Originally posted by Zathris:
Heroic Feats
Class Feats
Show
[sblock]
Accurate Magic Weapon (EPG) – You would think this would either make Magic Weapon more accurate, or increase its bonus, you’d be wrong. Until someone makes a Sigil power that’s an Encounter power, this is a trap.
Arcane Trapsmith (D403) – This is really going to depend on how much your DM likes traps or if you have a Rogue in the party already.
Crossbow Caster (D381) – A cornerstone in many Artificer builds. Retrain out of it if you take Spell Commander.
Defensive Minions (EPG) – The Summoner focused build is relatively weak, but this is pretty much required for them.
Forceful Defense (EPG) – There aren’t Force powers at every level, much less the best powers, so you'd be using a weapon to convert your powers to Force. If you already have Mark of Warding, this is
much better.
Hammer of Gond (D403) – Proficiency, Implement, and a M/R combo, it’s new, but I don't see it being as useful as Crossbow Caster.
Improved Augment Energy (D381) – Augment Energy isn’t one of your stronger class features, this isn’t worth it.
Improved Shielding Elixir (D381) – You have to be in a heavily elemental themed campaign/mod to make taking Shielding Elixir over Resistive Formula worth it, and even then, I’m not sure spending a feat for +2 resistance is worth it (if it scaled in Paragon/Epic it would be).
Infused Familiar (D377) – Healing Infusions have a big area already (which gets bigger 1 level after you can take this) so there’s no reason to lose a feat AND your utility power.
Master Crafter (EPG) – Since you can only create Common items now; that severely diminishes the use of this feat. It’s a bit better if your DM isn’t using the bad rarity rules, but you’re still unlikely to be able to create anything over Level+4 due to gold cost.
Master Mixer (EPG) – As above.
Potent Restorables(EPG) – You won’t be using Curative Admixture as much in Paragon/Epic, but your multi-target heals benefit greatly from this, and it scales decently.[/sblock]
General Feats
Expertise feats are obviously only gold for the Builds that can make use of them, as mentioned in my description of them. Most of the time, the only real choice is White Lotus, and no matter what, that will work for your powers.
A note on the Defense feats: As a leader, you’re a prime target for the enemy to focus on, so you do need to invest in survivability, I make the assumption that you will take Improved Defenses early, retrain it to Superior Reflex and take the other feat that relates to your Secondary stat by mid-Paragon, so just because I rate them all high doesn’t mean you should have all of them.
Show
[sblock]
Alchemical Opportunist (D373) – This is here only for flavor reasons. Most Alchemical Items are ranged attacks (thus, provoke from other enemies) and many are bursts (not so useful when you’re next to the main target!)
Alertness (PHB) – Being surprised sucks, and a perception bonus never hurts.
Arcane Implement Proficiency (AP) – There’s other options that are specific to various implements, but the short of it is that Implement juggling sucks, and it’s cheaper to only have 1 accessory to upgrade, this takes care of that. Light Blade, Heavy Blade, and Orb are popular choices.
Arcane Familiar (AP) – Familiars can give you all sorts of useful benefits.
Armor Proficiency: Hide (PHB) – Requires an investment in Str, which means either your Wis or Con have to be lower than they could be, so you’re effectively trading -1 to skills you’re bad at and 1 Fort or Will for 1 AC and Armor Special boosts to Fort instead of Ref. The best Armor enchant (Shared Valor) also isn’t available on Hide.
Battle Caster Defense (PHB3) – In general, it’s better to simply not provoke, but sometimes you need to use a ranged power (or are simply an Xbow user) and can’t shift away.
Battlewise (HotFK) – Useless for Con Builds. As a leader that’s based on proactive healing, buffing, and movement, you want to go as early in the round as possible. You’ll probably want to start out with Improved Initiative and then retrain to this when your Wis mod becomes 4 higher than your Dex mod.
Blindfighting Warrior (HotFK) – For Melee builds, the ability to ignore the -5 penalty for attacking invisible foes is quite useful in most games.
Coordinated Explosion (PHB2) – While the burst powers are generally not the strongest, all but 1 are ally friendly, so this is effectively a free +1 to hit for your bursts.
