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Shoot the Moon: A Seeker's Handbook
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<blockquote data-quote="MwaO" data-source="post: 9895962" data-attributes="member: 12749"><p><strong><span style="color: #141414">Multiclassing and Hybrids</span></strong></p><p></p><p><span style="color: #141414">Multiclassing is very important for Seekers, but it isn't as vital as it used to be- many of the dead levels in the Seeker power list now have at least one good choice. Still, if you multiclass, you can significantly improve your power list with Power swap feats and you can access new Paragon Paths and feats that may strengthen your capacity to control. If you don't plan on spending feats on Novice Power and you aren't interested in another class's feats, multiclass entry feats are still worth considering.</span></p><p></p><p><span style="color: #141414">My ratings are not direct evaluations of the powers in question; they're a rough indicator of how much you stand to gain by spending a feat to swap for that power at that level (powers which you should swap for a seeker power of a higher level are noted as such).</span></p><p></p><p><span style="color: #141414">I'm not going to walk you through each good hybrid, but basically if you look at the section above and see at least one blue or sky blue encounter, utility, and daily power in at least two tiers, and the class in question has an At-Will power that provides useful control, then you're looking at a good Hybrid option. I will include a Hybrid rating for each class in this section.</span></p><p></p><p><strong>Cleric</strong></p><p></p><p><span style="color: #141414">The Cleric is a WIS-based Leader class with a solid Controller subrole- the Cleric's debuffing is well known. Cleric powers have the implement keyword, but the holy symbol is one of the best implements available. It's slotless, and comes with some excellent enchantments. Just remember that many of the best debuff powers depend on CHA- obviously you should steer clear of those. MC Cleric does not open up any valuable feats or EDs, but check out the Messenger of Peace PP!</span></p><p></p><p><span style="color: #141414"><strong>Seeker|Cleric</strong></span><span style="color: #141414"> is decent, but suffers from losing a Seeker At-Will. Humans can use their bonus At-Will to mitigate this. Moonbow Dedicate means you can bypass MID if you're willing to accept the shortbow's proficiency bonus.</span></p><p></p><p><span style="color: #141414"><strong>Entry Feats</strong></span></p><p><strong><span style="color: #0000ff">Initiate of the Faith</span></strong></p><p></p><p></p><p></p><p><span style="color: #141414"><strong>Paragon Paths</strong></span></p><p></p><p><strong>Hammer of Moradin</strong><span style="color: #141414"> (if you're a dwarven hammer thrower, this is really solid stuff right here)</span></p><p><strong><span style="color: #0000ff">Messenger of Peace</span></strong><span style="color: #141414"> (watch out for that unfortunate Diplomacy training prereq)</span></p><p></p><p><strong><span style="color: #9900ff">Druid</span></strong></p><p></p><p><span style="color: #141414">Druid is a Primal WIS-based Controller class, and so it offers some excellent material with which a Seeker can patch its spotty power list, especially post-HotF, which includes some really potent control powers. The problem is that they're implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. MC Druid has no good feats to offer, but it comes with a good PP and a decent ED.</span></p><p></p><p><span style="color: #0000ff"><strong>Sentinel(Druid)|Seeker</strong></span><span style="color: #141414"> is mostly to grab Magic Stones and MC Fighter for Polearm Momentum. It's feat intensive and you're stuck with Alfsair Spear, but the extra control is worth it.</span></p><p></p><p><span style="color: #141414"><strong>Entry Feats</strong></span></p><p><strong><span style="color: #0000ff">Initiate of the Old Faith</span></strong><span style="color: #141414"> (Take Grasping Claws, Savage Rend, or Swarming Locusts)</span></p><p><strong><span style="color: #0000ff">Harbinger of Nature's Wrath</span></strong></p><p></p><p></p><p></p><p><span style="color: #141414"><strong>Epic Destinies</strong></span></p><p><strong><span style="color: #0000ff">Master Hierophant</span></strong></p><p></p><p></p><p><span style="color: #0000ff"><strong>Assassin</strong></span></p><p></p><p><span style="color: #141414">Assassin opens up options for bypassing poison immunity and getting a bonus to damage. This can be really great stuff.