"Energy embodied, chaos and order united- a race of inherent flexibility, passion, and diversity "
So, you've chosen to be a Genasi? No other race offers your flexibility. Those humans or Half-elves might run around with other powers, but you? You represent something far different. Some of you manifest the power of the storm, agressive and fast. Others of you, the grace of the wind. Still others the strength, and resilience of the earth. If you want a race of versatile (very few classes are truly bad in your hands), powerful, and fun choices, you've come to the right place.
A Note: The original Genasi, introduced in the FRPG are called "elemental Genasi" and they consist of the Earthsoul, Firesoul, Stormsoul, Watersoul, and Windsoul.
Abyssal Genasi are ones that have been twisted by the Abyss (and could provide for some very interesting RP aspects). They were introduced in Dragon #380 and consist of the Cindersoul, Causticsoul, Plaguesoul, and Voidsoul
Others were introduced in Dragon #396 and are the "Desert Genasi" include the Embersoul, Magmasoul, Sandsoul, and Sunsoul. If anyone could alert me on the official name of this group, much appreciated!
Rating System Gold choices are dominant, and warrant altering your previous choices for these. Sky Blue choices are best suited for you, a dominant choice Blue choices, while not dominant, but still very strong Black choices are definately workable, and especially if you're optimizing around a theme. Purplechoices can work, but to be sub-par overall Red choices are hardly useful, usually a bad option.
Player's Handbook = PH1 Player's Handbook 2 = PH2 Player's handbook 3 = PH3 Heroes of the Fallen Lands = HotFL Heroes of the Forgotten Kingdoms = HotFK Heroes of Shadow= HoS Forgotten Realms Player's Guide = FRPG Eberron Player's Guide = EPG Dark Sun Campaign Setting = DCSC Martial Power = MP1 Martial Power 2 = MP2 Arcane Power = AP Divine Power = DP Primal Power = PP Psionic Power = PsP Dragon Articles = D###
Special thanks to: Those who created class guides/handbooks Jay_Ibero_911 for keeping me on my toes in my ratings and alerting me to Desert's Voice+Windwalker Mithrus and Mellored for some combos Lord_Ventnor-his Dragonborn guide was the formatting basis for my own guide
Flexibilty Manifest: Genasi Traits and Manifestations
AbilityScores:You are naturally smart (INT), and have the choice of being strong (STR), or durable (CON). You make brilliant Swordmages (any build), blaster mages (due to feat support and both important stats), generalist mages, Artificers (Int/Con), Con-based Warlocks, and are the only Str/Int race for Warlords (so are the perfect race for those Warlords). The problem is that aside from arcane classe which you are naturally awesome at (save Sorcerers), Strength suggests melee strikers, and certain manifestations (Stormsoul) and feats (Shocking Flame), are awesome on multi-attackers, but INT is generally useless for those classes. Still, you make strong Barbarians and Rangers due to this fact. Languages:Common and Primordial. You don't get to choose. Skill Bonuses: Endurance is nice. You usually wont have the wisdom to utilize Nature, but they are two decent skills.
Vision: Normal, you may get in trouble in the darker parts of town/dungeon/crypt, etc.
Elemental Origins: You are considered an elemental. I don't see how this helps you, but it is certainly flavorful
ElementalManifestation: Ah, likely the reason, beyond the unique stat array, you chose to be a Genasi. This is a very flexible feature, providing resistances, bonuses to certain NADs, a racial power, and sometimes something extra. I will be rating each below, some are better than others, but this is a great feature, that allows you to tailor your Genasi to your specific build and flavor.
Earthsoul- +1 to Fortitude is nice, but will probably be your highest NAD. The +1 to all saving throws is nice however. The racial power is solid for a Defender. But lacks the modern built-in expertise scaling, so it probably wont hit much past heroic. However you have feat support to make this solid, especially for characters who typically don't use their minors.
Firesoul-+1 to Reflex is solid, as is scaling resistance to fire. The reaction is solid, with scaling damage, but it lacks the modern built in scaling. Still, it attacks reflex and this is one of the two manifestations which are required for the Fantasticfeat,Shocking Flame.
Stormsoul-My personal favorite soul. +1 to Fort is nice, but will likely be your highest NAD. Scaling resistance to lightning is nice, but ultimately will unlikely be terribly useful. The racial power is AMAZING for those of you who nova, however. Melee strikers especially, can easily get all your attacks doing lightning with Shocking Flame, and then all your attacks for 2 turns deal +1d8/tier extra damage. Rangers and Barbarians especially love this.
Watersoul-Breathing underwater, like stated earlier, can either be great or near useless. +2 to saves against all ongoing damage is solid however. This soul really shines in its power however. You get to shift your speed, through enemy squares, ignoring difficult terrain, taking no terrain imparting damage, and being able to squeeze. Perhaps I've rated this too high, but this strong a get out of jail free card is FANTASTIC.
Windsoul- Resistance to cold is solid, and it can be a frequently encounter power. The racial power is strong, however. It's an 8 square fly, meaning slow has no impact on this. Not as strong as watersoul IMO, but still a great power.
Causticsoul-The ability to breath underwater is situationally nice. If you find yourself unerwater frequently, its Fantastic, otherwise, not so much. Acid resistance isn't great, but the encounter power gives you a shift half your speed, scales with expertise built in, and does decent damage to each creature you move through.
