Follow My Way - A Seekers Guide

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How to Co Opt Subaltern Indigenous Practices - Why You Should Play A Seeker

Apparently Seekers have a poor reputation on this board, and its a reputation I dont clearly understand. If you choose to channel your inner hunter you will have the following advantages

1) Team Friendly Controlling - A lot of timescontrollers bring to the table all of the tact of a grenade. If you have ever had to buy resistance gear just to not get liquified by so called friendly fire, or been afflicted by a nasty condition that you were assured would not hit your high Reflex, then you know why this is important. For the most part Seekers can fire off their powers with impunity, making them a lot less inhibited in combat (or a lot less dangerous to their teammates) than other controls.

2) Striker Targeting - Depending on your choice of build your ability to designate/switch targets is going to fluctuate between good and absolutely nuts. This may not sound glamorous, but it is actually a pretty huge deal. It means that instead of wasting actions finishing off weakened enemies, your strikers can concentrate on just hitting as hard as possible. Plus, your skills/weapons support a play style that can lead to you getting off 2-3 shots before the battle begins in earnest, meaning that you have the ability to cripple an enemy prior to it really being able to act.

3) You got Skillz - Seekers get a generous number of trained skills and a skill list that includes all of the good movement and sensory powers. This means you will be in the spotlight out of combat, and it also allows you to play a very tactically rich and terrain conscious game.

4) Heavy Damage - You have a lot of elemental powers, several strong striker attacks, and by far and away the most cheesed out basic attacks in the game. This means that you can match or exceed the damage output of other ranged controllers, and - with the right build - you can  basically strike in your right.

5) Unflappability - It is very hard to get a Seeker into a position where it wont be able to fight well. If you are a Bloodbond Seeker you are almost impossible to pin down in melee for any length of time, while Spiritbond Seekers dont really care if you engage them. The material result of this is a character with a ton of versatility who will not strain party resources.

The Bloodbond Seeker - You are a master of long ranged missile weapons and a dead ringer for the classic Arcane Archer archetype (Except for not being arcane of course). In order to best compliment your extreme range you tend to accentuate stealthiness and deadly damage so that you can fell enemies before they ever get to strike back.

     Bloodbond: You gain the Encaging Spirits power, which can be used to both push away enemies and ensure that they will have difficulty reclosing the distance. In addition to this power you gain the ability to shift as a minor action, which is one of the top maneuverability boosters in the game. Come Paragon Tier you can access the Primal Eye feat and with it the most deadly basic attacks in the system.

PROS: Pseudostriker damage, skill usage, maneuverability, range
CONS: Fragility, a lot of redundancy in power choices

The Spiritbond Seeker - You specialize in fighting at a short range and can seamlessly convert to melee. This versatility allows you to function on the frontline and to get a lot more out of your weapons than the Bloodbond Seeker. Your superior power riders are further accentuated by your high accuracy.

     Spiritbond: You gain the Spirit's Rebuke power, which causes an enemy to pay somewhat dearly for missing you in melee. In addition, you can use Strength for AC, and get a +1 to all attacks thrown weapons. Since thrown weapons double as melee weapons, you can Gish effortlessly and do a credible imitation of a frontline fighter.

PROS: Versatility, high accuracy, far better weapon choice
CONS: Even more frail than a Bloodbond Seeker

Target Practice - Seekers in the Heroic Tier: Since its difficult to judge powers independent of how they are optimized, I have cunningly shirked responsibility for doing so. As a result every single power rating is going to be written from a neutral perspective, unless the power is clearly intended for only one build.

At-Will Attacks:

Thorn Cloud Shot: Hands down the worst of your at will options. Even at low levels this provides an extremely low level of control, and the potential damage of its punishment effect can be offset just by your enhancements to RBAs.

Guardian Harrier: Since you can expect to be in melee a fair amount this is an excellent emergency attack option. While the control it offers is somewhat lacking (similar in power to Thorn Cloud Shot), it retains utility at range by virtue of being an RBA.

Grappling Spirits:
A strong RBA power with a lot going for it. First, slows are more powerful in the hands of an extreme ranged character than anybody else. The anti shifting rider in conjunction with a defender is functionally an immobilize.

Biting Swarm: While this is the least flashy of your RBA at wills, it still acquits itself very well. If used in conjunction with a mindiron weapon/psychic lock you can confer a significant attack penalty, made more significant if you can catch enemies in a burst. At its worst this power compares favorably with vicious mockery.

Elemental Spirits: A pretty decent striker power that offers a lot of customization options. Unoptimized it can be useful for exploiting vulnerabilities, and the variable keyword option makes it conducive to any sort of elemental cheese. If you are for some reason a Bloodbond that is not heavily abusing ranged basic attacks, then this becomes your top option.

Level 1 Encounter Attacks:

Spider Spirits: In a vacuum this power acquits itself well, with two solid debuffs and acceptable damage. Be warned however, its primary effect (slow) is more or less redundant with grappling spirits, so this will be a trap power for many seekers ?

Possessing Spirits: A great fusion of striker and controller elements. This power has a pretty low miss rate as a weapon v will attack, meaning it has a decent floor. Unfortunately, it requires a double hit to reach its potential, so its not useful against brutes and similarly inaccurate monsters. That said, not that many powers at level 1 in any class have the potential to multidamage and multidaze at range.

Serpent Arrow: The issue with this power is that if you are using it at close range you are already probably in danger. For all of the seekers benefits, it has the toughness of a pinata or toy poodle, and you wont be able to wait until the end of an enemies turn to shoo them away. Its ostensible melee/range utility and the potentially massive push are what keep it black.

Mischief Spirit: The main problems with this asynergistic power is that prone is terrible for a ranged character, and its control is delayed. As a result, this provides no disincentive from moving at all, and is functionally weaker than your at will options. Normally being an RBA would keep this power ranked higher, but you wont be abusing RBAs at level 1.

Flickering Arrow:
A fairly motley collection of riders. The concealment dampener is highly situational but imperative (see above), and difficult to come upon at first level. Unfortunately the rider is both situational and fairly minor, since you generally will be targeting either the biggest threat or an isolated enemy. In the event that you fight in close quarters you will find that the rider becomes a lot more significant, possibly adding a -10 to attack rolls distributed between several enemies.

Level 1 Daily Attacks:

Fungal Blooms: Immobilize (save ends) is a good base for this power, but the rider is not incredible. If you have a formation of BBEG surrounded by minions this can cause the whole encounter to bog down. Basically its great if you can either force all 4 blooms to erupt, or if you are in a minion heavy encounter, otherwise look elsewhere.

Rime Strike:
Same base power as fungal blooms, but with a far superior secondary effect. Fairly uniquely amongst damaging zones, this requires no action to sustain, meaning that you can more or less forget about it after its use. Good for everybody, great for a frost absuer.

Spirit Rider: Although the initial power is fair, the rider is weak because it falls under the heading of soft control and will, at best, just serve to keep an enemy isolated.

Storm of Spirit Shards:
Hey everybody its an upgraded scorching burst! I literally cannot recommend this power to anybody in any situation. I refuse to even bold this power lest your attention be drawn to its name.

Swarming Bats:
This is one of your few large area attacks, which gives it some utility on its own. The zone comes into play at levels where difficult terrain is going to still be important, and the easy (move action move) and low (no sustain) maintenance of the zone makes this power a great choice for mass control.

Level 2 Utility Powers: (You May Want to Look At Skill Powers)

Stone Spirit Ward: Decent for Spiritbond Seekers, who will probably find the damage reduction equivalent to gaining about 1.5 x Str THP as a minor action.