</span></p><p></p><p><span style="color: #0000ff"><strong>Seeker|Executioner</strong></span><span style="color: #141414">, is noteworthy. It's a DEX/WIS Hybrid Talent: Spiritbond build. You get bonus damage on your RBAs, but that's immaterial: more importantly, you have a good multi-target at-will that synergizes well with the Executioner poisons you'll be taking instead of the Dailies at bad Seeker levels, like L9. You can use an Assassin encounter power, but you can just take Assassin's Strike in Heroic and get a little extra damage in Heroic with a hit with an RBA, while kicking over to one of the fantastic Paragon encounter powers that Assassin gets in Paragon.</span></p><p></p><p></p><p><span style="color: #141414"><strong>Exotic Weapon Training</strong></span></p><p></p><p></p><p><span style="color: #141414">Some Seekers sacrifice the opportunity to use their MC for powerswaps and PP access for the ability to tack additional control onto every hit with a suboptimal weapon. This can be effective when done right.</span></p><p></p><p><strong><span style="color: #141414">Entry Feats</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Net Training</strong></span></p><p><strong><span style="color: #800080">Bola Training</span></strong></p><p><span style="color: #141414">(Giving up all the damage you would have dealt is actually not a good idea)</span></p><p></p><p></p><p><strong><span style="color: #00ccff">Fighter</span></strong></p><p></p><p><span style="color: #141414">MC Fighter is not really a good place for powerswaps or PP/EDs, but MC Fighter is unique for the Seeker in that you use it to open up feats that will dramatically enhance your battlefield control. Spend a few minutes thinking about what Tidal Spirit Shot does when you're holding a light shield and throwing a Javelin with Polearm Momentum and Hindering Shield.</span></p><p></p><p><span style="color: #339966"><strong>Fighter|Seeker</strong></span><span style="color: #141414"> diverges from the Controller role significantly enough that it's beyond the purview of this guide, though there is a bit of synergy with Deft Hurler Style.</span></p><p></p><p><span style="color: #141414"><strong>Entry Feats</strong></span></p><p></p><p><strong><span style="color: #141414">Student of the Sword</span></strong></p><p><span style="color: #141414"><strong>Brawling Warrior</strong></span></p><p><strong><span style="color: #00ccff">Battle Awareness</span></strong></p><p></p><p></p><p><span style="color: #141414"><strong>Feats</strong></span></p><p><strong><span style="color: #0000ff">Dragging Flail</span></strong></p><p><span style="color: #0000ff"><strong>Hindering Shield</strong></span><span style="color: #141414"> (tricky to use, but if you use a javelin you can stack this with PM)</span></p><p><span style="color: #00ccff"><strong>POLEARM MOMENTUM</strong></span><span style="color: #141414"> (this is why you MC'd Fighter)</span></p><p><span style="color: #00ccff"><strong>Wary Fighter</strong></span> Get bonus to two good skills and use Wis for Initiative if Str-based.</p><p></p><p></p><p><span style="color: #0000ff"><strong>Invoker</strong></span></p><p></p><p><span style="color: #141414">Hard control on par with Wizards' on a WIS-based class sounds like a fantastic opportunity to steal some great powers, and it is- set it up with Moonbow Dedicate. Thunder of Judgment & Hand of Radiance are amazing additions to Seeker’s opening move. Symbol of the Sonnlinor allows for a hammer to be used as an implement as well as an axe or pick — not a route to go if hybrid.</span></p><p></p><p><strong><span style="color: #0000ff">Seeker|Invoker</span></strong></p><p><span style="color: #141414">Suffers from MID if you don't Moonbow Dedicate, but this lets you get add some great powers to your arsenal without sacrificing a ton of feats, it comes with a fantastic multi-target at-will, and your HT is free to use as you like.