignore), though.
Deadeye Slinger (MP 2) - Behold, the other feat tax for slings. With this and Sharpshooter Talent, Slings will actually have better stats than Daggers with Rogue Weapon Mastery.
Duelist's Panache (D 381) - An excellent way to compensate for the low Athletics bonus that plagues an Artful Dodger, and it can also make your Acrobatics modifier quite ridiculously large. Nice.
Improved Cunning Sneak (MP 2) - Its a lot easier to get a shift 2 than a shift 3 going on most powers. This is helps a lot for Cunning Sneaks.
Martial Ploy (MP 2) - A reroll is usually significantly better than a flat +2 bonus, though you would prefer to be the recipient of this ability rather than the source.
Opportunity Knocks (MP 2) - A very easy (though kind of risky) way for a Rogue to get his oh-so-necessary combat advantage, though it's obviously less risky for an Artful Dodger thanks to his class feature.
Reckless Scramble (MP) - This feat is a good addition to an Artful Dodger's arsenal, as they are at less risk of getting hit during a move and can always choose to not gain the benefit if that's not the case.
Risky Shift (MP 2) - Risky, indeed. You're usually not that well off granting combat advantage, though shifting extra squares really matters to Cunning Sneaks and Chargers.
Slaying Action (MP) - A hefty amount of extra damage by allowing you to Sneak Attack again after burning an AP.
Surprising Charge (MP) - Rating assumes a rapier charger, for whom this is basically required. Everyone else can take a pass.
Swift Footwork (MP 2) - Extra shifting on Encounters and Dailies can be ok if you have a lot of those powers, but the real point of it is that you're suppose to do this at-will, and for that you'd rather take Risky Shift.
Trap Sense (MP) - A slight bonus against finding and dodging traps can be useful in the right campaign.
Two-Fisted Shooter (MP) - This feat makes Hand Crossbows awesome almost single-handedly. Free hits on a critical and the option of dual-wielding are very sweet bonuses.
Underhanded Tactics (DMA 2009) - Starting point for a hit-debuff build.
Versatile Duelist (D 381) - You should only be here if you're running a specialized heavy blade build and you know what you're doing. If not, don't be here.[/sblock]
[sblock=General Feats]
Armor Proficiency (PHB) - The Brutal Scoundrels in the audience may want to pick up Hide armor, but that's about the end of the use of this feat.
Blindfighting Warrior (HotFK) - Helps you compensate against effect that rob you of your sight, which can be nice to have, if a bit encounter-dependent.
Cunning Stalker (HotFK) - An alternate method of obtaining combat advantage (this one gets you CA when you're alone) is a very welcome boost to have.
Deadly Draw (PHB 3) - Part of a complete perma-CA package with a slide ability such as with a Lightning weapon and Mark of Storm.
Distant Advantage (PHB 2) - Discounting Stealth, this is a prime way for Rogues to get their Sneak Attack off while sticking to a primarily Ranged style of combat, and you can always retrain it out if you get a stronger or more consistent source of CA later on.
Grounding Shot (PHB 3) - This prevents people from messing with your shots by dropping prone, and it's even better if you have allies that like knocking people prone, like Polearm Fighters.
Improved Initiative (PHB) - Helps you go first, which is always good. Doesn't stack with Quick Draw. More important for you than for most others because of the free CA that winning initiative brings you.
Melee Training (PHB 2) - Brutal Scoundrels don't have to care, but this is pretty useful to everyone else. Also, this is required if you have a warlord or other enabling leader in your party, no ifs or buts.
Nimble Blade (PHB) - +1 to hit for a feat is always good in theory, but it's not a must-take as some would have you believe. Personally, I can't remember the last time I actually fit this into a build. Also, if you can take Skill Power for Insightful Riposte at level 16, retrain out of this.
Quick Draw (PHB) - A sweet feat for Melee Rogues, it comes with some initiative bonuses as well as a useful (and thematic) way to get your weapon options out there.
Rapid Assault (PHB 3) - If you can get to them fast, this bonus is big enough to allow you to lay a serious hurting on your opponent.
Resilient Focus (HotFL) - +2 to all saving throws can be pretty useful.
