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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: 6707625" data-attributes="member: 6793297"><p><strong><span style="font-size: 18px"><p style="text-align: center">Multiclassing and Hybrids</p><p></span></strong></p><p>Multiclassing is very important for Seekers, but it isn't as vital as it used to be- many of the dead levels in the Seeker power list now have at least one good choice. Still, if you multiclass, you can significantly improve your power list with Power swap feats and you can access new Paragon Paths and feats that may strengthen your capacity to control. If you don't plan on spending feats on Novice Power and you aren't interested in another class's feats, multiclass entry feats are still worth considering. The Cleric's Divine Healer is the obvious standout: the Heal skill, scale proficiency and a slotless +2 shield bonus to AC is just an excellent bargain at the price of a single feat slot.</p><p></p><p>My ratings are not direct evaluations of the powers in question; they're a rough indicator of how much you stand to gain by spending a feat to swap for that power at that level (powers which you should swap for a seeker power of a higher level are noted as such).</p><p></p><p>I'm not going to walk you through each good hybrid, but basically if you look at the section above and see at least one blue or sky blue encounter, utility, and daily power in at least two tiers, and the class in question has an At-Will power that provides useful control, then you're looking at a good Hybrid option. I will include a Hybrid rating for each class in this section.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Cleric</strong></span></strong></span></p><p></p><p>The Cleric is a WIS-based Leader class with an incredibly strong Controller subrole- the Cleric's debuffing is well known. Cleric powers have the implement keyword, but the holy symbol is one of the best implements available. It's slotless, and comes with some excellent enchantments. Just remember that many of the best debuff powers depend on CHA- obviously you should steer clear of those. MC Cleric does not open up any valuable feats or EDs, but check out the Messenger of Peace PP!</p><p></p><p><strong>Seeker|Cleric</strong> is decent, but suffers from losing a Seeker At-Will. Humans can use their bonus At-Will to mitigate this, and ignore the lower DEX by taking Battle Cleric's Lore. Moonbow Dedicate means you can bypass MID if you're willing to accept the shortbow's proficiency bonus.</p><p></p><p><strong>Entry Feats</strong></p><p> Choosing your entry feat was a choice between an extra good skill and a 1/day Healing Word, and it still is if your DM thinks RAI is important, but now Divine Healer can be used to grab Battle Cleric's Lore, letting you choose to maximize WIS and let STR/DEX fall behind or just enjoy the +2 shield bonus.</p><p></p><p><span style="color: #00ccff"><strong>Divine Healer </strong></span></p><p><span style="color: #0000ff"><strong>Initiate of the Faith</strong></span></p><p><span style="color: #0000ff"><strong></strong></span> </p><p></p><p><strong>Power</strong></p><p> </p><p><span style="color: #0000ff"><strong>E1 Cause Fear</strong></span></p><p><strong>D1 Font of Tears</strong></p><p><span style="color: #0000ff"><strong>D1 Moment of Glory</strong></span></p><p><span style="color: #0000ff"><strong>U2 Veil of Darkness</strong></span></p><p><span style="color: #0000ff"><strong>E3 Command</strong></span></p><p><span style="color: #0000ff"><strong>D5 Halo of Consequence</strong></span></p><p><span style="color: #0000ff"><strong>D5 Hold Foe</strong></span></p><p><span style="color: #33cccc"><strong>D9 Dismissal </strong></span>(remember, for some solos, "end of next turn" lasts longer than "save ends")</p><p></p><p><span style="color: #33cccc"><strong>D9 Rebuke Violence</strong></span></p><p><span style="color: #0000ff"><strong>D9 Blade Barrier </strong></span>(no implement required for this one)</p><p><span style="color: #33cccc"><strong>D15 Sacred Armistice</strong></span></p><p><span style="color: #33cccc"><strong>D25 Sacred Word</strong></span></p><p><span style="color: #0000ff"><strong>E27 Divine Contempt</strong></span></p><p><span style="color: #0000ff"><strong>E27 Sublime Light</strong></span></p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><span style="color: #0000ff"><strong>Hammer of Moradin</strong></span> (if you're a dwarven hammer thrower, this is really solid stuff right here)</p><p><span style="color: #33cccc"><strong>Messenger of Peace</strong></span> (watch out for that unfortunate Diplomacy training prereq)</p><p><span style="color: #0000ff"><strong>Truthseeker</strong></span></p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff">Druid</span></strong></span></p><p></p><p>Druid is a Primal WIS-based Controller class, and so it offers some excellent material with which a Seeker can patch its spotty power list, especially post-HotF, which includes some really potent control powers. The problem is that they're implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. MC Druid has no good feats to offer, but it comes with a good PP and a decent ED.</p><p></p><p><span style="color: #0000ff"><strong>Druid|Seeker</strong></span> is mostly to grab Magic Stones and MC Fighter for Polearm Momentum. It's feat intensive and you're stuck with Alfsair Spear, but the extra control is worth it. It's still good if you MC Cleric instead for high, stat-independent AC and a slotless implement with good enchants.