</span></p><p></p><p><strong><span style="color: #141414">Entry Feats</span></strong></p><p></p><p><span style="color: #141414"><strong>Divine Secretkeeper</strong></span></p><p><strong><span style="color: #0000ff">Acolyte of Divine Secrets — Hand of Radiance</span></strong></p><p></p><p></p><p><span style="color: #141414"><strong>Paragon Paths(lots of great choices)</strong></span></p><p><strong><span style="color: #0000ff">Adept of Whispers</span></strong> <span style="color: #141414">- E11 works with Screaming Bow+Resounding Thunder, potentially a close burst 4 with the AP feature, F11 interesting benefit, U12 emergency useful</span></p><p><span style="color: #141414"><strong>Angelic Aspect </strong></span><span style="color: #141414">- E11 works with Screaming Bow+Resounding Thunder, solid defensive values, fly speed</span></p><p><span style="color: #141414"><strong>Blightspeaker </strong></span><span style="color: #141414">- F16 given a decent number of save ends Seeker encounter powers might be useful</span></p><p><span style="color: #0000ff"><strong>Flame of Hope</strong></span><strong><span style="color: #141414"> - </span></strong><span style="color: #141414">yes, your Int is likely to not be great, but +2 to hit or so is +2 to hit, the E11 is a double ranged attack</span></p><p><strong>Hammer of Vengeance</strong></p><p><strong>Stonecaller </strong><span style="color: #141414">- E11 works with Screaming Bow+Resounding Thunder</span></p><p></p><p></p><p><span style="color: #141414"><strong>Feats</strong></span></p><p></p><p><strong><span style="color: #141414">Heaven's Arrow</span></strong></p><p><span style="color: #0000ff"><strong>Invoked Devastation</strong></span></p><p><strong><span style="color: #141414">Reaching Invocation</span></strong><span style="color: #141414"> (Only take this if you don't want Invoked Devastation, ie because your party doesn't make room for your unfriendly AoEs)</span></p><p></p><p></p><p><strong><span style="color: #33cccc">Ranger</span></strong></p><p></p><p><span style="color: #141414">The Ranger's controller feats are tied to Hunter's Quarry, so there's nothing to offer there, but the class offers a wealth of powerswaps to DEX Seekers. PMC is not terrible (it lets you snag Clever Shot with Archery Mastery) but at that point you should just hybrid Ranger or be a half-elf. Ranger offers a few really good PPs too, which is nice and makes PMC that much less attractive.</span></p><p></p><p><span style="color: #33cccc"><strong>Ranger|Seeker</strong></span><span style="color: #141414"> is great No MID or juggling necessary, excellent at-will control options to make up for the missing Seeker at-will, good powers all around and good PPs, especially when you have Quarry.</span></p><p></p><p><span style="color: #141414"><strong>Entry Feats</strong></span></p><p><strong><span style="color: #141414">Warrior of the Wild</span></strong></p><p></p><p><span style="color: #141414"><strong>Paragon Paths</strong></span></p><p></p><p><strong><span style="color: #0000ff">Avalanche Hurler</span></strong> <span style="color: #141414">(ok ranged powers that do mostly damage, free basic attack on an AP that conflicts with Inevitable Shot, U12 that allows some golfbagging of different weapon choices for an initiative package, a defense package, and an attacking package, and then a little extra damage with all one’s attacks)</span></p><p><strong>Darkstrider</strong><span style="color: #141414"> (Blindsense is nice, the powers add control to your toolbox, and Minor Action shift means hidden isn't as hard for you as for some)</span></p><p><span style="color: #141414"></span><span style="color: #0000ff"><strong>Sharpshooter</strong></span> <span style="color: #141414">(Solid features though the F16 will often be less useful, good AP action, decent E11/U12/D20)</span></p><p></p><p></p><p><strong><span style="color: #33cccc">Rogue</span></strong></p><p></p><p><span style="color: #141414">Rogue offers some really good control powers for DEX Seekers. Dagger-throwers will especially appreciate them, and will have the freedom to use some of the very tempting melee control powers (hey what's up Knockout how you doin). This MC also offers some really powerful Stealth tools. If only there were more ranged Rattling powers.