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Shoot the Moon: A Seeker's Handbook
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<blockquote data-quote="MwaO" data-source="post: 9895961" data-attributes="member: 12749"><p><strong><span style="color: #141414">Recommended Feats</span></strong></p><p></p><p></p><p><span style="color: #141414">A Seeker's feat selection is critical. Their native capacity for control is decent, but when access to magic items is restricted, feats (and the PPs they can make accessible) are the only way to customize a Seeker outside of their native resources. In other words, Seekers want to take feats that boost the strength of their class features and powers.</span></p><p></p><p><span style="color: #141414">I will be rating all of the Seeker's class feats, because there are so few, but otherwise I will be leaving out any feat that would rate lower than Black. I'm also leaving out any racial feats for races that are rated less than Blue.</span></p><p><span style="color: #141414">Overall, you have certain priorities when it comes to feats, which are described as follows:</span></p><p></p><p><span style="color: #141414">1. </span><span style="color: #141414"><strong>Accuracy bonuses</strong></span><span style="color: #141414"> - You rely on hitting to apply your control. Make sure you do that. Expertise and CA-generation are the usual means, but there are a few others here and there.</span></p><p></p><p><span style="color: #141414">2. </span><strong><span style="color: #141414">Toolbox</span></strong><span style="color: #141414"> - You can use feats to widen the spectrum of control you can apply. Skill Power, World Serpent's Grasp, Novice Power, Psychic Lock- that's the kind of stuff I'm talking about. Look to introduce whole new abilities to the Seeker's native body of powers.</span></p><p></p><p><strong><span style="color: #141414">3. Initiative </span></strong><span style="color: #141414">- You really want to go first. You only need one or two feats here, but they're vital.</span></p><p></p><p><span style="color: #141414">4. </span><span style="color: #141414"><strong>Power recovery</strong></span><span style="color: #141414"> - Your options are slim here, but anything you can do to reuse the few potent powers available to you will help you be a good Controller.</span></p><p></p><p><span style="color: #141414">5. </span><strong><span style="color: #141414">Defense bonuses</span></strong><span style="color: #141414"> - Your defenses are not amazing by default, but there are some basic steps you can take to improve them. You need to get your feat bonuses to your NADs, which may be targetted more often than AC, and you should try to bump your AC by a point or two.</span></p><p></p><p><strong><span style="color: #141414">Class Feats</span></strong></p><p></p><p></p><p><span style="color: #141414"><strong>Heroic Tier:</strong></span></p><p></p><p><strong><span style="color: #ff0000">Bloodied Elusion</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> Short-range shift that happens under conditions you probably can't control, for the build that can shift with a Minor. Useless.</span></p><p></p><p><span style="color: #800080"><strong>Improved Inevitable Shot</strong></span><strong><span style="color: #141414"> (PHB3) -</span></strong><span style="color: #141414"> If you use a Crossbow, this is red. If you don't, it's still not worth a feat slot.</span></p><p></p><p><strong>Inescapable</strong><span style="color: #0000ff"><strong> Shot</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> This increases the likelihood that you'll be able to do something useful with Inevitable Shot. Campaign dependent as to how useful and gets more useful in Paragon/Epic</span></p><p></p><p><strong><span style="color: #ff0000">Spiritbond Defense</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> Overly conditional, insignificant benefit.</span></p><p></p><p><span style="color: #800080"><strong>Strengthened Bond</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> You don't want to be in melee enough to use this twice, but if you're bloodied, there's a good chance you're in melee more than you'd like anyways.</span></p><p></p><p><strong><span style="color: #141414">Paragon Tier:</span></strong></p><p></p><p><span style="color: #ff0000"><strong>Bloodbond Wrath</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> Why why why would you not just take Vicious Advantage instead.</span></p><p></p><p><strong><span style="color: #00ccff">Inevitable Volley</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> Hey, this is actually good. An extra RBA with a common trigger is good times, especially considering how good your RBA control is.</span></p><p></p><p><span style="color: #00ccff"><strong>Primal Eye</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> +5-9 damage on your At-Wills is great stuff for a PC doing 2-4 ranged basic attacks.</span></p><p></p><p><strong><span style="color: #ff0000">Punishing Rebuke</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> An extra dice of damage one or two times per encounter? Please.</span></p><p></p><p><span style="color: #141414"><strong>Epic Tier:</strong></span></p><p></p><p><strong><span style="color: #ff0000">Inevitable Accuracy</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> If you took Inevitable Volley, this feat is unlikely to do anything. Skip it.</span></p><p></p><p><span style="color: #800080"><strong>Ruthless Price</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> Immobilize is significantly better control than slow, but you're in epic tier now, and you deserve better.</span></p><p></p><p><strong><span style="color: #800080">Spiritbond Outrage</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> Adding a prone to this is decent, but it's just so unimpressive at epic tier. There are better ways to spend your feats. </span></p><p></p><p><span style="color: #141414"><strong>General Feats</strong></span></p><p></p><p></p><p><strong><span style="color: #141414">Heroic Tier:</span></strong></p><p></p><p><span style="color: #9900ff"><strong>Armor Proficiency: Hide</strong></span></p><p><strong><span style="color: #141414">(PHB) -</span></strong><span style="color: #141414"> A way to slightly patch your otherwise basic AC in likely paragon while penalizing your physical skill rolls. Probably don’t do this.</span></p><p></p><p><strong><span style="color: #33cccc">Battlewise</span></strong></p><p><span style="color: #141414"><strong>(HotFK) -</strong></span><span style="color: #141414"> Spiritbond only- this patches the disadvantage of not having DEX. Initiative is important. If MC’d Fighter, </span><span style="color: #00ccff"><strong>Wary Fighter</strong></span><span style="color: #141414"> strictly superior.</span></p><p></p><p><span style="color: #00ccff"><strong>Cunning Stalker</strong></span></p><p><strong><span style="color: #141414">(HotFK) -</span></strong><span style="color: #141414"> This is one of a few feats you can use to consistently get CA from range, which is very important for you simply because you need as much accuracy as possible</span></p><p><span style="color: #141414">.</span></p><p><span style="color: #ff9900"><strong>Expertise </strong></span><strong><span style="color: #141414">(Various) -</span></strong><span style="color: #141414"> Not a question of whether you will take it, but when, and which one. I'll be rating the benefits.</span></p><p><strong><span style="color: #0000ff">-Bludgeon Expertise</span></strong><span style="color: #141414"><strong> (HotFL) -</strong></span><span style="color: #141414"> This is a nice perk for all the Dwarven Throwers out there.</span></p><p><span style="color: #141414">-</span><strong><span style="color: #141414">Bow Expertise (HotFL) -</span></strong><span style="color: #141414"> Extra damage is okay- pity this doesn't help your control.</span></p><p><strong><span style="color: #33cccc">-Crossbow Expertise</span></strong><span style="color: #141414"><strong> (HotFL) -</strong></span><span style="color: #141414"> This will really ease your targeting concerns, and simplify combat. Excellent.</span></p><p><span style="color: #141414">-</span><strong><span style="color: #141414">Flail Expertise — </span></strong><span style="color: #141414">for all those net users out there</span></p><p><strong><span style="color: #0000ff">-Heavy Blade Expertise</span></strong><span style="color: #141414"><strong> (HotFL) -</strong></span><span style="color: #141414"> It's a small bonus, so it should only be relied upon if you have another large bonus to defense against OAs, like Battle Caster Defense or Githzerai Mobility.</span></p><p><span style="color: #141414"><strong>-Light Blade Expertise (HotFL) -</strong></span><span style="color: #141414"> More extra damage.</span></p><p><span style="color: #141414"><strong>-Sling Expertise</strong></span><span style="color: #141414"> — don’t provoke, pretty good stuff, some solid support feats if MC Rogue, use a Dedaja</span></p><p><span style="color: #800080"><strong>-Spear Expertise</strong></span><strong><span style="color: #141414"> (HotFL) -</span></strong><span style="color: #141414"> You shouldn't charge, take Master at Arms instead.</span></p><p><strong><span style="color: #0000ff">-Master at Arms</span></strong><span style="color: #141414"><strong> (HotFL) -</strong></span><span style="color: #141414"> It's a pity the action economy is limited to weapons, but this can still be useful. A potion can be an improvised weapon, right? Kidding.</span></p><p><span style="color: #0000ff"><strong>-Versatile Expertise</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> No feat tax refund, but this is your only real choice if you want to pick up some implement powers. Be glad it exists.</span></p><p></p><p><strong><span style="color: #0000ff">Distant Advantage </span></strong><span style="color: #141414"><strong>(PHB2)- </strong></span><span style="color: #141414">How useful this is depends on your party. In the right group, it can be extremely valuable.</span></p><p></p><p><span style="color: #141414"><strong>Far Throw (PHB) -</strong></span><span style="color: #141414"> I don't think it's fair that this does so much less than the Far Shot feat, but when you're using thrown weapons you often need all the range you can get.</span></p><p></p><p><span style="color: #141414"><strong>Great Fortitude/Lightning Reflexes (PHB) -</strong></span><span style="color: #141414"> You will have a bad NAD, and this is a decent way to patch it if you don't qualify for Superior Fortitude/Reflexes. That means you should never take Iron Will, though.</span></p><p></p><p><span style="color: #0000ff"><strong>Grounding Shot</strong></span><strong><span style="color: #141414"> (PHB3)-</span></strong><span style="color: #141414"> You prone things, and other people sometimes prone things. Turn that disadvantage into an advantage.