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To Strive, to Seek, to Find, and Not to Yield: The Seeker's Handbook (By WEContact)
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<blockquote data-quote="Veep" data-source="post: 6707613" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Powers - At-Will </span></p><p></strong><span style="font-size: 12px"><strong>Choosing your At-Wills</strong></span></p><p></p><p>There are six powers listed here, but don't let that deceive you- a Seeker choosing her at-will powers is only going to look at three of them, in order to determine which one she needs least. Unless you have some very specific, prevailing reason to take two RBA powers, you generally want one RBA power and the AoE forced movement goodness that is Tidal Spirit Shot. Which RBA power you take is dependent on your party, your DM, and your taste- I like Grappling Spirits for heroic tier, retrained to Biting Swarm at higher levels when the attack penalty can be boosted and slow is easier to come by.</p><p></p><p><span style="color: #33cccc"><strong>Biting Swarm </strong></span><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> One of the Seeker's good at-will powers. Unlike the vast majority of Seeker powers, it's going to be useful no matter what the circumstances are- this is incredibly valuable. If your party is fighting a Solo melee monster, and you don't have this power, there's a good chance that you won't be able to exercise any useful at-will control. Oh, and it's an RBA. Perfect. Side note: Use a Mindiron Weapon and Psychic Lock to boost the penalty to a healthy -4, and if you like, add Attention-Stealing ammunition to stack a mark on top.</p><p></p><p><span style="color: #800080"><strong>Elemental Spirits </strong></span><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Varies, Weapon. </em>The intent here is to give Bloodbond Seekers a tool to exploit vulnerabilities and other elemental goodies, and to apply a soft disincentive for enemies to group around the target. In practice, what it does is give the target a damage aura that it can use against you and your allies. This is actually better for Spiritbond Seekers who have a low DEX mod, who can use it to pop minions without risking much damage to their allies, or who can use it with Mark of Storm to get some forced movement. If it weren't kind of useful on a character with no DEX, it would be Red.</p><p></p><p><span style="color: #33cccc"><strong>Grappling Spirits</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon. </em>One of the Seeker's good at-will powers. An enemy that is slowed and cannot shift will have a lot of trouble closing to melee distance, or disengaging from your Fighter. Be warned: the duration means you can't use it to set up World Serpent's Grasp for yourself. Still, this is your only at-will hard control, and it's better than many of your encounter powers. This competes with the excellent Biting Swarm for your RBA power, but don't pass this up without a lot of hard thinking. While this is more situational than an attack penalty, it can also be more potent.</p><p></p><p><span style="color: #800080"><strong>Guardian Harrier</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon. </em>This is not as bad as the other two bad At-Wills, but since choosing it will always significantly hurt your capacity as a control, the distinction is immaterial. It is an RBA, and it is usable in melee, but the fact is that the control rider is too soft. It's intended to force a monster to move out of a desirable position, but instead it reads, more or less, "the target takes a small amount of damage unless it wants to move."</p><p></p><p><span style="color: #ff0000"><strong>Thorn Cloud Shot</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Poison, Primal, Weapon, Zone. </em>Using this power is actively harmful to your party. Monsters have far more hp than PCs do, (and often resist poison) and so they can ignore the zone, but your allies usually can't afford to. Because the zone is always centered on the target, you can't use it on targets that have engaged your allies in melee without hurting those allies too. There is nothing good about this.</p><p></p><p><strong><span style="color: #00ccff">Tidal Spirit Shot</span></strong></p><p><strong>(D413) </strong>- <em>Targets AC, Keywords Primal, Weapon.</em> This power is almost <span style="color: #ff9900"><strong>Gold</strong></span>, for several reasons: The Seeker has no other multi-target at-wills, and very few good area-of-effect encounter powers (none in heroic tier, in fact). The Seeker has no other at-will powers with forced movement, and this has more potential to be improved upon than any of the Seeker's other at-wills. Lightning Javelin+Mark of Storm+Polearm Momentum+Hindering Shield, to get specific. Oh, and it's friendly. It's not gold, though, because a Seeker with Grappling Spirits and Biting Swarm is still perfectly serviceable.</p><p> Powers - Heroic Tier </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 1, Encounter</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Possessing Spirits </strong></span>is the only good power here, despite being a annoyingly situational.</p><p></p><p><strong>Level 1 Encounter List</strong></p><p> <span style="color: #800080"><strong>Flickering Arrow</strong></span></p><p><strong>(PHB3) - </strong><em>Targets AC, Keywords Primal, Weapon.</em> Gives the target an aura that imposes a mild attack penalty on itself and other nearby enemies. Enemies will move away from the target before attacking next turn, but only if doing so is not inconvenient. This is only situationally distinguishable from one of your At-Wills. Never take it.</p><p></p><p><span style="color: #ff0000"><strong>Mischief Spirits</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Even if this was a daze, and not just prone, it would be terrible. This is situational control that you must apply before you know whether or not the situation will call for this power. It counts as an RBA, but since this isn't as good as your At-Will RBA, that is irrelevant.</p><p></p><p><span style="color: #0000ff"><strong>Possessing Spirits</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets Will, Keywords Charm, Primal, Weapon.</em> Daze at first level is great, and multi-target daze is wonderful. Unfortunately, in order to use this power a lot of pieces have to fall into place: First, you have to have a target with a good MBA that you know about. Second, that target has to be adjacent to another target. Third, you have two chances of missing- the initial (admittedly very accurate) attack and the target's MBA. If either miss, no daze. Still one of your best picks at this level.</p><p></p><p><span style="color: #ff0000"><strong>Serpent Arrow</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> This suffers the same problem as Mischief Spirits, except that the effect is stronger and even more situational. Sliding something later is just so, so much less useful than sliding something now. Don't take this, even if you're Spiritbond.</p><p></p><p><strong><span style="color: #800080">Spider Spirits</span> (PHB3) -</strong></p><p><em>Targets AC, Keywords Poison, Primal, Weapon.</em> The poison keyword hurts here, since a good number of monsters (mostly undead) are immune and therefore ignore both the damage and the slow/defense debuff. The defense debuff is not situational at all, which is a pleasant departure from other Seeker encounter powers, but this is still only barely better than your At-Will.</p><p></p><p><span style="color: #800080"><strong>Steel Forest</strong></span></p><p><strong>(D389) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> You want AoE, because you're a Controller- unfortunately, you still need your powers to do something. Steel Forest doesn't really provide any meaningful control.</p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 1, Daily</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Swarming Bats</strong></span> is the best of a bad field, though it's <strong>not as good</strong> for Spiritbonders and <strong>Rime Strike</strong> isn't that much worse. Choose from those two, they're still way better than the other three.</p><p></p><p><strong>Level 1 Daily List</strong></p><p> <span style="color: #800080"><strong>Fungal Blooms</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Conjuration, Poison, Primal, Weapon.</em> Single-target immobilize (save ends) is only slightly better than your encounter powers or Grappling Spirits, and that's the only thing this power has going for it. The damage caused by entering one of the effected squares is trivial, there's a chance it will miss, and only one can be triggered per monster turn.</p><p></p><p><span style="color: #ff0000"><strong>Persistent Arrow</strong></span></p><p><strong>(D389) -</strong></p><p><em>Targets AC, Keywords Conjuration, Primal, Weapon. </em>Basically, you hit something for some damage, and the only control involved is that the target takes some damage if it enters a specific adjacent square of your choosing. One time after that, you can use a Minor to make another attack that prones. This is all mind-blowingly underwhelming.</p><p></p><p><strong>Rime Strike (PHB3) - </strong><em>Targets AC, Keywords Cold, Primal, Weapon, Zone</em>. Single-target immobilize (save ends) is okay, though it's not great, and you also get to make the zone unpleasant for the duration of the encounter. Lackluster.</p><p></p><p><span style="color: #ff0000"><strong>Spirit Rider </strong></span><strong>(PHB3) - </strong><em>Targets AC, Keywords Primal, Weapon.</em> You do some damage, and then after that either minions will not end their turns adjacent to the target, or the target will move away from any minions before attacking. That's seriously all this does.</p><p></p><p><span style="color: #ff0000"><strong>Storm of Spirit Shards</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Friendly burst damage. This Swarming Bats but a smaller area, and with all of the (already unimpressive) control stripped out. Don't take this.</p><p></p><p><span style="color: #0000ff"><strong>Swarming Bats</strong></span></p><p><strong>(PHB3) -</strong> Targets Reflex, Keywords Primal, Weapon, Zone: This is a bunch of different little goodies that add up to make a solid power. You get Weapon vs NAD accuracy on a 5x5 friendly AoE, you slide all the enemies you hit, you create a big patch of difficult terrain that, while unfriendly, is movable and has the minor benefit of making enemies grant CA. Sustain Minor, but what are you using those for? If the map has a burst 2 chokepoint somewhere, this can win a fight. Otherwise, it can lock artillery and skirmishers in melee. This is not as good for thrown weapon users- this power really wants a good long range behind it. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 2, Utility</strong></span></p><p></p><p>Train Acrobatics and take <strong><span style="color: #33cccc">Agile Recovery</span></strong> (or Perception/<span style="color: #0000ff"><strong>Far Sight</strong></span>). There is nothing good here.</p><p></p><p><strong>Level 2 Utility List</strong></p><p> <span style="color: #ff0000"><strong>Harrying Spirits</strong></span></p><p><strong>(PHB3) -</strong> This doesn't make sense. It's basically a Daily tool to discourage an enemy from targetting you, but the effect isn't potent enough for the enemy to care about it. Also, the trigger is bizarre and unrelated to the effect.</p><p></p><p><strong>Warding Arrow (D389) -</strong> The best of these, there's a small chance you'll be able to turn a hit into a miss with this power. Alternately, you can just burn it for CA. Meh.</p><p></p><p><span style="color: #800080"><strong>Hunter's Instinct</strong></span></p><p><strong>(PHB3) -</strong> You are not a Striker. All this does is lure you into melee.</p><p></p><p><span style="color: #800080"><strong>Stag's Grace</strong></span></p><p><strong>(PHB3) -</strong> If you're Bloodbond, you avoid OAs with your Minor Shift. If you're Spiritbond, you can use a melee attack or two until you're able to disengage. If you really think you need this, just buy Shadowdance Leather armor instead.</p><p></p><p><strong>Stone Spirit Ward (PHB3) - </strong>This is decent for Spiritbonders if you can anticipate when you're going to be taking multiple attacks- sometimes combat doesn't go how you planned, after all. