Feats

Feat
Description

Encounter Feat Choice:

The tier 1 feat that makes Shield Throw great for boss fights. Great for damage bursts especially at the beginning of fights. Great, when you want to actively use Shield Throw.

Encounter Feat Choice:

The tier 1 feat that increases threat generation for +500% after using Enforced Threat. This is a great alternative for Shieldthrower to gain a a higher base threat! My personal choice.

At-Will Feat Choice: (Do not take this Feat!)

Not a great feat. Iron Tide has a long cast time and is clunky to use and the buff only holds for 3s!

Cleave has to be used anyway to trigger the damage repeatedly, which makes it even mathematically inferior to the Bull Charge and Cleave combo.

Bug: Currently it deals 40 Magnitude of damage instead of 25, but that does not change much.

At-Will Feat Choice: (Take this Feat!)

Makes Bull Charge and Cleave a good choice on trash mobs. Nice combo of gap closing with nearly doubled damage and aggro of cleave.

Bug: Currently it deals 50 Magnitude of damage instead of 40. That is great for us!

Incoming Damage Feat Choice: (Do not take this Feat!)

Quite a bad feat. 10 stamina is quite a lot (4/6% HP) but it is unreliable and can recover only once every 5 seconds! Additionally decreasing incoming damage (as Combat Balance) is always better than regaining stamina.

Incoming Damage Feat Choice: (Take this Feat!)

Great feat. Reduces incoming damage by ~7-8% on typical builds without Deflect when not blocking. Reliable, no cooldown and preventive! Can go up to 10% on builds with Deflect. No need to overtune stats for that feat, the last few points apart barely change the multiplier. The formula is in the subsection.

Daily Feat Choice: (Situational, Bad for endgame)

A choice between two situational options. This feat is great for beginners when Awareness is still not quite high and when mobs are scattered. When stats are capped, this feat is useless.

Daily Feat Choice: (Situational, Great for endgame, Take this Feat!)

Situational feat. Determination can be used to avoid getting killed when the incoming no-piercing damage gets too high to be handled with the other dailies. Ignoring that, a daily is designed to be available every ~45 seconds in combat. Putting a cooldown of 3 minutes on it puts the Daily in an uncomfortable content. Thus it is an emergency daily only.

Dig In Feat Choice: (Most time superior)

A great feat with a wrong tooltip. Increasing Retaliate by up to 300 Magnitude based on your Stamina. Damage increases as remaining Stamina decreases.

Dig In Feat Choice: (Situational superior)

An okish feat. Increasing the damage by 4-12% and incoming healing by 4-12% is quite great, but the problem is that there are barely moments to build stacks up. Pretty useless in ongoing fights but great when there are parts of the bossfight where no enemy is available (VoS last boss or Strahd for example). Dig In should be normally released immediately after taking the big hit / burst and is more reliable. Due to this I would take Shake it Off.

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