You've been overlooked until now. In the beginning, you really didn't have much seeking to do. But the universe of options in the Epic Tier of this galaxy we call Dungeons and Dragons 4th Edition has grown multifold. The call of the Eternal Seeker has amplified, but how do you know you're seeking the right path? Allow me to guide you on your voyage. And, uh, watch out for the black holes.
This guide will use the following system for ratings:
Red: Look away. A black hole that will only lead you to destruction. Purple: Situational at best. You can do better. Black: Not bad. You'll survive. Blue: Should definitely catch your eye. Sky Blue: Take it. Hold it. Love it.
This guide covers the following sources:
PHB - Player's Handbook PHB 2 - Player's Handbook 2 AV - Adventurer's Vault D XXX - Dragon Magazine, issue XXX EPG - Eberron Player's Guide FRPG - Forgotten Realms Player's Guide MOTP - Manual of the Planes MP - Martial Power AP - Arcane Power DP - Divine Power
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
What you should expect: A litany of options. The Eternal Seeker epic destiny makes use of almost literally all the Epic Tier content that has been and will be released in 4e. Other epic destinies are fixed in their features. Yours are infinitely customizable. Knowing which options are best for you at each step of the journey is important, as it will pay great dividends.
What you should NOT expect: The same exploits and abuses found in other epic destinies, often involving their capstones. If you're looking to spam encounter powers like they were at-wills, or generate and spend ridiculous amounts of action points on crits, this voyage is not for you. You can be powerful, but brokenly powerful is pretty rare among the Eternal Seekers.
Seeker of the Many Paths (21st level): This feature, in a nutshell, is free Epic Tier power-swapping. It allows you to select any encounter or daily attack power from any class when you get your new power levels. Note that this is not full-on multiclassing. In many cases, you'll need to have already selected the applicable multiclass feat to be able to actually use a power to its full purpose. Knowing which powers you can pick at what costs is crucial, and this shall be explored in detail later. Note (courtesy of Prism): The Character Builder lets you start retraining powers to any class at 21st level. This means that Paragon Tier powers are pretty important too for the first half of Epic.
Eternal Action (24th level): The only thing all Eternal Seekers have in common. It gives you an extra action in the turn after you use an action point, as well as the extra action the action point already gave you. Straightforward, and very solid feature. Certain paragon paths and items that generate action points can really take advantage of this one.
Seeker's Lore (26th level): Pick one 22nd-level utility power from any class. Unlike Seeker of Many Paths, where you have to worry about things like implement proficiencies and multiclass feats, this one's actually pretty simple: Just pick whatever fits your character the best. This will be explored later.
Seeking Destiny (30th level): Your capstone is the 24th-level feature of any other epic destiny you qualify for. This one also requires great care; just because the feature may be good for the destiny you cherry-picked doesn't necessarily mean it's good for you.
Navigating the Many Paths
As per your 21st-level feature, your choice of Epic Tier powers will come down to three things: 1) Your main attack stat, or stats 2) Whether you use a weapon or implement (or both), and 3) If you use an implement, do you have any other classes (via multiclassing) that can use it?
If you use a weapon, you pretty much have free rein over any weapon-keyword power, regardless of class, that matches your attack stat. Simple enough there. The only time it gets any more complicated than that is if you use powers that require a specific type of weapon, such as Rogue powers. But even then, just make sure you're using that type of weapon and you'll be fine.
If you use an implement, it gets tricky. You have to not only be proficient in the implement itself, you have to have the appropriate class to be able to use its benefits for that particular class' powers. Example: Although a WIS-Cleric and an Avenger both use holy symbols, a WIS-Cleric will not get the benefits of his holy symbol with Avenger powers (such as properties and enchancement bonus) unless he took an Avenger multiclass feat that lets him use a holy symbol for those powers.
A few ways to work around the implement/class roadblock:Show
Arcane Implement Proficiency (AP): If you're in any capacity (primary or multiclassed) an arcane class, pick this feat up and you can use the implement with all arcane powers.
