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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266764" data-attributes="member: 7044810"><p><h2>Paragon:</h2><h3>Main-Hand:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Jagged Weapon (12+, Uncommon. Axe, Heavy Blade or Light Blade)/Melegaunt’s Darkblade (12+, Uncommon. Heavy Blade or Light Blade): Rated the same because they do the same thing, the only difference is the crit bonus, which ironically you don’t care much about when using this weapon on the builds that want it - critfishers. Usually combined with Daggermaster, Student of Caiphon, multiattacks, AoEs, etc. to increase the probability of crits occurring. The Darkblade is somewhat better because the crit effect can “stack” unlike ongoing damage but you can’t go wrong with either option.</p><p></p><p>Bradaman’s Weapon (13+, Uncommon. Heavy Blade, Axe or Hammer.): A massive divine sanction upgrade. Can be used as a Glaive to allow you to use Polearm momentum on your implement powers. Has some issues with use as a weapliment, namely that it only works for divine powers, which can be an issue with your paragon path or multiclasses. These characters may prefer Symbol of the Sonnlinor for this purpose.</p><p></p><p>Withering Weapon (13+, Uncommon. Any melee): An amazing support weapon that also technically increases your damage by increasing your hit rate. It won’t increase damage as much as other weapons will, but the stacking AC penalty will ensure your allies never miss whoever you’re focus firing again. Another version, the Desiccating Weapon, also exists for Fortitude instead of AC, but is harder to use.</p><p></p><p>Wand of Thunderous Anguish (14+, Uncommon. Wand.): Needs you to already have thunder powers, but this is a separate instance of damage with every hit your allies make. Combine with vulnerability to make this a ton of damage.</p><p></p><p>The Ineffable Secret of Death (15+, Rare. Ki Focus.): Good for anyone who uses a Ki Focus, it’s extra damage but that extra damage also carries the Necrotic type, which means you can now benefit from Life-Draining Gauntlets and other necrotic support.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Blade of the Eldritch Knight (15+, Uncommon, Heavy Blade): Good positional aid, making all your standard action melee attacks at reach 5.</p><p></p><p>Forceful Weapon (16+, Common. Bow.): Mark of Storm at home. Questionable if this applies to using the weapon as an implement as it says “any arrow fired”, if it does this can be good on a lot of casters using bows as implements such as by Moonbow Dedicate.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(226, 80, 65)">Pink</span></p><p>[SPOILER]Reaper’s Axe (15+, Uncommon, Axe): Do you hate minions and never want to see them again? This axe lets you immediately clear out every minion on the map with shift enhancers. Can be combined with Pitted Flowstone, or replacing your MBA with something that does splash damage (like cleave) or AoE to let you do something absurd in minion encounters.[/SPOILER]</p><p></p><h3>Weaplements:</h3><p>NA</p><h3>Off-Hand:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Feyslaughter weapon (9+, Uncommon. Any.): Only needed at high paragon or even epic, and despite needing to hit with the weapon you probably want to buy a levelled down version because not enough enemies teleport, but this item is invaluable to some builds as teleporting skirts so many things like OAs, immobilize, restrain, etc.</p><p></p><p>Shadowrift Blade (12+, Uncommon. Light Blade.): A good movement option for strikers that forms a lot of combos such as Armor of Dark Deeds + Cunning Sneak + Incisive Dagger. Just using it with Spark Form. Just using it with Lashing Blade (which can also be combined with Mark of the Vigilante or Mark of Sentinel). Just having it on a wrist razor for the option. You want some way to resist the damage, such as Virtuous Recovery, though it can also be used to trigger “you take damage” things like Hellish Rebuke. Not worth buying a higher level version as its harder to resist the damage, just buy teleport enhancers instead.[/SPOILER]</p><p></p><h3>Damage Type:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Necrotic Weapon (13+, Uncommon. Axe, heavy blade or light blade): Compared to a vampiric weapon, this is cheaper, has a better daily and only half necrotic (so it can benefit from more damage type synergies). Also the property can be turned off if you’re fighting something necrotic immune. In return you lose the healing on crit which can be worth about a surge a day.