Shield Proficiency (PHB) - +1 AC/Ref for a feat is fair, though at effectively zero cost, you could just use a Shielding Blade dagger for +1 AC. The real reason you're here is because you're pursuing a specialty build that requires the use of a (Hindering) Shield.
Silvery Glow (D 386) - Diety and energy-specific, but slightly better than Weapon Focus. Directly obsoleted by Icy Heart in paragon.
Skill Power (PHB 3) - Rating assumes you can make the best possible pick, ie, Insightful Riposte at level 16. There are still great options before then.
Spring Step (PHB 3) - Prevents people from knocking you prone, then hovering 1 square outside your reach, forcing you to crawl and attack.
Superior Fortitude (HotFL) - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet.
Superior Reflexes (HotFL) - Redundancy issue with your First Strike class feature, so that's a huge downer. Much better for hybrids, or if you just didn't bother optimizing initiative.
Superior Will (HotFL) - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses.
Toughness (PHB) - More HP is nice to have, but a lot of Rogues likely won't have froom for this. Take this at level 1 and retrain at level 3. Seriously.
Two-Weapon Defense (PHB) - A +1 bonus to AC and Reflex for a feat is a pretty good deal.
Two-Weapon Fighting (PHB) - Very unexceptional by itself... until you consider the feats it opens up access to.
Vicious Advantage (PHB 3) - Easy way to get CA off of some common conditions. Retrain for Expert Sneak in paragon.
Weapon Focus (PHB) - Damage bonus, which is absolutely golden for a Striker.
Weapon Proficiency (PHB) - Eh, sure, if you really wanted a rapier without taking the background. Or a parrying dagger, I guess.
Wintertouched (PHB) - Useless until you pick up Lasting Frost, but mighty when you do. Best when retrained into or picked up right at the end of Heroic Tier.[/sblock]
[h=3]Paragon Tier Feats:[/h]
[sblock=Class Feats]
Bleeding Backstab (MP) - Adding or enhancing existing ongoing damage on Daily powers. Meh, I personally wouldn't.
Deft Blade (MP 2) - Mandatory for chargers. Also good for light bladers that want to obsolete Piercing Strike, or make their RBAs better than any ranged power on their list. That's a lot of people, actually.
Disheartening Ambush (MP 2) - Slapping on a penalty to hit as a rider on any attack is well worth burning a feat and a die of Sneak Attack damage for, especially if your primary focus is on making your opponents useless.
Evasive Footwork (MP) - A decent bonus to AC, especially if you've invested in extending your shifting distance. It shines brighter at higher levels, especially for Rogues interested in charging into combat.
Expert Sneak (MP 2) - Vicious Advantage, but also works with Weakened.
Unerring Ambush (MP 2) - If you're the type that likes to put their best foot forward with regards to combat, this can be a decent pickup.
[/sblock]
[sblock=General Feats]
Agile Opportunist (PHB 2) - A nice feat to work with your Leader if he can slide you around the battlefield.
Armor Specialization (PHB) - The majority of Rogues can't take this feat (it's not available for Leather), but the ones that can will like the elimination of armor penalty that Hide armor brings as well as for the +1 AC.
Danger Sense (PHB) - Rerolling initiative every time can help save you from those bad rolls.
Defensive Advantage (PHB) - Any defensive boost you can have is pretty important for a Rogue.
Fiery Soul (HotEC) - Biggest feat bonus to damage for fire users (so, Tieflings, I guess). Fire is sort of a niche build here, which gets less than sterling review by default compared to the analogue Icy Heart.
Fleet-Footed (PHB) - +1 to speed is a pretty nice use of a feat... provided you have the room.
Heavy Blade Opportunist (PHB) - Niche feat for a niche heavy blade build. You're probably a permastealther looking to spam Deft Strike + Ghostwalker Style, or a Riposte Strike defender with a way to force OAs.
Icy Heart (HotEC) - Big feat bonus to damage for any frost user, which is most of you. This obsoletes Weapon Focus (if you use frost) and is straight up better than Silvery Glow due to fringe benefits and less restrictive religious limitations.
