Primal Artillery Barage: A Guide to Seekers

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Primal Artillery Barrage:  A Guide to Seekers


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Edit: I'm currently in the process of revising and updating this guide, stay tuned!
The Seeker.  The first controller to use exclusively weapon powers.  The class is not yet complete, but we have all 30 levels, and there are already a number of highly optimizable things about this class, and it's sure to only get better.
Right now this guide is set up to deal with the Blood Bond Seeker.  It's the only build we have, but I'll try to conservatively speculate about the usefulness of things given that we know the other build has a Strength secondary.


This is my first foray into hand-booking, so I'm bound to make mistakes.  I will do my best to correct and update as I am able.  Please let me know about anything that would make this guide better.  Also, dissenting opinions very welcome!  Please let me know if you have a different idea something!


[u]This Handbook Covers the Following Sources:[/u]
PHB - Player's Handbook
MM - Monster Manual
AV - Adventurer's Vault
AV2 - Adventurer's Vault 2
FRPG - Forgotten Realms Player's Guide
MP - Martial Power
PHB2 - Player's Handbook 2
PHB3 - Player's Handbook 3
AP - Arcane Power
EPG - Eberron Player's Guide
DP - Divine Power
DDI - Dungeons and Dragons Insider

[u]Special Thanks[/u]


LDB - Inventor of this format. He paved the way for many people to make meaningful contributions to the board.
Ytterbium_Dragon- for his advice and not getting pissed at me for ganking his post format.  Thanks Dude!
IRC channel ##4e - Great ideas coming from that room. If you haven't been there yet, you should definitely check it out.

 


Getting Started: Overview, Ability Scores, and Races



[u]Baseline Mechanics[/u]

HP, Surges, and Proficiencies
HP - They aren't great HP, but combined with the fact that you have the best range of any controller, druid/cleric HP is pretty nice.
Surges - Leader/Striker surges means you can last a little longer than most ranged controllers.
Proficiencies - You lack hide armor, which is really the thing you'll miss most in the proficiencies.  Also, you don't get immediate access to most thrown weapons, so if you want to go that way, you're going eat a feat.

[u]Features[/u]

[color=Blue]Inevitable Shot[/color] - Quite excellent.  Not quite up to par with a full re-roll on the same target, but helps to make sure you're going to be effective in a given round.  And with the sick amount of encounter powers that count as RBAs, this power can actually be quite funny.  The fact that you can regain it is icing.


Seekers Bond - We only have access to one of the Seeker's Bonds right now, and it's fantastic.
Blood Bond - You can shift as a minor action.  Wow.  If that were the only thing it gave you Blood Bond would still be awesome. 
It also gives you a slow and push that doesn't roll to hit, is multitarget, and is a minor action.  Crazyness.  Combine with Gauntlets of the Ram for added yummy.



[u]Ability Scores[/u]
Strength - You still might want a score of 13 here so that you can pick up Hide Armor (or 12 if you won't take it until paragon), if you go with a Dex secondary. If you go Heavy Thrown, or the other Bloodbond which has a Str secondary it's Blue.
Constitution - As a controller you still want this decent, it's not dump.  If you go crossbow, you'll want to start out with a 14 or 13 for feats.  If you start with a 13 here, you will qualify for Hide Specialization at 21st.
Dexterity - Even if you go with a Str secondary, you'll want Dex for AC, Reflex and Initiative.  If you plan on going with a Ranger multiclass this becomes Sky Blue and you want it to equal your Wisdom.
Intelligence - Nothing you do is based on it.  It's a dump.
Wisdom - Your primary.  You want this at least at 18 after racials.
Charisma - Nothing you do with it helps you.  Dump stat.  No skills, no attacks, not even decent multi-classing options.

[u]Races[/u]


Races, PHB
Dragonborn - They have a stat bonus to a potential secondary, they can key a nice minor action controller power off of Dex, but that's about all they have going for them.
Dwarf - Dwarves have a bonus to your Prime stat, and a sweet power.  The Con bonus helps with crossbows and Hide Specialization.  Also get throwing hammer for free.  Good race.
Eladrin - Stat bonus to a secondary, a nice get out of swarm power, but the Int bonus doesn't help at all.  Might be Blue if you go with Tratnyr, but then both the stats are in the wrong place.  Doable but not optimal.
Elf - The money.  Stats in the right place, ability to shift into difficult terrain, good skill bonuses, and an awesome power makes the Elven Seeker a powerhouse.  The only downside is you get to be majorly stereotypical.  D'oh well.
Half-Elf - Ranger Dilettante keeps them somewhat relevant, but other than that they don't work out too well.  Turnsblue with Invoker Dilettante
Halfling - Small means you can't take a Greatbow or Superior crossbow.  And the fact that you only get stat bonuses to a secondary and a dump don't help.
Human - Extra feat, skill, and at-will, and a nice defense boost. The extra at-will is ok, but right now isn't necessary.  Might be great when we see the rest of the class though.
Tiefling - No.

Races, PHB2
Deva - They get a wisdom bonus, and a couple of neat feats, but there are better races.
Gnome - Small and dump stat bonuses? No thanks.
Goliath - A heavy thrown Goliath might be interesting, but you'd have to struggle to make it work.
Half-Orc - You aren't going to be doing a lot of charging, but you have bonuses to both secondaries, and a decent power. 
Shifter (both types) - Not as good as Elf, but still very good choices.  Take your pic of secondary stat.