Stags Grace: Almost laughably bad for this class. For the cost of a minor action a Bloodbond Seeker could shift a square to avoid an OA from a single enemy, while a Spiritbond Seeker has a number of options to attack while obviating opportunity attacks.

Hunter’s Instinct:
Can provide a Spiritbond seeker with a small damage boost during heroic tier, but again it runs somewhat counter to the strategy of a Bloodbond seeker.

Harrying Spirits:
Yet another utility that does not work with the Bloodbonds implicit strategy. This one is further hindered by applying a weak anti mark which has a pair of somewhat limited triggers.

Level 3 Encounter Attacks:

Winter Spirit: A very strong movement control power that - due to its cold keyword and RBA status - can also do strong damage. As with Spider Spirits, the usefulness of this power is largely contingent on your choice of at-will powers, since it is very similar to Grappling Spirits.

Stampede Shot: Like with most push effects, the usefulness of this power is largely contingent on how your party works. Spiritbond Seekers will appreciate the extra security the push provides, while Bloodbond Seekers will find that its range makes it an excellent tactical power.

Spectral Scorpion Sting:
Pretty lackluster. If used at range this power offers no control and damage that can be beaten by your RBA boosters. If used in melee it offers no escape plan.  Might be useful for early levels, but since Bloodbonds will definitely have at least one at will that can be competitive in terms of damage (and Spiritbonds might), I would just look elsewhere.

Escaping Shot:
This on the other hand, has some uses. Bloodbond seekers will appreciate the ability to daze at unlimited range with the accuracy of a weapon vs. will attack. Spiritbond seekers will also often be in position to take advantage of the escape rider, though Bloodbond seekers will likely just use it for minor positional adjustments.

Burrowing Strike:
Like Spectral Scorpion Sting, this power suffers from the fact that its damage may well be beaten out by RBAs by paragon tier, as well as a weak soft control rider. I cant recommend it for basically any build.

Level 5 Daily Attacks:

Call of the Ghost Wolf: A power with very battlefield contingent strength. In a tight space the wolf is going to be difficult to avoid and easy to flank with, which means you can realistically be causing a -4 to attack rolls and 4d6 damage per turn through the wolf. Unfortunately, since the wolf provides no incentive to stay close to it, enemies will get out of the area if they have the ability to do so.

Corralling Shot:
The spiritual successor to Storm of Spirit Shards. What saves this power from being even worse than Storm of Spirit Shards is that a) it can be targeted into a scrum, and b) the forced movement could theoretically help set up novas for other party members.

Ensnaring Shot:  This power has a lot going for it. First, the initial hit (wpn vs. reflex) is quite strong, as restrained combines a defensive and tactical debuff onto a save ends condition. What really makes this power shine however is the zone. It starts off as difficult terrain, but that difficult terrain can (and, due to the easy trigger, should) turn into a save ends immobilization effect. Given the obscene range of this attack it should delay an enemies approach by 2+ rounds. Think Web with a damage roll.

Protecting Spirit: Well its better than corralling shot. Since you are a ranged character and prone is not really a condition you want to be enforcing, this is mostly getting use for the easy damage (weapon vs. will) and the push. If your goal is to push an enemy away you can use encaging spirits or spirit’s rebuke. Basically this is not a terrible power, but it isn’t adding anything unique to your repertoire.

Level 6 Utility Powers:

Blurring Stride: This can function as instant cover in a pitched ranged battle, and its daily usage is not hugely problematic by virtue of the fact that huge ranged battles are unlikely to occur all that often.

Cloak of Quills: It would follow from having a high strength that you probably have a low constitution. For you, 5ish damage is hardly worth the cost of an OA.

Eagles Aim: The utility of this power is going to value a ton by campaign. In certain adventures it will be impossible to open combat from the long range of a greatbow, but in wilderness campaigns this power will obviate devoting an item or feat slot to mitigating ranged penalties. Spiritbonds will have a slightly lower threshold to find this power useful.

Earthbond Gift: A strong utility buff. This power is especially useful for Bloodbonds because they will often find themselves at far remove from the party leader, making the THP more urgent.

Level 7 Encounter Attacks:

Feyjump Shot: This power offers great versatility in terms of its targeting and control. First, you always have the choice of teleporting up into the air or into an obstacle, giving you a 50% shot at adding 1d10 and prone to each target. If both hit then you have a daze. If you feel like truly channeling your inner controller then I would probably look here.

Thunder Spirit: One theme of seeker powers is that soft control that only targets enemies next to the target are going to be way too situational to be good. In this case they get even crappier due to the lacklusterness of deafened and your several other (better) options for proning.

Tremor Shot:
This power comes with a similar set of issues. The initial damage is fine, though Primal Eye is going to alter that math in three levels. The issue here is that you need to make a secondary attack to achieve any sort of meaningful rider, which reduces your likelihood of a successful outcome by a significant amount. Furthermore, the riders aren’t unique, and can be replicated by other (better) powers.

Wasp Sting Shot: Again, decent due to its RBA status. The rider is going to help a little in terms of minion killing (Something you are surprisingly inefficient at), but mostly you will be choosing this power for its high damage potential.

Windstorm Strike: An excellent controller power for Spiritbonds. First, it is one of the few pure area powers available to low level seekers, which allows you to diversify your role somewhat. While small slides tend to be only situationally useful, a Spiritbond will be find this evocation to be comparable to a mass harrow storm.

Level 9 Daily Attacks:

Nature’s Vengeance: An interesting option. The initial effect is a solid control option, on par with Rime Strike or Fungal Blooms. The actual power essentially forces enemies who want to not be immobilized to not attack while in the area. The result will often approximate a stun, at least until the target saves successfully.

Squall Spirit: Literally, this would not be close to an autopick even as an encounter power.

Binding Shot:  The successor to Coralling shot is slightly better since it allows you to isolate and then immobilize two enemies. Unfortunately, the powers effect makes it highly probable that your enemies will succeed on their saving throws, which really kills this power.

Spirits of Fire and Ice: A continuation of your immobilize (save ends) power suite. This is a good combination of single target damage and movement control, with a little bit of soft control thrown in. Not stellar for damage, but better than some of the other options.

Level 10 Utility Powers:

Burrowing Stride: This power is going to be evaluated more for its noncombat applications than its combat utility. If you are playing a campaign that is either based on infiltration or set in the caverns/mountains, you will find this to be a very low level option for phasing through walls.

Feywild Jaunt: Extremely useful power for everyone. In combat, this can be used to either make you temporarily immune to retaliation when you get yourself into a marginal situation, while out of combat you will find this power to be a useful way to bypass traps and obstacles.

Host of Sparrows: Since this does nothing to negate damage it gets evaluated as an escape power. In this light, any utility it gains from being an immediate action is lost by it negating your next attack. There is so much competition in the Seeker class at the movement utility spot that it is hard to recommend this.

Sheltering Underbush: A similar, albeit slightly weaker and more versatile, version of Blurring Stride. Cover and concealment are about equally difficult to attain, but Blurring Stride does not force you to stay bunched up to benefit (and you don’t want to be bunched together in artillery battles). This power is saved somewhat by the difficult terrain rider, which can make it a potent control effect in narrow areas.

Trick Shots: Seekers in Paragon Tier

Level 13 Encounter Attacks:

Feymire Trap:
The additional damage boost keeps this attack somewhat respectable and allows its riders to shine. Having an assured slow allows you to gamble on teleportation, giving a strong shot at a prone+slow, which will essentially stun melee monsters.

Rabid Shot:
Can lead to impressive DPR if you have the right choice of targets (and no poison resistances), but needing a pair of attack rolls is suboptimal compared to some other options.