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 3, Encounter</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Escaping Shot</strong></span> and <strong><span style="color: #00ccff">Into the</span></strong></p><p><strong><span style="color: #800080">Black Bog</span></strong> are both great choices, though <span style="color: #0000ff"><strong>Stampede Shot</strong></span> is actually competitive for Spiritbonders. If you do take Black Bog, you'll need to retrain it back to one of these other two options around level 8- it scales poorly.</p><p></p><p><strong>Level 3 Encounter List</strong></p><p> <span style="color: #800080"><strong>Burrowing Shot </strong></span><strong>(PHB3) - </strong><em>Targets AC, Keywords Primal, Weapon.</em> This is the encounter version of the Spirit Rider D1. For one round minions will avoid being adjacent to the target. Almost worthless.</p><p></p><p><span style="color: #0000ff"><strong>Escaping Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Will, Keywords Primal, Psychic, Weapon.</em> You get a daze on a Weapon vs NAD power that you can use in melee and that includes a shift (a big one if you're Bloodbond), and the Psychic keyword can be useful. This is what a decent controller power looks like.</p><p></p><p><strong><span style="color: #00ccff">Into the</span></strong></p><p><strong><span style="color: #800080">Black Bog</span> (D413)</strong> - <em>Targets AC, Keywords Primal, Teleportation, Weapon. </em>Easily your best choice at level 3. Multi-target with forced movement and a debuff that is comparable to weakened- at level 3. The damage penalty doesn't scale with monster damage, however, and so by upper heroic the damage debuff is meaningless. Around level 8 you'll want to retrain this.</p><p></p><p><span style="color: #ff0000"><strong>Seeker's Due </strong></span><strong>(D389) </strong>- <em>Targets AC, Keywords Primal, Weapon.</em> The Bloodbond extra damage rider offers no control is not worth considering, so let's look at this for Spiritbonders. What's that? STR mod penalty to attack rolls? That's fantastic OH WAIT, the power requires you to use a bow, even though the good rider is for the build that uses thrown weapons. This power is a cruel joke that needs to be errata'd. If it is, it will be blue or sky blue. If you're play a Spiritbonder, ask your DM to waive the weapon prereq. and then take this. they just errata'd away the Spiritbond rider instead of removing the stupid weapon prerequisite.</p><p></p><p><span style="color: #ff0000"><strong>Spectral Scorpion Sting</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Conjuration, Poison, Primal, Weapon.</em> The idea here is to discourage enemies (including the target) from leaving squares near the target. If the penalty for doing so interrupted movement, and not damage that any significant enemy will ignore, this power would be worth a Standard Action.</p><p></p><p><span style="color: #0000ff"><strong>Stampede Shot</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Primal, Weapon.</em> This is an accurate attack with some solid forced movement. Spiritbond especially will get a lot of mileage out of it, and the Seeker can use all the forced movement it can get. Good pick.</p><p></p><p><strong>Winter Spirit (PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Cold, Primal, Weapon.</em> This is a straightforward power; it immobolizes a thing, and you can use it as an RBA. This is not bad, but it doesn't do much to expand your Controller toolbox. You can hamper movement effectively already with just your At-Wills. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 5, Daily</strong></span></p><p></p><p>Everything is bad except for <span style="color: #33cccc"><strong>Ensnaring Shot</strong></span>, so take that. You could take <strong>Protecting Spirits</strong> if, I dunno, your DM only runs solos or something.</p><p></p><p><strong>Level 5 Daily List</strong></p><p> <span style="color: #800080"><strong>Call of the Ghost Wolf</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets AC, Keywords Conjuration, Primal, Weapon.</em> You pick a square next to the target, and enemies don't want to be adjacent to that square, Sustain Minor. This would be good if the conjuration was moveable or punished moving away, but it isn't and it doesn't, so it's not.</p><p></p><p><span style="color: #800080"><strong>Coralling Shot</strong></span></p><p><strong>(PHB3) - </strong><em>Targets AC, Keywords Primal, Reliable, Weapon.</em> This is an interesting form of forced movement that lets you bunch up two or three enemies. It's situational, though Dailies can afford to be to a degree, but they need to be more powerful to make up for being situational. If it weren't reliable, this would make a good encounter power.</p><p></p><p><span style="color: #800080"><strong>Cursed Dart</strong></span></p><p><strong>(D389) -</strong></p><p><em>Targets AC, Keywords Primal, Psychic, Weapon, Zone.</em> Stiff but situational penalty to the target for ending a turn adjacent to its allies (immobilize is ignorable for artillery that is out of melee range or for melee that has already engaged). Unfortunately, the effect is (save ends), so you get a round or two of the enemy not bunching up. Great. Skip this.</p><p></p><p><span style="color: #33cccc"><strong>Ensnaring Shot</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets Reflex, Keywords Primal, Weapon, Zone.</em> This is the first power you get that allows you to hamper the movement of multiple targets, and it does this beautifully. This is an excellent example of a power being really good while retaining mechanical identity unique to the Seeker. Pin down enemies until you miss, and even then enemies can get stuck in the zone you leave behind. Sustain Minor, but you can handle that.</p><p></p><p><strong>Protecting Spirits (PHB3) -</strong></p><p><em>Targets Will, Keywords Primal, Weapon.</em> It's a friendly AoE, and it pushes and prones. It's not bad, but the effect is just not powerful enough to be a Daily. It would be a good encounter power.</p><p></p><p><span style="color: #800080"><strong>Wildfire Shot</strong></span></p><p><strong>(PHB3) -</strong></p><p><em>Targets Reflex, Keywords Fire, Primal, Weapon.</em> Discourages grouping by threat of spreading ongoing damage. If this was an encounter power, it still wouldn't be Blue. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 6, Utility</strong></span></p><p></p><p>Basically, choose between <span style="color: #0000ff"><strong>Earthbond Gift</strong></span> and your favorite Skill Power, there are lots of good ones. Exception: Consider <span style="color: #0000ff"><strong>Eagle's Aim</strong></span> if you're using a thrown weapon.</p><p></p><p><strong>Level 6 Utility List</strong></p><p> <strong>Blurring Stride (PHB3) -</strong> Good defensive ability, but the Sustain Minor is annoying and unnecessary, and you have to move 3 squares in a single move action to get the concealment. Better for Spiritbond, who can shift out of melee and still have enough actions to attack and move 3 squares.</p><p></p><p><span style="color: #ff0000"><strong>Cloak of Quills</strong></span><strong> (PHB3) -</strong> If you have STR you're Spiritbond, and I guess you're supposed to be in melee provoking OAs? No, you're not. Stay away from melee and don't provoke OAs and don't take this power.</p><p></p><p><span style="color: #0000ff"><strong>Eagle's Aim</strong></span><strong> (PHB3) -</strong> The errata that made this an At-Will saved this power. Now it's one of the best ways to get around the crappy range on the bola and the net. (The other best way being a Distance Weapon or similar enchantment)</p><p></p><p><span style="color: #0000ff"><strong>Earthbond Gift</strong></span><strong> (PHB3) -</strong> Temp hp when you're bloodied is good- 2x WIS is close to surge value for you. You don't really care that much about being weakened, but that's just a little icing.</p><p></p><p><strong>Swirling Arrows (D389) -</strong> When it triggers you get to target the enemy you intended to target with the attack that triggered Inevitable Shot in the first place, which is nice, but it's too situational. On average you'd get to use this about once every other encounter. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 7, Encounter</strong></span></p><p></p><p><span style="color: #33cccc"><strong>Feyjump Shot</strong></span> is the iconic Seeker power, and was the inspiration for much of the Seeker's teleportation support. It's a glimpse into a parallel universe in which the Seeker is competitive with Wizards and Invokers but retains a unique mechanical identity. Obviously I think you should take it. Spiritbonders whose DMs don't ever use Artillery/Controllers can justify taking <strong>Windstorm Shot</strong> instead, and have boring DMs.</p><p></p><p><strong>Level 7 Encounter List</strong></p><p> <span style="color: #33cccc"><strong>Feyjump Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Teleportation, Weapon.</em> This is a kind of control that other Controllers can't quite duplicate, and the kind that can, under the right conditions, win encounters. Basically, if the enemy has a vulnerable, inaccessible target and a mean frontliner guarding that target, you force them to switch places (no matter how far apart they are) and daze them both, leaving the vulnerable target wide open for your Strikers. Even if swapping the positions of two targets isn't particularly helpful, you can still daze them both. This is a situationally great encounter power, but it's the only Seeker power that can totally win an encounter sometimes, which is what Control is about. Keep this through epic tier.</p><p></p><p><span style="color: #ff0000"><strong>Thunder Spirit</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Prone is trivial for you to accomplish if you have World Serpent's Grasp, and if you don't, it's still worse than most other things you could do with a Standard action. Deafened is worthless. This power is worthless.</p><p></p><p><span style="color: #800080"><strong>Tremor Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> This is another one of those annoying power that imposes no control on the thing you actually target. You can count on targeting maybe one thing with the secondary attack. A slide 1+CA-grant on one or two targets is pathetic. The only reason this isn't Red is that you probably can't slide with an At-Will.</p><p></p><p><span style="color: #ff0000"><strong>Wasp Sting Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Poison, Primal, Weapon, Zone.</em> Oh boy, more WIS mod poison damage that enemies will ignore if they want to be in the zone you made. We're getting toward the higher end of heroic, this kind of thing isn't funny anymore.</p><p></p><p><strong>Windstorm Strike</strong><strong> (PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Primal, Weapon.</em> Spiritbonders can get a sizable push here, real AoE is rare for Seekers, it's friendly, and you aren't forced to center the burst on a target. The push is still not impressive enough at this level to merit more than a Black rating, but it is at least not bad. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 9, Daily</strong></span></p><p></p><p>This was a heap of broken images, where the sun beat and the dead tree gave no shelter. Now, however, that's changed, and you can pick up <strong><span style="color: #0000ff">Spider Thicket</span></strong>, a Seeker power that's actually serviceable!</p><p></p><p><strong>Level 9 Daily List</strong></p><p> <strong>Binding Shot</strong><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> If you hit two targets, you slide one next to the other, and they they can't move apart even by teleporting. The effect, however, only has a 1/16 chance of lasting past one round. This is is better than purple only because you can slide a vulnerable target into melee, and that's valuable- IF there's a vulnerable target who doesn't want to be in melee but is within 5 squares of an enemy who is melee.</p><p></p><p><span style="color: #800080"><strong>Nature's Vengeance</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon, Zone.</em> A small slide is made much more potent when it comes with an immobilize. The zone it creates discourages enemies from being adjacent to the target by threat of their being immobilized and then restained if they try to attack, which is actually discouraging. That the zone applies to the original target is a pleasant surprise. Unfortunately, discouraging enemies from staying in a zone is just not a useful thing to do.