</p><p></p><p>Thunderbolt Weapon (13+, Uncommon. Any ranged): Cheaper than the Lightning weapon, and with a probably better daily power. Possible upgrade for any ranged character that was using a lightning weapon before.</p><p></p><p>Mindiron Weapon (14+, Uncommon. Bow or Crossbow): The ranged weapon user’s psychic damage swapper of choice as Githyanki Silver is melee only.</p><p></p><p>Radiant Weapon (15+, Uncommon. Any.): Not only does it add enh as an item bonus to damage, potentially freeing up slots for other things, it’s also an Any Weapon as opposed to the heavy blade specific Sunblade. You’re here to abuse this with the various radiant support shenanigans including, but not limited to, Morninglord.</p><p></p><p>Lifebane Weapon (15+, Uncommon. Heavy blade, light blade, pick or spear.): Trying to do necrotic stuff with a pick or spear? This is your only weapon option for that. Of the two, the spear is more likely to be the thing you’re looking for in your weapon.</p><p></p><p>Weapon of Summer (15+, Uncommon. Heavy Blade): Finally a general fire damage add for fire damage shenanigans. And its a good one too, adding fire damage rather than converting means you can benefit from multiple damage types. This is particularly relevant on e.g. Master of Flame using this as an implement to benefit from two forms of damage type support. The daily is also good if golfbagged so it will show up in that section later.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Death Weapon (13+, Uncommon. Pick or Spear): Depending on your weapon type, if you’re looking for a necrotic damage switcher, this may be your only option. I’d use a better weapon type instead.</p><p></p><p>Flame’s Champion (15, Rare, Longsword): Dual type weapon not often used for three reasons. First, it doesn’t scale so if you’re relying on this for your synergies you can’t upgrade it, so you have to ditch it or be stuck with an inferior weapon. Second, its rare. Third, it only changes untyped damage to radiant and fire. That said, for a certain level band, on certain classes, it is strictly better than Weapon of Summer - aside from being Rare.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Thundergod weapon (13+, Uncommon. Any melee): The charger’s weapon of choice to add thunder damage to your charge, and to add extra damage to your charge. Chargers aren’t particularly complicated builds, so they tend to just stack together all these bonus damage on charge items.</p><p></p><p>Spellsoul Blade (14+, Uncommon. Heavy Blade or Light Blade): DM dependent on what types it gets - you’re looking for Thunder as everything else is easier to get elsewhere. Even then, this comes with two main limitations that prevent it from being an easy thunder swapper - one it only works on weapon attacks. Two, it only works on untyped damage. There’s still some classes that benefit from this - Fighters and Wardens in particular have a lot of untyped burst weapon attacks.[/SPOILER]</p><h3>Golfbag:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]Orb of Spatial Contortion (7+, Uncommon. Orb): Close blast for close burst of X-2 is not an even trade at anything past X=3. Burst 3 is way bigger than Blast 5 and a bunch of these can turn some pretty medium blast powers into great burst powers. Also helps that they now benefit from burst, rather than blast, expansion so they’re even bigger.</p><p></p><p>Stern Mountain Totem (10+, Uncommon. Totem): Surgeless healing. Needs you to actually hit with the totem which can be a problem (pull it out near the end of a fight) and only works for primal powers, but surgeless healing is still broken.</p><p></p><p>Healing Weapon (14+, Uncommon. Any ranged): Surgeless healing (effectively more healing surges per day). Buying multiple of these breaks the game.</p><p></p><p>White Orb of Dragonkind (14+, Rare. Orb): This is a bit more finicky to use and not your traditional golfbag as you just want to swap your offhand item to this after you’ve done everything, then swap it back again on your next turn. Save vs any immobilze or forced movement is pretty good.</p><p></p><p>Brightblade (15, Rare. Greatsword): +1 untyped bonus to attack rolls, defenses and saving throws for the entire team every encounter if you get about 5 of them.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Orb of the Peerless Artist (4+, Uncommon. Orb): Not that Psions necessarily have large AoEs to begin with due to their difficulty getting burst expansion, so this is not as necessary, but even for a cha-psion with only 12 wis, this can be useful to make your AoEs friendlier.