Recommended Feats: Preparing for the Hunt
The emphasis here is on 'recommended' feats: I won't be talking about feats that are rated lower than Black, because they're likely just not a good idea for your character or an outright trap. Overall, you have certain priorities when it comes to feats, which are described as follows:
1. Damage bonuses - You are a damage-oriented Striker first and foremost, and every damage bonus you pick up is at least doubled, because of your multiple attack capacity. Stuff like extra attacks and improved critical hit rate fall within this category.
2. Accuracy bonuses - Of course, all the damage in the world won't help you if your hit rate is in the gutter, so you need some accuracy bonuses to get your damage across, even if they're conditional ones, as long as the condition can be met regularly (like the Prime Shot enhancers or the Prime Punisher feat).
3. Defense bonuses - Rangers in general like getting up close and personal with their enemies, so a modicum of defense is a necessity in order to ensure you survive to deal their damage. This mainly focuses on your AC, which is most likely to be targeted in the frontline, but don't neglect the other 3 (Fortitude, Reflex, and Will, commonly referred to as non-AC defenses or NAD's).
4. Power recovery - Recovering powers allows you to string together some crazy attack chains as well as letting you pull off more stunts throughout the encounter, so they're a pretty good choice once your baseline abilities are squared away.
5. Miscellaneous - Once you've taken care of the 4 above points, you can pretty much grab whatever you want, if you have the room. Archers particularly prize any mobility-denial feats you can get your hands on, whereas Melee Rangers are more partial to improving your ability to position yourself.
Class Feats
Heroic Tier:
Agile Running Attack (MP 2) - Ignoring difficult terrain while moving about is nice to have, but not really a necessity.
Beast Protector (MP) - Your Beast could potentially net you a cheap attack or two with this feat, which is nice.
Beast Rider (D 384) - While it's certainly not a must-have for every Beastmaster ever, there are certain things that can be pulled off thanks to this feat that are actually quite nice.
Flank on The Run (MP 2) - Manuever into flanking position, essentially at will. Decent.
Hobbling Strike (MP 2) - Slowing on an Archer means your Melee opponents will likely never get close enough to engage you, and that is nice to have, especially when you only give up 1 die of Hunter's Quarry damage to do it. A cool trick to keep in your back pocket.
Lethal Hunter (PHB) - This feat is not out of this world, but hey, extra damage is always good. It shines a little brighter in Paragon and Epic than it does at Heroic.
Manticore's Fury (MP 2) - If you're gonna go for a Balanced Ranger, this is the feat for you.
Martial Freedom (MP) - A strong bonus to fight off annoying status effects. Solid enough.
Predatory Action (MP) - One round of double Quarry damage. Not really worth the slot until around Paragon or Epic, though.
Scion of Onat (D 387) - The skill training is nice to have (even if most won't use Streetwise for much), but the real cool part is the ability to heal your Beast when you are healed.
Staggering Strike (MP 2) - If you're willing to trade some damage for control, this will give you some pushing for your arsenal.
Paragon Tier:
Bleeding Precision (MP) - An untyped ongoing 5 damage (or +5 to your ongoing damage) is never a bad rider effect to have on your Dailies, though the fact that you can never impose more than ongoing 5 is a bit of a downer.
Called Shot (D 368) - One of the major reasons why keeping Prime Shot as an Archer is worth it, and it’s pretty good for Melee Rangers, too, thanks to Prime Punisher.
Deft Blade (MP 2) - If you want accuracy on your basic attacks, hitting Reflex is a nice way to get it.
Distracting Companion (MP) - Under the right circumstances, this can be -2 to hit forever against your opponent. Debuffs for doing your job as a Beastmaster Ranger? That's cool.
Flanking Beast Master (D 387) - Rather feat intensive, but +1 extra to hit when flanking is hard to pass up.
Impaling Spear (MP 2) - Hitting Reflex can add accuracy to your basic attacks, and it can even serve as a way to make charging work on a Ranger.