</span></p><p></p><p><strong><span style="color: #9900ff">Hafted Defense</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> if you're throwing a glaive or a greatspear or I don't know maybe a talenta sharrash. I probably don’t take this even then.</span></p><p></p><p><span style="color: #0000ff"><strong>Hidden Sniper</strong></span></p><p><strong><span style="color: #141414">(HotFK) -</span></strong><span style="color: #141414"> Concealment is really easy to get at higher levels, provided you don't have to deal with item rarity. This combines very nicely with Armor of Dark Deeds.</span></p><p></p><p><strong><span style="color: #33cccc">Improved Defenses</span></strong><span style="color: #141414"><strong> (HotFL) -</strong></span><span style="color: #141414"> This is best taken in early paragon. You can take it earlier, but you shouldn't take it much later.</span></p><p></p><p><span style="color: #33cccc"><strong>Improved Initiative </strong></span><strong><span style="color: #141414">(PHB) -</span></strong><span style="color: #141414"> If you don't go first, you lose a huge opportunity to fulfill an important controller function: dictate the terms of the battle.</span></p><p></p><p><strong><span style="color: #0000ff">Mark of Storm</span></strong></p><p><span style="color: #141414"><strong>(EPG)</strong></span><span style="color: #141414"> - Combined with a Lightning Weapon, this gets you forced movement on all your attacks, which is valuable. Being item dependent limits it, as does the fluff- many DMs won't let you take this outside of an Eberron campaign, and even then will restrict its access to half-elves.</span></p><p></p><p><span style="color: #0000ff"><strong>Mark of Handling</strong></span></p><p><strong><span style="color: #141414">(EPG) - </span></strong><span style="color: #141414">Mounted combat offers a lot of options, and can be rewarding. You need this or Mounted Combat. This gives you a few more benefits, but is very campaign dependent.</span></p><p></p><p><strong><span style="color: #0000ff">Mounted Combat </span></strong><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> This or Mark of Handling is required for mounted combat to be very good, unless you stock up on Figurines of Wondrous Power with Mounts.</span></p><p></p><p><span style="color: #33cccc"><strong>Nimble Blade</strong></span><strong><span style="color: #141414"> (PHB) -</span></strong><span style="color: #141414"> Sometimes you throw daggers and you have CA a lot and you're very accurate, partially because of this feat.</span></p><p></p><p><strong><span style="color: #0000ff">Resilient Focus</span></strong></p><p><span style="color: #141414"><strong>(HotFL) -</strong></span><span style="color: #141414"> Failing saving throws is one of the most annoying things. You can do something about that if you want.</span></p><p></p><p><span style="color: #0000ff"><strong>Skill Power</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> There are more very good skill powers than you have utility slots for. You probably want this by L18 so that you can get both Land's Passage and Insightful Riposte, or earlier if you want both Earthbond Gift and Natural Terrain Understanding.</span></p><p></p><p><strong><span style="color: #0000ff">Shield Proficiency: Light </span></strong><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> If you're Spiritbond you probably qualify, and if you MC Fighter you can use Hindering Shield. This is another reason for starting with a base Str of 12 as a minimum. You're limited to a one-handed weapon, though. Winged Shield might be an option given you’re unlikely to benefit from the usual arm slot items.</span></p><p></p><p><span style="color: #33cccc"><strong>Speed Loader</strong></span></p><p><strong><span style="color: #141414">(PHB2) -</span></strong><span style="color: #141414"> Hurray, now you can use a Superior Crossbow AND use your Minor actions for things. Invaluable.</span></p><p></p><p><strong><span style="color: #141414">Spring Step (PHB3) -</span></strong><span style="color: #141414"> Prone can really mess you up, especially if you aren't Bloodbond. This eases the pain.</span></p><p></p><p><strong><span style="color: #141414">Superior Fortitude (HotFL) -</span></strong><span style="color: #141414"> If you have Superior Will and are Spiritbond, this is probably a good choice for a 2nd defensive feat.</span></p><p></p><p><strong><span style="color: #0000ff">Superior Reflexes</span></strong></p><p><span style="color: #141414"><strong>(HotFL) -</strong></span><span style="color: #141414"> This will get you CA in the first round, when it's difficult to get and most important to have. Excellent in combination with Armor of Dark Deeds and Hidden Sniper.</span></p><p></p><p><span style="color: #33cccc"><strong>Superior Will </strong></span><strong><span style="color: #141414">(HotFL) -</span></strong><span style="color: #141414"> If you are dazed or stunned, your ability to apply control is compromised. So, don't be dazed or stunned.</span></p><p></p><p><strong><span style="color: #141414">Weapon Focus (PHB) -</span></strong><span style="color: #141414"> A decent bonus to damage that helps you do your part. That said, the elemental damages are better.</span></p><p></p><p><strong><span style="color: #0000ff">Weapon Proficiency</span></strong></p><p><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> If Bloodbonders want a +3 proficiency bonus, and Spiritbonders want a bigger damage die,, they'll potentially want this feat.</span></p><p></p><p><span style="color: #33cccc"><strong>World Serpent's Grasp </strong></span><strong><span style="color: #141414">(HotFK) -</span></strong><span style="color: #141414"> This is difficult to use at-will since Grappling Spirits only slows until the end of the target's turn, but being able to prone with out-of-turn attacks and APs is still really very valuable. There's just very few other ways to directly increase your capacity to control. Goes really well with Net Training.</span></p><p></p><p><strong><span style="color: #141414">Vicious Advantage (PHB3) - </span></strong><span style="color: #141414">A lot of your powers slow or immobilize, but you can't take advantage of this at-will. It's not bad, but Distant Advantage, Hidden Sniper, and Cunning Stalker are all better.</span></p><p></p><p><strong><span style="color: #141414">Paragon Tier:</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Danger Sense</strong></span></p><p><strong><span style="color: #141414">(PHB) -</span></strong><span style="color: #141414"> If your DM usually runs monsters with high init, then you'll need this in addition to your feat bonus. Otherwise, you probably won't have room for it, even though it's nice.</span></p><p></p><p><strong><span style="color: #33cccc">Distant Shot</span></strong></p><p><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> This is only </span><span style="color: #141414"><strong>black</strong></span><span style="color: #141414"> for Bloodbonders, but for thrown weapon users this effectively doubles your limited range.</span></p><p></p><p><span style="color: #0000ff"><strong>Polearm Gamble</strong></span></p><p><strong><span style="color: #141414">(PHB) -</span></strong><span style="color: #141414"> This is only for Spiritbond Seekers who use a Polearm that has inherited the thrown property via weapon enchantment, but this is a great feat for that niche build.</span></p><p></p><p><strong><span style="color: #0000ff">Psychic Lock</span></strong></p><p><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> This is mostly weapon dependent, but this is still a fantastic way for you to expand your ability to control. Penalties to attack are the least situational debuffs.</span></p><p></p><p><span style="color: #141414"><strong>Spear Push</strong></span></p><p><strong><span style="color: #141414">(PHB) -</span></strong><span style="color: #141414"> This is good for the traditional javelin-throwing Spiritbonder who takes forced movement powers, but not that good.</span></p><p></p><p><strong><span style="color: #141414">Epic Tier:</span></strong></p><p></p><p><span style="color: #141414"><strong>Bow Mastery</strong></span></p><p><strong><span style="color: #141414">(PHB2) -</span></strong><span style="color: #141414"> Only take this if you have feats that let you recharge powers when you crit.</span></p><p></p><p><strong><span style="color: #0000ff">Deft Aim</span></strong></p><p><span style="color: #141414"><strong>(PHB3) -</strong></span><span style="color: #141414"> This makes your RBAs significantly more accurate, and is particularly valuable if you have an enabler in the party or you're frequently able to get through all your encounter powers.</span></p><p></p><p><span style="color: #0000ff"><strong>Epic Fortitude/Reflexes/Will</strong></span></p><p><strong><span style="color: #141414">(PHB2) -</span></strong><span style="color: #141414"> Patch that low Fort/Reflex! Often gets very underestimated for rounding off defenses to be generally good at all NADs.</span></p><p></p><p><strong><span style="color: #141414">Epic Resurgence</span></strong></p><p><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> Many of you won't have access to an expanded crit range, but encounter power recovery is still nice.</span></p><p></p><p><span style="color: #0000ff"><strong>Long Step</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> This is great for most characters, and it's just that much nicer when you can shift as a minor action.</span></p><p></p><p><strong><span style="color: #33cccc">Primal Resurgence</span></strong></p><p><span style="color: #141414"><strong>(PHB2) -</strong></span><span style="color: #141414"> Recharge your Dailies! This is much more limited than Arcane Mastery, of course, but does not use up your APs.</span></p><p></p><p><span style="color: #33cccc"><strong>Superior Initiative</strong></span></p><p><strong><span style="color: #141414">(PHB3) -</span></strong><span style="color: #141414"> Remember Improved Initiative? Replace it into this. Didn’t take it? Take it. Going first = chance to land control.</span></p><p></p><p><strong><span style="color: #0000ff">Unfettered Stride</span></strong></p><p><span style="color: #141414"><strong>(PHB) -</strong></span><span style="color: #141414"> Difficult Terrain will never trap you in melee again. </span></p><p></p><p><span style="color: #141414"><strong>Racial Feats</strong></span></p><p></p><p><strong><span style="color: #141414">Drow</span></strong></p><p><strong>Xen'drik Weapon Training </strong><strong><span style="color: #141414">(Heroic, EPG) -</span></strong><span style="color: #141414"> For one feat, you get your feat bonus to damage and proficiency with one of the best thrown weapons- the Heavy Blade property lets you get Githyanki Silver, which in turn lets you Psychic Lock.