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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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<blockquote data-quote="Veep" data-source="post: 6708055" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px"><span style="color: inherit">Items</span></span></p><p></strong></p><p>In this section, I will discuss items of interest to invokers. It is far too arduous a task to go through everything, so I have likely missed many items. If there’s something you don’t see on this list that should be, then please post and I’ll add it here.</p><p></p><p><strong>Superior Implement Types</strong></p><p>[sblock]You will likely take the feat <strong>Superior Implement Training</strong> at some point in your career. Below are how I rate the various options available for invokers (including wizard/cleric MC/hybrid).</p><p><span style="color: DarkTurquoise"><strong>Accurate</strong></span> (All): Most invokers will take this. Although damage-increasing implements may be better in early heroic, they will eventually fall behind +1 to hit.</p><p><span style="color: MediumBlue"><strong>Quickbeam</strong></span> (Staff): This may see some play in sliding builds where you want to add a square to your thunder/lightning powers, while also getting a damage bonus. In this case, this staff might be better than Accurate.</p><p><span style="color: MediumBlue"><strong>Wrathful</strong></span> (Holy Symbol): For a Will-based build, this is solid, although the crit isn’t such a big deal for these builds, since they’re more about effects than damage. For non-Will builds, this is <span style="color: Crimson"><strong>worthless</strong></span>.</p><p><span style="color: MediumBlue"><strong>Dragontooth</strong></span> (Wand): Adds hit/damage to all Reflex powers, but this will often only be your at-wills.</p><p><span style="color: Black"><strong>Defiant</strong></span> (Rod): The problem with a defiant rod is that the +1 shield bonus doesn’t stack with Rod Expertise. So all you get out of this is +2/3/4 to radiant damage. Not worth it compared to Accurate.</p><p><span style="color: Black"><strong>Astral</strong></span> (Holy Symbol): The bonus to range still isn’t enough to offset Accurate’s +1 to hit.[/sblock]</p><p><strong>Implements</strong></p><p>[sblock]<span style="color: DarkTurquoise"><strong>Aversion Staff</strong></span> (Staff, PHB3): This can be an excellent offhand implement to grant a +2 item bonus to defenses against many targets. It works with Power of the Moon even, presumably.</p><p><span style="color: DarkTurquoise"><strong>Blood Fury</strong></span> (Weapon, AV2): For off-hand for Keeper of the Nine builds. Make yourself bloodied to increase the size of your blasts and bursts by 1 for 2 full turns. For all other builds, this is <strong><span style="color: Crimson">pointless</span></strong>.</p><p><span style="color: MediumBlue"><strong>Crusader's Weapon</strong></span> (Weapon, AV): Excellent choice for cleric|invoker Dizzying Mace builds.</p><p><span style="color: MediumBlue"><strong>Cunning Weapon</strong></span> (Weapon, AV): A good weapon for imposers, kept from sky blue only because of what you’re giving up (staff of ruin).</p><p><span style="color: MediumBlue"><strong>Ironscar Rod</strong></span> (Rod, PHR:T): The best implement if you are going for a pure invoker Dizzying Mace build.</p><p><span style="color: MediumBlue"><strong>Lightning Weapon</strong></span> (Weapon, PHB): Might be useful for Lyrandar Wind-Riders in some builds.</p><p><span style="color: MediumBlue"><strong>Orb of Fickle Fate</strong></span> (Orb, AV): Invokers generally aren’t about imposing save penalties, but this is a solid daily.</p><p><span style="color: MediumBlue"><strong>Orb of Inescapable Consequences</strong></span> (Orb, AV): Nice if you need to land that dominate.