Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Veep" data-source="post: 6707980" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Recommended Feats</strong></u></strong></span></p><p></p><p><strong>Class Feats</strong></p><p> <strong>Heroic Tier</strong></p><p> </p><p><strong><span style="color: #800080">Aegis Accuracy</span> (D382)</strong> - Aegis Accuracy is strictly inferior to Retributive Shield for shielding swordmages. It's also a conditional attack bonus (and a small one), so this would only be taken after the swordmage has already taken Versatile Expertise for his or her weapon group of choice. Since assault and ensnaring swordmages are the ones who might take this feat, its utility depends on how much the DM respects their marks. If the mark isn't being ignored, the feat is not useful. Even if it is, you'll probably have better choices.</p><p></p><p><strong><span style="color: #0000ff"> Aegis Vitality</span> (D382) </strong> - Aegis Vitality is a weaker form of the Coronal Guard path feature, but it's available to all swordmages regardless of paragon path. It helps out shielding swordmages the most, since they have the easiest time of marking one enemy and engaging another one across the battlefield. It scales across tiers, so it remains useful even through epic levels.</p><p></p><p><strong><span style="color: #800080">Closing Advantage</span> (AP) </strong> - Closing Advantage and Combat Casting both reward switching between ranged/area attacks and melee attacks. At this point, the swordmage doesn't have enough good ranged/area attacks (combined with the mediocre benefit) to justify taking this feat.</p><p></p><p><strong>Combat Casting (AP)</strong> - This feat is slightly more useful than its counterpart, Closing Advantage, as it allows you to use your ranged/area powers while still threatening any adjacent foes. Obviously, you'll need a couple of ranged/area powers to make this feat worthwhile. </p><p></p><p><strong><span style="color: #0000ff">Escalating Assault</span> (FRPG)</strong> - Only for assault swordmages. This makes your aegis attacks much more likely to hit over the course of a long combat. However, it only triggers with the use of an MBA - no using other powers in place of that MBA, or you don't get your attack bonus.</p><p></p><p><strong><span style="color: #0000ff">Extended Teleportation</span> (D382)</strong> - Extended Teleportation is interesting. It is largely dependent on power selection, but when combined with a number of powers that teleport, it offers you a lot of versatility. It's unfortunate that it doesn't work with all teleport powers, but it seems like Wizards is limiting the ability of multiclass characters to take advantage of the synergies between classes. Lately, many feats have been limited to affecting class features only available to a main-class character, or explicitly stating that they only affect a particular class's powers.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Grasping Ensnarement</span> (AP) </strong> - Only for ensnaring swordmages. Now that you brought your enemy next to you for ignoring your mark, what do you do to prevent him from doing it again? With this feat, the answer is "slow him". That said, if you don't mind multiclassing into Warden, Sudden Roots does much the same thing and helps with your OAs as well. </p><p></p><p><strong><span style="color: #ff0000">Improved Swordbond</span> (FRPG) </strong> - Your swordbond now works like drawing a weapon normally. How often is your sword 100 feet away? It's a cute idea, but there's no way to make this useful to you (outside of roleplaying magic tricks) without gimping other characters with weapons.<strong></strong></p><p><strong></strong></p><p><strong>Improved Swordmage Warding (AP) </strong> - You get +1 to AC, which is always nice for a defender. It isn't compatible with Armor Proficiency (hide), so you have to choose between the two if you want to increase your AC. This increases to <strong><span style="color: #0000ff">blue</span></strong> if you're playing a race with a racial bonus to Dexterity, especially if that race doesn't have a racial bonus to Intelligence.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Intelligent Blademaster</span> (FRPG) </strong> - This feat means that your opportunity attacks are now effective, making enemies much less likely to simply move away from you. It also allows you to throw weapons with the heavy thrown quality using your Intelligence for the attack. Due to the way it's phrased, you can't use light thrown weapons, though individual DMs might house rule that it's ok to throw daggers. Javelins are probably your best choice there otherwise. If your Strength is already high (within a +1 modifier of your Intelligence), then this feat drops to <strong><span style="color: #ff0000">red</span></strong>.</p><p></p><p><strong><span style="color: #800080">Retributive Shield</span> (FRPG) </strong> - For shielding swordmages only. Your mark is the only one which functions entirely at range - you can be up to 10 squares away from your aegis target the entire combat after marking him. If you're close enough to use the +2 attack bonus, then you're probably close enough that the enemy can close in on you. That said, if you focus on ranged and area attacks, you can try to kite your marked enemy while other PCs off-tank. The power rises to <strong>black</strong> for these shielding swordmages.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Student of Sword Magic</span> (FRPG) </strong> - I want to like this feat. Unfortunately, the powers that I really want to be able to swap are the swordmage's utility powers. Curse you, Richard Baker, for getting my hopes up with your Swordmage novel! Wizards make use of their spellbook so that they can prepare different dailies (with different elemental damage, and different types of control effects) when they know what's coming. The swordmage dailies have less variety, so being able to choose between them is less useful. (P.S. I met Richard Baker, and he does not deserve curses.) </p><p></p><p><strong><span style="color: #800080">Vigor of the Blade Adept</span> (D382) </strong> - Vigor of the Blade Adept improves your survivability somewhat. Swordmages tend to have plenty of stances, so you can probably get your Strength bonus to your healing surge value during combats. Again, it's limited to swordmage stances, so multiclass characters will not be able to take advantage of it, and Strength is not a favored ability for two of the three swordmage builds, which further limits it. I hate to say it, but if you're running into trouble with healing surges, you'll probably do better by taking Durable. </p><p><strong>Paragon Tier</strong></p><p> </p><p><strong>Deadly Immobilization (D382)</strong> - Deadly Immobilization looks like it's supposed to help ensnaring swordmages, based on the Constitution-based benefit which corresponds to the suggested secondary ability for ensnaring swordmages and the emphasis of movement denial for that build. There are a limited number of swordmage powers which slow or immobilize targets (and again, it's only swordmage powers), but there is usually one available at a given level. It is build-limiting, but does increase the damage of the swordmage considerably within that build.</p><p></p><p><strong><span style="color: #ff0000">Distant Swordbond</span> (FRPG) </strong> - So it's a mile now. That changes nothing. If it were a free action, at least it would be a poor man's Quick Draw, but we don't even get that. Stick with a scabbard for your free action draw.</p><p></p><p><strong><span style="color: #ffd700"> Double Aegis</span> (FRPG) </strong> - Your abilities as a defender are directly proportionate to the number of enemies you mark. Marking multiple enemies also increases the chance that at least one of them ignores the mark, giving you your aegis effect. It also cuts down on the number of times you'll need to use your minor action to mark, giving you more freedom to use stances and utility powers that require your minor action. It goes down to <span style="color: #ff0000"><strong>red</strong></span> at epic tier, where you should retrain to Total Aegis quickly.</p><p></p><p><strong>Ensnaring Flourish (AP)</strong> - For ensnaring swordmages only. That's a pretty nice damage bonus, but evaluate in context. You don't have many multi-attack powers to use against the target, so it's not like you'll get the damage more than once per round (unlike, say, a ranger). By this tier, you should have an idea of how often your DM ignores your mark. The feat's value rises the more often the mark is ignored.</p><p></p><p><strong><span style="color: #0000ff">Greater Aegis of Shielding</span> (AP)</strong> - As you might guess, this feat is for shielding swordmages only. An increase of 5 damage prevented with your aegis is nothing to sneeze at, but there's something else to consider. By taking this feat, you can essentially choose any ability as your secondary ability and still be as effective as a full-Con swordmage with your aegis. This feat is basically required for a shielding swordmage based around Wisdom. Finally, you get ahead of the damage curve in paragon, allowing you to shut down most older (pre-MM2) paragon creatures.</p><p></p><p><strong><span style="color: #ffd700"> Greater Swordmage Warding</span> (AP) </strong> - This feat, by itself, is enough to justify Strength 12 at character creation. As a swordmage, you tend to be feat-starved. This feat gives you the equivalent of Armor Specialization and Paragon Defenses. At epic tier, it automatically improves, giving you an additional +1 AC and the equivalent of Robust Defenses. A small benefit that's sometimes overlooked is that it saves you a retraining, allowing you to improve your other feats more quickly without the "Paragon Defenses retrains to Robust Defenses" that other classes would have to do. Take this feat if you want to get hit less and live longer.</p><p></p><p><strong>Timely Teleport (D382)</strong> - Timely Teleport is hard to evaluate. It keys off your primary ability, so the distance you teleport will be good. It gives swordmages who are in a tight spot an ability to escape while healing and defending themselves. The questions you have to ask yourself are "how often do I use second wind?" and "would this feat make me more likely to use it?" This is very party-dependent, and has to be evaluated within that context.</p><p></p><p><strong>Vigorous Assault (AP)</strong> - For assault swordmages only. This feat depends on your Strength bonus, which is a little iffy. As with Ensnaring Flourish, evaluate how often your mark is ignored, and value this feat accordingly. </p><p><strong>Epic Tier</strong></p><p> </p><p><strong>Binding Ensnarement (AP) - </strong>For ensnaring swordmages only. Slow has become immobilize. It's an improvement over Grasping Ensnarement, but I feel like it should be restrained by epic tier. At least then, you'd always get the -2 to attack rolls, even if the enemy can teleport away.</p><p></p><p><strong><span style="color: #ff0000">Blade of the Raven Queen</span> (DRA 2009)</strong> - Shadar-kai only. Give your cold spells the necrotic keyword and damage type. How often does that help? Few things are vulnerable to necrotic, or have high resistance or immunity to cold. I fail to see the value, even if it is flavorful.</p><p></p><p><strong><span style="color: #800080">Charging Aegis</span> (AP) -</strong> I'm open to explanations of why this feat is better than purple. As I see it, swordmages don't do much charging (not like fighters or barbarians), so the ability to charge and mark as a free action isn't that valuable, especially with all the competition at epic tier. </p><p></p><p><strong><span style="color: #800080"> Extended Aegis</span> (AP) </strong> - While increasing your aegis response area from 10 squares to 20 squares is a good thing, many battles, even at epic tier, will allow you to stay within 10 squares of your aegis target(s) without much trouble. It's just a limitation of how large maps can be before they become unwieldy. If your DM is a fan of the giant set-piece, the feat improves to <strong>black</strong>.</p><p></p><p><strong><span style="color: #ffd700">Rapid Aegis Reaction</span> (D387)</strong> - Swordmages have the easiest time marking multiple enemies of any defender by epic tier, and are the only defender besides the paladin that can enforce a mark at range. This feat allows you to use your aegis twice in a round (given two triggering attacks), or use your aegis along with another immediate action power. Take this feat.</p><p></p><p><strong>Shared Warding (AP) - </strong>A nice benefit for your allies, but you're risking more people getting hit by area bursts targeted on you. Improves to <strong><span style="color: #0000ff">blue</span></strong> if you're a Sigil Carver, and everyone's going to hang out by you anyway. </p><p></p><p><strong><span style="color: #00ccff">Swordmage Implement Expertise</span> (D387)</strong> - You finally have a "crit on 19-20" feat of your own which works with all of your powers. This helps to bring your damage up during epic tier, especially if you've got a lot of immediate action attacks or bursts/blasts.</p><p></p><p><strong><span style="color: #ffd700">Total Aegis</span> (FRPG) - </strong>This feat gives you the greatest capability of marking of any defender, and once you've marked the targets, you don't have to do anything to maintain that mark. This is why paragon path features which increase the size of your aegis burst are even more valuable than they seem. When you've marked four or five enemies with a single action, you'll know you've arrived. </p><p> </p><p><strong>General Feats</strong></p><p> </p><p><strong>Heroic Tier</strong></p><p> </p><p><strong>Arcane Familiar (AP)</strong> - This feat is really a whole bunch of smaller feat choices. There's more than I can cover in this guide. You can see The Pet Store for more information on familiars, but two things to note are that Arcane Familiar gives access to <strong>Alert Familiar (D374)</strong> (Uncanny Dodge without the Wis requirement) and <strong>Sight of the Familiar (D382)</strong> (which can grant darkvision, blindsight, or tremorsense, depending on familiar choice). </p><p></p><p><strong>Armor Proficiency (hide) (PHB)</strong> - This feat gives the same effective benefit as Improved Swordmage Warding, but with ability prerequisites that are easier for a swordmage who is qualifying for Greater Swordmage Warding to achieve. The downside is that you take a check penalty on all of your physical skills. Decide how important they are to you, and how much +1 AC is worth to you in the first place. </p><p></p><p><strong>Coordinated Explosion (PHB2)</strong> - This feat is of some use in Sword Burst builds (after Versatile Expertise, of course). Being in the blast or burst is not the same as being targeted by the blast or burst's attack, so grab that extra bit of accuracy.