Star of Corellon (AV): You must worship Corellon and be, in some capacity (primary or multiclassed), an Avenger, Cleric or Paladin to use it. This holy symbol can be used for any arcane power. Example: A Bard could multiclass to Paladin, then use this symbol with all Paladin implement powers, all his Bard powers, and any Sorcerer and Warlock powers he might want to pick up later.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
The Paths Illuminated: Paragon and Epic Tier Powers of Note
Paragon Tier powers are listed here as well since the Character Builder allows you to start retraining powers into other classes' from 21st level on. Some of these may tide you over until the later Epic levels. Since this guide can't list all the powers, most of the powers listed are ones that were worth a mention, so most will be blue or sky blue. Traps will be noted. The powers will be judged on universal appeal, not just the appeal to its native class, so some powers may be rated higher or lower than you'd expect, or not be mentioned at all. Powers will be categorized by attack stat, and whether it uses a weapon or a class' implement.
Storm of Blades (Bbn, PHB2): This power has been recently capped at three attacks flat. And just like before, once you miss with this power, that's it. Still, the potential to hit an enemy three times with a single standard is what it is: a way to kill a standard enemy fast. If you're willing to wait for proper setup every encounter (say, the ability to hit on a 2 or 3), it can still be devastating.
Anvil of Doom (Ftr, PHB): Stuns with a hammer or mace. Not the greatest damage, but it'll tide you over nicely if you're looking for a status-effect power early on.
Chains of Sorrow (Ftr, PHB): Great power-play setup against all defenses if you have a good DEX and a flail.
Armor Splinter (Rgr, PHB): Perfect for dual-wielders with a good WIS looking to set up gross power plays against AC.
Off-Hand Diversion (Rgr, MP): Minor-action attack for dual-wielders, which is grand in itself, and it also sets up combat advantage.
Indomitable Spirit (Clr, PHB): Surge-value-and-independent mass healing regardless of hit or miss.
Strike of the Watchful Guard (Ftr, PHB): Even better in the hands of an off-Defender (or even a Barbarian) than a primary defender Fighter. Can force a devastating squeeze play with a primary Defender.
Storm Drake Rage (Bbn, PHB2): Reward enemies for hitting you in melee by knocking them down. Nice. A Defender can really force the issue with this.
Cruel Cage of Steel (Rgr, PHB): Lots of damage and potentially a cocktail of status effects. For dual-wielders.
Smite the Soul (Pal, DP): Save-ends stun with a dazing aftereffect.
Hurricane of Blades (Bbn, PHB2): Even after errata, four guaranteed attacks is still the most damaging encounter power you'll ever see. It's still more damaging than even most dailies, as well. When it's absolutely, positively gotta die, accept no substitute.
Stunning Smite (Pal, PHB): Can potentially stun everyone around you. And attacks Will to do it. If you're looking for a strong melee control element, this is it.
Death Rend (Rgr, PHB): For dual-wielders, a great combination of high single-target damage and the chance of a stun.
Warlord's Doom (Wld, PHB): For when you absolutely have to extend that nice save-ends status effect for an extra turn.
Rage of the Primal Beast (Bbn, PHB2): AKA you don't miss in this fight.
World Serpent Rage (Bbn, PHB2): All Defenders drool over this one. Fighters even more so, since they can double-punish a shift with their CC and the free-action attack off the same trigger. And if the enemy doesn't want to get away, they eat more damage from your attacks. This one creates one hell of a lose-lose situation.
Hurl through Hell (PHB): Remove a particularly troublesome enemy from the fight for four rounds, and after that they're stunned. Very nice. Attacks Will, too.
Pinning Strike (Rgr, PHB): While it can be used in melee as a STR-based dual-wielding attack, it shines a lot brighter in its ranged-attack form. Can attack the same foe twice, and it immobilizes.
Confounding Arrows (Rgr, PHB): Ranged attack. Big damage and a good chance to stun.
Garrote Grip (Rog, PHB): With some backup in the form of stunning powers or unconscious effects, this melee attack can end an enemy easily. If the enemy is weak in Athletics or Acrobatics, you won't even need the backup.
Arrow of Vengeance (Rgr, PHB): Off-action ranged attack when an enemy attacks your ally. Will be used often.
Dragon Tail Strike (Rog, PHB): Can be done melee or ranged and is a good way to discourage retaliation for hitting with it, lest it do even more damage.