Poisonous Beast (MP 2) - Hooray for poison damage. That said, you still shouldn't look to attack with your Beast until Epic.
Prime Punisher (D 373) - Melee Rangers, behold: A use for your Prime Shot class feature! And an incentive to pick up the Prime Shot feats. A Melee Ranger with the full tree can be busting out +2 to hit, +5 to damage quite easily on enemies not adjacent to any other party member, making you a high-quality finisher.
Prime Quarry (MP) - +2 to hit from Prime Shot makes it a pretty sizable bonus, and definitely worth going after.
Protective Beast (MP) - A bonus to AC when sitting next to your Beast (or on it). Could be worse.
Retreat Technique (MP 2) - Essentially every attack you make gets Hit and Run's rider. Decent.
Epic Tier:
Expert Skirmisher (MP 2) - A must for the Running Rangers in the audience.
Improved Prime Shot (MP) - It's Prime Quarry... sans the Quarry condition. A solid use of your retraining feature.
Martial Mastery (MP) - Last I checked, power recovery was kind of good. Pretty nuts for any character, especially one that can attack as many times as you can (Archers recover their triple shooters and immediate action shots, Two-Blade Rangers recover their minor action attacks, you get the idea...).
Martial Resolve (MP) - A very good way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this.
Prime Hunter (MP) - While similar to the Prime Punisher feat tree at first glance, keeping allies and enemies away from your intended target makes it harder to guarantee this bonus. That said, it can be decent if you or your allies have a mechanism to make that happen.
Quick Beast Command (MP) - If you have minor actions to burn, this feat will help you do it. A nice boost to the damage contributed by a Beastmaster, and the reason Beasts are of any use.
Rending Tempest (MP) - This feat adds extra weapon damage after using a dual-wielder power, which can snowball quite impressively on a nova turn. As such, nova Rangers should consider this feat a very high prioirty.
Resilient Beast (MP 2) - Makes your Beast more able to stand and soak hits for you.
Slashing Storm (MP 2) - Your Wisdom in automatic damage all around you for hitting with a melee attack? Tasty.
General Feats
Heroic Tier:
Axe Expertise (HotFL) - A re-roll to a damage die can always come in handy, though you're mainly here for the scaling bonus to hit.
Blindfighting Warrior (HotFK) - Helps you compensate against effect that rob you of your sight, which can be nice to have, if a bit encounter-dependent.
Bow Expertise (HotFL) - A scaling bonus to hit, and some neat extra damage against isolated opponents, too.
Crossbow Expertise (HotFL) - Ignoring cover is pretty nice on someone who spends quality time in the back rank.
Cunning Stalker (HotFK) - CA when you have isolation against your target. Not the easiest thing to make happen, but it's
amazing if you can do it.
Distant Advantage (PHB 2) - A nice feat for Archers in Heroic Tier. Somewhat overshadowed by the Frost Weapon combo after Heroic, though.
Flail Expertise (MME) - While the effect is rather conditional on a class like the Ranger, a scaling bonus to hit is not much to complain about.
Grounding Shot (PHB 3) - This prevents people from messing with your shots by dropping prone, and it's
pretty nice if you have allies that like knocking people prone, like Polearm Fighters.
Headsman's Chop (PHB 3) - A hefty damage bonus against prone enemies, it'll get a
whole lot better should you find a way to consistently knock enemies down and keep them down.
Heavy Blade Expertise (HotFL) - Great attack bonus scaling, and a bonus to OA's as some icing.
Improved Defenses (HotFL) - A nice, scaling bonus to your NAD's. Something that I highly recommend you grab.
Improved Initiative (PHB) - Helps you go first, which is always good to get your damage and the like across. Doesn't stack with Quick Draw.
Light Blade Expertise (HotFL) - A scaling accuracy bonus, and some extra damage if you have CA. Excellent.
Master at Arms (HotFL) - A +1 to hit per tier increases your base competence by a lot, and action economy on your drawing isn't half bad either.