Lasting Frost (PHB) - This feat grants you permanent CA and +5 damage if you combine it with Wintertouched and a Frost weapon; cold resistance is a hurdle, but it can be overcome. Even better for Rogues than for most other characters because of the importance CA has for you.
Light Blade Precision (PHB) - A decent bonus to damage, especially later on in your career, where just about every enemy falls under this category.
Point-Blank Shot (PHB) - A nice way to stop enemy frontlines from hampering your shots.
Psychic Lock (PHB) - While it may seem out of place at first glance, this can combine with certain weapon properties and feats to make a Rogue an attack-penalty machine.
Repel Charge (PHB 3) - This is a very nasty way to severely hamper opposing chargers.
Reserve Maneuver (PHB 2) - True story: most of your paragon paths actually give you Low Slash as your E11. They just require an extra feat tax, is all. And this is it.
Steady Shooter (PHB) - +3 to crossbow damage for standing still. Works beautifully for most Crossbow Rogues, especially if you invest in Hide in Plain Sight.
Two-Weapon Opening (PHB 2) - A major factor in why Two-Weapon Fighting is even worth mentioning. Free hits on a crit? Yes, please. Daggermasters go straight here for a big DPR boost.
[/sblock]
[h=3]Epic Tier Feats:[/h]
[sblock=Class Feats]
Brutal Advantage (MP) - Permanently gain your Str stat as a stat to damage, forever. While this feat may not seem all that useful at first glance (since your single attack powers will apply Sneak Attack damage on a hit), it does allow you add an additional ability score modifier to every attack you make in addition to that first attack, making this a very strong burst damage feat, and thus a very strong pickup.
Lasting Advantage (MP) - Combat advantage on a crit isn't the most powerful benefit out there, but it's serviceable enough to be worth looking at.
Martial Mastery (MP) - Last I checked, power recovery was kind of good. Especially nice for reusing those powers that don't consume your standard action to activate.
Martial Resolve (MP) - A very good way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this.
Whirlwind Sneak Attack (MP) - This goes a long way to making close and area attacks more worth taking, especially if you use them as opening salvos, where First Strike will supply the combat advantage.
[/sblock]
[sblock=General Feats]
[Weapon] Mastery (PHB) - 19-20 crit range. Some of you might not qualify, others (daggermasters) might not care.
Blind-Fight (PHB) - Helps you deal with Invisible enemies in Melee. This is a pretty good idea, but you also have Utility powers that cover this need pretty well.
Deft Aim (PHB 3) - Having your Crossbow RBA's hit Reflex is a powerful benefit to have.
Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting. If you have the room for them, this is the best way you can keep yourself from getting hammered by a magical assault.
Epic Resurgence (PHB) - A pretty sweet power recovery feat (though it is a bit too unreliable, at least for my taste). If you're a Demigod, retrain it out at Level 30; you won't need it after that.
Long Step (PHB 3) - This feat allows you to to extend your shifting, which is fantastic for the great majority of you (read: any Rogue that's not fully invested in Ranged combat).
Superior Initiative (PHB 3) - A nice upgrade for Improved Initiative. Prime real estate for retraining into.
Triumphant Attack (PHB) - Encounter-long debuffs on a critical is very sweet, especially for someone like a Daggermaster. That said, Epic is a competitive time as far as feats are concerned.
Unfettered Stride (PHB) - Ignoring difficult terrain permanently is never a bad thing to have, especially as a Rogue, and that's why this feat is very much worth the wait and investment.
[/sblock]
[h=3]Other Feats:[/h]
[sblock=Racial Feats]
[sblock=Dragonborn]
Draconic Arrogance
[/sblock]
[sblock=Drow]
Drow Fighting Style - Though you probably won't partake in this fighting style all that much, not provoking OA's in Melee with your Hand Crossbow is nice.
Ruthless Hunter - Behold, the reason why Drow are the kings of Hand Crossbows. This combined with Two-Fisted Shooter and Sharpshooter Talent make the Hand Crossbow quite formidable.
Eyedark Strike - Blinding as a free action is nice to have when Cloud of Darkness or Darkfire would be hard/impossible to pull off.
