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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266650" data-attributes="member: 7044810"><p><h3>Feet</h3><h3>Heroic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Acrobat Boots (2, Uncommon): They’re really cheap and the power is quite useful when it comes up. Being able to stand, then still move and attack is great. Sure you get more minor action competition at later levels, but if you’re not desperately hurting for speed or alternate movement modes, these can last you all the way to high paragon.</p><p></p><p>Boots of the Fencing Master (7, Uncommon): Minor action shift 2 encounter power is incredible and quite versatile - it can be that 2 extra squares you need, or it can let you shift out of threatening reach and move. The property is nice if you have some other shift powers.</p><p></p><p>Boots of Leaping (9, Rare): Jump 10(!) squares, as an encounter power, and no OAs. Basically lets you get anywhere you want to go on the map.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Riding Boots (4, Common): Mounted and always finding yourself just that 1 square short on speed? Do you want to just barely outspeed most heroic enemies? These boots are pretty cheap and fix these issues.</p><p></p><p>Boots of Free Movement (6, Uncommon): Melee characters hate being unable to move, it can basically be a stun for them if there’s no one in range. Only being able to save against (save ends) of these effects is a stinger and makes this a bit worse, but if you find yourself getting messed up by immobilize (save ends) this can be a huge boon.</p><p></p><p>Resplendent Boots (6, Uncommon): Mostly here to help you against OAs if you’re taking a lot of them. The gloves from this set are good, the cloak is reasonable, so this can be a +3 AC vs OAs. The daily power helps sometimes as well.</p><p></p><p>Boarding Boots (8, Uncommon): Makes your turns where you’re just slightly out of range and need to charge, or have a bunch of bad terrain in the way, less bad. Hopefully you don’t have this happen to you too often because this is a daily power. The property exists, I guess.</p><p></p><p>Boots of Striding (9, Common)/Boots of Sand and Sea (10, Uncommon): Rated together because these items are practically identical. Sand and Sea adds an encounter power that might or might not show up if you have an extra 800GP to burn. You buy these for the same reason as Riding Boots - you constantly find yourself 1 short on speed, or want to just barely outspeed enemies. Usually a problem better fixed by Boots of Leaping, but those aren’t always available.</p><p></p><p>Boots of the Mighty Charge (10, Uncommon): At a surface level these just look like they help you out in a bind by making turns where you have to charge less bad. Practically they’re a way to put charge bonuses on any at will or encounter melee or close attack of your choice. Did you want to add your charge bonuses to all 3 attacks of Storm of Blades? Yes? These boots let you do that. Not great if you’re not a charger.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Rushing Cleats (7, Uncommon): Push enhancer. Slide enhancer. Melee and close attacks only, so some characters will prefer the Avalanche Boots below. This is better for melee types.</p><p></p><p>Avalanche Boots (10, Uncommon): Push enhancer. The charge bonus is probably not going to ever show up for the type of character that wants to buy this. If you push and want more push distance, this is for you.[/SPOILER]</p><h3>Paragon:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Planestrider Boots (18, Uncommon): Teleport enhancer. For all the same reasons boots of leaping were good, these are good, except teleport is better than jumping. The property has some serious Expected Table Variance on what powers it works on. If your DM rules this property works when you teleport enemies, this item is Extremely Powerful for anyone that force teleports enemies. Otherwise, it’s merely very good.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]</p><p>Swiftstrike Shoes (20, Uncommon): Generally worse than planestriders at getting you where you need to be in any given encounter, though the daily gets you twice as far. If you have powers that let you move your speed, this may also be better at getting you across the map to the backline on turn 1 than planestriders. Something worth considering if you fight on larger maps where both sides deploy very far apart.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Butterfly Sandals (12, Common): Fly enhancer. Do you have a lot of powers that let you fly, even in small amounts? Do you find yourself wanting to fly more with those powers? Buy these.</p><p></p><p>Eladrin Boots (16, Uncommon): Teleport enhancer. Again we have Expected Table Variance on what the text actually means - does a teleport you make apply to teleports you force on enemies or allies? If so this may be good for someone with a lot of teleport powers. Is it only yourself? Might be worth considering if you do a lot of self-teleporting. The power being a daily makes this far less generally useful than planestriders.