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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266651" data-attributes="member: 7044810"><p><h3>Hands</h3><h3>Heroic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Antipathy Gloves (10, Uncommon): The property is better than it looks. It makes it hard for enemies to move around you which is great for defenders, but even for everyone else that extra square of movement makes it harder for enemies to get next to you to attack if they’re melee. The daily power exists.</p><p></p><p>Strikebacks (10): Another easily triggered MBA, becomes worse later on as you get more competition for your immediates. A golfbag of Gloves of Recovery is likely better by then. +1 item bonus to OAs is not that amazing, but if you can’t get a golfbag of gloves this is probably better.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Gauntlets of Blood (4+, Uncommon): It’s not an item bonus to damage, works on all types of damage rolls and cheaper than the arms slot items, but the bloodied condition makes this a lot worse than it looks. If you assume it works half the time, then it’s effectively only a +1/2/3, but practically due to overkill, damage relevancy if you have AoE and so on it’s a bit worse than even that. Still a reasonable option if you want the extra damage, or if you have enough control of the initiative order (party with high init) that you can delay so your allies bloody enemies and you hit them after.</p><p></p><p>Gloves of Grace (5, Common): Low action cost way to potentially give an ally back their entire turn by removing a terrible condition. Every class can make use of this. It is a daily, and can be golfbagged if you really want to, but hopefully by the point of you being able to buy 4-5 of these, your party has better ways to grant saves or remove those bad conditions.</p><p></p><p>Gloves of Recovery (5, Uncommon): Free MBA, what’s there not to like if your MBA is good? Free action makes this a lot better as a golfbag item later when your other action slots have a lot more competition.</p><p></p><p>Resplendent Gloves (5+): Non item bonus to damage for classes that deal damage and target will a lot, such as Psions and Wizards. Also helps out your resplendent boots if you bought those.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Claw gloves (4, Uncommon): Useless to anyone who isn’t a druid or a Were-X (rat, bear, wolf) of some form. 1d10 extra damage, not an item bonus. Were-Xs usually pick this up after retraining their theme at level 10 to the were theme, as that’s when they unlock hybrid form.</p><p></p><p>Bracers of Mental Might (6, Uncommon): So much good stuff to do with this if you have the right multiclass. Come and Get It on a Swordmage? Why not. Charisma paladins using this to dump strength, Lazylords who want just the one strength warlord power. The list is pretty long.</p><p></p><p>Life-Draining Gauntlets (6+, Rare): Item bonus to damage. Necrotic damage specific but given that you’re usually going to be doing that off implement attacks, which don’t have a general damage bonus from Iron Armbands or Bracers of Archery, this is the substitute. Those using Necrotic type-switching weapons who want a different arms slot item can also consider this.</p><p></p><p>Babau Gauntlets (10+, Uncommon): This enables dex primary/secondary classes to have an effective MBA without melee training or an MBA power. Also works on any str power that is treated as an MBA. Do not upgrade this item, it simply isn’t worth it. The once per turn limitation can be an issue if you have a leader granting more than 1 - maybe look into a more permanent solution by that point.</p><p></p><p>Dwarven Throwers (10, Uncommon): I’m pretty sure this the only way to get an item bonus to thrown damage without relying on damage type-specific item bonuses. Throwers will want this.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Gloves of Eldritch Admixture (8+, Uncommon): Better for Warlocks but useful for any class who is investing in various damage type bonuses. This lets you, (up to) five times a day add another damage type between acid, fire or cold to your attack. The damage bonus isn’t necessarily bad either, an extra 5d6 across the day is certainly not bad. I wouldn’t bother upgrading this unless it was very cheap (relatively), though, its usefulness is in the damage type add not in the extra damage.</p><p></p><p>Gauntlets of the Ram (8, Common): Push enhancer. Use push effects a lot and don’t like any of these other hands slot items? Take these.</p><p></p><p>Spell Anchors (9, Uncommon): As you go up in levels and you have more uses for your minor action, these can be pretty worthwhile. In general if your minor has some competition, but you still have sustain minors, consider these. Can be golfbagged to make it effectively an encounter power.