The Fast Zap: The Elf with the Golden Cannon
Overview of the Fast ZapBy choosing to have your tertiary stat in Dex, you are actually doing pretty well. This opens up the rogue and the (sadly-stupidly-nerfbatted-by-WotC-which-is-fail) ranger as potential, multiclasses, both of which give you access to many different (and interesting) ranged options. Additionally, being able to access the deadly trickster epic destiny can be very, very useful. High Dex also gives you a good Ref defence, and allows you to run around in light armour, which means that you are also extremely fast.
Proper Care and FeedingStatsYour priority stat is Wisdom, followed by Charisma, with Dex as your tertiary. The rest are pretty much irrelevant, although Strength is most definitely your dump stat, and you should consider Constitution above Intelligence.
Suggested ArraysStandard: Str 10, Dex 13, Con 12, Int 11, Wis 16, Cha 14
Custom: Str 8, Dex 14, Con 11, Int 10, Wis 16, Cha 15
Rolled: Wis-> Cha -> Dex -> Con -> Int -> Str
RaceYour choices of races are pretty much limited to elf or elf here. While there are some other options for Fast Zaps, there aren't many of them.
DragonbornLet's see... you get boosts to your secondary and dump, which is overall quite poor, a bonus to a skill you cannot train without a feat, a bonus to attack rolls that's tiny enough to forget about, slightly bigger surges, and a racial ability based on either your tertiary or a stat you don't care about, which doesn't do radiant damage. Umm, no. Plus, the whole scaly thing is unpleasant.
DwarfYou get a bump to your primary and a stat you don't care about, which is nice, but not that amazing. You're slow, which is ungood, and while low-light vision helps some, most of the stuff you get by being a dwarf wants you to wear heavy armour, which, as we are not stupid, we will not be doing with a Fast Zap. So give this a pass; you're better off being a Tough Zap as a dwarf.
EladrinOK, let me get this straight. It boosts your tertiary and a stat you don't care about? Check. Some proficiencies you couldn't care less about? Check. A bonus to your most God-awesome save, which hardly needs it? Check. Seriously, why are we still reading? About the only halfway decent things here are the extra skill training and the 1/encounter teleport. Gimping yourself for two features... no.
ElfI would honestly have to say that elves are by far the best race for Zaps of any stripe but Fast Zaps just go orgasmic over them instead of being merely happy. You get a boost to primary and tertiary, which is basically the best we can get until the monkeys at WotC publish a Wis/Cha race, move faster than any other race in the book, a small grouphelp tricks, and
elven accuracy, which on a character that will spend most of its life making ranged attacks... yeah, no brainer, much? The Dex boost from being an elf also makes accessing Astral Fire incredibly easy, and, while that feat doesn't look too awesome, this is 4E, and even 1 point of damage is something we're supposed to fellate the designers for. Seriously, best choice by far.
Half-elfIf you were a Tough Zap, this race would be ideal. However, as your are not, this is only a decent choice, boosting your secondary and a stat you don't care much about. Low-light vision never hurts, and the skills boosted are ones you are likely to have as a cleric. Dilletante can also net you something useful (like
eyebite), which is also damned tasty. If it were not for the stats, this would be a very, very good choice, but unfortunately, Fast Zaps don't get as much from this as their Tough cousins.
HalflingNot a bad choice. You get a boost to your secondary and tertiary, which is decent, being Small doesn't rape you in most of your orifices, and
second chance is actually pretty useful on something that'll get smacked around lots. While I still believe elf to be superior, I can certainly see this being very, very good for a Fast Zap build.
HumanAh, yes, the stellar race of 3E. Unfortunately, in this build, they are distinctly subpar. The fact that they boost only one stat of your choice actually doesn't mean much, since no race boosts your primary and secondary, but even so, it is a definite step back. Knowing an extra at-will actually means jack shit, as your class only has two you actually give a flying fuck about, and the bonus feat is nice, but as most 4E feats aren't worth taking, it's not all that amazing. Seriously, don't bother.
TieflingThis is not so hot on a Fast Zap, although Smart Zaps like it. You get a boost to your secondary and a stat you don't care about, boosts to skills you cannot train without feats, and a bonus you could forget. The fact that you get fire resistance and
infernal wrath makes it a bit less of a total suckfest, as you can at least Cha-farm somewhat. However, if you wanna be a tiefling, making a Fast Zap is a pretty poor build direction in general; Smart gives you everything this path would, and more.
