Because every party needs a crazy hobo with a radioactive gem.
(Sorry, couldn't help the dig at Legend of the Seeker when making a Seeker build. Bad TV show based on an even worse - sadly, it's possible - book series.)
Idea: Continuing my thoughts on "making Seekers not suck", this is another take on building an effective Seeker. The core concept is to exploit the Seeker's ranged basic attacks with the Distant Vengeance feat of an Avenger, which allows us to roll two attacks on pretty much every attack we make, except some Dailies. We'll be playing a controller/striker/defender that mixes good offense with good defense and good control. This build gets its combo off at first level, and is quite playable all the way through 30.
Build: Avenger|Seeker/Paladin/Son of Mercy. (It's debatable if a multiclass paladin feat qualifies you for the Paragon Path. Customer Service says it works, the Character Builder says it doesn't.) Either go Str/Wis or Dex/Wis. Alternatively, if you don't like Son of Mercy, Crimson Hunter is a good option for this build, for a guy who really won't miss very much (it's worth an extra +1 to hit and improved crit range), and Favored Soul is ridiculously overpowered as well (Always-on Flight 10 + Greatbow = win, at 16th level). We'll use Son of Mercy for this build, though.
Race: For a Str/Wis build, go shifter - the damage boost and regen is kind of nice, and we can mix melee attacks in with our ranged. For Dex/Wis buids, I like Githzerai and Changeling. Githzerai allow you to get a ridiculously high init, which is great for a controller. Changelings are both really fun to RP, and it unlocks Taunting Visage, which is permanent CA against your Oath target. Drow also have the very nice Vicious Darkfire feat, which grants CA and +Dex to damage for two rounds. Elf is a great choice if you want to kite, since you can move 10 squares every round without taking a -5 penalty to hit. They're also very accurate.
For this sample build, we'll go Dex/Wis as a Githzerai.
Salient Combos:
#1) Always Winning Initiative. This is a very nice benefit for a controller. It's much better locking down a monster in place before he gets a chance to go. Githzerai get +2 to init. We start with a 16 or 18 Dex. We take Improved Init (or Quick Draw, if you want to carry melee weapons too), Danger Sense, and Superior Init. We will be at around +18 to init rolls above base with two rolls... worth enough taking the Lucky Start feat (and/or Seize the Moment and/or Vistani Foresight). Why should we care about getting a free reroll on the first round of combat? Because we can only Oath people within 10 squares, and with Lucky Start also works with dailies. So when that Dracolich pops out of nowhere, 20 squares away, we can nearly guarantee a hit with our Captivating Missile or Baleful Shot or whatever.
While this doesn't translate into sheer DPR numbers that people can ooh and aah over, it's very useful in actual play to take out a monster before he can do something very bad to the party, especially on the first round of combat, when the PCs are typically clumped up together.
#2) Very High Accuracy. Distant Vengeance + lots of Ranged Basic Attacks from Seeker (+Expertise) + Eagle Eye Goggles + some RBAs that target NADs. This lets us roll two attack rolls against our primary target all day long. At first I thought this combo wouldn't work with hybrid Avengers, but then I went back and looked at normal Avengers - Distant Vengeance adds a new category your Oath applies to, so the trick will work. If we really wanted to, we could use a Superior Crossbow, but then we'd lose the ability to use Inevitable Shot (unless we pick up a Swiftshot Weapon). We'll have a hit rate around 80% or so, with a 9% crit rate. This puts us a step up on wizards, since you need to hit in order to slow a target.
#3) Stacking Scads of Damage at paragon. Biting Swarm + Primal Eye + Painful Oath + Lawbreaker's Doom + optional hybrid Pursuit Avenger feat + Radiant Greatbow = best case 1[W]+Wis+Dex+Wis+Wis+Dex+Slow+ -2 to hit in a burst 1 on the first attack we make every round. At 16th level or so, this will work out to about 1d12+44 radiant and necrotic damage per hit. If we ignore Pursuit Avenger, it'd be around 1d12+38 or so.
DPR = .8 * 50.5 + .09 * 71 = 46.8 DPR. Pretty solid for using nothing but at-wills on a controller at 16th.
It'll be a couple points higher if we use a Ring of the Radiant Storm.
#4) Good AC. Unarmored Agility + Hybrid Talent Armor of Faith + Improved Armor of Faith + Dex = Better than plate + shield AC. Githzerai also get the ability to interrupt to add +2 to defenses for a round, and we can take Acrobatic Dodge for another interrupt to negate an attack.
