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