</p><p></p><p><strong>Deva Heritage (D374)</strong> - This is a bloodline feat, which means you can only have one of them. Ignore the skill bonus. The meat of this feat is the extra stance. Getting +2 to all of your defenses for the start of a fight is nice, and it encourages the DM to focus monsters on you in order to get you bloodied. The light's also helpful if you're fighting in dim conditions.</p><p></p><p><strong>Disciple of Stone (HotFL)</strong> - The extra temporary hit points that this feat gives you are better than Toughness. You're almost guaranteed to need temps when you're being healed, so they're less likely to be wasted than with some other granters. </p><p></p><p><strong>Dual Implement Spellcaster (AP)</strong> - This feat is for swordmages who need to increase their damage beyond what Weapon Focus did. It has a prerequisite of Dex 13, which limits who can take it, and your recommended off-hand weapon is a Rhythm Blade to make up for the decreased defenses.</p><p></p><p><strong><span style="color: #800080">Durable</span>/<span style="color: #800080">Toughness</span> (PHB)</strong> - Both of these feats serve the same purpose. If you're not favoring Constitution, and you are doing a good job of keeping attackers attacking you, then they can come in handy. That said, they probably won't do so too often. (Dwarves get a better version of the former feat, giving them a bonus to the healing surge value as well. That means you stay up better during fights, which is very valuable.)</p><p></p><p><strong>Elan Heritage (PsiP)</strong> - Besides the flavor bonuses (telepathy and immortal subtype), you also get an immediate interrupt for use when you're attacked by an enemy. More useful in heroic (when you typically only have a single target marked) or in epic (when you probably have Rapid Aegis Reaction to be able to use it). Skip <strong><span style="color: #800080">Boon of the Made</span></strong>, though. It doubles the damage prevented, if you have no other damage reduction, but you're not guaranteed to be attacked again during the resistance's duration.</p><p></p><p><strong><span style="color: #ff0000">Fey Bond (HotFey)</span></strong> -A very weak feat, so why am I mentioning it here? Easy: it can qualify a non-fey swordmage for <strong><span style="color: #00ccff">Fey Shift</span></strong> at epic, and spending two feats for an at-will teleport 2 is still worth it. If you need to take it, don't bother with it until paragon or epic (via retraining).</p><p></p><p><strong>Focused Mind (PHB3)</strong> - Dazed and stunned are nasty against defenders, and there are a fair number of dazed (save ends) effects even in heroic. Improving your chance of a successful saving throw by 20% isn't bad.</p><p></p><p><strong>Improved Defenses (HotFL)</strong> -This feat gives a feat bonus to NADs that is one higher than that available through Greater Swordmage Warding. Generally, that feat is better, since AC is important to increase. If you need +1 to all your defenses (which is the net bonus), then take this.</p><p></p><p><strong><span style="color: #800080">Improved Initiative</span> (PHB)</strong> - If you dumped Dexterity, you may want this to get into the fight in a reasonable timeframe. It may not be enough still. <strong>Superior Initiative (PHB3)</strong> in epic is a little better, but you're still going to be slow.</p><p></p><p><strong>Mark of Storm (Ebr)/<span style="color: #00ccff">Warding</span> (Ebr)</strong> - The Mark feats may be limited by your DM, since they're really a part of the Eberron campaign setting. The Mark of Storm is useful for those who have tricked out their Sword Bursts with Arcane Admixture (thunder), while Mark of Warding is equivalent to a paragon-tier fighter feat plus an occasional defense bonus. Increasing mark penalty is good, ok?</p><p></p><p><strong><span style="color: #800080">Ritual Caster</span> (PHB)</strong> - Usually, taking Learned Spellcaster is better, as you get a skill training too. <strong>Mark of Scribing (Ebr)</strong> is also better if available. If neither is available, you can take it if your group lacks other ritual casters (or has a Ritual Caster who doesn't favor Intelligence and doesn't have training in Arcana). </p><p></p><p><strong>Resilient Focus (HotFL)</strong> - +2 feat bonus to saving throws sure blows Human Resilience out of the water. Take this to make yourself into an elite. </p><p></p><p><strong>Rose King feats</strong></p><p> Swordmages now have their own version of fighting style/domain feats to enhance their at-wills. All of these feats require you to be wielding a longsword (not a huge cost for a swordmage) and hit with a particular at-will power, and some have a greater effect if you moved at least three squares away from your starting point during your turn.</p><p></p><p><strong><span style="color: #800080">Rose King's Balm</span> (D386)</strong> - Enhances greenflame blade, granting a +2 bonus to saving throws at the end of your turn (+5 with movement). Unfortunately, most conditions that you really want to save against won't allow you an attack (stun, dominate), will decrease your chances of hitting (blinded, restrained), or will make it difficult to move at least three squares to get the higher bonus (daze, slow, immobilize).</p><p></p><p><strong><span style="color: #ff0000">Rose King's Run</span> (D386) </strong> - Enhances luring strike, granting a climb speed. How often do you need to hit someone, then climb 4 squares? Too conditional.</p><p></p><p><strong><span style="color: #0000ff"> Rose King's Shield</span> (D386) </strong> - Enhances booming blade, granting 5 temp hp (10 with movement). This is definitely the strongest of the Rose King feats. Best used to move, then attack, so the stickiness of Booming Blade is retained.</p><p></p><p><strong><span style="color: #ff0000"> Rose King's Step</span> (D386) </strong> - Enhances luring strike, granting the ability to shift through difficult terrain until the end of your turn. You're a swordmage. Teleport more. </p><p><strong><span style="color: #0000ff">Skill Power</span> (PHB3)</strong> - There are quite a few useful skill powers, and because your class utilities are fairly strong, this is a good way to pick one up without costing you a class utility. It also revalues some skills slightly. Insight and Endurance have lovely skill powers. See also Arcane Mutterings.</p><p></p><p><strong><span style="color: #0000ff">Superior Will</span> (HotFL)</strong> - This feat compares well with Martial Resolve, an epic-tier feat for the martial classes. If you like avoiding dazing and stunning (including non-save ends variety), then this feat's for you. The feat bonus to Will is also +2 over the bonus from Greater Swordmage Warding, so it's giving you both halves. If you can fit in Focused Mind, you have little chance of being stuck dazed or stunned on your turn.</p><p></p><p><strong><span style="color: #800080">Vistani Heritage</span> (D380)</strong> - This feat is a bloodline feat, so you only get one. It's not too useful by itself, but it gives access to <strong><span style="color: #00ccff">Vistani Foresight</span> (D380)</strong> in epic (which would be a gold feat if it didn't have this as a prerequisite). Depending your character's roleplaying inclinations, one or more of the Vistani "free ritual of type X" feats could also be handy. I like <strong>Vistani Pathfinding (D380)</strong> myself - there are a lot of exploration rituals, and travel rituals are also good to have in a pinch. </p><p></p><p><span style="color: #ffcc00"><strong>War Wizard's Expertise</strong></span> (D402) - In addition to giving you the Expertise benefits for all your arcane attacks and MBAs, your attacks are even more ally-friendly. Since you didn't have many unfriendly bursts and blasts, this primarily protects them against your arcane at-wills when dominated.</p><p></p><p><strong><span style="color: #800080">Weapon Focus/Implement Focus (heavy blades)</span> (PHB/HotFK)</strong> - Weapon Focus used to be much better when it applied to your implement attacks as well. Now, only take one of these feats if the majority of your attacks have the weapon or implement keyword.</p><p></p><p><strong>Weapon Proficiency (bastard sword) (PHB)</strong> - This is for assault swordmages, who make more [W] attacks than anyone else. Other swordmages don't need it as much.</p><p></p><p><strong></strong></p><p><strong><span style="color: #ffcc00"> White Lotus Dueling Expertise</span> (D402) </strong> - In addition to giving you the Expertise benefits for all your arcane attacks and MBAs, this feat also gives you a proficiency with another arcane implement. This isn't too bad when used with an Orb of Nimble Thoughts (primarily for the power, after the property was weakened via errata), and there are a couple of other implements that are worth taking for their powers which you can now use. </p><p></p><p><strong>White Lotus feats</strong></p><p> All White Lotus feats have something in common - they only trigger when using at-will arcane spells. This means that you're going to have an easier time using them during heroic tier, and you'll want to take more attack powers which trigger outside of your turn. Fortunately, swordmages get a number of powers which fit the bill.</p><p></p><p><strong>White Lotus Defense (D374)</strong> - It's a minor defense bonus, but if you hit enough enemies with your at-will attack, it's not bad.</p><p></p><p><strong>White Lotus Enervation (D374)</strong> - It's (effectively) a minor attack bonus, presuming that you're spamming the same attack each time. Still, it's conditional enough that you should pass it up unless your allies also have plenty of attacks that target the defense.</p><p></p><p><strong><span style="color: #800080">White Lotus Evasion</span> (D374)</strong> - You can evade enough already. Check out White Lotus Master Evasion at paragon and decide if you want this feat still.</p><p></p><p><strong><span style="color: #800080">White Lotus Hindrance</span> (D374)</strong> - This feat does the opposite of what a defender wants. It encourages enemies to move away from them, and to have a hard time getting close to them. However, it also gives you access to White Lotus Master Hindrance in paragon, so take a look at this feat when you hit level 11.</p><p></p><p><strong><span style="color: #0000ff">White Lotus Riposte</span> (D374)</strong> - This is probably the strongest of the White Lotus feats, especially in heroic. Doing extra damage, out of turn, helps make up for the swordmage's lower damage potential, and it leaves no good choices for an enemy. Sword Burst is the at-will of choice to take full advantage of this feat. </p><p><strong><span style="color: #ff0000">Wintertouched</span>/<span style="color: #00ccff">Lasting Frost</span> (PHB)</strong> - You need both halves of the combination for maximum effectiveness. See Lasting Frost in the paragon section for information.</p><p> </p><p><strong>Paragon Tier</strong></p><p> </p><p><strong>Arcane Admixture (AP)</strong> - This feat helps with Sword Burst/Resounding Thunder and Wintertouched/Lasting Frost combinations. It also can trigger some other effects, such as Solid Sound. That said, if you aren't going for one of these combinations, its only other effect is to help with characters themed around a particular energy.</p><p></p><p><strong>Arcane Reach (AP)</strong> - This feat is hard to qualify for, but being able to drop a close burst 1 as close blast 3 gives you a lot of flexibility when choosing powers.</p><p></p><p><strong><span style="color: #0000ff">Fiery Blood</span> (HotEC)</strong> - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with tieflings.</p><p></p><p><strong><span style="color: #0000ff">Icy Heart</span> (HotEC)</strong> - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with Wintertouched/Lasting Frost.</p><p></p><p><strong><span style="color: #ff0000">Lasting</span><span style="color: #00ccff"> Frost</span> (PHB)</strong> - Useless on its own, but with Wintertouched, your cold attacks are effectively getting +2 to hit and +5 damage. You can even choose enough cold attacks that you don't need a frost blade, unlike most who use the combination. Unfortunately, it doesn't work with burst powers (at least, not effectively), so that keeps it from becoming good with Sword Burst and Arcane Admixture.</p><p></p><p><strong><span style="color: #0000ff">Lightning Soul</span> (HotEC)</strong> - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with Mark of Storms.</p><p></p><p><strong><span style="color: #800080">Psychic Lock</span> (PHB)</strong> - This feat is normally useless for a swordmage, but it's very good with a Githyanki Silver Weapon. You effectively double your mark penalty when you hit a target. It isn't compatible with other energy types rewriters, however, so take this feat only if you know you'll have the weapon and aren't using any other such tricks.</p><p></p><p><strong>Reserve Maneuver (PHB2)</strong> - Reserve Maneuver's main use is with any paragon path that has a weak encounter ability. Take Dimensional Vortex or Transposing Lunge (if a shielding swordmage) and keep it.</p><p></p><p><strong>Resounding Thunder (PHB)</strong> - Use this in conjunction with Arcane Admixture (thunder) to increase Sword Burst, or Primordial Blade from the Malec-Keth Keth Janissary paragon path with any burst/blast. Otherwise, check and see how many thunder bursts you've got. There's a couple, but it's probably not worth it without the at-will. </p><p></p><p><strong><span style="color: #0000ff">Solid Sound</span> (PHB)</strong> - This feat's deceptively good, as it grants you an untyped defense bonus. If you use multiple such powers, it can give the bonus to multiple NADs. Most importantly, you choose which defense gets the bonus, allowing you to tailor it to the biggest threat in a given fight. It depends on power choice, but consider it if your powers align.</p><p></p><p><strong><span style="color: #0000ff">Thunder's Rumble</span> (HotEC)</strong> - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with Resounding Thunder and Solid Sound.