Other Noteworthy Races
Bladeling(MM) - Stat bonuses are right on for Blood Bond, and the power screams "don't touch me" but that's about it.
Drow(EPG) - One secondary stat bonus, but they have a lot of neat things they can do if they start in on TWF and hand crossbows. 
Githzerai (PH3) - Another great race for Blood Bond Seekers.  Stat bonuses line up, and everything else is very cool.  Almost on par with Elf.
Kalashtar(EB) - Wis bonus and a great defensive power.  The Cha bonus keeps them from being better.
Wilden(PH3) - Stat bonuses of Dwarf, but with better skill bonuses.  Pursuit of the Hunter was built for Seekers.


 

Archetypes, Hybridization, and Multiclassing



Archetypes

1. Ranged Basic Attack Monster


This is the most straight forward optimization for Seeker.  It essentially makes RBAs rock.  Multiclass into Ranger and take Spitting Cobra stance.  Select powers that count as RBAs each time you are able.  Take items like Eagle Eye goggles and Bracers of the Perfect Shot.   Crimson Hunter looks good for this, but it's kind of a trap, once you hit epic the 16th level ability is redundant and the +1 to hit won't make much difference.  Sharpshooter (MP) is the way to go for RBAs, rapid fire action lets you drop an extra RBA with an action point, and opportunity fire lets you get RBAs as opportunity attacks.
Avalanche Hurler might be just as good once we see the Strength build. 

Races: Elf, Githzerai, Razorclaw Shifter, Bladeling


Array: Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8


Notable Multiclass Options
[color=Black]Avenger(PHB)[/color] - Has stat synergies, but radically different fighting styles.  Good if you want some melee ability.
[color=Black]Assassin (DDI)[/color] - Nice for both the Shrouds and Venomhand Master and Venom Hand killer.  No good power synergy though, Assassin is mostly melee except for a few implement powers.  Also no strong paragon synergy, the ability to ignore poison immunity might bump this up to blue or sky blue in the right builds.
[color=Blue]Cleric (PHB)[/color] - Gives you some healing and some decent controller like powers.  Divine oracle might be abusable once we see the rest of the class.
[color=Black]Fighter(PHB)[/color] - Pit Fighter.  Adding Wisdom to all your attacks twice might be good enough for a bow user to get completely hosed by the encounter and daily powers that you'll never hit with.  For a thrown weapon Seeker, Fighter becomes blue or sky blue depending.
[color=Black]Invoker (PHB2)[/color] - Has some stat synergy, and a ton of more conventional controller powers.  Nice if you feel a little too much like a striker, but nothing that screams awesome. Turns [color=Blue]blue[/color] when going for the Half-Elf Divine Bolter.
Ranger(PHB) - So far, this is the money.  There aren't really too many other archery focused classes, so this is your best bet.
Rogue(PHB) - For the Dex build this might be pretty good.  I don't know if anyone has run the numbers on Daggermaster, but it might be pretty strong.   Also sneak attack works with crossbows, so that might make up for the lack of total stat synergy.
[color=Black]Shaman (PHB2)[/color] - Some stat synergy, and some extra control, but you miss out on the healing, and the rest of the class doesn't sync up too well.  There are worse choices though.
Warden (PHB2) - Once we see the other build, this might turn blue or even sky blue


Notable Hybrid Options


This will get filled out once we see the Seeker hybrid.  It will probably look a hell of a lot like the multiclassing section.

Heroic-Tier Powers



[u]Level 1, At-Will[/u]


[color=Blue]Elemental Spirits (PH3)[/color] - Neat power.  You can choose between four different element types on the fly, so this is a super adaptable power.  You can get great feat synergy too.  BUT.  It's not a RBA and the extra damage can affect your allies.  Good power, but those things keep it from being a must have.
[color=DeepSkyBlue]Stinging Swarm (PH3)[/color]  - RBA with an enemies only area attack penalty.  Excellent power.  Even when we see the rest of the class, I'm betting this will stay a top pick.
[color=Black]Thorn  Cloud Shot (PH3)[/color]  - Area burst 1 zone at will is pretty nice, but it's far from guaranteed damage.  Poison damage is probably the worst type of damage to be doing.  Turns [color=Blue]blue[/color] if you have the ability to bypass poison resist/immune.  

[u]Level 1, Encounter[/u]
[color=Black]Flickering Arrow (PHB3)[/color] - It's an ok power normally, the damage is low and the rider effect is pretty situational, unless you have Bloodbond.  The area of the attack penalty gets big enough to make this Blue
[color=Black]Spider Spirits (PHB3)[/color] - It's a nice debuff, but it's single target.  Poison damage keeps it from being Blue

[u]Level 1, Daily[/u]
[color=Magenta]Fungal Blooms(PHB3)[/color] - I'm not sure about this power, if there is decent ability to move enemies around in your party this might be a really good or even great power, but on its own a single target immobilize isn't that special.
[color=Blue]Storm of Spirit Shards(PHB3)[/color] - Decent area damage as a daily is pretty standard for a controller.  Enemies only makes this power stand out.


[u]Level 2, Utility[/u]
[color=Blue]Hunter's Instinct (PHB3)[/color] - This is one of the earliest powers that let you crit on a 19.  The only thing keeping this from being Sky Blue is you have to stay close.  If you have a good defender in the party, this is the choice.
[color=Red]Stag's Grace (PHB3)[/color] - This is garbage, you can shift as a minor action.  And if you can't do that, you can push as a minor action.   I guess if you have to run past somebody it might be situationally useful, but stacked up against 19-20 crit? Not a chance.


[u]Level 3, Encounter[/u]
[color=Blue]Escaping Shot (PHB3)[/color] - First of all, it's Weapon vs. Will so it's super accurate.  It's a daze, doesn't provoke AND lets you shift.  Very Solid.  Only keeping it from [color=DeepSkyBlue]sky blue[/color] is low damage and non-RBA.
[color=Blue]Winter Spirit (PHB3)[/color] - Weapon vs. Fortitude is ok for most things, but as we all know against brutes it's actually worse.  But for the RBA focused Seeker this is the sky blue choice.