Monster Manual RacesIn general, my reaction was 'meh'. In all honesty, none of these races really grant you much in the way of anything useful to any Zap build, and since they require DM approval to boot, I really don't see a point. That said, there are decent choices there, but they don't really offer you anything new or different anyway, so honestly, just don't bother.
The Art of Correct Multiclass FeatsEssentially, as a Fast Zap, you are looking at two potential choices for multiclass feats: Warrior of the Wild and Sneak of Shadows. Now, these options are not totally equal, but at the same time, are deserving of equal consideration, as they do quite different things.
Warrior of the WildNow, if you are a Fast Zap, you're an elf. As you're an elf, having a 13 in your tertiary is remarkably, no, ridiculously easy. And what do you get for such an easy req? Well, plenty of nice things. Or, at least, you would have, except
those fucking idiots nerfed it (page 9). As it stands, this is now a lot less effective, as it gives you a very minor benefit damage-wise, because it seems the designers insist that if 1 damage requires a fellatio, then 1d6 would need something like being on the receiving end of an iron dildo. You do, however, net training in a ranger skill, which is nice, as it can either give you access to the deadly trickster epic destiny. At the same time, for 1st level characters, and characters who don't plan on slogging through the paragon tier (either going straight to epic or never going above heroic), this is a definite green.
Skill to pick: Essentially, you get a pretty good list to choose from, as the two classes overlap only on Heal. My suggestions would be to further prostitute out Wis, and take either
Dungeoneering,
Nature or
Perception. However, since your Dex will likely be at least reasonable,
Acrobatics or
Stealth may help too, and will actually get you into deadly trickster, which makes them well worth considering. Under no circumstances do you pick
Athletics, for obvious reasons.
Class feature gained: Hunter's Quarry would be great on you. If you could use it as a ranger. Which means that, instead of being good, it is now, at best, something like some extra damage on two attacks. Better than absolutely nothing, I suppose, but really, the nerf was like a kick in the jewels.
Novice Power PicksFox's Cunning (E 1)This is in direct competition with
cascading light, which make this a somewhat inferior option. However, allowing you to basically ignore a single attack without reach, and then nail them with the crossbow (or longbow) you will pack, with your whore stat as a bonus... yeah, very very nice nonetheless. Use it to coast low levels if you must.
Disrupting Strike (E 3)Remember Foil Action, as written in the
Frank and K fighter (page 39)? Well, this is the closest you're gonna get in 4E to that, and, quite frankly, were it not for the hitting issues, this would be navy. You can use it to monkeywrench a lot of nasty abilities, provided you can get it to connect, as it inflicts a highly crippling penalty and essentially farms your highest stat, to boot. Although it competes with
command and
daunting light, it is easily worth it.
Adept Power PicksConfounding Arrows (D 15)While this is up against
purifying fire, which is quite stiff competition, this thing is a very strong control element at extremely good range. While farming off a tertiary is usually asking for trouble, this can set up a foe for a very long-term lasering, which is never a bad thing.
Acolyte Power PicksCrucial Advice (U 2)Remember
divine insight from 3E? Well, this is the closest thing to it you'll get in this edition. While it doesn't contribute to killing stuff, it is still damn useful, and useable every encounter. To quote veekie:
It helps your allies achieve a check modifier about 2-3 levels ahead of when normally possible.
Unfortunately, you need to be trained in the skill you want to use this. However, as feats generally suck now, setting one on fire to help one of your party members is certainly not a bad move. The only things you're really competing with are
shield of faith and
sanctuary, so you can likely take this quite safely.
Yield Ground (U 2)The bad news about this is that someone has to hurt you for it to work. The good news is, it gets you out, and keeps you fairly safe for a while. Overall, not bad, and certainly has its uses. It would easily be green were it not for the annoying trigger condition.
Evade Ambush (U 6)Now, this is really damn useful - I call it 'divine oracle lite', as it basically means (with your Wis, anyway) that your allies are never, ever getting surprised. However, it is both a) daily and b) very very conditional. It's also up against
bastion of health and
divine vigor, so take that for what you will.
