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Flag olfactatron October 7, 2009 9:24 AM PDT

Primal Artillery Barrage:  A Guide to Seekers


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


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


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

Special Thanks


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

Flag olfactatron October 7, 2009 9:25 AM PDT

 


Getting Started: Overview, Ability Scores, and Races


Baseline Mechanics

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

Features

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


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



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

Races


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

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


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


 

Flag olfactatron October 7, 2009 10:53 AM PDT

Archetypes, Hybridization, and Multiclassing


Archetypes

1. Ranged Basic Attack Monster


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

Races: Elf, Githzerai, Razorclaw Shifter, Bladeling


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


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


Notable Hybrid Options


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

Flag olfactatron October 7, 2009 10:53 AM PDT

Heroic-Tier Powers


Level 1, At-Will


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

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

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


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


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


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


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


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


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


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

Flag olfactatron October 7, 2009 10:58 AM PDT

Paragon-Tier Powers


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


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


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


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


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


 

Flag olfactatron October 7, 2009 10:58 AM PDT

Epic-Tier Powers


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


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


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


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


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


 

Flag olfactatron October 7, 2009 11:04 AM PDT

Paragon Paths and Epic Destinies


Native Paths


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


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


Ranger Paths


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


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


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


Avenger Paths to do.


Cleric Paths to do.
Divine Oracle
Seldarine Dedicate


Fighter Paths to do.
Pit Fighter


Rogue Paths to do.
Cloaked Sniper
Shadow Assassin


Racial Classes
Drow: Curseborn

Flag olfactatron October 7, 2009 11:05 AM PDT

Feats


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


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


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


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


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


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


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


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


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


Razor Claw Shifter
See above. 

Flag olfactatron October 7, 2009 11:18 AM PDT

Items


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


Armor
Great Cat Hide - Allows a Bloodbond Seeker to shift 2 as a minor action.  If you started out proficient in Hide, this would be blue


Arm Slot
Bracers of the Perfect Shot - Piling on the static damage.
Bracers of Archery - As above but with an abilty to ignore cover for one shot.


Feet Slot
Boots of the Fencing Master - No surprises here.  But for Bloodbond Seekers, this is effectively a light shield.


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


Head Slot
Eagle Eye Goggles - You probably won't take these off except to replace them at each tier.


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


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


 

Flag olfactatron October 7, 2009 11:18 AM PDT

saving

Flag Ytterbium_Dragon October 7, 2009 12:25 PM PDT

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

Flag Awesomologist October 7, 2009 1:05 PM PDT

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


Looking forward to seeing the rest of the guide.

Flag Philip October 7, 2009 5:11 PM PDT

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

Flag GordonPasha October 7, 2009 5:23 PM PDT

Oct 7, 2009 -- 5:11PM, Philip wrote:


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




 


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


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


JMHO


 


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

Flag Ytterbium_Dragon October 7, 2009 5:37 PM PDT

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


 


ArcaneArcher.jpg

Flag Kaerius October 7, 2009 8:22 PM PDT

Oct 7, 2009 -- 5:11PM, Philip wrote:


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




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


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

Flag tsuyoshikentsu October 7, 2009 9:18 PM PDT

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

Flag tiornys October 7, 2009 9:44 PM PDT

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


t~

Flag tilobin October 8, 2009 6:04 AM PDT

Oct 7, 2009 -- 9:18PM, tsuyoshikentsu wrote:

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



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

Flag Awesomologist October 8, 2009 8:20 AM PDT

Oct 7, 2009 -- 9:18PM, tsuyoshikentsu wrote:


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




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

Flag Kigvan October 8, 2009 9:51 AM PDT

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

Flag SanityFaerie October 8, 2009 12:36 PM PDT

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

Flag olfactatron October 8, 2009 1:02 PM PDT

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

Flag Ytterbium_Dragon October 9, 2009 10:37 AM PDT

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

Flag RgAgsThMch October 9, 2009 11:28 AM PDT

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


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

Flag stmunks October 9, 2009 12:45 PM PDT

Oct 8, 2009 -- 1:02PM, olfactatron wrote:


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




This.