</p><p></p><p>Staff of the Renewing Source (5+, Uncommon, Staff): Did you want to spam your disheartens and lightning rushes even more? With this item you can essentially make them cost 0 PP. Can be PP positive using an Aug1 and getting 2 PP off of it. Upscaling this to refresh the cost of paragon and epic powers is very expensive, though it can be done.</p><p></p><p>Orb of Impenetrable Escape (6+, Uncommon. Orb): The ultimate save penalty, just keep forcing your opponent to reroll until they fail. Even a few of these can help those powerful (save ends) dailies stick though.</p><p></p><p>Symbol of the Champion’s Code (8+, Uncommon. Holy Symbol): Rated sky blue solely because its a minor action. If this was a free action it would be gold. It’s everything a defender could ever want - instead of relying on marks and mark punishes to soft control the enemy into hitting you, just don’t give them the choice at all. Also prevents AoEs from hitting anyone but you.</p><p></p><p>Orb of Reversed Polarities (9+, Uncommon. Orb): Damage type enjoyers for commonly resisted types, such as necrotic, will love this. Turn their resistance into a vulnerability and watch your damage skyrocket. Is a minor action, though, which limits its usefulness.</p><p></p><p>Necklace of Prayer Beads (10+, Rare. Holy Symbol): An item with 3 useful options, as an e power. The second option is the weakest but still can save surges across the day. Needs your minor to activate, which limits its usefulness.</p><p></p><p>Blade of Night (12+, Uncommon. Light Blade): This is actually a rather good minor action power. Blocking line of sight without any conditions. It is unfriendly though, so be mindful of that.</p><p></p><p>Captain’s weapon (13+, Rare, Any melee): The daily is what you’re looking for here, and its a good one if your allies have basic attacks. You may need some ally movement or forced movement stuff to set it up, but you also don’t really need to use it constantly. Great to have in your back pocket when the battlefield lines up right, this is a solid leader daily.</p><p></p><p>Orb of Temporal Dissonance (13+, Uncommon. Orb): Buying 5-6 of these is essentially buying Danger Sense for the whole party, which is great.</p><p></p><p>Orb of Translocation Interference (13+, Uncommon. Orb): Feyslaughter weapon? You don’t need it now. This is a no action e power (saves money golfbagging) that lets you choose where the enemy ends up. Enemies will never want to teleport again.</p><p></p><p>Battlemaster’s Weapon (14+, Uncommon. Any): Get an E power of any level back, no questions asked.</p><p></p><p>Quickening Staff (14+, Uncommon. Staff): Free at will with your daily power. What’s there not to like?[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]</p><p>Orb of Inevitable Continuance (3+, Uncommon. Orb.): Extending your EoNT effects is amazing but you need to hit with this orb, which means you need to eat the hit penalty or buy it at a higher level, which limits its usefulness.</p><p></p><p>Staff of Resilience (3+, Uncommon. Staff): A little bit of a gamble as you trade in a surge and a minor for the potential of 2 surges worth of value. Can put you anywhere from +1 surge to -1 surge.</p><p></p><p>Orb of Fickle Fate (4+, Uncommon. Orb): Ongoing save penalty (that applies to itself). The minor action, single target only nature of this makes it a lot more limited in scope, but still useful.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>Orb of Heightened Imposition (12+, Uncommon. Orb): Imposition wizard only. The better version of inevitable continuance, though you only want one because of the inherent limits of Orb of Imposition.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Domino of Olladra (10+, Uncommon. Holy Symbol): If you have a party member doing crit stuff you might consider this (in addition to, not replacing, Symbol of Victory). It uses your immediate which is a problem, and it can be a bit finicky to use (ideally your ally has some hit bonuses that can make them hit on a low number to increase the chances this goes off). With multiattacks and AoEs the chances that your ally rolls a low enough number and hits is decent enough that this can reliably force a crit, and if it fails its only a -2 on you.</p><p></p><p>Expeditious Tome (12+, Uncommon. Tome.): Not your average golfbag item because you don’t want more than 1 of this. This is an item that ritual casters may want in their golfbag, as it halves casting time for rituals. Buy it many levels after level 12 though.</p><p></p><p>Staff of the Lich (13+, Uncommon. Staff): Necrotic only. Adding an EoNT immobilize rider to all your necrotic powers is still good though, and it’s an e power so saves money buying multiple of them to use throughout the day.