</p><p></p><p><strong>Uncanny Dodge (PHB)</strong> - Taking Arcane Familiar and Alert Familiar usually works better for most swordmages, but if you have enough Wis and want just this benefit, it works. You tend to get in the thick of things, so not granting a +2 bonus to hit when you're flanked is handy.</p><p></p><p>< strong>White Lotus Master Evasion (D374) - This feat's stronger than its prerequisite, but the fact that it has a prerequisite is a strike against it. How much do you need to move around the battlefield, anyway? You teleport.</p><p></p><p><strong><span style="color: #0000ff">White Lotus Master Hindrance</span> (D374)</strong> - WLMH is what WLH should have been at heroic in order for it to be useful to a swordmage. Protect your allies by making sure that the folks you hit can't shift next to them. Force those OAs. Still, it's got a prerequisite, which limits its effectiveness.</p><p></p><p><strong><span style="color: #800080">White Lotus Master Riposte</span> (D374)</strong> - White Lotus Master Riposte only works on enemies that you don't have marked. This means it's of minimal use to assault and ensnaring swordmages (who tend to end up adjacent to their mark targets), and little use to shielding swordmages. None of your at-wills have significant range. Stick with the heroic tier version.</p><p></p><p> </p><p><strong>Epic Tier</strong></p><p> </p><p><strong>Epic Fortitude/Reflex/<span style="color: #0000ff">Will</span> (PHB2)</strong> - Epic Will makes up for what is probably your lowest defense; the others make you a stronger defender overall.</p><p></p><p><strong>Epic Resurgence (PHB)</strong> - Extra uses of your encounter powers are good to have, and with Swordmage Implement Expertise, you have a pretty good chance of triggering it.</p><p></p><p><strong><span style="color: #00ccff">Fey Shift</span> (HotFey)</strong> - This feat is amazing for fey swordmages, giving them at-will teleportation. Non-fey have to hold their noses and take <strong><span style="color: #00ccff">Fey Bond</span></strong>, which makes it a bit less palatable, but still worthwhile.</p><p></p><p><strong>Long Step (PHB3)</strong> - Shifting two squares instead of one with a move action can get you to the far side of a Medium enemy in a single go. It also allows you to shift into difficult terrain. Less valuable if you've already got a lot of teleportation available (say, from Fey Shift).</p><p></p><p><strong><span style="color: #0000ff">Strength Through Challenge</span> (D387)</strong> - You don't get access to plate, so resist all is generally hard for you to get. This feat rewards you for being a good defender, and you have an easy time getting multiple targets marked. A strong choice, and stronger if you don't have many typed resistances with higher values.</p><p></p><p><strong>Surprise Mark (D387)</strong> - It's a generic mark at the start of each combat, which makes it somewhat less valuable, but if you have powers or items that let you respond to a generic mark (such as Foe Caller Gauntlets), it can still be quite useful. If nothing else, it comes with the -2 penalty.</p><p></p><p><strong>Quickened Spellcasting (AP)</strong> - It's nice to add some extra damage each fight, especially in conjunction with other at-will enhancing feats. With Total Aegis, you shouldn't need your minor action quite so often as you used to.</p><p></p><p> </p><p> </p><p><strong>Racial Feats</strong></p><p> </p><p><strong>Deva</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong><span style="color: #0000ff">Auspicious Lineage</span> (PHB2)</strong> - This increases the chances that Memory of a Thousand Lifetimes will help you when you really need to succeed. Pump up your chances.</p><p></p><p><strong><span style="color: #800080">Immortal Warding</span> (AP)</strong> - This feat used to be stronger back when swordmages lost their warding for the encounter when knocked unconscious. Not so much now. </p><p><strong>Paragon Tier</strong></p><p> <strong><span style="color: #00ccff">Ascendant Lineage</span> (PHB2)</strong> - Memory of a Thousand Lifetime's biggest drawback is that you can still roll low enough that the modified roll is still a failure. This feat effectively makes it Reliable, so it should always help you during an encounter. </p><p><strong>Dragonborn</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong>Draconic Spellcaster (AP) - </strong>This feat was dramatically powered down with the latest errata. Now, it works as a combination of Weapon Focus and Versatile Expertise, but only for the right elemental powers. Only take it if you've got a strong elemental theme with your power selection or Malec-Keth Janissary.</p><p> </p><p><strong>Drow</strong></p><p> <strong>Paragon Tier</strong></p><p> <strong><span style="color: #0000ff">Eyedark Strike</span> (D373)</strong> - An encounter ability to blind an enemy for a turn (without granting it total concealment against allied attacks) is strong, and since it triggers on a hit, it won't ever be wasted. </p><p><strong>Dwarf</strong></p><p> <strong>Heroic Tier</strong></p><p> </p><p><strong><span style="color: #0000ff">Shield the Fallen</span> (FRPG)</strong> - This feat allows for you to be an even stronger defender when your allies are ailing. Increases to <strong><span style="color: #00ccff">light blue</span></strong> for dwarves going the Sigil Carver route. Don't discount the save bonus for dying allies: they can potentially use it to get 20 or higher on a death save, allowing them to wake themselves up. </p><p><strong>Paragon Tier</strong></p><p> <strong><span style="color: #ffd700">Dwarven Durability</span> (PHB)</strong> - Get full use from that secondary ability by helping out the leaders in your party to restore even more of your hit points with each surge (and an extra two surges to boot). Even better with an artificer or ritualist with Comrade's Succor to share surges you don't need personally. </p><p><strong>Eladrin</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong><span style="color: #0000ff">Eladrin Swordmage Advance</span> (AP)</strong> - This tacks on an extra attack each combat when you use a movement power that was already strong. </p><p><strong>Paragon Tier</strong></p><p> <strong>Fey Step Trailblazer (D366)</strong> - If your group is on the less mobile side, this can help bring along an ally to attack a foe in the enemy's back lines. Works well when a melee combatant is immobilized. </p><p> </p><p><strong>Elf</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong><span style="color: #00ffff">Aerenal Arcanist</span> (Ebr)</strong> - This requires the Aerenal background, meaning that it can't be used in LFR, but it's a good feat if you can take it. Swordmages get many good utility spells; this allows you to pick and choose which ones you take. It also works for half-elves. </p><p><strong>Genasi</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong>Empty Mind (D380)</strong> - Your low defense is probably going to be Will. If you're using the voidsoul manifestation, then doing 5/10/15 psychic damage when you're hit with a Will attack is decent retribution.</p><p></p><p><strong><span style="color: #00ccff">Extra Manifestation</span> (FRPG)</strong> - You will probably find time to take this sometime in heroic. Being able to switch around resistances or use a different racial power comes in handy, especially with the new corrupt manifestation powers. Cindersoul is particularly tasty when your mark isn't being ignored.</p><p></p><p><strong>Eyes of Dying Light (D380)</strong> - Darkvision is a sensory mode whose value shouldn't be understated. You can't always assume that someone is holding a sunrod. With that in mind, this feat is a nice one for heroic tier genasi or those who haven't taken Arcane Familiar/Eyes of the Familiar. </p><p><strong>Paragon Tier</strong></p><p> <strong>Shocking Flame (FRPG)</strong> - For an assault swordmage with the appropriate manifestation, this is equivalent to Weapon Focus during paragon tier. It increases to <strong><span style="color: #0000ff">blue</span></strong> during epic tier, where the damage bonus outstrips Weapon Focus, and goes to <strong><span style="color: #00ccff">light blue</span></strong> if you're manifesting both firesoul and stormsoul through Double Manifestation. Just remember - melee attacks only. </p><p><strong>Epic Tier</strong></p><p> </p><p><strong><span style="color: #00ccff">Double Manifestation </span> (FRPG) </strong> - This could well be your level 21 feat. You did take Extra Manifestation somewhere before, right? It's usually +1 to a NAD, an extra racial power, and some extra resistance or a saving throw bonus. It also improves your versatility. There's some good racial powers available now, especially with the corrupt manifestations. </p><p><strong>Githzerai</strong></p><p> <strong>Heroic Tier</strong></p><p> </p><p><strong><span style="color: #0000ff">Dakshai's Body-Mind Union</span> (PHB3)</strong> - Iron mind is already a strong racial power, but this feat gives you much more protection against save ends effects (80% chance of ignoring them before any penalties) at the cost of doing nothing about any damage that may have come along with it.</p><p></p><p><strong><span style="color: #ffd700">Githzerai Blade Master</span> (D378)</strong> - There's something about feats which have the word "Blade Master" in them. Swordmages want them. This gives you the equivalent of the bastard sword weapon proficiency and a juicy damage bonus in a single tasty feat. </p><p><strong>Paragon Tier</strong></p><p> <strong><span style="color: #0000ff">Shared Danger Sense</span> (PHB3)</strong> - You're no warlord, but with this feat, you give the same sort of initiative bonus. Racial bonuses to initiative are fairly rare, so it stacks with just about everything. Remember, going first means more attacks against the enemy means enemies dead quicker. </p><p><strong>Gnoll</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong>Claw Fighter (D367)</strong> - You're fighting uphill if you're playing a gnoll, but when you take this feat, you can never lose your Swordmage Warding due to being disarmed. Take those short swords and go slash up somebody. </p><p><strong>Half-Elf</strong></p><p> </p><p><strong>See also human and elf feats. Make use of your heritage.</strong></p><p></p><p><strong>Paragon Tier</strong></p><p> </p><p><strong><span style="color: #ffd700">Versatile Master</span> (PHB2)</strong> - You picked a useful at-will power with Dilettante, right? Wouldn't it be nice to make it an actual at-will? Thought so. </p><p><strong>Half-Orc</strong></p><p> <strong>Epic Tier</strong></p><p> <strong><span style="color: #00ccff">Ferocious Critical</span> (PHB2)</strong> - With Swordmage Implement Expertise, you now have as good a chance of scoring a critical hit as any character (and better than many if your aegis of assault triggers regularly). Take this feat, and between your regular standard action attacks and any aegis of assault attacks that might come out, you should have this triggering in many of your combats. Follow up a critical hit on one turn with bursts/blasts on the next to maximize the boost you get. </p><p><strong>Human</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong>Action Surge (PHB)</strong> - This feat is one of the great benefits of playing a human. So why isn't it rated higher? Simply put, most of your dailies don't have a large enough benefit for hitting, and your best encounters don't happen during your turn. Where a wizard is casting Sleep and a warlord is Leading the Attack, you're using Dimensional Thunder or maybe Shielding Fire. With both those powers, the effects are the key. As you go into paragon and epic tiers, there are stronger powers, but more feats competing for a slot.</p><p></p><p><strong>Risky Aegis (AP)</strong> - A human-only swordmage feat. For shielding swordmages, you trade granting combat advantage for +2 damage, and the possibility of getting a boost for two attacks if you AP. Considering that those swordmages typically want to stay away from their marks, it's not so hot. Ensnaring and assault swordmages get more use from this feat, since they end up next to their aegis target when the immediate action triggers. For these swordmages, this is a <strong><span style="color: #0000ff">blue</span></strong> feat. </p><p><strong>Minotaur</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong><span style="color: #00ccff">Opportunity Gore</span> (D369)</strong> - The attack bonus will fall behind your other attacks a little, but knocking prone on your OAs is great. Replaces Intelligent Blademaster for shielding and ensnaring minotaur swordmages. </p><p><strong>Paragon Tier</strong></p><p> <strong><span style="color: #ff9900">Beast Within</span> (PHB3)</strong> - Take this feat swiftly. Swordmages can now fight near 0 hit points as well as any defender, and this helps to make up for your lack of a racial Intelligence bonus. Take as many effects and items which grant temporary hit points as possible, and trigger them once you're bloodied. </p><p> </p><p></p><p><strong>Mul</strong></p><p> <strong>Epic Tier</strong></p><p> <strong><span style="color: #00ccff">Inexhaustible Resources</span> (DSCS)</strong> - Change your second wind so it grants temporary hit points rather than healing. It makes it easier to use earlier in a fight, especially if you took Resilience of Stone with the help of a multiclass feat. </p><p><strong>Revenant</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong>Past-Life Flashbacks (D376)</strong> - A -10 penalty to initiative every combat sounds rough (and is), but if you've taken Dimensional Vortex as your level 3 encounter power, you've got a good chance of being able to use it with a +2 attack bonus, and keep that +2 bonus for your first real round of combat. It's something to consider, based on your DM's usual terrain and creature type mix. </p><p></p><p><strong>Restless Dead (D376)</strong> - At heroic tier, this is mediocre. Once you have Fierce Vitality at paragon tier, this power improves to <strong><span style="color: #00ccff">light blue</span></strong>. Annoying that it's religion-specific. (See also Ghostly Vitality in epic) </p><p><strong>Paragon Tier</strong></p><p> <strong><span style="color: #00ccff">Fierce Vitality</span> (D376)</strong> - You've taken one of the biggest threats to a defender - getting dropped to 0 hit points or fewer - and given yourself a good buffer. The rules are a little hazy about what happens when your regular Unnatural Vitality ends and your Fierce Vitality takes over, but assuming that the DM makes the reasonable assumption of "you get one standard action per turn, but keep your immediate and opportunity actions", you're solid. It also means that your feats which trigger when you're dying have longer to be in effect. </p><p><strong>Epic Tier</strong></p><p> <strong><span style="color: #00ccff">Ghostly Vitality</span> (D376)</strong> - Between this, Restless Dead, and Fierce Vitality, you actually function better while you're dying than when you've got hit points. Consider taking feats which give you bonuses to death saving throws (e.g. Resilient Focus), and fight while dying until you start getting close to negative bloodied or fail two death saves. At that point, your leader should be able to give you a heal that's roughly equivalent to healing back all of anyone else's hit points. </p><p><strong>Shadar-Kai</strong></p><p> <strong>Heroic Tier</strong></p><p> </p><p><strong><span style="color: #ff0000">Blighting Power</span> (DRA 2009) </strong> - Your Booming Blade gains the necrotic keyword. Who's been resisting the thunder damage? Pass.