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

Flag olfactatron October 9, 2009 1:07 PM PDT

Oct 9, 2009 -- 12:45PM, stmunks wrote:


Oct 8, 2009 -- 1:02PM, olfactatron wrote:


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




This.


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




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

Flag olfactatron October 9, 2009 1:19 PM PDT

Oct 9, 2009 -- 10:37AM, Ytterbium_Dragon wrote:


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




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

Flag SanityFaerie October 9, 2009 1:21 PM PDT

Oct 9, 2009 -- 12:45PM, stmunks wrote:


This.


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




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

Flag Mommy_was_an_Orc October 9, 2009 2:33 PM PDT

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


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


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

Flag olfactatron October 9, 2009 3:23 PM PDT

Oct 9, 2009 -- 2:33PM, Mommy_was_an_Orc wrote:


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


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


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




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


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

Flag Grizley October 9, 2009 3:32 PM PDT

Oct 9, 2009 -- 1:19PM, olfactatron wrote:


Oct 9, 2009 -- 10:37AM, Ytterbium_Dragon wrote:


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




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




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

Flag Mommy_was_an_Orc October 9, 2009 4:09 PM PDT

Oct 9, 2009 -- 3:23PM, olfactatron wrote:

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


Thanks for the idea.


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




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

Flag Mommy_was_an_Orc October 10, 2009 6:39 AM PDT

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


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


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


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

Flag Daega October 10, 2009 7:58 AM PDT

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

Flag Sithobi1 October 10, 2009 8:35 AM PDT

Oct 10, 2009 -- 7:58AM, Daega wrote:


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



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

Flag Daega October 10, 2009 9:37 AM PDT

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


 

Flag tilobin October 10, 2009 10:02 AM PDT

Oct 10, 2009 -- 9:37AM, Daega wrote:

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



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


 

Flag Mommy_was_an_Orc October 10, 2009 10:27 AM PDT

Oct 10, 2009 -- 9:37AM, Daega wrote:


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



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


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


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


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

Flag Ebron October 10, 2009 10:56 AM PDT

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


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

Flag olfactatron October 13, 2009 2:31 PM PDT


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


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




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

Flag Daega October 13, 2009 3:00 PM PDT

Oct 10, 2009 -- 10:27AM, Mommy_was_an_Orc wrote:


Oct 10, 2009 -- 9:37AM, Daega wrote:


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



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


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


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


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




 


I certainly mispoked on using it twice in one round, but your numbers are still off...first off you have an extra hit on number 2, then you have to figure if to hit's are so bad you've missed 40% of your initial shots your gonna miss 40% of those last 8 shots.  Suddenly your looking at 8 hits spread out among 5 creatures.  I'll take the original rain of blows over that anytime.  It would be more like comparing it to using Come and Get it, then action point and another close burst 1.  Once again I'd take the fighter powers, I wouldn't be forced to be a certain race, or waste a feat, and I could optimize my to hit.


Your also counting on missing when as a controller you usually want your hit to be as high as possible to count on status effects.


Don't get me wrong, I think Inevitable Shot is great but I hate to optimize anything where I'm counting on missing, and I especially hate to think of blowing an alpha strike with any buffs from the party leaders or that much damage pretty much applied randomly.

Flag Soyim October 13, 2009 3:17 PM PDT

For the Invoker Combo a "Weapon of Evil Undone" will allow you to fire off the Divine Bolts and Hand of Radiance through the Bow. The passive Deva Specific ability wont help you at all- but the Daily Power is actually excellent for a controller. 


Just realized that it only works with Holy Symbols: which Invokers can't use. 


I'm currently working on combining a Half Elf Precog Bard with the Seeker Abilities and a Ranger Multiclass: it has a nice variety of defensive control tricks including movement, healing, debuffing, and excellent ranged damage.