Raven Wing Shot: This is how Seekers play striker at this level. In addition to strong initial and RBA amplified damage, it has the potential to double hit with a single attack roll. Okay for using on targets that need dislodging (though not as good as a push power), but really shines against slowed or immobilized targets.

Swarming Spirits
: A massively useful attack debuff. As a Bloodbond you will find that it is very hard for enemies to scatter 8+ squares from the initial target, so in a large battle it is conceivable that this attack will be imposing -15 or more in attack penalties strewn across several targets. Not as strong as prismatic burst, but comparable and more party friendly.

Wind Spirits: The upgraded version of windstorm strike and strong for pretty much the same reasons. Unlike its less powerful cousin, Wind Spirits can be useful for Bloodbonds as well as Spiritbonds because of the utility of a long range mass prone (for your allies if not for you).

Level 15 Daily Attacks:

Triple Raptor Strike:
Depending on how your character (static mods) is constructed this is the top single target striker power on the entire Seeker list. 3 attacks against reflex is about 60% of a 5 missile dance. The complete lack of control on this power is a bit of a drag, but unlike some of the alternatives on the seeker list, this has the damage to justify it.  

Fey Sinkhole: Great action control. As long as you continue to hit the target you essentially continue its daze and confine it to the small area of the zone. Since you are inordinately more likely to connect on a weapon v will attack than to have an enemy fail a saving throw, this attack is superior to a save ends power that carries similar debuffs. The psychic damage is a pittance, but if you connect on 4 consecutive rounds then its going to add up.

Waves of Sleep:
If sleep is an elite power, it follows that a more accurate (wpn vs will) sleep is also an elite power. Unfortunately, as a seeker you don’t have the multitude of ways to generate save penalties, and as a level 15 power this is not power stone conducive, meaning the odds of it hitting 2 failed saves are not good. Obviously, in a party full of save debuffs this becomes more valuable.

Corrosive Slime: While this is mediocre for most, forced movement centric seekers should perk up.. The ongoing damage is a really unreliable way to kill something, so the additional effects will rarely come up, making this essentially a basic attack+10 ongoing acid. The exception is when you have a lot of push effects and an enemy surrounded by minions. In this case you can conceivably create multiple zones to push enemies through, which can pile on the damage in a hurry.

Level 16 Utility Powers:

Bramble Hide: My philosophy here is clearly ‘don’t get hit and these powers wont be necessary’, but this is sufficiently powerful to give me a little bit of pause. If you must take a threat shield power, this is where you should look.

Ephemeral Wings: Superior in nearly every way to Host of Sparrows. This power both fulfills its function effectively, since you provoke no OA’s and can move almost anywhere, and is very economical as an immediate action.

Frankly, by level 16 your party should scoff at mere difficult terrain.

Sure Sight: This power completely negates most of the conditions that make archery difficult, which should ostensibly make this power very strong. However, it is weakened somewhat by the fact that these conditions tend to crop up in every encounter, meaning that you will likely have some items which will render this power somewhat redundant.

Level 17 Encounter Attacks:

Convocation of Arrows: I’m not sure how this ends up being higher in level than Raven Wing Shot. It does  basically identical damage, except that its distributed evenly between two targets and requires two attack rolls. Only optimal in the somewhat odd situation where you need to do  damage to two targets with no control. Saved by being an RBA.

Flesh-Tether Shot:
Like many powers, this ability cant seem to decide what it wants to do, and resultantly fails to do very much. If your looking for DPR then your best possible outcome is 1W+mods+5, which is outstripped by any RBA. If your interested in dazing a target, then just don’t retrain Escaping Shot. Combat advantage for Bloodbonds is not sufficient to salvage this ability.

Infestation of Moths: One of the more dubiously misdesigned powers I can remember. The initial damage and slide are fine, but please, making a target insubstantial? I don’t like giving my enemies massive defensive buffs. The blind seems good until you realize that moving 1 square will completely negate the penalty. Unimpressive.

Sprite Dance: A more reliable alternative to Raven Wing Strike. If you get some positive results on the teleport, you are looking at 1W+mods +2d10+prone+an allies MBA. That’s enough damage to make it a clear choice for this level, although that’s very much a case of ‘medium fish small pond’.

Level 19 Daily Attacks:

Conflagration Spirit: The ostensible choice at this level in terms of single target damage, though this is mitigated by virtue of being fire and relying on (save ends) for potency. The area damage effect is basically negligible on nonminions, but I suppose that Seekers do lack for great minion clearers. Is this what you want out of a daily though?

Fury Spirits: The evolution of Fungal Blooms. Unfortunately, since Fury Spirits trades the (Save ends) immobilize for additional damage, and since the rider’s additional damage is only equivalent to your wisdom modifier on each attack, this cant be said to scale well at all.

Grasping Vines:
An interesting power that combines high damage and a rider which can be situationally golden. If you have an encounter where you can isolate a solo or a melee brute from its allies then you can essentially forget that it exists until you are prepared to deal with it. A more savvy DM might have the monster attack itself, in which case you’ve wasted a standard action and done additional damage. Decent either way.

Rending Vines: The top choice at this level for area control. The initial attack is great, since restrained is marginally better than immobilized and this is basically web with a damage roll. The zone it creates can be useful, not so much for the difficult terrain as for the secondary attack. If you can place this zone in between you and your enemies then you have basically negated all melee enemies for as long as you sustain the zone. If your DM is insane and allows you to multi trigger free actions then this power leaves the realm of being balanced and becomes flat out nuts.

Captivating Missile: This power alternates between good and absolutely nuts depending on the degree to which you optimize RBAs/can force save penalties. If you are optimized along both these parameters it becomes the longest range, most accurate, and possibly most damaging single target dominate in the system, and certainly the most powerful dominate that is not a capstone power.

Found: The Epic Seeker

Level 22 Utility Powers:

Guiding Spirit: Yikes. In terms of offensive buffing, this power compares favorably to any encounter utility on any classes list. If you every have any difficulty landing attacks, look here.

Land Passage: A reasonable alternative to guiding spirit. If you find yourself getting into high risk situations this can ensure an entire rounds worth of safety. The upgraded Feywild Jaunt, though frankly you could do worse than both.

Nature’s Passage: The analysis of Burrowing Stride still applies here. Phasing does not always have tremendous combat utility, meaning that this power should be judged on its out of combat merits. If you have a party that needs to bypass obstacles you could look here, though it will be tough to pass up Guiding Spirit or Land Passage.

Primal Morass:
What enemies don’t just fly or teleport by this level? Way too situational to be useful.

Level 23 Encounter Attacks:

Quill Storm: A peculiar striker power. The initial damage is unimpressive, but the extremely large number of secondary attack rolls you stand to make lets you both pretend you are a war wizard and crit fish. Since the penalty is (save ends) and might hit several targets, it is reasonable to expect that the rider will provide about a -12 to attack rolls distributed amongst several targets and rounds.

Roaring Missile:
Daze isn’t any less useful at level 23 than it is at level 1, so this power, with its potential to daze an entire battlefield, necessarily ranks highly. We can safely ignore the deafened rider.

Sinking Earth: See the description of Winter Spirit. This power is going to deal pretty strong damage and impose a very useful condition (as well as a not so useful one on adjacent targets). If you are okay with your encounter powers just being scaled up at-wills look here. If not look elsewhere.