</p><p></p><p><span style="color: #0000ff"><strong>Spider Thicket</strong></span></p><p><strong>(D413)</strong> - <em>Targets Fortitude, Keywords Poison, Primal, Teleportation, Weapon.</em> Area burst 2 is big, and weakened (save ends) is pretty nice, especially post-MM3. The teleportation within the zone is only situationally useful, since the burst is unfriendly, and that kind of rearranging is usually only useful against targets that have already engaged the party, but it does let you slow all the targets if you take the Moonrise Stalker PP.</p><p></p><p><span style="color: #800080"><strong>Spirits of Fire and Ice</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keyword Cold, Fire, Primal, Weapon.</em> The ongoing damage is immaterial. This is just a single-target immobilize, which is was barely even decent at level one. Pass.</p><p></p><p><span style="color: #ff0000"><strong>Squall Spirit</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Fortitude, Keyword Lightning, Primal, Thunder, Weapon.</em> Ugh, ugh. This power doesn't even pretend to offer any control, and doesn't make up for it by offering anything else. Waste of ink. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 10, Utility</strong></span></p><p></p><p><span style="color: #33cccc"><strong>Feywild Jaunt</strong></span> or bust!</p><p></p><p><strong>Level 10 Utility List</strong></p><p> <strong>Burrowing Stride</strong><strong> (PHB3) -</strong> Not very useful in combat, but out of combat it's pretty good. Excellent for scouting or otherwise being sneaky. This is very, very DM/campaign dependent. If find you're easily distracted between combat encounters, pick something else.</p><p></p><p><span style="color: #800080"><strong>Far Step Arrow</strong></span></p><p><strong>(D389) -</strong> It's an encounter teleport! But you aren't a Striker, so there's no guarantee you'll be killing nonminions. Also you can't use it to escape melee without OAs. It's the most useless encounter teleport.</p><p></p><p><span style="color: #33cccc"><strong>Feywild Jaunt</strong></span><strong> (PHB3) -</strong> Now THIS is an encounter teleport; don't be fooled by the fact that it doesn't say teleport anywhere. Use it at the end of your first turn, and when Team Monster is blowing all their encounter/recharge powers you'll be safely off the grid, and free to choose where you begin your next turn.</p><p></p><p><strong>Host of Sparrows</strong><strong> (PHB3) -</strong> This triggers outside of your turn, and ends when your next turn starts, which is to say that the duration is very brief. It's a reaction, so insubstantial doesn't affect the triggering attack. This is only good if you are the enemy's only viable focus-fire target, in which case it may save you a little damage. It can also get you out of melee if no other monsters get turns between your turn and the triggering attack. This is mediocre.</p><p></p><p><span style="color: #800080"><strong>Sheltering Underbrush</strong></span><strong> (PHB3) -</strong> Cover for your allies and difficult terrain on a relatively small, immobile, Sustain Minor burst as a Daily? Completely unimpressive. I wouldn't take this at any level. </p><p> </p><p> </p><p> </p><p> </p><p>Powers - Paragon Tier </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 13, Encounter</strong></span></p><p></p><p>Wow, only three of these powers are trash! You probably want <span style="color: #33cccc"><strong>Swarming Spirits</strong></span> or <span style="color: #00ccff"><strong>Bonds of Moonlight</strong></span>, though a strong case can be made for <span style="color: #0000ff"><strong>Rabid Shot</strong></span>, provided your campaign doesn't feature many poison-immune enemies like undead.</p><p></p><p><strong>Level 13 Encounter List</strong></p><p> <strong><span style="color: #00ccff">Bonds of Moonlight</span></strong><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong>(D413)</strong> - <em>Targets AC, Keywords Cold, Primal, Radiant, Weapon.</em> Movement denial is useful, though this does lose some of its luster against teleport-capable enemies. Restrain generally only merits <strong><span style="color: #0000ff">blue</span></strong> for<span style="color: #800080"></span></p><p><span style="color: #800080"></span>being a tad situational, but this is multi-target (save ends) movement control as an encounter power- a really fantastic combat opener.<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"><strong>Cordon of Thorns</strong></span></p><p><strong>(D389) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon, Zone.</em> Unfriendly AoE that leaves a zone behind- in just the side of the 3x3 square that's furthest from you. So, a 3-square line. The punishment power that triggers if that line is crossed before the end of your next turn is an attack that does decent damage and slows. Problems: the zone is too small, and the placement too limited.</p><p></p><p><strong>Feymire Trap</strong><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Teleportation, Weapon. </em>This is what Seeker heroic tier encounter powers should look like. Useful, solid, but not particularly impressive.</p><p></p><p><span style="color: #0000ff"><strong>Rabid Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Poison, Primal, Weapon.</em> Forcing a charge is excellent; you get hefty forced movement that provokes OAs, and you can take advantage of any interesting effects the target might have on its BMA. The poison keyword spoils this power somewhat- it has no effect whatsoever on undead with their poison immunity.</p><p></p><p><span style="color: #800080"><strong>Raven Wing Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Because the extra damage actually gets some of your damage mods, it is slightly better control than the Seeker's usual 5 poison damage, but this kind of soft control is not okay when you can have a blind.</p><p></p><p><strong><span style="color: #800080">Short Shot Onslaught</span> (DSH)</strong> - <em>Targets AC, Keywords Primal, Weapon.</em> A close burst with no control, and with a cap on the number of creatures in the burst you can target. Blech.</p><p></p><p><span style="color: #00ccff"><strong>Swarming Spirits</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Hey, now this is good, noncircumstantial control! You blind the target and give it an aura 2 that gives other enemies -2 to hit. If you're Bloodbond that's an aura 5. You'll enjoy this power for a long time- other controllers get AoE blind at this level, though.</p><p></p><p><strong>Wind Spirits</strong><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Friendly AoE that pushes, prones and doesn't provoke? Good, especially with the Spiritbond's increased push, but in paragon, with such a weak effect, the burst should really be larger. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 15, Daily</strong></span></p><p></p><p>You want <span style="color: #33cccc"><strong>Fey Sinkhole</strong></span>, unless you've done a silly thing like start with 12 INT and MC Wizard for orb proficiency so you can use an Item Daily to force a failed save against <span style="color: #0000ff"><strong>Wave of Sleep</strong></span>.</p><p></p><p><strong>Level 15 Daily List</strong></p><p> <span style="color: #800080"><strong>Arrows of Misfortune</strong></span></p><p><strong>(D389) - </strong><em>Targets AC, Keywords Primal, Weapon.</em> This works exactly like Persistent Arrow, a D1, except that you can affect two targets with it, and you get a double attack against each one, which is decent damage at least. Note that if you can put the two arrows adjacent, you can technically slide enemies back and forth until they are dead. Still, extreme punishment that only protects two squares is not useful, and the debuff on the secondary power is even not noteworthy.</p><p></p><p><span style="color: #ff0000"><strong>Corrosive Slime</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Acid, Primal, Weapon.</em> I wouldn't take this power if it were a level 1 At-Will. It's that bad. The effect can keep things from coming back to life, but if you choose powers like this there's no guarantee you'll be able to kill things in the first place.</p><p></p><p><span style="color: #33cccc"><strong>Fey Sinkhole</strong></span><strong> (PHB3) -</strong></p><p><em>No Attack (Secondary Targets Will), Keywords Primal, Psychic, Teleportation, Weapon, Zone.</em> This is the best power Seekers have gotten so far. This is how you daze those monsters that shake off daze before their turn comes around. As long as you keep hitting (and you should, this is Weapon vs Will) and the target's allies can't slide him out of the zone, the target won't be able to escape or stay not-dazed. What's that? It also triggers Psychic Lock and kills minions? Excellent.</p><p></p><p><span style="color: #ff0000"><strong>Triple Raptor Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Reflex, Keywords Primal, Weapon.</em> If you really want to multiattack, take MC Ranger, take Adept Power, and swap this for Confounding Arrows so you can stun something while you're at it. This is a good Striker power, but you are a Controller.</p><p></p><p><span style="color: #0000ff"><strong>Wave of Sleep</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Primal, Sleep, Weapon.</em> This is a big friendly AoE that can daze and render things unconscious, which is one of the best status effects. You have almost no way to force failed saves, however, and the AoE daze (save ends) isn't extraordinary. That Wizards do this at level one makes it look that much worse. Also, lol @Sleep keyword. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 16, Utility</strong></span></p><p></p><p>You should be trained in Insight, and you should take <span style="color: #33cccc"><strong>Insightful Riposte</strong></span>. If you can't take that for some reason, I guess <span style="color: #0000ff"><strong>Earthfriend</strong></span> or <span style="color: #0000ff"><strong>Sure Sight</strong></span> will serve.</p><p></p><p><strong>Level 16 Utility List</strong></p><p> <span style="color: #800080"><strong>Bramble Hide</strong></span><strong> (PHB3) -</strong> You get a little defensive boost that you can pop if you foresee getting caught in melee. Kills minions that try to attack you, also. Meh.</p><p></p><p><span style="color: #0000ff"><strong>Earthfriend</strong></span><strong> (PHB3) -</strong> Once per day, at the cost of using a different Sustain Minor Daily or using your Bloodbond shift, you let your whole party ignore difficult terrain. It's pretty situational, but it can turn a whole encounter around, even though it's more of a Leader thing.</p><p></p><p><strong>Ephemeral Wings</strong><strong> (PHB3) -</strong> This is a slight upgrade to the Ranger U2 Yield Ground, which is embarrassing. It's still not a bad choice, though- that's a particularly good Ranger power.</p><p></p><p><span style="color: #0000ff"><strong>Sure Sight</strong></span><strong> (PHB3) -</strong> Also conditional, but being able to see no matter how much the DM wants to obscure things is potent. Darkness in various forms is a common obstacle. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 17, Encounter</strong></span></p><p></p><p>Everything but <span style="color: #0000ff"><strong>Sprite Dance</strong></span> is utterly, unbelievably awful.</p><p></p><p><strong>Level 17 Encounter List</strong></p><p> <span style="color: #ff0000"><strong>Convocation of Arrows</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Exactly the same amount of control as Twin Strike. Utter trash. You should be ashamed of yourselves, designers.</p><p></p><p><span style="color: #ff0000"><strong>Flesh-Tether Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> The most optimal use of this is to discourage a distant melee enemy from closing to melee range. This will not dissuade him from doing so, or impede him from attacking. The Bloodbond rider literally does nothing whatsoever, since dazed targets already grant CA.</p><p></p><p><span style="color: #ff0000"><strong>Infestation of Moths</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Polymorph, Primal, Weapon.</em> You slide a thing (big distance if you're Spiritbond), give it a huge defensive boost (are you kidding me?) and blind enemies next to it UNTIL they move away, which they won't have any trouble doing. If you could use it on your Fighter to slide him next to a priority target, that would actually be better than hitting an enemy, but the Bag of Rats rule nulls that use. Trash.