</p><p></p><p>Manual of Expansive Learning (14+, Rare. Tome.): Wizard only. Refresh your daily utility powers. They have to be lower level than the manual, so depending on your specific powers you may want to buy higher level copies.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266764, member: 7044810"] [HEADING=1]Paragon:[/HEADING] [HEADING=2]Main-Hand:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Jagged Weapon (12+, Uncommon. Axe, Heavy Blade or Light Blade)/Melegaunt’s Darkblade (12+, Uncommon. Heavy Blade or Light Blade): Rated the same because they do the same thing, the only difference is the crit bonus, which ironically you don’t care much about when using this weapon on the builds that want it - critfishers. Usually combined with Daggermaster, Student of Caiphon, multiattacks, AoEs, etc. to increase the probability of crits occurring. The Darkblade is somewhat better because the crit effect can “stack” unlike ongoing damage but you can’t go wrong with either option. Bradaman’s Weapon (13+, Uncommon. Heavy Blade, Axe or Hammer.): A massive divine sanction upgrade. Can be used as a Glaive to allow you to use Polearm momentum on your implement powers. Has some issues with use as a weapliment, namely that it only works for divine powers, which can be an issue with your paragon path or multiclasses. These characters may prefer Symbol of the Sonnlinor for this purpose. Withering Weapon (13+, Uncommon. Any melee): An amazing support weapon that also technically increases your damage by increasing your hit rate. It won’t increase damage as much as other weapons will, but the stacking AC penalty will ensure your allies never miss whoever you’re focus firing again. Another version, the Desiccating Weapon, also exists for Fortitude instead of AC, but is harder to use. Wand of Thunderous Anguish (14+, Uncommon. Wand.): Needs you to already have thunder powers, but this is a separate instance of damage with every hit your allies make. Combine with vulnerability to make this a ton of damage. The Ineffable Secret of Death (15+, Rare. Ki Focus.): Good for anyone who uses a Ki Focus, it’s extra damage but that extra damage also carries the Necrotic type, which means you can now benefit from Life-Draining Gauntlets and other necrotic support.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Blade of the Eldritch Knight (15+, Uncommon, Heavy Blade): Good positional aid, making all your standard action melee attacks at reach 5. Forceful Weapon (16+, Common. Bow.): Mark of Storm at home. Questionable if this applies to using the weapon as an implement as it says “any arrow fired”, if it does this can be good on a lot of casters using bows as implements such as by Moonbow Dedicate. [/SPOILER] [COLOR=rgb(226, 80, 65)]Pink[/COLOR] [SPOILER]Reaper’s Axe (15+, Uncommon, Axe): Do you hate minions and never want to see them again? This axe lets you immediately clear out every minion on the map with shift enhancers. Can be combined with Pitted Flowstone, or replacing your MBA with something that does splash damage (like cleave) or AoE to let you do something absurd in minion encounters.[/SPOILER] [HEADING=2]Weaplements:[/HEADING] NA [HEADING=2]Off-Hand:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Feyslaughter weapon (9+, Uncommon. Any.): Only needed at high paragon or even epic, and despite needing to hit with the weapon you probably want to buy a levelled down version because not enough enemies teleport, but this item is invaluable to some builds as teleporting skirts so many things like OAs, immobilize, restrain, etc. Shadowrift Blade (12+, Uncommon. Light Blade.): A good movement option for strikers that forms a lot of combos such as Armor of Dark Deeds + Cunning Sneak + Incisive Dagger. Just using it with Spark Form. Just using it with Lashing Blade (which can also be combined with Mark of the Vigilante or Mark of Sentinel). Just having it on a wrist razor for the option. You want some way to resist the damage, such as Virtuous Recovery, though it can also be used to trigger “you take damage” things like Hellish Rebuke. Not worth buying a higher level version as its harder to resist the damage, just buy teleport enhancers instead.