Extra Training for the Ride: Feats
Note on the general, class, racial, and divine power source feats: Not all of those will be listed. Only the consequential ones (many of those will be rated
blue or
sky blue).
Traps among those will be noted. This saves space, plus since feats have become a more precious resource thanks to simply the increasing number of them in 4e, narrowing them down to the meaningful choices is justified.
As for what you should prioritize when selecting feats:
1. Attack accuracy. Hitting enemies is the most important thing any character does in 4e combat, and you are no exception.
2. Aura/mark potency/frequency. This is how you ensure that enemies will want to attack you, rather than that Wizard in the back. Feats that give you opportunities to lay down DS are in this category, as well as feats that enhance the effects of DS. If any feats come along that improve the effects of your Defender Aura and Righteous Radiance, they will be here, too.
3. Defense/survivability. As a Defender, you need to make sure that you can take the extra heat. Doing this will turn foes' situations into more of a lose-lose, which is exactly what you want. Note that this category can also include ways to hurt the foe for attacking you, as well. In your particular case, you also like feats that increase your hit points and healing surges, since you do have an encounter feature power that makes you absorb hits for your allies, after all.
4. Initiative. Just like all other Defenders, you want your enemies put on notice before they ever get to act. Since you're not likely to have a high Dexterity, feats are your best way of hiking your initiative and making sure you beat your enemies to the punch more often than not. Some of you like to buff your allies, too, which makes this even more important.
5. Power recovery. If you come upon feats that let you recover your encounter powers, take them. They can impact the battle in a big way.
6. Healing/buffing OR damage. Going for either one of these is how you round out your Cavalier's abilities.
Class/Power Source feats
Heroic Tier
Commanding Vow (D 388): Sounds nice in general, but in practice this DS-related feat is pretty niche. However, it should be considered for certain combos involving Ardent Strike, such as with
Deadly Draw for the constant combat advantage.
Light of Order (D 381): Gives you a free at-will spell, Shining Light of Order, that shines bright light, which negates concealment in dark places.
Useful if you do a lot of dungeon-crawling or night fighting. The feat also grants you the option to replace a utility power with Punitive Radiance, although with the great utilities your class gets you probably won't want to exercise that option.
Mercy's Reward (D 388): If you're the type of Cavalier who wasn't going for DPR, then the surge-triggering sacrifice of critical damage can come in handy.
Protector's Commitment (DP): CHA 15 required. Take the Expertise feats first, but this is worth a look after those. You or an enemy next to a bloodied ally is a fairly common situation (particularly the latter case, since that happens with a simple flank) that will give you the +1 untyped bonus to attacks.
Shared Vitality (D 385): Val-Cavaliers who worship Moradin might find it worthwhile to do an impression of the Sac-Cavalier's ally-healing second wind ability. Although this one's still a standard action unless you do something special with your second wind's action type.
Symbol of the Sonnlinor (D 385): Must worship Moradin, and this is a great option if you plan on wielding an axe or hammer in his name. Not only does it reduce multiple-item dependency, but it opens up a lot of interesting combinations for implement use. Like the classic Lasting Frost synergy. Or how about following up a close-burst implement crit with a Rending attack? Bloodiron's sure looking fine. The possibilities are endless.
Virtuous Recovery (DP): While your WIS won't be so high as to make you nigh-invincible with this feat, even a modifier as small as +2 can go a long way toward increasing your survivability. Works on any way you spend a surge, including second wind and utility powers like Virtue.
Paragon Tier
Chosen Defender (D 381): The penalty you put down on enemies' OAs just for being next to them comes in quite handy for giving your allies a better chance of moving around (or away from) those foes unscathed. You become a better point-man for flanks.
Hero's Poise (D 388): In combination with feats and abilities that boost your own saving throws (e.g. Focused Mind, Superior Will, the Valiant Cavalier feature Virtuous Health), this feat can make your entire party nigh-immune to save-ends effects. Which, last I checked, is kinda awesome. You're taking this, and that's final.