Nimble Blade (PHB) - If you like Light Blades, you want this feat.
Power Attack (PHB) - Use with caution; you might want a bit of insurance before you jeopardize a hit. Probably not worth the gamble until Epic, if then.
Quick Draw (PHB) - A sweet feat for Balanced Rangers (Str/Dex), as it allows them to bypass some of the detriments of their weapon style, and nets you some initiative bonuses while you're at it (doesn't stack with Improved Initiative, though). A strong pick, though most Hunters won't have to worry about it: they get it by default.
Resilient Focus (HotFL) - +2 to all saving throws can be pretty useful.
Silvery Glow (D 386) - While it makes you worship a specific Deity and is worthless without Permafrost, this actually provides a little extra damage over Weapon Focus, which is excellent for a Ranger.
Skill Power (PHB 3) - A nice way to expand your Utility repertoire, and keep a useful power in your back pocket.
Speed Loader (PHB 2) - Makes Crossbows a lot more appealing.
Spring Step (PHB 3) - Prevents people from knocking you prone, then hovering 1 square outside your reach, forcing you to crawl and attack.
Superior Fortitude (HotFL) - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet.
Superior Reflexes (HotFL) - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. Pretty nice for everyone, and just about every Ranger should meet the pre-requisites.
Superior Will (HotFL) - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses.
Timely Respite (PHB 2) - A free saving throw when you second wind can be pretty darned cool.
Toughness (PHB) - More HP is nice to have. Two-Blade Rangers get this for free, so they don't have to worry about it. Marauders likely want it.
Two-Weapon Fighting (PHB) - It provides a bit of extra damage, and it opens up access to some nice feats as well.
Vicious Advantage (PHB 3) - A nice way to expand your probabilities of getting CA,
especially if you took a feat like Hobbling Strike.
Weapon Focus (PHB) - Damage bonus, which is absolutely golden for a Striker, especially when you can potentially get the bonus twice in one turn.
Weapon Proficiency (PHB) - Most Rangers will pick this feat up, as Bastard Swords, Craghammers, Double Swords, Greatbows, Superior Crossbows, Triple-headed Flails, and Waraxes all require it.
Wintertouched (PHB) - Useless until you pick up Lasting Frost, but mighty when you do. Best when retrained into or picked up right at the end of Heroic Tier.
World Serpent's Grasp (HotFK) - While it will likely have little synergy with the Ranger by default, this
rocks with Hobbling Strike, since it can turn your Twin Strike into an At-Will prone.
Paragon Tier:
Agile Opportunist (PHB 2) - A nice feat to work with your Leader if he can slide you around the battlefield regularly.
Armor Specialization (PHB) - Scale Armor Specialization is pretty good, but Hide and Plate Armor Specialization are just OK. Still, more AC never hurt anybody.
Critical Targeting (D 387) - A neat encounter-long bonus to damage on a crit. Pretty cool.
Danger Sense (PHB) - Rerolling initiative every time can help save you from those bad rolls.
Deadly Axe (PHB) - A spiffy extra-damage feat for Axe wielders. You may want to pick this up at Epic, though; it doesn't do all that much without the 10% critical rate.
Fiery Blood (HotEC) - If you're bringing fire, this is a heck of a feat to have.
Heavy Blade Opportunity (PHB) - It allows you to punish enemy tactics (by using your Twin Strike instead of a Melee Basic on a OA), which is nice to have, but not mind-blowing.
Icy Heart (HotEC) - Extra cold damage, and a nice effect if you happen to take said damage.
Lasting Frost (PHB) - This feat grants you permanent CA and +5 damage if you combine it with Wintertouched and a Frost weapon; cold resistance is a hurdle, but it can be overcome.
Light Blade Precision (PHB) - A bit conditional, but extra damage is always welcome on a Ranger, especially a Light Blade wielder.
Lightning Soul (HotEC) - This is a good feat for all the lightning wielders in the audience.