Weave Through the Fray (U 6)This is really, really good. It basically gives you the abrupt jaunt ability of the 3E conjurer, or the closest to that this edition's gonna give us anyway. Simply walk out of melee, foul up charges, and generally keep out of the reach of big nasty ugly things. Definitely worth it.
Open the Range (U 10)Like its younger brother
weave through the fray, this is useful. Unlike its younger brother, it is both level 10 and daily. I really don't think it's worth that, especially when you're competing with
knights of unyielding valour. Unless you really, really have a paranoid fear of getting hit, don't take this.
Forest Ghost (U 22)This is really, really sexy. This thing has endless uses, and makes you into a pretty darn deadly sniper. Were it not for the cover/concealment requirement, this would be a very, very definite navy. It does, however, compete with
cloud chariot, thus limiting it to multiple-cleric parties in most cases.
Master of the Hunt (U 22)Now, having looked at the cleric, I swore that there would be nothing that could compete with the sheer bullshit power of
cloud chariot. I am seriously proud to have found something which can. Whoring your best stat to damage, in many cases again, to damn near everything you do, is worth it, and is actually serious competition to the other 22s. A long, hard consideration, but once again, very suited to multiple-cleric parties.
Paragon PathsNothing to see here, move along. No, seriously, the ranger basically offers you nothing paragon path wise. At all. If you wanna take clerical stuff, consult the post above. Really, that is all.
Epic DestiniesDeadly TricksterAs a cleric-ranger Fast Zap, the requirements are easy, although it requires forgoing Perception unless you wanna burn a feat on Skill Training (something I recommend you do in any case, but if you are going that way, pick up Perception off the multiclass feat, and then pick up Skill Training later). Sly Fortune's Favour is pretty good, but divine oracles hardly need more re-rolls, making this more useful on angelic avengers and warpriests. Trickster's Control, however, is disgustingly good with divine oracle, as it essentially gives you twice the normal odds to retain a power. While the 'bone the DM anally' Trickster's Disposition is nice, it will mostly be used to avoid you getting hit by big and nasty, which, if combined with Foil Action... umm, I mean, Disrupting Strike, makes for a damn good monkeywrenching shtick.
Epic trick, especially when combined with divine oracle and Trickster's Control, gives you amazing nova potential, as it can basically totally reload you in one shot, which can average out to more firepower per day than the steady stream provided by the demigod. Overall, a very solid choice, and one of the strongest reasons to take the Fast Zap.
DemigodAs stats are everything in 4E, getting more statbumps than everyone else off Divine Spark is sex. Divine Recovery, giving you more 'I don't die', while nice, is not really something you should need, as hitting 0 HP as a cleric is... pretty much failure in a box, and you need to seriously get your head checked for trauma (no, YOUR head, not your PC's). Divine Miracle, unlike the insane nova engine that
epic trick happens to , is a slow, steady stream of help. At the same time, by the time you get it, you won't have much use for it, simply because your career is almost over.
Divine regeneration is yet more 'I don't die', and combos very nicely with
seal of binding to give you one of the few save-or-dies this game actually has. This is best for those games that you know will last until the highest levels of epic; otherwise, go with the deadly trickster. This is also better for angelic avengers and warpriests, as they will find themselves hurting more often, and this can iron out a lot of their kinks.
Eternal SeekerOK, Seeker of the Many Paths is your excuse to dumpster-dive through all the lists we have compiled here, and basically pick and choose whatever cool shit you wanna take. Eternal Action is crazy-good with divine oracle, and can fuel some crazy action novas. Seeker's Lore gives you more dumpster-diving power: get that
cloud chariot AND that
master of the hunt! Seeker's Destiny is best with either Trickster's Control or Starburst (found
here (page 51 or 9, depending on how your read it), followed by Divine Recovery. All up, this could have a lot of potential once more material is printed, but even with what we have now, this is a very strong choice all-around, despite the fact that Smart Zaps get boatloads more mileage out of it.
Sneak of ShadowsNow, at first glance, this is actually harder to use than the ranger. However, the powers this option provides, especially at high levels, are very, very enticing, making this an easy green for those starting at high levels, as well as being much less top-heavy than the ranger. Additionally, having Thievery as a class skill gives you deadly trickster access, which is always nice. In general, this is a strong, synergistic choice in general. Your weapon of choice will be a crossbow, as you have no business being near slings or light blades whatsoever. Skill Training for Stealth is highly recommended for this build, as it gives you a lot of very powerful options, and a very potent defensive mechanism. In general, you really, really want to be a divine oracle for this, although angelic avengers do have a use here too.