</p><p></p><p><span style="color: #ff0000"><strong>Seeker's Peerless Shot</strong></span></p><p><strong>(D389) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> This is Seeker's Due, from L3, all over again. The weapon requirement restricts it to Bloodbond, but the Bloodbond rider is worthless and the Spiritbond rider is better even than blind. doesn't exist anymore. This power is made of spite and bile.</p><p></p><p><strong><span style="color: #ff0000">Spectral Forest</span> (D413)</strong> - <em>Keywords Primal, Psychic, Weapon, Zone. </em>At least Convocation of Arrows gives you damage in exchange for its total lack of control. This gives you nothing. It literally does nothing meaningful.</p><p></p><p><span style="color: #0000ff"><strong>Sprite Dance</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Teleportation, Weapon.</em> This is actually good! It's like Feyjump Shot, but with a range limitation, and you don't have to hit twice to achieve the effect of dropping enemy artillery onto your Fighter's lap. You don't get to daze, but you do get more freedom in the destination square and you grant a Free MBA. This isn't Sky Blue only because at L17 we expect better. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 19, Daily</strong></span></p><p></p><p>Just like every other level, everything is bad except for one power, which is practically mandatory. This time it's <span style="color: #33cccc"><strong>Captivating Missile</strong></span>, one of my favorites.</p><p></p><p><strong>Level 19 Daily List</strong></p><p> <span style="color: #800080"><strong>Black Arrow of Fate</strong></span></p><p><strong>(D389) -</strong></p><p><em>Targets AC, Keywords Primal, Psychic, Weapon, Zone.</em> Bloodbond only, you give the target an aura that makes him daze other enemies near whom the target ends its turn. The aura is save ends. Even if the target can't just move away from other enemies, conditional daze isn't worth a Daily.</p><p></p><p><span style="color: #33cccc"><strong>Captivating Missile</strong></span><strong> (PHB3) - </strong><em>Targets AC, Keywords Charm, Primal, Reliable, Weapon.</em> An RBA power with real control! But really, dominate is great, and there are no silly conditionals you have to deal with. This is straight-forward. Don't miss the Reliable keyword, which is nice.</p><p></p><p><span style="color: #ff0000"><strong>Conflagration Spirit</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Fire, Primal, Weapon.</em> Ongoing damage is not control. Ongoing damage is not control. Say it with me.</p><p></p><p><span style="color: #ff0000"><strong>Fury Spirits</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Conjuration, Primal, Weapon.</em> This is Fungal Blooms, but without the Poison keyword. Let me rephrase: this is trash that's like other trash, but different.</p><p></p><p><span style="color: #ff0000"><strong>Grasping Vines</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> This power encourages bad tactics or missing in order to get an effect that is only decent as a level one encounter power.</p><p></p><p><strong>Rending Vines</strong><strong> (PHB3) -</strong></p><p><em>Targets Reflex, Keywords Primal, Weapon, Zone.</em> It's Ensnaring Shot, but upgraded. Bigger burst, with restrain instead of immobilize. The problem is, that's not a huge upgrade, and Ensnaring Shot was level 5. Fey Sinkhole is a lower level and does the same thing but much better. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Powers - Epic Tier </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 22, Utility</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Guiding Spirit </strong></span>is a good choice, but if you don't have too many competing immediate powers, <span style="color: #33cccc"><strong>Land Passage</strong></span> is an outstanding defensive tool.</p><p></p><p><strong>Level 22 Utility List</strong></p><p> </p><p><span style="color: #0000ff"><strong>Guiding Spirit</strong></span><strong> (PHB3) -</strong> If you don't have a Leader who liberally distributes large power bonuses to hit, then this is fantastic, and really it's still good if you do. Pop this before you make an important attack, and you drastically reduce the odds that you'll choke.</p><p></p><p><span style="color: #33cccc"><strong>Land Passage</strong></span><strong> (PHB3) -</strong></p><p>You and maybe an ally are simply not available for Team Monster to target- and unlike Feywild Jaunt, this only activates when and if you're attacked, which means that it's guaranteed to waste your enemy's actions. Jaunt, by contrast, will usually just force enemies to attack your allies instead. Be very mindful of initiative order when you bring an ally with you- they'll have to delay after you to get their normal turn, and that might not be desirable.</p><p></p><p><strong>Nature's Passage</strong><strong> (PHB3) -</strong> This is only situationally useful in combat, though it's better out of combat. Phasing is generally only useful one or two rounds per fight- this would be better as an encounter power with a brief duration. You should be doing much better than this at this level.</p><p></p><p><strong>Primal Morass</strong><strong> (PHB3) -</strong> Hey, a utility power that his controller-y! Oh, it's just a Daily Sustain Minor with a giant patch of unfriendly super-difficult terrain, and it explicitly doesn't affect flyers. Lame, but in the right campaign (ie depending on DM style) this kind of thing could be useful.</p><p></p><p><span style="color: #800080"><strong>Seeking Arrow</strong></span><strong> (D389) -</strong> This is an interesting power, but it's not as good as it looks. You're trying to be as accurate as possible, which means that ideally Inevitable Shot should only trigger every other round at most. That's twice in the first four rounds, the first instance of which you would have been able to use Inevitable Shot without this power. After that, you're hopefully in mop-up, and there may not even be enough targets for you to use IS at all. So... this is like a daily extra use of Inevitable Shot. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 23, Encounter</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Roaring Missile</strong> </span>is way better than everything here except for <span style="color: #ff9900"><strong>Wisp Shot</strong></span>, which is basically your capstone power. Congratulations, you get is six levels early and it's an encounter power not a daily, isn't that nice?</p><p></p><p><strong>Level 23 Encounter List</strong></p><p> <span style="color: #ff0000"><strong>Quill Storm</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Oh look, it's like Biting Swarm but you don't apply the penalty to the target, the AoE penalty might miss the nearby enemies. The secondary attack can pop minions and the penalty might stick for an extra round, but isn't this epic tier?</p><p></p><p><span style="color: #0000ff"><strong>Roaring Missile</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Primal, Thunder, Weapon.</em> Friendly AoE daze with Weapon vs Nad accuracy. Solid power, but Wizards and Invokers both get encounter stuns at this level. Deafening does nothing.</p><p></p><p><span style="color: #800080"><strong>Sinking Earth</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> This is not terrible, but it would have been appropriate 16 levels earlier. Restrain (save ends) is decent, but it's situational too, and this is single-target.</p><p></p><p><span style="color: #800080"><strong>Spirit Inferno</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Reflex, Keywords Fire, Primal, Weapon.</em> Single-target immobilize? You had that at level one. The damage can build up fast (especially for Spiritbond), so enemies will actually want to distance themselves from the target before attacking. Still not a particularly useful effect.</p><p></p><p><span style="color: #ff0000"><strong>Stride-Breaking Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> This is the Bloodbond version of Spirit Inferno, but it's even worse, because the number of damage instances is lower and the damage is even less likely to affect monster behavior at all. So, this is a pure damage power, which means it's worthless.</p><p></p><p><strong><span style="color: #ff9900">Wisp Shot</span> (D413)</strong> - <em>Targets AC, Keywords Polymorph, Primal, Weapon. </em>Oh, what's that? Your precious solo is immune to stun? Ha, yes, well, we'll see about that. Oh, and it's (save ends), and while you're at it you keep any baddies close to the target from teleporting or using immediates for a round. Really fantastic stuff. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 25, Daily</strong></span></p><p></p><p></p><p>The only reason you should look any further than <span style="color: #00ccff"><strong>Fading Grotto</strong></span> is if you've found ways to force failed saving throws, in which case you might go back to L15 and look at <strong><span style="color: #0000ff">Wave of Sleep</span></strong>, but honestly Fading Grotto is still probably the better pick.</p><p></p><p><strong>Level 25 Daily List</strong></p><p> <strong><span style="color: #00ccff">Fading Grotto</span> (D413) </strong>- <em>Targets Will, Keywords Primal, Weapon, Zone. </em>Remove from play is some really meaty control- not as good as stun, but much less likely to get ignored by a solo- especially when, as in this case, it's not even (save ends). You can keep banishing things as long as you can get them into the burst 2 zone and hit them, but you and your allies should have the forced movement on hand to make that happen, and the zone makes them grant CA. The only unfortunate limitation is the 'once per target' line on the secondary attack. Oh well, can't have everything.</p><p></p><p><span style="color: #ff0000"><strong>Lightning Burst</strong></span><strong> (PHB3) - </strong><em>Targets AC, Keywords Lightning, Primal, Weapon.</em> Unfriendly AoE damage. No control. Waste of ink, again.</p><p></p><p><strong>Slavering Sentinels</strong><strong> (PHB3) -</strong></p><p><em>No Attack (Secondary Targets Reflex) Keywords Conjuration, Fear, Primal, Weapon.</em> This lacks hard control, but it's worth a second look. The Secondary attack triggers at the start of adjacent enemy's turn, so it's easy to trigger, and the push 5 is more useful when you can place the push originator without moving much yourself, and you have 4 points from which to push.</p><p></p><p><span style="color: #800080"><strong>Thundering Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC (Secondary Targets Fortitude) Keywords Primal, Thunder, Weapon.</em> Why daze AoE with an encounter power when you can do it with a Daily that slows in exchange for forcing you to center the burst on a target? But really, this should lose (save ends) and be an encounter power. It doesn't even do anything on a miss.</p><p></p><p><span style="color: #800080"><strong>Wind of Decay</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Poison, Primal, Weapon, Zone.</em> Why daze AoE with an encounter power when you can do it with a Daily that doesn't work against undead and forces you to center the burst on a target and doesn't do anything on a miss? The zone this creates as an effect does nothing but waste the Minor you use to turn it off. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 27, Encounter</strong></span></p><p></p><p>Look I know it <em>looks</em> like there are six powers at this level but what you're actually seeing is <strong><span style="color: #00ccff">Fey Commander's Lure</span></strong> and five smudges of ink in your rulebook that just happen to look suspiciously like Seeker powers.</p><p></p><p><strong>Level 27 Encounter List</strong></p><p> <span style="color: #ff0000"><strong>Abundant Growth</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon. </em>This is a slow that can become an immobilize and a prone under certain conditions. Is that better than forced movement+daze, blind, or AoE daze? No? Okay, then there's no reason to retrain one of those powers (Feyjump Shot, Swarming Spirits, Roaring Missile) away to replace it with this.</p><p></p><p><span style="color: #800080"><strong>Angry Earth</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> Is an AoE prone worth more than forced movement+daze, blind, or AoE daze? No? Okay.</p><p></p><p><span style="color: #800080"><strong>Devouring Arrow</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Fortitude, Keywords Necrotic, Primal, Weapon.