</span></p><p></p><p><strong><span style="color: #141414">Clutch of Darkness (Heroic - FRPG) - </span></strong><span style="color: #141414">The bigger burst increases the likelihood that you'll be able to trap an enemy within your Cloud of Darkness, which means you can more easily use it to inflict Blind. Useful, but situational.</span></p><p></p><p><strong>Eyedark Strike</strong><span style="color: #141414"><strong> (Paragon - D373) -</strong></span><span style="color: #141414"> Situationally powerful(combat with non-bursting solo or elite). Note that you don't have to trigger this on an attack- anytime you cause a damage instance, you can use this to add a blind.</span></p><p></p><p><span style="color: #0000ff"><strong>Master of Fire and Darkness</strong></span><strong><span style="color: #141414"> (Paragon - FRPG) -</span></strong><span style="color: #141414"> Essentially grants you a use of Darkfire 1/enc, which is a decent way to encourage focus fire and get CA when you couldn't otherwise. If your DM is a stickler for RAW, you need to take this to get Curseborn powers to work. Darkfire can also trigger Inevitable Shot</span></p><p></p><p><strong><span style="color: #33cccc">Lolth Blessed</span></strong><span style="color: #141414"><strong> (Epic - D382) - </strong></span><span style="color: #141414">More Drow power usage.</span></p><p></p><p></p><p><span style="color: #141414"><strong>Dwarf</strong></span></p><p><strong><span style="color: #0000ff">Dwarven Weapon Training </span></strong><span style="color: #141414"><strong>(Heroic - PHB) -</strong></span><span style="color: #141414"> If you're a Dwarf, it's probably because you want to throw a big weapon instead of a javelin. This gets you there, and saves you a feat on Weapon Focus.</span></p><p></p><p><span style="color: #141414"><strong>Elf</strong></span></p><p><strong><span style="color: #141414">Ancestral Battle Accuracy (Paragon - DRA385) </span></strong><span style="color: #141414">— get to reroll every attack in a burst</span></p><p></p><p></p><p><strong><span style="color: #141414">Goliath</span></strong></p><p><span style="color: #141414"><strong>Goliath Greatweapon Prowess — </strong></span><span style="color: #141414">slightly worse than Githzerai Blade Master below</span></p><p></p><p><strong>Markings of the Victor </strong><strong><span style="color: #141414">(Heroic - PHB2) - </span></strong><span style="color: #141414">That first attack roll is almost always a crucial one. This helps ensure you don't botch it. </span></p><p></p><p><strong><span style="color: #141414">Githzerai</span></strong></p><p><span style="color: #0000ff"><strong>Githzerai Blade Master</strong></span></p><p><strong><span style="color: #141414">(Heroic - D378) -</span></strong><span style="color: #141414"> If you want to throw +3 prof weapon that's bigger than a d6, this is the feat for you. Fullblade proficiency and a boosted Weapon Focus all in one.</span></p><p></p><p><strong><span style="color: #141414">Githzerai Mobility (Paragon - D378) -</span></strong><span style="color: #141414"> Congratulations, you're better at ignoring OAs than an Artful Dodger.</span></p><p></p><p><strong><span style="color: #141414">Shared Danger Sense (Paragon - PHB3) -</span></strong><span style="color: #141414"> A group bonus to initiative is nice- this one isn't very big, but it will stack with almost anything.</span></p><p></p><p><strong><span style="color: #0000ff">Peerless Reaction </span></strong><span style="color: #141414"><strong>(Epic - PHB3) -</strong></span><span style="color: #141414"> If you're considering Adamantine Mind, skip it and take this instead. Githzerai can shift 3 when they second wind, and this lets you interrupt a hit with your second wind, potentially letting you move out of range of the attack before it lands. </span></p><p></p><p><span style="color: #141414"><strong>Half-elf</strong></span></p><p><strong><span style="color: #0000ff">Adept Dilettante</span></strong></p><p><span style="color: #141414"><strong>(Heroic - D385) -</strong></span><span style="color: #141414"> Opens up some interesting powers of the attack two targets at ranged</span></p><p></p><p><strong>Defending Dabbler</strong></p><p><strong><span style="color: #141414">(Heroic - D385) -</span></strong><span style="color: #141414"> If you are out of an enemy's reach, a -2 to hit anyone but you is just a -2 to hit, but at the same time, you’re only doing so much of your at-will attacks..</span></p><p></p><p><strong><span style="color: #ff9900">Versatile Master</span></strong></p><p><span style="color: #141414"><strong>(Paragon - PHB2) - </strong></span><span style="color: #141414">The only reason to be a Half-elf Seeker. It is assumed that you will take this.</span></p><p></p><p><span style="color: #33cccc"><strong>Archery Mastery</strong></span><strong><span style="color: #141414"> (Heroic - D400) </span></strong><span style="color: #141414">- This is not actually a half-elf feat, but obviously you've got to be a half-elf to take this feat. This will open up a couple of strong benefits for your Ranged Basic attacks</span></p><p></p><p></p><p><strong><span style="color: #141414">Human</span></strong></p><p><span style="color: #0000ff"><strong>Action Surge </strong></span><span style="color: #141414">(</span><span style="color: #141414"><strong>Heroic - PHB) -</strong></span><span style="color: #141414"> Landing your attacks at pivotal moments is important. This is one way to do that.</span></p><p></p><p><span style="color: #141414"><strong>Stubborn Survivor (Heroic - FRPG) -</strong></span><span style="color: #141414"> This will be active most of the time and stacks with Resilient Focus, which you should take first.</span></p><p></p><p><span style="color: #141414"><strong>Twilight Training (Heroic - MP2) -</strong></span><span style="color: #141414"> This has come up in a lot of my games. Sometimes you can't just pop a sunrod because you're trying to sneak.</span></p><p></p><p><span style="color: #141414"><strong>Action Recovery (Paragon - PHB) -</strong></span><span style="color: #141414"> Won't help you throw off stun or dominate, but still useful.</span></p><p></p><p><span style="color: #800080"><strong>Foamgather Heritage</strong></span></p><p><strong><span style="color: #141414">(Heroic - D386) - </span></strong><span style="color: #141414">Only situationally useful, but opens up the Foamgather Warrior feat.</span></p><p></p><p><strong><span style="color: #0000ff">Foamgather Warrior</span></strong></p><p><span style="color: #141414"><strong>(Heroic - D386) -</strong></span><span style="color: #141414"> Net-using Seekers only: untyped +1 to hit coming with an odd At-Will is good. Every human net user should consider this.</span></p><p></p><p><span style="color: #800080"><strong>Sunspray Heritage</strong></span></p><p><strong><span style="color: #141414">(Heroic - D386) - </span></strong><span style="color: #141414">Only situationally useful, but opens up the Sunspray Warrior feat.</span></p><p></p><p><strong><span style="color: #0000ff">Sunspray Warrior</span></strong></p><p><span style="color: #141414"><strong>(Heroic - D386) -</strong></span><span style="color: #141414"> Mounted Seekers only: untyped +1 to hit with melee or ranged powers, and a decent At-Will you can keep if you plan on being in melee for some reason.</span></p><p></p><p><span style="color: #800080"><strong>Wolfstone Heritage</strong></span></p><p><strong><span style="color: #141414">(Heroic - D386) -</span></strong><span style="color: #141414"> The stance is okay since you get it for free, but this feat is really only useful as a prerequisite for Wolfstone Warrior.</span></p><p></p><p><strong><span style="color: #141414">Wolfstone Warrior (Heroic - D386) -</span></strong><span style="color: #141414"> The AP feature is incredibly unimportant, but Wolfstone Frenzy is one of the least costly ways to get At-Will forced movement. This is black because you have to be in melee, which means it's for very niche Spiritbond Seekers, probably playing Polearm shenanigans.</span></p><p></p><p></p><p><strong><span style="color: #141414">Minotaur</span></strong></p><p><span style="color: #141414"><strong>Beast Within (Paragon - PHB3) -</strong></span><span style="color: #141414"> A Minotaur feat that works if you aren't in melee! Conditional attack bonuses are pretty good, even when the condition (bloodied) will probably be in effect less than half of the time. </span></p><p></p><p><span style="color: #141414"><strong>Mul</strong></span></p><p><strong><span style="color: #141414">Bred for Battle (Heroic - DSCS) -</span></strong><span style="color: #141414"> Init bonus that stacks with feat/power bonuses? Good. Untyped attack bonus during the crucial first round? Good. </span></p><p></p><p><strong><span style="color: #141414">Shadar-kai — </span></strong><span style="color: #141414">I would normally rate these higher, but they’re hard to make last longer than a round.</span></p><p></p><p><strong><span style="color: #0000ff">Doom of Jiksidur</span></strong><span style="color: #141414"><strong> (Heroic - D391) -</strong></span><span style="color: #141414"> Prone while you’re insubstantial from jaunt on hits from your powers</span></p><p><span style="color: #141414"></span></p><p><span style="color: #141414"></span><strong><span style="color: #0000ff">Dread of Sakkors</span></strong><span style="color: #141414"><strong> (Heroic - D391) -</strong></span><span style="color: #141414"> Push 2+slowed while you’re insubstantial from jaunt on hits from your powers</span></p><p></p><p><span style="color: #0000ff"><strong>Drowning of Nhalloth</strong></span><strong><span style="color: #141414"> (Heroic - D391) -</span></strong><span style="color: #141414"> Slide 1 and -2 to all attacks while you’re insubstantial from jaunt on hits from your powers</span></p><p><span style="color: #141414"></span></p><p></p><p><strong><span style="color: #141414">Shardmind</span></strong></p><p><span style="color: #141414"><strong>Psychic Focus (Heroic - PHB3) -</strong></span><span style="color: #141414"> If you are using a Mindiron Crossbow, this is strictly superior to Weapon Focus</span></p><p></p><p><span style="color: #141414"><strong>Themes</strong></span></p><p></p><p><span style="color: #141414">I’d recommend looking at my theme guide for specific choices, but the Seeker builds supplement will work well for pointing out some of the best choices.</span></p><p></p><p></p><p><strong><span style="color: #141414">Paragon Paths</span></strong></p><p></p><p><span style="color: #141414">Seekers have a small number of native Paragon Paths. They have two very good options and a not so bad third one. If neither of the two good Paths fit your build, look into racial Paths or check out the non-native PPs in the Multi-classing section.