Skill gained: Thievery, which is nice, as it taps your tertiary, and gives you some very useful powers, including
this one. In fact, thanks to the errata, you can totally steal Orcus' panties with only a DC 35 check. This also neatly qualifies you for deadly trickster, which is a very nice bonus.
Class feature gained: Although Sneak Attack is not half the awesomeness it was in 3E, and making it 1/encounter doesn't help matters. Additionally, since it requires set-up, this is actually less useful than the Hunter's Quarry feature given to you by the ranger. Thus, this is nice, but don't count on it winning you anything. Fucking 4E...
Novice Power PicksDragon Tail Strike (E 17)Now, this power is pretty terrible overall, but, since you'll be using a crossbow with this, it is possible to deter charges with it damn effectively, and the damage is respectable. However, as a tertiary stat power, and given what it's against, I would only recommend it if you really, really fear charges.
Perfect Strike (E 27)Despite coming off your tertiary, the triple attack rolls, good range and potential stunning is damn nice. Despite being in direct competition with
sunburst, this is worthly of at least a second look.
Adept Power PicksBlinding Barrage (D 1)For a level 1 power, this is not bad at all. Mass blinding, decent damage, and even a miss effect for your trouble. Sadly, this does have to compete with
cascade of light, which, despite serving a different function, is very, very strong, and is also very short-ranged. However, for area control, this can be extremely effective, and should be considered on that basis.
Easy Target (D 1)Now, despite the orange rating this power has, in a mostly ranged party, this a very potent long-range monkeywrench, since you can basically dance out of the range of stuff constantly while you and your friends pepper it with lasers and other nasty things. The combat advantage is also nice, although not as amazing for you as it would be for a rogue. Essentially, in a range-heavy party, this is green.
Trick Strike (D 1)Now, this is the most impressive power here damage-wise. If your party likes playing Murder Pinball, they will enjoy this very much. In a pinball-focused party, this is definitely green.
Walking Wounded (D 6)This power basically allows you to, at damn impressive range, turn a monster into a stumbling cripple. Unless the target has some kind of ungodly movement speed, this basically lets you dance around him like a little bitch and laugh at how he repeatedly falls over, while pasting face with laser. The only thing keeping this from navy-hood is the fact that it runs off a tertiary. The competition is stiff, though:
consecrated ground and
spiritual weapon. Consider this if your sustain powers are getting too many in number, as it is very, very strong.
Knockout (D 9)This gets an honourable mention here, purely because of the sheer potential power of its effect. That said, it is melee, which means that you'll be in a very unhappy place, and the solution is only semi-permanent. That said, you don't get effects this often, so if you have some kind of crazy build that can take advantage of this, feel free to consider it. But this is also up against
blade barrier, so do keep this in mind.
Bloody Path (D 15)This is mostly a lolmention, but this is a minion massacring device also. That said, though, this is a waste of a daily, or at least, feels like one. Especially when one is in competition with
purifying fire, one has to do a lot more than this power to look impressive.
Slaying Strike (D 15)An example of competing with
purifying fire correctly can be found here. If you can autocrit this off divine oracle, you can basically achieve a longer-ranged point version of
seal of warding. Although this is a low green because the tertiary stat, it is definitely, DEFINITELY worth looking into.
Feinting Flurry (D 19)Divine oracles love this long-time. The fact it also prostitutes your secondary is also damn good, and the damage, as you're using a crossbow, is both respectable and long-ranged. This is in competition with
fire storm, but fortunately, they serve rather different purposes, so you can select this power with pride and be the ultimate sniper bastard.
Snake's Retreat (D 19)Now, the ability to stay out of nonreach melee is damn nice, and the damage is also long-ranged and respectable, but unfortunately, this power is in direct competition with
feinting flurry, which unfortunately wins out. Nonetheless, this is worth considering as a defensive countermeasure, if you can make it hit reliably.