[u]Level 5, Daily[/u]
[color=Blue]Corralling Shot (PHB3)[/color] - Interesting power.  Take three baddies and force them to clump up.  Nice if you have more Area powers in the group, or setting up for one of your own.  Decent damage and Reliable bump this up to blue.
[color=DeepSkyBlue]Ensaring Spirit (PHB3)[/color] - Insane control.  First, Weapon vs. Reflex means it's accurate.  Second, it restrains.  Third, it creates a zone that immobilizes as an Opportunity Action.  So even if anything in the zone saves, it still starts its turn in the zone, which means you get to try to immobilize it again.  This power can effectively lock down solos. 


[u]Level 6, Utility[/u]
[color=Blue]Blurring Stride (PHB3)[/color] - You get the Warlock's Shadow Walk.  Shifting as a minor means you can almost always benefit from this.  Just noticed that this is a minor action to maintain.  Still good, but take that into account...
[color=Black]Earthbond Gift (PHB3)[/color] - Temp HP is nice.  But you have to be bloodied to get it.  Meh.  Usable per encounter keeps this from being worse.


[u]Level 7, Encounter[/u]
[color=Magenta]Thunder Spirit (PHB3)[/color] - This is a slightly better version of the Elemental Spirits at-will.  Except it knocks prone, which makes it harder for you to hit.  Enemy only burst keeps this from being Red.  You would think at level 7 this would be better.
[color=Blue]Wasp Sting Shot (PHB3)[/color] - Slightly better version of the Thorn Cloud Shot at-will.  Enemies only and RBA bump this up to blue.


[u]Level 9, Daily[/u]
[color=Magenta]Binding Shot (PHB3)[/color] - OK damage, vs AC, with easily beatable immobilize? Not great.
[color=Black]Squall Spirit (PHB3)[/color] - Decent single target damage, vs Fort, and clears adjacent minions.  Better than Binding Shot, but still not that exciting.


[u]Level 10, Utility[/u]
[color=Black]Host of Sparrows (PHB3)[/color] - Good escape power, but if it were an interrupt it would really be cool.  Once again, you can shift as a minor action, so daily escape powers that don't actually prevent damage have to be weighed against that.
[color=Blue]Sheltering Underbrush (PHB3)[/color] - Long lasting AC bonuses are nice.  AC bonuses that make it hard for enemies to reach you are even better.   Keep in mind powers like this aren't Power bonuses to AC so they tend to stack with Leader powers, which is another nice upside.

Paragon-Tier Powers


[u]Level 13, Encounter[/u]
[color=Blue]Raven Wing Shot (PHB3)[/color] - This power punishes enemies if they don't move.  Could create a nice situation of damned-if-you-do-damned-if-you-don't with opportunity attacks.  Also, it's an RBA.  Nice.
[color=Blue]Swarming Spirit (PHB3)[/color] - Upgraded version of Flickering Arrow, except this time around the primary target is blinded.


[u]Level 15, Daily[/u]
[color=Black]Corrosive Slime (PHB3)[/color] - Turn enemies into damaging terrain? Ok, I guess, nice in a BBEG fight with a lot of minions.
[color=Blue]Wave of Sleep (PHB3)[/color] - Hey Sleep, what are you doing here?  I thought you were a level 1 wizard daily.  Lack of a save de-buff keeps this from being awesome for Seekers.


[u]Level 16, Utility[/u]
[color=Blue]Bramble Hide (PHB3)[/color] - A little bit of AC and a ton of retaliatory damage.  A nice don't-touch-me power in case you get swarmed.
[color=DeepSkyBlue]Sure Sight (PHB3)[/color] - This ensures that when you want to hit you will be able to.  Ignoring total concealment and blind is fantastic.  You'll be using this power all the time.


[u]Level 17, Encounter[/u]
[color=Blue]Flesh-Tether Shot (PHB3)[/color] - What's with all the single target low-damage powers?  This power is nice to use on front line melee fighters that haven't acted yet.  Nice in that if they move, they've already committed to their action and they're dazed so that's all they can do.  Stay out of charge range.
[color=Magenta]Sprite Dance (PHB3)[/color] - Not much control, this is more like a leader power to be honest.  Big downside in that the Basic Melee Attack is an Immediate Reaction instead of Free.


[u]Level 19, Daily[/u]
[color=Black]Avenging Spirits (PHB3)[/color] - An upgraded version of Fungal Blooms.  Better single target damage, better secondary attack.  Still heavily dependent on whether your group has good movement powers.
[color=DeepSkyBlue]Captivating Missle (PHB3)[/color] - Reliable and RBA Domination.  What more to you want?


 

Epic-Tier Powers


[u]Level 22, Utility[/u]
[color=Black]Nature's Passage (PHB3)[/color] - Phasing?  Can be fun.  It's excellent defensively, but doesn't really help you control anything.  And you probably have one or two stances you'd rather be using anyway.
[color=DeepSkyBlue]Spirit Guide (PHB3)[/color] - This is the nuts.  An encounter +5 power bonus to hit is too good to pass up.  Pretty much ensures you'll connect.


[u]Level 23, Encounter[/u]
[color=Magenta]Agonizing Shot (PHB3)[/color] - This power punishes a single target if they move.   And for Blood Bond the damge is pretty significant.  But at Epic this is only slightly better than an at-will.
[color=Black]Quill Storm (PHB3)[/color] - The secondary burst is huge, but it isn't party friendly. Combined with the act that the intial target suffers no status effect, this just isn't that great.  Hopefully the full class will have some better options.