</span></p><p></p><p><span style="color: #141414">Seeker PPs are generally bad because even though a few have a couple decent features, they nearly all lack powers with good control. Because Seeker powers are usually a tier or two behind other controller powers, they need to poach good control powers from outside their own list, and PPs represent an excellent opportunity to do so. If you don't take </span><strong><span style="color: #00ccff">Moonrise Stalker</span></strong><span style="color: #141414">, you're squandering that opportunity, and </span><strong><span style="color: #0000ff">Ocular Adept</span></strong><span style="color: #141414"> is the only one with features and powers good enough to make up for the lack of hard control.</span></p><p></p><p><strong><span style="color: #141414">Seeker Paragon Paths</span></strong></p><p><span style="color: #141414"><strong>Crimson Hunter (PHB3) -</strong></span><span style="color: #141414"> Even more accuracy on your RBAs is good, and the U12 is some nice mobility. Some decent small benefits, but doesn’t add up to a lot.</span></p><p></p><p><span style="color: #800080"><strong>Death Arrow</strong></span><strong><span style="color: #141414"> (PHB3) -</span></strong><span style="color: #141414"> The U12, a big on-demand accuracy boost, is great, the E11 is solid. But the central mechanic, Rattling Arrows, demands a condition you can't easily arrange (hidden) and doesn't debuff the target you actually hit.</span></p><p></p><p><strong><span style="color: #00ccff">Moonrise Stalker</span></strong><span style="color: #141414"><strong> (D413)</strong></span><span style="color: #141414"> - The F11 is the biggest draw here- when you've teleported something somewhere it doesn't want to be, slowing it so that it can't reposition easily is great. The D20 is not that great, but the E11 is tons of fun and the U12 is extremely handy. The F16 shouldn't be underestimated either- Seekers have quite a few powers that are only good if the enemy can't teleport. You'll have to be creative to hit targets with those powers and an RBA in the same round, though.</span></p><p><span style="color: #141414"></span></p><p><span style="color: #141414">Just be aware that “what is a teleportation power” vs “teleportation keyword” is an area where one can expect table variation. If they’re ruled to be the same thing, which ime the correct decision, there aren’t a significant number of ways to make powers have that keyword. If ruled otherwise, multiclassing Bard and Walk Among the Fey feat opens up as a possible option.</span></p><p></p><p><span style="color: #00ccff"><strong>Ocular Adept </strong></span><strong><span style="color: #141414">(D394) </span></strong><span style="color: #0000ff"><strong>-</strong></span><span style="color: #141414"> This is an oddball path with a bizarre flavor, but it's surprisingly solid. It doesn't give you additional high-end control, but it helps you apply your at-will control more, (Fantastic AP feature and D20) it saves you a feat if you use a crossbow, and it makes you more mobile.</span></p><p></p><p><span style="color: #800080"><strong>Seven Fates Archer </strong></span><strong><span style="color: #141414">(PHB3)</span></strong><span style="color: #800080"><strong> - </strong></span><span style="color: #141414">The AP feature is good, but I don't see why you would ever use the Guarding Shot feature. The powers are all painfully mediocre. They're not actively terrible, their control is just... weak. Damage on that D20 is top-tier but that doesn't redeem the rest.</span></p><p></p><p><span style="color: #141414"><strong>Swift Strider (PHB3) -</strong></span><span style="color: #141414"> This path offers a good defensive boost when you shift, lots of ways to shift, and a damage reward for being mobile.</span></p><p></p><p><span style="color: #141414"><strong>Non-Class Based Paragon Paths Easily Accessible</strong></span></p><p></p><p><strong><span style="color: #00ccff">Traveler’s Harlequin</span></strong><strong> (D382) </strong>- A bit off the beaten track, but it solves the problem of how does one combine Mark of Storm, lightning/thunder damage, and get 2 squares of slide rather than just 1. Multiclass Fighter & Psion, get Polearm Momentum and Controlling Advantage feat access. Or get upgraded Sling+Hindering Shield via Rogue and Fighter. E11 can be extremely useful, AP feature isn’t bad, and best possible D20 and access to other MC feats very strong.</p><p></p><p><span style="color: #0000ff"><strong>Speaker of Xaos</strong></span><strong><span style="color: #141414"> (HotEC)</span></strong><span style="color: #141414"> - great AP feature allowing one to add a target to a ranged attack. Such as Rabid Shot or Captivating Missile. E11 is fantastic. Requires Arcana training and you want elemental damage typing of some kind.</span></p><p></p><p><strong><span style="color: #141414">Shadow Dancer (HoS) - </span></strong><span style="color: #141414">not as strong as Moonrise Stalker, but easy CA and movement options.</span></p><p></p><p><strong><span style="color: #141414">Dusk Oracle (HoS) -</span></strong><span style="color: #141414"> d20 is likely a bit hard to use, but solid AP feature that’s likely around +3 to +5 to hit and E11. U12 is basically auto-success on a daily Skill Challenge scene or the entire challenge. And if you’re elemental damage typed, probably eliminates most problems with resistance. Requires Insight and Religion.</span></p><p></p><p><strong><span style="color: #9900ff">God Warder </span></strong><span style="color: #141414"><strong>(HotEC)</strong></span><span style="color: #141414"> - maybe a path you want to consider if using Bola Training as it will often lead to restrained opponents. Tricky to hit with the encounter power</span></p><p></p><p><span style="color: #141414"><strong>Arrow of the Moonbow (D386) </strong></span><span style="color: #141414">- somewhat complex path to get into, but maybe you’re not a Drow going Curseborn as an implement using archer anyway? Spend a feat to in essence, gain a solid “I’m not one of these 4 things” as a daily, the E11 is a triple attack to open combats with, an extra skill. Nothing fantastic, but the E11 is a rarity.</span></p><p></p><p><span style="color: #0000ff"><strong>Soulforged</strong></span><strong>(D385) </strong>- tricky path to get into, but the end result has some great results. You’ll need to likely take Acolyte of Divine Secrets <em>then</em> Channel of Invocation <em>then </em>Moradin’s Resolve. But the E11 is in effect an area burst 3 that are ranged attacks, the AP feature means you’ll either recharge your ability to use Channel Divinity for the day or get a divine encounter power back such as the E11. Oh, and yet another feat for Symbol of the Sonnlinor to be able to use a hammer as an implement for the likely two implement powers you have. Only 4 feats, but who is counting.</p><p></p><p></p><p><strong><span style="color: #141414">Racial Paragon Paths</span></strong></p><p></p><p><span style="color: #141414">Here, I'll be marking the race that corresponds to the Path along with the source. I'll only be including recommended Paragon Paths here, that is to say, those rated </span><strong><span style="color: #141414">Black</span></strong><span style="color: #141414"> or higher. If it's not on the list and it's in my sources, it's not a good idea.</span></p><p></p><p><span style="color: #141414">An additional note: Powers that lack the weapon or implement keywords are meant to include an Expertise bonus in their scaling; some of them do (the ones that are +3/+6/+9) but others (+2/+4/+6) do not. You should ask your DM to let you apply your Expertise feat bonus to such powers.</span></p><p></p><p><span style="color: #00ccff"><strong>Curseborn </strong></span><strong><span style="color: #141414">(Drow, D367) -</span></strong><span style="color: #141414"> Amazing. The AP feature lets you reuse Darkfire, the 11E is a Minor Action attack that dazes, the U12 is simple and good, and the D20... is maybe an E20. Expect Table Variation. The real value is in the features, particularly the F16 which lets you make a ranged attack that targets 3 creatures as a minor with bad accuracy! Easy way to use Inevitable Shot. Also makes Venom Master and particularly Skulker of Vhaeraun the theme very interesting.</span></p><p></p><p><strong><span style="color: #141414">Twilight Guardian (Elf, PHB2) -</span></strong><span style="color: #141414"> The 11F is a waste if you use a crossbow, but the other features are solid, and while the U12 is bad, the powers do offer control. Unfortunately restrained(save ends) is not that much better than what you can do with your own powers.</span></p><p></p><p><strong><span style="color: #141414">Storvakal(Githzerai, D378) - </span></strong><span style="color: #141414">The features are decent; though they don't directly help you control, the help you remain able to apply what control you have. The D20 is lame, but that 11E is pretty fantastic battlefield control. Put everybody where you want them to be.</span></p><p></p><p><strong><span style="color: #00ccff">Adroit Explorer</span></strong><span style="color: #141414"><strong> (Human, PHB 2) - </strong></span><span style="color: #141414">This is a fantastic PP for Seekers, for the same reason it's good for almost everyone else — it makes standout encounter powers better! The 11E is essentially a second Feyjump Shot, and when you get to epic you can get that AoE daze AND still have Feyjump instead of having to decide between the two. Also, you know, APs, resist all, saving throws, etc.</span></p><p></p><p></p><p></p><p><span style="color: #141414"><strong>Epic Destinies</strong></span></p><p></p><p><strong><span style="color: #141414">General Epic Destinies (and the only Seeker Epic Destiny)</span></strong></p><p></p><p><span style="color: #141414">I'll only be including Epic Destinies worth having (Black or higher) here, with the exception of the </span><strong><span style="color: #800080">only Seeker ED</span></strong><span style="color: #141414">. In general, there are three things you might want from an ED: Ability score bumps, power recovery, and miscellaneous goodies like extra accuracy or survivability. In general, as long as you get a +2 to both Wisdom and your primary stat at 21st, this is likely fine throughout.</span></p><p></p><p><strong><span style="color: #0000ff">Deadly Trickster</span></strong><span style="color: #141414"><strong> (PHB) - </strong></span><span style="color: #141414">This is a solid ED despite the lack of stat bonuses, thanks to the exceptional utility provided by the numerous rerolls and power recovery methods. Epic Trick is just the coolest thing. </span></p><p></p><p><span style="color: #33cccc"><strong>Destined Scion</strong></span><strong><span style="color: #141414"> (HotFK) -</span></strong><span style="color: #141414"> This gives you everything you want (except power recovery) in droves. Arguably the best generalist choice you can make here.