</p><p><span style="color: DarkTurquoise"><strong>Orb of Nimble Thoughts</strong></span> (Orb, PHB3): Still good, but, post-errata, it is no longer as amazing as it used to be.</p><p><span style="color: DarkTurquoise"><strong>Orb of Temporal Dissonance</strong></span> (Orb, D365): A way to give an initiative bonus to your whole party and cheese a turn effectively.</p><p><span style="color: DarkTurquoise"><strong>Radiant Weapon</strong></span> (Weapon, AV): This turns all your powers into Radiant and gives you a damage bonus. Useful for Wrath Morninglords at level 16 who want to keep the best powers (Rain of Blood, Deadly Doubt, etc.), but still have them deal radiant damage. CB won’t let you use accurate with this, but that’s a mistake in the CB.</p><p><span style="color: MediumBlue"><strong>Staff of Divinity</strong></span> (Staff, AV2): Worth it if you need something that acts both as a holy symbol and an invoker implement.</p><p><span style="color: DarkTurquoise"><strong>Staff of Ruin</strong></span> (Staff, AV): This is by far the most popular choice. You get +1 to hit from accurate, an item/enh bonus to damage, and can attach shards.</p><p><span style="color: MediumBlue"><strong>Staff of Time</strong></span> (Staff, AV2, 30): Making targets disappear on a crit is pretty sweet, if unpredictable, control.</p><p><span style="color: DarkTurquoise"><strong>Symbol of Sacrifice</strong></span> (Holy Symbol, AV): From my point of view, this is just insane. This is like adding a save-granting rider to every single one of your powers. Amazing item.</p><p><span style="color: DarkTurquoise"><strong>Symbol of Sustenance</strong></span> (Holy Symbol, AV): Amazing not for use as an implement, but for its daily power, which can extend Compel Action or some other nasty effect.</p><p><span style="color: DarkTurquoise"><strong>Symbol of Victory</strong></span> (Holy Symbol, PHB3): An extra action point a day is pretty nice.</p><p><span style="color: MediumBlue"><strong>Torch of Misery</strong></span> (Rod, AV2): This is a nice way to get Radiant Advantage before level 21.</p><p><span style="color: MediumBlue"><strong>Unforgettable Cudgel</strong></span> (Weapon, AV2): Excellent choice for cleric|invokers for the Dizzying Mace build.</p><p><span style="color: MediumBlue"><strong>Wand of Thunderous Anguish</strong></span> (Wand, AV2): This can turn you into a little Morninglord for thunder powers. Might be worth it over Staff of Ruin for some thunder builds.[/sblock]</p><p><strong>Armor</strong></p><p>[sblock]<span style="color: DarkTurquoise"><strong>Armor of Dark Deeds</strong></span> (Hide, AV2): Combine with Superior Reflexes and Hidden Sniper to have CA on all ranged attacks. Unfortunately, it won’t help your close/area powers.</p><p><span style="color: DarkTurquoise"><strong>Battle Harness</strong></span> (Hide, D368): A misworded “power” bonus to initiative makes this an incredible item. Make sure your DM plays it this way and not as an “item” bonus before taking it, though.</p><p><span style="color: DarkTurquoise"><strong>Dwarven Armor</strong></span> (Chain+, PHB): Free healing is never bad.</p><p><span style="color: DarkTurquoise"><strong>Lifeblood Armor</strong></span> (Hide, PHB2): 15 temporary hit points every encounter is quite nice.</p><p><span style="color: MediumBlue"><strong>Rebuking Armor</strong></span> (Chain, PHB2): +1 untyped bonus to all defenses against anything you hit is quite nice.</p><p><span style="color: MediumBlue"><strong>Shadowdance Armor</strong></span> (Leather, Seekers of the Ashen Crown): If you’re not using a staff, this might be worth it. <span style="color: Crimson"><strong>Worthless</strong></span> if you are, though.</p><p><span style="color: DarkTurquoise"><strong>Time Link</strong></span> (Chain, AV2): Bonus to initiative for the heavy armor wearers with no Orb of Nimble Thoughts.</p><p><span style="color: MediumBlue"><strong>Tactician’s Armor</strong></span> (Chain+, AV): Int-vokers might get some mileage out of this.