Joshua Randall
Legend
My main 4e character, a 22nd level dragonborn paladin, has enough cash and favors accumulated that he can acquire several Rings. Question is, which ones?
A related question: is it worth ditching his Strikeback (Encounter, make MBA when enemy hits you) to pick up the item (Many-Fingered Gloves) that lets you wear an extra ring (3 total)?
(Edit: was "iron armbands of power" when I stupidly thought Many-Fingered Gloves were arms slot)
The character is a pretty classic Cha-based paladin. He focuses on high defenses, being tough, and being robust against the plethora of conditions flying around high-level 4e. He's not a striker (although dealing good damage is everyone's job) and he's not a leader (no Lay On Hands; has Virtue's Touch instead).
I've narrowed it down (relatively speaking) to the following. The number before each ring is its level. I can't acquire all the high level ones, but I can acquire multiple low level ones if I want to.
Note: for ring's activated powers, I'm assuming a milestone has been reached.
15 Ring of the Dragonborn Emperor (+damage with close attacks; Daily to use Encounter power as reaction when you go bloodied)
PRO: buffs the PC's surprisingly large number of close burst/blast attacks
CON: buffing damage not the PC's job; PC seldom goes bloodied, so ring's Daily power usually wasted
17 Ring of the Radiant Storm (roll 2x damage, choose highest, with radiant/lightning powers; Daily effectively makes a Daily radiant/lightning attack power Reliable)
PRO: rolling 2x is a significant upgrade; ring's Daily is strong
CON: buffing damage not the PC's job; an annoyingly large portion of good paladin powers aren't radiant (and don't have nor want radiant weapon)
18 Ring of the Fallen (+Con mod to out-of-combat healing surge value, more or less; Daily power is a lot of extra surge-free healing during a rest)
PRO: this is a +3 to +4 per HS, which is great; Daily also great
CON: none; might buy this ring just to keep in pack
20 Ring of Action Reversal (+4 Initiative; Daily to regain Encounter attack power if missed all targets )
PRO: higher Init very beneficial to Defenders; Daily power not bad for things like Castigating Strike
CON: already have two feats invested in Init, so it's high enough (?)
21 Ring of Tenacious Will (use Cha instead of Con to determine number of healing surges; Daily to prevent death when drop to 0 or fewer hit points)
PRO: this is effectively 5-6 more surges
CON: rarely does this PC go through all his surges, but he did in his last adventure, and Epic is hard; Daily probably won't ever get used after 24th level when PC gets his Epic Destiny anti-death ability
23 Greater Ring of Invisibility (+5 Stealth; Encounter power to gain concealment until end of encounter)
PRO: concealment until end of encounter is like +2 all defenses
CON: minor action to activate ring every encounter will be tough, as this PC is already drowning in things he wants to do with his minors
24 Golden Ring of Teros (+2 AC, Fortitude while not bloodied; Daily gain resist 5 all until bloodied or end of encounter)
PRO: buffs defenses; PC seldom bloodied, so almost always on; resist all is fantastic
CON: none, except for opportunity cost vs. other rings; also, there's a level 29 ring (of Free Time) that gives resist 5 all as a Property, so hold out for that?
24 Ring of Regeneration (+3 healing surge value [item bonus]; Daily regain a surge and gain regeneration 10 until you spend a surge)
PRO: Daily power is fantastic
CON: ring is Rare, so takes up one of PC's Rare slots (of 3 allowed); lots of cheaper ways to gain [item bonus] to healing surge value
Of the 8 rings listed, I'd like to narrow it down to 3 or 4. Three if I keep the Strikebacks (so wear two, and keep Ring of Fallen in pack) or four if I ditch the Strikebacks in favor of the Many-Fingered Gloves and wear three rings.
A related question: is it worth ditching his Strikeback (Encounter, make MBA when enemy hits you) to pick up the item (Many-Fingered Gloves) that lets you wear an extra ring (3 total)?
(Edit: was "iron armbands of power" when I stupidly thought Many-Fingered Gloves were arms slot)
The character is a pretty classic Cha-based paladin. He focuses on high defenses, being tough, and being robust against the plethora of conditions flying around high-level 4e. He's not a striker (although dealing good damage is everyone's job) and he's not a leader (no Lay On Hands; has Virtue's Touch instead).
I've narrowed it down (relatively speaking) to the following. The number before each ring is its level. I can't acquire all the high level ones, but I can acquire multiple low level ones if I want to.
Note: for ring's activated powers, I'm assuming a milestone has been reached.
15 Ring of the Dragonborn Emperor (+damage with close attacks; Daily to use Encounter power as reaction when you go bloodied)
PRO: buffs the PC's surprisingly large number of close burst/blast attacks
CON: buffing damage not the PC's job; PC seldom goes bloodied, so ring's Daily power usually wasted
17 Ring of the Radiant Storm (roll 2x damage, choose highest, with radiant/lightning powers; Daily effectively makes a Daily radiant/lightning attack power Reliable)
PRO: rolling 2x is a significant upgrade; ring's Daily is strong
CON: buffing damage not the PC's job; an annoyingly large portion of good paladin powers aren't radiant (and don't have nor want radiant weapon)
18 Ring of the Fallen (+Con mod to out-of-combat healing surge value, more or less; Daily power is a lot of extra surge-free healing during a rest)
PRO: this is a +3 to +4 per HS, which is great; Daily also great
CON: none; might buy this ring just to keep in pack
20 Ring of Action Reversal (+4 Initiative; Daily to regain Encounter attack power if missed all targets )
PRO: higher Init very beneficial to Defenders; Daily power not bad for things like Castigating Strike
CON: already have two feats invested in Init, so it's high enough (?)
21 Ring of Tenacious Will (use Cha instead of Con to determine number of healing surges; Daily to prevent death when drop to 0 or fewer hit points)
PRO: this is effectively 5-6 more surges
CON: rarely does this PC go through all his surges, but he did in his last adventure, and Epic is hard; Daily probably won't ever get used after 24th level when PC gets his Epic Destiny anti-death ability
23 Greater Ring of Invisibility (+5 Stealth; Encounter power to gain concealment until end of encounter)
PRO: concealment until end of encounter is like +2 all defenses
CON: minor action to activate ring every encounter will be tough, as this PC is already drowning in things he wants to do with his minors
24 Golden Ring of Teros (+2 AC, Fortitude while not bloodied; Daily gain resist 5 all until bloodied or end of encounter)
PRO: buffs defenses; PC seldom bloodied, so almost always on; resist all is fantastic
CON: none, except for opportunity cost vs. other rings; also, there's a level 29 ring (of Free Time) that gives resist 5 all as a Property, so hold out for that?
24 Ring of Regeneration (+3 healing surge value [item bonus]; Daily regain a surge and gain regeneration 10 until you spend a surge)
PRO: Daily power is fantastic
CON: ring is Rare, so takes up one of PC's Rare slots (of 3 allowed); lots of cheaper ways to gain [item bonus] to healing surge value
Of the 8 rings listed, I'd like to narrow it down to 3 or 4. Three if I keep the Strikebacks (so wear two, and keep Ring of Fallen in pack) or four if I ditch the Strikebacks in favor of the Many-Fingered Gloves and wear three rings.
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