</p><p></p><p><strong>Entry Feats</strong></p><p> <span style="color: #0000ff"><strong>Initiate of the Old Faith</strong></span> (Take Grasping Claws, Savage Rend, or Swarming Locusts)</p><p><span style="color: #0000ff"><strong>Harbinger of Nature's Wrath</strong></span></p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #33cccc"><strong>E1 Gust of Wind</strong></span></p><p><span style="color: #0000ff"><strong>E1 Wall of Smoke</strong></span></p><p><span style="color: #0000ff"><strong>D1 Lightning Arc</strong></span></p><p><span style="color: #0000ff"><strong>D1 Summon Giant Toad</strong></span></p><p><strong>U2 Verdant Bounty</strong></p><p><span style="color: #33cccc"><strong>E3 Wind Wall</strong></span></p><p><span style="color: #33cccc"><strong>D5 Wall of Thorns</strong></span> (no implement required!)</p><p><span style="color: #33cccc"><strong>U6 Camouflage Cloak</strong></span></p><p><span style="color: #33cccc"><strong>E7 Charm Beast</strong></span> (This is almost gold. The only problem is that you have to delay this or Feyjump Shot til L13)</p><p><span style="color: #0000ff"><strong>D9 Sunbeam</strong></span></p><p><span style="color: #0000ff"><strong>U10 Updraft</strong></span></p><p><span style="color: #0000ff"><strong>D15 Baleful Polymorph</strong></span></p><p><strong>D15 World Warp</strong></p><p><span style="color: #33cccc"><strong>U16 Wall of Stone</strong></span> (also no implement required! Walls are great!)</p><p><span style="color: #33cccc"><strong>E17 Infiltrating Drone</strong></span> (Beast keyword means you're required to MC via Initiate of the Old Faith, but it's worth the inconvenience)</p><p><span style="color: #ff9900"><strong>U22 Wall of the World</strong></span> (Seriously)</p><p><span style="color: #0000ff"><strong>E23 Blinding Swarm</strong></span> (Only take if you don't have Wild Shape, otherwise keep Charm Beast- it's actually better than Dominate Beast)</p><p><strong>D25 Avian Cloud</strong></p><p><strong>D25 Summon Proud Mastodon</strong></p><p><strong>D29 Hinterlands Exile</strong> (This isn't a huge improvement over Baleful Shot but it is an improvement, and it's too cool not to mention)</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><span style="color: #0000ff"><strong>Keeper of the Hidden Flame</strong></span></p><p> </p><p></p><p><strong>Epic Destinies</strong></p><p> </p><p><span style="color: #0000ff"><strong>Master Hierophant</strong></span></p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #800080">Executioner</span></strong></span></p><p></p><p>You shouldn't MC Assassin, really, unless you aren't planning on spending any feats to powerswap no matter what you MC, in which case Acolyte of the Veil is a pretty decent use of a feat.</p><p></p><p><strong><span style="color: #0000ff">Seeker|Executioner</span></strong>, on the other hand, is noteworthy. It's a DEX/WIS Hybrid Talent: Spiritbond build. You get bonus damage on your RBAs, but that's immaterial: more importantly, you a good multi-target at-will that synergizes well with the Executioner poisons you'll be taking instead of the Dailies at bad Seeker levels, like L9. You can use an Assassin encounter power for a touch of mediocre control if you want to pay to maintain a ki focus, but otherwise you can just take Assassin's Strike and get a little extra damage without wasting actions you spend on Seeker powers.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Exotic Weapon Training<span style="color: #800080"></span></strong></span></p> <p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #800080"></span></strong></span></p><p></p><p>Some Seekers sacrifice the opportunity to use their MC for powerswaps and PP access for the ability to tack additional control onto every hit with a suboptimal weapon. This can be effective (relatively speaking) when done right.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Net Training</strong></p><p><span style="color: #800080"><strong>Bola Training</strong></span></p><p>(Giving up all the damage you would have dealt is actually not a good idea)</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #00ccff">Fighter</span></strong></span></p><p></p><p>MC Fighter is not really a good place for powerswaps or PP/EDs, but MC Fighter is unique for the Seeker in that you use it to open up feats that will dramatically enhance your battlefield control. Spend a few minutes thinking about what Tidal Spirit Shot does when you're holding a light shield and throwing a Staggering Javelin with Polearm Momentum and Hindering Shield.</p><p></p><p><span style="color: #339966"><strong>Fighter|Seeker</strong></span> diverges from the Controller role significantly enough that it's beyond the purview of this guide, though there is a bit of synergy with Deft Hurler Style.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Student of the Sword</strong></p><p><strong>Brawling Warrior</strong></p><p> </p><p></p><p><strong>Feats</strong></p><p> <span style="color: #0000ff"><strong>Dragging Flail</strong></span></p><p><span style="color: #0000ff"><strong>Hindering Shield</strong></span> (tricky to use, but if you use a javelin you can stack this with PM)</p><p><span style="color: #33cccc"><strong>POLEARM MOMENTUM</strong></span> (this is why you MC'd Fighter)</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff">Invoker</span></strong></span></p><p></p><p>Hard control on par with Wizards' on a WIS-based class sounds like a fantastic opportunity to steal some great powers, and it is- the problem is Invoker implements. Invokers use rods and staves, and neither can be used at the same time as a two-handed weapon, restricting the Seeker who poaches Invoker powers to a one-handed weapon (Dagger and Javelin are your best choices) or obliging him to invest in Quickdraw/Fast Hands tricks.</p><p></p><p>Even if you don't want to pick up any attack powers, the U6 Demand Justice is enough to justify MCing Invoker.