Honored Foe (DP): If you have at least two mass-DS powers per encounter and a +2 WIS modifier, this feat will help your survivability quite a bit.
Pervasive Light (DP): This one is aimed at those of you who primarily like to attack with other damage types besides Radiant, but still want to take advantage of Radiant vulnerability. If you're hanging out
with a full-fledged Radiant Mafia, this can be an outright amazing choice, allowing you to stack the Radiant vulnerability your allies create with the extra damage or nasty tricks from your own preferred attack type (such as from Cold, Psychic or Thunder).
Epic Tier
Champion's Countenance (D 388): Doesn't look that appealing on first reading, until you take into account powers like Virtue and Deliverance of Faith that allow you to start every fight with nice THP cushions. With such a THP cushion, you're looking at effortlessly giving your whole party +2 to all NADs for the first round or two. In conjunction with your Aura and DS, enemies who love attacking NADs (which would describe a ton of Epic Tier foes) will quickly find it a losing proposition and try to beat those THPs off of you, instead. Which is exactly what you wanted all along.
Divine Mastery (DP): Regain a divine encounter power when you spend an action point. This can recover things like Holy Smite and Righteous Shield. A necessity, and you want to get it as early in Epic Tier as possible.
Echoes of Letherna (D 380): Must worship the Raven Queen. Actually not a bad deal, since the Necrotic keyword and damage are added to the Radiant powers, rather than replacing the Radiant qualities. Dual damage types and keywords on a power work wonders to cover up one that may be commonly resisted.
Promise of Judgment (D 388): It's a fact of life and math in this game: You will miss attacks every now and then. The free DS from missing with a Paladin attack power is a fine consolation prize. A finer point: Ardent Strike becomes a guaranteed DS with this feat.
Punishing Radiance (DP): Radiant vulnerability 10 (or the increasing of it by 10) until the end of your next turn on a radiant divine power's crit. Fantastic, especially if you had built yourself to take full advantage of radiant vulnerability. Also note the synergy with Font of Radiance.
General feats
Heroic Tier
Axe Expertise (E:HFL): Gives you the necessary tier-scaling feat bonus to attack rolls with axes, and also lets you reroll those pesky 1s on a damage die. Nice extra perk there.
Blindfighting Warrior (E:HFK): Ignoring concealment of all sorts can come in handy for melee types.
Bludgeon Expertise (E:HFL): Tier-scaling feat bonus to attacks with hammers and maces, and its perk of an extra square of forced movement on an attack can be very nice if you can find at-will ways of creating forced movement. (Mark of Storm is an obvious one.)
NOTE: This does not work with Ardent Strike and Commanding Vow, though, since it's the Sanction, not the attack, that slides.
Deadly Draw (PHB3): If you have means of sliding your enemy in any way at-will (e.g. Ardent Strike + Commanding Vow, or Mark of Storm, or Half-Elf with Eldritch Strike) this can net you constant combat advantage. Great fun.
Disciple of Freedom (E:HFL): Slowing, immobilizing and restraining are pretty nasty conditions for you, considering that positioning is key to the Cavalier's ability to defend. The ability to save at the start of your turn against those is almost vital to have. Plus, there's the fact that in Paragon Tier, this feat is going to have some beautiful synergy with Hero's Poise. Requires CHA 13.
Disciple of Justice (E:HFL): Val-Cavaliers with a
minor-action or less second wind (Dwarves, Questing Knights) will look at this one to swipe a Spirit of Sacrifice imitation. Said imitation only works on an adjacent ally, but unlike the Spirit of Sacrifice, this actually heals the ally using your surge value, which from a Val-Cavalier can be very nice. Requires CHA 13.
Disciple of Light (E:HFL): Tier-scaling THPs to all allies within 5 squares of you when you use a healing surge (this can even include a power such as Virtue) is a very nice deal. Requires WIS 13.