Flag Mommy_was_an_Orc October 13, 2009 3:49 PM PDT

Oct 13, 2009 -- 3:00PM, Daega wrote:


Oct 10, 2009 -- 10:27AM, Mommy_was_an_Orc wrote:


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


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


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


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




 


I certainly mispoked on using it twice in one round, but your numbers are still off...first off you have an extra hit on number 2, then you have to figure if to hit's are so bad you've missed 40% of your initial shots your gonna miss 40% of those last 8 shots.  Suddenly your looking at 8 hits spread out among 5 creatures.  I'll take the original rain of blows over that anytime.  It would be more like comparing it to using Come and Get it, then action point and another close burst 1.  Once again I'd take the fighter powers, I wouldn't be forced to be a certain race, or waste a feat, and I could optimize my to hit.



There's no extra hit on #2. You have 2 shots on #2. I list them both because there's really no guarantee that #2 is actually the person missed. I'm showing what happens as long as there's one miss. #2 is the person missed for example purposes.


And that's the point - you have 4 shots aimed at #1 and 3 shots aimed at #3 and the only thing stopping this from happening is that you hit too much. You fire 3 shots and even the guy with an 80% hit chance is going to miss once 50% of the time with Hand of Radiance, so you can still more than optimize towards hitting. This is also in the context that one of the reasons that I'm firing more shots at 1 and 3 is that they're the people in theory that were hit with Hand of Radiance. In some ways, it is along the lines of Rain of Blows for 1 and 3 where you're assured of getting a hit on the 1st swing(in terms of averages)

Flag Daega October 13, 2009 6:50 PM PDT

Ah, I misread how your calculating it but I think your pretty much proving my point.  Why would you want to invest in Divine Bolts Dilettante + Versatile Mastery + Acolyte of Divine Secrets + Power of Skill feat for an alpha strike that's pretty much totally random, so much so that half the time it doesn't even happen.


With 5 strikes at 80% to hit 32% of the time you don't get any inevitable shots at all.  32% of the time your gonna miss with one of the first 3, but not either of the second, and the remaining 36% of the time your gonna miss with at least one of each.


If you pump your hit more you get fewer inevitable shots, and if you have a lower to hit the damage is so random it's not really useful unless you have a party specializing in aoe damage or something along those lines.  It's a neat gimmic, and it might even be fun to play, but I wouldnt' call it optimal in the least.  Personally when I blow an action point I want to be fairly certain of what's gonna happen, and usually if I'm I striker I want that to be at least one target dies, not 5 guys take some damage.  If I'm a controller then I want to shut down someone(s).


To top it all off your gonna have to invest in a staff  and damage sources to it, which for the most part will do no good with your ranged weapon, or all those shots are gonna do pretty much meaningless damage anyways.

Flag Undead_Kennedy October 13, 2009 6:53 PM PDT

Okay so there seems to be a concensus that Bolt Shard Crossbow's power let's you use the same encounter or daily RBA against each target. I am not reading it this way. The power does let you make a RBA against each target but it does not give you the ability to re-use your powers. Each attack you make is independant of one another.


Basically is you fired at three targets you could choose to use Encounter Power A against Target 1, then use Encounter Power 2 against Target 2, then Daily Power A against Target 3. Between each attack you use your expendable power therefore leaving it unavailable for the next.


This is at least how I am reading it. If I am missing something let me know. That being said it is still an excellent weapon, but probably a blue, not a sky blue.


(Sorry if this has already been discussed. I got lazy and didn't want to skim all five pages)

Flag olfactatron October 14, 2009 9:17 AM PDT

Oct 13, 2009 -- 6:53PM, Undead_Kennedy wrote:


Okay so there seems to be a concensus that Bolt Shard Crossbow's power let's you use the same encounter or daily RBA against each target. I am not reading it this way. The power does let you make a RBA against each target but it does not give you the ability to re-use your powers. Each attack you make is independant of one another.


Basically is you fired at three targets you could choose to use Encounter Power A against Target 1, then use Encounter Power 2 against Target 2, then Daily Power A against Target 3. Between each attack you use your expendable power therefore leaving it unavailable for the next.


This is at least how I am reading it. If I am missing something let me know. That being said it is still an excellent weapon, but probably a blue, not a sky blue.