Cindersoul-Someone with experience may be able to help with this one. +1 Fortitude is nice, but will probably be one of your highest NADs. Scaling fire resistance is nice, and the racial power can be a great damage reducer. But it requires you know the monster and how many damage dice it deals. However, by RAW, this also effects AoE effects. It is a bit situational, but it can seriously reduce the amount of damage your entire party takes from an attack. Plaguesoul-Scaling resistance to poison is AWESOME, as it is a very common early heroic. It's not as great later on, but still pretty common. Resistance to disease is situational at best, and the racial power, while potentially strong, affects allies and is easily resisted. html_removed
Voidsoul-+1 to Will is Great, patching what will probably be your weakest NAD. Scaling resist to psychic is solid. Perhaps not as great as resist fire/poision but better than acid or lightning. The ability is very defensive, allowing you to disappear for a round and essentially teleport 3 squares without needing line of sight. The things you can get out of are astounding with this, and not easily apparent.
Embersoul-+1 to Reflex is nice, but +2 the saves against ongoing fire is far too situational for my liking. The racial power is decent, but is a Reaction not an Interrupt, and who is going to end their turn in the zone knowing they will take damage?
Magmasoul-+1 Fort is nice, but will probably be your highest NAD. Dealing an extra 1d6 melee damage is nice, but unless you can ensure taking fire damage, this is extremely situational. The racial power is Dynanmitefor a defender. Slowing yourself stings, but immunity to forced movement and a damage aura is sweet!
Sandsoul- +4 to checks to break grabs can certainly come in handy, but is pretty situational. Still, better than some of the other situational bonuses. +2 to saves against immobilize, restrain, or slow is Fantasticfor defenders that get crippled by those effects. The racial is nice, letting you move through enemy squares without provoking and becoming insubstantial. It doesn't actually let you avoid all OAs however, so I'm not a huge fan however. Still, insubstantial is great.
Sunsoul- +2 to saves against fire/radiant ongoing is too situational. The rest of the racial ability is extremely situational. The racial power doesn't have the modern scaling but does target reflex. It is an immediate reaction, but its close burst two, imparts a -2 to attack, has scaling damage, and if the target is bloodied it Blinds! A solid power, but the features are too situational to deserve a higher rating.
A few notes about Paragon Paths and Feats. Concerning the PPs, they frankly are all-in-all, underwhelming. They aren't even going to compete with most others for your build. Desert's Voice adds some nice versatility and is probably the best of them, and Element Unchained is probably in the mix of PPs you would be considering for a lightning/thunder blaster. Some of the rest are cool, but nothing that would cross my mind when optimizing. Some of the flavor is FANTASTIC, however.
With feats, there are a LOT of resistance focused feats. Resistance, unless its necrotic (and none of the feats offer that), is too situational for me to rate high. You may get more use of it in an elemental themed game, but they will be rated lower.
ElementUnchained-The meat of the this PP is being able to change the type of damage your Encounter and Daily powers do. It is nice for wizard blasters, as it comes at level 11 instead of 16 for the typical paths. However, it doesn't modify you at-wills, the AP feature is leaderish, the level 16 feature wouldn't matter much for a ranged blaster, and the powers aren't that good. Scion of Absence-(req. Voidsoul)-The AP feature allows you to automatically end one save ends effect AND reuse voidsoul. That is NICE. If you have really high defenses, Touching the void can make even trying to touch you painful, and an untyped +2 to saves is quite solid. The encounter power is nice for taking an enemy off the board. The utility can be AMAZING, and the Daily can be a fantastic stance. This may be better than Desert's Voice. Desert's Voice-The totem feature seems somewhat strange to me, and there aren't many good totems. An extra Desert focused manifestation isn't bad, however. (Cindersoul might be worth a look). Your AP feature deafens but also allows for some repositioning. The level 16 feature, however, is where this PP is at. It generally takes the downside of most of your racial powers, in addition to making windwalker AT-WILL. The powers aren't bad, but are implement powers (though everyone will have a totem as an implement). All-in-all the best of the bunch in terms of PPs, and if you grab extra manifestation and dual manifestation, it gets better. Whirlwind Genasi-(req. Windsoul) This is actually a pretty good PP. AP and level 11 feature allow for more frequent, and more effective use of your flight ability, and the level 16 feature makes you enemy consider not using forced movement since you get to control it a fairly significant amount. The utility is also pretty good. Wildfire Genasi-(req. Firesoul)-sharing your fire resistance is ok. The AP feature can be potent, especially if you have a few fire attacks. The level 16 feature is fantastic, however. It is equally great on those who want to encourge melee enemies to leave to trigger defender features and those squishies who don't want to get hit. The fire-centric powers aren't bad. All-in-all a solid path, and almost blue. Elemental Tempest-Dual manifestation is nice (it IS an epic feat), the AP feature allows you to recycle a racial/gain a new one, but the powers suck, the level 16 feature is underwhelming to say the least, and saving a feat isn't worth an entire PP
Soul of Erosion-(req. Causticsoul and Watersoul)-AP feature isn't all bad, the level 11 feature allows you to use both of your powers in one encounter, but the level 16 feature. WHAT? You take half damage on...OAs? Useless. The powers are not great either.
Steelsky Liberator-a PP that is mostly anti-dragon. Far too situational to take a second look. Enemy of the Abyss-(req. Corrupt Manifestation)-The AP feature is actually pretty cool, and the powers are decent, but how often are you facing demons? Concordant Leader- (req. Warlord) This isn't an all bad PP, it gives you extra manifestations (so saves a feat), but it requires you to be a Warlord, and if you are a Warlord, why aren't you taking one of the amazing Warlord PPs? The powers are alright for a leader, but this PP can't decide if it wants to make you a better leader or a more flexible Genasi, so it takes a rating hit.