[u]Level 25, Daily[/u]
[color=Blue]Bloody Sirocco (PHB3)[/color] - Good small burst control, but at Epic I'd hope for something worse than dazed.  It also creates a nice movable zone that doesn't roll to hit.  But it does poison damage.
[color=Blue]Lighting Burst (PHB3)[/color] - Hey, two bursts on two different targets! Not bad, but the secondary attack targets friendlies as well so be careful.


[u]Level 27, Encounter[/u]
[color=Black]Devouring Arrow (PHB3)[/color] - Decent effect, targets Fortitude, and is a RBA.  Damage is only single target and is the same as an at-will.  Bumps up to Blue if you're focused on RBAs.
[color=Blue]Razor Hail (PHB3)[/color] - Now this is more like it! Big burst, targets Reflex, and has nice control on it.  Only thing keeping this from Sky Blue is the fact that it targets friendlies.


[u]Level 29, Daily[/u]
[color=Blue]Baleful Shot (PHB3)[/color] - Decent damage single target Stun.  Also an Effect attack penalty.  Not bad.
[color=DeepSkyBlue]Uttercold (PHB3)[/color] - Frostcheese potential, decent damage and gnarly status effect.  Also has a nice area damage rider.  Ramps up considerably with multiple attacks to follow up.


 

Paragon Paths and Epic Destinies



[u]Native Paths[/u]


[color=Blue]Crimson Hunter (PH3)[/color]
Features
[color=Red]Swift Action[/color] - Garbage.  Action point for +1 speed?  Really? There are heroic level items that do this.
[color=Blue]Accurate Arrow[/color]  - Nice ability.  There are other ways to get bonuses to RBAs, such as Eagle Eye goggles.  But seeing as this is totally unnamed, it's pretty nice.
[color=Black]Keen Missle (PHB3)[/color] - Yeah, for the four levels before Epic, this is pretty sweet.  Once you hit level 21, this is useless as Bow/Crossbow mastery has NO prereqs and affects all your attacks.  Not a reason to take the class.
Powers
[color=DeepSkyBlue]Ravaging Shot[/color] - Freakin' Sweet.  Vulnerable 5 to everything and an RBA?  Yes, please.
[color=magenta]Hunter's Mobility[/color] - Doesn't seem that strong.  To use this power you can't be the one to bloody the triggering enemy.  Might be nice against a solo that gets up in your face, since there's a good chance you won't be the one to bloody it and you can get away.  But, otherwise, meh.
[color=DeepSkyBlue]Bloody Despair[/color] - I think this is the only 3[w] power that seeker gets.  The fact that it targets Fort, is Reliable and has a hard to save against Weaken rider makes it pretty damn good.  Only thing that could improve it is if it were a RBA.


[color=Black]Seven Fates Archer (PH3)[/color]
Features
[color=Black]Pinning Action[/color] - Some extra contol on a RBA action point is pretty nice.  Not stellar, but pretty nice.
[color=Blue]Guarding Shot[/color]  - Not too sure how to rate this.  As a seeker you are generally pretty accurate, you might not miss the 2 points of attack.  The 2 points of untyped AC can be really nice.  Combo'd with a mark this can make melee squishies like Rogue, Assassin and Ranger pretty hard to hit.
[color=Magenta]Opportunity Shot[/color] - This isn't what you should be doing.  However.  This might become Blue or even SkyBlue when the Strength build comes out and we start seeing Warden/Fighter multiclass synergies.
Powers
[color=DeepSkyBlue]Spirit Shackles[/color] - So good.  Targets Will, Area Enemies only and Slow.  Decent damage too. 
[color=Red]Intercepting Shot[/color] - Kind of crap.  There should be no roll to use this power.  It's not that much stonger than Shield or Sudden Scales.  The fact that it's only against ranged attacks mean there's a decent chance this might not come up in a fight.
[color=DeepSkyBlue]Storm of Five Spirits[/color] - The "wall" and control aspect of this power is nice, but the ability to potentially deal 5[w] damage to a single target should not be overlooked.
Interesting Note: This power currently has a different name: "Wrath of the Spirit World" in the DDI PDF.


[u]Ranger Paths[/u]


[color=Blue]Avalanche Hurler[/color]
This path will no doubt be better when we see the Strength build, but even now it still warrants a look.
Features
[color=DeepSkyBlue]Throwing Action[/color] - Free action attack before you do what ever else you were going to do.  Totally awesome.
[color=Blue]Throwing Master[/color]  - Puts Tratnyr on par with a Long Bow.  Only reason this isn't sky blue is that Seekers don't have a lot of multi [w] powers, so you might not notice the die boost that much.
[color=Blue]Uncanny Thrower[/color] - No range penalties for thrown.  Might put a Net based Seeker in the running.
Powers
[color=DeepSkyBlue]Landslide Strike[/color] - Two targets for big damage and a free shift puts this power ahead of a bunch of Seeker powers at this level.
[color=Black]Quickdraw Trick[/color] - Might be abusable.  The fact that it's a FREE action, so you can use it even when it's not your turn might bump this up to blue.
[color=DeepSkyBlue]Eruption of Steel[/color] - Better version of Landslide Strike.


[color=DeepSkyBlue]Sharpshooter[/color]
Features
[color=DeepSkyBlue]Rapid Fire Action[/color] - Free RBA.  Completely great.
[color=Magenta]Opportunity Fire[/color]  - Not what you should be doing, but nice when you get it. See Opportunity Shot above.
[color=Blue]Seeking Arrow[/color]  - You get to ignore concealment or cover on one target for two turns.  Not bad. 
Powers
[color=Blue]Stab and Shoot[/color] - Not a bad power, even if it is Melee 1. 
[color=DeepSkyBlue]Perfect Aim[/color] - You will use this every fight.  No exceptions.
[color=DeepskyBlue]Escalating Barrage[/color] - The only down side to this power is that you might run out of targets in a BBEG fight. 