</p><p><span style="color: MediumBlue"><strong>Veteran’s Armor</strong></span> (Any, AV): This is never a bad choice.[/sblock]</p><p><strong>Neck Slot</strong></p><p>[sblock]<span style="color: DarkTurquoise"><strong>Cloak of Distortion</strong></span> (AV): Defense to ranged attacks is great. Doesn’t stack with Aversion Staff, though.</p><p><span style="color: DarkTurquoise"><strong>Periapt of Cascading Health</strong></span> (D369): Ending a condition for free once per encounter is awesome. Not much shuts you down as a ranged attacker, though, so it isn’t necessarily the only option here.</p><p><span style="color: MediumBlue"><strong>Talisman of Terror</strong></span> (AV2): This forms half of a combo with Infernal Malediction. If you have that feat, this can become <span style="color: DarkTurquoise"><strong>glorious</strong></span>.</p><p><span style="color: DarkTurquoise"><strong>Timeless Locket</strong></span> (AV2): Great if you don’t have Orb of Nimble Thoughts.</p><p><span style="color: DarkTurquoise"><strong>Torc of Power Preservation</strong></span> (AV): Getting back Compel Action is always good.[/sblock]</p><p><strong>Arms Slot</strong></p><p>[sblock]<span style="color: MediumBlue"><strong>Bracers of the Perfect Shot</strong></span> (PHB): Decent for Skilled Divine Bolts if you’re not using a Staff of Ruin for whatever reason.</p><p><span style="color: MediumBlue"><strong>Bracers of Rejuvenation</strong></span> (AV): Not a bad little item for a Convoker with surges to burn.</p><p><span style="color: DarkTurquoise"><strong>Focused Shield</strong></span> (PsP): This item is great for resist 5 to all ranged attacks (if you’re somehow proficient in shields).</p><p><span style="color: MediumBlue"><strong>Trollhide Bracers</strong></span> (AV): Regen for one encounter is decent.[/sblock]</p><p><strong>Feet Slot</strong></p><p>[sblock]<span style="color: MediumBlue"><strong>Boots of Caiphon</strong></span> (AV2): Minor action movement is sweet.</p><p><span style="color: MediumBlue"><strong>Boots of Eagerness</strong></span> (AV): Minor action movement at low levels.</p><p><span style="color: MediumBlue"><strong>Boots of the Fencing Master</strong></span> (AV): Nice defense when you shift, which is easy for ranged characters to do. Item bonus, though, so doesn’t stack with some things.</p><p><span style="color: DarkTurquoise"><strong>Boots of Speed</strong></span> (AV): Very nice bonus for anyone.</p><p><span style="color: MediumBlue"><strong>Boots of Striding</strong></span> (PHB): Movement speed bonus is nice; not for heavy armor wearers, though.</p><p><span style="color: DarkTurquoise"><strong>Boots of Teleportation</strong></span> (AV): Great boots; unclear if they’re better than Zephyr though.</p><p><span style="color: DarkTurquoise"><strong>Phantom Chaussures</strong></span> (AV): Perma-CA on all your ranged attacks with Hidden Sniper.</p><p><span style="color: MediumBlue"><strong>Rushing Cleats</strong></span> (AV): Of interest to close attack sliders, such as Devoted Orators with Mark of Storm.</p><p><span style="color: MediumBlue"><strong>Sandals of Avandra</strong></span> (AV): Really nice movement features, but by this level, you have a lot of competition with flying, teleporting, etc.</p><p><span style="color: DarkTurquoise"><strong>Zephyr Boots</strong></span> (AV): Gaining a fly speed is great if you don’t have it from your epic destiny.[/sblock]</p><p><strong>Hands Slot</strong></p><p>[sblock]<span style="color: DarkTurquoise"><strong>Antipathy Gloves</strong></span> (AV): This is a really nice item for the close blasters to try to discourage attacks. Combines with Keeper of the Nine to really keep them away from you.</p><p><span style="color: MediumBlue"><strong>Coif of Focus</strong></span> (AV): Interesting option for self-dazing/stunning Malvokers with Superior Will.</p><p><span style="color: MediumBlue"><strong>Gauntlets of Blood</strong></span> (AV2): Boring but untyped damage bonus some of the time is useful.