One amusing trick, if you are just sitting back at range, trading shots with enemy archers, is to use a Rope of Slave Fighting and drop prone (optionally combined with the Acrobatics skill power to stand up quickly). You get +2 to defenses against their ranged attacks, but suffer no penalty for being prone.
We can use Phantom Chaussures to gain perma concealment.
#5) Damn Good Control. Oath Strike / Divine Challenge + Lawbreaker's Doom + Biting Swarm + (optional) Mindiron Weapon + Psychic Lock + (Optional) Mark of Warding = Being able to slow and impose a -8 penalty for a monster to hit, every round, as well as slowing the target and giving out a -2 to hit penalty to all his friends nearby. Since we're always going to be 10 squares away, and will very nearly always hit, melee monsters will basically be hosed, being permanently slowed and with a really really terrible penalty to hit any of our friends that engage him in melee. Even ranged monsters will suffer a -4 penalty to hit us when they try to respect the mark (-5 to -10 to hit us if we use a Cloak of Distortion).
You'll have to pick between going for more damage (radiant weapon + say, weapon focus) and more control (mindiron weapon + psychic lock). I personally prefer the improved control, but people here are so focused on DPR numbers, I provided that option as well, above.
This combo comes into play at 11th. Before that, use Grappling Spirits instead of Biting Swarm as your primary at-will.
Exposing Oath is a possibility for removing a target's resistance to our attacks.
#6) Hey, even if we miss, we get a free attack each encounter with Inevitable Shot (or two if we AP). This is kind of like a cost-free Battle Awareness or Rampage or whatever. We can get a second one if we really want. These shots won't be as good as our primary basic attacks since they probably won't be against an Oath target unless we've used a power to Oath and/or mark a second guy.
#7) Even though multiclass Shamans got nerfed, we can still use the trick I mentioned in Little Mac and Coach. If you have friends who take the Spirit Talker feat, each one of those grants a portable wall and the ability to give us a free RBA every combat. Going Disciple of the World Spirit and hovering a spirit companion over a foe allows you lock down their movement when combined with Grappling Spirits. But since Sudden Call got nerfed, you can no longer resummon your hawk every round, so they can always escape it by just killing your spirit. However, getting an encounter heal from Mending Spirit turns you into a half-healer, so you can collect every role as a controller/striker/defender/leader. =)
#8) We're stealthy. With Persistent Tail, we can kite our target. We position an ally between us and our mark. Then, if we're unlucky enough to actually miss, and the target tries to move/charge us, we can take an immediate action after their move to move even further away. If we end even with normal cover and concealment, we can Stealth to hide against them to pick up CA. (Hell, we can do this even if we did hit them and they're slowed but still try to move.) Since it's an at-will we can use this to easily gain CA from range against our target. Also, having a high Stealth score is always nice. Even if our target decides to sit still, we can use Persistent Tail on other monsters, to Stealth evade their attacks against us.
Conclusion: You'll need to decide for yourself which aspects you want to focus on. Should I take Weapon Focus (striker) or Psychic Lock (controller)? Do I take Mending Spirit (Leader) or Danger Sense (higher initiative)? Greatbow or Superior Crossbow or save the feat and just use a longbow? I'll post a sample build below that focuses mainly on being an effective controller more than anything else, optimizing for a mix of high AC, good init, and decent damage.
If you look at the item list, I provided a variety of options that would be beneficial to this character. Pick and choose which ones you like.
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Ave Mario, level 18
Githzerai, Avenger|Seeker, Favored Soul
Hybrid Avenger: Hybrid Avenger Will
Seeker's Bond (Hybrid): Bloodbond (Hybrid)
Hybrid Seeker: Hybrid Seeker Will
Hybrid Talent: Armor of Faith
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 11, Con 14, Dex 22, Int 9, Wis 24, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 15, Int 8, Wis 17, Cha 10.