[color=DeepSkyBlue]Sylvan Archer[/color]
Features
[color=Black]Archer's Action[/color] - Removes superior cover and total conceal for your AP action.  Not bad, but doesn't directly help your control or damage output.
[color=Magenta]Sylvan Senses[/color]  - Really?  You're an Elven Archer already, do you really need another bonus to perception?  Not useless, but even the race/class this is meant for is going to have a good wisdom and a racial perception bonus.  Kinda overkill.
[color=Blue]Intuitive Hunter[/color]  - Massive static damage boost.  The only reason this isn't rated higher is that you will only be getting it for a few rounds.
Powers
[color=DeepSkyBlue]Shaft Splinter[/color] - This is what Intercepting Shot SHOULD have been.  
[color=DeepSkyBlue]Elf Eyed Archery[/color] - An extra quarry per fight and it doesn't have to be the closest target.  Pure win.
[color=DeepskyBlue]Named Arrow[/color] - Awesome control.  Huge damage with a stun on a miss.   Freaking awesome.


Avenger Paths to do.


Cleric Paths to do.
Divine Oracle
Seldarine Dedicate


Fighter Paths to do.
Pit Fighter


Rogue Paths to do.
Cloaked Sniper
Shadow Assassin


Racial Classes
Drow: Curseborn

Feats


To avoid the increasing glut of options that feats offer us these days, I'm going to just be looking at the feats that will be at least black, or are magenta/red traps that you want to avoid.   Feats like Staff Mastery will be left off on purpose.


[u]Heroic Tier: General[/u]
[color=Black]Armor Proficiency: Hide[/color] - AC boost is always useful, but you may have better things to do than put a 13 into Strength.  Let alone a 13 or 14 in Con to qualify for Hide Specialization.
[color=Black]Distant Advantage[/color] - Nice way to get a bonus to hit.  [color=blue]Blue[/color] or [color=DeepSkyBlue]sky blue[/color] in the right party.
[color=Magenta]Far Shot[/color] - Almost never worth while.  Your ranges are huge and you have great mobility.   Unless you have a DM that enjoys huge open fields leave this alone.
[color=Black]Far Throw[/color] - Same issues as above, but more likely to be useful since thrown weapons don't have a large range to start out with.
[color=Blue]Improved Initiative[/color] - Going first is big for you.  It allows you to lock down or damage enemies before they can get to you, the only reason this isn't higher is because you already have a good Dexterity.  In the Strength build this is [color=Deepskyblue]sky blue[/color]
[color=Black]Quickdraw[/color] - The initiative boost is nice.  For thrown weapon builds this is [color=blue]blue[/color]
[color=Black]Toughness[/color] - Hit points are always useful but hopefully you'll be able to keep yourself out of trouble.
[color=DeepSkyBlue]Weapon Expertise[/color] - If this isn't your first feat it's your second.  Should be pretty self explanatory.
[color=Blue]Weapon Proficiency: Superior Crossbow[/color] - Either this or Great Bow will likely show up in your build at some point.  Not [color=Blue]sky blue[/color] because it's load minor. If you take the Crossbow you will want to take [color=DeepSkyBlue]Speed Loader[/color]
[color=Blue]Weapon Proficiency: Great Bow[/color] - The damage boost is nice.  If you build to take advantage of Non-AC-defenses, this is the way to go.
[color=Blue]Winter Touched[/color] - Yes, you can Frostcheese and here's where it starts.


[u]Heroic Tier: Racial[/u]
[u]Dwarf[/u]
[color=Black]Dodge Giants[/color] - AC and Reflex is nice, but hold off on this until Paragon, you'll fight a lot more large things there.
[color=Blue]Dwarven Weapon Training[/color] - Nets you hand axe proficiency and a damage bonus.  Nice.


[u]Eladrin[/u]
[color=Blue]Eladrin Soldier[/color] - Nets you tratnyr proficiency and a damage bonus.  Nice.
[color=Blue]Fey Escape[/color] - Lets you escape even when you can't.  Gold for a contoller. 
[color=Black]Moon Resilience[/color] - Spending a surge without a leader as a minor action is always nice.  But it has some strict requirements.  No allies within 5 might be hard to do sometimes.
[color=Magenta]Sun Elf Grace[/color] - Meh.  For +1 to defense this is not that great.  Take hide before you take this.


[u]Elf[/u]
[color=DeepSkyBlue]Elven Precision[/color] - Is this surprising anyone?
[color=Magenta]Light Step[/color] - Highly situational and the skill boosts are neglegable.
[color=DeepSkyBlue]Wild Elf Luck[/color] - Another great feat for making sure you hit.
[color=Black]Wood Elf Agility[/color] -  If you have Elven Precision already and your DM includes a lot of terrain to climb and jump around on, this might be good.


[u]Half Elf[/u]
See Human.  Half Elf doens't have anything interesting of its own until Paragon.  Then it gets really interesting. 


[u]Human[/u]
[color=DeepSkyBlue]Action Surge[/color] - Is this surprising anyone?  Copy Pasta is fun.
[color=Black]Human Perserverance[/color] - Nice feat if you can get some other things to stack with it.
[color=Magenta]Human Resolve[/color] - Decent feat, but there are better ones for you.
[color=Black]Stubborn Survivor[/color] -  Funny When stacked with Human Perserverance.  There are several paragon paths that encourage a first round action point nova, so this might come up for you more often than not.


[u]Deva[/u]
[color=DeepSkyBlue]Auspicious Lineage[/color] - Is this surprising anyone?  Copy Pasta is fun.
[color=Blue]Battle Intuition[/color] - Switches your Initiative mod to your prime stat and gives you a +2?  Sweet.  [color=DeepSkyBlue]Sky blue[/color] for thrown weapon build.
[color=Magenta]Immortal Skill[/color] - You aren't a skill monkey, and the skills you do have tend to already be based on your good stats.  Not so needed.
[color=Magenta]Potent Rebirth[/color] -  I don't like the idea of feats triggering off of something you should be avoiding like the plague in the first place.  This should be a Deva racial feature.