</p><p></p><p><span style="color: #0000ff"><strong>Seeker|Invoker</strong></span></p><p>is great if you MC Cleric for BCL, a slotless implement and 20 WIS. Suffers from MID if you don't Moonbow Dedicate, but this lets you get add some great powers to your arsenal without sacrificing a ton of feats, it comes with a fantastic multi-target at-will, and your HT is free to use as you like.</p><p></p><p><strong>Entry Feats</strong></p><p> Divine Secretkeeper is the better feat, but that 13 INT requirement is a bummer. Take it if you roll for stats or something.</p><p></p><p><strong>Divine Secretkeeper</strong></p><p><strong>Acolyte of Divine Secrets</strong></p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #33cccc"><strong>D1 Silent Malediction</strong></span></p><p><span style="color: #0000ff"><strong>D5 Searing Orb</strong></span></p><p><span style="color: #33cccc"><strong>U6 Demand Justice</strong></span></p><p><span style="color: #0000ff"><strong>D9 Visions of Paradise</strong></span></p><p><span style="color: #0000ff"><strong>E13 Seal of the Heretic</strong></span></p><p><span style="color: #0000ff"><strong>U16 Walls of Hestavar</strong></span></p><p><span style="color: #0000ff"><strong>E17 Glyph of Radiance</strong></span></p><p><span style="color: #0000ff"><strong>D19 Tomb of Magrym</strong></span> (Don't swap Captivating Missile for this- if you take it, do it at L29)</p><p><span style="color: #33cccc"><strong>E23 Word of Bewilderment</strong></span></p><p><span style="color: #33cccc"><strong>E27 Compel Action</strong></span></p><p><span style="color: #0000ff"><strong>D29 Storm of Creation</strong></span></p><p><span style="color: #0000ff"><strong>D29 Invoke the Absolute Dark</strong></span></p><p><span style="color: #33cccc"><strong>D29 Word of the Gods</strong></span></p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><span style="color: #0000ff"><strong>Hammer of Vengeance</strong></span></p><p><span style="color: #0000ff"><strong> Stonecaller</strong></span></p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong>Heaven's Arrow</strong></p><p><span style="color: #0000ff"><strong>Invoked Devastation</strong></span></p><p><strong>Reaching Invokation</strong> (Only take this if you don't want Invoked Devastation, ie because your party doesn't make room for your unfriendly AoEs)</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #33cccc">Ranger</span></strong></span></p><p></p><p>The Ranger's controller feats are tied to Hunter's Quarry, so there's nothing to offer there, but the class offers a wealth of powerswaps to DEX Seekers (which you are, right?). PMC is not terrible (it lets you snag Clever Shot with Archery Mastery) but at that point you should just hybrid Ranger. Ranger offers a few really good PPs too, which is nice and makes PMC that much less attractive.</p><p></p><p><span style="color: #33cccc"><strong>Ranger|Seeker</strong></span> is my favorite. No MID or juggling necessary, excellent at-will control options to make up for the missing Seeker at-will, good powers all around and good PPs, especially when you have Quarry.</p><p></p><p><strong>Entry Feats</strong></p><p> <strong>Warrior of the Wild</strong></p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #33cccc"><strong>E1 Fox's Cunning</strong></span></p><p><strong>D1 Guardian Arrow</strong></p><p><span style="color: #33cccc"><strong>U2 Invigorating Stride</strong></span></p><p><strong>U2 Stalker's Mist</strong></p><p><span style="color: #33cccc"><strong>E3 Disruptive Striked</strong></span></p><p><span style="color: #33cccc"><strong></strong></span><span style="color: #00ccff"><strong>D5 Spitting-Cobra Stance </strong></span>(This isn't worth picking up til L9, but at that point it's a great pick)</p><p><strong>DU6 Evade Ambush</strong></p><p><span style="color: #0000ff"><strong>D9 Thousand Arrow Awareness</strong></span></p><p><span style="color: #33cccc"><strong>D15 Confounding Arrows</strong></span></p><p><span style="color: #0000ff"><strong>U16 Howling Winds</strong></span></p><p><span style="color: #33cccc"><strong>U16 Wall of Earth</strong></span></p><p><span style="color: #0000ff"><strong>E17 Entrapping Arrows</strong></span></p><p><span style="color: #0000ff"><strong>E17 Suppressing Shots</strong></span></p><p><span style="color: #0000ff"><strong>D19 Surprising Arrow Stance</strong></span> (pick this up at 25, if this is better than the dominate you get at 19, it's not better by enough to warrant a feat)</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong>Avalanche Hurler</strong> (powers are wasted, but this brings thrown weapons up to par)</p><p><span style="color: #0000ff"><strong>Darkstrider</strong></span> (Blindsense is nice, the powers add control to your toolbox, and Minor Action shift means hidden isn't as hard for you as for some)</p><p><span style="color: #33cccc"><strong>Giantslayer</strong></span> (U12 and probably 11F are wasted, but powers are really great control)</p><p><span style="color: #00ccff"><strong>Sylvan Archer</strong></span> (Fantastic powers, though the features don't do a lot, and you have to be an elf)</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #33cccc">Rogue</span></strong></span></p><p></p><p>Rogue offers some really good control powers for DEX Seekers. Dagger-throwers will especially appreciate them, and will have the freedom to use some of the very tempting melee control powers (hey what's up Knockout how you doin). This MC also offers some really powerful Stealth tools. If only there were more ranged Rattling powers.</p><p></p><p><strong>Seeker|Rogue</strong></p><p>does the same thing as Seeker MC Rogue, but doesn't spend so many feats to powerswap. Unfortunately, the Rogue doesn't have any good control At-Wills and none of the Sneak Attack feats bolster your control, so you don't really gain much there. MC is actually better in this case.