</p><p><span style="color: MediumBlue"><strong>Gauntlets of the Ram</strong></span> (PHB): If you’re pushing a lot, like a Malvoker or Devoted Orator, these gloves aren’t bad.</p><p><span style="color: MediumBlue"><strong>Gloves of Ice</strong></span> (AV2): Might see some use if you’re doing the Power of Winter Hand of Radiance, or using a Frost Staff.</p><p><span style="color: MediumBlue"><strong>Resplendent Gloves</strong></span> (AV2): If you’re Will-based, these can be useful, although invokers have no illusion powers. So these would just be a bit of extra damage.[/sblock]</p><p><strong>Head Slot</strong></p><p>[sblock]<span style="color: MediumBlue"><strong>Casque of Tactics</strong></span> (AV): Not a bad item but your initiative is usually great.</p><p><span style="color: MediumBlue"><strong>Circlet of Arkhosia</strong></span> (PHR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />B): Not bad, but not as good as it used to be with Superior Will in the game.</p><p><span style="color: MediumBlue"><strong>Circlet of Mental Onslaught</strong></span> (AV): Buffs your Will and has a decent encounter-long daily.</p><p><span style="color: DarkTurquoise"><strong>Eagle Eye Goggles</strong></span> (AV): Beautiful item if you’re using Skilled Divine Bolts. <span style="color: Crimson"><strong>Pretty useless</strong></span> otherwise.</p><p><span style="color: MediumBlue"><strong>Eye of Awareness</strong></span> (AV): Will bonus and initiative bonus, but only useful if you’re not getting your initiative item bonus somewhere else.</p><p><span style="color: DarkTurquoise"><strong>Headband of Intellect</strong></span> (AV): Amazing for the Malvokers, but <strong><span style="color: Black">just ok</span></strong> for everyone else.</p><p><span style="color: MediumBlue"><strong>Phrenic Crown</strong></span> (AV): Not bad if you’re loaded up on Will dailies (invokers generally aren’t... they usually have some summons/walls/etc.).</p><p><span style="color: MediumBlue"><strong>Skull Mask</strong></span> (AV): Another combo’ing item with Infernal Malediction and Talisman of Terror. For that specific build, this is <strong><span style="color: DarkTurquoise">fantastic</span></strong>.[/sblock]</p><p><strong>Waist Slot</strong></p><p>[sblock]<span style="color: MediumBlue"><strong>Belt of Vitality</strong></span> (AV): Similar to Diamond Cincture, but worse.</p><p><span style="color: DarkTurquoise"><strong>Diamond Cincture</strong></span> (AV2): Free Fort defense bonus. This is almost gold; so many classes wind up using this, and there just aren’t that many useful belts.[/sblock]</p><p><strong>Rings</strong></p><p>[sblock]<span style="color: DarkTurquoise"><strong>Greater Ring of Invisibility</strong></span> (AV2): Excellent item for Malvokers to avoid being attacked.</p><p><span style="color: MediumBlue"><strong>Iron Ring of the Dwarf Lords</strong></span> (PHB): The default entry level ring. Extra surges are especially good for Int-vokers.</p><p><span style="color: MediumBlue"><strong>Ring of Action Reversal</strong></span> (AV2): Interesting item for initiative and rerolling encounters, but how often do you miss every target?</p><p><span style="color: MediumBlue"><strong>Ring of the Dragonborn Emperor</strong></span> (AV): For Malvokers not using a staff, this is a nice damage bonus.</p><p><span style="color: DarkTurquoise"><strong>Ring of the Radiant Storm</strong></span>[/b] (AV2): Both Divine Bolts and Hand of Radiance benefit from this. Since most invokers use lightning or radiant, this will see heavy use.</p><p><span style="color: DarkTurquoise"><strong>Ring of Sorrows</strong></span> (AV2): Fantastic ring for tiefling malvokers, Divine Hands, or anyone specialized in Visions of Blood.</p><p><span style="color: DarkTurquoise"><strong>Ring of Free Time</strong></span> (AV2): Amazing item if you have any summoned angels in play. Also nice with Mystical Debris+Terrain Advantage combos.