Spirit Inferno: This power starts out as okay (2W+immobilize is marginally worse than sinking earth), but, depending on the battlefield, becomes a top flight striker power. If you have a 24 strength, and can get the rider to trigger 5 times (probably from a combination of close quarters and movement inhibitors), then you have dealt an additional 60 damage. If you can convince your DM to interpret the dubious grammar of the hit line to include the attacks of the target, it gets even better.

Stride-Breaking Shot: The somewhat inferior cousin of Spirit Inferno. The initial damage is the same, although it lacks immobilization. The secondary damage provides fairly legitimate soft control, as the enemy will probably take between 0-36 additional damage depending on how it choose to adjudicate its actions. The idea of a 1W+2d6+mod attack that stuns is pretty attractive, as is the idea of a power that deals 1W+2d6+36+mods. Your opponent being able to choose takes off the beer goggles.

Level 25 Daily Attacks:

Slavering Sentinels: One of the best powers in the Seeker repertoire along several indices. In terms of damage, these sentinels can essentially add an additional attack for the cost of a Move+OA. Since OA’s are useless to Bloodbonds and marginal to Spiritbonds, this is serious striker action economy. As a control effect, the 4 sentinels function as a 4 square and literally impenetrable wall, which could be used to box enemies into a corner or divide the battlefield in half. The push 5 is a legitimate control effect, since it will likely eat up a move action for the enemy to return to its starting position. A strong and versatile control option.

Lightning Burst:  What could have been an average striker power is sabotaged by the wording. As the secondary target cannot be either primary target, meaning that it would only be possible to double hit an enemy adjacent to both targets. This would require 4 consecutive successful attack rolls.

Wind of Decay: Another nice damage/control fusion. Can mass daze on only one attack roll, and the daze more or less assures that either a) the zone will continue to pile on damage, or b) the enemy will not be attacking. The poison keyword negates some of the damage, but since the zone can be moved you should be able to find something poisonable.

Thundering Shot:
Lets compare this power to Wind of Decay. Both have a single target, except Wind of Decay deals more to that target. Both have the potential to Daze in a burst 1, but Wind of Decay does so on one attack roll. Both have the potential to deal extra damage, but Wind of Decay does so with a zone and not a secondary attack. Thundering Shot does have the edge in terms of slowing, but is otherwise really overshadowed.

Level 27 Encounter Attacks:

Abundant Growth: This is a situational version of Sinking Earth. How it manages to be a higher level is mind boggling to me.

Angry Earth:
By level 27 prone is of pretty dubious utility, and the initial target damage is, again, comparable to an RBA.

Devouring Arrow: Given a major boost by virtue of being its levels only RBA. If you are able to bunch enemies so that you can get three targets nailed by the rider it will be the equivalent of imposing roughly -15 in total attack penalties (assuming 60% hit rate weakened would be a -6, adjusted downwards for not preventing status effects), and its more or less assured of being your highest single target damage option.

Razor Hail: Capstone encounter powers should be able to do better than a soft prone in terms of control riders. In terms of damage this power is helped by the cold keyword, but hindered significantly by not being an RBA. If you are looking for the highest average AOE damage available for a seeker look here, but this fails to measure up along most other metrics.

Widows Nest: Plus utility for being melee/ranged, negative utility for being poison at a level where immunity is going to be common. The rider is acceptable for mass movement control, but not as great as some options at lower levels.

Level 29 Daily Attacks:

Baleful Shot: This power is decent on its own (Decent damage, great effect, negligible rider), but you really need to have some way of optimize save penalties for it to shine. Unfortunately, if you do have the ability to enforce save penalties, this power gets totally overshadowed by captivating missile.

Bones of the Earth:
While the initial damage on this evocation is the highest in the Seeker arsenal, it unfortunately offers only the softest of control effects. This power will essentially be doing 2W+3d8+Ongoing 10 damage on a hit, which is not the best striker option available at this level.

Trampling Shot: While not incredible for a level 29 power, this is definitely the best of your striker powers, particularly for those Spiritbonds who are able to get close enough to optimize the blast. Given the number of great RBAs you can use as part of this power, it is likely to  impose a double hit + prone + another condition on the main target.

Uttercold: A comparable option to Baleful Shot in terms of nullifying a target. While Baleful Shot obviously negates both actions on the target, this power sets up massive novas on big bosses. The extra rider helps to support the ‘isolate a BBEG and destroy’ theme, though its going to be negligible without either a) frost cheese or b) a lot of minions.

Heroic Tier Seeker Feats:

Strengthened Bond: If you find yourself getting into the thick of combat quite a bit then this power is going to prove very valuable. Given that Spiritbond seekers are much more likely to get bloodied, this feat makes more sense for them.

Improved Inevitable Shot:
Pass. By the time you reach paragon you will already have some way to bypass cover and concealment when need be.

Inescapable Shot:
A corner case feat that I am reluctant to unequivocally trash. If you fight in a wide open battlefield or against only a couple of monsters, you might find that no attractive targets are within 5 squares. If you use the inevitable accuracy cheese, then this eventuality becomes common enough that you might want to give this a feat slot.

Spiritbond Defense: How often will you be using your second wind? If you are stuck in combat and bloodied you don’t have the HP to economically trade a standard action for ¼ of your health. Therefore, this feat will almost never come up unless you are built around your second wind.

Bloodied Elusion: Marginally better than Spiritbond defense. If you are bloodied you will definitely appreciate the extra breathing room the shift entails. The thing is, since you already can shift as a minor action, this is only saving you a minor action once per encounter. You have some sustainable powers, but not so many as to really make this feat useful.

Paragon Tier Seeker Feats:

Primal Eye: The sort of feat characters are built around. If you have dexterity (or I suppose intelligence) as a secondary ability, then this feat alone should lead you down the path of RBA optimization, since the additional damage will give you the same sort of DPR boost that an expertise feat would.

Punishing Rebuke:
1W extra damage is going to amount to about an additional 5 or 6 damage per encounter. You should almost always be able to find something more helpful than this.

Bloodbond Wrath: A trap feat that is categorically inferior to Vicious Advantage

Inevitable Volley: Hard to argue with an additional RBA, even if you cant strike the same target. This power goes from ‘nice’ to great at epic if your DM allows for inevitable accuracy hijinx.

Epic Tier Seeker Feats:

Inevitable Accuracy: The value of this power is going to hinge more or less directly on how your DM interprets the wording. According to its RAW, Inevitable Accuracy+Inevitable Volley interacts like pre errata reliable bursts, meaning that you can take two attacks, do one with your eyes closed, hit on the other, and retain your Inevitable Shot

Ruthless Price:
While immobilize is a big upgrade over slow, as a Bloodbond spirit you should not always be using encaging spirits. So either this feat is highly situational, or it leads to you changing your tactics.

Spiritbond Outrage:
At a level where everything flies and teleports, knocking prone is not super useful.

LITHIC ANALYSIS: Equipment Options for the Seeker

If your goal is to become the savviest hunter to ever stalk the moorlands, then it behooves you to investigate the following modular options. By taking advantage of combinations of feats and items that relate to specific keywords, you can greatly enhance your abilities as a striker or controller.

Psychic Package: Will include a mindiron or githyanki silver weapon, psychic lock, and, contingently, a headband of intellect. This package does an excellent job of manipulating hit rates. Psychic lock is undeniably a great controller feat, and the ability to combine this with additional keywords (mindiron only converts ½ the damage) will be useful to some seekers. This is kept from being the top choice by the unfortunate reality of headband of intellect not synergizing well with eagle eye goggles. Its like a barbarian power having the misfortune of sharing level 13 with hurricane of blows.