Biting Assault (D 25)Now, if this didn't attack Fort off a tertiary stat, it would be an easy green. If you can get this to connect, it turns a monster into a snivelling, bleeding weakling. Even if you miss, the ongoing damage still happens, which makes it at least worth considering. That said and done, though, it is up against
seal of binding, so take that into consideration.
Hamstring (D 25)Guaranteed slow is no joke, and when you add guaranteed ongoing, turning monsters into lame cripples has never been so much fun. The fact it uses a tertiary is the only thing keeping this from green-hood.
Assassin's Point (D 29)This. Is. Awesome. Divine oracles autocrit this for great justice (and high damage). Its competition is also not too significant in comparison (
astral storm), which makes us very happy indeed. This would be blue were it not for the hitting issues, but the autocrit nicely gets around that for us. Remember, milk this for all it's worth - fully-enhanced weapon with a crit effect, combat advantage for sneak etc. You can easily break 200 damage with this, and we're not even kidding.
Immobilising Strike (D 29)Even if this misses, you have made a cripple out of an opponent. If this hits, upgrade that to 'retarded cripple'. If this didn't have such stiff competition, it would honestly deserve a higher rating.
Moving Target (D 29)Remember, a lot of attack lines specify a 'creature', not an 'opponent'. Now, this is great, because suddenly, you can turn a monster into an emo. It is a bit anticlimatic for a 29th level daily, but I can certainly see its uses, especially when you make someone like Orcus suddenly start cutting himself.
Acolyte Power PicksFleeting Ghost (U 2)Although this requires burning a feat on Skill Training, for someone using Dex, more farming never hurt. Being able to move at normal speed while sneaking around is never a bad thing for a Fast Zap. This is competing with stuff like
cure light wounds and
sanctuary, so these aren't terrible picks.
Quick Fingers (U 2)Luckily, this doesn't require setting any feats on fire, unless you like stealing Orcus' panties mid-combat, it has mostly laugh potential. That said, situations can come up where this is darn useful, so bear this in mind.
Chameleon (U 6)While this also requires feat-burning, it is an extremely big buff to Stealth, which is noticeable. If you really need to sneak around, this is one to go for. However, you're up against
bastion of health here, so this is really a very narrow choice.
Dangerous Theft (U 10)Now you can steal Orcus' panties in combat at no penalty! But seriously, hilarity aside, that is not something that will come up too often, especially when it competes with
knights of unyielding valour.
Shadow Strike (U 10)Much like its younger Stealth-related brothers and sisters, this power can be of great help. However, unless you really, really need to play the sniper, this is just not necessary.
Hide in Plain Sight (U 16)This is almost green. This is damn good for divine oracle uber-laser setup, and opponents will usually get shot at least three or so times before they figure out where you are. While farming Stealth is a good call, ultimately, it's not a primary strategy for you. So go figure.
Raise the Stakes (U 16)The uses of this power are damn obvious. If you are a divine oracle, however, skip this - you really, REALLY don't need it.
Hide from the Light (U 22)This is up against
cloud chariot, which means that it has to be awesome. Unfortunately, while this can facilitate a grind strategy using only at-wills and shuffling around like a cripple, it will likely send the DM, as well as most of the party, to sleep. This is damn strong, but unless you enjoy 5-hour combats, I would distinctively not recommend it, hence its low rating.
Paragon PathsThe rogue offers you one paragon path you even remotely care about: the shadow assassin. Shadow Assassin's Action is a big and useful boost, especially if you plan to let off a tertiary-base attack, and farming out your tertiary when escaping from melee (which you'll have to do lots anyway) is nice. Bloody Evisceration means that you really wanna save your single use of sneak attack to a mid-battle boost, and this ability also helps
assassin's point go that much further.
As you are a Fast Zap, you really will act before people, and, at crossbow range,
killer's eye is not too horrid.
Bad idea, friend, contrary to its name, is a very good idea, and, while it is no
shielding shades, it definitely could be just as useful. Sadly, being unselectable and daily, it is decidedly average.
Final blow, despite doing good damage, puts you exactly where you least want to be, and that is ungood, making it somewhat subpar to say the least.
FeatsTo save my sanity, only feats which are orange or above will be mentioned unless there is a very good reason otherwise.