[u]Long Tooth Shifter[/u]
[color=Magenta]Shifter's Agility[/color] - Nice bonus to mobility skills, but you won't get to use this feat in skill challenges often, since it only works when you're bloodied.
[color=Blue]Sturdy Shifter[/color] - Temp HP when you're bloodied is pretty nice.
[color=Black]Wild Sense[/color] - Fits with the theme of Seeker pretty well.  Also a nice bonus to initiative. 


[u]Razor Claw Shifter[/u]
See above. 

Items


[u]Weapons[/u]
[color=Blue]Swiftshot Crossbow[/color] - Additional RBA as a minor action makes this better for you than most.  Excellent if you are using a superior crossbow.
[color=Black]Sniper Crossbow[/color] - The lack of penalty for ranged is nice, but probably won't come up all that often.   The Daily power bonus pretty much ensures you'll hit when it counts since it's based on Wisdom.
[color=Blue]Rebounding Weapon[/color] - This basically give you another use of Inevitable Shot.  One of the few Item powers that is Encounter instead of Daily.  Your proclivity for RBAs means this item can do more in your hands.
[color=Blue]BoltShard Crossbow[/color] - Allows you to RBA everything in a close blast 3 as early as lvl 7.  At 17th, the blast increases to 5 and adds push 2.  At 27 the blast is 7!  You can have one hell of a nova round with this weapon, dumping potentially every encounter power and maybe even a daily all at the same time.  If not, you can still drop a ton of Stinging Swarms here.
[color=Black]Perfect Hunter Weapon[/color] - The power is nice, but you already have a number of ways to get around everything but brickwalls.  Very situational.  RBA versatility kicks this up to black however.
[color=Black]Entrapping Weapon[/color] - No power or property, but the critical effect is worth noting considering your role.
[color=Black]Forceful Weapon[/color] - A push on every hit is nice for a controller.  Combo with gauntlets of the ram for even more.  Major downside of no crit dice however.
[color=Blue]Duelist's Bow[/color] - Defensive in nature, helps with ranged exchanges.  A number of your powers limit mobility, and this works well with those.
[color=Blue]Frost Weapon[/color] - You knew it would be here.  Frostcheese controller that's unabiguously legal? Sure, why not.


[u]Armor[/u]
[color=Black]Great Cat Hide[/color] - Allows a Bloodbond Seeker to shift 2 as a minor action.  If you started out proficient in Hide, this would be blue


[u]Arm Slot[/u]
[color=Blue]Bracers of the Perfect Shot[/color] - Piling on the static damage.
[color=Blue]Bracers of Archery[/color] - As above but with an abilty to ignore cover for one shot.


[u]Feet Slot[/u]
[color=DeepSkyBlue]Boots of the Fencing Master[/color] - No surprises here.  But for Bloodbond Seekers, this is effectively a light shield.


[u]Hand Slot[/u]
[color=Blue]Sure Shot Gloves[/color] - Great item.  Cancels the main penalty your Area attacks will face.  You do have a number of ways to ignore cover though, which may eventually overlap and render this useless.
[color=Blue]Holy/Burning/Caustic/Frost Gauntlets[/color] - Extra damage on ranged attacks for the entire encounter makes these pretty nice.


[u]Head Slot[/u]
[color=DeepSkyBlue]Eagle Eye Goggles[/color] - You probably won't take these off except to replace them at each tier.


[u]Neck Slot[/u]
[color=Blue]Cloak of Distortion[/color] - You should usually be able to take advantage of this really sweet ability.  Combo with the Dualist's Bow for super un-hittable win.


[u]Ring Slot[/u]
[color=Blue]Ring of Fury[/color] - Increased ability to make RBAs.  Pretty nice.  [color=DeepSkyBlue]Sky blue[/color] if you're focused on RBAs.
[color=Blue]Ring of Draconic Zeal[/color] - Free action RBA.  Sweet.
[color=Black]Ring of Fury[/color] - Increases your push distance.  Nice for your minor action push.  Situationally useful for powers.


 

saving

I got rid of my post - glad to see it worked. I'm looking forward to the handbook's completion.

A quick note: A starting stat of 11 lets you grab Hide Armor by Epic. I'd almost simply suggest that Strength be set to 11-12 and just left at that (unless you use the Strength build which obviously isn't out yet). Starting Constitution should be 13 for easy access to Hide Armor and Specialization by Epic (higher if you want other feats). 


Looking forward to seeing the rest of the guide.

The picture is very disturbing.  Doesn't seem like a primal character would wear white lingerie to a swamp.   Sure you could magically explain keeping it white, but it has no camo factor, and looks to be used purely for seduction which doesn't seem to be a part of the seeker powers or flavor.  It looks more like a glamour shot.


The picture is very disturbing.  Doesn't seem like a primal character would wear white lingerie to a swamp.   Sure you could magically explain keeping it white, but it has no camo factor, and looks to be used purely for seduction which doesn't seem to be a part of the seeker powers or flavor.  It looks more like a glamour shot.




 


1) I don't think that qualifies as  lingerie. It's something else.


2) I also think realism concerning that picture went out of the window, when the green mutant thingies in the background entered the show.


JMHO


 


Now back to the topic: Looks good so far. Can't wait until the guide in completed. Good luck.

If you're not glued to the picture, may I recommend this? I think it looks pretty good and is truer to the class - the current one kinda looks like its some sort of divine class.