</span></p><p></p><p><strong><span style="color: #33cccc">Champion of Prophecy</span></strong><span style="color: #141414"><strong> (EPG) -</strong></span><span style="color: #141414"> This is a nice thing. You get your stat bumps, a little extra accuracy here and there, and though there's no "Actually I don't die" feature, you do get to duplicate the Wizard's Arcane Mastery with your capstone ability. Really wish that feature came earlier.</span></p><p></p><p><span style="color: #33cccc"><strong>Chosen</strong></span><strong><span style="color: #141414"> (FRPG) -</span></strong><span style="color: #141414"> Demigod, but deity-specific, slightly different flavor, and a variable L26 Utility. Look and see if there's something you like there.</span></p><p></p><p><strong><span style="color: #33cccc">Demigod</span></strong><span style="color: #141414"><strong> (PHB) -</strong></span><span style="color: #141414"> This is an enduring standard of great EDs. Stat bumps, tons of extra durability, and power recovery at the capstone.</span></p><p></p><p><span style="color: #0000ff"><strong>Eternal Seeker</strong></span><strong><span style="color: #141414"> (PHB) -</span></strong><span style="color: #141414"> This ED merits its own guide. I will say that if you've picked up some kind of implement proficiency, this will turn you into some kind of a monstrous Primal Invoker/Druid. If you haven't, you still get to retrain the feats you spent powerswapping, which is great. Eternal Action is the finest gravy, of course, especially if you pick your capstone from Harper of Legend or Warmaster. Sage of Ages offers a capstone that competes with all that AP synergy, though. Good L22 utilities for you to grab: Bag of the Four Winds, Rune of Hero's Resolve, Wrath of Root and Soil, Invisible Stalker, Oni's Gift, Wall of Inky Night(!!!)... and a ton more. Suit your fancy. Just note, you only gain new powers via class at 22nd, 23rd, 25th, 27th, and 29th. That’s not a lot of levels.</span></p><p></p><p><strong><span style="color: #0000ff">Indomitable Champion</span></strong><span style="color: #141414"><strong> (HotFL) -</strong></span><span style="color: #141414"> Stat bumps are great, as is the considerable durability this imparts, but the lack of other accuracy increases or power recovery makes this less desirable.</span></p><p></p><p><span style="color: #800080"><strong>Master of the Eternal Hunt</strong></span><strong><span style="color: #141414"> (PHB3) - </span></strong><span style="color: #141414">The WIS bonus is good, and literally everything else is bad.</span></p><p></p><p><strong><span style="color: #141414">Harper of Legend (D367) - </span></strong><span style="color: #141414">The lack of a stat bump hurts, but the rest of the path is very strong. The extra encounter power can come from a class you've MC'd, which is great, and you get extra APs. The benefits of this path are farely front-loaded, too.</span></p><p></p><p><strong><span style="color: #0000ff">Heir of Siberys</span></strong><span style="color: #141414"><strong> (EPG) -</strong></span><span style="color: #141414"> Demigod stat bumps, but without as much durability, a different form of capstone power recovery, and a potentially great utility, depending on which Mark you have.</span></p><p></p><p><span style="color: #141414"><strong>Primal Avatar (PHB2) -</strong></span><span style="color: #141414"> No stat bump, but the L24 feature lets you kind of pretend like you got some WIS. This offers little in the way of durability, but the L21 feature lets you get out of melee really easy.</span></p><p></p><p><span style="color: #33cccc"><strong>Reincarnate Champion</strong></span><strong><span style="color: #141414"> (PrP) -</span></strong><span style="color: #141414"> You don't get your WIS bump til 24, but at L21 you get to be Drow if you aren't already, or an Elf, or Half-elf, or all three. All lightning or thunder powers? Genasi with Promise of Storm — though you are not technically Stormsoul and don’t actually manifest anything. This is very very useful. Also weirdly, Hobgoblin top-tier race choice here for some significant build choices — great spear/flail feat & shield feat</span></p><p></p><p><strong><span style="color: #33cccc">Soul of the World</span></strong><span style="color: #141414"><strong> (D385) -</strong></span><span style="color: #141414"> Deva only, but you get your WIS bonus at 21, you get to take the best parts of Reincarnate Champion and combine it with a little of the Eternal Seeker's encounter power swap trickery. This is the only convincing reason to play a Deva, but boy is it persuasive if you rationally believe you will play the PC in Epic soon.</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 9895961, member: 12749"] [b][color=#141414]Recommended Feats[/color][/b] [color=#141414]A Seeker's feat selection is critical. Their native capacity for control is decent, but when access to magic items is restricted, feats (and the PPs they can make accessible) are the only way to customize a Seeker outside of their native resources. In other words, Seekers want to take feats that boost the strength of their class features and powers.[/color] [color=#141414]I will be rating all of the Seeker's class feats, because there are so few, but otherwise I will be leaving out any feat that would rate lower than Black. I'm also leaving out any racial feats for races that are rated less than Blue.[/color] [color=#141414]Overall, you have certain priorities when it comes to feats, which are described as follows:[/color] [color=#141414]1. [/color][color=#141414][b]Accuracy bonuses[/b][/color][color=#141414] - You rely on hitting to apply your control. Make sure you do that. Expertise and CA-generation are the usual means, but there are a few others here and there.[/color] [color=#141414]2. [/color][b][color=#141414]Toolbox[/color][/b][color=#141414] - You can use feats to widen the spectrum of control you can apply. Skill Power, World Serpent's Grasp, Novice Power, Psychic Lock- that's the kind of stuff I'm talking about. Look to introduce whole new abilities to the Seeker's native body of powers.[/color] [b][color=#141414]3. Initiative [/color][/b][color=#141414]- You really want to go first. You only need one or two feats here, but they're vital.[/color] [color=#141414]4. [/color][color=#141414][b]Power recovery[/b][/color][color=#141414] - Your options are slim here, but anything you can do to reuse the few potent powers available to you will help you be a good Controller.[/color] [color=#141414]5. [/color][b][color=#141414]Defense bonuses[/color][/b][color=#141414] - Your defenses are not amazing by default, but there are some basic steps you can take to improve them. You need to get your feat bonuses to your NADs, which may be targetted more often than AC, and you should try to bump your AC by a point or two.[/color] [b][color=#141414]Class Feats[/color][/b] [color=#141414][b]Heroic Tier:[/b][/color] [b][color=#ff0000]Bloodied Elusion[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] Short-range shift that happens under conditions you probably can't control, for the build that can shift with a Minor. Useless.[/color] [color=#800080][b]Improved Inevitable Shot[/b][/color][b][color=#141414] (PHB3) -[/color][/b][color=#141414] If you use a Crossbow, this is red. If you don't, it's still not worth a feat slot.[/color] [b]Inescapable[/b][color=#0000ff][b] Shot[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] This increases the likelihood that you'll be able to do something useful with Inevitable Shot. Campaign dependent as to how useful and gets more useful in Paragon/Epic[/color] [b][color=#ff0000]Spiritbond Defense[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] Overly conditional, insignificant benefit.[/color] [color=#800080][b]Strengthened Bond[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] You don't want to be in melee enough to use this twice, but if you're bloodied, there's a good chance you're in melee more than you'd like anyways.[/color] [b][color=#141414]Paragon Tier:[/color][/b] [color=#ff0000][b]Bloodbond Wrath[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] Why why why would you not just take Vicious Advantage instead.[/color] [b][color=#00ccff]Inevitable Volley[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] Hey, this is actually good. An extra RBA with a common trigger is good times, especially considering how good your RBA control is.[/color] [color=#00ccff][b]Primal Eye[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] +5-9 damage on your At-Wills is great stuff for a PC doing 2-4 ranged basic attacks.[/color] [b][color=#ff0000]Punishing Rebuke[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] An extra dice of damage one or two times per encounter? Please.[/color] [color=#141414][b]Epic Tier:[/b][/color] [b][color=#ff0000]Inevitable Accuracy[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] If you took Inevitable Volley, this feat is unlikely to do anything. Skip it.[/color] [color=#800080][b]Ruthless Price[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] Immobilize is significantly better control than slow, but you're in epic tier now, and you deserve better.[/color] [b][color=#800080]Spiritbond Outrage[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] Adding a prone to this is decent, but it's just so unimpressive at epic tier. There are better ways to spend your feats. [/color] [color=#141414][b]General Feats[/b][/color] [b][color=#141414]Heroic Tier:[/color][/b] [color=#9900ff][b]Armor Proficiency: Hide[/b][/color] [b][color=#141414](PHB) -[/color][/b][color=#141414] A way to slightly patch your otherwise basic AC in likely paragon while penalizing your physical skill rolls. Probably don’t do this.[/color] [b][color=#33cccc]Battlewise[/color][/b] [color=#141414][b](HotFK) -[/b][/color][color=#141414] Spiritbond only- this patches the disadvantage of not having DEX. Initiative is important. If MC’d Fighter, [/color][color=#00ccff][b]Wary Fighter[/b][/color][color=#141414] strictly superior.[/color] [color=#00ccff][b]Cunning Stalker[/b][/color] [b][color=#141414](HotFK) -[/color][/b][color=#141414] This is one of a few feats you can use to consistently get CA from range, which is very important for you simply because you need as much accuracy as possible[/color] [color=#141414].[/color] [color=#ff9900][b]Expertise [/b][/color][b][color=#141414](Various) -[/color][/b][color=#141414] Not a question of whether you will take it, but when, and which one. I'll be rating the benefits.[/color] [b][color=#0000ff]-Bludgeon Expertise[/color][/b][color=#141414][b] (HotFL) -[/b][/color][color=#141414] This is a nice perk for all the Dwarven Throwers out there.[/color] [color=#141414]-[/color][b][color=#141414]Bow Expertise (HotFL) -[/color][/b][color=#141414] Extra damage is okay- pity this doesn't help your control.