Originally posted by Krika:
Tricks and Bonding: Feats, Powers, and Paragon Paths
Heroic Feats
[sblock]
Active Familiar (Dra 382): You can move, your familiar can move, all at the same time. Everybodys happy. Bantam Fastieth owners might get two-three move actions for their familiar using this feat, in which case it is
Sky Blue for them.
Arcane Familiar (AP): This is the feat the guide is about. As such, I have rated it above my normal top rating. Thats just the way it is.
Arcane Porter (HotF): Bad. Unless your DM is a stickler for the rules, he shoudl be fine with letting your familiar carry stuff anyway. And even if he isn't, this isn't anywhere near worth a feat.
Argent Falcon (Dra 386): Now you can have a falcon, no matter what you picked! Joking aside, this is a fairly good power. The light is medicore at best. However, all enemies within 3 squares grant CA for one round? That is simply a simply godly effect, and every single member of your party will love you for that.
Bonded Familiar (AP): This is half the maximum range of your familiar, and if your that close? Just shout. A horrific feat.
Cast Afar Spirit (Dra 382): Ok, unless you are tied up, and you need your familiar to materialize out of the cell to free your skin, I can't think of a reason why you would take this feat.
Familiar's Vitality (HotF): The additional HP is too low to be worth it. You can find other feats that do the same thing, only better. Don't bother.
Fey Familiar (Dra 390): Eladrin Only! Your familiar can teleport when you use your fey step. Eh, it's a nice boost, but not particularly powerful.
Infused Familiar (Dra 377): Artificer Only! This is not a very good feat. It basically gives you up to 5 more range, once per day, if your familiar is in active mode for a healing infusion. To specific in scope to be useful at all.
Persistent Familiar (Dra 382): You keep your familiar around a round longer. That is what this feat does, and this is Awesome. Everybody with worthwhile active benefits will love this feat.
Quick Familiar (Dra 374): Active Familiar renders this feat obselete, as you can move yourself and your familiar at the same time now. No reason to take this instead of that.
Shardbound Familiar (Eberron) (Dra 377): Better than Shielding Familiar. Lets you reposition yourself and your familiar, and keeps your familiar from dying. Nice, expecially as an encounter power.
Shared Speed (Dra 374): Not a very high priority feat, but can be useful for speeding up slow familiars. Bantam Fastieth owners will like this as it capitalizes on their familiars multiple move action madness
Shielding Familiar (AP): If you keep your familiar in passive mode most of the time, this might be of some use. However, it is a power swap, so you might have another power you want more.
Spellseer Familiar (AP): The requires you to keep your familiar in active mode during combat, but the benefits are fairly good, and rerolls are a always nice. It is a daily though.
Spirit's Reward (DSCS): Somewhat campaign specific, but adding a small amount of THP to a daily power, and the recipient must be you, or adjacent to your familiar. It's OK, I guess, but doesn't seem that strong.
Swift Familiar (Dra 382): Conservation of actions is always important. You shouldn't need to switch modes more than once per round anyway, so this makes a good feat.
[/sblock]
Paragon Feats
[sblock]
Agressive Familiar (Dra 374): It destroys your familiar, which is bad, and for fairly medicore benefits. The fact that you have to give up a utility to use it, and that it is a daily doesn't help at all.
Alert Familiar (Dra 374): Most enemies don't have additional effects on combat advantage, and this robs them of what they do have. You have to keep you familiar in passive mode, but for a defensive user, this nice, especially for those swordmages and artificers who go into melee.
Enlarge Familiar (Dra 377): Artificer Only! Not a very good feat. It lasts until the start of your next turn, and makes your familiar an actual threat. Not particularly good of a power.
Free-Ranging Familiar (Dra 377): Artificer Only! If only this wasn't limited to Artificers, it would be an excellent feat. As is, it is still good, but the class requirement bumps it down in rating.
Shardbound Familiar (Khyber) (Dra 377): Everybody who has a familiar that goes into combat will love this feat. Ongoing 10, you pick the damage type, and if the enemy heals itself up above bloodied? Do it again. Excellent, although it is
Sky Blue for melee people.
Shardbound Familiar (Siberys) (Dra 377): Hello. This adds significant control aspects to you, especially since you only have to sustain it to work with it. Protects allies on the other side of it, as well as splitting the battle, possibly even isolating a part, like the artillery, or controllers. Only bad side? Your familiar is destroyed. I'll live with that.
Sight of the Familiar (Dra 382): Another excellent feat. Scouting familiars can show you things, which can be more helpful than descibing them, as well as allowing for more stragety beforehand. You also get your familiars sight modes, which can be excellent if you have one with blindsight or tremorsense.