Acid Wash-(req acid surge racial power)-highly situational Collapseinto Nothing- (req. earthshock power)-While not great for a defender, turns earthsoul solid for a controller. It does require you to be adjacent which leaves the feat, and the power, feel pulled in a couple of directions. Dwindling Strength- (req. firedeath power) Situationally breaking grabs is nice, but -5 to damage rolls is pretty good in Heroic play, it dwindles after. Earthshock Master- (req. earthsoul) 1d8 damage and reliable is pretty good. Elemental Recovery- (req. Psionic class)-not worth a feat, esp for that cost Empty Mind- (req Voidsoul) Not sure how frequent psychic/vs. will damage is. But you deal damage of an amount equal to you psychic resistance (which is likely 5/10/15). Could be nice, but attacks against your will are likely doing horrible things beyond simply damage. Extra Manifestation-Flexibility is Always nice, and it can provide additional benefits with additional feats. Eyes of Dying Light- (req. Cindersoul)-Darkvision
Fast Manifestation- (req. Extra Manifestation) 1/day minor action switch manifestations. can be useful for using your racial 2x in an encounter, but is it worth the feat? Firepulse Master- (req. firesoul) +1d6 and Reliable isn't bad. Firepulse Transformation- (req. firepulse power). Makes it hit every adjacent enemy. Alright. Flow like Sand(req sandsoul). Decent enough to shift 2 after the racial Forceful Shock- ( req. earthshock power) Given that most defenders are gonna take this, pushing everyone away from you isn't your job... Freeing Current- (req. swift current power) Situational, but makes the racial power even more of a get out of jail free card Genasi Fire Affinity-Too situational and adds too little resitance to be worth it Genasi Frost Affinity-Too situational and adds too little resitance to be worth it Lingering Ashes- (req. embersoul)-the manifestation just isn't good Manifest Resistance-Increase the level of resistance. Normally, eh. But if you know what you're going to fight... Magma Eruption- (req. magmasoul)-a trap. While weakening sounds cool, they have to END in your aura, and THEN your turn will come up, and then they are no longer weakened. So it's only 1/2 damage on OA's, and so it's not great, at all.
Primordial Surge-5+Dex/Con/Str is actually a solid use of heroic feat. Loses some luster later on. Sense of the Corrupted-(req. a Corrupt Manifestation) is there a rating below red? Sickening Plague- (req plaguebearer racial power) actually makes the aura pretty potent. Storm Step- (requires promise of storm power)-makes a potent power into a solid approach power as well Stare at the Sun- (req. sunsoul)-+2 to defenses isn't bad after the racial, but it doesn't work against Area or Close powers Swift Winds- (requires windwalker power). Not provoking on fly 1/enc is nice. But with the Desert's Voice PP this becomes RIDICULOUS. Being able to fly AND not provoke at will is great. Versatile Resistance-Nice enough, especially if you don't have those resistances
Buffeting Winds-(req. Warden, Windsoul) When you use windwalker, allows you to slide each enemy marked by you a Con modifier distance. If you're a Con based Warden, and you have the ability to use your racial a lot, you could theoretically essentially remove enemies from the main battlefield, and do all sorts of crazy things. Earth Cage- (req. Warden, Earthshock power)-targets hit by earthshock are slowed. Nice, but you already a slow a lot... Elemental Assault-(req. Swordmage, Aegis of Assault)-when you make a granted MBA, you add +3 to damage. stacks with expertise, so nice. Elemental Barbarian (req. Barbarian)-+2 to attack works wonders for a Barbarian nova. If you're a barbarian, likely taking Stormsoul, thats +1d8/tier damage and +2 to attack. I like that. Elemental Blade Attunement- (req. Swordmage), essentially focus for both implement and weapon if you select powers. ElementalBlessing (req. Divine)-normally, decent enough. But if you can find a way to make your racial at-will or near it (Desert's Voice) , this can be a great way to toss out some THP every round. Elemental Challenge (req. Paladin)-How often do you want to spend a feat for your Challenge to not do radiant damage? Permafrost is really the only time I can think. Elemental Echo (req. Arcane) +1 attack +2/4/6 damage after using the racial until EoNT? quite strong. Elemental Empowerment- (req Wizard)-this is enough to make Genasi blasters take Str and a strong secondary, and make them top tier blasters. Elemental Infusion-(req. Artificer, Healing Infusion)-A solid benefit for resistive formula. +1 to save and resist fire are probably the best Elemental Might- (req. Warden) A strikerish feat, not exactly something I want on a warden.
Elemental Rebuke- (req. Preservation Invoker)-Bonus varies depending on your manifestation, but they're all a bit underwhelming Explosive Leader- (req. Warlord, earthshock or firepulse power)-+2 to hit for allies against those targets is great, especially since a lot of you will be this class Go With the Flow-(req Warden, swiftcurrent power)-This could really help positioning. As long as you haven't used your racial, and you keep 3 enemies marked. But 3 enemies marked can be tough. Hidden Pulse-(req. Rogue, firepulse, Sneak Attack). You are unlikely to be a Genasi Rogue. But this could do WONDERS for a nova! Hunter of Wind and Wave-(req. Ranger, Windwalker or Swift Current power) Normally, nice. But you really shouldn't be manifesting anything except stormsoul as a ranger. Keeper of Storm- (req. Fighter, Combat Challenge, and Stormsoul)-you can type you CC damage. Not worth the feat. Manifest Healing- (req. Primal Class) This can get really solid at higher tiers, and if you have multiple manifestations, its 20THP/encounter. You'll probably use Primordial Surge for a while, however Master of Rumbling Earth- (req. Fighter, earthshock power)-A decent enough upgrade to what will likely be your Manifestation, not great though. Rumbling Earthshock- (req. Martial class, earthshock power)-extra damage ok, but its minor damage.