</p><p></p><p><strong><span style="color: #0000ff">Devious Jaunt </span>(DRA 2009)</strong> - You're an Int-primary class. This makes your devious jaunt capable of carrying you anywhere in the battlefield. Get it when you have a chance unless your DM only puts you in caves or other locations where the battlefield's line of sight is similarly constrained. </p><p></p><p><strong><span style="color: #800080">Deathward Aegis</span> (DRA 2009)</strong> - Gives your allies necrotic resistance when you use your aegis of shielding. Value is proportionate to how often you face undead. Generic assumption: not that often. </p><p></p><p><strong><span style="color: #00ccff">Shadowed Aegis </span>(DRA 2009)</strong> - Assault swordmages tend to get stuck in the middle of fights more than those with the aegis of ensnarement or shielding. What's a good way to avoid being swarmed? How about being insubstantial every time you enforce your mark? Sounds great to me. It also gives you a little more leeway to start pulling out the big swords. Two-handers don't work well for swordmages as a rule, but if you're insubstantial, you can be hit twice for every time a regular person is hit. </p><p><strong>Tiefling</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong><span style="color: #0000ff">Hellfire Blood</span> (PHB)</strong> - It's a stronger feat now that the attack bonus for fire powers isn't competing with other feat bonuses. It's also stronger by point of comparison, since the big attack boosters were all strongly tamped down. Works best with a Flaming Weapon or Weapon of Summer so you're not limited in your choice of attack powers. </p><p><strong>Paragon Tier</strong></p><p> <strong><span style="color: #00ccff">Secrets of Belial</span> (PHB:T)</strong> - As nice as the swordmage utilities are, the ability to swap your level 6 or 10 utility for Serpent's Cunning makes this a hugely useful feat. If your DM is ok with losing an underwhelming paragon path utility, even though it's against the Rules Compendium rules, it becomes even better. </p><p><strong>Warforged</strong></p><p> <strong>Heroic Tier</strong></p><p> <strong><span style="color: #ff9900">Warforged Tactics</span> (Ebr)</strong> - You aren't the only character in melee, right? Get an attack bonus to make up for your lack of a racial Intelligence bonus, and take lots of melee weapon powers. </p><p><strong>Wilden</strong></p><p> <strong>Epic Tier</strong></p><p> <strong><span style="color: #0000ff">Secret of Enduring Vigor</span> (PHB3)</strong> - This is an immediate interrupt, so you don't start dying... unless you take a healing surge on top of what would drop you, in which case you were probably close to negative bloodied anyway. A nice way to keep ticking for a round without requiring your leader to bring you back up. </p><p> </p><p><strong>Multiclass Feats</strong></p><p> </p><p>Multiclass feats requiring any combination of Strength 13, Constitution 13, Wisdom 13, and/or Intelligence 13+ were evaluated. Most swordmages will be able to qualify for these multiclass feats by paragon tier at the latest.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Artificer</u></strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Student of Artifice</span> (Ebr)</strong> is the easiest leader feat for a swordmage to take, based on prerequisites. It also is the only leader "daily heal" feat which doesn't cost a surge for the recipient. The downsides are that it doesn't give a new skill, and there are few artificer class feats that a swordmage wants to take.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Avenger</u></strong></strong></span></p><p></p><p>You'll want to take <strong>Disciple of Divine Wrath (PHB2)</strong>. This feat can come in handy when you need to land one of your dailies where the usefulness of the power is tied up in the hit line. You'll also have a good skill modifier with Religion. The downside is that oath of enmity requires you to not be surrounded, and given your role as a defender, that's not something you can always count on.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Barbarian</u></strong></strong></span></p><p></p><p><strong>Berserker's Fury (PHB2)</strong> is straightforward. Get a class skill for the barbarian, and once per day, +2 to damage rolls with every attack. This is roughly equivalent to the ranger's Warrior of the Wild in terms of skill access and damage bonus, but Berserker's Fury lasts the whole combat and works against every enemy without costing a minor action, and is therefore rated slightly higher.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Battlemind</u></strong></strong></span></p><p></p><p><strong><span style="color: #800080">Demanding Talent</span> (PHB3)</strong> works in a straightforward fashion. If you want an extra mark that works at range, this feat delivers. Obviously, it loses some of its appeal in paragon when you have other ways of multimarking, and doesn't give access to many good feats/paragon paths/powers.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Cleric</u></strong></strong></span></p><p></p><p><strong>Initiate of the Faith (PHB)</strong> gives you Religion, which will have a good modifier, and a once-per-day heal. Since you don't get Healer's Lore (at least, not without taking Divine Healer, a lousy feat), it doesn't heal any more than a warlord's heal. Take this if you want to have a divine class for other prerequisites.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Fighter</u></strong></strong></span></p><p></p><p><strong>Student of the Sword (PHB)</strong> gives you +1 attack once per encounter with your sword, and a brief second mark. <strong><span style="color: #0000ff">Battle Awareness</span> (MP)</strong> requires more to take (Wisdom as well as Strength), but note that it doesn't require you to have that target marked. You aren't stickier because of it, but it's a little extra damage you can get that enemies have no way to expect. Martial Power 2 delivers <strong><span style="color: #ff0000">Cyclone Warrior</span> (MP2)</strong> (you aren't dual-wielding), <strong>Wrathful Fighter (MP2)</strong> (good for a couple of temp hp each encounter) and <strong><span style="color: #0000ff">Brawling Warrior</span> (MP2)</strong>. Since swordmages nearly always keep a hand free, getting a +1 to an attack you just rolled once each encounter can come in handy when you know you just barely missed (and the extra AC isn't too bad either). Each of the previous feats gives you a skill from the fighter class list (whoop-de-doo), but also gives you access to fighter feats. Ever since Martial Power came out, fighters have had some nice feats. With this, you can also have access to those feats which don't also require Combat Challenge.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Invoker</u></strong></strong></span></p><p></p><p><strong>Divine Secretkeeper (DP)</strong> is slightly better than the wizard equivalent (Learned Spellcaster), as it also gives you the free once-per-day version of Hand of Fate. It also qualifies you for generic divine feats, which is some help depending on class and tier.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Psion</u></strong></strong></span></p><p></p><p><strong>Disciplined Talent (PHB3)</strong> gives you your choice of psion class skills. Most of these overlap with swordmage class skills, but Perception is in there. The unaugmentable at-will requires an implement that you'll probably never have, but you can grab Mind Thrust or Kinetic Trawl for a ranged basic attack on the off-chance you need one of those. It doesn't grant much access to feats or paragon paths, but there are a couple of orbs which have decent properties.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Ranger</u></strong></strong></span></p><p></p><p><strong>Warrior of the Wild (PHB)</strong> is nearly as straightforward as Berserker's Fury. You get your choice of feats from the ranger (and they give good choices), as well as Hunter's Quarry for two turns each encounter. The downsides are that Hunter's Quarry must target the nearest creature when you use it (meaning no teleport shenanigans to attack a target in the back lines), it only affects one creature (more of an issue for the swordmages focusing on close bursts), and it requires a minor action which you need for your aegis and some of your utility powers. These are minor downsides, and Warrior of the Wild is still a solid choice.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Runepriest</u></strong></strong></span></p><p></p><p><strong>Student of Divine Runes (PHB3)</strong>is a standard leader daily heal which also gives Religion as a skill. The lower healing potential is somewhat compensated for by the Runic benefits, which either increase damage or defenses for the group for a turn. A +2/4/6 power bonus to damage as a minor action is nothing to sneeze at for an alpha-strike round, even if no one needs healing.</p><p><span style="font-size: 12px"><strong><strong><u>Rogue</u></strong></strong></span></p><p></p><p><strong>Twilight Adept (MP2)</strong> is the first rogue multiclass feat which doesn't require Dexterity, and is probably the easiest way to pick up Stealth. Cunning Sneak is a pretty nifty ability, even if your Stealth modifier isn't going to be the greatest. You also get access to martial feats.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Shaman</u></strong></strong></span></p><p></p><p><strong>Spirit Talker (PHB2)</strong> doesn't provide a daily heal, unlike most choices for leader multiclass feats. On the other hand, it does give you Nature, a spirit companion, a once-per-encounter OA with the spirit companion, and a once-per-day boost to a skill check. The spirit companion can come in handy to block enemy movement, and the protector's spirit OA doesn't have to hit to give back a couple of hit points. On the other hand, the expansion feat for Spirit Talker is <strong><span style="color: #0000ff">Mending Spirit</span> (PP)</strong>, which gives use of the shaman's healing spirit once per encounter. With this feat, you can act as a secondary healer for your party, rather than emergency healer once per day.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Warden</u></strong></strong></span></p><p></p><p><strong>Defender of the Wild (PHB2)</strong> gives you your choice of a warden class skill (which includes Nature and Perception), and the ability to do a brief mass-mark around you each encounter. The latter becomes less important by epic tiers, but could allow you to do two huge bursts for a short time. It also gives you access to Sudden Roots, a very strong defender feat. The expansion feat, <strong>Warden's Endurance (PP)</strong>, gives you Font of Life once per encounter. This has the potential to be huge (getting rid of a nasty condition like blinded, dominated, dazed or stunned) or meaningless. After all, you still need to make the save.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Warlord</u></strong></strong></span></p><p></p><p><strong>Student of Battle (PHB)</strong> is the standard leader heal once per day. <strong>Tactical Leader (MP)</strong> gives you a tiny version of the Tactical Presence form of the Commanding Presence class feature, once per encounter. Martial Power 2 brings four new multiclass feats, three of which give better bonuses than the two aforementioned feats. <strong>Bravura Leader (MP2)</strong> gives a mini Bravura Presence (increased damage in exchange for granting CA), while <strong>Resourceful Leader (MP2)</strong> gives a mini Resourceful Presence (increased damage on a hit, temp hp on a miss). Many swordmages will qualify for both of those multiclass feats, which, when taken together, give a warlord-level damage boost on an AP. <strong>Skirmishing Leader (MP2)</strong> gives a mini Skirmishing Presence (movement before/after AP) which can save a move action during a nova round or help out a slowed target. <strong><span style="color: #800080">Insightful Leader</span> (MP2)</strong> also gives a mini-Presence benefit, but +1 to defenses with an AP requires the target to remember the bonus, and it's not large enough to change many hits into misses. All of the warlord multiclass feats give you your choice of skills from the warlord class list (though it's somewhat sparse). The skills aren't exciting, but they do give you access to warlord feats and martial feats, some of which can be nice.</p><p></p><p><span style="font-size: 12px"><strong><strong><u>Wizard</u></strong></strong></span></p><p></p><p>It's easy for swordmages to qualify for both wizard multiclass feats. <strong>Arcane Initiate (PHB)</strong> gives you an area burst or RBA as an encounter power. <strong>Learned Spellcaster (AP)</strong> gives you Nature or Religion, and the wizard's Ritual Casting feature. Unfortunately, the bonus rituals are granted by the wizard's Spellbook feature - you'll have to pay for every ritual you get.</p><p></p><p> </p><p></p><p><strong>Notable Feats from Other Classes</strong></p><p> </p><p><span style="font-size: 12px"><strong><u><strong>Any Martial</strong></u></strong></span></p><p></p><p><strong><span style="color: #00ccff">Martial Resolve</span> (MP)</strong> - Saving twice against the big nasty conditions for defenders is key. This is the Font of Life benefit, and can even grant saves against multiple conditions if you're unfortunate to suffer from them. If you qualify through a martial multiclass and have the Wisdom, you shouldn't regret taking this.