Radiant Package: Will include a radiant weapon, and possibly  some items from the Gifts of the Queen Item set. Although situational, this package is the top striker option for parties that exploit this vulnerability. If you include a Ring of Radiant Storm (and another item to get the bonus), you can generate about 2/3rds the damage of a frost package even without the aid of teammates.

Frost Package: Will include a frost weapon, gloves of ice, lasting frost, and probably winter touched. As it has been for most of 4e, this is the default elemental cheesing option for those who don’t want to rely heavily on teammates. In a vacuum this is probably the highest elemental damage dealer, but it can be beaten out by a creative Radiant or Thunder package.

Lightning Package: Will include a lightning weapon, mark of storms, and possibly some items from the Gifts of the Queen item set, possibly lightning arc. Any option with Mark of Storms is going to be your best tactical control bet by default. This differs from the thunder package in how it can boost its striker potential. 2 gifts from the queen items and the Ring of the Radiant Storm will add about 4 damage to every damage roll you make, though it wont have the area spikes.

Thunder Package:
Will include a screaming bow, mark of storms, and possibly Echoes of Thunder or Resounding Thunder. Differs from the lightning package in how it can get its striker bonuses. If you are very item intense, or if you have an unusual number of area bursts, this becomes superior to the lightning option.

Ranged Basic Package:
Will include bracers of archery, eagle eye gauntlets, the primal eye feat, and the deft aim feat. I don’t think it’s a stretch to say that the Seeker optimizes its basic attack better than any other class. As a Bloodbond seeker at high epic this will amount to the equivalent of a +4.3 to all attacks, and a +14 to all damage. A Spiritbond seeker, by virtue of a lower dexterity, is not grabbed by the shoulders and shaken until they grab this package quite like a Bloodbond, but they will still need a good reason not to optimize these to at least some extent.

Weapons for Non Keyword Cheesing Bloodbond Seekers - If you find that the above packages are too feat intensive, then these bows and crossbows might whet your appetite. Plus. depending on the campaign or your character build (looking at you here skyrender and transposing), a couple of these options are powerful enough to warrant carrying multiple bows.

Battlemaster’s Weapon - A candidate for using as a backup weapon just to make use of the daily power. You would probably be better off spending the money on more ammo though.
Duelists Bow - If you find yourself getting involved in trench style fights a lot then this property can be fairly useful. However, Mindiron+Psychic Lock does essentially the same thing, just with fewer restrictions.
Boltshard Crossbow - Generally I don’t love item daily powers, and I certainly don’t condone willingly getting into blast range, but this power is a doozy given your arsenal of enhanced RBAs. I think that Xeekers might be well served to keep one of these on hand as a secondary weapon.
Distance Weapon - This is really contingent on how you play. Generally crossbows and (especially) bows have the ability to hit the entire battlefield, but I suppose if your playing in an extremely wide open campaign, especially to use as a secondary weapon to make the first attack of an encounter.
Forceful Weapon - A top choice for control focused seekers who do not want to waste the feats to cheese out a keyword. Especially useful in conjunction with your zone powers.
Impaling Weapon - I have no experience with this sort of weapon, and so would like to hear from those who do. If you happen to strike a lot of deathblows (which you probably will), then this can ostensibly add a ton of extra attacks. However, it probably requires a lot of support from your powers and teammates to keep enemies sufficiently bunched to make use of.
Phasing Weapon - Cover is basically the bane of your existence, and this weapon lets you ignore it completely.
Skyrender Weapon - Highly situational, but this thing in conjunction with slowing powers will drop  flying enemies like a toxic cloud. Gets more valuable as your level rises.
Snipers Weapon - Makes your crossbow act like a bow. A bit better than a distance weapon for crossbow users into the distance thing because of the improved crit die and the mediocre but usefulish daily power.
Thunderburst Weapon - A fine secondary weapon, since the blast 3 can turn some of your basic attacks into real gamebreakers - eg captivating shot.
Transposing Weapon - If you maximize your evasiveness and tend to stick close to the party then this is a laughably strong way to open encounters. Most artillery don’t like ending up right next to the fighter and the rogue before they even act.

Barring certain corner builds, all bloodbond seekers will be employing either a Greatbow or a Superior Crossbow. Since these both obviate offhand items, and since the seeker does not need a huge investment in defense, there is ostensibly a lot of extra money to spend. Wrong. Seeker encounter and daily powers do swordmage levels of damage, meaning that for particularly hazardous encounters your DPRcan use a boost. Enter magic ammunition. Although expensive, the wide variety of effects they cause allows you do take a toolbox type of approach, and the more offensive ammunition will add 7 damage per tier. All ammunitions are from AV2 unless otherwise noted. To save space I am only focusing on the more effective options.

Arrow of Revelation - Since it more or less eliminates potential penalties instead of providing a buff, this arrow is very situational. However, keeping 1 or 2 handy is recommended, since invisibility contrives to wreak havoc on ranged characters even moreso than melee ones.
Attention-Stealing Bullet - Although this is defender unfriendly it can be worth keeping a couple around for solos or other multiattackers, since the extra damage is capable of triggering multiple times
Bending Bullet - Another situational ‘keep 2 handy’ option, this can give you an edge in a sniper duel. However, since you are a member of an adventuring party, it is likely that your melee allies will be far more effective at displacing strikers than you are.
Dispelling Bolt - Pretty obvious situational applications
Firestorm Bolt - A great fight opener, especially if you can hit a cluster of minions. Choose this arrow when you intend to channel your inner sorcerer. It is kept from being the absolute optimal choice by the optimization flaws intrinsic to fire magic.
Freezing Arrow - One of the two standby ammunitions. Slowed is a strong status effect for extreme ranged characters, and the extra damage will trigger lasting frost separately from the actual effect. This becomes less valuable if you already have a myriad of slowing effects.
Lightning Arrow - The other standby ammunition. Dazed is an objectively stronger status condition than slowed, albeit not necessarily for an archer concerned with preventing enemies from closing in. If you aren’t cold optimized this is probably your best ammo option by a fletching.
Phasing Arrow - Bending Bullet on steroids, with similar applications.
Spider Bolt - The best mass control effect that your ammunition can provide. An excellent combat opener when you want to force enemies to close the distance.

*WHEN TO USE* Ammunition is really expensive, as roughly 25-30 pieces of ammo are the cost of a non expendable item of the same level. As a result, you should try to hold yourself around an average of 1 magic arrow per encounter unless you somehow have a ton of extra cash floating around.
Weapons for Spiritbond Seekers - Obviously the sheer range of potential weapons available to you makes this a bit more complicated of a task. In addition to your choice of elemental keyword package, you have several other decisions to make that have to do with your equipment, including:

1) Do I want an interesting weapon? If so you have the following options
    A) Farbond Spellblade, Hungry Spear or Dwarven Thrower enchantments - These options will allow you to throw a full blade, executioner axe or mordenkrad with high accuracy. The implicit issue with these enchantments is that they are, uh, enchantments, and thus get in the way of many of your keyword cheesing options (plus you tend to not have attacks with a large number of [W] expressions. If you are looking to be a little more defensive, you can put these enchantments on a double weapon
    B) WP: Drow Long Knife - The combination of accuracy and decent damage dice makes this a fair choice for those who want an interesting weapon plus access to heavy blade enchantments.
   C) Dragon 368 Weapon Training - Discussed above

2) Do I want to use one of the traditional melee power options (If not then check out some of the elemental cheese and Bloodbond options)? Depending on your weapon the full assortment of great melee enchantments are available to you. Some of the more noteworthy - given the exigencies of seeker thrown weapon use - are:

    Cunning Weapon
- If you intend to use a lot of (save ends) powers then this obviously becomes a great choice. Even if you typically employ another weapon, this can be worth keeping around as a situational/backup.
    Bloodiron Weapon - A pair of Seeker PP give an enhanced crit rate, and, while you don’t have the ability to abuse multi-attacks that we typically associate with this weapon, it can still be a top damage booster for those who avoid elemental cheese.
    Determined Weapon - Can be used either in lieu of or in conjunction with Far Shot to mimic the range of a Bloodbond. If range is proving critically important I would look here, otherwise it’s a bit of a trap.
    Distance Weapon - IBID, but perhaps slightly more useful because of how cheap the enchantment is.
    Prime Shot Weapon - This interacts interestingly with thrown weapons since it becomes usable in melee and provides an untyped bonus to damage. Useful if you already have an item bonus to damage and intend to be in melee a lot.
    Reaping Axe - The free shift+MBA that this power allows can end up granting multiple free MBAs per round. A top choice for Gishes

3) What feats do I intend to take advantage of? For the most part the weapon categories that produce thrown weapons tend to have superior feat options to bows and crossbows, which will influence what enchantments you qualify for. While any number of builds can excel, four of the easiest weapon groups to optimize are.

    Light Blades - Low in damage but high in accuracy. Deft Blade as a potential feat in paragon can give you RBAs against reflex, while Nimble Blade also helps accuracy in conjunction with combat advantage. Equally nice, the use of light blades makes qualifying for a rogue MC via Sneak of Shadows easy and intuitive.
    Heavy Blades: While these are not as great for you as they are for more focused melee characters, the combination of great enchantments and strong base stats serves to redeem them somewhat. The Heavy Blade Opportunity feat is the jewel of this weapon category, and if you happen to find yourself in the thick of melee a lot then it will behoove you to acquire the 15 dexterity needed to meet this feats prerequisites.

    Axes  A solid choice in terms of damage. By paragon tier you can conceivably access Deadly Axe, - which combos well with the advanced critical range some seekers sport. The Cleaving Axe epic tier feat is a top choice for true gish seekers, as it can easily be made to trigger twice or more per encounter.

- If you plan to switch between multiple weapons than the spear warrants serious consideration. Although no spear combines the Polearm and Thrown qualities, one can become adept with, say,  the Tratynr and Longspear using the same set of feats. This allows you to qualify for Polearm Gamble, which is just about the best melee protection that a short ranged character can acquire and as gold as gold gets. I only keep this black because its feat intensive and uses weapons which are not intrinsically strong.

Adjusting your Aim - How to Mitigate Your Weaknesses

Prone - What is a huge weakness in a melee becomes a strength in a pitched battle. If you are facing particularly smart enemies or a particularly savvy DM then you might find that enemies may drop prone in order to get a +2 bonus to defenses against your attacks (especially if they are otherwise movement inhibited). At the very least you are likely to find that several of your fellow adventurers will leave prone enemies in the wake of their attacks. At the moment the only method of mitigating proneness that I am aware of is Grounding Shot (PHB3), which I would heartily recommend if you find yourself often firing at prone enemies. In this situation Spiritbond Seekers may also consider Headsmans Chop (PHB3) for an additional burst of damage.

Combat Advantage - This ubiquitous buff that a rogue can get while asleep is somewhat hard for you to come by as a ranged. Here are four common methods

          1) Wintertouched - The accuracy portion of frost cheese ensures that you have combat advantage as long as you continue to hit. While obviously good with lasting frost, this is not as great for you as it may be for others since you are going to want to switch between targets.
          2) Vicious Advantage - For those seekers that intend to make heavy use of slowing effects, this feat will almost exactly mimic wintertouched.
          3) Distant Advantage - Slightly less useful than Wintertouched and Distant Advantage, since over the course of an encounter you will likely be making several attacks against enemies that have yet to engage your allies. That said, later in a fight this can provide combat advantage that is not contingent on the target having already been hit, which is pretty big.
          4) Stealth/Invisibility - Obviously these have applications outside of generating combat advantage, but these are also the easiest way to generate CA against an enemy that has not been otherwised engaged by you or an ally.
         5) Flanking - Much more of an option for Spiritbonds than Bloodbonds, but you can flank and fire from melee if you have the benefit of a high AC vs OAs (Githzerai Opportunity for instance), or a defender with a mark on the target.

Cover - Cover is going to come in two types, and you will have to treat them differently.
                   1) Flight - Flight is tremendously useful for any archer, and one of the reasons is that it mitigates cover. Unless an opponent is standing in a tight passage, is really tiny, or happens to carry other creatures on its back, then it will be impossible to benefit from cover against a flying character. WILL GET ITEMS DOWN WHEN I HAVE TIME TO LOOK
Getting Sidetracked - Seeker Multiclasses

Since the 4e system is starting to get pretty huge, and since some multiclasses dont work for seekers, I am going to focus only on some of the more obviously applicable multiclasses. This eliminates anything based on charisma or constitution, almost anything based on intelligence, and most classes that have to schlep around an implement that they cannot hold. It leaves several of the tastier strength and dexterity classes, the avenger, and the cleric as legitimate options.

The MC Rogue - Best for XBow seekers and Light Blade seekers. Sneak of Shadows is a strong striker booster that grants access to thievery, one of the few valuable skills left off your list. The Cunning Sneak feat enhances the maneuverability of Wis/Int seekers, although it makes it difficult to poach since you lack dexterity. In terms of powers, Rogue offers several minor and free action attacks which can substantially improve your nova DPR, although some of the rogue control powers are outshined by your own options. In terms of PPs, you can likely find some use out of the Daggermaster, Flying Blade Adept, and Cloaked Sniper PPs (discussed below), while the feats include a number of potential maneuverability enhancers, as well as the very large DPR boost of Two Fisted Shooter.

The MC Ranger - A top choice for almost every seeker. Warrior of the Wild is a slightly smaller damage boost than Sneak of Shadows, though this is mitigated slightly by the freedom to choose any skill from the (Admittedly redundant with yours) Ranger skill list. The real beauty here is in the crazy power swap and PP options you have available. The Darkstrider PP in particular is borderline golden for Bloodbond Seekers, since it accentuates stealth and provides a damage boost that would embarass Pit Fighters. Depending on how your DM adjudicates the ability of Sylvan Ranger to add Hunter's Quarry, that becomes a to PP, while Sharpshooter offers nice powers for a close ranged Bloodbond seeker and a ludicrous utility. As always, Avalanche Hurler is a default option for any Spiritbond Seeker which intends to switch between a whole arsenal of weapons.

Dragon 368 Weapons - Of the many weapon multiclasses available, the two that should stand out, particularly for Spiritbond Seekers, are the Net and the Bolas. Of the two I tend to prefer the Net, since it can both slow and damage, though I can see where the immobilize of the Bola is more effective to very control heavy builds. If you are a seeker that wants to accentuate your inner controller - and if you have a clear PP option from among the Seeker class options - then these are your best bet for a weapon and for a multiclass. Be warned however, that both weapons are Flails, and both have incredibly short range, meaning you will be limited in enchantment choices and need to find some way to add some distance.