Heroic TierAction SurgeNow, this feat requires being a human (which is sucktastic) or half-elf (which, for a Fast Zap, is not so hot), which makes it kinda weak already. However, if you happen to be a warpriest (and clearly like burning hammers to your nutsack) , this can be used to get some quite substantial bonuses, which can be used to help those tertiaries connect. Thus, overall, take it if you can, but don't jump through any hoops for it.
AlertnessThis is very, very red if you are a divine whoracle, so retrain it then. Otherwise, marginally helpful.
Armour of BahamutInstead of speaking myself, I will give the floor to my co-authors:
Crits may not happen to you with any reasonable frequency, but they'll happen decently frequently to someone in the party. If you're facing anything with a magic weapon, (especially a vicious or otherwise nasty-critting one) it will hurt a lot when it happens. Getting rid of that much damage could be like a healing surge's worth of healing per crit prevented.
When it does work, it's usually worth a couple of healing surges.
So there you have it. What's with the dragonlove in this edition? Fucking 4E...
Astral FireYou qualify easily, and, although the damage boost is minor, it is well-worth it for you. Take it.
BackstabberWhile this is not as good for you as it is for a rogue, it is still extra damage, and since designers must be fellated, go and take this feat.
Corellon's GraceThe elf god is actually damn good to choose, because free moves for someone who operates at your range is damn useful. That said, unless you're gonna fuel some kind of crazy action nova, this is not anything amazing.
Defensive MobilityAs you are within 5 squares of an opponent most of the time, the odds of having to leave melee and provoke an AOO (no, I don't give a flying fuck what those retard monkeys call them now) are high. As this helps you avoid them, it is good. Ranger or rogue multiclasses do eliminate much of the need for this feat, but a straight cleric Zap should definitely look into it.
DurableWhile preventing damage is better than fixing it, this can come in quite handy as a space-filler if you find your surges lacking in number. Good early in the game.
Elven AccuracyYet more reason to be an elf right here. On a character that will spend damn near their whole career shooting things, this is very, very handy.
Escape ArtistNote that the colour is conditional upon actually being trained in Acrobatics for whatever reason. The grab escape is niche, but useful.
Far ShotIf you happen to use a longbow (as a ranger multiclass) or a crossbow (as a rogue multiclass), this is definitely for you, as this is quite honestly the best range you'll ever get in your career.
Fast RunnerDO NOT stretch yourself to qualify, but if you do, go for it. It probably means your DM grew half an ounce of sense and decided to let you roll stats and keep decent rolls to compensate for the fact that stats are everything in this game and prereqs are daft.
Ferocious RebukeOur Smart brothers love this far more. This is good for the pinball game, but being a tiefling Fast Zap kinda sucks.
Group InsightInitiative good, any questions? No, seriously, if you are playing a half-elf, take this. TAKE THIS.
Halfling AgilityNow, halflings make good Fast Zaps, and this makes you even harder to hit in combat than you are already. This is a very good thing.
Harmony of ErathisAs worshipping lawyers is clearly a good thing for us, this is good. No, really, this is very, very party-friendly, and they will like you for it.
Hellfire BloodAs this adds to attack rolls, it helps. Being a tiefling Fast Zap blows, though, so it's not so hot.
Human PerseveranceOf course, if you're looking at this, you're a half-elf. This is something which you almost never get bonuses to, making this very, very tasty indeed. Consider it extremely important and useful.
Improved InitiativeThis really is an amazing feat, especially for you. I can scarce think of a reason NOT to take this feat. It is a massive bonus by 4E standards, and this, combined with your high Dex, means you WILL go first. Always nice to get thr drop on your enemy.
Jack of All TradesAlthough Smart Zaps like this far more, even Fast ones can use it as space-filler. Don't stretch yourself for it, though.
Lethal HunterSee the earlier entry titled 'Backstabber', but replace instances of 'rogue' with 'ranger'.
Light StepIf your DM is anal about tracking travel times, this is useful. If not, it's not bad filler.
LinguistRead the entry above, replacing 'tracking travel times' with 'throwing languages you don't know at you' and 'not bad filler' with 'terrible filler'.
Lost in the CrowdAfter you take Defensive Mobility, you take this feat. It is a low orange, but seeing as you are a cleric, this may happen to you, and that much AC cannot be ignored. All notes on Defensive Mobility also apply here.