</p><p></p><p>Illusionist’s Gloves (9, Uncommon): This is a persistent save penalty, but only for illusion powers. If you have a few,save ends illusions, definitely buy these. The daily power is also quite useful for those builds and can be golfbagged.[/SPOILER]</p><h3>Paragon:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Many-fingered gloves (20, Common): There are many good rings by level 20, and some of your hand slot items are probably no longer as good as they were, or have been replaced by better solutions. Generally a third ring is a good upgrade over a hand slot, but consider your ring options before buying.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]</p><p>Gloves of Ice (11+, Uncommon): This is an untyped bonus to cold damage - good for anyone doing cold damage, whether that’s frost weapon users or implement attackers. If you do primarily cold damage, and want to do more damage, buy these.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>Gauntlets of Brutality (17, Common): This requires the ability for you, or your party, to prone. Flail expertise, world serpent’s grasp, any number of powers. 5 extra damage on each damage roll is a lot. Definitely take Headsman’s Chop if taking this.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]</p><p>Gloves of Dimensional Repulsion (14, Uncommon): Teleport enhancer. This one is fairly clear in how it works so it’s not subject to the same table variance as other teleport enhancers. If you force teleports on enemies, or allow allies to teleport and want more distance on that, buy these. The daily power exists, standard action a hefty cost for that.[/SPOILER]</p><p></p><h3>Epic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Foe Caller Gauntlets (22, Uncommon): This item is incredibly good for defenders, obviously, teleporting an enemy back next to you as an Interrupt which means it can negate their attack, or if it was a ranged attack immediately lead into an OA. Oh and you get an MBA too. As an encounter power. If you have a way to easily mark on any other class with MBAs you might consider this.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Hands of Hadar (26, Uncommon): Warlock specific, may not actually outdo the Gloves of Eldritch Admixture, Life-Draining Gauntlets or Gloves of Ice depending on build. Due to the inherent 1/turn limitation of Warlock’s Curse, this is only ever +2d6/turn, whereas the others can potentially do more.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266651, member: 7044810"] [HEADING=2]Hands[/HEADING] [HEADING=2]Heroic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Antipathy Gloves (10, Uncommon): The property is better than it looks. It makes it hard for enemies to move around you which is great for defenders, but even for everyone else that extra square of movement makes it harder for enemies to get next to you to attack if they’re melee. The daily power exists. Strikebacks (10): Another easily triggered MBA, becomes worse later on as you get more competition for your immediates. A golfbag of Gloves of Recovery is likely better by then. +1 item bonus to OAs is not that amazing, but if you can’t get a golfbag of gloves this is probably better.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Gauntlets of Blood (4+, Uncommon): It’s not an item bonus to damage, works on all types of damage rolls and cheaper than the arms slot items, but the bloodied condition makes this a lot worse than it looks. If you assume it works half the time, then it’s effectively only a +1/2/3, but practically due to overkill, damage relevancy if you have AoE and so on it’s a bit worse than even that. Still a reasonable option if you want the extra damage, or if you have enough control of the initiative order (party with high init) that you can delay so your allies bloody enemies and you hit them after. Gloves of Grace (5, Common): Low action cost way to potentially give an ally back their entire turn by removing a terrible condition. Every class can make use of this. It is a daily, and can be golfbagged if you really want to, but hopefully by the point of you being able to buy 4-5 of these, your party has better ways to grant saves or remove those bad conditions. Gloves of Recovery (5, Uncommon): Free MBA, what’s there not to like if your MBA is good? Free action makes this a lot better as a golfbag item later when your other action slots have a lot more competition. Resplendent Gloves (5+): Non item bonus to damage for classes that deal damage and target will a lot, such as Psions and Wizards. Also helps out your resplendent boots if you bought those. [/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Claw gloves (4, Uncommon): Useless to anyone who isn’t a druid or a Were-X (rat, bear, wolf) of some form. 1d10 extra damage, not an