What are the 'Killer Feats'?

WayneLigon

Adventurer
In 3/3.5 we had Power Attack and a handful of other feats that were 'more equal than others': so good there was little reason to take anything else unless you were deliberately building based on a strong concept, or because of special campaign conditions.

What at the 'killer feats' for 4E? Let's stick to Heroic Tier at least for now.

At first blush, a few seem to stand out:

Durable
Expanded Spellbook



Conversely, what is the 'weaksauce' feat?

Still Toughness?
 

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Hey now, i like toughness. More HP is always a plus, especially when it help your healing surge get that 1 extra HP :)

I like a lot of the feats. Making a TWF ranger and I am honestly having a hard time deciding what feats to get. Usually that means they are designed well. One that stands out for my dragonborn ranger though is the enlarged breath weapon. 5x5 is much more effective thatn 3x3.
 

I think Toughness will prove to be better than Durable for a lot of characters. Durable definitely wins for Paladins, since they can give their healing surges to others. However, it's important to note that Toughness will increase your healing surge value by a small amount, in addition to the base HP increase it provides. If you use 8 healing surges in a day, that's 8 extra hit points you are getting in addition to the 5 that you started with.

For most characters, Durable will add more to the total HP that the character can burn through over the course of the day, but Toughness will add more to the total damage that a character can survive in a single fight.

Enlarged Dragon Breath seems like a pretty huge power to open a fight with. Bye-bye, minions!

Lost in the Crowd is pretty huge for halfling defenders, considering that most monsters are bigger than them and they are supposed to be in the thick of things.
 


I really, really don't think that Durable is going to become a must-have feat. I might pick it up for a Cleric, since they can trigger their own surges and are likely to go through them quickly, but I'd probably pick it up for few other classes. Toughness is often a better feat. Durable grants you your total hit points divided by two in functional long term hp, if someone is around to heal you. Toughness grants you 5+1.25*(healing surges per day) in functional total hp at heroic tier, increasing by 5 at paragon and epic. And it helps even when you haven't got someone around to heal you.
 

I still have not seen characters run out of healing surges, so durable is out. Personally I would rather it was a paragon feat and gave me an extra second wind per encounter.

Toughness is an amazing feat, I think its actually one of the best. +5 hitpoints, +1-2 healing from surges, +2 to your bloodied condition.

I think the expanded spellbook feat is the must have feat, what wizard wouldn't take that.
 

I think people initially judged Toughness based on its 3.0 counterpart.

In 4E, think of it as granting you hp as if you were one level higher (and this is only not true for Defenders... by 1 hit point). Or you can think of it as giving you +5 Constitution that doesn't apply to the amount of healing surges (or Fortitude Defense) that you receive.
 


Given the sparsity of +hit items and the importance of dailies, I think that Action Surge will become a must have for humans and something that players of other races will lament not having access to.

Burn your action point, use a daily and add +3 to hit with it. What's not to like?
 


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