 


ArcaneArcher.jpg


The picture is very disturbing.  Doesn't seem like a primal character would wear white lingerie to a swamp.   Sure you could magically explain keeping it white, but it has no camo factor, and looks to be used purely for seduction which doesn't seem to be a part of the seeker powers or flavor.  It looks more like a glamour shot.




Maybe it ties ito primal by looking like something out of a conan the barbarian flick? :p


It's certainly meant to appeal to primal urges...

I can't believe we're talking about this.

On the CO IRC, generally as TorpedoFish.
Vain? Me? NEVER.
57223408 wrote:
You're the straightest shooter I know on these boards. You don't mince words about your opinions, and I respect that about you. The whole fiasco you described in the last State of the CO Forum was particularly enlightening (and kind of disappointing with regards to how they see us).
56868168 wrote:
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From the IRC:
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My sci-fi writing.

I can; my first thought on seeing that picture was that it didn't really fit.  I approve the suggestion to change it and I like the nominated picture above.


t~

I can't believe we're talking about this.


I agree. the bigger issue is, why did she burn a feat slot on shield proficiency?


I can't believe we're talking about this.




This. It's a picture. Get over it.

I was thinking that a net might be a great option as it would add slow to all of a seeker's attacks, but the range is quite terrible at 2/5 and even with far throw it would only be 4/7.  With a distance weapon it would be 7/15 or 9/17 with far throw, but that takes out other weapon properties and crit damage.  Seems like it could be quite a good build if the range could be manageble. (maybe the thrown weapon option, which will not be seen until we actually get the PH3, will increase range with thrown weapons).

It occurs to me, given that there are already at least a few powers that make you say "well, this would be nice, but it's poison", poisoner might be a decent MC for the class.

Yeah, that or Assassin to get that feat that lets you completely ignore poison immunity.

I'd like to point out that Storm of Five Spirits (Seven Fates Archer daily 20) is essentially a 5-hit multiattack, making it one of the most damaging powers in the game. I think that's reason enough to bump it up to sky blue.

I wouldn't call Keen Missiles "useless," as it saves you a feat, which we all know can be useful.


EDIT:  Caught my mistake (ranged basic attacks only), but it could still be useful for that range basic attack build you mention.


Yeah, that or Assassin to get that feat that lets you completely ignore poison immunity.




This.


You should seriously look at putting Assassin on the Multiclass list as Blue or Sky Blue for this feat (Venom Hand Master), along with Venom Hand Killer (+2/3/4 feat bonus to poison damage). Takes poison damage from fail to epic win, plus Assassin actually fits the Seeker's flavor fairly well.



Yeah, that or Assassin to get that feat that lets you completely ignore poison immunity.




This.


You should seriously look at putting Assassin on the Multiclass list as Blue or Sky Blue for this feat (Venom Hand Master), along with Venom Hand Killer (+2/3/4 feat bonus to poison damage). Takes poison damage from fail to epic win, plus Assassin actually fits the Seeker's flavor fairly well.




Yep, forgot about my own advice yesterday when doing the multiclass stuff, I'll drop it in asap.


I'd like to point out that Storm of Five Spirits (Seven Fates Archer daily 20) is essentially a 5-hit multiattack, making it one of the most damaging powers in the game. I think that's reason enough to bump it up to sky blue.




Yeah, looking at it again, I agree.  Lack of a Wisdom bonus means you'd be stuck with WF and enhancement bonus though.  So it's not quite as crazy as it could be, but then Seeker isn't a striker.


This.


You should seriously look at putting Assassin on the Multiclass list as Blue or Sky Blue for this feat (Venom Hand Master), along with Venom Hand Killer (+2/3/4 feat bonus to poison damage). Takes poison damage from fail to epic win, plus Assassin actually fits the Seeker's flavor fairly well.




I'm not sure I'm that impressed with Venom Hand Killer.  If you aren't taking at least half of your powers as poison powers, you're going to want weapon focus (bow) anyway, which means that Venom Hand Killer is really only a feat for +1 to damage for whatever fraction of your powers are poison.  That could certainly be worthwhile, if you're not feat-strapped, but it's not overwhelming.  If you are taking at least half of your powers as poison, you're probably limiting your choices pretty badly.  Mind you, we've only seen part of the class - it could be that the other chunks are chock full of potent poison goodness.

I'd note an interesting option for half-elf...


Divine Bolts Dilettante + Versatile Mastery + Acolyte of Divine Secrets + Power of Skill feat + Inevitable Volley - while this does mean you take a -1 to hit, you have to deal with implement issues, and there is a feat cost, on the other hand, it means you get two attacks in the form of an RBA powered by Wisdom in paragon/epic.


You also get Hand of Radiance as an option for the at-will, an almost surefire will miss somebody power. A Half-Elf who uses Hand of Radiance at 11th level can likely get off 7 attacks in the 1st round. i.e.
3 attacks, one of which should miss which then creates 2 RBAs or 4 extra attacks with Divine Bolts.


I'd note an interesting option for half-elf...


Divine Bolts Dilettante + Versatile Mastery + Acolyte of Divine Secrets + Power of Skill feat + Inevitable Volley - while this does mean you take a -1 to hit, you have to deal with implement issues, and there is a feat cost, on the other hand, it means you get two attacks in the form of an RBA powered by Wisdom in paragon/epic.


You also get Hand of Radiance as an option for the at-will, an almost surefire will miss somebody power. A Half-Elf who uses Hand of Radiance at 11th level can likely get off 7 attacks in the 1st round. i.e.
3 attacks, one of which should miss which then creates 2 RBAs or 4 extra attacks with Divine Bolts.




That is interesting.  Hard to say if it's worth the investment and the racial opportunity cost.  I like that you managed to find a way to target two enemies with an RBA.  It is a ton of static damage spread around a huge area that's party friendly, so it's worth noting. 
Thanks for the idea.