Melora's TideThis feat can quite honestly double or even triple party endurance, and ensures that you are never below bloodied out of combat. Definitely, definitely worth your time, and worth being the cleric of a hippie goddess for. At least no-one can complain about the lazy hippie... for you are a LASER hippie!
Mounted CombatPress the AdvantageIf you are a whoracle deadly trickster, using
assassin's point with this becomes prostitutionally good, since you can
epic trick yourself a reload and go crazy. Otherwise, not so hot.
Quick DrawThis can be useful if you use a weapon. And no, this does not stack with Improved Initiative. Fucking 4E...
Skill FocusIf you are a rogue multiclass, you can use this to make up for a poor stat. And steal Orcus' panties more easily, but we don't talk about that.
Skill TrainingIf you need some diversity, this is worth it. Good filler, really.
ToughnessThis is better than Durable, as it actually reduces the odds of you dropping. The benefits are also big, but then again, this is 4E. I need not make another bad fellatio or sex act joke here.
Weapon FocusI gettest this not. Does this or doesn't this add to [W] damage? If it does, this is a hell of a lot more useful. However, since this is 4E (or the bend-over-bitch-edition), I will assume it doesn't, thus making it mildly useful at best.
Weapon ProficiencyIf you are a ranger multiclass Fast Zap who is not an elf for some reason, get the longbow. Everyone else, please ignore.
Paragon TierAction RecoveryPretty darn useful, although you, once again, will not be a human to take this, instead choosing the more sensible half-elf.
Agile AthleteThis is never a bad pick, but it's not stellar either.
Combat AnticipationWhile the benefit is small, it's pretty wide-ranging, covering a very large number of attacks you are likely to see. Definitely worth taking.
Danger SenseMore initiative is good. Better initiative is also good. This is actually better than a re-roll, as you pick the highest of the two. Take this, you know you want to.
Defensive AdvantageWhile this is normally nice to have in general, rogue multiclass builds can seriously call this green. Comboes very nicely with
hide in plain sight, even if they know your square.
Devastating CriticalWhoracles love this. Other people just like it. Never bad to have, no matter what build you are.
Distant ShotYou will only be taking this as a rogue multiclass, as everyone else simply doesn't care. This improves your range of effectiveness by quite a bit, and, as you cannot afford to take the penalty, makes you substantially better.
EvasionThis is a true no-brainer.
Fleet-FootedYou take this on everything. You really do. More speed is always good.
Great FortitudeSince you are dumping Str, and your Con is not all that hot, this is not a bad feat to pick. However, the bonus isn't amazing either. Filler, basically.
Improved Second WindTo cite veekie:
Again, why not?
Lightning ReflexesThis is again useful, as clerics generally have poor defences. Not as needed as Great Fortitude, but still very helpful.
MettleSee Evasion above.
Point Blank ShotAs you are a Zap, a large majority of your powers function at a range of 5 squares or less, making this feat very, very useful. Ignoring cover and concealment is helpful in the extreme.
Running ShotAs an elf, you have speed. This helps you use it. Better, right?
Secret StrideIf you're trained in Stealth, this is damn useful for being a cool sniper-type. No reason not to take it, really.
Seize the MomentIf you have been taking earlier advice about being an initiative prostitute, this feat lets you exploit it. For rogue multiclasses, this is green.
Uncanny DodgeWhile this is conditional, it's a common condition, and negating the most common benefit of this condition helps. Plus, you qualify easily enough. For divine whoracles, this is very green.
UnderfootAs you are a shooty person, being able to dash through big people (and non-people) is a helpful shtick to have. Worth taking, even as filler.
Epic TierBlind-FightThis is a really easy qualification, and even though you don't melee much (read: at all), it is nice to have nonetheless.
Epic ResurgenceAhh, finally, a feat we can give some damn about. If you happen to be a whoracle, this is definitely navy, but even if you're not, more encounter powers is very, very nice indeed.
Font of RadianceThis is damn insane. It is basically a sticky laser bomb which happens to light up invisible stuff. With divine whoracle, this becomes incredibly, insanely, ridiculous. Take this, you really, really want to.
Irresistible FlamesSince you do use fire a fair bit, this is useful for those opponents who happen to resist it. Since 20 is a big number here, you can burn away almost, if not all, resistance to your second favourite damage type. Yay!