Pounding Barrage (Rgr, MP): Three ranged attacks on the same enemy. Does sick damage and can immobilize.
Manticore's Volley (Rgr, PHB): Another three-shot against one enemy. Can't really have enough of these.
Steel Entrapment (Rog, PHB): Mass immobilization. Awesome.
Crack Shot (Rog, MP): Doesn't freeze the army Steel Entrapment does, but the range is greater and area burst 1, knock prone ain't bad. For some this might be a fair tradeoff.
Hail of Arrows (Rgr, PHB): The overall usefulness of this power is situational, but no one can say it's not good for minion control.
Lightning Shot (Rgr, PHB): Off-action ranged attack that piles on the damage to an enemy in response to an ally doing damage. Very solid.
Perfect Strike (Rog, PHB): Solid damage and potential to stun. As long as you can beat AC and Fortitude, in most cases the rest will fall into place. Can be done melee or ranged.
Five-Missile Dance (Rgr, MP): Ouchie. That's what an enemy will say after getting mercilessly peppered by this series of ranged attacks. If he's alive to say it.
Cagey Killer (Rog, MP): Save-end stun with a save-end daze as an aftereffect. Very cold. Can be done melee or ranged, but melee-ers are more likely to take it.
Deathweaving Strike (Rog, MP): Ridiculous damage potential for melee if you happen to have a high CHA. It's Reliable, too, and it pops Reflex.
Sight-Stealing Shot (Rog, MP): If you're looking for status-effect lockdown with a ranged weapon, this is it. Blinding and dazing together are almost as good as Cagey Killer's stunning, and it attacks Reflex to pull ahead of Cagey Killer as a ranged attack.
Hell's Own Blade (Sdm, FRPG): One of the Swordmage's few multi-attack, focus-fire powers. Piles the damage on one target and blasts a few of his buddies as collateral.
Planar Shock (Sdm, AP): Remove an enemy from the fight for a while or instantly put him in a position where he's gonna get slaughtered for free. Very nice.
Thunder Riposte (Sdm, FRPG): Whoa. Where to begin? It's an immediate reaction, it's a close blast 3, and it knocks all enemies in the blast prone and dazes, which unless the targets can teleport is tantamount to a stun. Godly even without the Aegis of Shielding benefit.
Lightning Bolt Charge (Sdm, AP): Multi-attack (and yes, it can attack the same enemy) with a teleport in between. Very nice.
Prismatic Beams (PHB): This is capable of some pretty nice damage, as well as dazing. It's also a close burst 5, so the area is huge and it won't provoke an OA in melee.
Maze (PHB): With a good Will defense (high WIS or CHA and a couple feats helps), you'll keep a particularly bothersome enemy out of the fight for at least a couple rounds.
Prismatic Spray (PHB): The Prismatic line of spells is great in general. This one in particular is good for more than just Wizards. Close burst 5, so great area and no provoking OAs, and capable of both great damage and stunning.
Lost in the Mists (AP): Dominates. With a good CHA modifier you turn your puppet into a greater liability to his cronies. Only weakness is the Charm keyword.
Steal Time (AP): The target's stunned, and you took his standard action to boot. Wreak further havoc with it. Best of all, this has no Charm or Illusion keyword, so immunity won't help there.
Scatter to the Astral Winds (PHB2): This one's actually really good. Even without the Censure feature, teleporting all nearby enemies 5 squares is a great way to rearrange a battlefield, something anyone regardless of role could make use of.
Seal of the Heretic (PHB2): Even without the Covenant benefit, putting down a -5 to even one saving throw is valuable. Targets Will and can affect up to three targets.
Deific Vengeance (PHB): An immediate reaction with fantastic range against someone who attacks you. Does solid damage, attacks Fortitude at +2 bonus and weakens. Extremely helpful for a lot of classes, even moreso than it is for Paladins.
Instruction in Darkness (AP): Remove an enemy from the fight until they save, then it and every enemy closeby gets save-ends blinded. Nice. Even if it misses, the target at least gets blinded.