Space-Bending Familiar (Dra 382): Teleport 2 isn't much, and Wizards have an at-will utility 2 that does much more than this. And if your serious about your familiar, that is a better option.
Vigorous Familiar (Dra 377): Artificer Only! Its requirements include one of the Dragonmark feats that an artificer shouldn't take, and it just adds your familiar to the list of creatures that are affected by it. Really?
[/sblock]
Sight of the Familiar Table
[sblock]
Low Light Vision
[sblock]
- ARCANE POWER: [Heroic] Cat, Owl, Raven
- DRA 377: [Paragon] Tinker Feyling
- DRA 374: [Heroic] Arcane Eye, Fire Lizard, Lightning Lizard, Parrot, Scout Homunculus, Weasel; [Paragon] Beholderkin, Bluespawn Nimblespark, Grayspawn Shortfang, Greenspawn Banespike, Redspawn Spitfire, Whitespawn Snowstepper
- DRA 397: [Heroic] Critic Lizard, Kivit, Sitak, Z'tal
- HEROES OF THE FEYWILD: [Heroic] Sprite
[/sblock]
Darkvision
[sblock]
- DRA 377: [Paragon] Minor Foulspawn, [Epic] Lingering Nightmare
- DRA 374: [Paragon] Blackspawn Darkling, [Epic] Shadow Incarnate
- DRA 382: [Heroic] Specter
[/sblock]
Blindsight 5
[sblock]
- ARCANE POWER: [Heroic] Bat
- DRA 397: [Heroic] Floating Polyp, Wrab
[/sblock]
Blindsight 3
[sblock]
- DRA 374: [Epic] Chaos Shard
[/sblock]
Tremorsense 5
[sblock]
- DRA 377: [Heroic] Clockwork Scorpion, [Paragon] Ambush Vine Shoot
- DRA 374: [Heroic] Ooze
[/sblock]
All Around Vision
[sblock]
- DRA 374: [Epic] Gibbering Pet
[/sblock][/sblock]
Powers
[sblock]
Wizard
[sblock]
Conduit of Ice (Wizard Encounter Attack 1, Dra 382): This zone effect is fairly good, and your familiar makes it marginally better. This can lock down an area very easily, but the effect relies on actually hitting the target, so not as good.
Familiar Harrier (Wizard At-Will Utility 2, Dra 382): Oh. My. Raven. Queen. This essentially gives your familiar teleport 10, with some simply amazing benefits. The teleport is great, but the benefits really sky rocket this up.
Melting Pool (Wizard Encounter Attack 3, Dra 382): Low damage, and it is vs. Fort. This is for wizards though, so the low damage isn't all that bad, and if you center on your familiar, you have a minor lockdown effect in place. Meh.
Familiar's Call (Wizard Encounter Utility 6, Dra 382): Well, you can move 20 squares as a move, and potentially save your familiar, at the cost of your your hide. There are better things at this level, such as Fly, or Invisibility.
Repelling Sphere (Wizard Encounter Attack 7, Dra 382): Umm, I'm assuming you can push people through foot thick walls of stone with this, or at least into them for damage. Or into other enemies. Other than the hijinks offered by the wording of the push, nothing to see here. (Tip: If you take this, boost the size of the burst for maximum effect.)
Familiar Shape (Wizard Daily Utility 10, Dra 382): Good for sneaking around, or confusing the brains out of your party members and DM. If you have a strange looking familiar, or an extremely common looking one, this can be good RP material. Other than that, nothing much.
Arcane Chastisement (Wizard Encounter Attack 13, Dra 382): This can create a pretty good pseudo-marked effect, and your familiar spreads the love around. Can be very handy in a party where you have two secondary defenders, or some such thing.
Circle of Protection (Wizard Encounter Utility 16, Dra 382): If you have nothing to do with your minor actions, this can be nice to keep up all encounter. Creates a nice safe zone to stay in, and your familiar adds a POWER (Bah) bonus to the attack. Unfortunately, targets Fort. Also, the most offensive utility I know of.
Thunderous Transformation (Wizard Encounter Attack 17, Dra 382): Excellent for rearanging the battlefield, with some AoE effect to boot. This can teleport an enemy literally to the other side of the battlefield. Unfortunately, that’s about all it can do, and like most of the familiar spells, this targets Fort.
Dire Familiar Incantation (Wizard Daily Utility 22, Dra 382): Essentially a summoning spell, only it aguments your familiar, instead of creating something. You also gain some bonuses for the melee familiar. Makes you familiar a very good threat on the field (Well, more of one, that is).