Speed of Sea and Sky- (req. Warlord, swiftcurrent or windwalker power)-This might actually push a Warlord to consider these, and Desert's Voice PP + this=very fast party. Storm Manifested-(req Warden, promise of storm power)-for 2 turns/encounter you can slow/slide 1 each enemy marked by you, just for hitting? More reliable than Earth Cage. Untamed Fire-(req. Warden, firepulse power)-Each marked enemy takes fire damage, but you have to hit with your racial. However, you can make firepulse hit multiple enemies, so this could become a decent amount of damage if I'm reading this correctly... Wielder of Piercing Flame-(req. Rogue, Firepulse)-Why are you playing a rogue Genasi? This still sucks
Elemental Companions (req. Warlord)-Adjacent allies get saving throw/resistance benefit you have. Eh.
html_removed Elemental Guardian- (req. Con 15, Fighter)-Not bad for earthsoul, eh for most else. Foul Torrent- (req. Causticsoul) This is a solid increase to the mobility and damage of this soul Shocking Flame-(req. firesoul or stormsoul)-This makes you, if you're a melee wielder, NEED to take either of these. It allows you to deal lightning or fire damage without the weapon, and isn't a specific type of bonus. You will LOVE this. Stoneguard-(req. earthsoul) +2AC against ranged, for a feat? Nope. Stormrider-(req. windsoul or watersoul)-+1 to speed while manifesting these. But when flying you CAN HOVER. You need consistent flight to make use of this, and even then, its good but not great.
Double Manifestation (req. Extra Manifestation feat)-reliability added to flexibility Elemental Warrior-(req. martial class)-nice to regain the use of your power
Genasi excell at those martial classes that require Strength, which is quite a few of them. The ones that require Dex generally aren't you're cup of tea, but every single one of them utilizes strength for something, and they tend to be aggressive, so your Strength bonus and racial power (frequently power of storm), are going to see some good use.
Fighter (Weaponmaster) Fighters rely on their secondaries, but all require Strength, and you have the versatility in your racial power to tailor it to a more defensive or aggresive fighter. Int usually doesn't help, but this is still a great class for Genasi Fighter TalentsShow
Weapon Talent (PH1): This is great on any fighter, and true for you.
Battlerager Vigor (MP1): I'm not partial to this type of a Fighter, but you will be solid at it.
Tempest Technique (MP1): Again, you'll be solid at this, and the damage focus fits with your build. No Dex for you though.
Brawler Style (MP2): A lot of the chosen racials will give you a boost to Fort, which is going to help with this. The lack of Dex or Wis hurts but this is certainly doable and you will be quite good.
Arena Training (DSCG): The features are nice, and you have Strength, but not much else to really push this into top-tier level
Combat Superiority (PH1): This is an amazing class feature, and it keys off what will likely be your lowest defense out of the box (with a boost to reflex and fort through Strength/Int, and only voidsoul ups Will). It also is usually better than Combat Agility
Combat Agility (MP2): You will probably choose Dex over Int for your reflex due to feat/power support, and this is a viable alternative to Combat Superiority
Hunter (Ranger)-You have the Strength to make your MBAs potent, and the racial traits fit a Striker perfectly. But you won't be getting the use out of Dual-Strike, so I can't recommend this like I could for a normal Twin-Striking Ranger. You're better off as your parent class.
Knight (Fighter) With Strength, a versatile racial trait, the ability to stack elemental damage (opening up Mark of Storm abuse, for ex.), and racial abilities that give incentive to move away from your Aura, you have a very very good knight. Ranger Genasi actually make GREAT Rangers, if you stick to melee. Promise of storm coupled with Shocking Flame make for a build that can consistently use the racial power to nova, and the class is MADE for multi-attacking to utilize the 2 rounds of increased damage. Int hurts its stock however, and they make rather terrible Archer Rangers. Ranger Fighting StylesShow
Two-Blade Style (PH1): While the lack of Dex/Wis hurts, the addition of 1d8/tier damage and the ability to add lightning on top of that, makes for a top-tier ranger even without the secondary.
Archery Style (PH1): You lack Dex AND Wis, and only some very very niche builds will get something out of Con (Probably those going Lyrandar). The ability to add damage with Shocking Flame is only melee, and a lot of racials are focused on melee/close. This is not your best option. You can get some utilization of this, as some of racial traits are made for strikers, but quite sub-par.
Beast Mastery (MP1): Strength is nice for this, but its a 2nd tier Ranger build, and you lack the secondary due to being forced to use Int.
Hunter Style (MP2): see Archery Style. You simply aren't made for this.
Marauder Style (MP2): Most Melee Rangers are going to look at Two-blade for the perks and the great PPs, but you're still solid at this
Prime Shot (PH1): It requires some investment, but this is going to allow Rangers to hit more often in Paragon/Epic, so its probably the way to go
Running Attack (MP2):It simply doesn't have the support Prime Shot has. You're going to be a melee Ranger and in the final two tiers, Prime Shot is simply better
Rogue (Scoundrel) Eh, you frankly don't made great Rogues. You lack Dexterity, which immediately knocks the race down a few pegs. You are probably among the best rogues that lack a Dexterity bonus, but thats a hard knock to make up for. Rogue TacticsShow
Brutal Scoundrel (PH1): You have the strength to make this one of the two rogue tactics you're decent at. But the lack of Dex makes me hard pressed to consider this anything but middle tier at best.
Artful Dodger (PH1): The best you can get is Con for bonuses to HP and surges, as you lack Dexterity AND Charisma. You probably shouldn't try...
Ruthless Ruffian (MP1): You're not so bad at this, but Brutal Scoundrel is better in every way. If you must be a Genasi Rogue, be a Brutal Scoundrel.
Cunning Sneak (MP2): Most Rogues wont go here, since it benefits from Int and Dex. You have Int, so it saves this from being awful for you. Still, reliance on two reflex stats, generally not being as good as Artful Dodger/Brutal Scoundrel, and lacking Dex make this still an unfavorable option
Rogue Weapon Talent (PH1): If you want to be a melee Rogue or focus with a dagger use this. The better of the two options due to Shocking Flame being for melee users.