Horrifying Truth (AP): Good-sized AoE blast that save-ends dazes enemies ... until your friends hit them and they get save-ends stunned instead. The beginning daze happens regardless of hit or miss.
Spellbind (PHB2): Save-ends domination with a damaging and dazing aftereffect.
Dragon Tail Meditation (PHB2): Immediate reaction when you get flanked. Good just for that, even without the Dragon Magic perk.
Poisonous Evasion (PHB2): Immediate reaction AoE when someone misses you with an attack. Pretty good. Be aware poison is the most common resistance, though.
Entropic Whirlwind (PHB2): Great battlefield rearrangement potential, especially if you have the DEX. Even if not, the effect that can teleport one nearby creature (enemy or ally) every round is great.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
Adroit Explorer (Human) (PHB2): The 16th-level feature Champion of Humanity starts your days off with 2 action points, instead of 1.
Battlefield Archer (Ranger) (PHB): Only Rangers themselves can access this because the Archery style is required. Their utility, Archer's Glory, gives them an action point when they kill something that they spend before the end of their next turn.
Solitaire (Violet) (AV): Once per day, gain an action point on a crit, which you must spend before the end of your next turn. Use of it does not count against the normal once-per-encounter limit.
Blessing of Mielikki (Harper of Legend) (D 367): Start the day with 2 action points instead of 1, and for every enemy that spends an action point in an encounter, you get to spend an additional action point beyond the one-per limit.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
Searching for Long-Forgotten Lore: Seeker's Lore Powers
Not all the 22nd-level powers will be listed. Mostly just the good ones, great ones, and the black holes. Again, these are rated based on universal appeal, so some might be better or worse than you expect, or not be mentioned at all.
Bag of the Four Winds (EPG): Eat your heart out, Taclord and Paladin. If you have a high Wisdom, this mass-sliding of you and allies in the close burst 5 is a fantastic battlefield-rearrangement power, and you can do it every encounter.
Twin Step (PHB2): Per-encounter teleport 8 squares as a move action, then teleport another 8 at the end of the turn. The ultimate for Strikers who want to get in and get out, and/or have total control over their positioning.
Climactic Chord (AP): A fantastic daily to use when your party is in position to tee off on an enemy, especially an elite or solo. With a high Charisma, the beatdown is close to guaranteed.
Elegy Unwritten (PHB2): Arguably the best class-related resurrection spell in the game. This one is a close burst 5 immediate interrupt. Yes, an off-action resurrection with a surges' worth of surgeless healing.
Invisible Troupe (PHB2): Per-encounter close burst 3 mass-invisibility for you and allies. Great.
Note of Aggression (AP): Per-encounter minor-action granting of a free melee basic attack or a charge to either yourself or an ally. The results won't ever be as spectacular as Climactic Chord, but for per-encounter consistency you can't go wrong here.
Clarion Call of the Astral Sea (PHB): The ultimate heal-and-rescue spell. Lets an ally (or you) heal up completely with no surges spent, watch the battle in complete safety, and then return them to action right on schedule for their next turn.
Heal (DP): Trap. Garbage. Don't ever, ever, ever look at this one over Clarion Call of the Astral Sea, or anything else for that matter.
Mass Cure Serious Wounds (DP): It's a daily and a standard action, but it's surgeless healing for the whole party: two surges' worth of it for everyone.
Ramparts of Light (DP): When someone simply needs protecting. You or an ally every encounter resists 25 damage for a round.
Revive(DP): Resurrection spell with surge-less healing up to bloodied value. Standard action and touch range. You hope you never have to use it, but it's there when stuff happens.
Unyielding (MP): A very efficient immediate reaction self-heal as long as you remember to only use it when you're very near the brink. When used then, you essentially get two free surges' worth of healing on top of the two you spent. Dragonborn get a little extra perk with this one.
Failure is No Option (DP): A battlefield-changer that uses Charisma to determine the movement, and it also comes with some decent free healing for your allies, also based on your Charisma. It's a daily, but if your Wisdom isn't high enough to use the Artificer's Bag of the Four Winds to its fullest, this is still worthy.
Forest Ghost (PHB): Cover or concealment gives you invisibility when it's not your turn. And unlike the Swordmage's Oni's Gift, you don't need to sustain this daily; it lasts the whole encounter.