(Sorry if this has already been discussed. I got lazy and didn't want to skim all five pages)




Oh, yeah, that's probably more correct.  I was reading it as it converts an RBA into a blast.  Which is effectively the same thing as making a RBA against everything in blast X until you're capable of using up those attacks.   I think you're right, I'll change it.

Flag olfactatron October 14, 2009 9:21 AM PDT

Oct 13, 2009 -- 6:50PM, Daega wrote:


Ah, I misread how your calculating it but I think your pretty much proving my point.  Why would you want to invest in Divine Bolts Dilettante + Versatile Mastery + Acolyte of Divine Secrets + Power of Skill feat for an alpha strike that's pretty much totally random, so much so that half the time it doesn't even happen.


With 5 strikes at 80% to hit 32% of the time you don't get any inevitable shots at all.  32% of the time your gonna miss with one of the first 3, but not either of the second, and the remaining 36% of the time your gonna miss with at least one of each.


If you pump your hit more you get fewer inevitable shots, and if you have a lower to hit the damage is so random it's not really useful unless you have a party specializing in aoe damage or something along those lines.  It's a neat gimmic, and it might even be fun to play, but I wouldnt' call it optimal in the least.  Personally when I blow an action point I want to be fairly certain of what's gonna happen, and usually if I'm I striker I want that to be at least one target dies, not 5 guys take some damage.  If I'm a controller then I want to shut down someone(s).


To top it all off your gonna have to invest in a staff  and damage sources to it, which for the most part will do no good with your ranged weapon, or all those shots are gonna do pretty much meaningless damage anyways.




This is all true, except that you aren't required to make the intial Hand of Radiance attack with your implement.  You can use your unarmed implement bonus to attack and then fire off everything else with your staff. (of ruin)
It's not optimal but it may lead to something that is.

Flag Backlash3906 October 14, 2009 9:21 AM PDT

I know they're already Sky Blue, but looking over some Githzerai feats? I'd say they're AS good as Elves.


 


Githzerai Mobility (paragon)


Benefit: You gain a bonus to all defenses against opportunity attacks equal to 1 + your Wisdom modifier.


 


Works off a key stat, STACKS with Defensive Mobility and stacks with Point Blank Bow. Delicious.

Flag Undead_Kennedy October 14, 2009 11:35 AM PDT

Oct 14, 2009 -- 9:21AM, Backlash3906 wrote:


I know they're already Sky Blue, but looking over some Githzerai feats? I'd say they're AS good as Elves.


 


Githzerai Mobility (paragon)


Benefit: You gain a bonus to all defenses against opportunity attacks equal to 1 + your Wisdom modifier.


 


Works off a key stat, STACKS with Defensive Mobility and stacks with Point Blank Bow. Delicious.




While that feat is rather sick I don't think it is necessary. The ability to shift as a minor action means you will rarely provoke. However if you happen to have a DM like mine who uses 6-10 monsters in about half of the encounters then you may see this feat come in to effect once or twice an encounter.

Flag Undead_Kennedy October 14, 2009 11:45 AM PDT

I am not sure Weapon Expertise needs to be taken so early. Really, targeting NADs with weapon attacks is almost like starting with Expertise for free. I think the feat starts looking good in Paragon. At heroic a +2 prof. bonus is like having Paragon Implement Expertise with any other controller. At Paragon it is still Epic IE +1. I guess it depends on what a Seeker's chance to hit looks like but if I had to guess it is around 70-75% even without WE in heroic.

Flag Molecule October 14, 2009 12:03 PM PDT

Oct 14, 2009 -- 11:45AM, Undead_Kennedy wrote:


I am not sure Weapon Expertise needs to be taken so early. Really, targeting NADs with weapon attacks is almost like starting with Expertise for free. I think the feat starts looking good in Paragon. At heroic a +2 prof. bonus is like having Paragon Implement Expertise with any other controller. At Paragon it is still Epic IE +1. I guess it depends on what a Seeker's chance to hit looks like but if I had to guess it is around 70-75% even without WE in heroic.





All of the Seeker at-wills and a fair number (around half) of their encounter and daily powers target AC.