Devout Protector Expertise (D402) – For those that use a Holy Symbol, 1H Melee, and Shield (Lightswitch build), the +1 AC doesn't help allies that already have a Shield (ie. non-Swordmage Defenders and a couple other Leaders), but that it's still very nice.
Disciple of Inspiration (HotFL) – For Melee builds generally, Unless you also take Melee training, you’re going to be really bad at MBAs, consider this a feat to let you punish the enemy for provoking an OA from you by getting a +1 to hit next turn. And, well, missing with Magic Weapon does happen.
Disciple of Light (HotFL) – It’s a minor increase in your healing capabilities, but it can deal with pesky aura’s and ongoing damage. The main problem being that your Infusions don’t trigger this.
Disciple of Stone (HotFL) – This ought to be redundant with Armor of Shared Valor, and it also runs into the issue of Infusions not counting as “spending a surge”.
Distant Advantage (PHB2) – For Ranged builds, this is going to be your most reliable source of CA after the first turn.
Dual Implement Spellcaster (AP) – Only worthwhile if you’re dual wielding Weapliments, and even then, with the Dex investment and low bonus in Heroic, this shouldn’t be taken until
Paragon or even
Epic.
Durable (PHB) – Considering your major strength as a leader is surge distribution, this feat is only useful if the rest of your party has low surges, and even then, I’d try to convince
them to take it instead of you.
Eldritch Fusillade Expertise (D402) – A shame that Crossbow Caster is a feat tax for this, since that basically replaces the need to have a Wand to begin with (and that Spell Commanders still have to take that feat if they want this). Still, excellent for the Crossbow + Wand concept overall since you effectively get Quick Draw and Speed Loader for free.
Focused Mind (PHB3) – As a leader, you’re fairly reliant on Minor Actions to do your job, so getting Dazed or Stunned sucks. Obviously better for builds that can take Superior Will.
Frozen
Soul (HoS) – Cold damage is common enough that resisting it is a good thing. For Con builds that have already taken Superior Fort and Ref, this is probably the best way to boost your low Will. Wis builds might take it just for the resistance.
Ghost Eyes (HoS) – Not as powerful as Blindfighting Warrior for Melee builds (worse against enemies that simply have concealment), but helps with your Ranged attacks as well as making it easier to find hidden enemies, so still useful.
Great Fortitude (PHB) – Useless for Con builds. Since you’re fairly likely to take both Superior Will and Superior Reflexes by mid-Paragon, this becomes the default “take this to raise your Fort” feat.
Grounding Shot (PHB3) – For Ranged builds, if you or your allies tend to knock things prone, you really don’t want to be taking a -2 to hit your targets, and hey, free damage.
Hafted Defense (PHB3) – If you’re doing the Melee Reach thing, you should probably take this by Paragon .
Headsman’s Chop (PHB3) – Prone is becoming a more common effect for melee people, you can take advantage of it too if you use a Heavy Blade or Axe (there’s a couple builds using Glaives or Drow Long Knifes)
Improved Defenses (HotFL) – Fast, easy, save up to 15% on NAD attacks by Epic!
Improved Initiative (PHB) – For those who won’t find Battlewise useful (or want even more!)
Iron Will (PHB) – Useless for Wis builds. I’m not sure the +1/tier is worth more than Resist Cold 5/tier.
Ki Focus Expertise (HoS) – You MC’d Assassin, Monk, or Vampire? Well, I guess Ki Focuses mean you only have to upgrade 1 item …
Last Legion Officer (D396) – While it doesn’t work with your Infusions, if you’re taking a large number of other powers that can grant healing, this is pretty good.
Mark of Healing (EPG) – Doesn't work with any of the attacks that heal, or with Resistive Formula (or Recuperative Enchantment?!), but it's an easy way to grant saves with Curative Admixture and Regeneration Infusion.
Better for hybrids that have access to more healing powers which target allies.
Mark of Storm (EPG) – Adding a slide, even a small one, is always useful, in particular it can make Shocking Feedback negate an attack. Opens up other feats that work off slides if you MC Fighter. It will use up your weapon Enchant though.