[/color] [b][color=#33cccc]-Crossbow Expertise[/color][/b][color=#141414][b] (HotFL) -[/b][/color][color=#141414] This will really ease your targeting concerns, and simplify combat. Excellent.[/color] [color=#141414]-[/color][b][color=#141414]Flail Expertise — [/color][/b][color=#141414]for all those net users out there[/color] [b][color=#0000ff]-Heavy Blade Expertise[/color][/b][color=#141414][b] (HotFL) -[/b][/color][color=#141414] It's a small bonus, so it should only be relied upon if you have another large bonus to defense against OAs, like Battle Caster Defense or Githzerai Mobility.[/color] [color=#141414][b]-Light Blade Expertise (HotFL) -[/b][/color][color=#141414] More extra damage.[/color] [color=#141414][b]-Sling Expertise[/b][/color][color=#141414] — don’t provoke, pretty good stuff, some solid support feats if MC Rogue, use a Dedaja[/color] [color=#800080][b]-Spear Expertise[/b][/color][b][color=#141414] (HotFL) -[/color][/b][color=#141414] You shouldn't charge, take Master at Arms instead.[/color] [b][color=#0000ff]-Master at Arms[/color][/b][color=#141414][b] (HotFL) -[/b][/color][color=#141414] It's a pity the action economy is limited to weapons, but this can still be useful. A potion can be an improvised weapon, right? Kidding.[/color] [color=#0000ff][b]-Versatile Expertise[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] No feat tax refund, but this is your only real choice if you want to pick up some implement powers. Be glad it exists.[/color] [b][color=#0000ff]Distant Advantage [/color][/b][color=#141414][b](PHB2)- [/b][/color][color=#141414]How useful this is depends on your party. In the right group, it can be extremely valuable.[/color] [color=#141414][b]Far Throw (PHB) -[/b][/color][color=#141414] I don't think it's fair that this does so much less than the Far Shot feat, but when you're using thrown weapons you often need all the range you can get.[/color] [color=#141414][b]Great Fortitude/Lightning Reflexes (PHB) -[/b][/color][color=#141414] You will have a bad NAD, and this is a decent way to patch it if you don't qualify for Superior Fortitude/Reflexes. That means you should never take Iron Will, though.[/color] [color=#0000ff][b]Grounding Shot[/b][/color][b][color=#141414] (PHB3)-[/color][/b][color=#141414] You prone things, and other people sometimes prone things. Turn that disadvantage into an advantage.[/color] [b][color=#9900ff]Hafted Defense[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] if you're throwing a glaive or a greatspear or I don't know maybe a talenta sharrash. I probably don’t take this even then.[/color] [color=#0000ff][b]Hidden Sniper[/b][/color] [b][color=#141414](HotFK) -[/color][/b][color=#141414] Concealment is really easy to get at higher levels, provided you don't have to deal with item rarity. This combines very nicely with Armor of Dark Deeds.[/color] [b][color=#33cccc]Improved Defenses[/color][/b][color=#141414][b] (HotFL) -[/b][/color][color=#141414] This is best taken in early paragon. You can take it earlier, but you shouldn't take it much later.[/color] [color=#33cccc][b]Improved Initiative [/b][/color][b][color=#141414](PHB) -[/color][/b][color=#141414] If you don't go first, you lose a huge opportunity to fulfill an important controller function: dictate the terms of the battle.[/color] [b][color=#0000ff]Mark of Storm[/color][/b] [color=#141414][b](EPG)[/b][/color][color=#141414] - Combined with a Lightning Weapon, this gets you forced movement on all your attacks, which is valuable. Being item dependent limits it, as does the fluff- many DMs won't let you take this outside of an Eberron campaign, and even then will restrict its access to half-elves.[/color] [color=#0000ff][b]Mark of Handling[/b][/color] [b][color=#141414](EPG) - [/color][/b][color=#141414]Mounted combat offers a lot of options, and can be rewarding. You need this or Mounted Combat. This gives you a few more benefits, but is very campaign dependent.[/color] [b][color=#0000ff]Mounted Combat [/color][/b][color=#141414][b](PHB) -[/b][/color][color=#141414] This or Mark of Handling is required for mounted combat to be very good, unless you stock up on Figurines of Wondrous Power with Mounts.[/color] [color=#33cccc][b]Nimble Blade[/b][/color][b][color=#141414] (PHB) -[/color][/b][color=#141414] Sometimes you throw daggers and you have CA a lot and you're very accurate, partially because of this feat.[/color] [b][color=#0000ff]Resilient Focus[/color][/b] [color=#141414][b](HotFL) -[/b][/color][color=#141414] Failing saving throws is one of the most annoying things. You can do something about that if you want.[/color] [color=#0000ff][b]Skill Power[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] There are more very good skill powers than you have utility slots for. You probably want this by L18 so that you can get both Land's Passage and Insightful Riposte, or earlier if you want both Earthbond Gift and Natural Terrain Understanding.[/color] [b][color=#0000ff]Shield Proficiency: Light [/color][/b][color=#141414][b](PHB) -[/b][/color][color=#141414] If you're Spiritbond you probably qualify, and if you MC Fighter you can use Hindering Shield. This is another reason for starting with a base Str of 12 as a minimum. You're limited to a one-handed weapon, though. Winged Shield might be an option given you’re unlikely to benefit from the usual arm slot items.[/color] [color=#33cccc][b]Speed Loader[/b][/color] [b][color=#141414](PHB2) -[/color][/b][color=#141414] Hurray, now you can use a Superior Crossbow AND use your Minor actions for things. Invaluable.[/color] [b][color=#141414]Spring Step (PHB3) -[/color][/b][color=#141414] Prone can really mess you up, especially if you aren't Bloodbond. This eases the pain.[/color] [b][color=#141414]Superior Fortitude (HotFL) -[/color][/b][color=#141414] If you have Superior Will and are Spiritbond, this is probably a good choice for a 2nd defensive feat.[/color] [b][color=#0000ff]Superior Reflexes[/color][/b] [color=#141414][b](HotFL) -[/b][/color][color=#141414] This will get you CA in the first round, when it's difficult to get and most important to have. Excellent in combination with Armor of Dark Deeds and Hidden Sniper.[/color] [color=#33cccc][b]Superior Will [/b][/color][b][color=#141414](HotFL) -[/color][/b][color=#141414] If you are dazed or stunned, your ability to apply control is compromised. So, don't be dazed or stunned.[/color] [b][color=#141414]Weapon Focus (PHB) -[/color][/b][color=#141414] A decent bonus to damage that helps you do your part. That said, the elemental damages are better.[/color] [b][color=#0000ff]Weapon Proficiency[/color][/b] [color=#141414][b](PHB) -[/b][/color][color=#141414] If Bloodbonders want a +3 proficiency bonus, and Spiritbonders want a bigger damage die,, they'll potentially want this feat.[/color] [color=#33cccc][b]World Serpent's Grasp [/b][/color][b][color=#141414](HotFK) -[/color][/b][color=#141414] This is difficult to use at-will since Grappling Spirits only slows until the end of the target's turn, but being able to prone with out-of-turn attacks and APs is still really very valuable. There's just very few other ways to directly increase your capacity to control. Goes really well with Net Training.[/color] [b][color=#141414]Vicious Advantage (PHB3) - [/color][/b][color=#141414]A lot of your powers slow or immobilize, but you can't take advantage of this at-will. It's not bad, but Distant Advantage, Hidden Sniper, and Cunning Stalker are all better.[/color] [b][color=#141414]Paragon Tier:[/color][/b] [color=#0000ff][b]Danger Sense[/b][/color] [b][color=#141414](PHB) -[/color][/b][color=#141414] If your DM usually runs monsters with high init, then you'll need this in addition to your feat bonus. Otherwise, you probably won't have room for it, even though it's nice.[/color] [b][color=#33cccc]Distant Shot[/color][/b] [color=#141414][b](PHB) -[/b][/color][color=#141414] This is only [/color][color=#141414][b]black[/b][/color][color=#141414] for Bloodbonders, but for thrown weapon users this effectively doubles your limited range.[/color] [color=#0000ff][b]Polearm Gamble[/b][/color] [b][color=#141414](PHB) -[/color][/b][color=#141414] This is only for Spiritbond Seekers who use a Polearm that has inherited the thrown property via weapon enchantment, but this is a great feat for that niche build.[/color] [b][color=#0000ff]Psychic Lock[/color][/b] [color=#141414][b](PHB) -[/b][/color][color=#141414] This is mostly weapon dependent, but this is still a fantastic way for you to expand your ability to control. Penalties to attack are the least situational debuffs.[/color] [color=#141414][b]Spear Push[/b][/color] [b][color=#141414](PHB) -[/color][/b][color=#141414] This is good for the traditional javelin-throwing Spiritbonder who takes forced movement powers, but not that good.[/color] [b][color=#141414]Epic Tier:[/color][/b] [color=#141414][b]Bow Mastery[/b][/color] [b][color=#141414](PHB2) -[/color][/b][color=#141414] Only take this if you have feats that let you recharge powers when you crit.[/color] [b][color=#0000ff]Deft Aim[/color][/b] [color=#141414][b](PHB3) -[/b][/color][color=#141414] This makes your RBAs significantly more accurate, and is particularly valuable if you have an enabler in the party or you're frequently able to get through all your encounter powers.[/color] [color=#0000ff][b]Epic Fortitude/Reflexes/Will[/b][/color] [b][color=#141414](PHB2) -[/color][/b][color=#141414] Patch that low Fort/Reflex! Often gets very underestimated for rounding off defenses to be generally good at all NADs.[/color] [b][color=#141414]Epic Resurgence[/color][/b] [color=#141414][b](PHB) -[/b][/color][color=#141414] Many of you won't have access to an expanded crit range, but encounter power recovery is still nice.[/color] [color=#0000ff][b]Long Step[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] This is great for most characters, and it's just that much nicer when you can shift as a minor action.[/color] [b][color=#33cccc]Primal Resurgence[/color][/b] [color=#141414][b](PHB2) -[/b][/color][color=#141414] Recharge your Dailies! This is much more limited than Arcane Mastery, of course, but does not use up your APs.[/color] [color=#33cccc][b]Superior Initiative[/b][/color] [b][color=#141414](PHB3) -[/color][/b][color=#141414] Remember Improved Initiative? Replace it into this. Didn’t take it? Take it. Going first = chance to land control.[/color] [b][color=#0000ff]Unfettered Stride[/color][/b] [color=#141414][b](PHB) -[/b][/color][color=#141414] Difficult Terrain will never trap you in melee again. [/color] [color=#141414][b]Racial Feats[/b][/color] [b][color=#141414]Drow[/color][/b] [b]Xen'drik Weapon Training [/b][b][color=#141414](Heroic, EPG) -[/color][/b][color=#141414] For one feat, you get your feat bonus to damage and proficiency with one of the best thrown weapons- the Heavy Blade property lets you get Githyanki Silver, which in turn lets you Psychic Lock.