Repel Charge (PHB 3) - This is a very nasty way to severely hamper opposing chargers. Extra brutal if you face another party of PC's with a charger (such as a Barbarian or even a fellow Ranger that uses Marauder's Rush) in the lineup.
Reserve Maneuver (PHB 2) - Versatility notwithstanding, this feat also allows you to swap out a lackluster Paragon Path power for something a touch more... palatable.
Scimitar Dance (PHB) - Scimitars are sub-par weapons, but if your Dexterity is high, this can help make up some of their deficiencies.
Steady Shooter (PHB) - +3 to crossbow damage for standing still. A decent investment for Crossbow users, though most Ranged Rangers won't exploit it to the fullest since they're moving around to get that even bigger Prime Shot damage bonus (via Called Shot) instead.
Thunder's Rumble (HotEC) - Not the most commonly used damage type, but this feat is a nice incentive for it.
Two-Weapon Opening (PHB 2) - A major factor in why Two-Weapon Fighting is even worth mentioning. Free hits on a crit? Yes, please.
Unfailing Courage (D 377) - Healing on an AP is a good deal if you ask me.
Epic Tier:
Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery (PHB) - Whatever your weapon may be, now's the time to pick up the mastery feat. Improved criticals result in a very healthy effective damage bonus thanks to the fact that you attack twice. This feat is a very important component in a lot of builds.
Bow Mastery (PHB 2) - Lets Bow and Crossbow users get in on the 10% crit rate fun.
Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting. If you have the room for them, this is the best way you can keep yourself from getting hammered by certain types of attacks.
Epic Resurgence (PHB) - A pretty sweet power recovery feat, especially for a multiattacker like you.
Long Step (PHB 3) - A solid feat for most, and
vital for any Ranger that likes to charge.
Superior Initiative (PHB 3) - A nice upgrade for Improved Initiative. Prime real estate for retraining into.
Triumphant Attack (PHB) - Encounter-long debuffs on a critical is very sweet, especially for someone who attacks as much as you do, but your available feat slots are few and far between.
Unfettered Stride (PHB) - Ignoring difficult terrain permanently is never a bad thing to have.
Racial Feats
Dragonborn
Heroic Tier
Bolstering Breath (PHR: DB) - Making your Dragon Breath ally-friendly is something to consider as a front-liner.
Draconic Hunter (PHR: DB) - A great self-setup buff from your Dragon Breath is nice to have.
Dragonborn Frenzy (PHB) - Damage bonus while bloodied. Nice to have around.
Glorious Victory (PHR: DB) - A free heal when you drop an opponent once per encounter. Sweet.
Hurl Breath (PHR: DB) - Ranged AoE capability on a Melee Ranger can be decent as an opener.
Paragon Tier
Corrosive Breath (PHR: DB) - An AC debuff for your racial power can serve you well.
Dragonbreath Warrior (MP) - Some solid element-based damage for using a good racial power every encounter? I could pay a feat for that.
Frost Breath (PHR: DB) - Mass slowing can be nice to have.
Epic Tier
Dissolving Breath (PHR: DB) - A penalty to all defenses when you use your racial power can be sweet.
Draconic Restoration (PHR: DB) - Getting your Dragon Breath back on a second wind is pretty solid.
Draconic Triumph (PHR: DB) - Getting Dragon Breath back on a kill is awesome.
Drow
Heroic Tier
Clutch of Darkness (FRPG) - Puts a little more range behind your racial abilities.
Darkfire Targeting (MP) - A nice damage bonus for using a good racial power.
Ruthless Hunter (FRPG) - Hand Crossbows are officially an option for you.
Paragon Tier
Darkhunter (MP) - Since it allows you to do Quarry damage more than once per round, this is sweet for those Rangers who have close burst powers (but that’s not that good an idea).
Merciless Killer (FRPG) - A very sizable bonus to damage against bloodied targets that grant you CA.
Dwarf
Heroic Tier
Dodge Giants (PHB) - After a certain point in time, almost everything you will be fighting will be Large or higher, so it's a +1 untyped bonus to AC and Reflex after that, which is decent.