AC: 36 Fort: 25 Reflex: 29 Will: 34
HP: 122 Surges: 9 Surge Value: 30
TRAINED SKILLS
Acrobatics +22, Perception +21, Stealth +20, Insight +21
UNTRAINED SKILLS
Arcana +8, Bluff +9, Diplomacy +9, Dungeoneering +16, Endurance +11, Heal +16, History +8, Intimidate +9, Nature +16, Religion +8, Streetwise +9, Thievery +15, Athletics +11
FEATS
Level 1: Distant Vengeance
Level 2: Hybrid Talent
Level 4: Improved Initiative
Level 6: Soldier of Virtue
Level 8: Versatile Expertise
Level 10: Oath Strike
Level 11: Improved Armor of Faith
Level 12: Primal Eye
Level 14: Painful Oath
Level 16: Psychic Lock
Level 18: Unarmored Agility
POWERS
Hybrid at-will 1: Radiant Vengeance
Hybrid at-will 1: Biting Swarm
Hybrid encounter 1: Seeking Brand
Hybrid daily 1: Celestial Fist
Hybrid utility 2: Avenger's Resolve
Hybrid encounter 3: Winter Spirit
Hybrid daily 5: Ensnaring Shot
Hybrid utility 6: Blurring Stride
Hybrid encounter 7: Wasp Sting Shot
Hybrid daily 9: Nature's Vengeance
Hybrid utility 10: Sheltering Underbrush
Hybrid encounter 13: Lifedrinking Covenant (replaces Seeking Brand)
Hybrid daily 15: Fey Sinkhole (replaces Nature's Vengeance)
Hybrid utility 16: Persistent Tail
Hybrid encounter 17: Astral Fury (replaces Wasp Sting Shot)
ITEMS
Irrefutable Mindweave Armor +4, Enduring Spirit Vestments Mindweave Armor +4, Shadowflow Mindweave Armor +4, Sanguine Vestments Mindweave Armor +4, Wrathful symbol of Vigor +4, Targeting Longbow +4, Serpent's Kiss Bow Longbow +4, Radiant Longbow +4, Mindiron Longbow +4, Eagle Eye Goggles (paragon tier), Cloak of Distortion +4, Bracers of Archery (paragon tier), Gloves of Accuracy (paragon tier), Hrothmar's Gauntlets (paragon tier), Ring of True Seeing (paragon tier), Ring of the Radiant Storm (paragon tier), Shadowfell Signet (paragon tier), Amethyst Band of Invisible Eyes (paragon tier), Premonition Ring (paragon tier), Greatwing Tattoo (paragon tier), Belt of Breaching (paragon tier), Rope of Slave Fighting (paragon tier), Sash of Vitality Ceaseless (paragon tier), Acrobat's Harness (paragon tier), Rebounding Superior crossbow +1, Phantom Chaussures (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ======
Ave Mario, level 18
Githzerai, Avenger|Seeker, Favored Soul
Hybrid Avenger: Hybrid Avenger Will
Seeker's Bond (Hybrid): Bloodbond (Hybrid)
Hybrid Seeker: Hybrid Seeker Will
Hybrid Talent: Armor of Faith
Versatile Expertise: Versatile Expertise (Bow)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 11, Con 14, Dex 22, Int 9, Wis 24, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 15, Int 8, Wis 17, Cha 10.
AC: 36 Fort: 25 Reflex: 29 Will: 34
HP: 122 Surges: 9 Surge Value: 30
TRAINED SKILLS
Acrobatics +22, Perception +21, Stealth +20, Insight +21
UNTRAINED SKILLS
Arcana +8, Bluff +9, Diplomacy +9, Dungeoneering +16, Endurance +11, Heal +16, History +8, Intimidate +9, Nature +16, Religion +8, Streetwise +9, Thievery +15, Athletics +11
FEATS
Level 1: Distant Vengeance
Level 2: Hybrid Talent
Level 4: Improved Initiative
Level 6: Soldier of Virtue
Level 8: Versatile Expertise
Level 10: Oath Strike
Level 11: Improved Armor of Faith
Level 12: Primal Eye
Level 14: Painful Oath
Level 16: Psychic Lock
Level 18: Unarmored Agility
POWERS
Hybrid at-will 1: Radiant Vengeance
Hybrid at-will 1: Biting Swarm
Hybrid encounter 1: Seeking Brand
Hybrid daily 1: Celestial Fist
Hybrid utility 2: Avenger's Resolve
Hybrid encounter 3: Winter Spirit
Hybrid daily 5: Ensnaring Shot
Hybrid utility 6: Blurring Stride
Hybrid encounter 7: Wasp Sting Shot
Hybrid daily 9: Nature's Vengeance
Hybrid utility 10: Sheltering Underbrush
Hybrid encounter 13: Lifedrinking Covenant (replaces Seeking Brand)
Hybrid daily 15: Fey Sinkhole (replaces Nature's Vengeance)
Hybrid utility 16: Persistent Tail
Hybrid encounter 17: Astral Fury (replaces Wasp Sting Shot)
ITEMS
Irrefutable Mindweave Armor +4, Enduring Spirit Vestments Mindweave Armor +4, Shadowflow Mindweave Armor +4, Sanguine Vestments Mindweave Armor +4, Wrathful symbol of Vigor +4, Targeting Longbow +4, Serpent's Kiss Bow Longbow +4, Radiant Longbow +4, Mindiron Longbow +4, Eagle Eye Goggles (paragon tier), Cloak of Distortion +4, Bracers of Archery (paragon tier), Gloves of Accuracy (paragon tier), Hrothmar's Gauntlets (paragon tier), Ring of True Seeing (paragon tier), Ring of the Radiant Storm (paragon tier), Shadowfell Signet (paragon tier), Amethyst Band of Invisible Eyes (paragon tier), Premonition Ring (paragon tier), Greatwing Tattoo (paragon tier), Belt of Breaching (paragon tier), Rope of Slave Fighting (paragon tier), Sash of Vitality Ceaseless (paragon tier), Acrobat's Harness (paragon tier), Rebounding Superior crossbow +1, Phantom Chaussures (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
For those of you worried about rules issues, here's a safe build that can pull off the combo for three rounds every combat, no RAW or RAI issues to worry about:
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Safe Cousin, level 16
Githzerai, Seeker, Favored Soul
Seeker's Bond: Bloodbond
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 11, Con 12, Dex 20, Int 9, Wis 24, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 8, Wis 18, Cha 10.