[/color] [b][color=#141414]Clutch of Darkness (Heroic - FRPG) - [/color][/b][color=#141414]The bigger burst increases the likelihood that you'll be able to trap an enemy within your Cloud of Darkness, which means you can more easily use it to inflict Blind. Useful, but situational.[/color] [b]Eyedark Strike[/b][color=#141414][b] (Paragon - D373) -[/b][/color][color=#141414] Situationally powerful(combat with non-bursting solo or elite). Note that you don't have to trigger this on an attack- anytime you cause a damage instance, you can use this to add a blind.[/color] [color=#0000ff][b]Master of Fire and Darkness[/b][/color][b][color=#141414] (Paragon - FRPG) -[/color][/b][color=#141414] Essentially grants you a use of Darkfire 1/enc, which is a decent way to encourage focus fire and get CA when you couldn't otherwise. If your DM is a stickler for RAW, you need to take this to get Curseborn powers to work. Darkfire can also trigger Inevitable Shot[/color] [b][color=#33cccc]Lolth Blessed[/color][/b][color=#141414][b] (Epic - D382) - [/b][/color][color=#141414]More Drow power usage.[/color] [color=#141414][b]Dwarf[/b][/color] [b][color=#0000ff]Dwarven Weapon Training [/color][/b][color=#141414][b](Heroic - PHB) -[/b][/color][color=#141414] If you're a Dwarf, it's probably because you want to throw a big weapon instead of a javelin. This gets you there, and saves you a feat on Weapon Focus.[/color] [color=#141414][b]Elf[/b][/color] [b][color=#141414]Ancestral Battle Accuracy (Paragon - DRA385) [/color][/b][color=#141414]— get to reroll every attack in a burst[/color] [b][color=#141414]Goliath[/color][/b] [color=#141414][b]Goliath Greatweapon Prowess — [/b][/color][color=#141414]slightly worse than Githzerai Blade Master below[/color] [b]Markings of the Victor [/b][b][color=#141414](Heroic - PHB2) - [/color][/b][color=#141414]That first attack roll is almost always a crucial one. This helps ensure you don't botch it. [/color] [b][color=#141414]Githzerai[/color][/b] [color=#0000ff][b]Githzerai Blade Master[/b][/color] [b][color=#141414](Heroic - D378) -[/color][/b][color=#141414] If you want to throw +3 prof weapon that's bigger than a d6, this is the feat for you. Fullblade proficiency and a boosted Weapon Focus all in one.[/color] [b][color=#141414]Githzerai Mobility (Paragon - D378) -[/color][/b][color=#141414] Congratulations, you're better at ignoring OAs than an Artful Dodger.[/color] [b][color=#141414]Shared Danger Sense (Paragon - PHB3) -[/color][/b][color=#141414] A group bonus to initiative is nice- this one isn't very big, but it will stack with almost anything.[/color] [b][color=#0000ff]Peerless Reaction [/color][/b][color=#141414][b](Epic - PHB3) -[/b][/color][color=#141414] If you're considering Adamantine Mind, skip it and take this instead. Githzerai can shift 3 when they second wind, and this lets you interrupt a hit with your second wind, potentially letting you move out of range of the attack before it lands. [/color] [color=#141414][b]Half-elf[/b][/color] [b][color=#0000ff]Adept Dilettante[/color][/b] [color=#141414][b](Heroic - D385) -[/b][/color][color=#141414] Opens up some interesting powers of the attack two targets at ranged[/color] [b]Defending Dabbler[/b] [b][color=#141414](Heroic - D385) -[/color][/b][color=#141414] If you are out of an enemy's reach, a -2 to hit anyone but you is just a -2 to hit, but at the same time, you’re only doing so much of your at-will attacks..[/color] [b][color=#ff9900]Versatile Master[/color][/b] [color=#141414][b](Paragon - PHB2) - [/b][/color][color=#141414]The only reason to be a Half-elf Seeker. It is assumed that you will take this.[/color] [color=#33cccc][b]Archery Mastery[/b][/color][b][color=#141414] (Heroic - D400) [/color][/b][color=#141414]- This is not actually a half-elf feat, but obviously you've got to be a half-elf to take this feat. This will open up a couple of strong benefits for your Ranged Basic attacks[/color] [b][color=#141414]Human[/color][/b] [color=#0000ff][b]Action Surge [/b][/color][color=#141414]([/color][color=#141414][b]Heroic - PHB) -[/b][/color][color=#141414] Landing your attacks at pivotal moments is important. This is one way to do that.[/color] [color=#141414][b]Stubborn Survivor (Heroic - FRPG) -[/b][/color][color=#141414] This will be active most of the time and stacks with Resilient Focus, which you should take first.[/color] [color=#141414][b]Twilight Training (Heroic - MP2) -[/b][/color][color=#141414] This has come up in a lot of my games. Sometimes you can't just pop a sunrod because you're trying to sneak.[/color] [color=#141414][b]Action Recovery (Paragon - PHB) -[/b][/color][color=#141414] Won't help you throw off stun or dominate, but still useful.[/color] [color=#800080][b]Foamgather Heritage[/b][/color] [b][color=#141414](Heroic - D386) - [/color][/b][color=#141414]Only situationally useful, but opens up the Foamgather Warrior feat.[/color] [b][color=#0000ff]Foamgather Warrior[/color][/b] [color=#141414][b](Heroic - D386) -[/b][/color][color=#141414] Net-using Seekers only: untyped +1 to hit coming with an odd At-Will is good. Every human net user should consider this.[/color] [color=#800080][b]Sunspray Heritage[/b][/color] [b][color=#141414](Heroic - D386) - [/color][/b][color=#141414]Only situationally useful, but opens up the Sunspray Warrior feat.[/color] [b][color=#0000ff]Sunspray Warrior[/color][/b] [color=#141414][b](Heroic - D386) -[/b][/color][color=#141414] Mounted Seekers only: untyped +1 to hit with melee or ranged powers, and a decent At-Will you can keep if you plan on being in melee for some reason.[/color] [color=#800080][b]Wolfstone Heritage[/b][/color] [b][color=#141414](Heroic - D386) -[/color][/b][color=#141414] The stance is okay since you get it for free, but this feat is really only useful as a prerequisite for Wolfstone Warrior.[/color] [b][color=#141414]Wolfstone Warrior (Heroic - D386) -[/color][/b][color=#141414] The AP feature is incredibly unimportant, but Wolfstone Frenzy is one of the least costly ways to get At-Will forced movement. This is black because you have to be in melee, which means it's for very niche Spiritbond Seekers, probably playing Polearm shenanigans.[/color] [b][color=#141414]Minotaur[/color][/b] [color=#141414][b]Beast Within (Paragon - PHB3) -[/b][/color][color=#141414] A Minotaur feat that works if you aren't in melee! Conditional attack bonuses are pretty good, even when the condition (bloodied) will probably be in effect less than half of the time. [/color] [color=#141414][b]Mul[/b][/color] [b][color=#141414]Bred for Battle (Heroic - DSCS) -[/color][/b][color=#141414] Init bonus that stacks with feat/power bonuses? Good. Untyped attack bonus during the crucial first round? Good. [/color] [b][color=#141414]Shadar-kai — [/color][/b][color=#141414]I would normally rate these higher, but they’re hard to make last longer than a round.[/color] [b][color=#0000ff]Doom of Jiksidur[/color][/b][color=#141414][b] (Heroic - D391) -[/b][/color][color=#141414] Prone while you’re insubstantial from jaunt on hits from your powers[/color] [color=#141414] [/color][b][color=#0000ff]Dread of Sakkors[/color][/b][color=#141414][b] (Heroic - D391) -[/b][/color][color=#141414] Push 2+slowed while you’re insubstantial from jaunt on hits from your powers[/color] [color=#0000ff][b]Drowning of Nhalloth[/b][/color][b][color=#141414] (Heroic - D391) -[/color][/b][color=#141414] Slide 1 and -2 to all attacks while you’re insubstantial from jaunt on hits from your powers [/color] [b][color=#141414]Shardmind[/color][/b] [color=#141414][b]Psychic Focus (Heroic - PHB3) -[/b][/color][color=#141414] If you are using a Mindiron Crossbow, this is strictly superior to Weapon Focus[/color] [color=#141414][b]Themes[/b][/color] [b][color=#141414][/color][/b] [color=#141414]I’d recommend looking at my theme guide for specific choices, but the Seeker builds supplement will work well for pointing out some of the best choices.[/color] [b][color=#141414]Paragon Paths[/color][/b] [color=#141414][b][/b][/color] [color=#141414]Seekers have a small number of native Paragon Paths. They have two very good options and a not so bad third one. If neither of the two good Paths fit your build, look into racial Paths or check out the non-native PPs in the Multi-classing section.[/color] [color=#141414]Seeker PPs are generally bad because even though a few have a couple decent features, they nearly all lack powers with good control. Because Seeker powers are usually a tier or two behind other controller powers, they need to poach good control powers from outside their own list, and PPs represent an excellent opportunity to do so. If you don't take [/color][b][color=#00ccff]Moonrise Stalker[/color][/b][color=#141414], you're squandering that opportunity, and [/color][b][color=#0000ff]Ocular Adept[/color][/b][color=#141414] is the only one with features and powers good enough to make up for the lack of hard control.[/color] [b][color=#141414]Seeker Paragon Paths[/color][/b] [color=#141414][b]Crimson Hunter (PHB3) -[/b][/color][color=#141414] Even more accuracy on your RBAs is good, and the U12 is some nice mobility. Some decent small benefits, but doesn’t add up to a lot.[/color] [color=#800080][b]Death Arrow[/b][/color][b][color=#141414] (PHB3) -[/color][/b][color=#141414] The U12, a big on-demand accuracy boost, is great, the E11 is solid. But the central mechanic, Rattling Arrows, demands a condition you can't easily arrange (hidden) and doesn't debuff the target you actually hit.[/color] [b][color=#00ccff]Moonrise Stalker[/color][/b][color=#141414][b] (D413)[/b][/color][color=#141414] - The F11 is the biggest draw here- when you've teleported something somewhere it doesn't want to be, slowing it so that it can't reposition easily is great. The D20 is not that great, but the E11 is tons of fun and the U12 is extremely handy. The F16 shouldn't be underestimated either- Seekers have quite a few powers that are only good if the enemy can't teleport. You'll have to be creative to hit targets with those powers and an RBA in the same round, though. Just be aware that “what is a teleportation power” vs “teleportation keyword” is an area where one can expect table variation. If they’re ruled to be the same thing, which ime the correct decision, there aren’t a significant number of ways to make powers have that keyword. If ruled otherwise, multiclassing Bard and Walk Among the Fey feat opens up as a possible option.[/color] [color=#00ccff][b]Ocular Adept [/b][/color][b][color=#141414](D394) [/color][/b][color=#0000ff][b]-[/b][/color][color=#141414] This is an oddball path with a bizarre flavor, but it's surprisingly solid. It doesn't give you additional high-end control, but it helps you apply your at-will control more, (Fantastic AP feature and D20) it saves you a feat if you use a crossbow, and it makes you more mobile.