Mark of Warding (EPG) – In addition to Resistive Formula, there's a large number of powers that boost defenses (including your summons) which are quite good on their own. It also works with Forceful Defense, so this is absolutely
amazing if you're doing a force build.
Moonbow Dedicate (D386) – Proficiency, Implement Use, and Weapon Focus: Shortbow. The only real problem with this feat is that Weapon Proficiency: Superior Crossbow and Crossbow Caster is flat out better. However, this is strictly better than just taking Crossbow Caster.
Resilient Focus (HotFL) – Bonuses to Saves? Yeah, those are good.
Rod Expertise (HotFK) – Considering there's good Rod enchants that directly benefit you, this is not only completely necessary if you're using rods as your primary accessory, but it's a
good way to boost your AC/Ref since it doesn't have stat requirements.
Shield Proficiency: Light (PHB) – Aside from specific enchants or feats, there's no reason to take this over Rod Expertise.
Silvery Glow (D386) – Damage feat of choice for Cold or Radiant builds.
Speed Loader (PHB2) – For Xbow builds. You need your minor actions to heal and use utility powers, if your DM isn’t a ****, you shouldn’t need this.
Staff Expertise (HotFL) – Ahh, Staffs (Staves), why must you have such good feats, but be otherwise mediocre.
Staff Fighting (D368) – Almost a must have for a Staff build (+1 AC, easy upgrades, DiS use)
Superior Implement Training (PHB3) – Not quite as necessary as Expertise, especially considering your go-to power is a weapon attack, but even if you only have a couple implement powers, this is worth picking up in Heroic. Not all of them are useful, however...
- Accurate X – Whatever you end up using for your implement, this is probably your best bet unless you're going for something specific.
- Ashen Rod – Most of the good implement powers target reflex, though there's a couple that don't. If you're able to deal fire damage on all your implement attacks, this is probably a better way to go.
- Dragontooth Wand – Again, if the majority of your implement attacks target reflex, this is better than accurate and you don't need to be dealing fire damage. This lends itself well to using the Static Shock or Thunderous Anguish wands.
- Guardian Staff – Just another part of the Force build to make up a bit of the damage you're losing and give you a defense boost as well
Superior Fortitude (HotFL) – The weakest of the 3 but still good if you can take it, ongoing damage generally scales at 5/tier except some creatures seem to scale at 5/half-tier (or more, I’ve taken Ongoing 30 at level 20)
Superior Reflex (HotFL) – You qualify for this no matter what, getting CA on the 1st turn helps immensely to get your buffs on everyone.
Superior Will (HotFL) – Daze and Stun suck, bonuses to Will are Awesome, What now Con builds?!
Toughness (PHB) – I guess I’m pretty much required to have this here, or something.
Vicious Advantage (PHB3) – If you have someone who can reliably slow or immobilize (since you will have problems doing so), this is pretty good.
Vistani Heritage (D380) – Not horribly inaccurate source of CA and good control, also opens up a really good epic feat.
White Lotus Defense (D374) – I’ve never been amazed by this feat, it really only works for builds that have arcane basic attacks.
White Lotus Dueling Expertise (D402) – The free Orb proficiency is a really nice add on for this feat, letting you take advantage of the likes of Nimble Thoughts and Mental Constitution.
White Lotus Enervation (D374) – Adding -1 AC to Magic Weapon will make your weapon using allies love you.
White Lotus Evasion (D374) – You need your Minor Actions for other things, this doesn’t even help you escape provoking.
White Lotus Hindrance (D374) – Better for Melee builds, since this can really help your melee lock down opponents.
White Lotus Riposte (D374) – It’s free damage for attacking you, and unlocks the nice Paragon Master Riposte.
Wintertouched (PHB) – Required for the Permafrost build that activates in Paragon.
World Serpent’s Grasp (HotFK) – This ties in to Vicious Advantage, Grounding Shot, and Headsmans Chop. If someone else slows or immobilizes an enemy, you can knock them prone (which is as effective as Dazing or Stunning in some cases)[/sblock]
Racial Feats
Some races have such a horrible racial feat that I don’t see the point in mentioning them.