Sharpshooter Talent (MP2): Ranged Genasi Rogues are even below melee ones
Scout (Ranger)-You have the Strength to make your MBAs potent, and the racial traits fit a Striker perfectly. But you won't be getting the use out of Dual-Strike, so I can't recommend this like I could for a normal Twin-Striking Ranger. You're better off as your parent class.
Slayer (Fighter)-The INT isn't of great help, but you have Strength, were born to Strike, and can multi-attack by dipping into fighter powers. Promise of Storm+Shocking Flame adds potency to DPR and your Nova. An almost top-tier race for the Slayer.
Thief (Rogue)-Similar to the Scout and the Rogue. You are great as a melee striker, but the lack of Dexterity hurts this a lot. You're among the best of the non-Dex races, but this isn't your forte. Warlord (Marshall)-The only Str/Int race. You are the best Taclords in the game. You have the perfect lineup of stats, and can grab a racial to match your front-line focus. It is pretty much as simple as that. Commanding PresenceShow
Inspiring Presence (PH1):You lack the Charisma, but have the Strength. You will be solid at this, but why are you a Taclord?
Tactical Presence (PH1): You are the best. Go forward and Conquer as you allow your allies to kick tail. Hard. Fast. AND consistent. It's almost gold. If I could.
Bravura Presence (MP1): You can be aggressive, so your racial can be made for this, and you can add damage easily with Shocking Flame, but you lack the Charisma. And you should be a Taclord...
Resourceful Presence (MP1): You have the Strength and Intelligence to make this work. It does have some reliance on Charisma, so you're going to have to put points in this. A solid option, certainly. And the Presence is quite strong, and the hit-effect is based on INT
Insightful Presence (MP2): You lack the Charisma, and this Presence isn't that useful. You know what IS more useful? Being a Tactical Warlord
Skirmishing Presence (MP2): Genasi are built to take to the frontlines, but you do have the Ability Score Lineup to utilize this. You should know by know what I would suggest instead however...
Melee Warlord (PH1): You are going to be in peoples faces and in the thick of things to allows as many allies to utilize your amazing Presence and PP (You're going Battle Captiain), so this is the better of the two (If only for +1AC/Reflex).
Archer Warlord (MP2): You should be a Tactical Presence Warlord, NOT a Skirmishing Presence. Workable though. This has the same rating as the previous block because you have the stats to be in light armor, so losing chain isn't much. However you generally want Light Shield over bows, but it allows a solid back-up ranged option over a simple Javelin. Definately a possbility.
Combat Leader (PH1): Amazing. You will have the INT to make this rock. Go forward and Alpha-Strike.
Canny Leader (MP2): Overshadowed by the other two.
Battlefront Leader (MP2): I prefer this option for Charisma based Warlords. Which you shouldn't be. Not a bad option, but seriously, stick with Combat Leader
Most Arcane classes utilize Intelligence. Guess what? Your locked in racial bonus is Intelligence, with a flex stat of Str/Con. This works brilliantly for most Arcane classes. The only trouble you're going to have is with the Charismatic classes (Bard and Sorcerer), and the Hexblade. Other than that, Flame/Swim/Shock on!
Artificer (EPG): The first of the many arcane classes you excell at. Being one of the few Int/Con races means you will be full of win here. Having Int Primary means you aren't bad at any of these. You adapative racials means you choose one to match whether you go melee or ranged.
Battlesmith (EPG): This is THE Artificer path for you. Int/Con means you have the perfect racial stat match, and its my favorite of the artificer paths as well.
Tinkerer (EPG): You lack the Wisdom, but Int/Con still means you're quite good at this.
Warrior Forge (D381): Very similar to the Tinkerer. You're still great, you just don't have a perfect racial match.
Bard (PH2) You have two potential secondaries in Int and Con. The lack of Charisma hurts this class though, as it relies on Charisma for a lot.
Virtue of Valor (PH2): The Con helps here. Genasi Bards are mediocre at best, but you'll pass with this.
Virtue of Cunning (PH2): Your Int will be of some use here, and Con will allow for some survivability. Rated blue because its probably the best of the Virtues for you, but its still purple overall, as Genasi simply don't make great bards.
Virtue of Prescience (AP): You lack Charisma AND wisdom. Only not red because Int and Con will be of some minor use.
Hexblade (HoFK):
Sorcerer(PH2): You lack Charisma, but Strength will help considerably. You are saved from a worse rating because Promise of storm is GREAT for strikers. Spell SourceShow
Dragon Magic (PH2): As with all Sorcerers, the lack of Charisma hurts, but you have the Str to make some use of this.
Wild Magic (PH2): You lack Charisma AND Dexterity, and Sorcerers need both stats. You're better off going with either of the Str based sources.
Cosmic Magic (AP): Quite similar to Dragon Magic, Str helps and Int will help you salvage being forced to take to Arcana
Storm Magic (AP): I give this a higher rating than Wild for three reasons. One is that its simply stronger and more reiable. Two because a lot of the powers allow you to use your racial without changed damage types with a Lightning Weapon. And three because the flavor is SPOT on. Still, not great because you lack Dex and Charisma, but a better than Wild Magic
Swordmage (FRPG) Like the Wizard, becoming a Swordmage requires a lot of patience and study, which means that it's not as good for Dragonborn as other Arcane professions are. It can be done; just don't expect to be the best Swordmage ever. You'll be matching your secondary stat to the Aegis you choose, and Charisma will generally serve as a Will-enhancer.
Aegis of Assault (FRPG): You have the Strength and the Intelligence to make this work. You make stellar swordmages, and this is no different.
Aegis of Shielding (FRPG): You are one of the few Int/Con races, so make one of the very very best Shielding Swordmages. It's really as simple as that.
Aegis of Ensnarement (AP): Technically you're as good at this as you would either of the other two, as you're Int/Con, but this is a god-awful swordmage build, so I can't suggest it
Infernal Pact (PH1): You are stellar at this. Int/Con and a powerful array of defensive or offensive racial features make you a great infernal 'lock.