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><span style="color: #0000ff"><strong>Sly Dodge</strong></span> (a few good Rogue tricks require Intimidate training- this way you don't waste your Background getting it)</p><p><strong>Sneak of Shadows </strong>(if you don't need Intimidate and don't want to stealth, this at least gives you some bonus damage)</p><p><span style="color: #33cccc"><strong>Twilight Adept</strong></span> (rating is for those who want to try to use Stealth in combat)</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><span style="color: #0000ff"><strong>Two-Fisted Shooter</strong></span> (Great benefit, but not sky blue because you have to bend over backwards to benefit from it. You want an expanded crit range to go with it, which means dual xbows and Bow Mastery or Jagged/Melegaunt's Dagger mainhand and Master of Arms.)</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #0000ff"><strong>D1 Blinding Barrage</strong></span> (Ignore the damage nerf, you don't care. AoE blind.)</p><p><strong>U2 Fleet<span style="color: #33cccc">ing Ghost</span></strong> (Almost mandatory if you want to Stealth effectively)</p><p><span style="color: #33cccc"><strong>D9 Knockout</strong></span> (Absolutely worth a quick jaunt into melee)</p><p><span style="color: #0000ff"><strong>U10 Executioner's Mien</strong></span> (Intimidate training is lame, but adding -2 to hit on all your attacks for an encounter is boss. Don't take this til L16, though, since only unwise people spend a feat to swap out Feywild Jaunt.)</p><p><strong>E13 Stunning Strike</strong> (Almost worth a quick jaunt into melee)</p><p><span style="color: #0000ff"><strong>U16 Hide In Plain Sight</strong></span></p><p><strong>E17 Tumbling Strike</strong> (Acrobatics training required- this doesn't offer control but I have to mention a minor action attack that lets you get out of melee no questions asked)</p><p><span style="color: #0000ff"><strong>U22 Invisible Stalker</strong></span></p><p><span style="color: #0000ff"><strong>U22 Seize the Moment</strong></span></p><p><span style="color: #33cccc"><strong>E27 Pebble to Boulder</strong></span></p><p><span style="color: #33cccc"><strong>E27 Perfect Strike</strong></span> (Less accurate than Pebble to Boulder, but more damage and no onerous weapon restriction)</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong>Daring Slinger</strong> (This makes slings pretty decent, and adds a little control to boot. Respectable, compared to your other options.)</p><p><strong>Cloaked Sniper</strong> (Not much control on the powers, but pretty decent Stealth/crossbow support)</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff">Shaman</span></strong></span></p><p></p><p>Shamans are leaders, but they have almost as much built-in control as a Seeker. Unfortunately, MC Shaman has the same problem that MC Druid does: It offers implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. To make matters worse, many powers rely on the placement of your Spirit Companion, which you require a Standard action to summon. Many DMs will let you summon your SC during exploration (ie before initiative is rolled) but for those who will not, you'll require Sudden Call/Nimble Spirit early.</p><p></p><p><span style="color: #0000ff"><strong>Seeker|Shaman</strong></span> is best when you spend your HT on Spirit OAs, using it to complement your zone control/movement denial, crank your WIS to 20, and MC Cleric for BCL AND a slotless implement. It's actually pretty rad. Go Human or Half-Elf, and pump DEX as your secondary for Initiative. You don't need it for anything else. The only reason this isn't sky blue is that Shaman encounter powers are mostly worse for control than the Seeker's best ones.</p><p></p><p><strong>Entry Feats</strong></p><p> <strong>Spirit Caller</strong></p><p> - <strong>Spirit Companion OAs</strong></p><p> <span style="color: #0000ff"><strong>Spirit's Wrath</strong></span> (hurray free CA)</p><p><strong>Spirit's Fangs</strong></p><p><strong>Spirit's Shield</strong> (WIS mod healing is not relevant for very long)</p><p><strong>Spirit's Prey</strong></p><p><span style="color: #33cccc"><strong>World Speaker's Command</strong></span> (no damage, but none of these OA powers will be doing much damage, and this offers good action denial)</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong>Sudden Call</strong> (kind of mandatory to get some powers to function)</p><p><span style="color: #0000ff"><strong>Nimble Spirit</strong></span> (this makes the SC much more useful as a control tool, even if the OA is still 1/enc)</p><p><span style="color: #0000ff"><strong>Spirit Mender</strong></span> (while you're MCing Shaman, picking up a 1/enc heal can't hurt if you have room)</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #0000ff"><strong>D1 Spirit of Grief's Shadow</strong></span> (One of the few ways you can penalize saving throws, this is only good combined with other Dailies. Consequently, avoid until around L9)</p><p><strong>U2 Stormhawk Vigilance</strong> (The kind of leader power that's nice on anybody, especially if your DM is a **** about making you spend actions to draw weapons during surprise rounds)</p><p><span style="color: #33cccc"><strong>D5 Shrieking Wind Spirits</strong></span> (Don't take this til L9, but this is friendly AoE daze+forced movement, which is great. The OA will be difficult to trigger unless you try to place the zone over a melee engagement, which is a great idea)</p><p><span style="color: #0000ff"><strong>D5 Spirit of the Hawk's Wind</strong></span> (Again, don't take til L9, but SC-independent, non-provoking blind with an encounter-long mobility granter is pretty cool)</p><p><span style="color: #0000ff"><strong>U10 Call Forth the Spirit World</strong></span> (Pretty great attack debuffer- enemies can end it by wasting attacks on your companion, so you win either way. The healing is gravy.)