</span></p><p></p><p><span style="color: #141414"><strong>Seeker|Rogue</strong></span></p><p><span style="color: #141414">does the same thing as Seeker MC Rogue, but doesn't spend so many feats to powerswap. MC is usually better in this case.</span></p><p></p><p><span style="color: #141414"><strong>Entry Feats</strong></span></p><p></p><p><strong><span style="color: #0000ff">Sly Dodge</span></strong><span style="color: #141414"> (a few good Rogue tricks require Intimidate training- this way you don't waste your Background getting it)</span></p><p><strong><span style="color: #141414">Sneak of Shadows </span></strong><span style="color: #141414">(if you don't need Intimidate and don't want to stealth, this at least gives you some bonus damage)</span></p><p><strong><span style="color: #33cccc">Twilight Adept</span></strong><span style="color: #141414"> (rating is for those who want to try to use Stealth in combat)</span></p><p></p><p></p><p><strong><span style="color: #141414">Feats</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Two-Fisted Shooter</strong></span><span style="color: #141414"> (Great benefit, but not sky blue because you have to bend over backwards to benefit from it. You want an expanded crit range to go with it, which means dual xbows and Bow Mastery or Jagged/Melegaunt's Dagger mainhand and Master of Arms.)</span></p><p><span style="color: #0000ff"><strong>Deadeye Slinger </strong></span><span style="color: #141414">(Make a Dejaja a +3 proficiency weapon and high crit — 1d8 +3 proficiency high crit weapon that doesn’t provoke or need extra actions is reasonably solid)</span></p><p></p><p></p><p><span style="color: #141414"><strong>Paragon Paths</strong></span></p><p></p><p><strong><span style="color: #141414">Daring Slinger</span></strong><span style="color: #141414"> (This makes slings pretty decent, and adds a little control to boot. Respectable, compared to your other options.)</span></p><p><strong><span style="color: #141414">Cloaked Sniper</span></strong><span style="color: #141414"> (Not much control on the powers, but pretty decent Stealth/crossbow support)</span></p><p></p><p></p><p><strong><span style="color: #0000ff">Shaman</span></strong></p><p></p><p><span style="color: #141414">Shamans are leaders, but they have almost as much built-in control as a Seeker. Unfortunately, MC Shaman has the same problem that MC Druid does: It offers implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. To make matters worse, many powers rely on the placement of your Spirit Companion, which you require a Standard action to summon. Many DMs will let you summon your SC during exploration (ie before initiative is rolled) but for those who will not, you'll require Sudden Call/Nimble Spirit early.</span></p><p></p><p><span style="color: #0000ff"><strong>Seeker|Shaman</strong></span><span style="color: #141414"> is best when you spend your HT on Spirit OAs, using it to complement your zone control/movement denial, crank your WIS to 18. It's actually pretty rad. Go Human or Half-Elf, and pump DEX as your secondary for Initiative. You don't need it for anything else. The only reason this isn't sky blue is that Shaman encounter powers are mostly worse for control than the Seeker's best ones.</span></p><p></p><p><span style="color: #141414"><strong>Entry Feats</strong></span></p><p><strong><span style="color: #141414">Spirit Caller</span></strong></p><p><span style="color: #141414">- </span><strong><span style="color: #141414">Spirit Companion OAs</span></strong></p><p><span style="color: #0000ff"><strong>Spirit's Wrath</strong></span><span style="color: #141414"> (hurray free CA)</span></p><p><span style="color: #141414"><strong>Spirit's Fangs</strong></span></p><p><strong><span style="color: #141414">Spirit's Shield</span></strong><span style="color: #141414"> (WIS mod healing is not relevant for very long)</span></p><p><strong><span style="color: #141414">Spirit's Prey</span></strong></p><p><span style="color: #33cccc"><strong>World Speaker's Command</strong></span><span style="color: #141414"> (no damage, but none of these OA powers will be doing much damage, and this offers good action denial)</span></p><p></p><p></p><p><span style="color: #141414"><strong>Feats</strong></span></p><p></p><p><strong><span style="color: #141414">Sudden Call</span></strong><span