Disciple of Stone (E:HFL): Tier-scaling THPs for you when you use a healing surge. Good one, assuming you're not already taking encounter powers that grant THPs on surge use (e.g. Virtue). Requires CON 13.
Disciple of Strength (E:HFL): If your second wind is minor-action or better (Dwarf, Questing Knight) this one's good for the extra sting on your next hit.
Durable (PHB): Two extra surges are nice to have, particularly for Sac-Cavaliers.
Echoes of Thunder (PHB2): Extra tier-scaling damage when you hit with Thunder powers. If you're using the Storm domain on your Valiant Strike, this should be next on the radar after Weapon Focus, as it really lends potency to your preferred keyword.
Focused Mind (PHB3): +4 feat bonus against two of the more crippling conditions, dazing and stunning. Good now, even better later. Especially when you take Hero's Poise in Paragon Tier.
Heavy Armor Agility (E:HFL): If you have the STR or CON 15 to qualify, this is a good investment for your mobility in plate.
Heavy Blade Expertise (E:HFL): The tier-scaling feat bonus to attacks with heavy blades you're looking for, and the +2 bonus to defenses against OAs you get in addition can make you a little more confident about barging through other enemies to get in an ideal position.
Holy Symbol Expertise (HoS): Only Cavaliers who take implement-based dailies, or anyone who takes a PP with implement powers, are likely to care, but this is the implement-based Expertise feat you take if you like your weapon-based Expertise feat's perk too much. Canceling CA against you in many situations is pretty nice, indeed.
Implement Focus (E:HFL): Finally, a general tier-scaling feat bonus to implement damage. It's probably not that high a priority for you, though.
Improved Defenses (E:HFL): It's not a matter of if you're taking this tier-scaling feat bonus to NADs, but when. This one is absolutely necessary for all Defenders (that means you). NADs don't scale right as your levels increase, and this feat helps corrects that.
Note: This feat obsoletes Paragon Defenses (PHB2) and Robust Defenses (PHB2).
Improved Initiative (PHB): Acting before the enemy does is huge for a Defender, and since your Dexterity isn't likely to be very high, I consider this mandatory (racial initiative feats notwithstanding). A Val-Cavalier who takes this is pretty much going first all the time.
Resilient Focus (E:HFL): Flat +2 feat bonus to all saves. Certainly nice, but some of you will have better options in this department. Might actually be better than Focused Mind depending on which PP and ED you take.
Skill Power (PHB3): Gives you an extra skill power for the cost of this feat. If you use it to pick up the right power, this one can actually be a
very good choice.
Superior Will (E:HFL): If you don't have the CHA 15 to get this at Lv. 1, you will soon after. Your Will defense increases an extra point over what Improved Defenses gets you, but by far the most important part of this is saving against daze or stun at the start of your turn, even if a save normally wouldn't end those conditions. (If it is a save-ends condition you still get a save at the end of your turn as well.) No way you're passing this up. Ever. And with Hero's Poise and some more save bonuses in play, you can potentially make your entire party all but immune to daze and stun by Paragon Tier. Amazing stuff.
Swift Recovery (E:HFL): Tier-scaling feat bonus to your healing surge value, available to you if you trained Endurance. As far as the HP-related feats go, this one should be top priority. It has the greatest effect on your daily hit point totals, factoring in surge use, even more so than Toughness has. Val-Cavaliers, in particular, will get some ridiculous surge values with this one.
Toughness (PHB): Tier-scaling increase of your maximum hit points value. This is actually not as good as Swift Recovery for your survivability over the course of a day (especially in Heroic and Paragon Tiers), but it's still worthy of your attention in case you can fit both feats in your build. In Epic Tier, the comparison between this and Swift Recovery becomes more of a wash.
