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What are the most worthless feats (Heroic)?
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4693459" data-attributes="member: 82732"><p>Most of this has been covered but here's my .02 anyway:</p><p>Long Jump and Sure Climber are pretty poor especially if you consider taking a skill focus as an alternative. </p><p>Most of the Channel Divinity stuff is awful. Melora's tide is pretty strong. A Zap cleric with 18 wis gives regenerate 6 (regenerate 11 if beacon of hope was used previously in the encounter). If you time these right and use them on pc's who are 12/13 hp below bloodied you're guaranteed to get 2-3 rounds or more of pretty significant healing. 3 rounds of 11 regen is 33hp's and can change the outcome of a combat. </p><p></p><p>Wintertouched is possibly the most abusable feat in the game. It clearly doesn't come into it's own until level 11 but after that there's a lot of pain lurking in that one feat. Consider the rogue with wintertouched who either has a wizard in the party with Lasting Frost and a few cold spells, or he himself is carrying a frost weapon. Suddenly every opponent is taking 5 extra damage from every swing, plus granting combat advantage and taking automatic sneak damage. The combo becomes truly broken if you have a multiclass rogue warlock using armor of agthys and a frost weapon. Automatic d6 + 5 + con + 2d8 (about 19.5 automatic damage to one creature per round and 10.5 to each additional that the rogue can get next to) and +2 to hit and +5 dmg on the normal ATT. Couple this with a wizard using frost powers and the +5 dmg rapidly adds up. Throw in burning blizzard and you're getting another pt of damage on every attack. </p><p></p><p>I use astral fire with my eladrin wizard and a lot of fire based powers. Over the long haul +1 damage is going to add up to dozens of creatures that die 1-3 rounds earlier than they would have thereby avoiding the extra attacks that they would have inflicted on the party. Flaming sphere, burning hands, scorching burst, fireshroud all get multiple uses from +1 dmg nearly every time I use them. I would estimate astral fire probably adds 5-15 damage to every combat our party is in. </p><p></p><p>Defensive Mobility is good for zap clerics, wizards and rogues. </p><p></p><p>all the critical hit stuff is way too weak. </p><p></p><p>fast runner is very valuable if you play in a dangerous campaign or you're regularly facing bad guys who will run away if they seem likely to die (sometimes carrying treasure, or a key clue in completing a quest) it's very difficult to "catch" anyone who even has a one round lead on you in this game. If the leader of the bandits flees the battlefield when there are still a couple of his lackeys standing and thereby making it more difficult for the party to disengage he will frequently get away because stopping to make a ranged attack extends his lead on you by 8-10 squares. How do you find out who sent him? How do you get his magic sword? Our DM is pretty crafty/dangerous and this feat can be worth it's weight in gold both as an escape mechanism and in making sure that the prize doesn't escape. It also makes my wizard less afraid of gnolls.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4693459, member: 82732"] Most of this has been covered but here's my .02 anyway: Long Jump and Sure Climber are pretty poor especially if you consider taking a skill focus as an alternative. Most of the Channel Divinity stuff is awful. Melora's tide is pretty strong. A Zap cleric with 18 wis gives regenerate 6 (regenerate 11 if beacon of hope was used previously in the encounter). If you time these right and use them on pc's who are 12/13 hp below bloodied you're guaranteed to get 2-3 rounds or more of pretty significant healing. 3 rounds of 11 regen is 33hp's and can change the outcome of a combat. Wintertouched is possibly the most abusable feat in the game. It clearly doesn't come into it's own until level 11 but after that there's a lot of pain lurking in that one feat. Consider the rogue with wintertouched who either has a wizard in the party with Lasting Frost and a few cold spells, or he himself is carrying a frost weapon. Suddenly every opponent is taking 5 extra damage from every swing, plus granting combat advantage and taking automatic sneak damage. The combo becomes truly broken if you have a multiclass rogue warlock using armor of agthys and a frost weapon. Automatic d6 + 5 + con + 2d8 (about 19.5 automatic damage to one creature per round and 10.5 to each additional that the rogue can get next to) and +2 to hit and +5 dmg on the normal ATT. Couple this with a wizard using frost powers and the +5 dmg rapidly adds up. Throw in burning blizzard and you're getting another pt of damage on every attack. I use astral fire with my eladrin wizard and a lot of fire based powers. Over the long haul +1 damage is going to add up to dozens of creatures that die 1-3 rounds earlier than they would have thereby avoiding the extra attacks that they would have inflicted on the party. Flaming sphere, burning hands, scorching burst, fireshroud all get multiple uses from +1 dmg nearly every time I use them. I would estimate astral fire probably adds 5-15 damage to every combat our party is in. Defensive Mobility is good for zap clerics, wizards and rogues. all the critical hit stuff is way too weak. fast runner is very valuable if you play in a dangerous campaign or you're regularly facing bad guys who will run away if they seem likely to die (sometimes carrying treasure, or a key clue in completing a quest) it's very difficult to "catch" anyone who even has a one round lead on you in this game. If the leader of the bandits flees the battlefield when there are still a couple of his lackeys standing and thereby making it more difficult for the party to disengage he will frequently get away because stopping to make a ranged attack extends his lead on you by 8-10 squares. How do you find out who sent him? How do you get his magic sword? Our DM is pretty crafty/dangerous and this feat can be worth it's weight in gold both as an escape mechanism and in making sure that the prize doesn't escape. It also makes my wizard less afraid of gnolls. [/QUOTE]
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What are the most worthless feats (Heroic)?
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