Merciless Killer - While conditional, this damage bonus is simply too large to ignore. The fact that it applies regardless of whether you are in Ranged or Melee combat is just icing.
Lolth Blessed - More uses of Cloud of Darkness or Darkfire are always welcome.
[/sblock]
[sblock=Elf]
Treetop Sniper - Trade +1 to hit for a big weapon dice. Fair enough.
Prime Slayer - +2 damage if you're willing to get up close and personal is a nice bonus to have.
Hawkeye Warrior - A great bonus to hit for using a great racial power.
[/sblock]
[sblock=Githzerai]
Githzerai Blade Master - This feat makes you basically the only race that can justify taking Versatile Duelist.
[/sblock]
[sblock=Half-Elf]
Versatile Master - Twin Strike or Eldritch Strike at will on your rogue. No reason to ever skip out on this feat, ever.
[/sblock]
[sblock=Half-Orc]
Anger Unleashed (PHB 2) - A nice attack bonus when you get banged up.
Menacing Thug (MP 2) - Turning your racial power into a CA-granting Utility power is a very sweet option for a Rogue.
Savage Assault (PHB 2) - A mild defense debuff for using a racial power is a solid benefit.
Thirst for Battle (PHB 2) - A very palatable alternative to Improved Initiative for a Melee Rogue.
Ferocious Critical (PHB 2) - A very strong feat by itself, it becomes extra delicious in the hands of a Daggermaster and its improved critical rate.
[/sblock]
[sblock=Halfling]
Know When to Fold (D 381) - This is actually a very strong feat, as it virtually guarantees you won't provoke OA's while bloodied. A very nice pickup.
Lost in the Crowd (PHB) - A nice feat to counteract some of the effects of getting swarmed, and as usual, the condition of the enemies being larger doesn't really bother you.
Nimble Dodge (MP 2) - Now this is an upgrade for your racial power: it turns a second chance at not getting hit into a virtual certainty that you won't. Certainly a top-caliber racial feat.
Second Step (D 381) - News flash: almost every enemy you'll fight will be bigger than you. Therefore, the condition for this is easy to fulfill, and the effect is very nice.
Deft Hurler Style - Not really a racial feat, but gets an honorable mention here. This is basically a free extra attack every encounter for Halflings.
[/sblock]
[sblock=Human]
Action Surge (PHB) - Given that some Rogue Dailies are one big shot instead of a multiattack or the like, this feat is a pretty good insurance policy to nail that hit.
Stubborn Survivor (FRPG) - Save bonus stacking. Take Resilient Focus first.
Versatile Rogue (MP 2) - Picking up a class feature for a feat sounds like a good deal to me.
[/sblock]
[sblock=Pixie]
Teeny Target - Defense boost, all the time.
Streak of Light - Always charge with CA
[/sblock]
[sblock=Revenant]
There are so many that I'm just not gonna bother. Revenant Handbook this one, please.
[/sblock]
[sblock=Tiefling]
Hellfire Blood (PHB) - A nice way to make up the gap for your lower Dexterity.
Icy Clutch of Stygia (PHR: TF) - A good feat to get mileage out of the eventuality of a save against an ongoing damage effect you create, it gets even meaner if you have a way to apply that ongoing damage consistently (such as a carefully tailored power selection or the Thuranni Shadow Killer's Paragon Path feature).
Tail Slide (PHR: TF) - A nice way to move allies about while you move.
Dispater's Iron Discipline (PHR: TF) - A cool way to shake off annoying status effects.
Hellfire of Mephistopheles (PHR: TF) - Fire is your bread-and-butter strategy, so a way to beat fire resistance is pretty darn cool.
Secrets of Belial (PHR: TF) - A way to swap for any Utility power on any other class. I consider this THE reason to play a Tiefling or (or dead one).
[/sblock]
[/sblock]
[sblock=Dragonmark Feats (EPG)]
Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race.
Aberrant Mark of Contagion (Any) - An encounter-long penalty to saves against ongoing damage when you hit with a Daily can be pretty solid.
Mark of Finding (Human or Half-Orc) - A benefit that can be very potent for a Riposte Strike user that seeks to keep his enemy adjacent, but the Paragon Path is not for you.