</p><p></p><p><strong><span style="color: #0000ff">Resilience of Stone</span> (MP2)</strong> - A dwarven paragon-tier feat, but it has a greater benefit for muls who choose to take dwarven feats. Changing your second wind from a standard action to an immediate interrupt helps out your leader quite a bit.</p><p></p><p><strong><span style="color: #0000ff">Timely Revival</span> (MP)</strong> - Human only, and epic to boot. Still, if your leader's not keeping you up, this feat will help bring you back from dying. Success on a death save means 10+, and you probably don't have any easier ways to spend your second wind. Just remember that it doesn't say you use your second wind as a free action, so it still costs a standard action. Beats dying, though.</p><p></p><p><span style="font-size: 12px"><strong><u><strong>Fighter:</strong></u></strong></span></p><p></p><p><strong><span style="color: #0000ff">Eladrin's Challenge</span> (MP2)</strong> - Eladrin only (as you might have guessed from the name). If your DM isn't allowing the Mark of Warding feat, then this feat is the only way for a swordmage to pick up an improved mark penalty.</p><p></p><p><strong><span style="color: #ff0000">Polearm</span></strong></p><p><strong><span style="color: #00ccff">Momentum</span> (MP)</strong> - The prerequisites for this feat are killer. Besides fighter, you also need to have Dex and Wis 15: two abilities that usually aren't even secondary for a swordmage. You also have to use a polearm for your weapon, so you're stuck with a glaive if you want your Swordmage Warding (and you do).That said, if you work it so that you qualify, take Luring Strike, and use something like Rushing Cleats to increase the distance you slide the target, you could be knocking enemies prone with your at-will, while repositioning the enemy and moving yourself around. It requires a lot of planning to get to work, so it's not something that you get without building around it.</p><p></p><p><strong><span style="color: #00ccff">Small Warrior's Defense</span> (D378)</strong> - Medium warriors wish they got something this good. If you're playing a Small swordmage, you're probably wielding a versatile weapon in two hands. If you take this feat, now you've got the equivalent of the full bonus of your Swordmage Warding, as well as an extra +2 to Reflex to boot.</p><p></p><p><strong><span style="color: #0000ff">Tactical Insight</span> (MP)</strong> - It's half-elf only, and it's epic tier, but giving all of your allies +2 to damage rolls against every enemy you have marked can't be ignored. It's great with things which expand your aegis burst, since Total Aegis means you can mark them all.</p><p></p><p><span style="font-size: 12px"><strong><u><strong>Warden</strong></u></strong></span></p><p></p><p><strong><span style="color: #00ccff">Sudden Roots</span> (PHB2)</strong> - Slowing with your opportunity attack is just as effective for you as it is for the warden. Ensnaring swordmages like this feat even more than shielding or assault swordmages, because it makes it harder for their mark target to escape.</p><p></p><p><span style="font-size: 12px"><strong><u><strong>Warlord</strong></u></strong></span></p><p></p><p><strong><span style="color: #0000ff">Fey Tactics</span> (MP)</strong> - This warlord only feat is for the eladrin. Taking someone along with you when you fey step can be good to get a striker out of trouble, or to move up a leader or another defender who's stuck adjacent to an enemy.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707980, member: 6793297"] [CENTER][Size=5][b][u][b]Recommended Feats[/b][/u][/b][/size][/CENTER] [b]Class Feats[/b] [b]Heroic Tier[/b] [b][COLOR=#800080]Aegis Accuracy[/COLOR] (D382)[/b] - Aegis Accuracy is strictly inferior to Retributive Shield for shielding swordmages. It's also a conditional attack bonus (and a small one), so this would only be taken after the swordmage has already taken Versatile Expertise for his or her weapon group of choice. Since assault and ensnaring swordmages are the ones who might take this feat, its utility depends on how much the DM respects their marks. If the mark isn't being ignored, the feat is not useful. Even if it is, you'll probably have better choices. [b][COLOR=#0000ff] Aegis Vitality[/COLOR] (D382) [/b] - Aegis Vitality is a weaker form of the Coronal Guard path feature, but it's available to all swordmages regardless of paragon path. It helps out shielding swordmages the most, since they have the easiest time of marking one enemy and engaging another one across the battlefield. It scales across tiers, so it remains useful even through epic levels. [b][COLOR=#800080]Closing Advantage[/COLOR] (AP) [/b] - Closing Advantage and Combat Casting both reward switching between ranged/area attacks and melee attacks. At this point, the swordmage doesn't have enough good ranged/area attacks (combined with the mediocre benefit) to justify taking this feat. [b]Combat Casting (AP)[/b] - This feat is slightly more useful than its counterpart, Closing Advantage, as it allows you to use your ranged/area powers while still threatening any adjacent foes. Obviously, you'll need a couple of ranged/area powers to make this feat worthwhile. [b][COLOR=#0000ff]Escalating Assault[/COLOR] (FRPG)[/b] - Only for assault swordmages. This makes your aegis attacks much more likely to hit over the course of a long combat. However, it only triggers with the use of an MBA - no using other powers in place of that MBA, or you don't get your attack bonus. [b][COLOR=#0000ff]Extended Teleportation[/COLOR] (D382)[/b] - Extended Teleportation is interesting. It is largely dependent on power selection, but when combined with a number of powers that teleport, it offers you a lot of versatility. It's unfortunate that it doesn't work with all teleport powers, but it seems like Wizards is limiting the ability of multiclass characters to take advantage of the synergies between classes. Lately, many feats have been limited to affecting class features only available to a main-class character, or explicitly stating that they only affect a particular class's powers.[b] [COLOR=#0000ff]Grasping Ensnarement[/COLOR] (AP) [/b] - Only for ensnaring swordmages. Now that you brought your enemy next to you for ignoring your mark, what do you do to prevent him from doing it again? With this feat, the answer is "slow him". That said, if you don't mind multiclassing into Warden, Sudden Roots does much the same thing and helps with your OAs as well. [b][COLOR=#ff0000]Improved Swordbond[/COLOR] (FRPG) [/b] - Your swordbond now works like drawing a weapon normally. How often is your sword 100 feet away? It's a cute idea, but there's no way to make this useful to you (outside of roleplaying magic tricks) without gimping other characters with weapons.[b] Improved Swordmage Warding (AP) [/b] - You get +1 to AC, which is always nice for a defender. It isn't compatible with Armor Proficiency (hide), so you have to choose between the two if you want to increase your AC. This increases to [b][COLOR=#0000ff]blue[/COLOR][/b] if you're playing a race with a racial bonus to Dexterity, especially if that race doesn't have a racial bonus to Intelligence.[b] [COLOR=#00ccff]Intelligent Blademaster[/COLOR] (FRPG) [/b] - This feat means that your opportunity attacks are now effective, making enemies much less likely to simply move away from you. It also allows you to throw weapons with the heavy thrown quality using your Intelligence for the attack. Due to the way it's phrased, you can't use light thrown weapons, though individual DMs might house rule that it's ok to throw daggers. Javelins are probably your best choice there otherwise. If your Strength is already high (within a +1 modifier of your Intelligence), then this feat drops to [b][COLOR=#ff0000]red[/COLOR][/b]. [b][COLOR=#800080]Retributive Shield[/COLOR] (FRPG) [/b] - For shielding swordmages only. Your mark is the only one which functions entirely at range - you can be up to 10 squares away from your aegis target the entire combat after marking him. If you're close enough to use the +2 attack bonus, then you're probably close enough that the enemy can close in on you. That said, if you focus on ranged and area attacks, you can try to kite your marked enemy while other PCs off-tank. The power rises to [b]black[/b] for these shielding swordmages.[b] [COLOR=#800080]Student of Sword Magic[/COLOR] (FRPG) [/b] - I want to like this feat. Unfortunately, the powers that I really want to be able to swap are the swordmage's utility powers. Curse you, Richard Baker, for getting my hopes up with your Swordmage novel! Wizards make use of their spellbook so that they can prepare different dailies (with different elemental damage, and different types of control effects) when they know what's coming. The swordmage dailies have less variety, so being able to choose between them is less useful. (P.S. I met Richard Baker, and he does not deserve curses.) [b][COLOR=#800080]Vigor of the Blade Adept[/COLOR] (D382) [/b] - Vigor of the Blade Adept improves your survivability somewhat. Swordmages tend to have plenty of stances, so you can probably get your Strength bonus to your healing surge value during combats. Again, it's limited to swordmage stances, so multiclass characters will not be able to take advantage of it, and Strength is not a favored ability for two of the three swordmage builds, which further limits it. I hate to say it, but if you're running into trouble with healing surges, you'll probably do better by taking Durable. [b]Paragon Tier[/b] [b]Deadly Immobilization (D382)[/b] - Deadly Immobilization looks like it's supposed to help ensnaring swordmages, based on the Constitution-based benefit which corresponds to the suggested secondary ability for ensnaring swordmages and the emphasis of movement denial for that build. There are a limited number of swordmage powers which slow or immobilize targets (and again, it's only swordmage powers), but there is usually one available at a given level. It is build-limiting, but does increase the damage of the swordmage considerably within that build. [b][COLOR=#ff0000]Distant Swordbond[/COLOR] (FRPG) [/b] - So it's a mile now. That changes nothing. If it were a free action, at least it would be a poor man's Quick Draw, but we don't even get that. Stick with a scabbard for your free action draw. [b][COLOR=#ffd700] Double Aegis[/COLOR] (FRPG) [/b] - Your abilities as a defender are directly proportionate to the number of enemies you mark. Marking multiple enemies also increases the chance that at least one of them ignores the mark, giving you your aegis effect. It also cuts down on the number of times you'll need to use your minor action to mark, giving you more freedom to use stances and utility powers that require your minor action. It goes down to [COLOR=#ff0000][b]red[/b][/COLOR] at epic tier, where you should retrain to Total Aegis quickly. [b]Ensnaring Flourish (AP)[/b] - For ensnaring swordmages only. That's a pretty nice damage bonus, but evaluate in context. You don't have many multi-attack powers to use against the target, so it's not like you'll get the damage more than once per round (unlike, say, a ranger). By this tier, you should have an idea of how often your DM ignores your mark. The feat's value rises the more often the mark is ignored. [b][COLOR=#0000ff]Greater Aegis of Shielding[/COLOR] (AP)[/b] - As you might guess, this feat is for shielding swordmages only. An increase of 5 damage prevented with your aegis is nothing to sneeze at, but there's something else to consider. By taking this feat, you can essentially choose any ability as your secondary ability and still be as effective as a full-Con swordmage with your aegis. This feat is basically required for a shielding swordmage based around Wisdom. Finally, you get ahead of the damage curve in paragon, allowing you to shut down most older (pre-MM2) paragon creatures. [b][COLOR=#ffd700] Greater Swordmage Warding[/COLOR] (AP) [/b] - This feat, by itself, is enough to justify Strength 12 at character creation. As a swordmage, you tend to be feat-starved. This feat gives you the equivalent of Armor Specialization and Paragon Defenses. At epic tier, it automatically improves, giving you an additional +1 AC and the equivalent of Robust Defenses. A small benefit that's sometimes overlooked is that it saves you a retraining, allowing you to improve your other feats more quickly without the "Paragon Defenses retrains to Robust Defenses" that other classes would have to do. Take this feat if you want to get hit less and live longer. [b]Timely Teleport (D382)[/b] - Timely Teleport is hard to evaluate. It keys off your primary ability, so the distance you teleport will be good. It gives swordmages who are in a tight spot an ability to escape while healing and defending themselves. The questions you have to ask yourself are "how often do I use second wind?" and "would this feat make me more likely to use it?" This is very party-dependent, and has to be evaluated within that context. [b]Vigorous Assault (AP)[/b] - For assault swordmages only. This feat depends on your Strength bonus, which is a little iffy. As with Ensnaring Flourish, evaluate how often your mark is ignored, and value this feat accordingly. [b]Epic Tier[/b] [b]Binding Ensnarement (AP) - [/b]For ensnaring swordmages only. Slow has become immobilize. It's an improvement over Grasping Ensnarement, but I feel like it should be restrained by epic tier. At least then, you'd always get the -2 to attack rolls, even if the enemy can teleport away. [b][COLOR=#ff0000]Blade of the Raven Queen[/COLOR] (DRA 2009)[/b] - Shadar-kai only. Give your cold spells the necrotic keyword and damage type. How often does that help? Few things are vulnerable to necrotic, or have high resistance or immunity to cold. I fail to see the value, even if it is flavorful. [b][COLOR=#800080]Charging Aegis[/COLOR] (AP) -[/b] I'm open to explanations of why this feat is better than purple. As I see it, swordmages don't do much charging (not like fighters or barbarians), so the ability to charge and mark as a free action isn't that valuable, especially with all the competition at epic tier. [b][COLOR=#800080] Extended Aegis[/COLOR] (AP) [/b] - While increasing your aegis response area from 10 squares to 20 squares is a good thing, many battles, even at epic tier, will allow you to stay within 10 squares of your aegis target(s) without much trouble. It's just a limitation of how large maps can be before they become unwieldy. If your DM is a fan