item bonus. Were-Xs usually pick this up after retraining their theme at level 10 to the were theme, as that’s when they unlock hybrid form. Bracers of Mental Might (6, Uncommon): So much good stuff to do with this if you have the right multiclass. Come and Get It on a Swordmage? Why not. Charisma paladins using this to dump strength, Lazylords who want just the one strength warlord power. The list is pretty long. Life-Draining Gauntlets (6+, Rare): Item bonus to damage. Necrotic damage specific but given that you’re usually going to be doing that off implement attacks, which don’t have a general damage bonus from Iron Armbands or Bracers of Archery, this is the substitute. Those using Necrotic type-switching weapons who want a different arms slot item can also consider this. Babau Gauntlets (10+, Uncommon): This enables dex primary/secondary classes to have an effective MBA without melee training or an MBA power. Also works on any str power that is treated as an MBA. Do not upgrade this item, it simply isn’t worth it. The once per turn limitation can be an issue if you have a leader granting more than 1 - maybe look into a more permanent solution by that point. Dwarven Throwers (10, Uncommon): I’m pretty sure this the only way to get an item bonus to thrown damage without relying on damage type-specific item bonuses. Throwers will want this.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Gloves of Eldritch Admixture (8+, Uncommon): Better for Warlocks but useful for any class who is investing in various damage type bonuses. This lets you, (up to) five times a day add another damage type between acid, fire or cold to your attack. The damage bonus isn’t necessarily bad either, an extra 5d6 across the day is certainly not bad. I wouldn’t bother upgrading this unless it was very cheap (relatively), though, its usefulness is in the damage type add not in the extra damage. Gauntlets of the Ram (8, Common): Push enhancer. Use push effects a lot and don’t like any of these other hands slot items? Take these. Spell Anchors (9, Uncommon): As you go up in levels and you have more uses for your minor action, these can be pretty worthwhile. In general if your minor has some competition, but you still have sustain minors, consider these. Can be golfbagged to make it effectively an encounter power. Illusionist’s Gloves (9, Uncommon): This is a persistent save penalty, but only for illusion powers. If you have a few,save ends illusions, definitely buy these. The daily power is also quite useful for those builds and can be golfbagged.[/SPOILER] [HEADING=2]Paragon:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Many-fingered gloves (20, Common): There are many good rings by level 20, and some of your hand slot items are probably no longer as good as they were, or have been replaced by better solutions. Generally a third ring is a good upgrade over a hand slot, but consider your ring options before buying. [/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER] Gloves of Ice (11+, Uncommon): This is an untyped bonus to cold damage - good for anyone doing cold damage, whether that’s frost weapon users or implement attackers. If you do primarily cold damage, and want to do more damage, buy these. [/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] Gauntlets of Brutality (17, Common): This requires the ability for you, or your party, to prone. Flail expertise, world serpent’s grasp, any number of powers. 5 extra damage on each damage roll is a lot. Definitely take Headsman’s Chop if taking this. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER] Gloves of Dimensional Repulsion (14, Uncommon): Teleport enhancer. This one is fairly clear in how it works so it’s not subject to the same table variance as other teleport enhancers. If you force teleports on enemies, or allow allies to teleport and want more distance on that, buy these. The daily power exists, standard action a hefty cost for that.[/SPOILER] [HEADING=2]Epic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Foe Caller Gauntlets (22, Uncommon): This item is incredibly good for defenders, obviously, teleporting an enemy back next to you as an Interrupt which means it can negate their attack, or if it was a ranged attack immediately lead into an OA. Oh and you get an MBA too. As an encounter power. If you have a way to easily mark on any other class with MBAs you might consider this. [/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Hands of Hadar (26, Uncommon): Warlock specific, may not actually outdo the Gloves of Eldritch Admixture, Life-Draining Gauntlets or Gloves of Ice depending on build. Due to the inherent 1/turn limitation of Warlock’s Curse, this is only ever +2d6/turn, whereas the others can potentially do more.[/SPOILER] [/QUOTE]
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