Versatile Expertise (PHB3): There's still something to be said about the Expertise family member that grants you the necessary tier-scaling attack bonus to one weapon and one implement of your choice. Mostly, just Cavaliers with a CHA high enough to legitimately attack will care, but if your weapon-specific Expertise feat's perk doesn't really help your build, and you plan to use implement powers, this one's waiting for you.
Vicious Advantage (PHB3): Combat advantage against any slowed or immobilized opponent. Some builds, notably those taking advantage of the Earth Domain or the Son of Mercy PP, could put this one to use.
Weapon Focus (PHB): Your feat bonus to damage. Important if DPR is a primary concern for your build. Still nice to have otherwise. Note that Dwarves and Goliaths have their own racial options for weapon damage that are superior to this.
Weapon Proficiency (one superior weapon) (PHB): Typically, a superior weapon will give you an average of 1 extra damage over its military counterparts (and sometimes a little more). Should be a priority. Dwarves, again, don't need to look at this one; they have their own racial feats that provide the equivalent of this and Weapon Focus. Goliaths might forego this for their racial feat as well, at least for a while.
Wintertouched (PHB): The first half of the Lasting Frost synergy. Obviously, you don't need to take until Paragon Tier.
Paragon Tier
Agile Opportunist (PHB2): This one depends on party composition. If your Leader is someone who has a lot of features or powers that can slide you, such as a Cunning Bard, you
DEFINITELY want this; they'll thank you for it. Especially since, unlike other defender classes, you don't even use your immediate action for your default punishment. And rolling more attacks is always fun.
Armor Specialization (PHB): Your feat bonus to AC. Most likely, you'll be picking this one for plate (CON 15 needed).
Danger Sense (PHB): Roll twice for initiative and take the better result. Good for guarding against bad initiative rolls.
Fleet-Footed (PHB): Extra speed is never a bad thing.
Hammer Rhythm (PHB): You probably won't have the CON to put this to the best of use, but it'll still help your hammer DPR.
Heavy Blade Opportunity (PHB): DEX 15 needed. This one can be pretty effective with the right at-will. Valiant Strike for a more accurate OA, Ardent Strike for a DS to discourage any attacks after the enemy moves away, Strike of Hope to give an ally some cheap THPs with your OA, etc.
Lasting Frost (PHB): Synergistic with Wintertouched to set up combat advantage on every hit with a Cold-keyword attack.
Repel Charge (PHB3): If you have enough DS powers to make a difference, and the feat support to make them potent, enemies might want to charge at you. This feat lets you make them pay for that with an MBA. Best taken with other melee support (which makes the enemy shift away from them to not draw an OA before charging at you), or with a strong Controller packing daze spells.
Reserve Maneuver (PHB2): Don't like your paragon path's encounter power? Trade it out for something else after you rest. You can even poach an O-Paladin encounter power if you want.
Recommended encounter powers with Reserve Maneuver
Valorous Smite (Lv. 1, CHA weapon attack, DP): If your CHA is attack-caliber, you've got yourself an awesome mass-DS power.
Strength from Valor (Lv. 3, STR weapon attack, DP): Close-burst that can net you a solid amount of THPs.
Winter's Edge (Lv. 3, STR weapon attack, D 381): A close-burst with the Cold keyword. This is especially awesome to pull on a group you marked with a mass-DS power, in which case you immobilize your foes if you hit. If they weren't marked, they're still slowed.
Solid Sound (PHB): +2 untyped bonus to a NAD for a round when you hit with the Thunder or Force keyword. This one is good for those with the Storm domain or those using a Force Weapon.
Uncanny Dodge (PHB): Canceling enemy bonuses to combat advantage is nice.
Vexing Flanker (PHB2): All your allies get combat advantage against an enemy you're flanking. Pretty useful.
Epic Tier
Axe/Bludgeon/Heavy Blade Mastery (PHB): Takes a conscious effort with your ability scores to qualify for the expanded crit range from this family of feats, but it's worth it, no doubt.