Mark of Passage (Human) - A nice bonus to shifting distance, and strictly superior to Risky Shift if you can get your hands on this.
Mark of Shadow (Elf) - Remaining hidden or invisible when missing is nice (if a bit infrequent), and it opens up access to one of the best Paragon Paths in the business. Nice to have.
Mark of Storm (Half-Elf) - If you use this with Deadly Draw and Lightning weapons, you have a permanent Combat Advantage combo as a Melee Rogue. Great for them, and any who will forsake their secondary for Lyrandar Wind-Rider's extra damage.
[/sblock]
[sblock=Exotic Weapon Feats]
As the name implies, these feats give you capacities beyond and above those a normal Weapon Proficiency feat would grant you (including scaling powers you can swap yours for), but they also burn up your Multiclass slot, so choose carefully.
Blowgun (D 373) - Though the weapon itself is Sneak Attack-friendly, it doesn't have the support that Crossbows and Slings have, so it's a distant third choice.
Spiked Chain Training (DMA 2009) - It gives you access to the most damaging Light Blade in the game, as well as flail support. It's very build-specific, but could work.
[/sblock]
[sblock=Combat Style Feats]
For an in-depth look at Combat Style Feats, please look at the at-will power section of the guide.[/sblock]
[sblock=Multiclass Feats]See section below.[/sblock]
[h=2]Multiclassing[/h]
Honestly at this point, to be fully optimized by CharOp standards, every rogue needs to do this, even if only just because the MC feats themselves are a very good package. Below are a recommended selection of multiclasses you could be taking, and what added values they provide and unlock.
[sblock=Assassin]
Key Features:
Ki Focus proficiency, easy-CA and nova-boost with shrouds, an amazing but rules-ambigious powerswap.
Entry Feats:
Shadow Initiate - Stealth training is wasted, but trust me, the shroud-based support is the reason you're here.
Practiced Killer - Small nova boost, Ki focus, free skill.
Acolyte of the Veil - Encounter teleport, Ki Focus, free skill.
Unlocked Feats:
Cruel Shroud - Easy-mode CA on demand 2/enc.
Inexorable Shroud - move your easy-mode CA on demand elsewhere on a kill.
Powerswaps:
Shadow Fire (E17) - A hotly debatable triple-hitter power. Take it at E23 since you already have Tumbling Strike.
Unlocked PPs/EDs:
Haha, funny joke, that.
[/sblock]
[sblock=Avenger]
Key Features:
You're really here for the entry feat, which is double-rolls for 2 turns for a major nova-boost. Oh, and also free holy symbol.
Entry Feats:
Disciple of Divine Wrath (PHB 2) - While most of the particulars are ugly (Wisdom is not that good for most Rogues, Religion is a dumpstat skill, and Avenger power selection is questionable), but two turns' worth of double rolls on every attack is extremely nice.
Unlocked Feats:
N/A
Powerswaps:
N/A
Unlocked PPs/EDs:
Favored Soul - Gain a fly speed, for permastealthers
Zealous Assassin - Always charge with CA
[/sblock]
[sblock=Barbarian]
Key Features:
Powerswapping for Storm/Hurricane of Blades, also to be able to take Reincarnate Champion ED.
Entry Feats:
Battle Berserker - This is theoretically better for MBA chargers, since its a scaling +1d8/tier to MBA damage, but it requires either you to be bloodied, or a primal power to activate, so it doesn't work nearly as reliably unless you also went for a primal powerswap.
Berserker's Fury - Free action nova boost. Less finicky to use and more universally applicable
Unlocked Feats:
N/A
Powerswaps:
Storm of Blades (E13)
Hurricane of Blades (E27) - I shouldn't have to explain either of these.
Unlocked PPs/EDs:
Winter Fury (PP) - Turns all your untyped damage cold so you can play with frostcheese.
Reincarnate Champion (ED) - Poach racial feats for any two other races you like. Tiefling for Secrets of Belial? Pixie for Streak of Light? You got it.
[/sblock]
[sblock=Cleric]
Key Features:
Holy Symbol, access to Tactical Warpriest. Cheesing out with Battle Cleric's Lore if you somehow sell your DM on it.