</p><p><strong>U10 Primal Gust</strong> (Cash in on that Striker in your party who took Agile Opportunist)</p><p><strong>E23 Beguiling Call</strong></p><p><strong>E23 Spirit of the Vengeful Mountain</strong></p><p><strong>D25 Spirit of the Brain Mole</strong></p><p><strong>D25 Sunder Spirit</strong></p><p><strong>D29 Fury of Athas</strong></p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p> Phrenic Master</p><p> </p><p></p><p></p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Wizard</strong></span></p><p></p><p>Wizards have a couple useful powerswaps, but if you have 13 INT (maybe you rolled for stats or you hate CON) you can MC to get access to Orbs with Daily powers that help you botch enemy saving throws. If there were better ways to do that, I wouldn't even mention MC Wizard.</p><p></p><p><span style="color: #800080"><strong>Seeker|Wizard</strong></span> is not <span style="color: #ff0000"><strong>red</strong></span> only because while this build will be strictly worse than a straight Wizard, it's probably still better than a straight Seeker, and that's all it needs to be pertinent to this guide. You can go INT/WIS, use a dagger weapliment/Moonbow Dedicate/dual-wield a thrown weapon and an implement, and HT:Orb of Imposition. There's no real synergy, so just try to slot in the few decent Seeker powers in the Wizard's weakest levels.</p><p></p><p><strong>Entry Feats</strong></p><p> <span style="color: #0000ff"><strong>Learned Spellcaster</strong></span> (assuming you have 13 INT for some reason)</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><span style="color: #33cccc"><strong>U2 Shield</strong></span></p><p><strong>U2 Mystical Debris</strong></p><p><span style="color: #0000ff"><strong>U6 Wall of Fog</strong></span></p><p><span style="color: #0000ff"><strong>D9 Wall of Fire</strong></span></p><p><span style="color: #0000ff"><strong>U10 Wall of Gloom</strong></span> (Take Feywild Jaunt before you take this or Blur)</p><p><span style="color: #0000ff"><strong>U10 Blur</strong></span></p><p><strong>D15 Wall of Ice</strong> (Don't take til like... L25)</p><p><strong>U16 Spatial Lock</strong></p><p><span style="color: #33cccc"><strong>U22 Wall of Force</strong></span> (If only this blocked LoS, it would probably be gold. As it stands teleporters render it useless.)</p></blockquote><p></p>
[QUOTE="Veep, post: 6707625, member: 6793297"] [B][SIZE=5][CENTER]Multiclassing and Hybrids[/CENTER][/SIZE][/B] Multiclassing is very important for Seekers, but it isn't as vital as it used to be- many of the dead levels in the Seeker power list now have at least one good choice. Still, if you multiclass, you can significantly improve your power list with Power swap feats and you can access new Paragon Paths and feats that may strengthen your capacity to control. If you don't plan on spending feats on Novice Power and you aren't interested in another class's feats, multiclass entry feats are still worth considering. The Cleric's Divine Healer is the obvious standout: the Heal skill, scale proficiency and a slotless +2 shield bonus to AC is just an excellent bargain at the price of a single feat slot. My ratings are not direct evaluations of the powers in question; they're a rough indicator of how much you stand to gain by spending a feat to swap for that power at that level (powers which you should swap for a seeker power of a higher level are noted as such). I'm not going to walk you through each good hybrid, but basically if you look at the section above and see at least one blue or sky blue encounter, utility, and daily power in at least two tiers, and the class in question has an At-Will power that provides useful control, then you're looking at a good Hybrid option. I will include a Hybrid rating for each class in this section. [CENTER][Size=5][b][COLOR=#0000ff][b]Cleric[/b][/COLOR][/b][/size][/CENTER] The Cleric is a WIS-based Leader class with an incredibly strong Controller subrole- the Cleric's debuffing is well known. Cleric powers have the implement keyword, but the holy symbol is one of the best implements available. It's slotless, and comes with some excellent enchantments. Just remember that many of the best debuff powers depend on CHA- obviously you should steer clear of those. MC Cleric does not open up any valuable feats or EDs, but check out the Messenger of Peace PP! [b]Seeker|Cleric[/b] is decent, but suffers from losing a Seeker At-Will. Humans can use their bonus At-Will to mitigate this, and ignore the lower DEX by taking Battle Cleric's Lore. Moonbow Dedicate means you can bypass MID if you're willing to accept the shortbow's proficiency bonus. [b]Entry Feats[/b] Choosing your entry feat was a choice between an extra good skill and a 1/day Healing Word, and it still is if your DM thinks RAI is important, but now Divine Healer can be used to grab Battle Cleric's Lore, letting you choose to maximize WIS and let STR/DEX fall behind or just enjoy the +2 shield bonus. [COLOR=#00ccff][b]Divine Healer [/b][/COLOR] [COLOR=#0000ff][b]Initiate of the Faith [/b][/COLOR] [b]Power[/b] [COLOR=#0000ff][b]E1 Cause Fear[/b][/COLOR] [b]D1 Font of Tears[/b] [COLOR=#0000ff][b]D1 Moment of Glory[/b][/COLOR] [COLOR=#0000ff][b]U2 Veil of Darkness[/b][/COLOR] [COLOR=#0000ff][b]E3 Command[/b][/COLOR] [COLOR=#0000ff][b]D5 Halo of Consequence[/b][/COLOR] [COLOR=#0000ff][b]D5 Hold Foe[/b][/COLOR] [COLOR=#33cccc][b]D9 Dismissal [/b][/COLOR](remember, for some solos, "end of next turn" lasts longer than "save ends") [COLOR=#33cccc][b]D9 Rebuke Violence[/b][/COLOR] [COLOR=#0000ff][b]D9 Blade Barrier [/b][/COLOR](no implement required for this one) [COLOR=#33cccc][b]D15 Sacred Armistice[/b][/COLOR] [COLOR=#33cccc][b]D25 