</p><p><span style="color: DarkTurquoise"><strong>Ring of Wizardry</strong></span> (PHB): Many invokers might have an arcane power through wizard or templar, so this is not bad at all.</p><p><span style="color: DarkTurquoise"><strong>Shadow Band</strong></span> (AV): Constant concealment is really nice, and combos well with Hidden Sniper.[/sblock]</p><p><strong>Miscellaneous</strong></p><p>[sblock]<span style="color: DarkTurquoise"><strong>Avandra’s Boon of Escape</strong></span> (DMG2): The boon of choice if you’re not a radiant-focused build.</p><p><span style="color: DarkTurquoise"><strong>Curse Eye Tattoo</strong></span> (AV2): By far the best tattoo for any controller.</p><p><span style="color: DarkTurquoise"><strong>Dice of Auspicious Fortune</strong></span> (D381): Another crazy miscellaneous item that is hard to do without.</p><p><span style="color: DarkTurquoise"><strong>Pelor’s Sun Blessing</strong></span> (DMG2): One of the most ridiculous items ever made. Absolutely essential in a radiant vulnerable build. Doubles the power of Solar Enemy, even at low levels.</p><p><span style="color: GoldenRod"><strong>Siberys Shard of the Mage</strong></span> (EPG): Only usable on weapons, but a staff qualifies.</p><p><span style="color: MediumBlue"><strong>Solitaires</strong></span> (AV): Nearly all of these are pretty useful.[/sblock]</p><p> </p></blockquote><p></p>
[QUOTE="Veep, post: 6708055, member: 6793297"] [B][CENTER][SIZE=5][COLOR=inherit]Items[/COLOR][/SIZE][/CENTER][/B] In this section, I will discuss items of interest to invokers. It is far too arduous a task to go through everything, so I have likely missed many items. If there’s something you don’t see on this list that should be, then please post and I’ll add it here. [b]Superior Implement Types[/b] [sblock]You will likely take the feat [b]Superior Implement Training[/b] at some point in your career. Below are how I rate the various options available for invokers (including wizard/cleric MC/hybrid). [COLOR=DarkTurquoise][b]Accurate[/b][/COLOR] (All): Most invokers will take this. Although damage-increasing implements may be better in early heroic, they will eventually fall behind +1 to hit. [COLOR=MediumBlue][b]Quickbeam[/b][/COLOR] (Staff): This may see some play in sliding builds where you want to add a square to your thunder/lightning powers, while also getting a damage bonus. In this case, this staff might be better than Accurate. [COLOR=MediumBlue][b]Wrathful[/b][/COLOR] (Holy Symbol): For a Will-based build, this is solid, although the crit isn’t such a big deal for these builds, since they’re more about effects than damage. For non-Will builds, this is [COLOR=Crimson][b]worthless[/b][/COLOR][b][/b]. [COLOR=MediumBlue][b]Dragontooth[/b][/COLOR] (Wand): Adds hit/damage to all Reflex powers, but this will often only be your at-wills. [COLOR=Black][b]Defiant[/b][/COLOR] (Rod): The problem with a defiant rod is that the +1 shield bonus doesn’t stack with Rod Expertise. So all you get out of this is +2/3/4 to radiant damage. Not worth it compared to Accurate. [COLOR=Black][b]Astral[/b][/COLOR] (Holy Symbol): The bonus to range still isn’t enough to offset Accurate’s +1 to hit.[/sblock] [b]Implements[/b] [sblock][COLOR=DarkTurquoise][b]Aversion Staff[/b][/COLOR] (Staff, PHB3): This can be an excellent offhand implement to grant a +2 item bonus to defenses against many targets. It works with Power of the Moon even, presumably. [COLOR=DarkTurquoise][b]Blood Fury[/b][/COLOR] (Weapon, AV2): For off-hand for Keeper of the Nine builds. Make yourself bloodied to increase the size of your blasts and bursts by 1 for 2 full turns. For all other builds, this is [b][color=Crimson]pointless[/color][/b][color=Crimson][/color]. [COLOR=MediumBlue][b]Crusader's Weapon[/b][/COLOR] (Weapon, AV): Excellent choice for cleric|invoker Dizzying Mace builds. [COLOR=MediumBlue][b]Cunning Weapon[/b][/COLOR] (Weapon, AV): A