[4E] Epic Seeker slowly getting better all the time.
Posted: Fri Dec 05, 2008 6:39 am
Let's not mince words. When 4E first came out, Epic Seeker was ass. There was no reason to take the class at all. It had a couple of really killer apps but on the whole was forgettable.
However, things are slowly starting to look brighter for the Epic Seeker. Let's take a look.
Level 21: Seeker of Many Paths.
At first this looks like a raw deal what with multiclassing feats and really I don't have a hard time blaming you for thinking so. But with Martial Power out and a few characters starting to feel a feat crunch it does save you on a few feats.
But the big deal now is that there are enough classes out there now to cobble together enough powers for your awesome. For example, a warlord could seriously cobble together these powers in their arsenal:
Encounters
Encounter 23 (Barbarian): Hurricane of Blades - 6 (!) melee attacks.
Encounter 3 (Fighter): Rain of Blows - 4 melee attacks with the right weapon.
Encounter 27 (Ranger): Death Rend - 2 melee attacks, if both hit then stun the enemy.
Dailies
Daily 5 (Fighter): Rain of Steel - At the start of every enemy that's adjacent to you's turn they take [W] damage.
Daily 29 (Ranger): Follow-Up Blow - Every time you make a melee attack you can follow up with another melee attack with your offhand weapon at a -2 penalty.
Daily 25 (Warlord): Relentless Assault- Until the end of the encounter, when you or an ally scores a critical hit you and each ally can make a basic attack as a free action.
Daily 20 (Battle Lord of Kord PP): Path of the Storm: You can shift a number of squares equal to your charisma modifier. During this movement, you can make a number of melee basic attacks equal to your charisma modifier.
Utilities
Daily 22: Relentless Assault: Until the end of your next turn, you and eveyr all can make basic attacks as minor actions.
Encounter 6: Guileful Switch: As a minor action, swap initiative checks with an ally. They act on your turn, even if they've already acted this turn. You act when the ally would have.
Daily 10: Instant Planning: Until the end of your next turn, every taget gains a choice of a power bonus to attack rolls equal to your charisma.
Daily 12 (Battlelord of Lord): Expend one use of inspiring word to regain the use of an encounter attack power you have used during this encounter. [ED Note: Which is going to be Hurricane of Blades, of course]
Daily 6 (Fighter): Settling the Score- You gain a +2 power bonus to attack rolls against the triggering creature until the end of the encounter.
Daily 6 (Paladin): Wrath of the Gods- Until the end of the encounter
Level 24 Eternal Action: This is precisely why they invented Violet Solitaires, so you can get an extra action point every encounter, especially with all of the attacks that you will be making.
So of course you'll get one or two more standard actions than everyone else every encounter.
Level 26: Seeker's Lore It's a level 22 utility power. It might seem like ass compared to Divine Regeneration and Epic Trick, but trust me when I say that those powers are aberrations compared to what the game wants you to get. I personally like the swordmage's Giant Stance power which gives you a +2 bonus to attack rolls, +5 bonus to damage rolls, and large size for the rest of the encounter.
Level 30: Seeker's Destiny Not as good as Divine Miracle. But then, what is? Regardless, getting to cherry-pick a level 24 epic destiny feature can be awesome. I prefer Great Power from Eternal Defender personally. Bigger weapon damage dice, extra square of reach? Yes, please.
However, things are slowly starting to look brighter for the Epic Seeker. Let's take a look.
Level 21: Seeker of Many Paths.
At first this looks like a raw deal what with multiclassing feats and really I don't have a hard time blaming you for thinking so. But with Martial Power out and a few characters starting to feel a feat crunch it does save you on a few feats.
But the big deal now is that there are enough classes out there now to cobble together enough powers for your awesome. For example, a warlord could seriously cobble together these powers in their arsenal:
Encounters
Encounter 23 (Barbarian): Hurricane of Blades - 6 (!) melee attacks.
Encounter 3 (Fighter): Rain of Blows - 4 melee attacks with the right weapon.
Encounter 27 (Ranger): Death Rend - 2 melee attacks, if both hit then stun the enemy.
Dailies
Daily 5 (Fighter): Rain of Steel - At the start of every enemy that's adjacent to you's turn they take [W] damage.
Daily 29 (Ranger): Follow-Up Blow - Every time you make a melee attack you can follow up with another melee attack with your offhand weapon at a -2 penalty.
Daily 25 (Warlord): Relentless Assault- Until the end of the encounter, when you or an ally scores a critical hit you and each ally can make a basic attack as a free action.
Daily 20 (Battle Lord of Kord PP): Path of the Storm: You can shift a number of squares equal to your charisma modifier. During this movement, you can make a number of melee basic attacks equal to your charisma modifier.
Utilities
Daily 22: Relentless Assault: Until the end of your next turn, you and eveyr all can make basic attacks as minor actions.
Encounter 6: Guileful Switch: As a minor action, swap initiative checks with an ally. They act on your turn, even if they've already acted this turn. You act when the ally would have.
Daily 10: Instant Planning: Until the end of your next turn, every taget gains a choice of a power bonus to attack rolls equal to your charisma.
Daily 12 (Battlelord of Lord): Expend one use of inspiring word to regain the use of an encounter attack power you have used during this encounter. [ED Note: Which is going to be Hurricane of Blades, of course]
Daily 6 (Fighter): Settling the Score- You gain a +2 power bonus to attack rolls against the triggering creature until the end of the encounter.
Daily 6 (Paladin): Wrath of the Gods- Until the end of the encounter
Level 24 Eternal Action: This is precisely why they invented Violet Solitaires, so you can get an extra action point every encounter, especially with all of the attacks that you will be making.
So of course you'll get one or two more standard actions than everyone else every encounter.
Level 26: Seeker's Lore It's a level 22 utility power. It might seem like ass compared to Divine Regeneration and Epic Trick, but trust me when I say that those powers are aberrations compared to what the game wants you to get. I personally like the swordmage's Giant Stance power which gives you a +2 bonus to attack rolls, +5 bonus to damage rolls, and large size for the rest of the encounter.
Level 30: Seeker's Destiny Not as good as Divine Miracle. But then, what is? Regardless, getting to cherry-pick a level 24 epic destiny feature can be awesome. I prefer Great Power from Eternal Defender personally. Bigger weapon damage dice, extra square of reach? Yes, please.