Edit:  I just noticed something.  The Crimson Hunter PP doesn't specify that the RBA features apply to only bow attacks.  You can take Lightning Arc to jump those RBAs into another enemy 10% of the time.  Also with Mark of Storm you can slide each target.  I'm actually liking this more...



I'd like to point out that Storm of Five Spirits (Seven Fates Archer daily 20) is essentially a 5-hit multiattack, making it one of the most damaging powers in the game. I think that's reason enough to bump it up to sky blue.




Yeah, looking at it again, I agree.  Lack of a Wisdom bonus means you'd be stuck with WF and enhancement bonus though.  So it's not quite as crazy as it could be, but then Seeker isn't a striker.



It's like getting a mini Five Arrow Dance 9 levels early. 

That is interesting.  Hard to say if it's worth the investment and the racial opportunity cost.  I like that you managed to find a way to target two enemies with an RBA.  It is a ton of static damage spread around a huge area that's party friendly, so it's worth noting.  

Thanks for the idea.


Edit:  I just noticed something.  The Crimson Hunter PP doesn't specify that the RBA features apply to only bow attacks.  You can take Lightning Arc to jump those RBAs into another enemy 10% of the time.  Also with Mark of Storm you can slide each target.  I'm actually liking this more...




Yeah, I noticed the Crimson Hunter option. I was debating if it was worth throwing it into the mix. Rod of Starspawn and the Epic bow feat eventually overlap and Pit Fighter is just wow with 7-8 attacks in a round...

Hmm, continuing along the half-elf vein...
2 out of 3 combats ought to have an action point(66%)
Roughly 55% chance of hitting(let's say) 


So, look at the following likely situation in a lot of combats for this character at paragon:
Round 1: Hand of Radiance at 3 targets. 83% chance of a miss, triggering Inevitable Shot.
Round 1a: Fire Divine Bolts at 4 targets.
Round 1b: Action point to fire Divine Bolts at 2 targets. 70% chance of missing once..
Round 1c: Inevitable Shot again to fire Divine Bolts at 4 targets.


That's 13 attacks in the 1st round in 38% of combats, assuming 5 targets to shoot at. That's a lot of attacks to open up with in a large minority of combats, even if you can't concentrate them on one target...


Seeker in many ways reminds me of Avenger - really nice class feature, generally lousy powers. Therefore making it likely you want to move outside of the class for real options.

Am I missing something? How are you getting Divine Bolt and Hand of Radiance, it's an either/or thing.  I guess you could paragon multiclass, but that's rarely optimal.


Am I missing something? How are you getting Divine Bolt and Hand of Radiance, it's an either/or thing.  I guess you could paragon multiclass, but that's rarely optimal.



Hand of Radiance 1/encounter from Acolyte of Divine Secrets.

Ah, makes sense now, still this strikes me as pretty good early on, but not that great as you get into paragon and epic levels, unless you have a party focused around AE damage.  Certainly no better than using a feat to pick up any other area of effect encounter power from other classes. Also there's pretty much no way to use inevitable shot consistently twice on the same turn, it's an encounter power you regain when bloodied.


 

Also there's pretty much no way to use inevitable shot consistently twice on the same turn, it's an encounter power you regain when bloodied.


You regain it when you use an action point, as in the above example, making it a good first round move when you've got an one. 

 


Ah, makes sense now, still this strikes me as pretty good early on, but not that great as you get into paragon and epic levels, unless you have a party focused around AE damage.  Certainly no better than using a feat to pick up any other area of effect encounter power from other classes. Also there's pretty much no way to use inevitable shot consistently twice on the same turn, it's an encounter power you regain when bloodied.



No, you regain it when you spend an action point.


Let's take a look at the original Rain of Blows, where you potentially hit someone 4 times in a single round. Everyone agreed this was one of the most powerful powers, even into Epic it still was useful. Now let's see what this thing does:
Hand of Radiance against targets 1, 2, 3. Let's say we miss at least 2. Fire Divine Bolts at target 1, 3, 4, 5.
Action point to fire Divine Bolts against 1 and 3. Let's say we miss at least 3. Fire Divine Bolts at 1, 2, 4, 5.


So here's the tally in terms of shots against individual opponents:
1: 4 shots
2: 2 shots
3: 3 shots
4: 2 shots
5: 2 shots


In other words, in a single action, you in effect get off a Rain of Blows style shot on 1 and 3. Get some bonus stacking damage and things get out of hand in terms of just how much damage output this character will do in the 1st round of combat. Especially given that at least one crit ought to happen, even if it only happens on a 20, let alone a 19-20.

Personally I've been looking at Stinging Shot as a Half-Elf Dilettante for a Euphonic Bow bard to take advantage of the Volley Fire feature.  It's on stat for Prescient Bard and doesn't require a seperate implement which is nice.


I'm trying to work out whether it's usable the other way, but probably not.


Personally I've been looking at Stinging Shot as a Half Elf Dilettante for a Euphonic Bow bard to take advantage of the Volley Fire feature.  It's on stat for Prescient Bard and doesn't require a separate implement which is nice.


I'm trying to work out whether it's usable the other way, but probably not.




I can't see a Bard multi-class working out too well.  The problem with volley fire is that you have to crit with a BARD power.  Of which you will have 3 at the most, plus the attacks from this class if they count as bard powers.  (Do they?)  Granted, Anthem of Antagonism is a great controller power even if you miss.  But it's such an off stat, there's no synergy and too much overlap.  I dunno, maybe a Kalashtar could pull it off. 
On a tangential note, I still don't believe they went with Wisdom for the Ranged Attack Bard secondary.  Was Dexterity really just too freaking obvious?  Bugs the hell out of me.