good weapon for imposers, kept from sky blue only because of what you’re giving up (staff of ruin). [COLOR=MediumBlue][b]Ironscar Rod[/b][/COLOR] (Rod, PHR:T): The best implement if you are going for a pure invoker Dizzying Mace build. [COLOR=MediumBlue][b]Lightning Weapon[/b][/COLOR] (Weapon, PHB): Might be useful for Lyrandar Wind-Riders in some builds. [COLOR=MediumBlue][b]Orb of Fickle Fate[/b][/COLOR] (Orb, AV): Invokers generally aren’t about imposing save penalties, but this is a solid daily. [COLOR=MediumBlue][b]Orb of Inescapable Consequences[/b][/COLOR] (Orb, AV): Nice if you need to land that dominate. [COLOR=DarkTurquoise][b]Orb of Nimble Thoughts[/b][/COLOR] (Orb, PHB3): Still good, but, post-errata, it is no longer as amazing as it used to be. [COLOR=DarkTurquoise][b]Orb of Temporal Dissonance[/b][/COLOR] (Orb, D365): A way to give an initiative bonus to your whole party and cheese a turn effectively. [COLOR=DarkTurquoise][b]Radiant Weapon[/b][/COLOR] (Weapon, AV): This turns all your powers into Radiant and gives you a damage bonus. Useful for Wrath Morninglords at level 16 who want to keep the best powers (Rain of Blood, Deadly Doubt, etc.), but still have them deal radiant damage. CB won’t let you use accurate with this, but that’s a mistake in the CB. [COLOR=MediumBlue][b]Staff of Divinity[/b][/COLOR] (Staff, AV2): Worth it if you need something that acts both as a holy symbol and an invoker implement. [COLOR=DarkTurquoise][b]Staff of Ruin[/b][/COLOR] (Staff, AV): This is by far the most popular choice. You get +1 to hit from accurate, an item/enh bonus to damage, and can attach shards. [COLOR=MediumBlue][b]Staff of Time[/b][/COLOR] (Staff, AV2, 30): Making targets disappear on a crit is pretty sweet, if unpredictable, control. [COLOR=DarkTurquoise][b]Symbol of Sacrifice[/b][/COLOR] (Holy Symbol, AV): From my point of view, this is just insane. This is like adding a save-granting rider to every single one of your powers. Amazing item. [COLOR=DarkTurquoise][b]Symbol of Sustenance[/b][/COLOR] (Holy Symbol, AV): Amazing not for use as an implement, but for its daily power, which can extend Compel Action or some other nasty effect. [COLOR=DarkTurquoise][b]Symbol of Victory[/b][/COLOR] (Holy Symbol, PHB3): An extra action point a day is pretty nice. [COLOR=MediumBlue][b]Torch of Misery[/b][/COLOR] (Rod, AV2): This is a nice way to get Radiant Advantage before level 21. [COLOR=MediumBlue][b]Unforgettable Cudgel[/b][/COLOR] (Weapon, AV2): Excellent choice for cleric|invokers for the Dizzying Mace build. [COLOR=MediumBlue][b]Wand of Thunderous Anguish[/b][/COLOR] (Wand, AV2): This can turn you into a little Morninglord for thunder powers. Might be worth it over Staff of Ruin for some thunder builds.[/sblock] [b]Armor[/b] [sblock][COLOR=DarkTurquoise][b]Armor of Dark Deeds[/b][/COLOR] (Hide, AV2): Combine with Superior Reflexes and Hidden Sniper to have CA on all ranged attacks. Unfortunately, it won’t help your close/area powers. [COLOR=DarkTurquoise][b]Battle Harness[/b][/COLOR] (Hide, D368): A misworded “power” bonus to initiative makes this an incredible item. Make sure your DM plays it this way and not as an “item” bonus before taking it, though. [COLOR=DarkTurquoise][b]Dwarven Armor[/b][/COLOR] (Chain+, PHB): Free healing is never bad. [COLOR=DarkTurquoise][b]Lifeblood Armor[/b][/COLOR] (Hide, PHB2): 15 temporary hit points every encounter is quite nice. [COLOR=MediumBlue][b]Rebuking Armor[/b][/COLOR] (Chain, PHB2): +1 untyped bonus to all defenses against anything you hit is quite nice. [COLOR=MediumBlue][b]Shadowdance Armor[/b][/COLOR] (Leather, Seekers of the Ashen Crown): If you’re not using a staff, this might be worth it. [COLOR=Crimson][b]Worthless[/b][/COLOR] if you are, though. [COLOR=DarkTurquoise][b]Time Link[/b][/COLOR] (Chain, AV2): Bonus to initiative for the heavy armor wearers with no Orb of Nimble Thoughts. [COLOR=MediumBlue][b]Tactician’s Armor[/b][/COLOR] (Chain+, AV): Int-vokers might get some mileage out of this. [COLOR=MediumBlue][b]Veteran’s Armor[/b][/COLOR] (Any, AV): This is never a bad choice.