Fey Pact (PH1): You lack the Charisma for this, so you won't be top tier, but you have the Int and Con for defense, you this is going to be solid at the very least.
Star Pact (PH1): Star Warlocks are Split 'locks. If you choose only Con based powers this changes this pact to Light Blue. As it is, this pact has you splitting between Con and Cha based powers, so it takes a minor hit. You're still really good at this pact.
Dark Pact (FRPG): Similar to the Star Pact, this formerly Consitution based pact recently got Charisma powers. But it has enough powers to go Con based, and thus you will be able to be especially potent at this.
Vestige Pact (AP): This is a Con based pact, so you will be quite solid at this. This is a more leader-esque path, but some of the vestiges can be especially potent, so this Pact takes no hit, you're really good at this like most of Warlock builds.
Sorcerer-King Pact (DSCG): This is another split path. Again, if you choose only Con based powers, it jumps to very good. If you split, its just solid. However its a very striker-based path, which you do well at.
Wizard (PH1) As a whole, we Dragonborn tend not to gravitate towards the Wizardly profession. It can be done, but we generally don't possess the more advanced minds that Eladrin or Humans can have, which makes mastering this form of arcane magic much more of a challenge for us. Dragonborn Wizards will always favor Constitution as a flex stat over Strength; its simply a better attribute to have.
Staff of Defense (PH1): This is the best way for a Dragonborn to be a Wizard. Your Constitution boosts will help your Healing Surges and Dragon Breath, and your Strength and Charisma boosts can get you some nice feats, like Hide Armor Proficiency and Spell Focus.
Wand of Accuracy (PH1): Not quite as nice for you as the Staff of Defense, but by boosting your Dexterity your at least keeping your Dragon Breath accurate.
Orb of Imposition (PH1): This is the worst arcane implement for you to specialize in. There's no stat synergy for you at all, and your Dragon Breath will be all but useless as you focus of Intelligence and Wisdom.
Orb of Deception (AP): Although most Dragonborn disdain fighting opponents using trickery, our enhanced Charisma makes us decent at doing so. Just know that your breath will be falling behind.
Tome of Binding (AP): This implement is Constitution-based as well, which makes it nice for racial synergies. Plus, you can fluff your powers as summoning other dragons to fight for you, which is quite excellent indeed!
Tome of Readiness (AP): This feature isn't bad as a second implement, as it isn't based off of any secondary stat. Additionally, it provides some additional flexibility that can always be handy.
Evocation (HoFL): Not a bad choice, seeing as it utilizes Constitution as a secondary stat. Generally considered the weakest of the current schools though, seeing as its features are lacking compared to them.
Enchantment (HoFL): Your Charisma is the secondary stat you'll be focusing on here. Intelligence primary and Constitution secondary. This kind of trickery is generally frowned upon by other Dragonborn.
Illusion (HoFL): If you want to be an illusion-focused wizard, you're better off with the Orb of Deception, seeing as you lack both Intelligence and Wisdom.
Pyromancy (D391): Perhaps the best school of magic for you to use, if only because of the synergy it has with Draconic Spellcaster. Constitution is your secondary stat here, so keep that high.
Avenger (PH2): Your Str/Int are of moderate help. Int helps with AC and riders of some censure, and Strength helps with feats like power attack. Still, the lack of Dex and Wis make this a really lackluster race for Avengers. Avenger CensuresShow
Censure of Pursuit (PH2): The loss of Dex and Wis is REALLY painful. The only thing saving this from red is the Strength bump is Promise of Storm, which is a great striker racial. Censure of Retribution (PH2): You lack Wis, but Int helps with the Censure and rides, and Str helps for feat acquisition. A lackluster Censure though; Pursuit is simply so much more powerful. Censure of Unity (DP): A more solid Censure than Retribution, so the Int and Str help about the same. You don't get any Int bump to your Censure, but since its better than Retribution they get the same rank.
Blackguard (HoS): The lack of Charisma is REALLY painful. Intelligence is also useless. Strength and the flexible racial (probably leaning to Promise of Storm), really save you for this class. Essentials Blackguard VicesShow
Dominaton (HoFK): The more powerful of the Vices, but it relies on Charisma, which you innately lack. The lack of a racial bump to Charisma make these about equal. Fury (HoS):Not reliant upon your Charisma. A weaker Vice, but not by that much and since you innately lack some Charisma these two come out about equal
Cavalier (HoFK): You have the necessary Strength, but like the Blackguard and to an extent the Paladin, your Intelligence goes to waste. Neither Virtue relies on a stat, so you're equally good at both. Essentials Cavalier VirtuesShow
Sacrifice (HoFK): A nice vice to keeping allies safe and healthy. Not bad for you. Valor (HoFK): This is a more aggresive valor, and you can be a very aggressive race.
Cleric (PH1): You may decent Str Clerics, but then again most of them prefer to dual primary Str/Wis. However your damage features and racials give you enough for me to suggest this
Battle Cleric's Lore (PH1/D400): As clerics, Genasi tend to be the best at this. Utilizes your great strength and melee abilities
Healer's Lore (PH1): Genasi don't fire lasers, they smash things in the face elementally
Invoker (PH2) Int and Con are helpful here, but the lack of Wisdom is painful. Genasi aren't well built to be divine, and unlike the Paladin or Cleric, your strength is of little use here.
Covenant of Protection (PH2): All of the Covenants are Int or Con based, and across all tiers they're all pretty much equal.
Covenant of Wrath (PH2): This is the best Covenant in heroic, so if you REALLY want a Genasi Invoker and you're playing in heroic, look here. Still, lack of wisdom...