Show
[sblock]
DevaShow
[sblock]
Astral Elixir (D387) – Shielding Elixir isn’t very good, and Radiant damage isn’t common enough to warrant a bad power and a feat.
Battle Intuition (D374) – This is the largest bonus to Init you can get from a single feat assuming you start with a 16 wis.
Heavenly Heritage (D374) – Cold and Fire damage are common enough that this could provide decent resilience, basically the same as having Resistance.
Radiant Power (PHB2) – I’m only mentioning this to point out that it’s a Trap.
Radiant Recovery (D374) – If you're doing Radiant attacks, this is a reliable way of keeping THP on yourself if you're Con based.
Shared Memories (MP2) – Even though this is a Warlord feat, MC or Hybrid into that class is common enough that this bears mention, since guaranteeing an ally succeeds is often more useful than using it for yourself.[/sblock]
DragonbornShow
[sblock]
Draconic Augmentation (D387) – Con damage to one enemy every other encounter is not worth a feat.
Draconic Spellcaster (AP) – Expertise and Focus combined, provided you’re using powers with the same keywords as your Breath, trivial if you use an Elemental Weapon. This and the Breath feats are the only reason to be a Dragonborn though.
Breath augments of note:
- Bolstering Breath (PHR: DB) – Ally friendly is a nice touch, but you want to include allies in the area for the +1 hit.
- Hurl Breath (PHR: DB) – Bigger area, at range. Gets better depending on how many feats you’re taking for your breath.
- Powerful Breath (PHR: DB) – You’re should be Con secondary as a Dragonborn, so this is at most +2 hit and damage for your Breath.
[/sblock]
DwarfShow
[sblock]
Dwarven Rejuvenation (D387) – An untyped bonus to defenses for any ally that uses a daily item power, by Paragon that’s going to be just about every other round.
Forgeborn Heritage (D383) – The multiple resistances will save you item slots and an Encounter damage boost is always nice.
Iron Hide Resilience (D383) – Increases the Forgeborn resistances significantly.
Keen Hatred (D383) – A modest bonus to hit every encounter, only one attack roll though.
Rune-Scribed Soul (AP) – Second Wind effectively Magic Weapons yourself! Not as good since the change to Dwarven Resilience, but still solid.
Shield the Fallen (FRPG) – While this is generally more of a Defender thing by fluff, Providing bonuses to defenses and saves is always a leader thing.[/sblock]
EladrinShow
[sblock]
Academy Prodigy (D390) – Double the effect of Skill Focus might actually be worth taking in smaller parties.
Arcane Repositioning (D390) – Redistribute Minions is flat out better, except this works on conjurations.
Feymind Infusion (D390) – Being able to grant saves is one of the Artificer’s weak points, and Charm/Fear effects are generally the most important ones to save against.
Planar Blurring (D385) – Really only useful if you MC Student of the Plague, but works well with the racial theme and Trailblazer in Paragon.
Redistribute Minions (D387) – Nice action conservation, for a summoner.
Vanishing Concotion (D387) – Even though they cannot negate an attack that’s already happened, they can negate an attack by preempting it (ex. An enemy ends a move adjacent to them they can trigger this feat to get out of reach.) Debatable if this is better than Enhanced Resistive Formula, tons of THP or negate an entire attack … decisions.
Winterkin Heritage (D384) – Above average resistance to a common type is good for a feat, the teleport is just icing really.[/sblock]
ElfShow
[sblock]
Bow Caster (D387) – Basically the same as Moonbow Dedicate (Longbow vs Shortbow + Focus)
Elven Arcane Precision (AP) – Good if you have several of the Bursts, otherwise, obviously avoid.
High Elf Kin (HotFW) – The teleport isn’t necessarily when you want it, but it’s at least usable (and abusable); Arcana bonus makes this a real option.
Wood Elf Agility (FRPG) – Since you’re probably not that good at either skill, until you hit Epic and can guarantee a +10, this can help you avoid looking like a fool by falling in 5’ pits or slipping on a rock.[/sblock]
Genasi
Tried to rate these both on how good the feat is, and how good the manifestation is.Show
[sblock]
Acid Wash (D391) – A good way to break grabs or get out of sticky situations.