Bounty of Life (PHB2): Per-day regeneration for potentially the whole party, more when bloodied. Solid.
Call the Dead (PHB2): Close burst 5 resurrection spell, so it has good range for that purpose (in comparison, the Cleric has to be next to his target). Unlike the Bard's or Cleric's resurrections, this one uses up a healing surge. This one can also raise all dead allies in the burst, although how often you're going to have more than one ally dead is the question. Solid enough, though.
Spirit of the World Healer (PHB2): A minor-action full heal spell with a great range (10 squares). Another one that makes the Cleric's Heal look like the fraud it is.
Oni's Gift (AP): Invisibility until you attack each round. You must sustain this daily with minor actions, but it's useful in any fight, not just ones where cover or concealment are factors.
Own the Battlefield (PHB): The Artificer's Bag of the Four Winds has stolen this one's thunder, but if you have a high Intelligence, rather than a high Wisdom, you should still consider this battlefield-rearrangement daily.
Quickening Order (MP): Anyone with a high Intelligence can take this to make the whole party lay waste to the enemy before they can do anything about it.
Rush of Battle (MP): Even without the Resourceful Presence benefit, simply granting the party a round of minor-action basic attacks is great.
Mass Fly (PHB): The best long-term flight utility. Grants you and the whole party minor-sustainable flight. The fly speed is 8, faster than most characters' base speed.
Time Stop (PHB): If you have a lot of non-attacking standard action powers, this will help you a lot. It's also really good if you have Leader powers that grant attacks to allies, since you're technically not attacking yourself with the standard action in those cases.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
Trickster's Control (Deadly Trickster) (PHB): You get the best part of this destiny, a 15% chance to prevent an encounter or daily power from being expended when you use it. Good for you. Requires DEX 21 or CHA 21 and training in Acrobatics, Bluff, Stealth or Trickery.
Divine Recovery (Demigod/Chosen) (PHB): You get the least appealing part of this controversial destiny. Pretty low-end as far as the near-death recovery features go.
Return from the Shadowfell (Darklord) (D 372): Decent death-recovery.
Traveler's Tricks (Keybearer) (D 372): Weak.
Astral Critical (Planeshaper) (D 372): A crit can remove the enemy from the battle for a round. Not bad, actually.
Hellfire Master (Prince of Hell) (D 372): Ignore fire resistance and add the fire keyword to an encounter power. You can do better.
Devourer of Fate (Punisher of the Gods) (D 372): Irrelevant to you.
Thunder and Lightning (Storm Sovereign) (D 372): Probably the best part of this destiny. A decent death-triggered feature.
Winter's Bite (Winter Sovereign) (D 372): Weak.
Master of Ill Fortune (Harbinger of Doom) (PHB2): An underwhelming part of an underwhelming destiny.
Lorekeeper's Cunning (Lorekeeper) (PHB2): If you're into rituals, this one's not bad. Requires INT 21 or WIS 21 and training in two knowledge skills.
Sustained by Magic (Elf High Mage) (D 367): Horrible. Just horrible.
Blessing of Mielikki (Harper of Legend) (D 367): Described in the "For Every Action" section above, this one is awesome for letting you break the one-per-encounter limit on action point usage, letting you take greater advantage of Eternal Action.
This is Not My Fate (Mythic Sovereign) (D 367): Another near-death recovery. Quite a bit better than the Demigod's/Chosen's, actually.
Burden of Leadership (Dispossessed Champion) (EPG): Basically a Lay on Hands-type ability that happens whenever an ally gets bloodied. Not bad if you're a Defender class.
Memory of Cyre (Mourning Savior) (EPG): Impose a save-ends -2 penalty on enemies' attack rolls and defenses on action point use, as long as they're not constructs or undead. Fair.
Argent Vessel (Sublime Flame) (EPG): Decent near-death recovery for divine classes who worship the Silver Flame.
Mastery over Death (Archlich) (AP): Not one of the better death-triggered features.
Returning Spell (Archspell) (AP): Irrelevant to you.
Eternal King on an Eternal Throne (Feyliege) (AP): Another death-triggered feature that's not too impressive.
