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Which feats are "taxes"?
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<blockquote data-quote="Herschel" data-source="post: 4973443" data-attributes="member: 78357"><p>Three instances where your argument breaks down:</p><p> </p><p>1: There's no reason you HAVE to take one. As others have pointed out, characters are perfectly playable without them.</p><p> </p><p>2. You are also looking at things in a vacuum. See my Stormsoul Genasi Sorcerer. That racial power is essentially an awesome feat, and the feat basically becomes a racial power. Once an encounter, it adds 1d8 to any lightning or thunder power used. One level 1 encounter pinning bolt, it becomes 2d6+1d8+Charisma damage, and that's almost the worst use of the power. Level 1 daily Howling Tempest is the same damage as above, but in a burst 1. Shocking Magnetism becomes 3d6+1d8+Cha damage to two creatures at range. Encounter 3 Thundering Gust is a Close Blast 3 1d10+1d8+Cha. And these powers also have riders.</p><p> </p><p>These are just the first few examples I saw in Arcane Power.</p><p> </p><p>3. As others have pointed out, there are many times better feats to take for a character. I like accuracy as much as teh next person, maybe more than most, but it works well hitting things without these feats. You don't NEED them, they're just an option to up your accuracy.</p></blockquote><p></p>
[QUOTE="Herschel, post: 4973443, member: 78357"] Three instances where your argument breaks down: 1: There's no reason you HAVE to take one. As others have pointed out, characters are perfectly playable without them. 2. You are also looking at things in a vacuum. See my Stormsoul Genasi Sorcerer. That racial power is essentially an awesome feat, and the feat basically becomes a racial power. Once an encounter, it adds 1d8 to any lightning or thunder power used. One level 1 encounter pinning bolt, it becomes 2d6+1d8+Charisma damage, and that's almost the worst use of the power. Level 1 daily Howling Tempest is the same damage as above, but in a burst 1. Shocking Magnetism becomes 3d6+1d8+Cha damage to two creatures at range. Encounter 3 Thundering Gust is a Close Blast 3 1d10+1d8+Cha. And these powers also have riders. These are just the first few examples I saw in Arcane Power. 3. As others have pointed out, there are many times better feats to take for a character. I like accuracy as much as teh next person, maybe more than most, but it works well hitting things without these feats. You don't NEED them, they're just an option to up your accuracy. [/QUOTE]
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Which feats are "taxes"?
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