Blind-Fight (PHB): Thwart invisibility and concealment (but not total concealment) on adjacent creatures. Not bad.
Epic Fortitude/Reflexes/Will (PHB2): +4 to the NAD in question. Stacks with Improved Defenses (at least for now). You would do well to go for at least one of these. Can make your highest defense extremely hard to hit, a medium defense from a secondary stat in the high teens-low 20s solid, and even your lowest defense at least passable.
Epic Resurgence (PHB): Not as high priority as Divine Mastery, but still worth a look after, especially if you expanded your crit range.
Font of Radiance (PHB): On a radiant crit, inflict a save-ends condition that involves bright light and a healthy amount of free radiant damage per round on the enemy and its adjacent lackeys. Very nice. Note the synergy with Punishing Radiance; if you're going for DPR, these two feats together are your answer to things like the Fighter's Reckless Attacker.
Long Step (PHB3): If you're charge-oriented, you'll want to give this a look.
Rapid Regeneration (PHB3): If you have any substantial sources of regeneration and an even appreciable CON modifier, you should look at it.
Strength Through Challenge (D 387): Resist 5 just for having two enemies marked is pretty nice. Take it if you have at least two mass-DS powers on hand per encounter.
Superior Initiative (PHB3): Likely, you'll be retraining Improved Initiative for this vital feat, since it's just a higher feat bonus.
Triumphant Attack (PHB): Attack roll and defense debuff for a full encounter whenever you crit in melee. Very good.
Unfettered Stride (PHB): Ignore difficult terrain. Good if you've somehow trained yourself in Acrobatics.
Mount feats
Heroic Tier
Expert Trample (D 393): This feat helps ensure that your mount's Trample is done with a higher degree of impunity. Fair enough.
Improved Steed (Celestial Battle Tiger) (D 393): A nice upgrade beyond the standard warhorse at Heroic Tier. The Tiger has a speed of 9, +1 advantage to all defenses, a Bite, and an at-will immediate reaction attack against an enemy who enters a square next to it.
Mounted Combat (PHB): This feat is pretty much a necessity to get the most out of your time mounted. You can get some really awesome benefits from your mount.
Paragon Tier
Holy Steed (D 388): Requires the Mounted Combat feat, but you should have that anyway. +2 to all your mount's defenses is obviously awesome, and extra CHA-mod bonus to all your mount's damage rolls actually makes your mount a somewhat credible damage threat.
Improved Steed (Celestial Behemoth) (D 393): Slower than most other mounts (speed 7), but made up for with the mount's high defenses, the knockdown property on your charge attacks (and a nice damage boost), a solid Gore attack and a Trample that works on enemies of all sizes. Pretty impressive.
Improved Steed (Celestial Pegasus) (D 393): Deadly accurate charges and flight are terrific. Really tough call between this and the Behemoth. The Behemoth gives you more potent ground offense, but the benefits of opening up the z-axis for movement -- especially as early as Lv. 11 -- can't be understated.
Epic Tier
Improved Steed (Silver Dragon) (D 393): A suitably epic mount that's almost like an amalgamation of the best awesomeness of every previous mount and then some. Great defenses (yours +2), a fly speed of 10, a +1 to all of your own attacks while mounted, a per-encounter surgeless heal equal to your surge value for the mount, and an at-will immediate reaction attack to an enemy getting next to it that happens to knock prone. Doesn't get much better.
Racial feats
Changeling
Heroic Tier
Fickle Servant (DP): Lets you pick any Domain Feat you want. This one is a curious case, though, considering you actually are allowed to worship multiple deities as long as they're the same alignment as you. If you're trying to cherry-pick domains from a deity not of your alignment, then it becomes
quite valuable.
Dragonborn
Heroic Tier
Bolstering Breath (PHR

): Your breath becomes party-friendly. Something to consider for Heroic Tier, while it can still hit something.
Draconic Challenge (DP): Turns your breath into that mass-DS power you covet. This should be one of the first feats any Dragonborn Cavalier takes.