Elemental Echo (AP) – Attack and Damage bonus for 2 rounds (assuming you use the power at the start of your turn).
Elemental Infusion (D387) – Decent resist that lasts until your ally runs out of the THP, completely replaces the need for Shielding.
Eyes of Dying Light (D380) – Darkvision from one feat is a good deal.
Freeing Current (D391) – Water isn’t as good as Caustic, even though this feat is the same as Acid Wash.
Genasi Frost Affinity (D367) – If Cold powers inflict a condition, it’s often Slow or Immobilize, so this is solid if you have Cold Resist to boost.
Primordial Surge (D367) – Decent amount of THP every encounter.
Sickening Plague (D391) – A Defense penalty to adjacent enemies is decent for a feat and a minor action.
Storm Step (D391) – That’s great mobility from one of the more common/useful manifestations.
Versatile Resistance (FRPG) – Extra resistances, good even if you already have one of those resistances.[/sblock]
GithzeraiShow
[sblock]
Githzerai Blade Master (D378) – DPR isn’t really a primary concern if you’re a Leader, but this is a good feat for that, really.
Inciting Energy (D387) – A +2 Init bonus to 1 ally per milestone isn’t really worth a feat unless you’re going through several milestones per day.
Iron Formula (D387) – Bonus to all defenses is better than just AC, though it’s not going to be up but a couple rounds.[/sblock]
Half-ElfShow
[sblock]
Group Insight (PHB) – It’s a small bonus, but everything can help.
Group Vigor (D385) – Good for a healic, but your primary healing powers don’t involve actively spending surges.
Revitalizing Dabbler (D385) – A much better healing booster, especially once you pick up Versatile Master in Paragon.
Spare Infusion (D387) – Even with Versatile Master, an extra heal per day isn’t worth a feat by itself even though this is completely surgeless (MC Feats at least give you a skill and implement use).
Thaliessan Blood (D401) – Swim Speed, ability to breathe underwater, and an attack bonus against pirates is
really nice if you’re in that sort of campaign.[/sblock]
HumanShow
[sblock]
Action Surge (PHB) – Significant bonus to hit on what’s likely a crucial attack.
Arcane Reserves (AP) – Useful throughout most of your career if you’re making wise power choices (most of your Encounter Attacks should be Immediate Actions), but unless you’re doing a striker build, Focus becomes better in Paragon.
Human Innovation (D387) – Doubles the number of times you can recharge Daily item powers. More useful in Paragon when allies have more items.
Sunspray Heritage (D386) – As common as Fire damage is, I’m surprised I don’t see this on more characters, that’s a lot of free healing.[/sblock]
GnomeShow
[sblock]
Phantasmal Elixir (D387) – If you time it right, you can make an ally invisible for their entire turn. Shielding Elixir is blah, though.[/sblock]
KalashtarShow
[sblock]
Clarifying Infusion (D387) – Granting saves against Dazed/Dominate is a great thing to be able to do.
Clarity of Spirit (DP) – Honorable Mention for MC Divine, because an extra heal every encounter is pretty good.
Dual Mind Strength (D385) – Optimizing around Psychic is easy and useful, so is extra damage.
Telepathic Sensitivity (EPG) – Half the point of Perception is detecting hidden enemies, so this is quite better than skill focus.[/sblock]
Shadar-KaiShow
[sblock]
Devious Jaunt (D372) – Massive increase to shadow jaunt’s distance.
Gloaming Infusion (D387) – Insubstantial is rarely going to be better than over a surge in THP.[/sblock]
ShifterShow
[sblock]
Shifter’s Energy (D387) – Doubling the effectiveness of your Shifting power makes this the only reason to play a Shifter Artificer.
Looking through, I don't really see anything else that stands out, maybe a combo I'm missing? Why do people like this race when you have to burn 2 minors to do anything useful with their feature?[/sblock]
TieflingShow
[sblock]
Bloodhunter's Flank (PHR:TF) – Nice little Damage boost to help finish off enemies.
Diabolic Soul (D381) – I don't think Infernal Wrath is very useful by the time you reach Paragon, but this makes you quite a bit more powerful for an encounter.
Gaze of Ruin (D387) – Not a terrible auto-debuff.