AC: 30 Fort: 23 Reflex: 28 Will: 30
HP: 111 Surges: 8 Surge Value: 27
TRAINED SKILLS
Nature +20, Stealth +18, Perception +20, Acrobatics +20, Religion +12, Endurance +14
UNTRAINED SKILLS
Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +15, Heal +15, History +7, Insight +15, Intimidate +8, Streetwise +8, Thievery +13, Athletics +10
FEATS
Level 1: Disciple of Divine Wrath
Level 2: Distant Vengeance
Level 4: Hero of Faith
Level 6: Vistani Heritage
Level 8: Acolyte Power
Level 10: Improved Initiative
Level 11: Primal Eye
Level 12: Painful Oath
Level 14: Oath Strike
Level 16: Psychic Lock
POWERS
Seeker at-will 1: Grappling Spirits
Seeker at-will 1: Biting Swarm
Seeker encounter 1: Mischief Spirits
Seeker daily 1: Swarming Bats
Seeker utility 2: Far Sight
Seeker encounter 3: Winter Spirit
Seeker daily 5: Ensnaring Shot
Seeker utility 6: Tumbling Dodge
Seeker encounter 7: Wasp Sting Shot
Seeker daily 9: Binding Shot
Seeker utility 10: Persistent Tail
Seeker encounter 13: Raven Wing Shot (replaces Mischief Spirits)
Seeker daily 15: Fey Sinkhole (replaces Binding Shot)
Seeker utility 16: Ephemeral Wings
ITEMS
Magic Feyleather Armor +4, Magic Longbow +4, Amulet of Protection +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
====== Created Using Wizards of the Coast D&D Character Builder ======
Safe Cousin, level 16
Githzerai, Seeker, Favored Soul
Seeker's Bond: Bloodbond
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
Str 11, Con 12, Dex 20, Int 9, Wis 24, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 8, Wis 18, Cha 10.
AC: 30 Fort: 23 Reflex: 28 Will: 30
HP: 111 Surges: 8 Surge Value: 27
TRAINED SKILLS
Nature +20, Stealth +18, Perception +20, Acrobatics +20, Religion +12, Endurance +14
UNTRAINED SKILLS
Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +15, Heal +15, History +7, Insight +15, Intimidate +8, Streetwise +8, Thievery +13, Athletics +10
FEATS
Level 1: Disciple of Divine Wrath
Level 2: Distant Vengeance
Level 4: Hero of Faith
Level 6: Vistani Heritage
Level 8: Acolyte Power
Level 10: Improved Initiative
Level 11: Primal Eye
Level 12: Painful Oath
Level 14: Oath Strike
Level 16: Psychic Lock
POWERS
Seeker at-will 1: Grappling Spirits
Seeker at-will 1: Biting Swarm
Seeker encounter 1: Mischief Spirits
Seeker daily 1: Swarming Bats
Seeker utility 2: Far Sight
Seeker encounter 3: Winter Spirit
Seeker daily 5: Ensnaring Shot
Seeker utility 6: Tumbling Dodge
Seeker encounter 7: Wasp Sting Shot
Seeker daily 9: Binding Shot
Seeker utility 10: Persistent Tail
Seeker encounter 13: Raven Wing Shot (replaces Mischief Spirits)
Seeker daily 15: Fey Sinkhole (replaces Binding Shot)
Seeker utility 16: Ephemeral Wings
ITEMS
Magic Feyleather Armor +4, Magic Longbow +4, Amulet of Protection +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Truly, the Legend of the Seeker is an epic story of poor personal hygeine.