The MC Cleric - Since you share a primary ability and can wear a Holy Symbol, clerics mesh well with the Seeker. In particular, extremely gished Spiritbond Seekers can benefit from the Warpriest PP, and any Radiant Abuser can go with Radiant Servant
I've had some issues with WOTC that led to me cancelling DDI, so I dont have the character builder, but here are the builds ive been tinkering with (If anybody can get them into CB that would be great)

Martin Brodeur (Unaligned)
Githzerai Spiritbond Seeker/Swift Strider 16
Abilities: Str 20, Dex 15, Con 13, Int 11, Wis 22, Cha 9
Feats: Net Training, Flail Expertise, Flail Focus, Mark of Storms, Far Throw, Spring Step, Githzerai Mobility, Distant Shot, Inevitable Volley, Vicious Advantage
Skills: Nature, Acrobatics, Stealth, Perception

At-Will Attacks: Guardian Harrier, Biting Swarm
Encounter Attacks: Escaping Shot, Windstorm Strike, Blurring Offensive, Wind Spirits
At-Will Utility: Agile Recovery
Encounter Utilities: Swift Vengeance, Feywild Sojourn, Earthbond Gift, Bramble Hide
Daily Attacks: Fey Sinkhole, Nature's Vengeance, Call of the Ghost Wolf

Other than a Lightning Net and Rushing Cleats the equipment can be open. This character is an extremely maneuverable pseudo defender. It can use free action prone+spring step+agile recovery to shift as a minor action, and my actual movement is pretty unassailable due to githzerai mobility (I will always be moving to take advantage of the PP).  My attacks are all Ranged 7, and on a hit they will do an average of 1d6+17, slow, and slide 2 squares in addition to any other effects. This makes it extremely difficult to escape the area that you inhabit and gives you amazing close ranged control.
Mistral Alhaman (Unaligned)
Elf Bloodbond Seeker/Ranger/Darkstrider 16
Abilities: Str 13, Dex 22, Con 13, Int 11, Wis 22, Cha 9
Feats: Bow Expertise, Greatbow Proficiency, Bow Focus, Warrior of the Wild, Novice Power [Disruptive Shot], Improved Initiative, Primal Eye, Lasting Frost, Inevitable Volley, Sly Hunter
Skills: Nature, Stealth, Athletics, Perception

At-Will Attacks: Elemental Spirits, Grappling Spirits
Encounter Attacks: Disruptive Shot, Winter Spirit, Darkstrider Shot, Raven Wing Shot
Daily Attacks: Swarming Bats, Ensnaring Shot, Triple Raptor Shot
Encounter Utilities: Far Sight, Earthbond Gift, Feywild Jaunt, Fade into Stone,
Daily Utilities: Sure Sight

Equipment will include Paragon Bracers of the Perfect Shot, Paragon Eagle Eye Gauntlets, Gloves of Ice and a +4 Frost Longbow.

This extremely offensively focused character has the ability to sustain striker level DPR. Consider an encounter that you begin with Stealth and Initiative (both likely). In this event you will be getting in 3 attacks or so against an isolated enemy before the enemy could close with you. Now look at these three attacks

+8lvl+6wisdom+2exp+2wpn+4enh+2rba+2ca = +26 - assuming a monster AC of 30 this is hitting 80% of the time, critting 5% of the time (lets assume a crit = 2x damage for math purposes)

The first strike will be chipping away 1d12+2frost+2wf+3sly hunter+4item+6primal eye+9darkstrider+6wisdom+4enhancement = a solid 1d12+36 or 38 DPR.

The additional strikes benefit from frost cheese and push you up to 42 DPR, which passes the paragon tier striker threshold off role and 4 tiers early
this is it for placeholders. You can now feel free to critique to your hearts content, and you can feel even freer to suggest new content.
So far this isn't looking as bad as some have implied the Seeker is. Looks like it could be a lot of fun!
The Smithy Knew He'd Lost His Groove When Scalding Sparks Left His Chin Too Smooth Dwarvenshave
The description in your ratings for Spider Spirits and Winter Spirit appear to be written from the perspective of a character who doesn't have Grappling Spirits. While Grappling Spirits is admittedly a great power, there will be nonhuman characters who don't take it.
Added preliminary equipment options. Lets see some discussion. Surely somebody here loves them some archers.
Nice guide it's got a lot of good info,  keep it up.
Bloodbond Wrath is a trap Feat that is strictly worse than the General Heroic Tier Feat Vicious Advantage.
Having used flickering arrow in three LFR games so far, I have to disagree with your assessment of the power. With an elf bloodbond seeker with an 18 wisdom, the power essentialy hands out -2 to attack over a six square radius. While I agree you should trade up to another power at higher levels, it's an excellent power for the first few levels.

    A) Farbond Spellblade or Dwarven Thrower enchantments - These options will allow you to throw a full blade, executioner axe or mordenkrad with high accuracy. The implicit issue with these enchantments is that they are, uh, enchantments, and thus get in the way of many of your keyword cheesing options (plus you tend to not have attacks with a large number of [W] expressions. If you are looking to be a little more defensive, you can put these enchantments on a double weapon.

Thanks for adding Dwarven Thrower You should add Hungry Spear to that list, though. It's probably a better enchant for urgroshes than Dwarven Thrower is, because of the better range, and the new double weapon rules allow properties to apply to both ends even if they normally couldn't, so you can treat your d12 axe head as a range 10/20 throwable weapon (compared to 6/12), and get the +1 defense bonus, at the cost of 1.5 less damage per [W] on average when compared to a Dwarven Mordenkrad Thrower.
Spiritbond Defense, IMO, merits a purple for racial reasons - Dwarfs share a bump stat with the primary stat of Seekers, are a good option for Spiritbond Seekers with their ability to use Dwarven Weapon Proficiency to get the golf bag of Dwarven Thrower options, and are likely to use their second wind regularly, since it is a minor action for them.
John du Bois Living Forgotten Realms Writing Director, Netheril story area Follow me on The Twitter: @JohnduBois Follow my presence on The Intertubes:
Spiritbond Defense, IMO, merits a purple for racial reasons - Dwarfs share a bump stat with the primary stat of Seekers, are a good option for Spiritbond Seekers with their ability to use Dwarven Weapon Proficiency to get the golf bag of Dwarven Thrower options, and are likely to use their second wind regularly, since it is a minor action for them.

That works better as a conditional sentence tacked on.  Something like "Better if you're a dwarf, or otherwise have minor or free action second wind."  In general though, whenever you see a feat which improves second wind, you should ask yourself  "Is this feat made for dwarves?"  Usually, it is, even without the dwarf requirement.  Feats like Shielded Resurgence, Defensive Bluff, Devil's Favor, Turtle's Shell, Defensive Resilience, Redoubled Efforts, etc, are all better for dwarves.  You can be pretty sure when they include Con or Wis in the requirements or effect, too.

Made some upgrades based on the feedback provided. I also added some new equipment and feat chocies, and sample builds will be up shortly. I am experimenting with a somewhat odd format where I mix the feat information in with the guide proper, is this confusing? Lets hear it for your tax dollars letting me do this at work.
Very informative.  Question: Why is the Seeker allegedly disliked by the CharOp community?

It can't be any worse than Assassin, can it?

I played my level 8 wilden bloodbond seeker in a big battle for the first time last night. Elemental Spirits seems to be the go-to power, especially for minion cleanup.  I found myself in a seperate corner, just using that for most of the encounter and just one time using flickering arrow (which gave 6 radius squares of -2).  Not a bad experience, though, oddly, not entirely 'satisfying' either.  We'll see how it goes. It's not a bad class from what I can see so far.

Any chance of some serious builds? I'm sure there are some cookie cutter Seeker/Ranger builds out there...