Sacred Word[/b][/COLOR] [COLOR=#0000ff][b]E27 Divine Contempt[/b][/COLOR] [COLOR=#0000ff][b]E27 Sublime Light[/b][/COLOR] [b]Paragon Paths[/b] [COLOR=#0000ff][b]Hammer of Moradin[/b][/COLOR] (if you're a dwarven hammer thrower, this is really solid stuff right here) [COLOR=#33cccc][b]Messenger of Peace[/b][/COLOR] (watch out for that unfortunate Diplomacy training prereq) [COLOR=#0000ff][b]Truthseeker[/b][/COLOR] [CENTER][Size=5][b][COLOR=#0000ff]Druid[/COLOR][/b][/size][/CENTER] Druid is a Primal WIS-based Controller class, and so it offers some excellent material with which a Seeker can patch its spotty power list, especially post-HotF, which includes some really potent control powers. The problem is that they're implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. MC Druid has no good feats to offer, but it comes with a good PP and a decent ED. [COLOR=#0000ff][b]Druid|Seeker[/b][/COLOR] is mostly to grab Magic Stones and MC Fighter for Polearm Momentum. It's feat intensive and you're stuck with Alfsair Spear, but the extra control is worth it. It's still good if you MC Cleric instead for high, stat-independent AC and a slotless implement with good enchants. [b]Entry Feats[/b] [COLOR=#0000ff][b]Initiate of the Old Faith[/b][/COLOR] (Take Grasping Claws, Savage Rend, or Swarming Locusts) [COLOR=#0000ff][b]Harbinger of Nature's Wrath[/b][/COLOR] [b]Powers[/b] [COLOR=#33cccc][b]E1 Gust of Wind[/b][/COLOR] [COLOR=#0000ff][b]E1 Wall of Smoke[/b][/COLOR] [COLOR=#0000ff][b]D1 Lightning Arc[/b][/COLOR] [COLOR=#0000ff][b]D1 Summon Giant Toad[/b][/COLOR] [b]U2 Verdant Bounty[/b] [COLOR=#33cccc][b]E3 Wind Wall[/b][/COLOR] [COLOR=#33cccc][b]D5 Wall of Thorns[/b][/COLOR] (no implement required!)[b][/b] [COLOR=#33cccc][b]U6 Camouflage Cloak[/b][/COLOR] [COLOR=#33cccc][b]E7 Charm Beast[/b][/COLOR] (This is almost gold. The only problem is that you have to delay this or Feyjump Shot til L13) [COLOR=#0000ff][b]D9 Sunbeam U10 Updraft[/b][/COLOR][b][/b] [COLOR=#0000ff][b]D15 Baleful Polymorph[/b][/COLOR] [b]D15 World Warp[/b] [COLOR=#33cccc][b]U16 Wall of Stone[/b][/COLOR] (also no implement required! Walls are great!) [COLOR=#33cccc][b]E17 Infiltrating Drone[/b][/COLOR] (Beast keyword means you're required to MC via Initiate of the Old Faith, but it's worth the inconvenience) [COLOR=#ff9900][b]U22 Wall of the World[/b][/COLOR] (Seriously) [COLOR=#0000ff][b]E23 Blinding Swarm[/b][/COLOR] (Only take if you don't have Wild Shape, otherwise keep Charm Beast- it's actually better than Dominate Beast)[COLOR=#0000ff][b][/b][/COLOR] [b]D25 Avian Cloud[/b] [b]D25 Summon Proud Mastodon[/b][COLOR=#0000ff][b][/b][/COLOR][b][/b] [b]D29 Hinterlands Exile[/b] (This isn't a huge improvement over Baleful Shot but it is an improvement, and it's too cool not to mention) [b]Paragon Paths[/b] [COLOR=#0000ff][b]Keeper of the Hidden Flame[/b][/COLOR] [b]Epic Destinies[/b] [COLOR=#0000ff][b]Master Hierophant[/b][/COLOR] [CENTER][Size=5][b][COLOR=#800080]Executioner[/COLOR][/b][/size][/CENTER] You shouldn't MC Assassin, really, unless you aren't planning on spending any feats to powerswap no matter what you MC, in which case Acolyte of the Veil is a pretty decent use of a feat. [b][COLOR=#0000ff]Seeker|Executioner[/COLOR][/b], on the other hand, is noteworthy. It's a DEX/WIS Hybrid Talent: Spiritbond build. You get bonus damage on your RBAs, but that's immaterial: more importantly, you a good multi-target at-will that synergizes well with the Executioner poisons you'll be taking instead of the Dailies at bad Seeker levels, like L9. You can use an Assassin encounter power for a touch of mediocre control if you want to pay to maintain a ki focus, but otherwise you can just take Assassin's Strike and get a little extra damage without wasting actions you spend on Seeker powers. [CENTER][Size=5][b]Exotic Weapon Training[COLOR=#800080] [/COLOR][/b][/size][/CENTER] Some Seekers sacrifice the opportunity to use their MC for powerswaps and PP access for the ability to tack additional control onto every hit with a suboptimal weapon. This can be effective (relatively speaking) when done right. [b]Entry Feats[/b] [b]Net Training[/b] [COLOR=#800080][b]Bola Training[/b][/COLOR] (Giving up all the damage you would have dealt is actually not a good idea) [CENTER][Size=5][b][COLOR=#00ccff]Fighter[/COLOR][/b][/size][/CENTER] MC Fighter is not really a good place for powerswaps or PP/EDs, but MC Fighter is unique for the Seeker in that you use it to open up feats that will dramatically enhance your battlefield control. Spend a few minutes thinking about what Tidal Spirit Shot does when you're holding a light shield and throwing a Staggering Javelin with Polearm Momentum and Hindering Shield. [COLOR=#339966][b]Fighter|Seeker[/b][/COLOR] diverges from the Controller role significantly enough that it's beyond the purview of this guide, though there is a bit of synergy with Deft Hurler Style. [b]Entry Feats[/b] [b]Student of the Sword[/b] [b]Brawling Warrior[/b] [b]Feats[/b] [COLOR=#0000ff][b]Dragging Flail[/b][/COLOR] [COLOR=#0000ff][b]Hindering Shield[/b][/COLOR] (tricky to use, but if you use a javelin you can stack this with PM) [COLOR=#33cccc][b]POLEARM MOMENTUM[/b][/COLOR] (this is why you MC'd Fighter)[COLOR=#0000ff][b][/b][/COLOR] [CENTER][Size=5][b][COLOR=#0000ff]Invoker[/COLOR][/b][/size][/CENTER] Hard control on par with Wizards' on a WIS-based class sounds like a fantastic opportunity to steal some great powers, and it is- the problem is Invoker implements. Invokers use rods and staves, and neither can be used at the same time as a two-handed weapon, restricting the Seeker who poaches Invoker powers to a one-handed weapon (Dagger and Javelin are your best choices) or obliging him to invest in Quickdraw/Fast Hands tricks. Even if you don't