Crushing Necrotism (Wizard Encounter Attack 23, Dra 382): Low range. It also can make the enemy a very nice target for the party rogue. The push effect is also very nice for isolating the target. Your familiar can use it as a way to get out of a tight spot.
Mind-Numbing Presence (Wizard Encounter Attack 27, Dra 382): Bit of a redo of Conduit of Ice, and lets your familiar move around very hadily if you can get people to stay in the zone.
[/sblock]
Sorcerer
[sblock]
Familiar Fires (Sorcerer Encounter Attack 1, Dra 386): High damage, for single target, and can be very accurate if your familiar is adjacent to it.
Wave of Light (Sorcerer Encounter Attack 1, Dra 386): Nice debuff for melee characters, and you can shoot it from your familiar. Very nice, with respectable damge.
Chaotic Strike (Sorcerer Daily Attack 1, Dra 386): As a close burst power, with pushing, it scatters the enemies away from you. Possible more damage isn't very good, and of the two damage types, one can be exploited.
Spirit Guidance (Sorcerer Encounter Utility 2, Dra 386): More accuracy is nice for the big daily, and as an encounter power, it comes to you fairly often. Still, not that often, and not that much.
Flame Entanglement (Sorcerer Encounter Attack 3, Dra 386): CA is nice, and the Dragon Magic bit is pretty much unecessary. Other than that, there isn't anything that makes it anything other than single target damage and a bit of slowing.
Pinning Darts (Sorcerer Daily Attack 5, Dra 386): So, if you miss,
and rolled an even number, you keep this power. And your familiar has to be active. Yah, I don't think that it is very good, although the imobilized is nice.
Protective Familiar (Sorcerer Daily Utility 6, Dra 386): If your familiar gets destroyed by this, it is total crap unless you
really want to save your ally. If it doesn't, it is still only medicore.
Horror Blast (Sorcerer Encounter Attack 7, Dra 386): Nice way to get enemies away from you, and knocking them prone is nice, but it has to be after the push, which could be hard.
Flanking Familiar (Sorcerer Daily Attack 9, Dra 386): Probably the best way to really get your familiar involved in combat early. Flanking is nice, and party members will like the CA. Sadly, the effect is sustain minor, which really sucks.
Shielding the Bound Spirit (Sorcerer Daily Utility 10, Dra 386): This a great power that makes your familiar very tough, although the resist is only helpful against minions. Still, combine with Opportunistic Familiar below to make it a real beast.
Chaos Poison Blast (Sorcerer Encounter Attack 13, Dra 386): Having a conditional effect on a natural 20 only doesn't help this power. Fortunately, the Active Familiar benefit is nice, and doesn't have to ahve the familiar be adjacent to the target, which is what really helps this power.
Opportunistic Familiar (Sorcerer Daily Utility 15, Dra 386): This is probably the most awesome power I have reviewed. It is like the Wizard version, but so much better in every respect. Attacks, and even better movement make this an awesome power.
Rise, My Pet (Sorcerer Daily Utility 15, Dra 386): A great utility. Ressurect your familiar, and unlike most others, it can be automatically active. It is a daily, but is still great.
Rolls of Thunder (Sorcerer Encounter Attack 17, Dra 386): Bland power, and has very little to make it memorable. Prone is always nice, and the pushing is good as well, but nothing really stands out.
Spiritual Venom (Sorcerer Daily Attack 19, Dra 386): Well, the damage isn't that great, and the ongoing part is only normal. Damage type is also very resistable.
Savior Spirit (Sorcerer Encounter Utility 22, Dra 386): You a get an ally out of danger, and your familiar can travel up to 20 squares of teleport distance. That doesn't really inspire me to take this power.
Inferno Ring (Sorcerer Encounter Attack 23, Dra 386): Have your familiar be at a diferent part of the battle from the target of this power, and you can potentially auto-damage quite a few enemies with this power, dispite the low damage.
Chaotic Spray (Sorcerer Daily Attack 25, Dra 386): Position your familiar next to a big target, and you have a pretty big ongoing damage compenent going on. Other than that, there isn't really anything here except two slightly odd damage types that
could be exploited.
Lightning Backlash (Sorcerer Encounter Attack 27, Dra 386): The secondary attack is not worth sacrificing your familiar to achieve. Damage is too low for high epic tier. Without that, it is a middling neutral bland single target power.
Necrotic Storm (Sorcerer Daily Attack 29, Dra 386): Stunned is a great condition to have on an enemy, and the ability to keep it on for possibly another turn is great. Depending on your familiar though, you may not want to sacrifice it.