Flag olfactatron October 14, 2009 3:43 PM PDT

Oct 14, 2009 -- 11:45AM, Undead_Kennedy wrote:


I am not sure Weapon Expertise needs to be taken so early. Really, targeting NADs with weapon attacks is almost like starting with Expertise for free. I think the feat starts looking good in Paragon. At heroic a +2 prof. bonus is like having Paragon Implement Expertise with any other controller. At Paragon it is still Epic IE +1. I guess it depends on what a Seeker's chance to hit looks like but if I had to guess it is around 70-75% even without WE in heroic.




I disagree.  As a controller with very few effect tags you NEED to be hitting.  And while you can try and take as many powers that target NADs as you can, at many levels you just can't.

Flag Ytterbium_Dragon October 14, 2009 9:24 PM PDT

Oct 14, 2009 -- 11:45AM, Undead_Kennedy wrote:


I am not sure Weapon Expertise needs to be taken so early. Really, targeting NADs with weapon attacks is almost like starting with Expertise for free. I think the feat starts looking good in Paragon. At heroic a +2 prof. bonus is like having Paragon Implement Expertise with any other controller. At Paragon it is still Epic IE +1. I guess it depends on what a Seeker's chance to hit looks like but if I had to guess it is around 70-75% even without WE in heroic.




There aren't diminishing returns with to-hit bonuses. The first +1 to hit is just as good as the next, and there isn't a point where you can say "Ok, my hit bonus is high enough" unless you only miss on a 1 (which is very hard to obtain). Every +1 to hit is always +5%. It's not the case that one source of +1 to hit cancels out the need for another; there's no magic quota.

Flag CelticKevin October 22, 2009 9:19 AM PDT

I pretty much exclusively play in LFR, and I have been itching to play a character wielding a bow. I just had not felt an affinity for any of the classes or builds... Until now... the Seeker has won me over. I love what this class brings to the game. It looks like a lot of fun and a very capable class.


Shifting as a minor was one of the biggest selling points for me... Very nice...


I am going play an elf, and I will start out taking greatbow weapon proficiency and at second level I will take bow weapon expertise. I like to hit, hit hard and hit far away. It will be a bonus to have some controller-feel to this character.


I also have a Reaper mini picked out (02735: Baerwyn, Elf Archer)... Now I just need to finish painting him up!


* * GIDDY! * *
Flag olfactatron October 23, 2009 3:27 PM PDT

Yeah, I'm pretty stoked on this new class as well.  I can't wait to see the rest of it.


For your character, might I recommend taking Bow expertise first, and then Great bow?
The +1 to hit is really essential for your character to do his job.   Since you don't have many effects and you can't reliably get combat advantage.

Flag Infernis November 12, 2009 2:11 AM PST
What starting stats would you go for?  Would you recommend buying the 18 in wisdom for the 20 after racial adjustments? Or would you go even with dex and wis?

Infernis
Flag olfactatron November 12, 2009 8:27 AM PST
I wouldn't recommend taking the full 18 to start.  Here's why:  An 18 can really only be justified when the class's prime stat is either Intelligence or Dexterity, because at that point the +1 to AC, Reflex, Attack and Damage will make up for feats you can't qualify for because the rest of your stats are too low.   Wizard, Swordmage, Rogue, Assassin, Archer Ranger, Monk, and so forth can afford the taking the 18 in their prime stat.  But even then, in some builds that 18 will kill it since you won't be able to take x feat without dropping stat points in it. 
Flag Ytterbium_Dragon November 12, 2009 8:32 AM PST

Nov 12, 2009 -- 8:27AM, olfactatron wrote:

I wouldn't recommend taking the full 18 to start.  Here's why:  An 18 can really only be justified when the class's prime stat is either Intelligence or Dexterity, because at that point the +1 to AC, Reflex, Attack and Damage will make up for feats you can't qualify for because the rest of your stats are too low.   Wizard, Swordmage, Rogue, Assassin, Archer Ranger, Monk, and so forth can afford the taking the 18 in their prime stat.  But even then, in some builds that 18 will kill it since you won't be able to take x feat without dropping stat points in it. 