style="color: #141414"> (kind of mandatory to get some powers to function)</span></p><p><strong><span style="color: #0000ff">Nimble Spirit</span></strong><span style="color: #141414"> (this makes the SC much more useful as a control tool, even if the OA is still 1/enc)</span></p><p><strong><span style="color: #0000ff">Spirit Mender</span></strong><span style="color: #141414"> (while you're MCing Shaman, picking up a 1/enc heal can't hurt if you have room)</span></p><p></p><p><strong><span style="color: #141414">Paragon Paths</span></strong></p><p><span style="color: #141414"><strong>Phrenic Master (D394) -</strong></span><span style="color: #141414"> solid E11, but the real joy is in having Twin-Souled Projection at F16 to use as a mobile targeting base. Not a great paragon path though.</span></p><p></p><p></p><p></p><p></p><p><span style="color: #141414"><strong>Wizard</strong></span></p><p></p><p><span style="color: #141414">Wizards have a couple useful powerswaps, but if you have 13 INT (maybe you rolled for stats or you hate CON) you can MC to get access to Orbs with Daily powers that help you botch enemy saving throws. If there were better ways to do that, I wouldn't even mention MC Wizard.</span></p><p></p><p><strong><span style="color: #800080">Seeker|Wizard</span></strong><span style="color: #141414"> You can go INT/WIS, use a dagger weapliment/Moonbow Dedicate/dual-wield a thrown weapon and an implement, and HT:Orb of Imposition. There's no real synergy, so just try to slot in the few decent Seeker powers in the Wizard's weakest levels.</span></p><p></p><p><strong><span style="color: #141414">Entry Feats</span></strong></p><p><span style="color: #0000ff"><strong>Learned Spellcaster</strong></span><span style="color: #141414"> (assuming you have 13 INT for some reason)</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 9895962, member: 12749"] [b][color=#141414]Multiclassing and Hybrids[/color][/b] [color=#141414]Multiclassing is very important for Seekers, but it isn't as vital as it used to be- many of the dead levels in the Seeker power list now have at least one good choice. Still, if you multiclass, you can significantly improve your power list with Power swap feats and you can access new Paragon Paths and feats that may strengthen your capacity to control. If you don't plan on spending feats on Novice Power and you aren't interested in another class's feats, multiclass entry feats are still worth considering.[/color] [color=#141414]My ratings are not direct evaluations of the powers in question; they're a rough indicator of how much you stand to gain by spending a feat to swap for that power at that level (powers which you should swap for a seeker power of a higher level are noted as such).[/color] [color=#141414]I'm not going to walk you through each good hybrid, but basically if you look at the section above and see at least one blue or sky blue encounter, utility, and daily power in at least two tiers, and the class in question has an At-Will power that provides useful control, then you're looking at a good Hybrid option. I will include a Hybrid rating for each class in this section.[/color] [b]Cleric[/b] [color=#141414]The Cleric is a WIS-based Leader class with a solid Controller subrole- the Cleric's debuffing is well known. Cleric powers have the implement keyword, but the holy symbol is one of the best implements available. It's slotless, and comes with some excellent enchantments. Just remember that many of the best debuff powers depend on CHA- obviously you should steer clear of those. MC Cleric does not open up any valuable feats or EDs, but check out the Messenger of Peace PP![/color] [color=#141414][b]Seeker|Cleric[/b][/color][color=#141414] is decent, but suffers from losing a Seeker At-Will. Humans can use their bonus At-Will to mitigate this. Moonbow Dedicate means you can bypass MID if you're willing to accept the shortbow's proficiency bonus.