[/color] [color=#800080][b]Seven Fates Archer [/b][/color][b][color=#141414](PHB3)[/color][/b][color=#800080][b] - [/b][/color][color=#141414]The AP feature is good, but I don't see why you would ever use the Guarding Shot feature. The powers are all painfully mediocre. They're not actively terrible, their control is just... weak. Damage on that D20 is top-tier but that doesn't redeem the rest.[/color] [color=#141414][b]Swift Strider (PHB3) -[/b][/color][color=#141414] This path offers a good defensive boost when you shift, lots of ways to shift, and a damage reward for being mobile.[/color] [color=#141414][b]Non-Class Based Paragon Paths Easily Accessible[/b][/color] [b][color=#00ccff]Traveler’s Harlequin[/color][/b][b] (D382) [/b]- A bit off the beaten track, but it solves the problem of how does one combine Mark of Storm, lightning/thunder damage, and get 2 squares of slide rather than just 1. Multiclass Fighter & Psion, get Polearm Momentum and Controlling Advantage feat access. Or get upgraded Sling+Hindering Shield via Rogue and Fighter. E11 can be extremely useful, AP feature isn’t bad, and best possible D20 and access to other MC feats very strong. [color=#0000ff][b]Speaker of Xaos[/b][/color][b][color=#141414] (HotEC)[/color][/b][color=#141414] - great AP feature allowing one to add a target to a ranged attack. Such as Rabid Shot or Captivating Missile. E11 is fantastic. Requires Arcana training and you want elemental damage typing of some kind.[/color] [b][color=#141414]Shadow Dancer (HoS) - [/color][/b][color=#141414]not as strong as Moonrise Stalker, but easy CA and movement options.[/color] [b][color=#141414]Dusk Oracle (HoS) -[/color][/b][color=#141414] d20 is likely a bit hard to use, but solid AP feature that’s likely around +3 to +5 to hit and E11. U12 is basically auto-success on a daily Skill Challenge scene or the entire challenge. And if you’re elemental damage typed, probably eliminates most problems with resistance. Requires Insight and Religion.[/color] [b][color=#9900ff]God Warder [/color][/b][color=#141414][b](HotEC)[/b][/color][color=#141414] - maybe a path you want to consider if using Bola Training as it will often lead to restrained opponents. Tricky to hit with the encounter power[/color] [color=#141414][b]Arrow of the Moonbow (D386) [/b][/color][color=#141414]- somewhat complex path to get into, but maybe you’re not a Drow going Curseborn as an implement using archer anyway? Spend a feat to in essence, gain a solid “I’m not one of these 4 things” as a daily, the E11 is a triple attack to open combats with, an extra skill. Nothing fantastic, but the E11 is a rarity.[/color] [color=#0000ff][b]Soulforged[/b][/color][b](D385) [/b]- tricky path to get into, but the end result has some great results. You’ll need to likely take Acolyte of Divine Secrets [i]then[/i] Channel of Invocation [i]then [/i]Moradin’s Resolve. But the E11 is in effect an area burst 3 that are ranged attacks, the AP feature means you’ll either recharge your ability to use Channel Divinity for the day or get a divine encounter power back such as the E11. Oh, and yet another feat for Symbol of the Sonnlinor to be able to use a hammer as an implement for the likely two implement powers you have. Only 4 feats, but who is counting. [b][color=#141414]Racial Paragon Paths[/color][/b] [color=#141414]Here, I'll be marking the race that corresponds to the Path along with the source. I'll only be including recommended Paragon Paths here, that is to say, those rated [/color][b][color=#141414]Black[/color][/b][color=#141414] or higher. If it's not on the list and it's in my sources, it's not a good idea.[/color] [color=#141414]An additional note: Powers that lack the weapon or implement keywords are meant to include an Expertise bonus in their scaling; some of them do (the ones that are +3/+6/+9) but others (+2/+4/+6) do not. You should ask your DM to let you apply your Expertise feat bonus to such powers.[/color] [color=#00ccff][b]Curseborn [/b][/color][b][color=#141414](Drow, D367) -[/color][/b][color=#141414] Amazing. The AP feature lets you reuse Darkfire, the 11E is a Minor Action attack that dazes, the U12 is simple and good, and the D20... is maybe an E20. Expect Table Variation. The real value is in the features, particularly the F16 which lets you make a ranged attack that targets 3 creatures as a minor with bad accuracy! Easy way to use Inevitable Shot. Also makes Venom Master and particularly Skulker of Vhaeraun the theme very interesting.[/color] [b][color=#141414]Twilight Guardian (Elf, PHB2) -[/color][/b][color=#141414] The 11F is a waste if you use a crossbow, but the other features are solid, and while the U12 is bad, the powers do offer control. Unfortunately restrained(save ends) is not that much better than what you can do with your own powers.[/color] [b][color=#141414]Storvakal(Githzerai, D378) - [/color][/b][color=#141414]The features are decent; though they don't directly help you control, the help you remain able to apply what control you have. The D20 is lame, but that 11E is pretty fantastic battlefield control. Put everybody where you want them to be.[/color] [b][color=#00ccff]Adroit Explorer[/color][/b][color=#141414][b] (Human, PHB 2) - [/b][/color][color=#141414]This is a fantastic PP for Seekers, for the same reason it's good for almost everyone else — it makes standout encounter powers better! The 11E is essentially a second Feyjump Shot, and when you get to epic you can get that AoE daze AND still have Feyjump instead of having to decide between the two. Also, you know, APs, resist all, saving throws, etc.[/color] [color=#141414][b]Epic Destinies[/b][/color] [b][color=#141414]General Epic Destinies (and the only Seeker Epic Destiny)[/color][/b] [color=#141414]I'll only be including Epic Destinies worth having (Black or higher) here, with the exception of the [/color][b][color=#800080]only Seeker ED[/color][/b][color=#141414]. In general, there are three things you might want from an ED: Ability score bumps, power recovery, and miscellaneous goodies like extra accuracy or survivability. In general, as long as you get a +2 to both Wisdom and your primary stat at 21st, this is likely fine throughout.[/color] [b][color=#0000ff]Deadly Trickster[/color][/b][color=#141414][b] (PHB) - [/b][/color][color=#141414]This is a solid ED despite the lack of stat bonuses, thanks to the exceptional utility provided by the numerous rerolls and power recovery methods. Epic Trick is just the coolest thing. [/color] [color=#33cccc][b]Destined Scion[/b][/color][b][color=#141414] (HotFK) -[/color][/b][color=#141414] This gives you everything you want (except power recovery) in droves. Arguably the best generalist choice you can make here.[/color] [b][color=#33cccc]Champion of Prophecy[/color][/b][color=#141414][b] (EPG) -[/b][/color][color=#141414] This is a nice thing. You get your stat bumps, a little extra accuracy here and there, and though there's no "Actually I don't die" feature, you do get to duplicate the Wizard's Arcane Mastery with your capstone ability. Really wish that feature came earlier.[/color] [color=#33cccc][b]Chosen[/b][/color][b][color=#141414] (FRPG) -[/color][/b][color=#141414] Demigod, but deity-specific, slightly different flavor, and a variable L26 Utility. Look and see if there's something you like there.[/color] [b][color=#33cccc]Demigod[/color][/b][color=#141414][b] (PHB) -[/b][/color][color=#141414] This is an enduring standard of great EDs. Stat bumps, tons of extra durability, and power recovery at the capstone.[/color] [color=#0000ff][b]Eternal Seeker[/b][/color][b][color=#141414] (PHB) -[/color][/b][color=#141414] This ED merits its own guide. I will say that if you've picked up some kind of implement proficiency, this will turn you into some kind of a monstrous Primal Invoker/Druid. If you haven't, you still get to retrain the feats you spent powerswapping, which is great. Eternal Action is the finest gravy, of course, especially if you pick your capstone from Harper of Legend or Warmaster. Sage of Ages offers a capstone that competes with all that AP synergy, though. Good L22 utilities for you to grab: Bag of the Four Winds, Rune of Hero's Resolve, Wrath of Root and Soil, Invisible Stalker, Oni's Gift, Wall of Inky Night(!!!)... and a ton more. Suit your fancy. Just note, you only gain new powers via class at 22nd, 23rd, 25th, 27th, and 29th. That’s not a lot of levels.[/color] [b][color=#0000ff]Indomitable Champion[/color][/b][color=#141414][b] (HotFL) -[/b][/color][color=#141414] Stat bumps are great, as is the considerable durability this imparts, but the lack of other accuracy increases or power recovery makes this less desirable.[/color] [color=#800080][b]Master of the Eternal Hunt[/b][/color][b][color=#141414] (PHB3) - [/color][/b][color=#141414]The WIS bonus is good, and literally everything else is bad.[/color] [b][color=#141414]Harper of Legend (D367) - [/color][/b][color=#141414]The lack of a stat bump hurts, but the rest of the path is very strong. The extra encounter power can come from a class you've MC'd, which is great, and you get extra APs. The benefits of this path are farely front-loaded, too.[/color] [b][color=#0000ff]Heir of Siberys[/color][/b][color=#141414][b] (EPG) -[/b][/color][color=#141414] Demigod stat bumps, but without as much durability, a different form of capstone power recovery, and a potentially great utility, depending on which Mark you have.[/color] [color=#141414][b]Primal Avatar (PHB2) -[/b][/color][color=#141414] No stat bump, but the L24 feature lets you kind of pretend like you got some WIS. This offers little in the way of durability, but the L21 feature lets you get out of melee really easy.[/color] [color=#33cccc][b]Reincarnate Champion[/b][/color][b][color=#141414] (PrP) -[/color][/b][color=#141414] You don't get your WIS bump til 24, but at L21 you get to be Drow if you aren't already, or an Elf, or Half-elf, or all three. All lightning or thunder powers? Genasi with Promise of Storm — though you are not technically Stormsoul and don’t actually manifest anything. This is very very useful. Also weirdly, Hobgoblin top-tier race choice here for some significant build choices — great spear/flail feat & shield feat[/color] [b][color=#33cccc]Soul of the World[/color][/b][color=#141414][b] (D385) -[/b][/color][color=#141414] Deva only, but you get your WIS bonus at 21, you get to take the best parts of Reincarnate Champion and combine it with a little of the Eternal Seeker's encounter power swap trickery. This is the only convincing reason to play a Deva, but boy is it persuasive if you rationally believe you will play the PC in Epic soon.[/color] [/QUOTE]
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Shoot the Moon: A Seeker's Handbook
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