[/SPOILER] [HEADING=2]Damage Type:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Necrotic Weapon (13+, Uncommon. Axe, heavy blade or light blade): Compared to a vampiric weapon, this is cheaper, has a better daily and only half necrotic (so it can benefit from more damage type synergies). Also the property can be turned off if you’re fighting something necrotic immune. In return you lose the healing on crit which can be worth about a surge a day. Thunderbolt Weapon (13+, Uncommon. Any ranged): Cheaper than the Lightning weapon, and with a probably better daily power. Possible upgrade for any ranged character that was using a lightning weapon before. Mindiron Weapon (14+, Uncommon. Bow or Crossbow): The ranged weapon user’s psychic damage swapper of choice as Githyanki Silver is melee only. Radiant Weapon (15+, Uncommon. Any.): Not only does it add enh as an item bonus to damage, potentially freeing up slots for other things, it’s also an Any Weapon as opposed to the heavy blade specific Sunblade. You’re here to abuse this with the various radiant support shenanigans including, but not limited to, Morninglord. Lifebane Weapon (15+, Uncommon. Heavy blade, light blade, pick or spear.): Trying to do necrotic stuff with a pick or spear? This is your only weapon option for that. Of the two, the spear is more likely to be the thing you’re looking for in your weapon. Weapon of Summer (15+, Uncommon. Heavy Blade): Finally a general fire damage add for fire damage shenanigans. And its a good one too, adding fire damage rather than converting means you can benefit from multiple damage types. This is particularly relevant on e.g. Master of Flame using this as an implement to benefit from two forms of damage type support. The daily is also good if golfbagged so it will show up in that section later.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Death Weapon (13+, Uncommon. Pick or Spear): Depending on your weapon type, if you’re looking for a necrotic damage switcher, this may be your only option. I’d use a better weapon type instead. Flame’s Champion (15, Rare, Longsword): Dual type weapon not often used for three reasons. First, it doesn’t scale so if you’re relying on this for your synergies you can’t upgrade it, so you have to ditch it or be stuck with an inferior weapon. Second, its rare. Third, it only changes untyped damage to radiant and fire. That said, for a certain level band, on certain classes, it is strictly better than Weapon of Summer - aside from being Rare.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Thundergod weapon (13+, Uncommon. Any melee): The charger’s weapon of choice to add thunder damage to your charge, and to add extra damage to your charge. Chargers aren’t particularly complicated builds, so they tend to just stack together all these bonus damage on charge items. Spellsoul Blade (14+, Uncommon. Heavy Blade or Light Blade): DM dependent on what types it gets - you’re looking for Thunder as everything else is easier to get elsewhere. Even then, this comes with two main limitations that prevent it from being an easy thunder swapper - one it only works on weapon attacks. Two, it only works on untyped damage. There’s still some classes that benefit from this - Fighters and Wardens in particular have a lot of untyped burst weapon attacks.[/SPOILER] [HEADING=2]Golfbag:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER]Orb of Spatial Contortion (7+, Uncommon. Orb): Close blast for close burst of X-2 is not an even trade at anything past X=3. Burst 3 is way bigger than Blast 5 and a bunch of these can turn some pretty medium blast powers into great burst powers. Also helps that they now benefit from burst, rather than blast, expansion so they’re even bigger. Stern Mountain Totem (10+, Uncommon. Totem): Surgeless healing. Needs you to actually hit with the totem which can be a problem (pull it out near the end of a fight) and only works for primal powers, but surgeless healing is still broken. Healing Weapon (14+, Uncommon. Any ranged): Surgeless healing (effectively more healing surges per day). Buying multiple of these breaks the game. White Orb of Dragonkind (14+, Rare. Orb): This is a bit more finicky to use and not your traditional golfbag as you just want to swap your offhand item to this after you’ve done everything, then swap it back again on your next turn. Save vs any immobilze or forced movement is pretty good. Brightblade (15, Rare. Greatsword): +1 untyped bonus to attack rolls, defenses and saving throws for the entire team every encounter if you get about 5 of them.