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<blockquote data-quote="Exocist" data-source="post: 9266654" data-attributes="member: 7044810"><p><h2>Ring</h2><h2>Heroic:</h2><p>NA</p><h2>Paragon:</h2><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]</p><p>Champion’s Ring (17, Uncommon): Scales with the number of implements of argent you can convince your party to equip, but if all of them are on this ring is downright insane value - +5 item to AC and reflex while you’re bloodied is a massive bonus that will make you that much harder to take down. And it will also be worth a +5 untyped bonus to initiative. The daily power isn’t necessarily bad either as an easy way to apply vulnerability to damage types for e.g. Firewind Blade shenanigans but you probably have better ways to do that if you’re building for it.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Ring of Fury (14, Uncommon): The trigger is really poorly worded on this - when you first are bloodied when? In an encounter? In a day? Rated assuming it means in an encounter. Free action 2 basic attacks is incredibly good, even if its a daily this can swing a fight. You can even force-activate it with a Blood Fury weapon. Expect some Expected Table Variance on what the trigger actually is though, and whether you can Golfbag it.</p><p></p><p>Ring of Borrowed Spells (17, Uncommon): There are a lot of gamechanging Arcane attack powers that scale very well and many classes with the same stat would be happy to buy as a daily power. Oh also it can steal any arcane power not just class ones. Demonsoul Bolts? Yep. Flame Spiral? Yep. Painful Delusion? Dark Gathering? Greater Magic Weapon? The list is endless on what good stuff you can grab with this. Can be golfbagged to make it an encounter power for you instead.</p><p></p><p>Ring of Draconic Zeal (18, Uncommon): Free action, basic attack, on demand. Amusingly no trigger or “on your turn” requirement so you can just do this whenever you want in the middle of someone else’s turn, which is great if your basic attack can do forced movement or a condition that renders their actions invalid. Less raw damage than Ring of Fury, but the flexibility makes up for it. Can be Golfbagged.</p><p></p><p>Foe Binder Ring (19, Uncommon): Pretty much a defender-only item, but an essential one for higher levels as monsters start getting more and more AoE attacks that can make your mark penalty not as good.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Iron Ring of the Dwarf Lords (14, Uncommon): Extra healing surge if you just want something for the slot. The immediate can show up occasionally.</p><p></p><p>Ring of Invigoration (14, Uncommon): Just defensive utility here. Although picking you up off the floor should be pretty trivial by this point, this is a completely actionless way to do that. You probably won’t need to golfbag this but you can.</p><p></p><p>Ring of Mental Power (14, Uncommon): Psi-classes of all stripes will like this, especially if you have a decent Aug1 to use. The real power here is the daily though, it doesn’t specify you have to miss all targets, just miss, so even if you miss 1 target with your Aug4 Brilliant Thought you can recoup all those points. Expect some Table Variance on this. Can be Golfbagged.</p><p></p><p>Ring of the Dragonborn Emperor (15, Rare): Basically the same thing as the Ring of Fury, expect it uses your immediate instead of a free (which means you can’t forcibly trigger it with a Blood Fury weapon), and it uses an enc power instead of 2 basic attacks. Enc powers are likely better, and this can use even already used ones once you’ve reached a milestone, but the immediate requirement is a fair downgrade for higher level play.</p><p></p><p>Premonition Ring (15, Uncommon): An item you’re buying solely for the daily power as the initiative bonus is probably being done by a Helm of Battle. Rating dependent on how much your DM likes to surprise you, can be golfbagged if you’re getting surprised multiple times a day.</p><p></p><p>Ring of the Fallen (18, Uncommon): A ring that effectively gives the whole party more surges per day by making each surge more effective during a short rest by the daily power. Can be golfbagged.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>Ring of the Djinn Slayer (11+, Uncommon): Assassin only item and they’re going to buy this regardless of rulings on shroud treating it as a separate damage roll or not, because you get to add all your elemental enhancers to your shroud damage.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Eladrin Ring of Passage (14, Rare): Teleport enhancer. Expected Table Variance on what the property works on. Better if you’re an eladrin, but the daily power isn’t that bad if you d</p><p></p><p>Ring of Retreat (17, Uncommon): Teleport enhancer. Like most of these items, ETV on what the property works on, though this one looks like it works on teleports that you apply to other people. The daily power exists, maybe if you reach a milestone it can bail you out of a combat that’s going really badly.</p><p></p><p>Ring of Ramming (18, Uncommon)/Ring of the Deep Wood (18, Uncommon): Push enhancer. Rated the same because they’re the same level and do the same thing. If you need even more distance on your pushes and you’re fine sacrificing ring slots for extra push distance.[/SPOILER]</p><h2>Epic:</h2><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Ring of Free Time (29, Rare): Resist 5 to all damage is a neat bonus but not why you buy this. If you’re absolutely saturated with minor actions, this lets you take more of them. Rating dependent on your build and also how many encounters you have after the first milestone, although even being an encounter power is extremely good.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(44, 130, 201)">Blue</span></p><p>[SPOILER]</p><p>Kartan’s Void Ring (26, Uncommon): This is a necrotic power so its going to be a lot better for anyone invested in that, but ratings also depend on how much your DM likes to use minions. This absolutely destroys hordes of minions, and is an extra damage roll for damage purposes on non minions.</p><p></p><p>Ring of Wizardry (21, Uncommon): Want to use your demonsoul bolts again? This item does have a couple of restrictions. First, it’s a daily and a minor so you’re going to have to time it or golfbag it to get the most use out of it. Second, it needs you to reach a milestone to recover attack powers, otherwise it just recovers utility powers. Still, using your best E power (this isn’t level restricted) twice is pretty powerful.