Dwarven Weapon Training (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic).
Resilience of Stone (MP 2) - Make it even harder for them to drop you.
Paragon Tier
Dwarven Durability (PHB) - This feat is not as strong for you as it is for other classes because of your lower reliance on Constitution, but two surges and a boost to surge value doesn't suck.
Epic Tier
Stoneheart Warrior (MP) - Free action second wind is made of WIN.
Eladrin
Heroic Tier
Eladrin Soldier (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). Not as good as Dwarven Weapon Training because Longswords and Spears aren't exactly prime Ranger weapons.
Epic Tier
Feywild Warrior (MP) - This allows you to flit about the battlefield while busting out Dailies. Pretty cool.
Elf
Heroic Tier
Brutal Accuracy (MP) - A bit of extra damage on your Elven Accuracy reroll. Solid.
Paragon Tier
Hunter's Advantage (MP) - A conditional bonus to your Hunter's Quarry damage, though you can meet said condition pretty easily with stuff like Frost Weapons.
Running Shot (PHB) - A rather good mobility booster, if you combine it with some other goodies at this tier (such as Uncanny Dodge) so you essentially have no penalty for running through the battlefield.
Epic Tier
Hawkeye Warrior (MP) - A free +1 to hit all fight long for using a good racial power? Nice.
Genasi
Heroic Tier
Firepulse Master (D 367) - Makes a good racial power even better.
Extra Manifestation (FRPG) - Adds versatility to your racial arsenal.
Primordial Surge (D 367) - Considering that the Ranger style you favor is a close-range combatant, this is a huge amount of THP to have available, especially early on in your career. A very good grab.
Paragon Tier
Shocking Flame (FRPG) - Free elemental damage, and this one scales! Never leave home without it; I wouldn't (you should be manifesting one of the two types favored by this feat 24/7 anyway).
Epic Tier
Double Manifestation (FRPG) - Versatility meets power. Win.
Elemental Warrior (MP) - A decent power recovery feat.
Githzerai
Heroic Tier
Githzerai Blade Master (D 378) - This feat is arguably even better than Eladrin Soldier or Dwarven Weapon Training, because the damage scales and the weapons made available to you are more up the Melee Ranger's alley.
Paragon Tier
Githzerai Mobility (D 378) - A hefty bonus to all defenses against OA's will help keep you safe while you move about or if you shoot someone in Melee.
Iron Hands (PHB 3) - Free damage for using a defensive racial power? I'm in.
Tempered Iron Mind (D 378) - Gets you what you need, when you need it, which is always helpful.
Epic Tier
Adamantine Mind (PHB 3) - Buffs your racial power. Solid.
Gnoll
Paragon Tier
Fierce Charge (D 367) - A solid feat to buff your racial Encounter power.
Epic Tier
Brutal Charge (D 367) - This makes things very interesting 1/encounter (charging Death Rend, you say? Interesting...).
Goliath
Heroic Tier
Fearless Seeker (MP 2) - Counter your quarry's attack with some sweet resistance. Nice.
Markings of the Blessed (PHB 2) - Rerolling a save is never bad.
Markings of the Victor (PHB 2) - Rerolling an attack every encounter? Sweet!
Paragon Tier
Unyielding Stone (PHB 2) - A nice jump in THP when you use your racial power that can make you pretty tough to bring down.
Epic Tier
Ancient Stone (PHB 2) - Another way to make yourself even tougher.
Half-Elf
Paragon Tier
Versatile Master (PHB 2) - Whoa. Half-Elves just got a MAJOR boost. No reason to ever skip out on this feat, ever.
Half-Orc
Heroic Tier
Anger Unleashed (PHB 2) - An attack bonus for getting bloodied is never bad.
Thirst for Battle (PHB 2) - +3 initiative, and a healing surge. Decent.
Paragon Tier
Strength from Pain (PHB 2) - Big damage for a turn when you're bloodied (or two turns if you bloody yourself). Nice.