[/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Orb of the Peerless Artist (4+, Uncommon. Orb): Not that Psions necessarily have large AoEs to begin with due to their difficulty getting burst expansion, so this is not as necessary, but even for a cha-psion with only 12 wis, this can be useful to make your AoEs friendlier. Staff of the Renewing Source (5+, Uncommon, Staff): Did you want to spam your disheartens and lightning rushes even more? With this item you can essentially make them cost 0 PP. Can be PP positive using an Aug1 and getting 2 PP off of it. Upscaling this to refresh the cost of paragon and epic powers is very expensive, though it can be done. Orb of Impenetrable Escape (6+, Uncommon. Orb): The ultimate save penalty, just keep forcing your opponent to reroll until they fail. Even a few of these can help those powerful (save ends) dailies stick though. Symbol of the Champion’s Code (8+, Uncommon. Holy Symbol): Rated sky blue solely because its a minor action. If this was a free action it would be gold. It’s everything a defender could ever want - instead of relying on marks and mark punishes to soft control the enemy into hitting you, just don’t give them the choice at all. Also prevents AoEs from hitting anyone but you. Orb of Reversed Polarities (9+, Uncommon. Orb): Damage type enjoyers for commonly resisted types, such as necrotic, will love this. Turn their resistance into a vulnerability and watch your damage skyrocket. Is a minor action, though, which limits its usefulness. Necklace of Prayer Beads (10+, Rare. Holy Symbol): An item with 3 useful options, as an e power. The second option is the weakest but still can save surges across the day. Needs your minor to activate, which limits its usefulness. Blade of Night (12+, Uncommon. Light Blade): This is actually a rather good minor action power. Blocking line of sight without any conditions. It is unfriendly though, so be mindful of that. Captain’s weapon (13+, Rare, Any melee): The daily is what you’re looking for here, and its a good one if your allies have basic attacks. You may need some ally movement or forced movement stuff to set it up, but you also don’t really need to use it constantly. Great to have in your back pocket when the battlefield lines up right, this is a solid leader daily. Orb of Temporal Dissonance (13+, Uncommon. Orb): Buying 5-6 of these is essentially buying Danger Sense for the whole party, which is great. Orb of Translocation Interference (13+, Uncommon. Orb): Feyslaughter weapon? You don’t need it now. This is a no action e power (saves money golfbagging) that lets you choose where the enemy ends up. Enemies will never want to teleport again. Battlemaster’s Weapon (14+, Uncommon. Any): Get an E power of any level back, no questions asked. Quickening Staff (14+, Uncommon. Staff): Free at will with your daily power. What’s there not to like?[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER] Orb of Inevitable Continuance (3+, Uncommon. Orb.): Extending your EoNT effects is amazing but you need to hit with this orb, which means you need to eat the hit penalty or buy it at a higher level, which limits its usefulness. Staff of Resilience (3+, Uncommon. Staff): A little bit of a gamble as you trade in a surge and a minor for the potential of 2 surges worth of value. Can put you anywhere from +1 surge to -1 surge. Orb of Fickle Fate (4+, Uncommon. Orb): Ongoing save penalty (that applies to itself). The minor action, single target only nature of this makes it a lot more limited in scope, but still useful.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] Orb of Heightened Imposition (12+, Uncommon. Orb): Imposition wizard only. The better version of inevitable continuance, though you only want one because of the inherent limits of Orb of Imposition.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Domino of Olladra (10+, Uncommon. Holy Symbol): If you have a party member doing crit stuff you might consider this (in addition to, not replacing, Symbol of Victory). It uses your immediate which is a problem, and it can be a bit finicky to use (ideally your ally has some hit bonuses that can make them hit on a low number to increase the chances this goes off). With multiattacks and AoEs the chances that your ally rolls a low enough number and hits is decent enough that this can reliably force a crit, and if it fails its only a -2 on you. Expeditious Tome (12+, Uncommon. Tome.): Not your average golfbag item because you don’t want more than 1 of this. This is an item that ritual casters may want in their golfbag, as it halves casting time for rituals. Buy it many levels after level 12 though. Staff of the Lich (13+, Uncommon. Staff): Necrotic only. Adding an EoNT immobilize rider to all your necrotic powers is still good though, and it’s an e power so saves money buying multiple of them to use throughout the day. Manual of Expansive Learning (14+, Rare. Tome.): Wizard only. Refresh your daily utility powers. They have to be lower level than the manual, so depending on your specific powers you may want to buy higher level copies.[/SPOILER] [/QUOTE]
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