[/sblock] [b]Neck Slot[/b] [sblock][COLOR=DarkTurquoise][b]Cloak of Distortion[/b][/COLOR] (AV): Defense to ranged attacks is great. Doesn’t stack with Aversion Staff, though. [COLOR=DarkTurquoise][b]Periapt of Cascading Health[/b][/COLOR] (D369): Ending a condition for free once per encounter is awesome. Not much shuts you down as a ranged attacker, though, so it isn’t necessarily the only option here. [COLOR=MediumBlue][b]Talisman of Terror[/b][/COLOR] (AV2): This forms half of a combo with Infernal Malediction. If you have that feat, this can become [COLOR=DarkTurquoise][b]glorious[/b][/COLOR]. [COLOR=DarkTurquoise][b]Timeless Locket[/b][/COLOR] (AV2): Great if you don’t have Orb of Nimble Thoughts. [COLOR=DarkTurquoise][b]Torc of Power Preservation[/b][/COLOR] (AV): Getting back Compel Action is always good.[/sblock] [b]Arms Slot[/b] [sblock][COLOR=MediumBlue][b]Bracers of the Perfect Shot[/b][/COLOR] (PHB): Decent for Skilled Divine Bolts if you’re not using a Staff of Ruin for whatever reason. [COLOR=MediumBlue][b]Bracers of Rejuvenation[/b][/COLOR] (AV): Not a bad little item for a Convoker with surges to burn. [COLOR=DarkTurquoise][b]Focused Shield[/b][/COLOR] (PsP): This item is great for resist 5 to all ranged attacks (if you’re somehow proficient in shields). [COLOR=MediumBlue][b]Trollhide Bracers[/b][/COLOR] (AV): Regen for one encounter is decent.[/sblock] [b]Feet Slot[/b] [sblock][COLOR=MediumBlue][b]Boots of Caiphon[/b][/COLOR] (AV2): Minor action movement is sweet. [COLOR=MediumBlue][b]Boots of Eagerness[/b][/COLOR] (AV): Minor action movement at low levels. [COLOR=MediumBlue][b]Boots of the Fencing Master[/b][/COLOR] (AV): Nice defense when you shift, which is easy for ranged characters to do. Item bonus, though, so doesn’t stack with some things. [COLOR=DarkTurquoise][b]Boots of Speed[/b][/COLOR] (AV): Very nice bonus for anyone. [COLOR=MediumBlue][b]Boots of Striding[/b][/COLOR] (PHB): Movement speed bonus is nice; not for heavy armor wearers, though. [COLOR=DarkTurquoise][b]Boots of Teleportation[/b][/COLOR] (AV): Great boots; unclear if they’re better than Zephyr though. [COLOR=DarkTurquoise][b]Phantom Chaussures[/b][/COLOR] (AV): Perma-CA on all your ranged attacks with Hidden Sniper. [COLOR=MediumBlue][b]Rushing Cleats[/b][/COLOR] (AV): Of interest to close attack sliders, such as Devoted Orators with Mark of Storm. [COLOR=MediumBlue][b]Sandals of Avandra[/b][/COLOR] (AV): Really nice movement features, but by this level, you have a lot of competition with flying, teleporting, etc. [COLOR=DarkTurquoise][b]Zephyr Boots[/b][/COLOR] (AV): Gaining a fly speed is great if you don’t have it from your epic destiny.[/sblock] [b]Hands Slot[/b] [sblock][COLOR=DarkTurquoise][b]Antipathy Gloves[/b][/COLOR] (AV): This is a really nice item for the close blasters to try to discourage attacks. Combines with Keeper of the Nine to really keep them away from you. [COLOR=MediumBlue][b]Coif of Focus[/b][/COLOR] (AV): Interesting option for self-dazing/stunning Malvokers with Superior Will. [COLOR=MediumBlue][b]Gauntlets of Blood[/b][/COLOR] (AV2): Boring but untyped damage bonus some of the time is useful. [COLOR=MediumBlue][b]Gauntlets of the Ram[/b][/COLOR] (PHB): If you’re pushing a lot, like a Malvoker or Devoted Orator, these gloves aren’t bad. [COLOR=MediumBlue][b]Gloves of Ice[/b][/COLOR] (AV2): Might see some use if you’re doing the Power of Winter Hand of Radiance, or using a Frost Staff. [COLOR=MediumBlue][b]Resplendent Gloves[/b][/COLOR] (AV2): If you’re Will-based, these can be useful, although invokers have no illusion powers. So these would just be a bit of extra damage.