</em> Is AoE weakened worth more than forced movement+daze, blind, or AoE daze? No? Okay.</p><p></p><p><strong><span style="color: #00ccff">Fey Commander's Lure</span></strong></p><p><strong>(D413)</strong> - <em>Targets AC, Keywords Primal, Teleportation, Weapon. </em>Your Leader might enjoy moving the whole party into position to engage the enemies, but why do that when you can move the enemies into position for your party to engage them? Slap a big fat attack penalty on them while you're at it, so that keeping them close isn't so dangerous. Oh, and your ranged attacks for the next turn and a half can suck in any mobs who flee or who you missed on the first pass, and apply all the same effects. Good stuff.</p><p></p><p><span style="color: #ff0000"><strong>Razor Hail</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Reflex, Keywords Cold, Primal, Weapon. </em>Is AoE movement discouragement worth more than forced movement+daze, blind, or AoE daze? No? Okay.</p><p></p><p><span style="color: #800080"><strong>Widow's Net</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Poison, Primal, Weapon.</em> Is forced movement+AoE restrained better than forced movement+daze, blind, or AoE daze? No, it isn't. Don't retrain another power into this power. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 29, Daily</strong></span></p><p></p><p>Now that you actually have a good D25 on your list, you should seriously consider skipping <span style="color: #0000ff"><strong>Baleful Shot</strong></span> and just keeping <span style="color: #00ccff"><strong>Fey Sinkhole</strong></span> from L15. Honestly these capstone powers are all lame.</p><p></p><p><strong>Level 29 Daily List</strong></p><p> <span style="color: #0000ff"><strong>Baleful Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> You finally get a stun, but it's still worse than a level 1 Invoker Daily. It's single-target and (save ends), and if you miss it becomes a daze (save ends), so don't miss. The attack penalty applied to the rest of Team Monster is nice, but not large enough to be a big deal.</p><p></p><p><span style="color: #800080"><strong>Biting Wind Arrows</strong></span></p><p><strong>(D389) - </strong><em>Targets AC, Keywords Primal, Weapon.</em> Another one of these. Protecting three squares that you can't freely choose with the threat of tiny damage and a small slide is not good even for a heroic tier Daily. Three Minor action attacks that prone and apply a small debuff to attack and defense is decent for a heroic tier Daily, but this is your capstone level.</p><p></p><p><span style="color: #ff0000"><strong>Bones of the Earth</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Primal, Weapon.</em> No control, just a little ongoing damage that enemies that don't need to move can ignore.</p><p></p><p><span style="color: #800080"><strong>Trampling Shot</strong></span><strong> (PHB3) -</strong></p><p><em>Targets Reflex, Keywords Primal, Weapon.</em> Friendly AoE prone is pathetic for a capstone, but the effect is fun. This would be a fine epic tier encounter power.</p><p></p><p><span style="color: #ff0000"><strong>Uttercold</strong></span><strong> (PHB3) -</strong></p><p><em>Targets AC, Keywords Cold, Primal, Weapon.</em> Single-target restrain+vulnerability is capstone-worthy? Ugh.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707613, member: 6793297"] [B][CENTER][SIZE=5]Powers - At-Will [/SIZE][/CENTER][/B] [Size=3][b]Choosing your At-Wills[/b][/size] There are six powers listed here, but don't let that deceive you- a Seeker choosing her at-will powers is only going to look at three of them, in order to determine which one she needs least. Unless you have some very specific, prevailing reason to take two RBA powers, you generally want one RBA power and the AoE forced movement goodness that is Tidal Spirit Shot. Which RBA power you take is dependent on your party, your DM, and your taste- I like Grappling Spirits for heroic tier, retrained to Biting Swarm at higher levels when the attack penalty can be boosted and slow is easier to come by. [COLOR=#33cccc][b]Biting Swarm [/b][/COLOR][b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] One of the Seeker's good at-will powers. Unlike the vast majority of Seeker powers, it's going to be useful no matter what the circumstances are- this is incredibly valuable. If your party is fighting a Solo melee monster, and you don't have this power, there's a good chance that you won't be able to exercise any useful at-will control. Oh, and it's an RBA. Perfect. Side note: Use a Mindiron Weapon and Psychic Lock to boost the penalty to a healthy -4, and if you like, add Attention-Stealing ammunition to stack a mark on top. [COLOR=#800080][b]Elemental Spirits [/b][/COLOR][b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Varies, Weapon. [/i]The intent here is to give Bloodbond Seekers a tool to exploit vulnerabilities and other elemental goodies, and to apply a soft disincentive for enemies to group around the target. In practice, what it does is give the target a damage aura that it can use against you and your allies. This is actually better for Spiritbond Seekers who have a low DEX mod, who can use it to pop minions without risking much damage to their allies, or who can use it with Mark of Storm to get some forced movement. If it weren't kind of useful on a character with no DEX, it would be Red. [COLOR=#33cccc][b]Grappling Spirits[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon. [/i]One of the Seeker's good at-will powers. An enemy that is slowed and cannot shift will have a lot of trouble closing to melee distance, or disengaging from your Fighter. Be warned: the duration means you can't use it to set up World Serpent's Grasp for yourself. Still, this is your only at-will hard control, and it's better than many of your encounter powers. This competes with the excellent Biting Swarm for your RBA power, but don't pass this up without a lot of hard thinking. While this is more situational than an attack penalty, it can also be more potent. [COLOR=#800080][b]Guardian Harrier[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon. [/i]This is not as bad as the other two bad At-Wills, but since choosing it will always significantly hurt your capacity as a control, the distinction is immaterial. It is an RBA, and it is usable in melee, but the fact is that the control rider is too soft. It's intended to force a monster to move out of a desirable position, but instead it reads, more or less, "the target takes a small amount of damage unless it wants to move." [COLOR=#ff0000][b]Thorn Cloud Shot[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Poison, Primal, Weapon, Zone. [/i]Using this power is actively harmful to your party. Monsters have far more hp than PCs do, (and often resist poison) and so they can ignore the zone, but your allies usually can't afford to. Because the zone is always centered on the target, you can't use it on targets that have engaged your allies in melee without hurting those allies too. There is nothing good about this. [b][COLOR=#00ccff]Tidal Spirit Shot[/COLOR][/b] [b](D413) [/b]- [i]Targets AC, Keywords Primal, Weapon.[/i] This power is almost [COLOR=#ff9900][b]Gold[/b][/COLOR], for several reasons: The Seeker has no other multi-target at-wills, and very few good area-of-effect encounter powers (none in heroic tier, in fact). The Seeker has no other at-will powers with forced movement, and this has more potential to be improved upon than any of the Seeker's other at-wills. Lightning Javelin+Mark of Storm+Polearm Momentum+Hindering Shield, to get specific. Oh, and it's friendly. It's not gold, though, because a Seeker with Grappling Spirits and Biting Swarm is still perfectly serviceable. Powers - Heroic Tier [CENTER][Size=5][b]Level 1, Encounter[/b][/size][/CENTER] [COLOR=#0000ff][b]Possessing Spirits [/b][/COLOR]is the only good power here, despite being a annoyingly situational. [b]Level 1 Encounter List[/b] [COLOR=#800080][b]Flickering Arrow[/b][/COLOR] [b](PHB3) - [/b][i]Targets AC, Keywords Primal, Weapon.[/i] Gives the target an aura that imposes a mild attack penalty on itself and other nearby enemies. Enemies will move away from the target before attacking next turn, but only if doing so is not inconvenient. This is only situationally distinguishable from one of your At-Wills. Never take it. [COLOR=#ff0000][b]Mischief Spirits[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Even if this was a daze, and not just prone, it would be terrible. This is situational control that you must apply before you know whether or not the situation will call for this power. It counts as an RBA, but since this isn't as good as your At-Will RBA, that is irrelevant. [COLOR=#0000ff][b]Possessing Spirits[/b][/COLOR] [b](PHB3) -[/b] [i]Targets Will, Keywords Charm, Primal, Weapon.[/i] Daze at first level is great, and multi-target daze is wonderful. Unfortunately, in order to use this power a lot of pieces have to fall into place: First, you have to have a target with a good MBA that you know about. Second, that target has to be adjacent to another target. Third, you have two chances of missing- the initial (admittedly very accurate) attack and the target's MBA. If either miss, no daze. Still one of your best picks at this level. [COLOR=#ff0000][b]Serpent Arrow[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] This suffers the same problem as Mischief Spirits, except that the effect is stronger and even more situational. Sliding something later is just so, so much less useful than sliding something now. Don't take this, even if you're Spiritbond. [b][COLOR=#800080]Spider Spirits[/COLOR] (PHB3) -[/b] [i]Targets AC, Keywords Poison, Primal, Weapon.[/i] The poison keyword hurts here, since a good number of monsters (mostly undead) are immune and therefore ignore both the damage and the slow/defense debuff. The defense debuff is not situational at all, which is a pleasant departure from other Seeker encounter powers, but this is still only barely better than your At-Will. [COLOR=#800080][b]Steel Forest[/b][/COLOR] [b](D389) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] You want AoE, because you're a Controller- unfortunately, you still need your powers to do something. Steel Forest doesn't really provide any meaningful control. [CENTER][Size=5][b]Level 1, Daily[/b][/size][/CENTER] [COLOR=#0000ff][b]Swarming Bats[/b][/COLOR] is the best of a bad field, though it's [b]not as good[/b] for Spiritbonders and [b]Rime Strike[/b] isn't that much worse. Choose from those two, they're still way better than the other three. [b]Level 1 Daily List[/b] [COLOR=#800080][b]Fungal Blooms[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Conjuration, Poison, Primal, Weapon.[/i] Single-target immobilize (save ends) is only slightly better than your encounter powers or Grappling Spirits, and that's the only thing this power has going for it. The damage caused by entering one of the effected squares is trivial, there's a chance it will miss, and only one can be triggered per monster turn. [COLOR=#ff0000][b]Persistent Arrow[/b][/COLOR] [b](D389) -[/b] [i]Targets AC, Keywords Conjuration, Primal, Weapon. [/i]Basically, you hit something for some damage, and the only control involved is that the target takes some damage if it enters a specific adjacent square of your choosing. One time after that, you can use a Minor to make another attack that prones. This is all mind-blowingly underwhelming. [b]Rime Strike (PHB3) - [/b][i]Targets AC, Keywords Cold, Primal, Weapon, Zone[/i]. Single-target immobilize (save ends) is okay, though it's not great, and you also get to make the zone unpleasant for the duration of the encounter. Lackluster. [COLOR=#ff0000][b]Spirit Rider [/b][/COLOR][b](PHB3) - [/b][i]Targets AC, Keywords Primal, Weapon.