Hellfire Blood (PHB) – For use with a Flaming Weapon, it's reliably +1 hit/damage at the cost of your weapon enchant.
Lasting Decay (D387) – Really only useful if you fight a lot of Solo's, but worth a mention I guess.
Mantle of Misfortune (D383) – Nice for stacking attack penalties, and the slide can be quite useful (just ask any cunning bard)
Nessian Rejuvenation (D387) – Not likely to be massive, but it is an easy +2 damage for 2 rounds for your allies.
Plaguing Bloodhunt (D385) – One of the largest damage bonuses you can get (+3/6/9), even if it's only against bloodied enemies.
Tail Slide (PHR:TF) – Good for enabling flanks and Agile Opportunist in Paragon.[/sblock]
WarforgedShow
[sblock]
Bolstering Admixture (D387) – Ongoing is the most common thing that a save can end, so this might be very useful depending on your campaign.
Warforged Tactics (EPG) – +1 to hit is +1 to hit.[/sblock]
WildenShow
[sblock]
Nature’s Rejuvenation (D387) – That’s actually a nice little trick.[/sblock][/sblock]
Heritage Feats
Show
[sblock]
Deva Heritage (D374) – Not a bad stance overall (especially considering you don't have access to many of them), I really only suggest getting into this path as a Con build because of the second feat ...
Heavenly Heritage (D374) – For Wis builds, even with as common as Fire and Cold are, this is basically less useful than any generic resist item or either of the resist feats.
Radiant Recovery (D374) – For Con builds, with the ability to use a Radiant Weapon and multiple Immediate attacks, this can keep you with respectable THP all combat.
Elan Heritage (PsP) – Starts out about ¼ the effect of Energy Conversion, scales up to half as good; without a tie-in to a use for power points, I'm not even going to bother listing the whole chain.
Foulborn Heritage (PsP) – Again, decent if you're tapping into psionic powers, otherwise you're just not getting enough of a return on this chain, and the entry level is crap.[/sblock]
Haven't quite finished feats, so if something's missing, don't freak out.
Paragon Feats
Class Feats
Show
[sblock]
Dungeon Enchanter (D381) – Your DM should be giving you items you actually want, so it
should be a useless feat.
Enhanced Resistive Formula (EPG) – More than doubles the effectiveness of Resistive Formula, because you get the THP of main target, you can use a high HP character to give a lower HP one higher HP than they’d normally get from the power.
Enlarge Familiar (D377) – Not worth losing a utility power.
Free-Ranging Familiar (D377) – There’s a couple fun things you can do with this feat, mostly with Wizard or Sorcerer powers though.
Rapid Infusion (D381) – This gets rid of your reliance on Minor Actions to heal, so you can use them to attack, shift, reload, or really not care too much if you get dazed.
Retribution Seeker (D381) – A decent substitute to Focus feats if you’re not using a Weapliment.
Vigorous Familiar(D377) – Do people actually use active familiars?[/sblock]
General Feats
Show
[sblock]
Arcane Admixture (AP) – You have little need for focusing on a certain type of damage, and if you do, it’s generally easier to use a magic weapon to change your keywords.
Back to the Wall (PHB) – Untyped bonus to Melee Attack/Damage and AC is handy. But you have to be next to a wall (looks at his Keep on the Shadowfell map), yeah that’s not hard. This assumes your DM isn't a **** whom only allows this to work with effects that have the Wall keyword.
Burning Vapors/Fiery Blood/Lightning Soul/Thunder's Rumble (HotEC) – There's little reason for Artificers to focus on these damage types unless you're trying a specific striker build, but still, they're better than regular Focus by a good bit.
Distant Shot (PHB) – For those using a thrown weapon and can’t use the distant weapon enchant, you do not want to be taking a -2 to hit just because you were 6 squares away instead of 5.
Icy Heart (HotEC) – A slight upgrade over Silvery Glow if you're going the cold route if only because of the on-damage effect. Gets a separate mention because of the Permafrost build.
Inescapable Force (PHB) – Part of the Force build, insubstantial undead are generally a non-divine character’s nightmare.