of the giant set-piece, the feat improves to [b]black[/b]. [b][COLOR=#ffd700]Rapid Aegis Reaction[/COLOR] (D387)[/b] - Swordmages have the easiest time marking multiple enemies of any defender by epic tier, and are the only defender besides the paladin that can enforce a mark at range. This feat allows you to use your aegis twice in a round (given two triggering attacks), or use your aegis along with another immediate action power. Take this feat. [b]Shared Warding (AP) - [/b]A nice benefit for your allies, but you're risking more people getting hit by area bursts targeted on you. Improves to [b][COLOR=#0000ff]blue[/COLOR][/b] if you're a Sigil Carver, and everyone's going to hang out by you anyway. [b][COLOR=#00ccff]Swordmage Implement Expertise[/COLOR] (D387)[/b] - You finally have a "crit on 19-20" feat of your own which works with all of your powers. This helps to bring your damage up during epic tier, especially if you've got a lot of immediate action attacks or bursts/blasts. [b][COLOR=#ffd700]Total Aegis[/COLOR] (FRPG) - [/b]This feat gives you the greatest capability of marking of any defender, and once you've marked the targets, you don't have to do anything to maintain that mark. This is why paragon path features which increase the size of your aegis burst are even more valuable than they seem. When you've marked four or five enemies with a single action, you'll know you've arrived. [b]General Feats[/b] [b]Heroic Tier[/b] [b]Arcane Familiar (AP)[/b] - This feat is really a whole bunch of smaller feat choices. There's more than I can cover in this guide. You can see [URL=/go/thread/view/75882/22001741/The_Pet_Store:_A_Familiar_Keepers_Handbook]The Pet Store[/URL] for more information on familiars, but two things to note are that Arcane Familiar gives access to [b]Alert Familiar (D374)[/b] (Uncanny Dodge without the Wis requirement) and [b]Sight of the Familiar (D382)[/b] (which can grant darkvision, blindsight, or tremorsense, depending on familiar choice). [b]Armor Proficiency (hide) (PHB)[/b] - This feat gives the same effective benefit as Improved Swordmage Warding, but with ability prerequisites that are easier for a swordmage who is qualifying for Greater Swordmage Warding to achieve. The downside is that you take a check penalty on all of your physical skills. Decide how important they are to you, and how much +1 AC is worth to you in the first place. [b]Coordinated Explosion (PHB2)[/b] - This feat is of some use in Sword Burst builds (after Versatile Expertise, of course). Being in the blast or burst is not the same as being targeted by the blast or burst's attack, so grab that extra bit of accuracy. [b]Deva Heritage (D374)[/b] - This is a bloodline feat, which means you can only have one of them. Ignore the skill bonus. The meat of this feat is the extra stance. Getting +2 to all of your defenses for the start of a fight is nice, and it encourages the DM to focus monsters on you in order to get you bloodied. The light's also helpful if you're fighting in dim conditions. [b]Disciple of Stone (HotFL)[/b] - The extra temporary hit points that this feat gives you are better than Toughness. You're almost guaranteed to need temps when you're being healed, so they're less likely to be wasted than with some other granters. [b]Dual Implement Spellcaster (AP)[/b] - This feat is for swordmages who need to increase their damage beyond what Weapon Focus did. It has a prerequisite of Dex 13, which limits who can take it, and your recommended off-hand weapon is a Rhythm Blade to make up for the decreased defenses. [b][COLOR=#800080]Durable[/COLOR]/[COLOR=#800080]Toughness[/COLOR] (PHB)[/b] - Both of these feats serve the same purpose. If you're not favoring Constitution, and you are doing a good job of keeping attackers attacking you, then they can come in handy. That said, they probably won't do so too often. (Dwarves get a better version of the former feat, giving them a bonus to the healing surge value as well. That means you stay up better during fights, which is very valuable.) [b]Elan Heritage (PsiP)[/b] - Besides the flavor bonuses (telepathy and immortal subtype), you also get an immediate interrupt for use when you're attacked by an enemy. More useful in heroic (when you typically only have a single target marked) or in epic (when you probably have Rapid Aegis Reaction to be able to use it). Skip [b][COLOR=#800080]Boon of the Made[/COLOR][/b], though. It doubles the damage prevented, if you have no other damage reduction, but you're not guaranteed to be attacked again during the resistance's duration. [b][COLOR=#ff0000]Fey Bond (HotFey)[/COLOR][/b] -A very weak feat, so why am I mentioning it here? Easy: it can qualify a non-fey swordmage for [b][COLOR=#00ccff]Fey Shift[/COLOR][/b] at epic, and spending two feats for an at-will teleport 2 is still worth it. If you need to take it, don't bother with it until paragon or epic (via retraining). [b]Focused Mind (PHB3)[/b] - Dazed and stunned are nasty against defenders, and there are a fair number of dazed (save ends) effects even in heroic. Improving your chance of a successful saving throw by 20% isn't bad. [b]Improved Defenses (HotFL)[/b] -This feat gives a feat bonus to NADs that is one higher than that available through Greater Swordmage Warding. Generally, that feat is better, since AC is important to increase. If you need +1 to all your defenses (which is the net bonus), then take this. [b][COLOR=#800080]Improved Initiative[/COLOR] (PHB)[/b] - If you dumped Dexterity, you may want this to get into the fight in a reasonable timeframe. It may not be enough still. [b]Superior Initiative (PHB3)[/b] in epic is a little better, but you're still going to be slow. [b]Mark of Storm (Ebr)/[COLOR=#00ccff]Warding[/COLOR] (Ebr)[/b] - The Mark feats may be limited by your DM, since they're really a part of the Eberron campaign setting. The Mark of Storm is useful for those who have tricked out their Sword Bursts with Arcane Admixture (thunder), while Mark of Warding is equivalent to a paragon-tier fighter feat plus an occasional defense bonus. Increasing mark penalty is good, ok? [b][COLOR=#800080]Ritual Caster[/COLOR] (PHB)[/b] - Usually, taking Learned Spellcaster is better, as you get a skill training too. [b]Mark of Scribing (Ebr)[/b] is also better if available. If neither is available, you can take it if your group lacks other ritual casters (or has a Ritual Caster who doesn't favor Intelligence and doesn't have training in Arcana). [b]Resilient Focus (HotFL)[/b] - +2 feat bonus to saving throws sure blows Human Resilience out of the water. Take this to make yourself into an elite. [b]Rose King feats[/b] Swordmages now have their own version of fighting style/domain feats to enhance their at-wills. All of these feats require you to be wielding a longsword (not a huge cost for a swordmage) and hit with a particular at-will power, and some have a greater effect if you moved at least three squares away from your starting point during your turn. [b][COLOR=#800080]Rose King's Balm[/COLOR] (D386)[/b] - Enhances greenflame blade, granting a +2 bonus to saving throws at the end of your turn (+5 with movement). Unfortunately, most conditions that you really want to save against won't allow you an attack (stun, dominate), will decrease your chances of hitting (blinded, restrained), or will make it difficult to move at least three squares to get the higher bonus (daze, slow, immobilize). [b][COLOR=#ff0000]Rose King's Run[/COLOR] (D386) [/b] - Enhances luring strike, granting a climb speed. How often do you need to hit someone, then climb 4 squares? Too conditional. [b][COLOR=#0000ff] Rose King's Shield[/COLOR] (D386) [/b] - Enhances booming blade, granting 5 temp hp (10 with movement). This is definitely the strongest of the Rose King feats. Best used to move, then attack, so the stickiness of Booming Blade is retained. [b][COLOR=#ff0000] Rose King's Step[/COLOR] (D386) [/b] - Enhances luring strike, granting the ability to shift through difficult terrain until the end of your turn. You're a swordmage. Teleport more. [b][COLOR=#0000ff]Skill Power[/COLOR] (PHB3)[/b] - There are quite a few useful skill powers, and because your class utilities are fairly strong, this is a good way to pick one up without costing you a class utility. It also revalues some skills slightly. Insight and Endurance have lovely skill powers. See also Arcane Mutterings. [b][COLOR=#0000ff]Superior Will[/COLOR] (HotFL)[/b] - This feat compares well with Martial Resolve, an epic-tier feat for the martial classes. If you like avoiding dazing and stunning (including non-save ends variety), then this feat's for you. The feat bonus to Will is also +2 over the bonus from Greater Swordmage Warding, so it's giving you both halves. If you can fit in Focused Mind, you have little chance of being stuck dazed or stunned on your turn. [b][COLOR=#800080]Vistani Heritage[/COLOR] (D380)[/b] - This feat is a bloodline feat, so you only get one. It's not too useful by itself, but it gives access to [b][COLOR=#00ccff]Vistani Foresight[/COLOR] (D380)[/b] in epic (which would be a gold feat if it didn't have this as a prerequisite). Depending your character's roleplaying inclinations, one or more of the Vistani "free ritual of type X" feats could also be handy. I like [b]Vistani Pathfinding (D380)[/b] myself - there are a lot of exploration rituals, and travel rituals are also good to have in a pinch. [COLOR=#ffcc00][b]War Wizard's Expertise[/b][/COLOR] (D402) - In addition to giving you the Expertise benefits for all your arcane attacks and MBAs, your attacks are even more ally-friendly. Since you didn't have many unfriendly bursts and blasts, this primarily protects them against your arcane at-wills when dominated. [b][COLOR=#800080]Weapon Focus/Implement Focus (heavy blades)[/COLOR] (PHB/HotFK)[/b] - Weapon Focus used to be much better when it applied to your implement attacks as well. Now, only take one of these feats if the majority of your attacks have the weapon or implement keyword. [b]Weapon Proficiency (bastard sword) (PHB)[/b] - This is for assault swordmages, who make more [W] attacks than anyone else. Other swordmages don't need it as much. [b] [COLOR=#ffcc00] White Lotus Dueling Expertise[/COLOR] (D402) [/b] - In addition to giving you the Expertise benefits for all your arcane attacks and MBAs, this feat also gives you a proficiency with another arcane implement. This isn't too bad when used with an Orb of Nimble Thoughts (primarily for the power, after the property was weakened via errata), and there are a couple of other implements that are worth taking for their powers which you can now use. [b]White Lotus feats[/b] All White Lotus feats have something in common - they only trigger when using at-will arcane spells. This means that you're going to have an easier time using them during heroic tier, and you'll want to take more attack powers which trigger outside of your turn. Fortunately, swordmages get a number of powers which fit the bill. [b]White Lotus Defense (D374)[/b] - It's a minor defense bonus, but if you hit enough enemies with your at-will attack, it's not bad. [b]White Lotus Enervation (D374)[/b] - It's (effectively) a minor attack bonus, presuming that you're spamming the same attack each time. Still, it's conditional enough that you should pass it up unless your allies also have plenty of attacks that target the defense. [b][COLOR=#800080]White Lotus Evasion[/COLOR] (D374)[/b] - You can evade enough already. Check out White Lotus Master Evasion at paragon and decide if you want this feat still. [b][COLOR=#800080]White Lotus Hindrance[/COLOR] (D374)[/b] - This feat does the opposite of what a defender wants. It encourages enemies to move away from them, and to have a hard time getting close to them. However, it also gives you access to White Lotus Master Hindrance in paragon, so take a look at this feat when you hit level 11. [b][COLOR=#0000ff]White Lotus Riposte[/COLOR] (D374)[/b] - This is probably the strongest of the White Lotus feats, especially in heroic. Doing extra damage, out of turn, helps make up for the swordmage's lower damage potential, and it leaves no good choices for an enemy. Sword Burst is the at-will of choice to take full advantage of this feat. [b][COLOR=#ff0000]Wintertouched[/COLOR]/[COLOR=#00ccff]Lasting Frost[/COLOR] (PHB)[/b] - You need both halves of the combination for maximum effectiveness. See Lasting Frost in the paragon section for information. [b]Paragon Tier[/b] [b]Arcane Admixture (AP)[/b] - This feat helps with Sword Burst/Resounding Thunder and Wintertouched/Lasting Frost combinations. It also can trigger some other effects, such as Solid Sound. That said, if you aren't going for one of these combinations, its only other effect is to help with characters themed around a particular energy. [b]Arcane Reach (AP)[/b] - This feat is hard to qualify for, but being able to drop a close burst 1 as close blast 3 gives you a lot of flexibility when choosing powers. [b][COLOR=#0000ff]Fiery Blood[/COLOR] (HotEC)[/b] - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with tieflings. [b][COLOR=#0000ff]Icy Heart[/COLOR] (HotEC)[/b] - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with Wintertouched/Lasting Frost. [b][COLOR=#ff0000]Lasting[/COLOR][COLOR=#00ccff] Frost[/COLOR] (PHB)[/b] - Useless on its own, but with Wintertouched, your cold attacks are effectively getting +2 to hit and +5 damage. You can even choose enough cold attacks that you don't need a frost blade, unlike most who use the combination. Unfortunately, it doesn't work with burst powers (at least, not effectively), so that keeps it from becoming good with Sword Burst and Arcane Admixture. [b][COLOR=#0000ff]Lightning Soul[/COLOR] (HotEC)[/b] - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with Mark of Storms. [b][COLOR=#800080]Psychic Lock[/COLOR] (PHB)[/b] - This feat is normally useless for a swordmage, but it's very good with a Githyanki Silver Weapon. You effectively double your mark penalty when you hit a target. It isn't compatible with other energy types rewriters, however, so take this feat only if you know you'll have the weapon and aren't using any other such tricks. [b]Reserve Maneuver (PHB2)[/b] - Reserve Maneuver's main use is with any paragon path that has a weak encounter ability. Take Dimensional Vortex or Transposing Lunge (if a shielding swordmage) and keep it. [b]Resounding Thunder (PHB)[/b] - Use this in conjunction with Arcane Admixture (thunder) to increase Sword Burst, or Primordial Blade from the Malec-Keth Keth