[/i] You do some damage, and then after that either minions will not end their turns adjacent to the target, or the target will move away from any minions before attacking. That's seriously all this does. [COLOR=#ff0000][b]Storm of Spirit Shards[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Friendly burst damage. This Swarming Bats but a smaller area, and with all of the (already unimpressive) control stripped out. Don't take this. [COLOR=#0000ff][b]Swarming Bats[/b][/COLOR] [b](PHB3) -[/b] Targets Reflex, Keywords Primal, Weapon, Zone: This is a bunch of different little goodies that add up to make a solid power. You get Weapon vs NAD accuracy on a 5x5 friendly AoE, you slide all the enemies you hit, you create a big patch of difficult terrain that, while unfriendly, is movable and has the minor benefit of making enemies grant CA. Sustain Minor, but what are you using those for? If the map has a burst 2 chokepoint somewhere, this can win a fight. Otherwise, it can lock artillery and skirmishers in melee. This is not as good for thrown weapon users- this power really wants a good long range behind it. [CENTER][Size=5][b]Level 2, Utility[/b][/size][/CENTER] Train Acrobatics and take [b][COLOR=#33cccc]Agile Recovery[/COLOR][/b] (or Perception/[COLOR=#0000ff][b]Far Sight[/b][/COLOR]). There is nothing good here. [b]Level 2 Utility List[/b] [COLOR=#ff0000][b]Harrying Spirits[/b][/COLOR] [b](PHB3) -[/b] This doesn't make sense. It's basically a Daily tool to discourage an enemy from targetting you, but the effect isn't potent enough for the enemy to care about it. Also, the trigger is bizarre and unrelated to the effect. [b]Warding Arrow (D389) -[/b] The best of these, there's a small chance you'll be able to turn a hit into a miss with this power. Alternately, you can just burn it for CA. Meh. [COLOR=#800080][b]Hunter's Instinct[/b][/COLOR] [b](PHB3) -[/b] You are not a Striker. All this does is lure you into melee. [COLOR=#800080][b]Stag's Grace[/b][/COLOR] [b](PHB3) -[/b] If you're Bloodbond, you avoid OAs with your Minor Shift. If you're Spiritbond, you can use a melee attack or two until you're able to disengage. If you really think you need this, just buy Shadowdance Leather armor instead. [b]Stone Spirit Ward (PHB3) - [/b]This is decent for Spiritbonders if you can anticipate when you're going to be taking multiple attacks- sometimes combat doesn't go how you planned, after all. [CENTER][Size=5][b]Level 3, Encounter[/b][/size][/CENTER] [COLOR=#0000ff][b]Escaping Shot[/b][/COLOR] and [b][COLOR=#00ccff]Into the[/COLOR] [COLOR=#800080]Black Bog[/COLOR][/b] are both great choices, though [COLOR=#0000ff][b]Stampede Shot[/b][/COLOR] is actually competitive for Spiritbonders. If you do take Black Bog, you'll need to retrain it back to one of these other two options around level 8- it scales poorly. [b]Level 3 Encounter List[/b] [COLOR=#800080][b]Burrowing Shot [/b][/COLOR][b](PHB3) - [/b][i]Targets AC, Keywords Primal, Weapon.[/i] This is the encounter version of the Spirit Rider D1. For one round minions will avoid being adjacent to the target. Almost worthless. [COLOR=#0000ff][b]Escaping Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Will, Keywords Primal, Psychic, Weapon.[/i] You get a daze on a Weapon vs NAD power that you can use in melee and that includes a shift (a big one if you're Bloodbond), and the Psychic keyword can be useful. This is what a decent controller power looks like. [b][COLOR=#00ccff]Into the[/COLOR] [COLOR=#800080]Black Bog[/COLOR] (D413)[/b] - [i]Targets AC, Keywords Primal, Teleportation, Weapon. [/i]Easily your best choice at level 3. Multi-target with forced movement and a debuff that is comparable to weakened- at level 3. The damage penalty doesn't scale with monster damage, however, and so by upper heroic the damage debuff is meaningless. Around level 8 you'll want to retrain this. [COLOR=#ff0000][b]Seeker's Due [/b][/COLOR][b](D389) [/b]- [i]Targets AC, Keywords Primal, Weapon.[/i] The Bloodbond extra damage rider offers no control is not worth considering, so let's look at this for Spiritbonders. What's that? STR mod penalty to attack rolls? That's fantastic OH WAIT, the power requires you to use a bow, even though the good rider is for the build that uses thrown weapons. This power is a cruel joke that needs to be errata'd. If it is, it will be blue or sky blue. If you're play a Spiritbonder, ask your DM to waive the weapon prereq. and then take this. they just errata'd away the Spiritbond rider instead of removing the stupid weapon prerequisite. [COLOR=#ff0000][b]Spectral Scorpion Sting[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Conjuration, Poison, Primal, Weapon.[/i] The idea here is to discourage enemies (including the target) from leaving squares near the target. If the penalty for doing so interrupted movement, and not damage that any significant enemy will ignore, this power would be worth a Standard Action. [COLOR=#0000ff][b]Stampede Shot[/b][/COLOR] [b](PHB3) -[/b] [i]Targets Fortitude, Keywords Primal, Weapon.[/i] This is an accurate attack with some solid forced movement. Spiritbond especially will get a lot of mileage out of it, and the Seeker can use all the forced movement it can get. Good pick. [b]Winter Spirit (PHB3) -[/b] [i]Targets Fortitude, Keywords Cold, Primal, Weapon.[/i] This is a straightforward power; it immobolizes a thing, and you can use it as an RBA. This is not bad, but it doesn't do much to expand your Controller toolbox. You can hamper movement effectively already with just your At-Wills. [CENTER][Size=5][b]Level 5, Daily[/b][/size][/CENTER] Everything is bad except for [COLOR=#33cccc][b]Ensnaring Shot[/b][/COLOR], so take that. You could take [b]Protecting Spirits[/b] if, I dunno, your DM only runs solos or something. [b]Level 5 Daily List[/b] [COLOR=#800080][b]Call of the Ghost Wolf[/b][/COLOR] [b](PHB3) -[/b] [i]Targets AC, Keywords Conjuration, Primal, Weapon.[/i] You pick a square next to the target, and enemies don't want to be adjacent to that square, Sustain Minor. This would be good if the conjuration was moveable or punished moving away, but it isn't and it doesn't, so it's not. [COLOR=#800080][b]Coralling Shot[/b][/COLOR] [b](PHB3) - [/b][i]Targets AC, Keywords Primal, Reliable, Weapon.[/i] This is an interesting form of forced movement that lets you bunch up two or three enemies. It's situational, though Dailies can afford to be to a degree, but they need to be more powerful to make up for being situational. If it weren't reliable, this would make a good encounter power. [COLOR=#800080][b]Cursed Dart[/b][/COLOR] [b](D389) -[/b] [i]Targets AC, Keywords Primal, Psychic, Weapon, Zone.[/i] Stiff but situational penalty to the target for ending a turn adjacent to its allies (immobilize is ignorable for artillery that is out of melee range or for melee that has already engaged). Unfortunately, the effect is (save ends), so you get a round or two of the enemy not bunching up. Great. Skip this. [COLOR=#33cccc][b]Ensnaring Shot[/b][/COLOR] [b](PHB3) -[/b] [i]Targets Reflex, Keywords Primal, Weapon, Zone.[/i] This is the first power you get that allows you to hamper the movement of multiple targets, and it does this beautifully. This is an excellent example of a power being really good while retaining mechanical identity unique to the Seeker. Pin down enemies until you miss, and even then enemies can get stuck in the zone you leave behind. Sustain Minor, but you can handle that. [b]Protecting Spirits (PHB3) -[/b] [i]Targets Will, Keywords Primal, Weapon.[/i] It's a friendly AoE, and it pushes and prones. It's not bad, but the effect is just not powerful enough to be a Daily. It would be a good encounter power. [COLOR=#800080][b]Wildfire Shot[/b][/COLOR] [b](PHB3) -[/b] [i]Targets Reflex, Keywords Fire, Primal, Weapon.[/i] Discourages grouping by threat of spreading ongoing damage. If this was an encounter power, it still wouldn't be Blue. [CENTER][Size=5][b]Level 6, Utility[/b][/size][/CENTER] Basically, choose between [COLOR=#0000ff][b]Earthbond Gift[/b][/COLOR] and your favorite Skill Power, there are lots of good ones. Exception: Consider [COLOR=#0000ff][b]Eagle's Aim[/b][/COLOR] if you're using a thrown weapon. [b]Level 6 Utility List[/b] [b]Blurring Stride (PHB3) -[/b] Good defensive ability, but the Sustain Minor is annoying and unnecessary, and you have to move 3 squares in a single move action to get the concealment. Better for Spiritbond, who can shift out of melee and still have enough actions to attack and move 3 squares. [COLOR=#ff0000][b]Cloak of Quills[/b][/COLOR][b] (PHB3) -[/b] If you have STR you're Spiritbond, and I guess you're supposed to be in melee provoking OAs? No, you're not. Stay away from melee and don't provoke OAs and don't take this power. [COLOR=#0000ff][b]Eagle's Aim[/b][/COLOR][b] (PHB3) -[/b] The errata that made this an At-Will saved this power. Now it's one of the best ways to get around the crappy range on the bola and the net. (The other best way being a Distance Weapon or similar enchantment) [COLOR=#0000ff][b]Earthbond Gift[/b][/COLOR][b] (PHB3) -[/b] Temp hp when you're bloodied is good- 2x WIS is close to surge value for you. You don't really care that much about being weakened, but that's just a little icing. [b]Swirling Arrows (D389) -[/b] When it triggers you get to target the enemy you intended to target with the attack that triggered Inevitable Shot in the first place, which is nice, but it's too situational. On average you'd get to use this about once every other encounter. [CENTER][Size=5][b]Level 7, Encounter[/b][/size][/CENTER] [COLOR=#33cccc][b]Feyjump Shot[/b][/COLOR] is the iconic Seeker power, and was the inspiration for much of the Seeker's teleportation support. It's a glimpse into a parallel universe in which the Seeker is competitive with Wizards and Invokers but retains a unique mechanical identity. Obviously I think you should take it. Spiritbonders whose DMs don't ever use Artillery/Controllers can justify taking [b]Windstorm Shot[/b] instead, and have boring DMs. [b]Level 7 Encounter List[/b] [COLOR=#33cccc][b]Feyjump Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Teleportation, Weapon.[/i] This is a kind of control that other Controllers can't quite duplicate, and the kind that can, under the right conditions, win encounters. Basically, if the enemy has a vulnerable, inaccessible target and a mean frontliner guarding that target, you force them to switch places (no matter how far apart they are) and daze them both, leaving the vulnerable target wide open for your Strikers. Even if swapping the positions of two targets isn't particularly helpful, you can still daze them both. This is a situationally great encounter power, but it's the only Seeker power that can totally win an encounter sometimes, which is what Control is about. Keep this through epic tier. [COLOR=#ff0000][b]Thunder Spirit[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Prone is trivial for you to accomplish if you have World Serpent's Grasp, and if you don't, it's still worse than most other things you could do with a Standard action. Deafened is worthless. This power is worthless. [COLOR=#800080][b]Tremor Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] This is another one of those annoying power that imposes no control on the thing you actually target. You can count on targeting maybe one thing with the secondary attack. A slide 1+CA-grant on one or two targets is pathetic. The only reason this isn't Red is that you probably can't slide with an At-Will. [COLOR=#ff0000][b]Wasp Sting Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Poison, Primal, Weapon, Zone.[/i] Oh boy, more WIS mod poison damage that enemies will ignore if they want to be in the zone you made. We're getting toward the higher end of heroic, this kind of thing isn't funny anymore. [b]Windstorm Strike[/b][b] (PHB3) -[/b] [i]Targets Fortitude, Keywords Primal, Weapon.[/i] Spiritbonders can get a sizable push here, real AoE is rare for Seekers, it's friendly, and you aren't forced to center the burst on a target. The push is still not impressive enough at this level to merit more than a Black rating, but it is at least not bad. [CENTER][Size=5][b]Level 9, Daily[/b][/size][/CENTER] This was a heap of broken images, where the sun beat and the dead tree gave no shelter. Now, however, that's changed, and you can pick up [b][COLOR=#0000ff]Spider Thicket[/COLOR][/b], a Seeker power that's actually serviceable! [b]Level 9 Daily List[/b] [b]Binding Shot[/b][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] If you hit two targets, you slide one next to the other, and they they can't move apart even by teleporting. The effect, however, only has a 1/16 chance of lasting past one round. This is is better than purple only because you can slide a vulnerable target into melee, and that's valuable- IF there's a vulnerable target who doesn't want to be in melee but is within 5 squares of an enemy who is melee. [COLOR=#800080][b]Nature's Vengeance[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon, Zone.