That's not always true. Most of the time characters take 18 in their prime stat because they don't have much need for their secondary stats. If their primary stat does not contribute to AC and they can't get heavy armor, then what you say is true, but only by virtue of what I just said - they need their secondary stat.

Flag olfactatron November 12, 2009 9:46 AM PST

Nov 12, 2009 -- 8:32AM, Ytterbium_Dragon wrote:

Nov 12, 2009 -- 8:27AM, olfactatron wrote:

I wouldn't recommend taking the full 18 to start.  Here's why:  An 18 can really only be justified when the class's prime stat is either Intelligence or Dexterity, because at that point the +1 to AC, Reflex, Attack and Damage will make up for feats you can't qualify for because the rest of your stats are too low.   Wizard, Swordmage, Rogue, Assassin, Archer Ranger, Monk, and so forth can afford the taking the 18 in their prime stat.  But even then, in some builds that 18 will kill it since you won't be able to take x feat without dropping stat points in it. 




That's not always true. Most of the time characters take 18 in their prime stat because they don't have much need for their secondary stats. If their primary stat does not contribute to AC and they can't get heavy armor, then what you say is true, but only by virtue of what I just said - they need their secondary stat.




True enough.  I still can't recommend it for Seeker though, the Dexeterity bonus is too important to start at 15 or lower.

Flag Klaumbaz January 24, 2010 1:29 AM PST
I"m surprised nobody caught this, maybe i'm missing something.

Thunderburst Weapon + Resounding thunder feat + Tempest whetstone + Pick a RBA

For example:

Winter spirit is now a burst 3, immobilizes on hit, and each time you hit, do damage to all mobs within 2.

If you hit everything for example, in the 7x7 square, the center 3x3 squares would take an additional 48 lightning damage each from the overlapping fields generated on hit.

Even better: Captivating Missle, instead of immobile, now they're all dominated. even more raucous fun.

Did i miss something? It's a daily item to do it, but it's got potential for good mayhem.
Flag yargon March 8, 2010 3:55 PM PST
So anything to add to this now that we have phb3 and the errata out?
Flag Wyrd_One March 18, 2010 10:57 AM PDT
Yes, I would love to see the new build, powers, and feats added to the guide.
Flag Toxicated March 19, 2010 8:26 AM PDT
Bumping for love
Flag olfactatron March 19, 2010 8:50 AM PDT
With the Monk out, I kinda put this on the back burner, but hell, I've got half of it up already, so why not finish it up?
Flag Toxicated March 19, 2010 2:06 PM PDT
Woot you are the man.. err or women
Flag olfactatron March 19, 2010 2:07 PM PDT

Mar 19, 2010 -- 2:06PM, Toxicated wrote:

Woot you are the man.. err or women



Definitely male here.  

Flag jmcminn April 5, 2010 6:47 PM PDT
I am actually looking at this the other way around -- using a ranger with multi-class seeker to get some RBA love, and using a lot of the ranger abilities that let you spam ranged basic attacks... This actually ends up making more a controlling ranger, that can still dish out damage.  I take Revenant (effectively costs a feat to move +2 from CHA to DEX... and Revenants are cool anyway) for race, with a half-elf past life.  I play Heroic as a normal ranger for the most part.  At level 10 I take Primal Sharpshooter, and at level 11 I retrain to get Half-Elf Soul and Versitaile Master.  I take Grappling Spirits as my dilettante (now and at-will ranged basic).  I take Stinging Swarm as my Primal Sharpshooter encounter power (also a RBA).  I pick up a Rebounding Bow, Inevitable Volley (even 1/day this is cool), Ring of Fury, Eagle Eye Goggles, and Bracers of Archery.  Pick up Deft Aim at Epic, Primal Eye and Grazing Shot at Paragon, obviously Weapon Focus/Expertise/Experience for Greatbow.  Later in Epic, pick up Weapon Proficiency in a superior crossbow to hang a loaded boltshard crossbow +6 on your belt, just to pull out for a quick daily blast of RBAs.  I start with stats Str:10, Con 14, Dex 18, Int 8, Wis 16, Cha 12... fine for a ranged ranger, and by the time we start spamming Grappling Spirits, Wisdom will be 18, and we'll have feat/item bonuses to ranged basic attacks.