[/color] [color=#141414][b]Entry Feats[/b][/color] [b][color=#0000ff]Initiate of the Faith[/color][/b] [color=#141414][b]Paragon Paths[/b][/color] [b]Hammer of Moradin[/b][color=#141414] (if you're a dwarven hammer thrower, this is really solid stuff right here)[/color] [b][color=#0000ff]Messenger of Peace[/color][/b][color=#141414] (watch out for that unfortunate Diplomacy training prereq)[/color] [b][color=#9900ff]Druid[/color][/b][color=#9900ff][/color] [color=#141414]Druid is a Primal WIS-based Controller class, and so it offers some excellent material with which a Seeker can patch its spotty power list, especially post-HotF, which includes some really potent control powers. The problem is that they're implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. MC Druid has no good feats to offer, but it comes with a good PP and a decent ED.[/color] [color=#0000ff][b]Sentinel(Druid)|Seeker[/b][/color][color=#141414] is mostly to grab Magic Stones and MC Fighter for Polearm Momentum. It's feat intensive and you're stuck with Alfsair Spear, but the extra control is worth it.[/color] [color=#141414][b]Entry Feats[/b][/color] [b][color=#0000ff]Initiate of the Old Faith[/color][/b][color=#141414] (Take Grasping Claws, Savage Rend, or Swarming Locusts)[/color] [b][color=#0000ff]Harbinger of Nature's Wrath[/color][/b] [color=#141414][b]Epic Destinies[/b][/color] [b][color=#0000ff]Master Hierophant[/color][/b] [color=#0000ff][b]Assassin[/b][/color] [color=#141414]Assassin opens up options for bypassing poison immunity and getting a bonus to damage. This can be really great stuff.[/color] [color=#0000ff][b]Seeker|Executioner[/b][/color][color=#141414], is noteworthy. It's a DEX/WIS Hybrid Talent: Spiritbond build. You get bonus damage on your RBAs, but that's immaterial: more importantly, you have a good multi-target at-will that synergizes well with the Executioner poisons you'll be taking instead of the Dailies at bad Seeker levels, like L9. You can use an Assassin encounter power, but you can just take Assassin's Strike in Heroic and get a little extra damage in Heroic with a hit with an RBA, while kicking over to one of the fantastic Paragon encounter powers that Assassin gets in Paragon.[/color] [color=#141414][b]Exotic Weapon Training[/b][/color] [color=#141414][/color] [color=#141414]Some Seekers sacrifice the opportunity to use their MC for powerswaps and PP access for the ability to tack additional control onto every hit with a suboptimal weapon. This can be effective when done right.[/color] [b][color=#141414]Entry Feats[/color][/b] [color=#0000ff][b]Net Training[/b][/color] [b][color=#800080]Bola Training[/color][/b] [color=#141414](Giving up all the damage you would have dealt is actually not a good idea)[/color] [b][color=#00ccff]Fighter[/color][/b][color=#141414][/color] [color=#141414]MC Fighter is not really a good place for powerswaps or PP/EDs, but MC Fighter is unique for the Seeker in that you use it to open up feats that will dramatically enhance your battlefield control. Spend a few minutes thinking about what Tidal Spirit Shot does when you're holding a light shield and throwing a Javelin with Polearm Momentum and Hindering Shield.[/color] [color=#339966][b]Fighter|Seeker[/b][/color][color=#141414] diverges from the Controller role significantly enough that it's beyond the purview of this guide, though there is a bit of synergy with Deft Hurler Style.[/color] [color=#141414][b]Entry Feats[/b][/color] [b][color=#141414]Student of the Sword[/color][/b] [color=#141414][b]Brawling Warrior[/b][/color] [b][color=#00ccff]Battle Awareness[/color][/b] [color=#141414][b]Feats[/b][/color] [b][color=#0000ff]Dragging Flail[/color][/b] [color=#0000ff][b]Hindering Shield[/b][/color][color=#141414] (tricky to use, but if you use a javelin you can stack this with PM)[/color] [color=#00ccff][b]POLEARM MOMENTUM[/b][/color][color=#141414] (this is why you MC'd Fighter)[/color] [color=#00ccff][b]Wary Fighter[/b][/color] Get bonus to two good skills and use Wis for Initiative if Str-based. [color=#0000ff][b]Invoker[/b][/color][color=#141414][/color] [color=#141414]Hard control on par with Wizards' on a WIS-based class sounds like a fantastic opportunity to steal some great powers, and it is- set it up with Moonbow Dedicate. Thunder of Judgment & Hand of Radiance are amazing additions to Seeker’s opening move. Symbol of the Sonnlinor allows for a hammer to be used as an implement as well as an axe or pick — not a route to go if hybrid.[/color] [b][color=#0000ff]Seeker|Invoker[/color][/b] [color=#141414]Suffers from MID if you don't Moonbow Dedicate, but this lets you get add some great powers to your arsenal without sacrificing a ton of feats, it comes with a fantastic multi-target at-will, and your HT is free to use as you like.