Spirit of Energy (Immanence) (AP): Near-death recovery, and one of the better ones of that type. Insubstantial and phasing for the rest of the encounter, and you also deliver some solid free damage to adjacent enemies when you use this.
Balanced Sum (Lord of Fate) (AP): The errata has made this near-death recovery feature very not-capstone worthy. Probably not a bad thing, as it used to be arguably broken.
Return of the Magister (Magister) (AP): This near-death recovery is pretty weak.
Keeper's Prescience (Sage of Ages) (AP): Roll a d20 at the start of all your turns, which you may use to replace an upcoming d20 roll (attack, save or skill check). This one is very impressive.
Manifest the Divine (Revered One) (PHB2): Easily the best part of this destiny. Makes all your Divinity powers separate encounter powers, and you can pick any Divinity feat regardless of domain or deity. If you were a serious Divinity user, you probably had the Glorious Channeler feat before Lv. 30; retrain that one out for a new Divinity feat you may want.
Deadly Revival (Avatar of Death) (DP): Not impressive at all. Requires Death Knell.
Liberating Revival (Avatar of Freedom) (DP): Also not impressive. The ally benefits are rather situational. Path of Freedom required.
Hopeful Revival (Avatar of Hope) (DP): This one's actually pretty decent. 20 temp HPs are always welcome, at least. Hope Remains required.
Just Revival (Avatar of Justice) (DP): Would be decent, but requires a rather unimpressive divinity feat in Immediate Justice.
Vital Revival (Avatar of Life) (DP): Healing surge triggers for all allies in range. Decent. Pulse of Life required.
Thundering Revival (Avatar of Storm) (DP): If you don't have a high CON, don't bother. Probably the least impressive part of this destiny anyway. Requires Storm Sacrifice.
Invoker of War (Avatar of War) (DP): Sorry, a damage bonus just for the qualifying Divinity feat is not a proper capstone.
Reborn in Light (Exalted Angel) (DP): Save-ends blinding is good by itself, but NOT when you're removed from the fight for the rest of the encounter.
Sanctified Touch (Saint) (DP): A Cleric or Paladin could get some use out of this, even if it's slightly underwhelming for a capstone.
Unbreakable Skin (Adamantine Soldier) (MP): Must be a Fighter or a Warlord. CON-mod damage resistance while in heavy armor is simply awesome if you do wear that type of armor.
Dark Road (Dark Wanderer) (MP): Must be a Ranger or Rogue. An excellent adventuring benefit for the party.
Reliable Warrior (Martial Archetype) (MP): Depending on your arsenal, you might find this useful.
Fate's Clarity (Fatesinger) (PHB2): The best part of this destiny. The Majestic Word target rolling twice on all attacks is extremely powerful if he/she is in position to nova. Only a real Bard will make use of this one, though.
Godlike Stature (Eternal Defender) (MP): The best part of this solid destiny. Have fun with oversized weapons and greater melee reach.
Undying Stamina (Undying Warrior) (MP): Meh. By this point, extra surges per milestone are diminishing returns, unless perhaps you were a Paladin with Lay on Hands who multiclassed Fighter. The least important part of this destiny, for sure.
Sword's Vengeance (Arcane Sword) (AP): Flavorful, and actually one of the better death-triggered features. Since you're already dead, the enemy can't keep targeting you, and your sword can't be targeted with attacks, allowing you to attack without fear of dying again. And if your body is around at the end of the fight, you live again.
Legendary Tactical Action (Legendary General) (MP): Pooling the party's action points and breaching the normal action point use limitations is pretty powerful.
Shock and Awe (Warmaster) (MP): This one's incredible for you. With this, your action points now give the party a total of 3 extra actions (your regular extra action, your Eternal Action, and the action this feature grants your ally). Now that is some awesome synergy.
Never Really There (Parable) (AP): If you could do without Evasion and Mettle, you can easily do without this.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.
Excellent idea. Although I'm sure the main focus will be on higher level powers, the CB lets you start retraining to any class at 21st level, which I wasn't sure about before. This means that late paragon powers are pretty important too for the first half of epic.
Are you going to group by primary attack stat or class (or something else)?