Covenant of Malediction (DP): A lot of your racial powers are minors or immediates, some are moves. If you daze/stun yourself, using them is gonna be tough. Superior Will allows you to get around some of that, and so is about equal for Genasi.
Paladin (PH1): Well you make great Str based Paladins, but I don't think Straladins anywhere near compare to Chaladins. So take this with a grain of salt.
Avenging Paladin (PH1): This is simply the style you're best at.
Protecting Paladin (PH1): You don't have Charisma. And you don't have racial support. Sure, the melee support in general helps but only so far.
Balanced Paladin (PH1): Dragonborn are one of the only races who can pull of the Balanced Build well, boosting both Strength and Charisma, and choosing the best Paladin powers of either build. While this results in a rather versatile paladin, be aware that your power riders won't be that strong, and you'll only be able to use Lay on Hands a few time per day.
Lay on Hands (PH1): The classic paladin power, and the one with the most feat support. Sure, you lack Charisma but this is probably the best one.
Ardent Vow (DP): Paladins who use this power are generally more striker-like in their outlook. The ability to reliably Sanction a foe is this power's main draw, although the bonus damage is also nice. It also fits nicely with the Straladin build which you are best at.
Virtue's Touch (DP): This power is a lot more situational than the other two, but when you need it, you'll be glad you have it. The ability to end a blind, daze, or stun effect on an ally (no need for saving throws) or yourself can be enormously handy.
Runepriest (PH3) A purely strength based Melee leader? Sure it may not be very good but we're pretty damn good at it!
Wrathful Hammer (PH3): Sure, your INT goes to waste, but Str is something you have and crazy high Con isn't the be all end all.
Defiant Word (PH3): Although we can do well with this, our strength being an excellent boost, this path focuses on Wisdom. But like above, despite our INT going to waste we have great +striker support to give some boosts to the damage. And everyone loves damage!
Warpriest (HoFL) Regardless of the domain, you don't have Wis. And they all run on Wis. Sure, you have Con and they are melee based. But because you lack a primary they ALL run on I can't give better than purple.
Barbarian (PH2) Thats right. I said it. Sky Blue. Why? Sure, the INT is generally wasted unless you go Str/Int, but on a Str based Melee striker, your support is pure gold.
Rageblood Vigor (PH2): Hey guess what, Shocking Flame is awesome! So are free charges!
Thaneborn Triumph (PH2): Just like most of the paths, Str+elemental feats for the win.
Thunderborn Wrath (PP): Like the Rageblood Barbarian, a good choice. Strength primary and Constitution secondary will give you good power, great healing surges, and a powerful dragon breath. For thematic reasons, you might want to get Lightning Breath.
Whirling Slayer (PP): You'll be pretty decent at this path, what with having the proper main ability score and all. It's just that the dexterity focus of this path isn't all too synergistic with the other racial features you have.
Druid (PH2) Druids can channel the wild directly into their bodies, Wildshaping into a manner of strange and useful creatures. Some Druid paths have Constitution as a secondary; that's what you'll be using as a flex stat regardless of your build choice.
Primal Guardian (PH2): Having a good Constitution modifier helps your surges, AC, and Dragon Breath damage. Be sure to keep it high.
Primal Predator (PH2): No stat synergy here. At least your Dexterity can be used to fuel your Dragon Breath, so that won't be totally wasted.
Primal Swarm (PP): Another good Dragonborn druid path. The Constitution focus is handy, and the damage resist can be rather valuable. And because Hide Armor Expertise now no longer provides the uber AC bonus it once did, your Draconic boost to healing surges will be just that much more valuable.
Seeker (PH3) The way of the Primal Hunter can seem very odd to most Dragonborn, even those who follow the spirits. It requires a different mindset than what we normally have, along with learning the arts of binding primal spirits into weapons and ammunition that we aren't as proficient at. Your flex stat will depend on your build, here.
Bloodbond (PH3): The Bloodbond path isn't for just any Dragonborn. It takes a lot of dedication to make up for the Wisdom and Dexterity that we don't have. If you wish to rage with the Primal Spirits, it may be better to just be a Barbarian. If you insist on walking this road, use Constitution as a flex stat, since it will be more useful for you.
Spiritbond (PH3): Dragonborn seekers tend to favor more stalwart spirits over bloodthirsty ones. Your Strength bonus is what makes this a better deal for you overall.
Spring (HoFK): The Sentinel, unlike the Wildshaping Druid, is a weapon-wielding primal leader with an animal companion. This path tends towards more accurate, with an attack bonus built into the weapons it wields and the aura that its wolf companion has. Since Constitution is a good thing to have here, it's not a bad choice.
Summer (HoFK): Much like the Spring Sentinel, except your weapons and Bear companion are less accurate, and focus more on defending allies. Again, the Constitution bonus is a nice plus.
Shaman (PH2) Shamans can speak to the Primal spirits themselves, and can even call forth a spirit companion to help fight their battles for them. Like the Druid, the Constitution-based builds here are what you'll generally be looking at. Although, getting some strength at low levels might be wise so you can pick up some heavier armor.
Protector Spirit (PH2): The Constitution focus of this path provides benefits I'm sure you know about by now. As has been mentioned, getting heavy armor is a good idea.
Stalker Spirit (PH2): This path has no Physical stat attached to it, which means that your Dragon Breath will become useless.
Watcher Spirit (PP): Like the other Shaman paths, no stat synergy here. The DEX focus gives you Dragon Breath accuracy. That's about it.
World Speaker Spirit (PP): You'll be about as good at this as the Protector build. It really depends if you want to focus on healing or focus on control.
Elemental Spirit (DSCG): This spirit focuses on the same abilities that the Stalker Spirit does, which means it doesn't really work for you at all.