Unrelenting Assault (PHB 2) - Damage on a miss is nothing to sneeze at.
Epic Tier
Ferocious Critical (PHB 2) - A very powerful feat for a multi-attacker like the Ranger, it offers a sweet accuracy and damage bonus when you get lucky.
Halfling
Heroic Tier
Halfling Short Bow Hunter (D 381) - A nice way to compensate for the Shortbow's weaker punch.
Lost in the Crowd (PHB) - You never want this feat to trigger if you're an Archer, but you'll be grateful you had it if it does. If you're Melee, this feat is a sweet way to keep yourself up and running.
Lucky Skirmisher (MP) - Allows you to run away easier. Solid for an Archer.
Nimble Dodge (MP 2) - Turns up the awesome meter on your racial power way, way up.
Prime Beast Strike (D 381) - +1 to hit and damage for you or your Beast for being closest (now would be a good time to invest in a Raptor Companion...). This is about as close as a Beastmaster gets to Prime Shot.
Paragon Tier
Underfoot (PHB) - Pretty useful to you in your quest to get next to the enemy you want to drop.
Epic Tier
Fortune's Warrior (MP) - CA is not that hard to get right now, but hey, it's free.
Human
Heroic Tier
Action Surge (PHB) - A hefty self-buff for Humans, it brings you a lot of accuracy right when you need it the most.
Stubborn Survivor (FRPG) - Saving throw bonuses are good (and hard to find), so more fuel for playing human (and for burning your AP's).
Twilight Training (MP 2) - I'm not sure how often having low-light vision comes up in the average game, but this is fairly important for being a dungeon-delving scouting character.
Paragon Tier
Action Recovery (PHB) - Could prove useful.
Epic Tier
Timely Revival (MP) - A powerful way to keep yourself on your feet, and to actually use your second wind for a change.
Minotaur
Heroic Tier
Bloodied Ferocity (PHB 3) - Lashing out when you get bloodied is an awesome benefit.
Goring Shove (PHB 3) - Combined with Opportunity Gore, this wreaks havoc on enemy tactics.
Opportunity Gore (D 369) - Makes Minos serious mobility stoppers. A nice pickup for your party dynamics and for doubling as a Defender when the situation warrants it. Bear in mind this feat will likely have an expiration date, though, as Goring Charge's accuracy scaling is terrible.
Paragon Tier
Beast Within (PHB 3) - +1 to hit AND damage while bloodied is sweet.
Vicious Ferocity (PHB 3) - Combined with Bloodied Ferocity, this is a powerful benefit, essentially netting you a free Twin Strike when you get bloodied up.
Epic Tier
Mythic Senses (PHB 3) - This feat lives up to its name in a big way. It can result in a gigantic initiative bonus for you.
Uncanny Scent (PHB 3) - Strictly better than Blind-Fight for you. Sweet.
Revenant
Heroic Tier
Reaper’s Quarry (D 376) - A solid benefit for your racial power. Too bad it keys off Constitution...
Shadar-Kai
Heroic Tier
Bloodthirsty Hunter (DMA 2009) - Saving actions is always nice.
Life on the Edge (DMA 2009) - I consider this a bit better than Action Surge, since you get almost the same bonus to hit and some damage out of the deal. Good stuff.
Paragon Tier
Reactive Jaunt (DMA 2009) - Get yourself out of a jam ASAP. Nice.
Shifter
Heroic Tier
Sturdy Shifter (EPG) - A nice batch of THP's when you shift is a pretty good benefit.
Wild Senses (PHB 2) - Reroll tracking checks, and +3 initiative. Decent.
Paragon Tier
Beasthide Shifting (PHB 2) - A little damage resistance while shifting. Nice, especially combined with the regeneration if you're a Longtooth.
Cliffwalk Shifting (PHB 2) - Increases your movement options, which is always nice to have.