want to pick up any attack powers, the U6 Demand Justice is enough to justify MCing Invoker. [COLOR=#0000ff][b]Seeker|Invoker[/b][/COLOR] [b][/b]is great if you MC Cleric for BCL, a slotless implement and 20 WIS. Suffers from MID if you don't Moonbow Dedicate, but this lets you get add some great powers to your arsenal without sacrificing a ton of feats, it comes with a fantastic multi-target at-will, and your HT is free to use as you like. [b]Entry Feats[/b] Divine Secretkeeper is the better feat, but that 13 INT requirement is a bummer. Take it if you roll for stats or something. [b]Divine Secretkeeper[/b] [b]Acolyte of Divine Secrets[/b] [b]Powers[/b] [COLOR=#33cccc][b]D1 Silent Malediction[/b][/COLOR] [COLOR=#0000ff][b]D5 Searing Orb[/b][/COLOR] [COLOR=#33cccc][b]U6 Demand Justice[/b][/COLOR] [COLOR=#0000ff][b]D9 Visions of Paradise[/b][/COLOR] [COLOR=#0000ff][b]E13 Seal of the Heretic[/b][/COLOR] [COLOR=#0000ff][b]U16 Walls of Hestavar[/b][/COLOR] [COLOR=#0000ff][b]E17 Glyph of Radiance[/b][/COLOR] [COLOR=#0000ff][b]D19 Tomb of Magrym[/b][/COLOR] (Don't swap Captivating Missile for this- if you take it, do it at L29) [COLOR=#33cccc][b]E23 Word of Bewilderment[/b][/COLOR] [COLOR=#33cccc][b]E27 Compel Action[/b][/COLOR] [COLOR=#0000ff][b]D29 Storm of Creation[/b][/COLOR] [COLOR=#0000ff][b]D29 Invoke the Absolute Dark[/b][/COLOR] [COLOR=#33cccc][b]D29 Word of the Gods[/b][/COLOR] [b]Paragon Paths[/b] [COLOR=#0000ff][b]Hammer of Vengeance[/b][/COLOR] [COLOR=#0000ff][b] Stonecaller[/b][/COLOR] [b]Feats[/b] [b]Heaven's Arrow[/b] [COLOR=#0000ff][b]Invoked Devastation[/b][/COLOR] [b]Reaching Invokation[/b] (Only take this if you don't want Invoked Devastation, ie because your party doesn't make room for your unfriendly AoEs) [CENTER][Size=5][b][COLOR=#33cccc]Ranger[/COLOR][/b][/size][/CENTER] The Ranger's controller feats are tied to Hunter's Quarry, so there's nothing to offer there, but the class offers a wealth of powerswaps to DEX Seekers (which you are, right?). PMC is not terrible (it lets you snag Clever Shot with Archery Mastery) but at that point you should just hybrid Ranger. Ranger offers a few really good PPs too, which is nice and makes PMC that much less attractive. [COLOR=#33cccc][b]Ranger|Seeker[/b][/COLOR] is my favorite. No MID or juggling necessary, excellent at-will control options to make up for the missing Seeker at-will, good powers all around and good PPs, especially when you have Quarry. [b]Entry Feats[/b] [b]Warrior of the Wild[/b] [b]Powers[/b] [COLOR=#33cccc][b]E1 Fox's Cunning[/b][/COLOR] [b]D1 Guardian Arrow[/b] [COLOR=#33cccc][b]U2 Invigorating Stride[/b][/COLOR] [b]U2 Stalker's Mist[/b] [COLOR=#33cccc][b]E3 Disruptive Striked [/b][/COLOR][COLOR=#00ccff][b]D5 Spitting-Cobra Stance [/b][/COLOR](This isn't worth picking up til L9, but at that point it's a great pick) [b]DU6 Evade Ambush[/b] [COLOR=#0000ff][b]D9 Thousand Arrow Awareness[/b][/COLOR] [COLOR=#33cccc][b]D15 Confounding Arrows[/b][/COLOR] [COLOR=#0000ff][b]U16 Howling Winds[/b][/COLOR] [COLOR=#33cccc][b]U16 Wall of Earth[/b][/COLOR] [COLOR=#0000ff][b]E17 Entrapping Arrows[/b][/COLOR] [COLOR=#0000ff][b]E17 Suppressing Shots[/b][/COLOR] [COLOR=#0000ff][b]D19 Surprising Arrow Stance[/b][/COLOR] (pick this up at 25, if this is better than the dominate you get at 19, it's not better by enough to warrant a feat) [b]Paragon Paths[/b] [b]Avalanche Hurler[/b] (powers are wasted, but this brings thrown weapons up to par) [COLOR=#0000ff][b]Darkstrider[/b][/COLOR] (Blindsense is nice, the powers add control to your toolbox, and Minor Action shift means hidden isn't as hard for you as for some) [COLOR=#33cccc][b]Giantslayer[/b][/COLOR] (U12 and probably 11F are wasted, but powers are really great control) [COLOR=#00ccff][b]Sylvan Archer[/b][/COLOR] (Fantastic powers, though the features don't do a lot, and you have to be an elf) [CENTER][Size=5][b][COLOR=#33cccc]Rogue[/COLOR][/b][/size][/CENTER] Rogue offers some really good control powers for DEX Seekers. Dagger-throwers will especially appreciate them, and will have the freedom to use some of the very tempting melee control powers (hey what's up Knockout how you doin). This MC also offers some really powerful Stealth tools. If only there were more ranged Rattling powers. [b]Seeker|Rogue[/b] does the same thing as Seeker MC Rogue, but doesn't spend so many feats to powerswap. Unfortunately, the Rogue doesn't have any good control At-Wills and none of the Sneak Attack feats bolster your control, so you don't really gain much there. MC is actually better in this case. [b]Entry Feats[/b] [COLOR=#0000ff][b]Sly Dodge[/b][/COLOR] (a few good Rogue tricks require Intimidate training- this way you don't waste your Background getting it) [b]Sneak of Shadows [/b](if you don't need Intimidate and don't want to stealth, this at least gives you some bonus damage) [COLOR=#33cccc][b]Twilight Adept[/b][/COLOR] (rating is for those who want to try to use Stealth in combat) [b]Feats[/b] [COLOR=#0000ff][b]Two-Fisted Shooter[/b][/COLOR] (Great benefit, but not sky blue because you have to bend over backwards to benefit from it. You want an expanded crit range to go with it, which means dual xbows and Bow Mastery or Jagged/Melegaunt's Dagger mainhand and Master of Arms.) [b][/b] [b]Powers[/b] [COLOR=#0000ff][b]D1 Blinding Barrage[/b][/COLOR] (Ignore the damage nerf, you don't care. AoE blind.) [b]U2 Fleet[COLOR=#33cccc]ing Ghost[/COLOR][/b] (Almost mandatory if you want to Stealth effectively) [COLOR=#33cccc][b]D9 Knockout[/b][/COLOR] (Absolutely worth a quick jaunt into melee) [COLOR=#0000ff][b]U10 Executioner's Mien[/b][/COLOR] (Intimidate training is lame, but adding -2 to hit on all your attacks for an encounter is boss. Don't take this til L16, though, since only unwise people spend a feat to swap