[/sblock] [b]Head Slot[/b] [sblock][COLOR=MediumBlue][b]Casque of Tactics[/b][/COLOR] (AV): Not a bad item but your initiative is usually great. [COLOR=MediumBlue][b]Circlet of Arkhosia[/b][/COLOR] (PHR:DB): Not bad, but not as good as it used to be with Superior Will in the game. [COLOR=MediumBlue][b]Circlet of Mental Onslaught[/b][/COLOR] (AV): Buffs your Will and has a decent encounter-long daily. [COLOR=DarkTurquoise][b]Eagle Eye Goggles[/b][/COLOR] (AV): Beautiful item if you’re using Skilled Divine Bolts. [COLOR=Crimson][b]Pretty useless[/b][/COLOR] otherwise. [COLOR=MediumBlue][b]Eye of Awareness[/b][/COLOR] (AV): Will bonus and initiative bonus, but only useful if you’re not getting your initiative item bonus somewhere else. [COLOR=DarkTurquoise][b]Headband of Intellect[/b][/COLOR] (AV): Amazing for the Malvokers, but [b][color=Black]just ok[/color][/b][color=Black][/color] for everyone else. [COLOR=MediumBlue][b]Phrenic Crown[/b][/COLOR] (AV): Not bad if you’re loaded up on Will dailies (invokers generally aren’t... they usually have some summons/walls/etc.). [COLOR=MediumBlue][b]Skull Mask[/b][/COLOR] (AV): Another combo’ing item with Infernal Malediction and Talisman of Terror. For that specific build, this is [b][color=DarkTurquoise]fantastic[/color][/b][color=DarkTurquoise][/color].[/sblock] [b]Waist Slot[/b] [sblock][COLOR=MediumBlue][b]Belt of Vitality[/b][/COLOR] (AV): Similar to Diamond Cincture, but worse. [COLOR=DarkTurquoise][b]Diamond Cincture[/b][/COLOR] (AV2): Free Fort defense bonus. This is almost gold; so many classes wind up using this, and there just aren’t that many useful belts.[/sblock] [b]Rings[/b] [sblock][COLOR=DarkTurquoise][b]Greater Ring of Invisibility[/b][/COLOR][b][/b] (AV2): Excellent item for Malvokers to avoid being attacked. [COLOR=MediumBlue][b]Iron Ring of the Dwarf Lords[/b][/COLOR][b][/b] (PHB): The default entry level ring. Extra surges are especially good for Int-vokers. [COLOR=MediumBlue][b]Ring of Action Reversal[/b][/COLOR][b][/b] (AV2): Interesting item for initiative and rerolling encounters, but how often do you miss every target? [COLOR=MediumBlue][b]Ring of the Dragonborn Emperor[/b][/COLOR][b][/b] (AV): For Malvokers not using a staff, this is a nice damage bonus. [COLOR=DarkTurquoise][b]Ring of the Radiant Storm[/b][/COLOR][/b] (AV2): Both Divine Bolts and Hand of Radiance benefit from this. Since most invokers use lightning or radiant, this will see heavy use. [COLOR=DarkTurquoise][b]Ring of Sorrows[/b][/COLOR] (AV2): Fantastic ring for tiefling malvokers, Divine Hands, or anyone specialized in Visions of Blood. [COLOR=DarkTurquoise][b]Ring of Free Time[/b][/COLOR][b][/b] (AV2): Amazing item if you have any summoned angels in play. Also nice with Mystical Debris+Terrain Advantage combos. [COLOR=DarkTurquoise][b]Ring of Wizardry[/b][/COLOR] (PHB): Many invokers might have an arcane power through wizard or templar, so this is not bad at all. [COLOR=DarkTurquoise][b]Shadow Band[/b][/COLOR][b][/b] (AV): Constant concealment is really nice, and combos well with Hidden Sniper.[/sblock] [b]Miscellaneous[/b] [sblock][COLOR=DarkTurquoise][b]Avandra’s Boon of Escape[/b][/COLOR] (DMG2): The boon of choice if you’re not a radiant-focused build. [COLOR=DarkTurquoise][b]Curse Eye Tattoo[/b][/COLOR] (AV2): By far the best tattoo for any controller. [COLOR=DarkTurquoise][b]Dice of Auspicious Fortune[/b][/COLOR] (D381): Another crazy miscellaneous item that is hard to do without. [COLOR=DarkTurquoise][b]Pelor’s Sun Blessing[/b][/COLOR] (DMG2): One of the most ridiculous items ever made. Absolutely essential in a radiant vulnerable build. Doubles the power of Solar Enemy, even at low levels. [COLOR=GoldenRod][b]Siberys Shard of the Mage[/b][/COLOR] (EPG): Only usable on weapons, but a staff qualifies. [COLOR=MediumBlue][b]Solitaires[/b][/COLOR] (AV): Nearly all of these are pretty useful.[/sblock] [/QUOTE]
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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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