Enlarged Dragon Breath (PHB): The larger your breath area, the more enemies you can Sanction with it. That's a good thing.
Hurl Breath (PHR

): Combined with Draconic Challenge, allows you to Sanction a group of enemies in a burst 2 up to 10 squares away. Good one.
Radiant Breath (D 378): Those with Sun domain access will want to consider taking this early on (while your breath can still hit things). Adds the Radiant keyword and damage in addition to your element of choice.
Epic Tier
Draconic Restoration (PHR

): Get another use of your breath when you use second wind. If you can get your second wind to a minor-action or less, somehow, this one's value goes up
exponentially. Restoring your breath weapon means more Sanctioning.
Draconic Triumph (PHR

): Another way to regain use of your breath, this time by killing enemies. Not reliable enough to be an absolute must-take, but it is a solid option.
Drow
Heroic Tier
Brilliant Darkfire (DP): CHA-mod radiant vulnerability after hitting with Darkfire. Nice.
Paragon Tier
Master of Fire and Darkness (FRPG): Now your two Lolthtouched powers are separate encounter powers. Nice.
Merciless Killer (FRPG): +5 damage to a bloodied enemy when you have combat advantage, killing him faster. Either of your Lolthtouched powers can set that up nicely.
Dwarf
Heroic Tier
Dwarven Weapon Training (PHB): You get proficiency in all axes and hammers, including the superior versions, and on top of that, the equivalent of Paragon Tier Weapon Focus with those weapons. Automatic pick, for sure.
Paragon Tier
Dwarven Durability (PHB): Two extra healing surges and you get to steal the Dragonborn's healing surge value benefit. No Dwarf should ever go without this.
Genasi
Heroic Tier
Extra Manifestation (FRPG): Some extra versatility never hurt.
Paragon Tier
Shocking Flame (FRPG): Extra fire or lightning damage on all melee attacks with the right manifestation. Solid.
Stormrider (FRPG): Strictly better than Fleet-Footed with the right manifestations.
Epic Tier
Double Manifestation (FRPG): Manifest two elements at once. Yes, this is awesome.
Goliath
Heroic Tier
Goliath Greatweapon Prowess (PHB2): This one's a good deal for Heroic and Paragon Tier. You essentially get the damage benefits of Weapon Focus and Superior Weapon Proficiency together in this feat. It does fall behind that combination a little bit in Epic Tier, however.
Kord's Resilience (DP): Give all allies next to you your Stone's Endurance damage resistance. Good.
Markings of the Victor (PHB2): Reroll your first attack of every encounter and take the better result, which makes sure that you start the fight off right.
Paragon Tier
Unyielding Stone (PHB2): A high amount of temp HPs when you use Stone's Endurance, in addition to the damage resistance. Now you're even tougher to bring down.
Epic Tier
Ancient Stone (PHB2): Extends your Stone's Endurance another round with a slight drop-off in power, essentially. That's still really good.
Half-Elf
Heroic Tier
Group Defense (DP): A good pick if you have at least two mass-DS powers per encounter, making those even more effective.
Paragon Tier
Versatile Master (PHB2): You took Dilletante for a reason. Make that thing a true at-will.
Halfling
Heroic Tier
Lost in the Crowd (PHB): Plenty of things are bigger than you. A +2 untyped bonus to AC in this case is great.
Paragon Tier
Underfoot (PHB): If you're trained in Acrobatics somehow, this one is worth a look for the beneficial movement option. You'll fight plenty of Large things.
Half-Orc
Heroic Tier
Divine Assault (DP): A serious damage buff for all an ally's attacks until your next turn when you use your racial power. Very, very nice, especially if you've got, say, a Ranger in the party. Or a leader who likes enabling extra attacks.
Thirst for Battle (PHB2): +3 feat bonus to initiative (only 1 less than Improved Initiative) and an extra healing surge to boot make this a great feat for you in Heroic and Paragon Tier.