[/color] [b][color=#141414]Entry Feats[/color][/b] [color=#141414][b]Divine Secretkeeper[/b][/color] [b][color=#0000ff]Acolyte of Divine Secrets — Hand of Radiance[/color][/b] [color=#141414][b]Paragon Paths(lots of great choices)[/b][/color] [b][color=#0000ff]Adept of Whispers[/color][/b][color=#141414][b] [/b][/color][color=#141414]- E11 works with Screaming Bow+Resounding Thunder, potentially a close burst 4 with the AP feature, F11 interesting benefit, U12 emergency useful[/color] [color=#141414][b]Angelic Aspect [/b][/color][color=#141414]- E11 works with Screaming Bow+Resounding Thunder, solid defensive values, fly speed[/color] [color=#141414][b]Blightspeaker [/b][/color][color=#141414]- F16 given a decent number of save ends Seeker encounter powers might be useful[/color] [color=#0000ff][b]Flame of Hope[/b][/color][b][color=#141414] - [/color][/b][color=#141414]yes, your Int is likely to not be great, but +2 to hit or so is +2 to hit, the E11 is a double ranged attack[/color] [b]Hammer of Vengeance[/b] [b]Stonecaller [/b][color=#141414]- E11 works with Screaming Bow+Resounding Thunder[/color] [color=#141414][b]Feats[/b][/color] [b][color=#141414]Heaven's Arrow[/color][/b] [color=#0000ff][b]Invoked Devastation[/b][/color] [b][color=#141414]Reaching Invocation[/color][/b][color=#141414] (Only take this if you don't want Invoked Devastation, ie because your party doesn't make room for your unfriendly AoEs)[/color] [b][color=#33cccc]Ranger[/color][/b][color=#141414][/color] [color=#141414]The Ranger's controller feats are tied to Hunter's Quarry, so there's nothing to offer there, but the class offers a wealth of powerswaps to DEX Seekers. PMC is not terrible (it lets you snag Clever Shot with Archery Mastery) but at that point you should just hybrid Ranger or be a half-elf. Ranger offers a few really good PPs too, which is nice and makes PMC that much less attractive.[/color] [color=#33cccc][b]Ranger|Seeker[/b][/color][color=#141414] is great No MID or juggling necessary, excellent at-will control options to make up for the missing Seeker at-will, good powers all around and good PPs, especially when you have Quarry.[/color] [color=#141414][b]Entry Feats[/b][/color] [b][color=#141414]Warrior of the Wild[/color][/b] [color=#141414][b]Paragon Paths[/b][/color] [b][color=#0000ff]Avalanche Hurler[/color][/b][color=#0000ff] [/color][color=#141414](ok ranged powers that do mostly damage, free basic attack on an AP that conflicts with Inevitable Shot, U12 that allows some golfbagging of different weapon choices for an initiative package, a defense package, and an attacking package, and then a little extra damage with all one’s attacks)[/color] [b]Darkstrider[/b][color=#141414] (Blindsense is nice, the powers add control to your toolbox, and Minor Action shift means hidden isn't as hard for you as for some) [/color][color=#0000ff][b]Sharpshooter[/b][/color][color=#0000ff] [/color][color=#141414](Solid features though the F16 will often be less useful, good AP action, decent E11/U12/D20)[/color] [b][color=#33cccc]Rogue[/color][/b][color=#141414][/color] [color=#141414]Rogue offers some really good control powers for DEX Seekers. Dagger-throwers will especially appreciate them, and will have the freedom to use some of the very tempting melee control powers (hey what's up Knockout how you doin). This MC also offers some really powerful Stealth tools. If only there were more ranged Rattling powers.[/color] [color=#141414][b]Seeker|Rogue[/b][/color] [color=#141414]does the same thing as Seeker MC Rogue, but doesn't spend so many feats to powerswap. MC is usually better in this case.[/color] [color=#141414][b]Entry Feats[/b][/color] [b][color=#0000ff]Sly Dodge[/color][/b][color=#141414] (a few good Rogue tricks require Intimidate training- this way you don't waste your Background getting it)[/color] [b][color=#141414]Sneak of Shadows [/color][/b][color=#141414](if you don't need Intimidate and don't want to stealth, this at least gives you some bonus damage)[/color] [b][color=#33cccc]Twilight Adept[/color][/b][color=#141414] (rating is for those who want to try to use Stealth in combat)[/color] [b][color=#141414]Feats[/color][/b] [color=#0000ff][b]Two-Fisted Shooter[/b][/color][color=#141414] (Great benefit, but not sky blue because you have to bend over backwards to benefit from it. You want an expanded crit range to go with it, which means dual xbows and Bow Mastery or Jagged/Melegaunt's Dagger mainhand and Master of Arms.)