Entry Feats:
Initate of the Faith - Religion training, 1/day heal, holy symbol. Pretty much expected here. The real point is that it only takes 13 Wis to qualify.
Divine Healer - Needs 15 Wis, so that's already a showstopper, but assuming you qualify, the real contention is whether getting Healer's Lore from the MC feat lets you trade it for Battle Cleric's Lore. If your DM says yes, you do whatever the hell you can to take this. Otherwise, its worthless and you take the other MC feat.
Unlocked Feats:
Radiant Advantage - Free CA by running a radiant build. Pretty respectable alternative to frost.
Powerswaps:
N/A
Unlocked PPs/EDs:
Tactical Warpriest (PP) - One of the easiest ways to put together a Riposte Strike DPR machine.
[/sblock]
[sblock=Fighter]
Key Features:
Oh, man, where do I even begin. As one of the best supported classes in the game, basically, all of your best PPs and feat support are going to come from here.
Entry Feats:
Battle Awareness - Requires investment in Wisdom, but this attack is likely to go off, and it grants a free skill. Nice.
Cyclone Warrior - Some big damage for one round per encounter, plus a free skill. I'd take that.
Student of the Sword - A +1 bonus to hit with a certain style of weapon and a mark after the attack is nifty (as is the free skill), but it's just not as good as the other feats.
Unlocked Feats:
Striking Resurgence - Burning your standard action on second wind just got a little more palatable.
Powerswaps:
Rain of Blows (E3) - A triple-hitting Encounter power is certainly a tasty Multiclass incentive.
Martial Supremacy (U22) - Chargers get to double-roll to hit, as an encounter power stance. Sweet.
Unlocked PPs/EDs:
Kensei (PP)
Shock Trooper (PP)
Gladiator Champion (PP)
Eternal Defender (ED) - Wield a two-handed weapon in one hand.
[/sblock]
[sblock=Monk]
Key Features:
Ki Focus, Soaring Blade PP, Master of Moments ED. If you were thinking of coming here to get a dex-based MBA, don't bother, that's a trap.
Entry Feats:
Monastic Disciple - Ki Focus, free skill, a no-action attack that's either a minion-popper or a spot of extra control. Not bad.
Master of the Fist - Are you here because you were trying for a Dex-MBA via Piercing Palm and Internalize the Basic Kata? Because that's ridiculous, and a trap. Just suck it up and take Melee Training already.
Unlocked Feats:
N/A
Powerswaps:
Stunning Palm (D1) - Immune to stun and daze as a stance. It's good for lair assault, if nothing else.
Unlocked PPs/EDs:
Soaring Blade (PP) - Heavy Blades users only (so, Versatile Duelist required), but assuming you have at least a +1 to Con, which everyone should, the 16F basically gets you access to frostcheese and still frees up your weapon enchantment. That's honestly a very strong benefit to have considering the wealth of other damage packages available (Battlecrazed, Firewind Blade, etc).
Master of Moments (ED) - Nova specialist? Never be at a loss for action economy ever again. As a note, the 24F can now also be poached via Eternal Seeker's 30F.
[/sblock]
[sblock=Ranger]
Key Features:
Powerswaps, PMC, Darkstrider.
Entry Feats:
Warrior of the Wild - Quarry for 2 turns. Unimpressive, but could have been worse.
Unlocked Feats:
Courageous Shooter - Requires Paragon MC, but getting prime shot gets you access to that entire feat tree.
Powerswaps:
Disruptive Strike (E3) - An immediate interrupt attack that negates an incoming hit for you or an ally is very nice to have.
Blade Cascade (D15) - One of the mightiest attack powers in the business, plain and simple.
Confounding Arrows (D15) - Three hits that can stun make for a very strong power.
Pounding Barrage (E17) - Three hits that can immobilize is a very powerful boost.
Five-Missile Dance (D29) - The Ranged version of Blade Cascade, and an extremely powerful capstone.
Unlocked PPs/EDs:
Darkstrider (PP)
PMC - Twin Strike at will, or Dual Weapon Attack after a charge? Where do I sign?
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