Janissary paragon path with any burst/blast. Otherwise, check and see how many thunder bursts you've got. There's a couple, but it's probably not worth it without the at-will. [b][COLOR=#0000ff]Solid Sound[/COLOR] (PHB)[/b] - This feat's deceptively good, as it grants you an untyped defense bonus. If you use multiple such powers, it can give the bonus to multiple NADs. Most importantly, you choose which defense gets the bonus, allowing you to tailor it to the biggest threat in a given fight. It depends on power choice, but consider it if your powers align. [b][COLOR=#0000ff]Thunder's Rumble[/COLOR] (HotEC)[/b] - A worthwhile feat bonus to damage? Wow. Of course, you need to be using the proper energy type. Works well with Resounding Thunder and Solid Sound. [b]Uncanny Dodge (PHB)[/b] - Taking Arcane Familiar and Alert Familiar usually works better for most swordmages, but if you have enough Wis and want just this benefit, it works. You tend to get in the thick of things, so not granting a +2 bonus to hit when you're flanked is handy. < strong>White Lotus Master Evasion (D374) - This feat's stronger than its prerequisite, but the fact that it has a prerequisite is a strike against it. How much do you need to move around the battlefield, anyway? You teleport. [b][COLOR=#0000ff]White Lotus Master Hindrance[/COLOR] (D374)[/b] - WLMH is what WLH should have been at heroic in order for it to be useful to a swordmage. Protect your allies by making sure that the folks you hit can't shift next to them. Force those OAs. Still, it's got a prerequisite, which limits its effectiveness. [b][COLOR=#800080]White Lotus Master Riposte[/COLOR] (D374)[/b] - White Lotus Master Riposte only works on enemies that you don't have marked. This means it's of minimal use to assault and ensnaring swordmages (who tend to end up adjacent to their mark targets), and little use to shielding swordmages. None of your at-wills have significant range. Stick with the heroic tier version. [b]Epic Tier[/b] [b]Epic Fortitude/Reflex/[COLOR=#0000ff]Will[/COLOR] (PHB2)[/b] - Epic Will makes up for what is probably your lowest defense; the others make you a stronger defender overall. [b]Epic Resurgence (PHB)[/b] - Extra uses of your encounter powers are good to have, and with Swordmage Implement Expertise, you have a pretty good chance of triggering it. [b][COLOR=#00ccff]Fey Shift[/COLOR] (HotFey)[/b] - This feat is amazing for fey swordmages, giving them at-will teleportation. Non-fey have to hold their noses and take [b][COLOR=#00ccff]Fey Bond[/COLOR][/b], which makes it a bit less palatable, but still worthwhile. [b]Long Step (PHB3)[/b] - Shifting two squares instead of one with a move action can get you to the far side of a Medium enemy in a single go. It also allows you to shift into difficult terrain. Less valuable if you've already got a lot of teleportation available (say, from Fey Shift). [b][COLOR=#0000ff]Strength Through Challenge[/COLOR] (D387)[/b] - You don't get access to plate, so resist all is generally hard for you to get. This feat rewards you for being a good defender, and you have an easy time getting multiple targets marked. A strong choice, and stronger if you don't have many typed resistances with higher values. [b]Surprise Mark (D387)[/b] - It's a generic mark at the start of each combat, which makes it somewhat less valuable, but if you have powers or items that let you respond to a generic mark (such as Foe Caller Gauntlets), it can still be quite useful. If nothing else, it comes with the -2 penalty. [b]Quickened Spellcasting (AP)[/b] - It's nice to add some extra damage each fight, especially in conjunction with other at-will enhancing feats. With Total Aegis, you shouldn't need your minor action quite so often as you used to. [b]Racial Feats[/b] [b]Deva[/b] [b]Heroic Tier[/b] [b][COLOR=#0000ff]Auspicious Lineage[/COLOR] (PHB2)[/b] - This increases the chances that Memory of a Thousand Lifetimes will help you when you really need to succeed. Pump up your chances. [b][COLOR=#800080]Immortal Warding[/COLOR] (AP)[/b] - This feat used to be stronger back when swordmages lost their warding for the encounter when knocked unconscious. Not so much now. [b]Paragon Tier[/b] [b][COLOR=#00ccff]Ascendant Lineage[/COLOR] (PHB2)[/b] - Memory of a Thousand Lifetime's biggest drawback is that you can still roll low enough that the modified roll is still a failure. This feat effectively makes it Reliable, so it should always help you during an encounter. [b]Dragonborn[/b] [b]Heroic Tier[/b] [b]Draconic Spellcaster (AP) - [/b]This feat was dramatically powered down with the latest errata. Now, it works as a combination of Weapon Focus and Versatile Expertise, but only for the right elemental powers. Only take it if you've got a strong elemental theme with your power selection or Malec-Keth Janissary. [b]Drow[/b] [b]Paragon Tier[/b] [b][COLOR=#0000ff]Eyedark Strike[/COLOR] (D373)[/b] - An encounter ability to blind an enemy for a turn (without granting it total concealment against allied attacks) is strong, and since it triggers on a hit, it won't ever be wasted. [b]Dwarf[/b] [b]Heroic Tier[/b] [b][COLOR=#0000ff]Shield the Fallen[/COLOR] (FRPG)[/b] - This feat allows for you to be an even stronger defender when your allies are ailing. Increases to [b][COLOR=#00ccff]light blue[/COLOR][/b] for dwarves going the Sigil Carver route. Don't discount the save bonus for dying allies: they can potentially use it to get 20 or higher on a death save, allowing them to wake themselves up. [b]Paragon Tier[/b] [b][COLOR=#ffd700]Dwarven Durability[/COLOR] (PHB)[/b] - Get full use from that secondary ability by helping out the leaders in your party to restore even more of your hit points with each surge (and an extra two surges to boot). Even better with an artificer or ritualist with Comrade's Succor to share surges you don't need personally. [b]Eladrin[/b] [b]Heroic Tier[/b] [b][COLOR=#0000ff]Eladrin Swordmage Advance[/COLOR] (AP)[/b] - This tacks on an extra attack each combat when you use a movement power that was already strong. [b]Paragon Tier[/b] [b]Fey Step Trailblazer (D366)[/b] - If your group is on the less mobile side, this can help bring along an ally to attack a foe in the enemy's back lines. Works well when a melee combatant is immobilized. [b]Elf[/b] [b]Heroic Tier[/b] [b][COLOR=#00ffff]Aerenal Arcanist[/COLOR] (Ebr)[/b] - This requires the Aerenal background, meaning that it can't be used in LFR, but it's a good feat if you can take it. Swordmages get many good utility spells; this allows you to pick and choose which ones you take. It also works for half-elves. [b]Genasi[/b] [b]Heroic Tier[/b] [b]Empty Mind (D380)[/b] - Your low defense is probably going to be Will. If you're using the voidsoul manifestation, then doing 5/10/15 psychic damage when you're hit with a Will attack is decent retribution. [b][COLOR=#00ccff]Extra Manifestation[/COLOR] (FRPG)[/b] - You will probably find time to take this sometime in heroic. Being able to switch around resistances or use a different racial power comes in handy, especially with the new corrupt manifestation powers. Cindersoul is particularly tasty when your mark isn't being ignored. [b]Eyes of Dying Light (D380)[/b] - Darkvision is a sensory mode whose value shouldn't be understated. You can't always assume that someone is holding a sunrod. With that in mind, this feat is a nice one for heroic tier genasi or those who haven't taken Arcane Familiar/Eyes of the Familiar. [b]Paragon Tier[/b] [b]Shocking Flame (FRPG)[/b] - For an assault swordmage with the appropriate manifestation, this is equivalent to Weapon Focus during paragon tier. It increases to [b][COLOR=#0000ff]blue[/COLOR][/b] during epic tier, where the damage bonus outstrips Weapon Focus, and goes to [b][COLOR=#00ccff]light blue[/COLOR][/b] if you're manifesting both firesoul and stormsoul through Double Manifestation. Just remember - melee attacks only. [b]Epic Tier[/b] [b][COLOR=#00ccff]Double Manifestation [/COLOR] (FRPG) [/b] - This could well be your level 21 feat. You did take Extra Manifestation somewhere before, right? It's usually +1 to a NAD, an extra racial power, and some extra resistance or a saving throw bonus. It also improves your versatility. There's some good racial powers available now, especially with the corrupt manifestations. [b]Githzerai[/b] [b]Heroic Tier[/b] [b][COLOR=#0000ff]Dakshai's Body-Mind Union[/COLOR] (PHB3)[/b] - Iron mind is already a strong racial power, but this feat gives you much more protection against save ends effects (80% chance of ignoring them before any penalties) at the cost of doing nothing about any damage that may have come along with it. [b][COLOR=#ffd700]Githzerai Blade Master[/COLOR] (D378)[/b] - There's something about feats which have the word "Blade Master" in them. Swordmages want them. This gives you the equivalent of the bastard sword weapon proficiency and a juicy damage bonus in a single tasty feat. [b]Paragon Tier[/b] [b][COLOR=#0000ff]Shared Danger Sense[/COLOR] (PHB3)[/b] - You're no warlord, but with this feat, you give the same sort of initiative bonus. Racial bonuses to initiative are fairly rare, so it stacks with just about everything. Remember, going first means more attacks against the enemy means enemies dead quicker. [b]Gnoll[/b] [b]Heroic Tier[/b] [b]Claw Fighter (D367)[/b] - You're fighting uphill if you're playing a gnoll, but when you take this feat, you can never lose your Swordmage Warding due to being disarmed. Take those short swords and go slash up somebody. [b]Half-Elf[/b] [b]See also human and elf feats. Make use of your heritage.[/b] [b]Paragon Tier[/b] [b][COLOR=#ffd700]Versatile Master[/COLOR] (PHB2)[/b] - You picked a useful at-will power with Dilettante, right? Wouldn't it be nice to make it an actual at-will? Thought so. [b]Half-Orc[/b] [b]Epic Tier[/b] [b][COLOR=#00ccff]Ferocious Critical[/COLOR] (PHB2)[/b] - With Swordmage Implement Expertise, you now have as good a chance of scoring a critical hit as any character (and better than many if your aegis of assault triggers regularly). Take this feat, and between your regular standard action attacks and any aegis of assault attacks that might come out, you should have this triggering in many of your combats. Follow up a critical hit on one turn with bursts/blasts on the next to maximize the boost you get. [b]Human[/b] [b]Heroic Tier[/b] [b]Action Surge (PHB)[/b] - This feat is one of the great benefits of playing a human. So why isn't it rated higher? Simply put, most of your dailies don't have a large enough benefit for hitting, and your best encounters don't happen during your turn. Where a wizard is casting Sleep and a warlord is Leading the Attack, you're using Dimensional Thunder or maybe Shielding Fire. With both those powers, the effects are the key. As you go into paragon and epic tiers, there are stronger powers, but more feats competing for a slot. [b]Risky Aegis (AP)[/b] - A human-only swordmage feat. For shielding swordmages, you trade granting combat advantage for +2 damage, and the possibility of getting a boost for two attacks if you AP. Considering that those swordmages typically want to stay away from their marks, it's not so hot. Ensnaring and assault swordmages get more use from this feat, since they end up next to their aegis target when the immediate action triggers. For these swordmages, this is a [b][COLOR=#0000ff]blue[/COLOR][/b] feat. [b]Minotaur[/b] [b]Heroic Tier[/b] [b][COLOR=#00ccff]Opportunity Gore[/COLOR] (D369)[/b] - The attack bonus will fall behind your other attacks a little, but knocking prone on your OAs is great. Replaces Intelligent Blademaster for shielding and ensnaring minotaur swordmages. [b]Paragon Tier[/b] [b][COLOR=#ff9900]Beast Within[/COLOR] (PHB3)[/b] - Take this feat swiftly. Swordmages can now fight near 0 hit points as well as any defender, and this helps to make up for your lack of a racial Intelligence bonus. Take as many effects and items which grant temporary hit points as possible, and trigger them once you're bloodied. [b]Mul[/b] [b]Epic Tier[/b] [b][COLOR=#00ccff]Inexhaustible Resources[/COLOR] (DSCS)[/b] - Change your second wind so it grants temporary hit points rather than healing. It makes it easier to use earlier in a fight, especially if you took Resilience of Stone with the help of a multiclass feat. [b]Revenant[/b] [b]Heroic Tier[/b] [b]Past-Life Flashbacks (D376)[/b] - A -10 penalty to initiative every combat sounds rough (and is), but if you've taken Dimensional Vortex as your level 3 encounter power, you've got a good chance of being able to use it with a +2 attack bonus, and keep that +2 bonus for your first real round of combat. It's something to consider, based on your DM's usual terrain and creature type mix. [b]Restless Dead (D376)[/b] - At heroic tier, this is mediocre. Once you have Fierce Vitality at paragon tier, this power improves to [b][COLOR=#00ccff]light blue[/COLOR][/b]. Annoying that it's religion-specific. (See also Ghostly Vitality in epic) [b]Paragon Tier[/b] [b][COLOR=#00ccff]Fierce Vitality[/COLOR] (D376)[/b] - You've taken one of the biggest threats to a defender - getting dropped to 0 hit points or fewer - and given yourself a good buffer. The rules are a little hazy about what happens when your regular Unnatural Vitality ends and your Fierce Vitality takes over, but assuming that the DM makes the reasonable assumption of "you get one standard action per turn, but keep your immediate and opportunity actions", you're solid. It also means that your feats which trigger when you're dying have longer to be in effect. [b]Epic Tier[/b] [b][COLOR=#00ccff]Ghostly Vitality[/COLOR] (D376)[/b] - Between this, Restless Dead, and Fierce Vitality, you actually function better while you're dying than when you've got hit points. Consider taking feats which give you bonuses to death saving throws (e.g. Resilient Focus), and fight while dying until you start getting close to negative bloodied or fail two death saves. At that point, your leader should be able to give you a heal that's roughly equivalent to healing back all of anyone else's hit points. [b]Shadar-Kai[/b] [b]Heroic Tier[/b] [b][COLOR=#ff0000]Blighting Power[/COLOR] (DRA 2009) [/b] - Your Booming Blade gains the necrotic keyword. Who's been resisting the thunder damage? Pass. [b][COLOR=#0000ff]Devious Jaunt [/COLOR](DRA 2009)[/b] - You're an Int-primary class. This makes your devious jaunt capable of carrying you anywhere in the battlefield. Get it when you have a chance unless your DM only puts you in caves or other locations where