Warden (PH2) Fighting to defend the wild is the other good way for a Dragonborn to commune with the primal spirits. Like the Druid, Wardens have transformative powers that they can use; unlike the Druid, these powers are not used to transform completely, but to enhance their natural forms. All Wardens require strength to make attacks, which means that you'll be making that your flex stat every time.
Earthstrength (PH2): The best way for a Dragonborn to be a Warden, because of the Constitution synergy with Dragonborn racial features. Your enhanced strength help fuel your powers. At character creation, you may choose to invest in some Charisma to boost your Will defense instead of Wisdom.
Wildblood (PH2): While it isn't as nice a fit for a Dragonborn as the Earthstrength build is, Dragonborn can make perfectly fine Wildblood Wardens.
Lifespirit (PP): Your STR bonus is a good fit, and while the WIS focus isn't as natural, you can still do some good here.
Stormheart (PP): Like the Earthstrength build, you focus on CON as a secondary ability here, which means you'll do well with this path. Dragonborn who hear the call of the storm spirits will often have lightning breath the reflect that tendency.
Harnessing the power of the mind can grant a flexible fighting technique unlike any other. Like in other disciplines, we Dragonborn tend to do better when fighting with raw emotion rather than practiced study.
Ardent (PH3) This is a great way for us Dragonborn to harness Psionic Magic. We can use the emotional surges we feel to bolster our allies in a way that few can match, and our toughness allows us to take blows that would fell a lesser mortal. You'll almost always want Constitution as a flex stat.
Mantle of Clarity (PH3): Not so good for us. Our Charisma helps with the hitting, but no physical stat means a weaker Dragon Breath. Not to mention that the idea of being on the defensive just doesn't sit as well with most Dragonborn anyway.
Mantle of Elation (PH3): The way to go. Charisma and Constitution play directly to Dragonborn strengths.
Mantle of Impulsiveness (PsiP): Another good Ardent Mantle for you. This one plays a little more recklessly than the Elated Ardent does, so your extra durability will definitely be helpful.
Battlemind (PH3): Another excellent way of using Psionic Power. Battleminds use their inner constitution to fuel their psionic powers, and having a boost to Constitution means you're going to be great at this. Just remember, Battleminds should never put the flex stat in strength; Constitution is everything here.
Quick Battlemind (PH3): If you want to be a battlemind, I'd recommend following this path, since in addition to the Constitution focus, it also rewards having a good Charisma score.
Resilient Battlemind (PH3): Having a good Constitution here is always helpful, but since Charisma is redundant with Wisdom as a secondary stat, this isn't quite as synergistic for you.
Harrier Battlemind (PsiP): There isn't a real secondary stat here, which means that focusing on Charisma as a secondary may get you somewhere.
Wild Battlemind (DSCG): With Charisma as a secondary, you'll find this to be an excellent choice as well. With all of the Forced Movement emphasis that this tradition has, investing in Lightning Breath and Thundering Breath should be a fairly thematic choice.
Monk Although we Dragonborn aren't as good at honing our mind in the fashion that other races can be, there are some monastic traditions that we can work well with. Your choice of flex stat is going to depend on which Monastic Style you use.
Centered Breath (PH3): Not so good for us. There's no real stat synergy here. Go with Constitution as your flex stat, for the extra HP.
Stone Fist (PH3): This form of Monastic Discipline allows us to use our enhanced strength to fight, making it preferable.
Iron Soul (PsiP): A Constitution focus is useful to sync up with our racial features, making this a good choice.
Psion (PH3) The art of attacking with just the mind is an anathema to us Dragonborn, as we are a race that tends to favor physical prowess over much. Though once there was no way to really ever maintain a useful racial power with any Psion discipline, the advent of Powerful Breath and Dragonfear means that going with a purely cerebral route to Psionic Mastery is doable. Just make sure to put your flex stat in Constitution; it will be much more useful than strength.
Telekenetic Focus (PH3): Just a bad deal for us in general, with no stat synergy whatsoever. Telepathic Focus (PH3): If you must be a Psion, then take this, as your Charisma will be bolstering you power riders, and Constitution will boost HP and surges. But be sure to take measures to make your Racial Power useful. Shaper Focus (PsiP): Another Psion route that emphasizes Charisma, this time as a way to conjure or summon creations of pure thought. If Telepathy isn't your thing, try this.
Shades of the Elemental Plane:
Shadow Genasi
The mysterious forces of the Shadowfell can be unpredictable, and are as dangerous to reckon with as any Archduke of Hell or Demon Prince. Nonetheless, there is also great power that can be found in the shadows, for those who are willing to take it.
Assassin (D379): Assassins are masters of Shadow Magic, able to slip in and out of shadows seemingly at will. While we Dragonborn will never master it as the true masters of this style will, we can still perform adequately with it. You'll probably want Constitution over Strength as your flex stat; Assassins tend to be fairly fragile.
Bleak Disciple (D379): There's no stat synergy here, but the focus on Constitution is definitely welcomed in this profession: dealing with the forces of the Shadowfell tends to make one rather frail.
Night Stalker (D379): The focus on Charisma here lines up with our stat boosts. Use the Constitution for extra HP and surges: a glass cannon like you needs all the help you can get.
Combos Earthshock Master + Primordial Surge = at-will THP (assuming a liberal reading of "succesfully use").
Either that or Windwalker + Desert's Voice + Primodial Surge (+ dual manifestation) = thp
Promise of Storm + Primodial Surge...because after you action point and blow 2 dailies/encounters, you will probably have need of some THPs
Desert's Voice PP+ Windwalker+Various feats=at will fly 8 and trigger some solid benefits
Earthshock Master + Elemental Echo. Just pick something that'll miss and its a buff every turn if you don't use your Minor often.
Item Genasi Soul Armor-Gives you an additional use of your racial power as a daily. Could see some use, especially if you have feats which trigger on use. (Aand could be used to get promise of storm in effect for the bulk of 4 rounds)