However the key is in the Ranger daily and encounter powers... take your picks below:

Guardian Arrow
Spitting Cobra Stance
Flying Steel
Thousand Arrow Awareness
Warding Shot
Tracking the Target
Entrapping Arrows
Suppressing Shots
Dangerous Friends
Tiger's Reflex
Aid the Beast (if you choose beast ranger)
Imprisoning Arrows

All these powers grant RBA as fee, opportunity, or immediate actions -- and each one will now be a Grappling Spirits attack that does 1W+Wis+Dex and slows the monster, and prevents shifting.

If you find a RBA or Seeker power that you feel inclined to pick up, you can also take Novice/Accolyte/Adept Power to pick it up, tho I find that for the most part, Ranger abilities provide the best in terms of RBA generation... Seeker needed a Paragon Path or high level stance power that allowed RBA as minor action... maybe in Primal Power 2.
Flag rubedojr July 12, 2010 7:12 PM PDT
Has anyone tried playing with a Spiritbond Seeker who either hybrids or multiclasses into Warden? With a 16 in con by 11th level, the Spear's Master feature and Primal Eye can add a lot of extra damage, and the weapon versatility is useful. And, with those Warden feats that increases damage if you're in a guardian form or are using a hammer/mace, there's quite a bit of damage potential there, I think.
Flag grimmeanor August 1, 2010 11:29 AM PDT
I'm building a Fighter/Seeker using Spiritbond.  The ability requirements match up rather well.  Spiritbond's +Str mod to AC with the one-handed fighter talent allows you a shield to boost AC very high for light armor, plus an amazing starting bonus for using one handed heavy thrown weapons...but that dang seeker push feature in Spirit's Rebuke...it would be nice to have a seeker that did not counter stickiness.  Both seeker builds seem to rely on pushing.  The power doesn't HAVE to be used of course...but then why have it?
Flag CrimsonLyre August 1, 2010 6:47 PM PDT

Aug 1, 2010 -- 11:29AM, grimmeanor wrote:

I'm building a Fighter/Seeker using Spiritbond.  The ability requirements match up rather well.  Spiritbond's +Str mod to AC with the one-handed fighter talent allows you a shield to boost AC very high for light armor, plus an amazing starting bonus for using one handed heavy thrown weapons...but that dang seeker push feature in Spirit's Rebuke...it would be nice to have a seeker that did not counter stickiness.  Both seeker builds seem to rely on pushing.  The power doesn't HAVE to be used of course...but then why have it?




You took paragon hybrid? huh. Cause spiritbond ac and fighter weapon talent are both hybrid talents. I'm not sure the AC is worth essentially wasting a paragon path personally (when the fighter ones are sooooo gooood).

Flag coffeegoblin September 2, 2010 2:24 PM PDT
just want to add my 2sp.

i am currently using a thrown wpn minotaur,armed with 2 javelins.
as a throwing seeker,i am going the rba route,but not all the way.some of my attacks are rba's(like guardian harrier).
guardian harrier is awesome,stand close to your defender,and either the target takes (str mod) dam for not moving 2 squares,or takes an opportunity attack from defender.works well.pure blue
for a seeker,javelins work well,have good range,and prof.weirdly,you're not prof in handaxes,one of the other basic hvy thrown wpns.and don't take light thrown wpns either,cos you're gonna concentrate on str,not dex.
i'm currently multiclassed into ranger(for wielding 2 javelins at once,for 2-wpn fighting/defence),and for the avalanche hurler pp,which is the best pp for throwing seekers.pure rba goodness.
some people would think twice about taking expertise,especially since spiritbond gives +1 to hit throwing.but it's still worth it.
throwing seekers do well in melee too.the powers for throwing seekers,can also be used in melee sometimes(harrier).
sorry if i've gone on a bit.hope i help some.
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