[/i] A small slide is made much more potent when it comes with an immobilize. The zone it creates discourages enemies from being adjacent to the target by threat of their being immobilized and then restained if they try to attack, which is actually discouraging. That the zone applies to the original target is a pleasant surprise. Unfortunately, discouraging enemies from staying in a zone is just not a useful thing to do. [COLOR=#0000ff][b]Spider Thicket[/b][/COLOR] [b](D413)[/b] - [i]Targets Fortitude, Keywords Poison, Primal, Teleportation, Weapon.[/i] Area burst 2 is big, and weakened (save ends) is pretty nice, especially post-MM3. The teleportation within the zone is only situationally useful, since the burst is unfriendly, and that kind of rearranging is usually only useful against targets that have already engaged the party, but it does let you slow all the targets if you take the Moonrise Stalker PP. [COLOR=#800080][b]Spirits of Fire and Ice[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keyword Cold, Fire, Primal, Weapon.[/i] The ongoing damage is immaterial. This is just a single-target immobilize, which is was barely even decent at level one. Pass. [COLOR=#ff0000][b]Squall Spirit[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Fortitude, Keyword Lightning, Primal, Thunder, Weapon.[/i] Ugh, ugh. This power doesn't even pretend to offer any control, and doesn't make up for it by offering anything else. Waste of ink. [CENTER][Size=5][b]Level 10, Utility[/b][/size][/CENTER] [COLOR=#33cccc][b]Feywild Jaunt[/b][/COLOR] or bust! [b]Level 10 Utility List[/b] [b]Burrowing Stride[/b][b] (PHB3) -[/b] Not very useful in combat, but out of combat it's pretty good. Excellent for scouting or otherwise being sneaky. This is very, very DM/campaign dependent. If find you're easily distracted between combat encounters, pick something else. [COLOR=#800080][b]Far Step Arrow[/b][/COLOR] [b](D389) -[/b] It's an encounter teleport! But you aren't a Striker, so there's no guarantee you'll be killing nonminions. Also you can't use it to escape melee without OAs. It's the most useless encounter teleport. [COLOR=#33cccc][b]Feywild Jaunt[/b][/COLOR][b] (PHB3) -[/b] Now THIS is an encounter teleport; don't be fooled by the fact that it doesn't say teleport anywhere. Use it at the end of your first turn, and when Team Monster is blowing all their encounter/recharge powers you'll be safely off the grid, and free to choose where you begin your next turn. [b]Host of Sparrows[/b][b] (PHB3) -[/b] This triggers outside of your turn, and ends when your next turn starts, which is to say that the duration is very brief. It's a reaction, so insubstantial doesn't affect the triggering attack. This is only good if you are the enemy's only viable focus-fire target, in which case it may save you a little damage. It can also get you out of melee if no other monsters get turns between your turn and the triggering attack. This is mediocre. [COLOR=#800080][b]Sheltering Underbrush[/b][/COLOR][b] (PHB3) -[/b] Cover for your allies and difficult terrain on a relatively small, immobile, Sustain Minor burst as a Daily? Completely unimpressive. I wouldn't take this at any level. Powers - Paragon Tier [CENTER][Size=5][b]Level 13, Encounter[/b][/size][/CENTER] Wow, only three of these powers are trash! You probably want [COLOR=#33cccc][b]Swarming Spirits[/b][/COLOR] or [COLOR=#00ccff][b]Bonds of Moonlight[/b][/COLOR], though a strong case can be made for [COLOR=#0000ff][b]Rabid Shot[/b][/COLOR], provided your campaign doesn't feature many poison-immune enemies like undead. [b]Level 13 Encounter List[/b] [COLOR=#800080][b][/b][/COLOR][b][COLOR=#00ccff]Bonds of Moonlight[/COLOR][COLOR=#800080][/COLOR][/b][COLOR=#800080][/COLOR][COLOR=#00ccff] [/COLOR][b](D413)[/b] - [i]Targets AC, Keywords Cold, Primal, Radiant, Weapon.[/i] Movement denial is useful, though this does lose some of its luster against teleport-capable enemies. Restrain generally only merits [b][COLOR=#0000ff]blue[/COLOR][/b] for[COLOR=#800080] [/COLOR]being a tad situational, but this is multi-target (save ends) movement control as an encounter power- a really fantastic combat opener.[COLOR=#800080] [b]Cordon of Thorns[/b][/COLOR] [b](D389) -[/b] [i]Targets AC, Keywords Primal, Weapon, Zone.[/i] Unfriendly AoE that leaves a zone behind- in just the side of the 3x3 square that's furthest from you. So, a 3-square line. The punishment power that triggers if that line is crossed before the end of your next turn is an attack that does decent damage and slows. Problems: the zone is too small, and the placement too limited. [b]Feymire Trap[/b][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Teleportation, Weapon. [/i]This is what Seeker heroic tier encounter powers should look like. Useful, solid, but not particularly impressive. [COLOR=#0000ff][b]Rabid Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Fortitude, Keywords Poison, Primal, Weapon.[/i] Forcing a charge is excellent; you get hefty forced movement that provokes OAs, and you can take advantage of any interesting effects the target might have on its BMA. The poison keyword spoils this power somewhat- it has no effect whatsoever on undead with their poison immunity. [COLOR=#800080][b]Raven Wing Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Because the extra damage actually gets some of your damage mods, it is slightly better control than the Seeker's usual 5 poison damage, but this kind of soft control is not okay when you can have a blind. [b][COLOR=#800080]Short Shot Onslaught[/COLOR] (DSH)[/b] - [i]Targets AC, Keywords Primal, Weapon.[/i] A close burst with no control, and with a cap on the number of creatures in the burst you can target. Blech. [COLOR=#00ccff][b]Swarming Spirits[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Hey, now this is good, noncircumstantial control! You blind the target and give it an aura 2 that gives other enemies -2 to hit. If you're Bloodbond that's an aura 5. You'll enjoy this power for a long time- other controllers get AoE blind at this level, though. [b]Wind Spirits[/b][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Friendly AoE that pushes, prones and doesn't provoke? Good, especially with the Spiritbond's increased push, but in paragon, with such a weak effect, the burst should really be larger. [CENTER][Size=5][b]Level 15, Daily[/b][/size][/CENTER] You want [COLOR=#33cccc][b]Fey Sinkhole[/b][/COLOR], unless you've done a silly thing like start with 12 INT and MC Wizard for orb proficiency so you can use an Item Daily to force a failed save against [COLOR=#0000ff][b]Wave of Sleep[/b][/COLOR]. [b]Level 15 Daily List[/b] [COLOR=#800080][b]Arrows of Misfortune[/b][/COLOR] [b](D389) - [/b][i]Targets AC, Keywords Primal, Weapon.[/i] This works exactly like Persistent Arrow, a D1, except that you can affect two targets with it, and you get a double attack against each one, which is decent damage at least. Note that if you can put the two arrows adjacent, you can technically slide enemies back and forth until they are dead. Still, extreme punishment that only protects two squares is not useful, and the debuff on the secondary power is even not noteworthy. [COLOR=#ff0000][b]Corrosive Slime[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Acid, Primal, Weapon.[/i] I wouldn't take this power if it were a level 1 At-Will. It's that bad. The effect can keep things from coming back to life, but if you choose powers like this there's no guarantee you'll be able to kill things in the first place. [COLOR=#33cccc][b]Fey Sinkhole[/b][/COLOR][b] (PHB3) -[/b] [i]No Attack (Secondary Targets Will), Keywords Primal, Psychic, Teleportation, Weapon, Zone.[/i] This is the best power Seekers have gotten so far. This is how you daze those monsters that shake off daze before their turn comes around. As long as you keep hitting (and you should, this is Weapon vs Will) and the target's allies can't slide him out of the zone, the target won't be able to escape or stay not-dazed. What's that? It also triggers Psychic Lock and kills minions? Excellent. [COLOR=#ff0000][b]Triple Raptor Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Reflex, Keywords Primal, Weapon.[/i] If you really want to multiattack, take MC Ranger, take Adept Power, and swap this for Confounding Arrows so you can stun something while you're at it. This is a good Striker power, but you are a Controller. [COLOR=#0000ff][b]Wave of Sleep[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Fortitude, Keywords Primal, Sleep, Weapon.[/i] This is a big friendly AoE that can daze and render things unconscious, which is one of the best status effects. You have almost no way to force failed saves, however, and the AoE daze (save ends) isn't extraordinary. That Wizards do this at level one makes it look that much worse. Also, lol @Sleep keyword. [CENTER][Size=5][b]Level 16, Utility[/b][/size][/CENTER] You should be trained in Insight, and you should take [COLOR=#33cccc][b]Insightful Riposte[/b][/COLOR]. If you can't take that for some reason, I guess [COLOR=#0000ff][b]Earthfriend[/b][/COLOR] or [COLOR=#0000ff][b]Sure Sight[/b][/COLOR] will serve. [b]Level 16 Utility List[/b] [COLOR=#800080][b]Bramble Hide[/b][/COLOR][b] (PHB3) -[/b] You get a little defensive boost that you can pop if you foresee getting caught in melee. Kills minions that try to attack you, also. Meh. [COLOR=#0000ff][b]Earthfriend[/b][/COLOR][b] (PHB3) -[/b] Once per day, at the cost of using a different Sustain Minor Daily or using your Bloodbond shift, you let your whole party ignore difficult terrain. It's pretty situational, but it can turn a whole encounter around, even though it's more of a Leader thing. [b]Ephemeral Wings[/b][b] (PHB3) -[/b] This is a slight upgrade to the Ranger U2 Yield Ground, which is embarrassing. It's still not a bad choice, though- that's a particularly good Ranger power. [COLOR=#0000ff][b]Sure Sight[/b][/COLOR][b] (PHB3) -[/b] Also conditional, but being able to see no matter how much the DM wants to obscure things is potent. Darkness in various forms is a common obstacle. [CENTER][Size=5][b]Level 17, Encounter[/b][/size][/CENTER] Everything but [COLOR=#0000ff][b]Sprite Dance[/b][/COLOR] is utterly, unbelievably awful. [b]Level 17 Encounter List[/b] [COLOR=#ff0000][b]Convocation of Arrows[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Exactly the same amount of control as Twin Strike. Utter trash. You should be ashamed of yourselves, designers. [COLOR=#ff0000][b]Flesh-Tether Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] The most optimal use of this is to discourage a distant melee enemy from closing to melee range. This will not dissuade him from doing so, or impede him from attacking. The Bloodbond rider literally does nothing whatsoever, since dazed targets already grant CA. [COLOR=#ff0000][b]Infestation of Moths[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Polymorph, Primal, Weapon.[/i] You slide a thing (big distance if you're Spiritbond), give it a huge defensive boost (are you kidding me?) and blind enemies next to it UNTIL they move away, which they won't have any trouble doing. If you could use it on your Fighter to slide him next to a priority target, that would actually be better than hitting an enemy, but the Bag of Rats rule nulls that use. Trash. [COLOR=#ff0000][b]Seeker's Peerless Shot[/b][/COLOR] [b](D389) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] This is Seeker's Due, from L3, all over again. The weapon requirement restricts it to Bloodbond, but the Bloodbond rider is worthless and the Spiritbond rider is better even than blind. doesn't exist anymore. This power is made of spite and bile. [b][COLOR=#ff0000]Spectral Forest[/COLOR] (D413)[/b] - [i]Keywords Primal, Psychic, Weapon, Zone. [/i]At least Convocation of Arrows gives you damage in exchange for its total lack of control. This gives you nothing. It literally does nothing meaningful. [COLOR=#0000ff][b]Sprite Dance[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Teleportation, Weapon.[/i] This is actually good! It's like Feyjump Shot, but with a range limitation, and you don't have to hit twice to achieve the effect of dropping enemy artillery onto your Fighter's lap. You don't get to daze, but you do get more freedom in the destination square and you grant a Free MBA. This isn't Sky Blue only because at L17 we expect better. [CENTER][Size=5][b]Level 19, Daily[/b][/size][/CENTER] Just like every other level, everything is bad except for one power, which is practically mandatory. This time it's [COLOR=#33cccc][b]Captivating Missile[/b][/COLOR], one of my favorites. [b]Level 19 Daily List[/b] [COLOR=#800080][b]Black Arrow of Fate[/b][/COLOR] [b](D389) -[/b] [i]Targets AC, Keywords Primal, Psychic, Weapon, Zone.