Paragon Tier
Strength from Pain (PHB2): +5 extra damage until the end of your next turn after you're bloodied is nothing to sneeze at. Especially if you have a close burst attack or, somehow, a focus-fire multi-attack ready.
Epic Tier
Ferocious Critical (PHB2): A huge bonus to attack and damage until the end of your next turn when you score a crit. Awesome.
Human
Heroic Tier
Action Surge (PHB): Still a good choice, make no mistake, but not nearly as crucial as it was earlier in 4e's lifespan. Versatile Expertise is far more important. You don't need to care about this one nearly as much as Leaders and multi-attacking Strikers do.
Sunspray Heritage (D 386): +2 feat bonus to Endurance and the encounter power that absorbs fire and radiant damage for healing is fair enough, but the real prize is the next branch of this feat tree.
Sunspray Warrior (D 386): This is the reason you're even taking Sunspray Heritage. The at-will attack from this feat, which replaces any one of your at-will powers, is a Radiant beauty with an attack debuff on an enemy hit by this that lasts until the start of your next turn. Sort of like the O-Paladin's Enfeebling Strike, but without the mark requirement (so it stacks with your Defender Aura), and allows you to use your best ability modifier. And, as mentioned, is Radiant, so Morninglords get to have even more fun. And to top it off, this feat also gives you a +1 to melee and ranged attacks while mounted, which you should be if possible.
Kalashtar
Heroic Tier
Clarity of Spirit (DP): Bastion of Mental Clarity triggers a healing surge in you or an ally. Nice.
Dual Mind Strength (D 385): Strictly better than Weapon Focus if you're using a
Githyanki Silver Sword.
Epic Tier
Quori Desperation (EPG): Buy yourself a round to heal and/or act when you would've been knocked out. Nice.
Minotaur
Heroic Tier
Bloodied Ferocity (PHB3): A free melee basic the first time you're bloodied every fight, a trigger that's pretty much always going to happen if you let it. Never pass up the opportunity for free attacks. And who cares if you give up combat advantage?
Paragon Tier
Beast Within (PHB3): Steal from the Dragonborn's arsenal and then some with this feat. +1 to hit and damage when you're bloodied. Great.
Epic Tier
Mythic Senses (PHB3): If you're trained in Perception somehow, take this one for sure.
Shifter
Heroic Tier
Blessed Shifter (DP): Take the more general damage feats first, but with a good secondary Wisdom score, this one can set up some nice burst damage when using your Shifting power.
Paragon Tier
Beasthide Shifting (PHB2): Resist all 2 when you use your Shifting power. Nice.
Tiefling
Heroic Tier
Imperious Majesty (D 381): Charisma determines initiative instead of DEX. Take it. That is all.
Wrath of the Crimson Legion (D 381): Replaces Infernal Wrath with Paladin's Wrath, which is a close burst 5 mass-DS power. Definitely take this one. As an aside, it also lets you use CHA for your MBAs (damage included), which opens up some interesting build possibilities.
Paragon Tier
Dispater's Iron Discipline (PHR:T): CHA-modifier bonus to your personal saves against the three heavy hitters (daze, stun, dominate). Without question, an auto-pick. And the synergy with the Hero's Poise/Superior Will combo is absolutely delicious.
Warforged
Heroic Tier
Warforged Tactics (EPG): Good to consider after the Expertise feats. An extra +1 to attack an enemy next to an ally in melee.
Eberron Dragonmark feats
Mark of Storm (EPG): Slide an enemy a square every time you hit with a Thunder or Lightning power. A Lightning Weapon or Power of the Storm is going to make this one sing, plus your class itself has some encounter and daily powers with those keywords.
Mark of Warding (EPG): If you have at least two mass-DS powers per encounter, this is a great feat, with the penalty on your marks going to -3. This feat also gives your powers that grant defense bonuses an extra +1 on those.