Warforged
Heroic Tier
Warforged Tactics (EPG) - The conditions for it are easy to fulfill, and it hands out a hit bonus. No reason why you shouldn't have this feat if you're a 'forged in Heroic Tier, BUT be sure to retrain it out for Prime Punisher once you hit Paragon Tier, because Prime Punisher is almost strictly better thanks to the feat support for Prime Shot.
Wilden
Epic Tier
Burden of Vision (PHB 3) - A decent benefit for using a great racial power.
Secret of Enduring Vigor (PHB 3) - Picking yourself up off the floor is a good skill to have.
Combat Style Feats
The Combat Style feats are an interesting brand of feats in that their purpose is to improve specific powers. In your case, you'll mostly be looking to improve Twin Strike, though some other select buffs are worth looking at. The At-Will powers improved by the feat will be noted in the case of the Arena feats and the Technique feats from Dragon 373, as well as for the Lesser Style feats in MP 2.
Arena Feats
Catspaw Style (Predator Strike) (D 368) - An at-will that can knock prone? Certainly worth the Charisma investment.
Draji Palatial Practice (Circling Strike) (DSCS) - It requires you to somehow train Intimidate, but slapping on a penalty to hit as part of an At-Will is worth the work.
Exotic Fighting Style (Twin Strike) (D 368) - This is a nice shifting benefit for double weapon users (mostly Beastmasters or Marauders, but you'll find the occasional Two-Blade Ranger wielding a Spiked Chain).
Swift Blade Style (Twin Strike) (D 368) - A very nice pickup for Light Blade dual-wielders (or even dagger-tossers), and yet another reason to pick up Two-Weapon Fighting.
Trickster's Blade Style (Nimble Strike) (D 368) - This allows you to play all sorts of cool positioning games along with your party Defender.
Nice.
True Arrow Style (Careful Attack) (D 368) - Now that Careful Attack is an At-Will that's actually worth using, this has a pretty strong benefit, though it might not see that much play (Careful Attack won't miss much on an Archer).
Turathi Assault Style (Twin Strike) (D 368) - It's a nice little boost for your Twin Strike. Unfortunately, it either requires a rather high score in what is a dump stat for you, or a sub-optimal race.
Technique Feats (D 373)
Bloodhound Style (Careful Attack) - An At-Will slow when combined with Permafrost. Channel your inner Defender with this power.
Cruel Cut Style (Predator Strike) - You trade in the extra damage for ongoing damage. Unless the enemy has a way of evading said ongoing damage, this is always a winning deal, because you'll deal the damage at least once, and then have the chance to do it more than once.
Impending Doom Style (Twin Strike) - Requires Intimidate training as an entry fee, but an attack debuff from the most damaging at-will in the game is a pretty nice benefit.
Lolthdark Style (Twin Strike) - Essentially a Drow racial feat as well as a Technique Style feat, but the benefit is very good, as you lose none of the benefits of your Cloud of Darkness while maintaining your mobility.
Vigilante Justice (Circling Strike) - A decent extra damage benefit if you got hit, which is likely to happen if you continue to pincer your opponent.
Combat Style Feats (MP 2)
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Arkhosian Fang Style (Bastard Sword, Broadsword, or Greatsword)
Arkosian Fang Student (Marauder's Rush) - +2 to hit against Bloodied enemies can be very useful if you plan on using and abusing the Marauder's Rush, and it keys off a weapon you're likely to actually use (the Bastard Sword). Nice.
Arkhosian Fang Duelist - A spiffy bonus to hit if you miss an attack with an Encounter power, and you can use certain powers instead of an MBA while charging. The last part is just OK, because only one of those powers is really worth taking (and that would be Death Rend, all the way up at L27).
Desert Moon Style (Heavy Blades with High Crit)
Desert Moon Student (Careful Attack) - Given that Careful Attack is actually worth a damn right now, a free shift 2 after the hit is a very formidable tool, especially for Balanced Rangers.
Desert Moon Skirmisher - A decent shift as an immediate reaction if you are missed, plus a bonus with a really bad list of power. You're here mostly for the benefit of the feat itself.