[/SPOILER]</p><p></p><p><span style="color: rgb(243, 121, 52)">Orange</span></p><p>[SPOILER]Earthreaver Stompers (17+, Uncommon): Alternate senses are hard to rate. If you find yourself needing a non vision based sense and are comfortable with the rather low range of this until 27th, this might be good for you. Powered Armor has too many tradeoffs for its double alternate senses.[/SPOILER]</p><h3>Epic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Boots of Teleportation (28, Rare): It lets you teleport at will. Teleporting gets around terrain, OAs, immobilize, restrain, unprones you (by teleporting into the air). It does not help you go any faster without teleport enhancers, which is the reason you may consider other boots.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(44, 130, 201)">Blue</span></p><p>[SPOILER]Fey Warrior’s Boots (24, Uncommon): Your immediate is probably saturated with stuff to do by now, making this a lot worse than it reads, but this still does two useful things. First, it gives +2 item to ref if you don’t already have item to ref. Second, the immediate gets you out of reach of creatures with Double Attack, auras, threatening reach or whatever after they miss you. Most of what this immediate can do is also done by the Boots of Teleportation, but this is 4 levels earlier.</p><p></p><p>Zephyr Boots (24, Uncommon): It’s not as good as teleportation, but it does have a couple of merits over teleportation - it can help you melee flying enemies, and it can let you stay in the air to blast only melee enemies while staying safe. It’s also significantly cheaper.</p><p></p><p>Airstriders (25, Uncommon): Usually the Zephyr Boots are better, but they’re also not an option if you’re a heavy armor user. These are 1 level higher and provide most of the same benefits, while also providing +2 speed. Downside is that you can’t stay airborne for more than 1 turn per encounter.</p><p></p><p>Boots of Caiphon (24, Uncommon): This is a lot of extra speed to have on demand, even despite the cost. Also doesn’t say that the damage can’t be reduced, so resist alls will soften the downside a bit. Your minor action is probably also saturated with good stuff by now, but that stuff doesn’t matter if you can’t get in position to use it. Combines with shift enhancers and, if you have a Staff of the Traveler, teleport enhancers. Arguably, you don’t even take damage with a staff of the traveler, as you shifted zero squares.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266650, member: 7044810"] [HEADING=2]Feet[/HEADING] [HEADING=2]Heroic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Acrobat Boots (2, Uncommon): They’re really cheap and the power is quite useful when it comes up. Being able to stand, then still move and attack is great. Sure you get more minor action competition at later levels, but if you’re not desperately hurting for speed or alternate movement modes, these can last you all the way to high paragon. Boots of the Fencing Master (7, Uncommon): Minor action shift 2 encounter power is incredible and quite versatile - it can be that 2 extra squares you need, or it can let you shift out of threatening reach and move. The property is nice if you have some other shift powers. Boots of Leaping (9, Rare): Jump 10(!) squares, as an encounter power, and no OAs. Basically lets you get anywhere you want to go on the map.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Riding Boots (4, Common): Mounted and always finding yourself just that 1 square short on speed? Do you want to just barely outspeed most heroic enemies? These boots are pretty cheap and fix these issues. Boots of Free Movement (6, Uncommon): Melee characters hate being unable to move, it can basically be a stun for them if there’s no one in range. Only being able to save against (save ends) of these effects is a stinger and makes this a bit worse, but if you find yourself getting messed up by immobilize (save ends) this can be a huge boon. Resplendent Boots (6, Uncommon): Mostly here to help you against OAs if you’re taking a lot of them. The gloves from this set are good, the cloak is reasonable, so this can be a +3 AC vs OAs. The daily power helps sometimes as well. Boarding Boots (8, Uncommon): Makes your turns where you’re just slightly out of range and need to charge, or have a bunch of bad terrain in the way, less bad. Hopefully you don’t have this happen to you too often because this is a daily power. The property exists, I guess. Boots of Striding (9, Common)/Boots of Sand and Sea (10, Uncommon): Rated together because these items are practically identical. Sand and Sea adds an encounter power that might or might not show up if you have an extra 800GP to burn. You buy these for the same reason as Riding Boots - you constantly find yourself 1 short on speed, or want to just barely outspeed enemies. Usually a problem better fixed by Boots of Leaping, but those aren’t always available. Boots of the Mighty Charge (10, Uncommon): At a surface level these just look like they help you out in a bind by making turns where you have to charge less bad. Practically they’re a way to put charge bonuses on any at will or encounter melee or close attack of your choice. Did you want to add your charge bonuses to all 3 attacks of Storm of Blades? Yes? These boots let you do that. Not great if you’re not a charger.