[/sblock]
[/sblock]
Paragon Paths
[sblock]
Familiar Keeper
[sblock]
Familiar Keeper: This is your bland, run-of-the-mill PP. Has got a few gems overall, but not much to make it stand out.
Familiar Forms (11th PP Feature): You get some great utility here. Pick to forms with diferent uses, like comabt and scouting, and your good to go. Really lets you diversify .
Familiar Action (11th Ap Feature): Your familiar comes back if it is destroyed. Generally you don't want that to happen, and this is a bit weak, but it can be a lifesaver if you really need your familiar.
Familiar Movement (16 PP Feature): So now your familiar can waltz right through the enemy, and they can't swing at it. Really adds to the tactical possibilities, as well as sending your familiar for help, if you are captured.
Familiar Surge (11th Encounter Attack): High damage, and your familiar lets it loose. The granted CA will be nice, making this power OK.
Transpose Familiar (12th Daily Utility): This is where some of the movement cheese really gets going. Teleport distances can be pretty big, and those who duke it out in melee can get behind enemy lines like no other with this, especially when you get to 16th level.
Familiars Command (20th Daily Attack): Dominated? Against Will?
. This is really nice for that pesky controller or artillery that is wrecking up the battle, and
you can keep it if you miss. A winner.
[/sblock]
Familiar Bloodsmith
[sblock]
Familiar Bloodsmith: This offers more flavor and slightly better things to play with, but sadly is limited to artificers only. Multiclass has never looked so good.
Familiar Blood Bond (11th PP Feature): In between fights, this can get you the little extra boost, and keep you alive mid-combat, if you have a familiar that doesn't do combat.
Bloodsmith Action (11th AP Feature): This. Is. Versatile. Any arcane attack? This can really up the tactical level a notch, as you have more options for blasting from your familiar.
Second Familiar (16th PP Feature): You only get the benefits of one at a time, but your feats and PP abilites could use either. Scout two places at once, confuse the enemy, the possbilities are quite endless.
Bloodbond Rebuke (11th Encounter Attack): You get some minor interrupt ability, and can punish an enemiy for attacking an ally. Minor defender capabilites here, but the power itself is weak.
Rescue Familiar (12 Daily Utility): Save your familiar power. You will find use for it. And you can send your familiar out again to do more battle. Excellent. Unfortunately, a daily.
Bloodbond Swarm (20th Daily Attack): Nice aura effect, and whats better is that you can get your familiar back afterwards. This can keep a bunch of enemies pulled down if you can keep people in it.
[/sblock]
Ravenkin
[sblock]
Ravenkin: A semi-decent PP. The only real benefit offered here is an extra familiar, but that comes with a weird variation of the rules.
Shadow Raven Familiar (11th PP Feature): You get the Shadow Raven familiar. It's not a bad familiar, but the wording is weird (discussion below).
Sight of the Raven (11th PP Feature): It's exactly like Sight of the Familiar, only conditional. Bleh.
Murderous Action (11th AP Feature): Being able to have up to 20 squares of extra room, as well as more versatility for the direction of pushes and such things? Very nice.
Bonded Raven (16th PP Feature): The telepathy isn't even worth looking at, and your raven shouldn't have to take attacks in the first place. A resounding meh.
Winter's Raven (11th Encounter Attack): Considering that it's limited to ranged attacks only, not as useful as it could, especially given the range. Debuffing their attacks as an effect is OK, as is the cold damage, but neither make up for the conditional trigger.
Raven Harrier (12th Encounter Utility): It's certainly interesting. CA as a minor is interesting, but it puts your raven in severe danger of being knocked out of the encounter. Probably the best combo with this is in conjunction with Winter's Raven to get your raven adjacent.
An Unkindness of Ravens (20th Daily Attack): The damage is terrible, but as a controller power isn't quite decent. Your raven can probably get to the best place to unleash it, and it does very well at locking down quite a bit of the field (Burst 3 is huge).
Discussion
[sblock]
Basically, the crux of the quirkiness of this path is that you get a familiar, without getting Arcane Familiar. As a result, if you want to get feats to improve it, you have to get Arcane Familiar as a feat. By RAW, having both this path and Arcane Familiar gives you two familiars, both fully-fledged, and you get the bonuses from both. I believe you have to spend seperate actions to move them, but feats should apply to both of them. Anything that says "your familiar" could apply to either, at your discretion. Be sure to make sure your DM is level with this, as the rules are extremely ambigous for this sort of thing.
[/sblock]
[/sblock]
[/sblock]