Saeviomagy
Adventurer
Reagents look good overall. Something else to stick in the treasure instead of healing potions which do not seem to have a huge demand so far for my players.
So far we've had precisely one encounter where we would have liked to spend more healing surges than we were allowed to, and it occurred because we chained two encounters together.
Everyone had used second wind, everyone had used every daily and encounter power. Everyone had used action points, the last man standing critted for 3 rounds in a row (with a scimitar!) and finished on 5 hitpoints.
If we'd had healing potions, we'd have all used them.
Of course immediately after that, we've been getting healing potions left right and centre, and haven't screwed up enough to need them. I think each member of the party has at least one healing potion now.
But yeah - reagents look interesting, as long as there's none that are must haves.
The boots look fantastic, but compare with something like a cloak of invisibility: avoiding attacks of opportunity is just a part of it's function. There's an epic feat that lets you move through foes squares. There's plenty of class combinations you can put together that make OAs against you a waste of time (or worse, a penalty for those taking them).
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