Again, great guide!
"Your knowledge of scientific biological transmogrification is only outmatched by your zest for kung-fu treachery! " "The Medusan Lords' Gambit" - Discord - Level 15 Iron Soul Monk
Fun, odd option for the RBA seeker. MC Avenger and take Distant Vengeance. Two RBAs per encounter can benefit from double-roll hotness. Combined with Eagle Eye Goggles, you can almost assure two attacks hit. It's a bit expensive, but it's a humorous option at worst.
Added a couple of sample builds, for a given value of added sample builds. One is a very control oriented Net using Spiritbond that plays like a fisherman with range, while the other is a highly striker focused Bloodbond/Ranger/Darkstrider.
I've had some issues with WOTC that led to me cancelling DDI, so I dont have the character builder, but here are the builds ive been tinkering with (If anybody can get them into CB that would be great)

I'll give the Bloodbond one a shot, but bear in mind that the April update to CB isnt out until Tuesday so I'll try it then.

Heck, in the builder, Biting Swarm is still called Stinging Swarm (I wonder why they changed it?).

Anyhoo, I'm definitely following this guide as I am trying to optimize my lil wilden crossbower!

for Heroic tier feats, what do you think about Speedloader? 

"Your knowledge of scientific biological transmogrification is only outmatched by your zest for kung-fu treachery! " "The Medusan Lords' Gambit" - Discord - Level 15 Iron Soul Monk
Thanks for the support. As for speedloader - if you are running one of the nicer crossbows you do absolutely need to generate this effect, so its valuable in that regard. If you can beg your DM to give you a swiftshot crossbow though, that would be even better since it adds in a free minor action attack every encounter. - Out of curiousity what is the racial power you use with that wilden?
I too have been playing with the seeker/ranger/darkstrider, but I'm using a Drow with a Hand Crossbow

I'm using Drow as my race for the following reasons.
  • Ruthless hunter (feat) - hand xbow becomes 1d8 high crit

  • Knife in the dark (feat) - +4/5/6 damage to targets in your cloud of darkness

  • Darkhunter (feat, paragon) - When you use the cloud of darkness racial power, each enemy within the cloud is designated as your quarry until it is no longer within the cloud. These quarries don’t count toward the normal limit of one quarry, and any other creature designated as your quarry remains so. You can deal Hunter’s Quarry damage against each quarry that you hit in the cloud.

As well as
  • Draw first blood (feat) - Your basic attacks against undamaged enemies deal extra damage equal to your Wisdom modifier

So far i'm liking it alot...
Very informative.  Question: Why is the Seeker allegedly disliked by the CharOp community?

It can't be any worse than Assassin, can it?

No, but the alleged dislike stems from perhaps the most underwhelming epic power selection in the game. The heroic and (mostly) paragon evocations are perfectly fine, but the epic powers usually lack one or more in the damage, area, or effect categories.
Very informative.  Question: Why is the Seeker allegedly disliked by the CharOp community?

It can't be any worse than Assassin, can it?

No, but the alleged dislike stems from perhaps the most underwhelming epic power selection in the game. The heroic and (mostly) paragon evocations are perfectly fine, but the epic powers usually lack one or more in the damage, area, or effect categories.

That's a shame. They good in Heroic? That is likely the only place many would end up playing them, as I have never had a campaign even make it to Paragon.
The Smithy Knew He'd Lost His Groove When Scalding Sparks Left His Chin Too Smooth Dwarvenshave
Thanks for the support. As for speedloader - if you are running one of the nicer crossbows you do absolutely need to generate this effect, so its valuable in that regard. If you can beg your DM to give you a swiftshot crossbow though, that would be even better since it adds in a free minor action attack every encounter. - Out of curiousity what is the racial power you use with that wilden?

It feels like a feat tax, I guess.  

By the by, "swiftshot crossbow" has been changed from an encounter power to a *daily* one.

I typically keep on Pursuit of the Hunter,  but I think Voyage of the Ancients might be a decent alternative.  I have never used either, yet, though.
"Your knowledge of scientific biological transmogrification is only outmatched by your zest for kung-fu treachery! " "The Medusan Lords' Gambit" - Discord - Level 15 Iron Soul Monk

Spiritbond Defense: How often will you be using your second wind? If you are stuck in combat and bloodied you don’t have the HP to economically trade a standard action for ¼ of your health. Therefore, this feat will almost never come up unless you are built around your second wind.

Ex: Spiritbond Seeker/Wildblood Warden Hybrid.
Very informative guide!  I love that you've included everything from power and feat suggestions to build types replete with their own equipment packages, etc. etc.  I hope that is something that's followed by others in future guides as typically I "seek" - Ahem - out a class guide when I'm looking to optimize multiple areas; I.e. which equipment to use with this particular feature and which feats compliment this particular strategy.  The section on different ways one can maximize either RBA's, psychic, radiant, etc. is exactly what the doctor ordered.

Definitely makes me want to give this under-appreciated class a shot! (no pun intended) 

Spiritbond Defense: How often will you be using your second wind? If you are stuck in combat and bloodied you don’t have the HP to economically trade a standard action for ¼ of your health. Therefore, this feat will almost never come up unless you are built around your second wind.

Ex: Spiritbond Seeker/Wildblood Warden Hybrid.

I could see a Gith enjoying it a little more, since he also gets a sizeable shift with a Second Wind, but still, very situational.
The Smithy Knew He'd Lost His Groove When Scalding Sparks Left His Chin Too Smooth Dwarvenshave
I would like to make a case for Thorn Cloud Shot to be at least purple, if not black.  It does ok damage, and clears out an area of minions in a heart beat.  It doesn't move with the enemy, and so if the enemy was adjecent to an ally, it frees up the space in front (or beside) the ally to free up space.  And if for some reason the creatures stay, they will take the weapon damage + Wis x 2, and your ally can shift backwards one space to get out of the zone (maybe diagonally back, but still only 1 square).  This works even better when used in a doorway, to hurt everyone who tries to come in.  I don't think that is a bad deal, but if someone will prove me wrong, I am all ears.
Been doing some planning for when the CB gets updated in a couple fo days with PHB3 and it looks like for Spiritbond Seekers that a Hungry Greatspear is near to the best weapon they could get.

Its a +3/1d10 weapon so damage isnt shabby, but it is very accurate, especially with the +1 they get for being Spiritbond.

Its a 10/20 range heavy thrower, which is as good as it gets for thrown weapons.

It is both a spear and a polearm, so qualifies for a few handy feats - hafted defence, polearm gamble, and polearm momentum (if you MC into fighter, and you are liable to for Pit Fighter).  Given the number of push powers spiritbonds seem to have, polearm momentum would be useful to have.

It also has reach, which is just icing on the cake.
There is also MCing into Bolas for being able to automatically immobilize every time you hit.

For some really wacky stuff though, you could use windrise ports to multiclass into barbarian and whips. Then you can throw your whips at the target to impose a -2 attack. I think..
I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
There is also MCing into Bolas for being able to automatically immobilize every time you hit.

For some really wacky stuff though, you could use windrise ports to multiclass into barbarian and whips. Then you can throw your whips at the target to impose a -2 attack. I think..

That MC Bola thing looks fun... especially with Guardian Harrier out there as an option. "You're immobilized. If you don't move, take damage." I'd like to see that fleshed out a little more as a Spiritbond build (since they get the +1 to thrown weapon attacks; Dex 13 isn't hard to buy into).
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There is also MCing into Bolas for being able to automatically immobilize every time you hit.

For some really wacky stuff though, you could use windrise ports to multiclass into barbarian and whips. Then you can throw your whips at the target to impose a -2 attack. I think..

Throwing whips is up there with "Song Garrote" for Bards, though I have no idea if that's actually legal. Song Boomerang, though, certainly is. Tongue out
The Smithy Knew He'd Lost His Groove When Scalding Sparks Left His Chin Too Smooth Dwarvenshave
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