Lasting Frost (PHB) – The second half of Permafrost, with this and Wintertouched you have CA and deal more damage against enemies after you hit them once, so long as you’re using Cold powers (or using a Frost Weapon, or Admixture)
Point-Blank Shot (PHB) – For Ranged builds, stacks with Ghost Eyes to help negate mist, clouds, fences, and shrubbery.
Psychic Lock (PHB) – A nice Leader/Controller effect to add to all of your Psychic powers.
Reserve Maneuver (PHB2) – This is useful for adding a Power that you
might need (like Positive Energy Infusion) without having to always have it.
Resounding Thunder (PHB) – Most of your bursts have limited targets, so increasing their size generally isn’t useful.
Solid Sound (PHB) – Part of the Force build, with Thunder! Nice boost to one of your NADs after using powers with your most common keywords.
Steady Shooter (PHB) – For Xbow (striker) Con builds, otherwise you’re likely moving to stay next to an ally (or away from an enemy)
White Lotus Master Evasion (D374) – Not a bad upgrade from the Heroic version, but you have to spend 2 feats to get to it.
White Lotus Master Hindrance (D374) – Difficult Terrain around all your allies is nice, but it’s only 1 enemy (if only you had bursts/blasts … )
White Lotus Master Riposte (D374) – Decent punishment for enemies that attack you after you attack them with Magic Weapon, which should be just about every round.[/sblock]
Racial Feats
Show
[sblock]
DevaShow
[sblock]
Commander’s Memory(MP2) – Upgraded version of Shared Memories that allows for range.[/sblock]
DragonbornShow
[sblock]
Breath Augments of Note:
- Adaptable Breath (PHRB) – This really only comes into play in Epic.
- Corrosive Breath (PHRB) – Stacking -2 AC onto +1 Hit is a nice addition. The downside is you have to use a Staff of Acid and Flame for Draconic Spellcaster to work. Sets up, and stacks with Dissolving Breath in Epic.
- Empowered Dragon Breath (PHB) – Effectively +2 damage per tier, which is not worth it before Epic.
- Frost Breath (PHRB) – Frost Weapon. With Hurl Breath it’s a decent way to control enemies early in the fight, and Cold is an ideal damage type.
- Thundering Breath (PHRB) – Lightning Weapon. Sets up and stacks with Concussive Breath in Epic.
[/sblock]
DwarfShow
[sblock]
Dwarven Durablity(PHB) – Sturdier is always good.[/sblock]
EladrinShow
[sblock]
Fey Step Trailblazer (D366) – Nice addition to party mobility.
Fey Tactics(MP) – This is a Warlord feat, but worth mentioning alongside Trailblazer since this is a better feat if you have access to Warlord.[/sblock]
GenasiShow
[sblock]
Shocking Flame (FRPG) – Nice easy way of adding an elemental keyword to your attacks.
Stoneguard (FRPG) – I’m torn on this one, it’s great if you’re doing the Xbow thing, but then, why be earthsoul?[/sblock]
GithzeraiShow
[sblock]
Githzerai Mobility (D378) – The best OA protection you can get before Epic.
Iron Hands (PHB3) – +Wis to melee damage for a round is pretty good for a striker build.
Shared Danger Sense(PHB3) – Helping team initiative is FTW.[/sblock]
Half-ElfShow
[sblock]
Versatile Master(PHB2) – A fairly obvious choice, especially if you chose a Basic Attack or some other power that’s going to be useful more than once per encounter.[/sblock]
HumanShow
[sblock]
Action Recovery (PHB) – Aptly named, though APs are often in short supply.[/sblock]
Shadar-KaiShow
[sblock]
Ghostly Rejuvenation(D372) – Doesn't work on many of your powers, but 2/encounter just from your infusions is enough to make this worth it.[/sblock]
ShardmindShow
[sblock]
Buffeting Shard Swarm (D387) – Not amazing, but repositioning has its uses.
Healing Fragments (PHB3) – Nice little bonus healing, even when you recharge your infusions.
Shard Construct(D387) – Poison damage, especially as ongoing, is very common.[/sblock]
TieflingShow
[sblock]
Blood of Levistus (PHR:T) – Nice resistance to gain, and Focus for Permafrost.