[/color] [color=#0000ff][b]Deadeye Slinger [/b][/color][color=#141414](Make a Dejaja a +3 proficiency weapon and high crit — 1d8 +3 proficiency high crit weapon that doesn’t provoke or need extra actions is reasonably solid)[/color] [color=#141414][b]Paragon Paths[/b][/color] [b][color=#141414]Daring Slinger[/color][/b][color=#141414] (This makes slings pretty decent, and adds a little control to boot. Respectable, compared to your other options.)[/color] [b][color=#141414]Cloaked Sniper[/color][/b][color=#141414] (Not much control on the powers, but pretty decent Stealth/crossbow support)[/color] [b][color=#0000ff]Shaman[/color][/b][color=#141414][/color] [color=#141414]Shamans are leaders, but they have almost as much built-in control as a Seeker. Unfortunately, MC Shaman has the same problem that MC Druid does: It offers implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. To make matters worse, many powers rely on the placement of your Spirit Companion, which you require a Standard action to summon. Many DMs will let you summon your SC during exploration (ie before initiative is rolled) but for those who will not, you'll require Sudden Call/Nimble Spirit early.[/color] [color=#0000ff][b]Seeker|Shaman[/b][/color][color=#141414] is best when you spend your HT on Spirit OAs, using it to complement your zone control/movement denial, crank your WIS to 18. It's actually pretty rad. Go Human or Half-Elf, and pump DEX as your secondary for Initiative. You don't need it for anything else. The only reason this isn't sky blue is that Shaman encounter powers are mostly worse for control than the Seeker's best ones.[/color] [color=#141414][b]Entry Feats[/b][/color] [b][color=#141414]Spirit Caller[/color][/b] [color=#141414]- [/color][b][color=#141414]Spirit Companion OAs[/color][/b] [color=#0000ff][b]Spirit's Wrath[/b][/color][color=#141414] (hurray free CA)[/color] [color=#141414][b]Spirit's Fangs[/b][/color] [b][color=#141414]Spirit's Shield[/color][/b][color=#141414] (WIS mod healing is not relevant for very long)[/color] [b][color=#141414]Spirit's Prey[/color][/b] [color=#33cccc][b]World Speaker's Command[/b][/color][color=#141414] (no damage, but none of these OA powers will be doing much damage, and this offers good action denial)[/color] [color=#141414][b]Feats[/b][/color] [b][color=#141414]Sudden Call[/color][/b][color=#141414] (kind of mandatory to get some powers to function)[/color] [b][color=#0000ff]Nimble Spirit[/color][/b][color=#141414] (this makes the SC much more useful as a control tool, even if the OA is still 1/enc)[/color] [b][color=#0000ff]Spirit Mender[/color][/b][color=#141414] (while you're MCing Shaman, picking up a 1/enc heal can't hurt if you have room)[/color] [b][color=#141414]Paragon Paths[/color][/b] [color=#141414][b]Phrenic Master (D394) -[/b][/color][color=#141414] solid E11, but the real joy is in having Twin-Souled Projection at F16 to use as a mobile targeting base. Not a great paragon path though.[/color] [color=#141414][b]Wizard[/b][/color][color=#141414][/color] [color=#141414]Wizards have a couple useful powerswaps, but if you have 13 INT (maybe you rolled for stats or you hate CON) you can MC to get access to Orbs with Daily powers that help you botch enemy saving throws. If there were better ways to do that, I wouldn't even mention MC Wizard.[/color] [b][color=#800080]Seeker|Wizard[/color][/b][color=#141414] You can go INT/WIS, use a dagger weapliment/Moonbow Dedicate/dual-wield a thrown weapon and an implement, and HT:Orb of Imposition. There's no real synergy, so just try to slot in the few decent Seeker powers in the Wizard's weakest levels.[/color] [b][color=#141414]Entry Feats[/color][/b] [color=#0000ff][b]Learned Spellcaster[/b][/color][color=#141414] (assuming you have 13 INT for some reason)[/color] [/QUOTE]
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Shoot the Moon: A Seeker's Handbook
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