[/i] Bloodbond only, you give the target an aura that makes him daze other enemies near whom the target ends its turn. The aura is save ends. Even if the target can't just move away from other enemies, conditional daze isn't worth a Daily. [COLOR=#33cccc][b]Captivating Missile[/b][/COLOR][b] (PHB3) - [/b][i]Targets AC, Keywords Charm, Primal, Reliable, Weapon.[/i] An RBA power with real control! But really, dominate is great, and there are no silly conditionals you have to deal with. This is straight-forward. Don't miss the Reliable keyword, which is nice. [COLOR=#ff0000][b]Conflagration Spirit[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Fire, Primal, Weapon.[/i] Ongoing damage is not control. Ongoing damage is not control. Say it with me. [COLOR=#ff0000][b]Fury Spirits[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Conjuration, Primal, Weapon.[/i] This is Fungal Blooms, but without the Poison keyword. Let me rephrase: this is trash that's like other trash, but different. [COLOR=#ff0000][b]Grasping Vines[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] This power encourages bad tactics or missing in order to get an effect that is only decent as a level one encounter power. [b]Rending Vines[/b][b] (PHB3) -[/b] [i]Targets Reflex, Keywords Primal, Weapon, Zone.[/i] It's Ensnaring Shot, but upgraded. Bigger burst, with restrain instead of immobilize. The problem is, that's not a huge upgrade, and Ensnaring Shot was level 5. Fey Sinkhole is a lower level and does the same thing but much better. Powers - Epic Tier [CENTER][Size=5][b]Level 22, Utility[/b][/size][/CENTER] [COLOR=#0000ff][b]Guiding Spirit [/b][/COLOR]is a good choice, but if you don't have too many competing immediate powers, [COLOR=#33cccc][b]Land Passage[/b][/COLOR] is an outstanding defensive tool. [b]Level 22 Utility List[/b] [COLOR=#0000ff][b]Guiding Spirit[/b][/COLOR][b] (PHB3) -[/b] If you don't have a Leader who liberally distributes large power bonuses to hit, then this is fantastic, and really it's still good if you do. Pop this before you make an important attack, and you drastically reduce the odds that you'll choke. [COLOR=#33cccc][b]Land Passage[/b][/COLOR][b] (PHB3) -[/b] You and maybe an ally are simply not available for Team Monster to target- and unlike Feywild Jaunt, this only activates when and if you're attacked, which means that it's guaranteed to waste your enemy's actions. Jaunt, by contrast, will usually just force enemies to attack your allies instead. Be very mindful of initiative order when you bring an ally with you- they'll have to delay after you to get their normal turn, and that might not be desirable. [b]Nature's Passage[/b][b] (PHB3) -[/b] This is only situationally useful in combat, though it's better out of combat. Phasing is generally only useful one or two rounds per fight- this would be better as an encounter power with a brief duration. You should be doing much better than this at this level. [b]Primal Morass[/b][b] (PHB3) -[/b] Hey, a utility power that his controller-y! Oh, it's just a Daily Sustain Minor with a giant patch of unfriendly super-difficult terrain, and it explicitly doesn't affect flyers. Lame, but in the right campaign (ie depending on DM style) this kind of thing could be useful. [COLOR=#800080][b]Seeking Arrow[/b][/COLOR][b] (D389) -[/b] This is an interesting power, but it's not as good as it looks. You're trying to be as accurate as possible, which means that ideally Inevitable Shot should only trigger every other round at most. That's twice in the first four rounds, the first instance of which you would have been able to use Inevitable Shot without this power. After that, you're hopefully in mop-up, and there may not even be enough targets for you to use IS at all. So... this is like a daily extra use of Inevitable Shot. [CENTER][Size=5][b]Level 23, Encounter[/b][/size][/CENTER] [COLOR=#0000ff][b]Roaring Missile[/b] [/COLOR]is way better than everything here except for [COLOR=#ff9900][b]Wisp Shot[/b][/COLOR], which is basically your capstone power. Congratulations, you get is six levels early and it's an encounter power not a daily, isn't that nice? [b]Level 23 Encounter List[/b] [COLOR=#ff0000][b]Quill Storm[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Oh look, it's like Biting Swarm but you don't apply the penalty to the target, the AoE penalty might miss the nearby enemies. The secondary attack can pop minions and the penalty might stick for an extra round, but isn't this epic tier? [COLOR=#0000ff][b]Roaring Missile[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Fortitude, Keywords Primal, Thunder, Weapon.[/i] Friendly AoE daze with Weapon vs Nad accuracy. Solid power, but Wizards and Invokers both get encounter stuns at this level. Deafening does nothing. [COLOR=#800080][b]Sinking Earth[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] This is not terrible, but it would have been appropriate 16 levels earlier. Restrain (save ends) is decent, but it's situational too, and this is single-target. [COLOR=#800080][b]Spirit Inferno[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Reflex, Keywords Fire, Primal, Weapon.[/i] Single-target immobilize? You had that at level one. The damage can build up fast (especially for Spiritbond), so enemies will actually want to distance themselves from the target before attacking. Still not a particularly useful effect. [COLOR=#ff0000][b]Stride-Breaking Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] This is the Bloodbond version of Spirit Inferno, but it's even worse, because the number of damage instances is lower and the damage is even less likely to affect monster behavior at all. So, this is a pure damage power, which means it's worthless. [b][COLOR=#ff9900]Wisp Shot[/COLOR] (D413)[/b] - [i]Targets AC, Keywords Polymorph, Primal, Weapon. [/i]Oh, what's that? Your precious solo is immune to stun? Ha, yes, well, we'll see about that. Oh, and it's (save ends), and while you're at it you keep any baddies close to the target from teleporting or using immediates for a round. Really fantastic stuff. [CENTER][Size=5][b]Level 25, Daily[/b][/size][/CENTER] The only reason you should look any further than [COLOR=#00ccff][b]Fading Grotto[/b][/COLOR] is if you've found ways to force failed saving throws, in which case you might go back to L15 and look at [b][COLOR=#0000ff]Wave of Sleep[/COLOR][/b], but honestly Fading Grotto is still probably the better pick. [b]Level 25 Daily List[/b] [b][COLOR=#00ccff]Fading Grotto[/COLOR] (D413) [/b]- [i]Targets Will, Keywords Primal, Weapon, Zone. [/i]Remove from play is some really meaty control- not as good as stun, but much less likely to get ignored by a solo- especially when, as in this case, it's not even (save ends). You can keep banishing things as long as you can get them into the burst 2 zone and hit them, but you and your allies should have the forced movement on hand to make that happen, and the zone makes them grant CA. The only unfortunate limitation is the 'once per target' line on the secondary attack. Oh well, can't have everything. [COLOR=#ff0000][b]Lightning Burst[/b][/COLOR][b] (PHB3) - [/b][i]Targets AC, Keywords Lightning, Primal, Weapon.[/i] Unfriendly AoE damage. No control. Waste of ink, again. [b]Slavering Sentinels[/b][b] (PHB3) -[/b] [i]No Attack (Secondary Targets Reflex) Keywords Conjuration, Fear, Primal, Weapon.[/i] This lacks hard control, but it's worth a second look. The Secondary attack triggers at the start of adjacent enemy's turn, so it's easy to trigger, and the push 5 is more useful when you can place the push originator without moving much yourself, and you have 4 points from which to push. [COLOR=#800080][b]Thundering Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC (Secondary Targets Fortitude) Keywords Primal, Thunder, Weapon.[/i] Why daze AoE with an encounter power when you can do it with a Daily that slows in exchange for forcing you to center the burst on a target? But really, this should lose (save ends) and be an encounter power. It doesn't even do anything on a miss. [COLOR=#800080][b]Wind of Decay[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Poison, Primal, Weapon, Zone.[/i] Why daze AoE with an encounter power when you can do it with a Daily that doesn't work against undead and forces you to center the burst on a target and doesn't do anything on a miss? The zone this creates as an effect does nothing but waste the Minor you use to turn it off. [CENTER][Size=5][b]Level 27, Encounter[/b][/size][/CENTER] Look I know it [i]looks[/i] like there are six powers at this level but what you're actually seeing is [b][COLOR=#00ccff]Fey Commander's Lure[/COLOR][/b] and five smudges of ink in your rulebook that just happen to look suspiciously like Seeker powers. [b]Level 27 Encounter List[/b] [COLOR=#ff0000][b]Abundant Growth[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon. [/i]This is a slow that can become an immobilize and a prone under certain conditions. Is that better than forced movement+daze, blind, or AoE daze? No? Okay, then there's no reason to retrain one of those powers (Feyjump Shot, Swarming Spirits, Roaring Missile) away to replace it with this. [COLOR=#800080][b]Angry Earth[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] Is an AoE prone worth more than forced movement+daze, blind, or AoE daze? No? Okay. [COLOR=#800080][b]Devouring Arrow[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Fortitude, Keywords Necrotic, Primal, Weapon.[/i] Is AoE weakened worth more than forced movement+daze, blind, or AoE daze? No? Okay. [b][COLOR=#00ccff]Fey Commander's Lure[/COLOR][/b] [b](D413)[/b] - [i]Targets AC, Keywords Primal, Teleportation, Weapon. [/i]Your Leader might enjoy moving the whole party into position to engage the enemies, but why do that when you can move the enemies into position for your party to engage them? Slap a big fat attack penalty on them while you're at it, so that keeping them close isn't so dangerous. Oh, and your ranged attacks for the next turn and a half can suck in any mobs who flee or who you missed on the first pass, and apply all the same effects. Good stuff. [COLOR=#ff0000][b]Razor Hail[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Reflex, Keywords Cold, Primal, Weapon. [/i]Is AoE movement discouragement worth more than forced movement+daze, blind, or AoE daze? No? Okay. [COLOR=#800080][b]Widow's Net[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Poison, Primal, Weapon.[/i] Is forced movement+AoE restrained better than forced movement+daze, blind, or AoE daze? No, it isn't. Don't retrain another power into this power. [CENTER][Size=5][b]Level 29, Daily[/b][/size][/CENTER] Now that you actually have a good D25 on your list, you should seriously consider skipping [COLOR=#0000ff][b]Baleful Shot[/b][/COLOR] and just keeping [COLOR=#00ccff][b]Fey Sinkhole[/b][/COLOR] from L15. Honestly these capstone powers are all lame. [b]Level 29 Daily List[/b] [COLOR=#0000ff][b]Baleful Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] You finally get a stun, but it's still worse than a level 1 Invoker Daily. It's single-target and (save ends), and if you miss it becomes a daze (save ends), so don't miss. The attack penalty applied to the rest of Team Monster is nice, but not large enough to be a big deal. [COLOR=#800080][b]Biting Wind Arrows[/b][/COLOR] [b](D389) - [/b][i]Targets AC, Keywords Primal, Weapon.[/i] Another one of these. Protecting three squares that you can't freely choose with the threat of tiny damage and a small slide is not good even for a heroic tier Daily. Three Minor action attacks that prone and apply a small debuff to attack and defense is decent for a heroic tier Daily, but this is your capstone level. [COLOR=#ff0000][b]Bones of the Earth[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Primal, Weapon.[/i] No control, just a little ongoing damage that enemies that don't need to move can ignore. [COLOR=#800080][b]Trampling Shot[/b][/COLOR][b] (PHB3) -[/b] [i]Targets Reflex, Keywords Primal, Weapon.[/i] Friendly AoE prone is pathetic for a capstone, but the effect is fun. This would be a fine epic tier encounter power. [COLOR=#ff0000][b]Uttercold[/b][/COLOR][b] (PHB3) -[/b] [i]Targets AC, Keywords Cold, Primal, Weapon.[/i] Single-target restrain+vulnerability is capstone-worthy? Ugh. [/QUOTE]
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