Dispater's Iron Discipline (PHR:T) – The Will bonus is fairly pointless, but the large bonus to important saves isn't, helps Wis builds with Superior Will more.
Mammon's Theft of Health (PHR:T) – Not that you need to spread surge use around more, but you do often need more self-healing.
Ruin of Flesh (D387) – Sizable vulnerability on your Gaze of Ruin target.
Secrets of Belial (PHR:T) – While your Utility selection is anything but bad, other classes have things that can fill in whatever you lack (Serpent's Cunning is the traditional one to poach for +1 hit).[/sblock]
WildenShow
[sblock]
Burden of Liberty(PHB3) – Teleporting allies is always fun.[/sblock][/sblock]
Epic Feats
Class Feats
Show
[sblock]
Defensive Enchanting (D381) – For Xbow builds there’s actually not that many ways to avoid provoking, Shadowdance armor is really the only thing outside an Epic feat (man, that kinda sucks).
Reinforcing Healing(EPG) – Ok, so other classes get something similar (but not quite as nice) earlier, but really, Untyped Defense bonuses are always good.[/sblock]
General Feats
Show
[sblock]
Epic Fortitude (PHB2) – Wis builds will need this to shore up their poor Fort.
Epic Reflexes (PHB2) – Not as much need for this, since this is probably your highest defense, still not bad.
Epic
Will (PHB2) – Con builds will need this to shore up their poor Will.
Epic Resurgence (PHB) – There’s some pretty good encounter powers out there, unfortunately, Artificers lack a feat to expand their crit range.
Quickened Spellcasting (AP) – Very Yes. Being able to Magic Weapon as a Minor is huge for your ability to buff allies.
Rapid
Regeneration (PHB3) – Useless for Wis builds. While there’s not too many ways of gaining regen, adding your Con can make a weak one into something significant.
Superior Initiative (PHB3) – A nice upgrade of Improved Initiative.
Trusted Spellcasting(AP) – Very useful for a striker build that’s specialized in only one or two encounter powers and can use them more than once per encounter, but that’s for striker builds.[/sblock]
Racial Feats
Show
[sblock]
DragonbornShow
[sblock]
Breath augments of note:
- Concussive Breath (PHRB) – Push 2x Con and Dazed is fantastic control, but it’s cost you 2 feats to get here.
- Dissolving Breath (PHRB) – -3 Penalty to all Defenses on top of a -2 to AC (-5 effective AC).
- Freezing Breath (PHRB) – As with Frost Breath, you really need Hurl Breath to make this worthwhile.
[/sblock]
GithzeraiShow
[sblock]
Iron Body (PHB3) – A little resistance can help prevent you from being focused down.
Peerless Reaction (PHB3) – This combines with Shifting Fortunes to basically negate any area or melee attack against you, on top of healing you. Much better than Iron Body, imo.[/sblock]
HumanShow
[sblock]
Perfect Recovery(D383) – Slight upgrade to Action Recovery.[/sblock]
KalashtarShow
[sblock]
Quori Desperation(EPG) – Many ED’s have an anti-death clause, even if they do, having a backup can’t be bad.[/sblock]
ShardmindShow
[sblock]
Clarifying Presence (PHB3) – Most people have Superior Will or a Circlet that lets them save at the start of their turn, so this is great for action economy.
Razor Shard Swarm (D387) – It's not a lot of damage, but it's automatic, which is very nice for killing minions at the least.
Rejuvenating Shard Swarm(PHB3) – As has been mentioned several times, self healing is fairly uncommon as an Artificer.[/sblock]
TieflingShow
[sblock]
Hellfire Teleport (PHR:T) – While there aren't many artificer powers that teleport, you can pick up teleports from many other sources.
Sweeping Gaze(D387) – Help out bursts a bit with a second Gaze of Ruin target.[/sblock]
WildenShow
[sblock]
Champion of Nature (PHB3) – Even though Wrath is likely useless for you, picking up a 2nd Aspect after a milestone is kinda neat.
Secret of Enduring Vigor (PHB3) – Dying sucks, you'll never make it as a leader if you let yourself die.[/sblock][/sblock]