Harrowing Swarm Style (Bows and Crossbows)
Harrowing Swarm Student (Nimble Strike) - A -2 penalty to hit makes this At-Will a bit more appealing (and better at its job, which is to get you out of Melee unscathed).
Harrowing Swarm Scout - Now this is nice: not provoking OA's for shooting in Melee is sweet for Prime Shot Rangers. Too bad the power list is so lame...
Hunting Spear Style (Spears)
Hunting Spear Style (Fading Strike) - At-Will slowing is a Defender-y sort of thing, though a Hybrid Archer can certainly turn it to his advantage by slowing the opponent when he gets too close, then continuing his Ranged assault.
Hunting Spear Skirmisher - The power list for it is just OK, but the benefit is very good: +2 to damage against creatures larger than you will see loads of play, especially after Heroic isdone.
Ironstar Style (Flails and Maces)
Ironstar Student (Marauder's Rush) - Essentially a more conditional, but more stackable, version of Rattling for this At-Will. I can roll with that.
Kulkor Battlearm Style (Versatile Axes, Hammers, and Maces)
Kulkor Battlearm Student (Hit and Run) - A solid damage bonus, but you won't be using this At-Will all that often anyway. That said, it's worth noting that it qualifies you for a nice Paragon Path if you MC Fighter.
Leaf Runner Style (Hand Crossbow, Repeating Crossbow, Shortbow, Shuriken, and Sling)
Leaf Runner Student (Nimble Strike) - +1 to speed gets you out of the Melee jams that force you to whip out Nimble Strike even faster.
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Mountain Thunder Style (One-Handed Flails, Hammers, and Maces)
Mountain Thunder Student (Marauder's Rush) - Having an already sturdy power hit a NAD can only increase its stock. A pretty nice feat.
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Reaving Axe Style (One-Handed Axes)
Reaving Axe Student (Marauder's Rush) - This feat has a marginal benefit, but the real reason why we're here is the feat that follows it.
Reaving Axe Slayer - Wow, this feat is good. It lets you poach some of the Ranged Ranger's Immediate Action shots (you will need a thrown weapon, though), and hands you a sold benefit on a critical. Nice.
Exotic Weapon Feats
As the name implies, these feats give you capacities beyond and above those a normal Weapon Proficiency feat would grant you (including scaling powers you can swap yours for), but they also burn up your Multiclass slot, so choose carefully.
Bola Training (D 368) - Your damage will take a nasty hit, but you can make a dual-Bola wielding Archer that can immobilize At-Will with this, which will make it hell for Melee enemies to get adjacent to you. Pretty solid.
Spiked Chain Training (DMA 2009) - If you're going to pick up any of these feats as a Melee character, this is the first one you should be looking at. 2d4 damage is the most a Light Blade will deal in this game, and while the powers aren't all that appealing to swap in for, that's the case with virtually all the exotic weapons. If your build has the Dexterity for Light Blades and it doesn't require Multiclassing, take this feat.
Dragonmark Feats (EPG)
Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race.
Mark of Detection (Half-Elf) - Re-rolling Perception checks and sensing auras make you an awesome scout, plus you get some spying rituals. However, the Paragon support is just not up your alley.
Mark of Finding (Human or Half-Orc) - The benefit is not all that impressive (good for maintaining your Prime Shot bonus, plus some ritual casting, but that's it), but the Paragon Path it offers access to is a pretty good one.
Mark of Handling (Human) - You get a sweet bonus for your Beast (+2 speed and +1 AC is nice to have), the benefit of Mounted Combat, and access to the best Beastmaster path in the business. Most Beastmasters will want this feat.
Mark of Storm (Half-Elf) - The benefit is awesome for Archers who are willing to wield a Lightning weapon in order to take advantage of it (they combine to form a better version of Forceful with actual critical hit bonus damage, and it can be used on a Crossbow), and if you take an unconventional (aka Dex/Con) focus, you can take advantage of the Paragon Path's support as well. Nice.