out Feywild Jaunt.) [b]E13 Stunning Strike[/b] (Almost worth a quick jaunt into melee) [COLOR=#0000ff][b]U16 Hide In Plain Sight[/b][/COLOR] [b]E17 Tumbling Strike[/b] (Acrobatics training required- this doesn't offer control but I have to mention a minor action attack that lets you get out of melee no questions asked) [COLOR=#0000ff][b]U22 Invisible Stalker[/b][/COLOR] [COLOR=#0000ff][b]U22 Seize the Moment[/b][/COLOR] [COLOR=#33cccc][b]E27 Pebble to Boulder[/b][/COLOR] [COLOR=#33cccc][b]E27 Perfect Strike[/b][/COLOR] (Less accurate than Pebble to Boulder, but more damage and no onerous weapon restriction) [b]Paragon Paths[/b] [b]Daring Slinger[/b] (This makes slings pretty decent, and adds a little control to boot. Respectable, compared to your other options.) [b]Cloaked Sniper[/b] (Not much control on the powers, but pretty decent Stealth/crossbow support) [CENTER][Size=5][b][COLOR=#0000ff]Shaman[/COLOR][/b][/size][/CENTER] Shamans are leaders, but they have almost as much built-in control as a Seeker. Unfortunately, MC Shaman has the same problem that MC Druid does: It offers implement powers, and totems are some of the least useful implements available. If you MC Druid, you should either be throwing an Alfsair Spear Javelin, or investing in tools like Quickdraw and Fast Hands. To make matters worse, many powers rely on the placement of your Spirit Companion, which you require a Standard action to summon. Many DMs will let you summon your SC during exploration (ie before initiative is rolled) but for those who will not, you'll require Sudden Call/Nimble Spirit early. [COLOR=#0000ff][b]Seeker|Shaman[/b][/COLOR] is best when you spend your HT on Spirit OAs, using it to complement your zone control/movement denial, crank your WIS to 20, and MC Cleric for BCL AND a slotless implement. It's actually pretty rad. Go Human or Half-Elf, and pump DEX as your secondary for Initiative. You don't need it for anything else. The only reason this isn't sky blue is that Shaman encounter powers are mostly worse for control than the Seeker's best ones. [b]Entry Feats[/b] [b]Spirit Caller[/b] - [b]Spirit Companion OAs[/b] [COLOR=#0000ff][b]Spirit's Wrath[/b][/COLOR] (hurray free CA) [b]Spirit's Fangs[/b] [b]Spirit's Shield[/b] (WIS mod healing is not relevant for very long) [b]Spirit's Prey[/b] [COLOR=#33cccc][b]World Speaker's Command[/b][/COLOR] (no damage, but none of these OA powers will be doing much damage, and this offers good action denial) [b]Feats[/b] [b]Sudden Call[/b] (kind of mandatory to get some powers to function) [COLOR=#0000ff][b]Nimble Spirit[/b][/COLOR] (this makes the SC much more useful as a control tool, even if the OA is still 1/enc) [COLOR=#0000ff][b]Spirit Mender[/b][/COLOR] (while you're MCing Shaman, picking up a 1/enc heal can't hurt if you have room) [b][/b] [b]Powers[/b] [COLOR=#0000ff][b]D1 Spirit of Grief's Shadow[/b][b][/b][/COLOR] (One of the few ways you can penalize saving throws, this is only good combined with other Dailies. Consequently, avoid until around L9) [b]U2 Stormhawk Vigilance[/b] (The kind of leader power that's nice on anybody, especially if your DM is a **** about making you spend actions to draw weapons during surprise rounds) [COLOR=#33cccc][b]D5 Shrieking Wind Spirits[/b][/COLOR] (Don't take this til L9, but this is friendly AoE daze+forced movement, which is great. The OA will be difficult to trigger unless you try to place the zone over a melee engagement, which is a great idea) [COLOR=#0000ff][b]D5 Spirit of the Hawk's Wind[/b][/COLOR] (Again, don't take til L9, but SC-independent, non-provoking blind with an encounter-long mobility granter is pretty cool) [COLOR=#0000ff][b]U10 Call Forth the Spirit World[/b][/COLOR] (Pretty great attack debuffer- enemies can end it by wasting attacks on your companion, so you win either way. The healing is gravy.) [b]U10 Primal Gust[/b] (Cash in on that Striker in your party who took Agile Opportunist) [b]E23 Beguiling Call[/b] [b]E23 Spirit of the Vengeful Mountain[/b] [b]D25 Spirit of the Brain Mole[/b] [b]D25 Sunder Spirit[/b] [b]D29 Fury of Athas[/b] [b]Paragon Paths[/b] Phrenic Master [CENTER][Size=5][b]Wizard[/b][/size][/CENTER] Wizards have a couple useful powerswaps, but if you have 13 INT (maybe you rolled for stats or you hate CON) you can MC to get access to Orbs with Daily powers that help you botch enemy saving throws. If there were better ways to do that, I wouldn't even mention MC Wizard. [COLOR=#800080][b]Seeker|Wizard[/b][/COLOR] is not [COLOR=#ff0000][b]red[/b][/COLOR] only because while this build will be strictly worse than a straight Wizard, it's probably still better than a straight Seeker, and that's all it needs to be pertinent to this guide. You can go INT/WIS, use a dagger weapliment/Moonbow Dedicate/dual-wield a thrown weapon and an implement, and HT:Orb of Imposition. There's no real synergy, so just try to slot in the few decent Seeker powers in the Wizard's weakest levels. [b]Entry Feats[/b] [COLOR=#0000ff][b]Learned Spellcaster[/b][/COLOR] (assuming you have 13 INT for some reason) [b]Powers[/b] [COLOR=#33cccc][b]U2 Shield[/b][/COLOR] [b]U2 Mystical Debris[/b] [COLOR=#0000ff][b]U6 Wall of Fog[/b][/COLOR] [COLOR=#0000ff][b]D9 Wall of Fire[/b][/COLOR] [COLOR=#0000ff][b]U10 Wall of Gloom[/b][/COLOR] (Take Feywild Jaunt before you take this or Blur) [COLOR=#0000ff][b]U10 Blur[/b][/COLOR] [b]D15 Wall of Ice[/b] (Don't take til like... L25) [b]U16 Spatial Lock[/b] [COLOR=#33cccc][b]U22 Wall of Force[/b][/COLOR] (If only this blocked LoS, it would probably be gold. As it stands teleporters render it useless.) [/QUOTE]
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To Strive, to Seek, to Find, and Not to Yield: The Seeker's Handbook (By WEContact)
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