the battlefield's line of sight is similarly constrained. [b][COLOR=#800080]Deathward Aegis[/COLOR] (DRA 2009)[/b] - Gives your allies necrotic resistance when you use your aegis of shielding. Value is proportionate to how often you face undead. Generic assumption: not that often. [b][COLOR=#00ccff]Shadowed Aegis [/COLOR](DRA 2009)[/b] - Assault swordmages tend to get stuck in the middle of fights more than those with the aegis of ensnarement or shielding. What's a good way to avoid being swarmed? How about being insubstantial every time you enforce your mark? Sounds great to me. It also gives you a little more leeway to start pulling out the big swords. Two-handers don't work well for swordmages as a rule, but if you're insubstantial, you can be hit twice for every time a regular person is hit. [b]Tiefling[/b] [b]Heroic Tier[/b] [b][COLOR=#0000ff]Hellfire Blood[/COLOR] (PHB)[/b] - It's a stronger feat now that the attack bonus for fire powers isn't competing with other feat bonuses. It's also stronger by point of comparison, since the big attack boosters were all strongly tamped down. Works best with a Flaming Weapon or Weapon of Summer so you're not limited in your choice of attack powers. [b]Paragon Tier[/b] [b][COLOR=#00ccff]Secrets of Belial[/COLOR] (PHB:T)[/b] - As nice as the swordmage utilities are, the ability to swap your level 6 or 10 utility for Serpent's Cunning makes this a hugely useful feat. If your DM is ok with losing an underwhelming paragon path utility, even though it's against the Rules Compendium rules, it becomes even better. [b]Warforged[/b] [b]Heroic Tier[/b] [b][COLOR=#ff9900]Warforged Tactics[/COLOR] (Ebr)[/b] - You aren't the only character in melee, right? Get an attack bonus to make up for your lack of a racial Intelligence bonus, and take lots of melee weapon powers. [b]Wilden[/b] [b]Epic Tier[/b] [b][COLOR=#0000ff]Secret of Enduring Vigor[/COLOR] (PHB3)[/b] - This is an immediate interrupt, so you don't start dying... unless you take a healing surge on top of what would drop you, in which case you were probably close to negative bloodied anyway. A nice way to keep ticking for a round without requiring your leader to bring you back up. [b]Multiclass Feats[/b] Multiclass feats requiring any combination of Strength 13, Constitution 13, Wisdom 13, and/or Intelligence 13+ were evaluated. Most swordmages will be able to qualify for these multiclass feats by paragon tier at the latest. [Size=3][b][b][u]Artificer[/u][/b][/b][/size] [b][COLOR=#0000ff]Student of Artifice[/COLOR] (Ebr)[/b] is the easiest leader feat for a swordmage to take, based on prerequisites. It also is the only leader "daily heal" feat which doesn't cost a surge for the recipient. The downsides are that it doesn't give a new skill, and there are few artificer class feats that a swordmage wants to take. [Size=3][b][b][u]Avenger[/u][/b][/b][/size] You'll want to take [b]Disciple of Divine Wrath (PHB2)[/b]. This feat can come in handy when you need to land one of your dailies where the usefulness of the power is tied up in the hit line. You'll also have a good skill modifier with Religion. The downside is that oath of enmity requires you to not be surrounded, and given your role as a defender, that's not something you can always count on. [Size=3][b][b][u]Barbarian[/u][/b][/b][/size] [b]Berserker's Fury (PHB2)[/b] is straightforward. Get a class skill for the barbarian, and once per day, +2 to damage rolls with every attack. This is roughly equivalent to the ranger's Warrior of the Wild in terms of skill access and damage bonus, but Berserker's Fury lasts the whole combat and works against every enemy without costing a minor action, and is therefore rated slightly higher. [Size=3][b][b][u]Battlemind[/u][/b][/b][/size] [b][COLOR=#800080]Demanding Talent[/COLOR] (PHB3)[/b] works in a straightforward fashion. If you want an extra mark that works at range, this feat delivers. Obviously, it loses some of its appeal in paragon when you have other ways of multimarking, and doesn't give access to many good feats/paragon paths/powers. [Size=3][b][b][u]Cleric[/u][/b][/b][/size] [b]Initiate of the Faith (PHB)[/b] gives you Religion, which will have a good modifier, and a once-per-day heal. Since you don't get Healer's Lore (at least, not without taking Divine Healer, a lousy feat), it doesn't heal any more than a warlord's heal. Take this if you want to have a divine class for other prerequisites. [Size=3][b][b][u]Fighter[/u][/b][/b][/size] [b]Student of the Sword (PHB)[/b] gives you +1 attack once per encounter with your sword, and a brief second mark. [b][COLOR=#0000ff]Battle Awareness[/COLOR] (MP)[/b] requires more to take (Wisdom as well as Strength), but note that it doesn't require you to have that target marked. You aren't stickier because of it, but it's a little extra damage you can get that enemies have no way to expect. Martial Power 2 delivers [b][COLOR=#ff0000]Cyclone Warrior[/COLOR] (MP2)[/b] (you aren't dual-wielding), [b]Wrathful Fighter (MP2)[/b] (good for a couple of temp hp each encounter) and [b][COLOR=#0000ff]Brawling Warrior[/COLOR] (MP2)[/b]. Since swordmages nearly always keep a hand free, getting a +1 to an attack you just rolled once each encounter can come in handy when you know you just barely missed (and the extra AC isn't too bad either). Each of the previous feats gives you a skill from the fighter class list (whoop-de-doo), but also gives you access to fighter feats. Ever since Martial Power came out, fighters have had some nice feats. With this, you can also have access to those feats which don't also require Combat Challenge. [Size=3][b][b][u]Invoker[/u][/b][/b][/size] [b]Divine Secretkeeper (DP)[/b] is slightly better than the wizard equivalent (Learned Spellcaster), as it also gives you the free once-per-day version of Hand of Fate. It also qualifies you for generic divine feats, which is some help depending on class and tier. [Size=3][b][b][u]Psion[/u][/b][/b][/size] [b]Disciplined Talent (PHB3)[/b] gives you your choice of psion class skills. Most of these overlap with swordmage class skills, but Perception is in there. The unaugmentable at-will requires an implement that you'll probably never have, but you can grab Mind Thrust or Kinetic Trawl for a ranged basic attack on the off-chance you need one of those. It doesn't grant much access to feats or paragon paths, but there are a couple of orbs which have decent properties. [Size=3][b][b][u]Ranger[/u][/b][/b][/size] [b]Warrior of the Wild (PHB)[/b] is nearly as straightforward as Berserker's Fury. You get your choice of feats from the ranger (and they give good choices), as well as Hunter's Quarry for two turns each encounter. The downsides are that Hunter's Quarry must target the nearest creature when you use it (meaning no teleport shenanigans to attack a target in the back lines), it only affects one creature (more of an issue for the swordmages focusing on close bursts), and it requires a minor action which you need for your aegis and some of your utility powers. These are minor downsides, and Warrior of the Wild is still a solid choice. [Size=3][b][b][u]Runepriest[/u][/b][/b][/size] [b]Student of Divine Runes (PHB3)[/b]is a standard leader daily heal which also gives Religion as a skill. The lower healing potential is somewhat compensated for by the Runic benefits, which either increase damage or defenses for the group for a turn. A +2/4/6 power bonus to damage as a minor action is nothing to sneeze at for an alpha-strike round, even if no one needs healing. [Size=3][b][b][u]Rogue[/u][/b][/b][/size] [b]Twilight Adept (MP2)[/b] is the first rogue multiclass feat which doesn't require Dexterity, and is probably the easiest way to pick up Stealth. Cunning Sneak is a pretty nifty ability, even if your Stealth modifier isn't going to be the greatest. You also get access to martial feats. [Size=3][b][b][u]Shaman[/u][/b][/b][/size] [b]Spirit Talker (PHB2)[/b] doesn't provide a daily heal, unlike most choices for leader multiclass feats. On the other hand, it does give you Nature, a spirit companion, a once-per-encounter OA with the spirit companion, and a once-per-day boost to a skill check. The spirit companion can come in handy to block enemy movement, and the protector's spirit OA doesn't have to hit to give back a couple of hit points. On the other hand, the expansion feat for Spirit Talker is [b][COLOR=#0000ff]Mending Spirit[/COLOR] (PP)[/b], which gives use of the shaman's healing spirit once per encounter. With this feat, you can act as a secondary healer for your party, rather than emergency healer once per day. [Size=3][b][b][u]Warden[/u][/b][/b][/size] [b]Defender of the Wild (PHB2)[/b] gives you your choice of a warden class skill (which includes Nature and Perception), and the ability to do a brief mass-mark around you each encounter. The latter becomes less important by epic tiers, but could allow you to do two huge bursts for a short time. It also gives you access to Sudden Roots, a very strong defender feat. The expansion feat, [b]Warden's Endurance (PP)[/b], gives you Font of Life once per encounter. This has the potential to be huge (getting rid of a nasty condition like blinded, dominated, dazed or stunned) or meaningless. After all, you still need to make the save. [Size=3][b][b][u]Warlord[/u][/b][/b][/size] [b]Student of Battle (PHB)[/b] is the standard leader heal once per day. [b]Tactical Leader (MP)[/b] gives you a tiny version of the Tactical Presence form of the Commanding Presence class feature, once per encounter. Martial Power 2 brings four new multiclass feats, three of which give better bonuses than the two aforementioned feats. [b]Bravura Leader (MP2)[/b] gives a mini Bravura Presence (increased damage in exchange for granting CA), while [b]Resourceful Leader (MP2)[/b] gives a mini Resourceful Presence (increased damage on a hit, temp hp on a miss). Many swordmages will qualify for both of those multiclass feats, which, when taken together, give a warlord-level damage boost on an AP. [b]Skirmishing Leader (MP2)[/b] gives a mini Skirmishing Presence (movement before/after AP) which can save a move action during a nova round or help out a slowed target. [b][COLOR=#800080]Insightful Leader[/COLOR] (MP2)[/b] also gives a mini-Presence benefit, but +1 to defenses with an AP requires the target to remember the bonus, and it's not large enough to change many hits into misses. All of the warlord multiclass feats give you your choice of skills from the warlord class list (though it's somewhat sparse). The skills aren't exciting, but they do give you access to warlord feats and martial feats, some of which can be nice. [Size=3][b][b][u]Wizard[/u][/b][/b][/size] It's easy for swordmages to qualify for both wizard multiclass feats. [b]Arcane Initiate (PHB)[/b] gives you an area burst or RBA as an encounter power. [b]Learned Spellcaster (AP)[/b] gives you Nature or Religion, and the wizard's Ritual Casting feature. Unfortunately, the bonus rituals are granted by the wizard's Spellbook feature - you'll have to pay for every ritual you get. [b]Notable Feats from Other Classes[/b] [Size=3][b][u][b]Any Martial[/b][/u][/b][/size] [b][COLOR=#00ccff]Martial Resolve[/COLOR] (MP)[/b] - Saving twice against the big nasty conditions for defenders is key. This is the Font of Life benefit, and can even grant saves against multiple conditions if you're unfortunate to suffer from them. If you qualify through a martial multiclass and have the Wisdom, you shouldn't regret taking this. [b][COLOR=#0000ff]Resilience of Stone[/COLOR] (MP2)[/b] - A dwarven paragon-tier feat, but it has a greater benefit for muls who choose to take dwarven feats. Changing your second wind from a standard action to an immediate interrupt helps out your leader quite a bit. [b][COLOR=#0000ff]Timely Revival[/COLOR] (MP)[/b] - Human only, and epic to boot. Still, if your leader's not keeping you up, this feat will help bring you back from dying. Success on a death save means 10+, and you probably don't have any easier ways to spend your second wind. Just remember that it doesn't say you use your second wind as a free action, so it still costs a standard action. Beats dying, though. [Size=3][b][u][b]Fighter:[/b][/u][/b][/size] [b][COLOR=#0000ff]Eladrin's Challenge[/COLOR] (MP2)[/b] - Eladrin only (as you might have guessed from the name). If your DM isn't allowing the Mark of Warding feat, then this feat is the only way for a swordmage to pick up an improved mark penalty. [b][COLOR=#ff0000]Polearm[/COLOR] [COLOR=#00ccff]Momentum[/COLOR] (MP)[/b] - The prerequisites for this feat are killer. Besides fighter, you also need to have Dex and Wis 15: two abilities that usually aren't even secondary for a swordmage. You also have to use a polearm for your weapon, so you're stuck with a glaive if you want your Swordmage Warding (and you do).That said, if you work it so that you qualify, take Luring Strike, and use something like Rushing Cleats to increase the distance you slide the target, you could be knocking enemies prone with your at-will, while repositioning the enemy and moving yourself around. It requires a lot of planning to get to work, so it's not something that you get without building around it. [b][COLOR=#00ccff]Small Warrior's Defense[/COLOR] (D378)[/b] - Medium warriors wish they got something this good. If you're playing a Small swordmage, you're probably wielding a versatile weapon in two hands. If you take this feat, now you've got the equivalent of the full bonus of your Swordmage Warding, as well as an extra +2 to Reflex to boot. [b][COLOR=#0000ff]Tactical Insight[/COLOR] (MP)[/b] - It's half-elf only, and it's epic tier, but giving all of your allies +2 to damage rolls against every enemy you have marked can't be ignored. It's great with things which expand your aegis burst, since Total Aegis means you can mark them all.[u][b][/b][/u] [Size=3][b][u][b]Warden[/b][/u][/b][/size] [b][COLOR=#00ccff]Sudden Roots[/COLOR] (PHB2)[/b] - Slowing with your opportunity attack is just as effective for you as it is for the warden. Ensnaring swordmages like this feat even more than shielding or assault swordmages, because it makes it harder for their mark target to escape. [Size=3][b][u][b]Warlord[/b][/u][/b][/size] [b][COLOR=#0000ff]Fey Tactics[/COLOR] (MP)[/b] - This warlord only feat is for the eladrin. Taking someone along with you when you fey step can be good to get a striker out of trouble, or to move up a leader or another defender who's stuck adjacent to an enemy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
Top