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Rushing Cleats (7, Uncommon): Push enhancer. Slide enhancer. Melee and close attacks only, so some characters will prefer the Avalanche Boots below. This is better for melee types. Avalanche Boots (10, Uncommon): Push enhancer. The charge bonus is probably not going to ever show up for the type of character that wants to buy this. If you push and want more push distance, this is for you.[/SPOILER] [HEADING=2]Paragon:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Planestrider Boots (18, Uncommon): Teleport enhancer. For all the same reasons boots of leaping were good, these are good, except teleport is better than jumping. The property has some serious Expected Table Variance on what powers it works on. If your DM rules this property works when you teleport enemies, this item is Extremely Powerful for anyone that force teleports enemies. Otherwise, it’s merely very good. [/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER] Swiftstrike Shoes (20, Uncommon): Generally worse than planestriders at getting you where you need to be in any given encounter, though the daily gets you twice as far. If you have powers that let you move your speed, this may also be better at getting you across the map to the backline on turn 1 than planestriders. Something worth considering if you fight on larger maps where both sides deploy very far apart. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Butterfly Sandals (12, Common): Fly enhancer. Do you have a lot of powers that let you fly, even in small amounts? Do you find yourself wanting to fly more with those powers? Buy these. Eladrin Boots (16, Uncommon): Teleport enhancer. Again we have Expected Table Variance on what the text actually means - does a teleport you make apply to teleports you force on enemies or allies? If so this may be good for someone with a lot of teleport powers. Is it only yourself? Might be worth considering if you do a lot of self-teleporting. The power being a daily makes this far less generally useful than planestriders.[/SPOILER] [COLOR=rgb(243, 121, 52)]Orange[/COLOR] [SPOILER]Earthreaver Stompers (17+, Uncommon): Alternate senses are hard to rate. If you find yourself needing a non vision based sense and are comfortable with the rather low range of this until 27th, this might be good for you. Powered Armor has too many tradeoffs for its double alternate senses.[/SPOILER] [HEADING=2]Epic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Boots of Teleportation (28, Rare): It lets you teleport at will. Teleporting gets around terrain, OAs, immobilize, restrain, unprones you (by teleporting into the air). It does not help you go any faster without teleport enhancers, which is the reason you may consider other boots. [/SPOILER] [COLOR=rgb(44, 130, 201)]Blue[/COLOR] [SPOILER]Fey Warrior’s Boots (24, Uncommon): Your immediate is probably saturated with stuff to do by now, making this a lot worse than it reads, but this still does two useful things. First, it gives +2 item to ref if you don’t already have item to ref. Second, the immediate gets you out of reach of creatures with Double Attack, auras, threatening reach or whatever after they miss you. Most of what this immediate can do is also done by the Boots of Teleportation, but this is 4 levels earlier. Zephyr Boots (24, Uncommon): It’s not as good as teleportation, but it does have a couple of merits over teleportation - it can help you melee flying enemies, and it can let you stay in the air to blast only melee enemies while staying safe. It’s also significantly cheaper. Airstriders (25, Uncommon): Usually the Zephyr Boots are better, but they’re also not an option if you’re a heavy armor user. These are 1 level higher and provide most of the same benefits, while also providing +2 speed. Downside is that you can’t stay airborne for more than 1 turn per encounter. Boots of Caiphon (24, Uncommon): This is a lot of extra speed to have on demand, even despite the cost. Also doesn’t say that the damage can’t be reduced, so resist alls will soften the downside a bit. Your minor action is probably also saturated with good stuff by now, but that stuff doesn’t matter if you can’t get in position to use it. Combines with shift enhancers and, if you have a Staff of the Traveler, teleport enhancers. Arguably, you don’t even take damage with a staff of the traveler, as you shifted zero squares.[/SPOILER] [/QUOTE]
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