</p><p></p><p>Golden Ring of Teros (24, Uncommon): +2 item to AC and Fortitude. Sure you have to be unbloodied but this starts you off in each fight with a bit of tempo as more attacks will miss you, thereby not applying their conditions or damage, saving you surges and pain. The daily power is not anything special.</p><p></p><p>Haggaron’s Ring of Control (25, Uncommon): The poor man’s Royal Command of Asmodeus, although if you reach a milestone it also works on dazed enemies. Still requires a minor action to activate, and is a daily power.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>Opal Ring of Remembrance (29, Rare): Int classes and arcane classes both love this. +2 item bonus to all your int attacks is big, and refreshing a daily utility is also pretty strong. Not useful if you don’t fall into one of these two categories.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Ring of Tenacious Will (21, Uncommon): Do your stats at level 21 look like 12 con, 28 cha? If so, this is effectively 8 more healing surges for you. The daily power isn’t bad either, it can come in clutch sometimes, but you mainly buy this for the extra surges.</p><p></p><p>Luminary Ring (22, Uncommon): If you’re using powers like Serpent’s Cunning or Eagle’s Splendor that provide a long lasting power bonus, or even just powers that provide a power bonus until end of encounter, this can be worth buying. You can also just swap it out after using it if using it with Cunning/Splendor.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266654, member: 7044810"] [HEADING=1]Ring[/HEADING] [HEADING=1]Heroic:[/HEADING] NA [HEADING=1]Paragon:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER] Champion’s Ring (17, Uncommon): Scales with the number of implements of argent you can convince your party to equip, but if all of them are on this ring is downright insane value - +5 item to AC and reflex while you’re bloodied is a massive bonus that will make you that much harder to take down. And it will also be worth a +5 untyped bonus to initiative. The daily power isn’t necessarily bad either as an easy way to apply vulnerability to damage types for e.g. Firewind Blade shenanigans but you probably have better ways to do that if you’re building for it.[/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Ring of Fury (14, Uncommon): The trigger is really poorly worded on this - when you first are bloodied when? In an encounter? In a day? Rated assuming it means in an encounter. Free action 2 basic attacks is incredibly good, even if its a daily this can swing a fight. You can even force-activate it with a Blood Fury weapon. Expect some Expected Table Variance on what the trigger actually is though, and whether you can Golfbag it. Ring of Borrowed Spells (17, Uncommon): There are a lot of gamechanging Arcane attack powers that scale very well and many classes with the same stat would be happy to buy as a daily power. Oh also it can steal any arcane power not just class ones. Demonsoul Bolts? Yep. Flame Spiral? Yep. Painful Delusion? Dark Gathering? Greater Magic Weapon? The list is endless on what good stuff you can grab with this. Can be golfbagged to make it an encounter power for you instead. Ring of Draconic Zeal (18, Uncommon): Free action, basic attack, on demand. Amusingly no trigger or “on your turn” requirement so you can just do this whenever you want in the middle of someone else’s turn, which is great if your basic attack can do forced movement or a condition that renders their actions invalid. Less raw damage than Ring of Fury, but the flexibility makes up for it. Can be Golfbagged. Foe Binder Ring (19, Uncommon): Pretty much a defender-only item, but an essential one for higher levels as monsters start getting more and more AoE attacks that can make your mark penalty not as good.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Iron Ring of the Dwarf Lords (14, Uncommon): Extra healing surge if you just want something for the slot. The immediate can show up occasionally. Ring of Invigoration (14, Uncommon): Just defensive utility here. Although picking you up off the floor should be pretty trivial by this point, this is a completely actionless way to do that. You probably won’t need to golfbag this but you can. Ring of Mental Power (14, Uncommon): Psi-classes of all stripes will like this, especially if you have a decent Aug1 to use. The real power here is the daily though, it doesn’t specify you have to miss all targets, just miss, so even if you miss 1 target with your Aug4 Brilliant Thought you can recoup all those points. Expect some Table Variance on this. Can be Golfbagged. Ring of the Dragonborn Emperor (15, Rare): Basically the same thing as the Ring of Fury, expect it uses your immediate instead of a free (which means you can’t forcibly trigger it with a Blood Fury weapon), and it uses an enc power instead of 2 basic attacks. Enc powers are likely better, and this can use even already used ones once you’ve reached a milestone, but the immediate requirement is a fair downgrade for higher level play. Premonition Ring (15, Uncommon): An item you’re buying solely for the daily power as the initiative bonus is probably being done by a Helm of Battle. Rating dependent on how much your DM likes to surprise you, can be golfbagged if you’re getting surprised multiple times a day. Ring of the Fallen (18, Uncommon): A ring that effectively gives the whole party more surges per day by making each surge more effective during a short rest by the daily power. Can be golfbagged.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] Ring of the Djinn Slayer (11+, Uncommon): Assassin only item and they’re going to buy this regardless of rulings on shroud treating it as a separate damage roll or not, because you get to add all your elemental enhancers to your shroud damage. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Eladrin Ring of Passage (14, Rare): Teleport enhancer. Expected Table Variance on what the property works on. Better if you’re an eladrin, but the daily power isn’t that bad if you d Ring of Retreat (17, Uncommon): Teleport enhancer. Like most of these items, ETV on what the property works on, though this one looks like it works on teleports that you apply to other people. The daily power exists, maybe if you reach a milestone it can bail you out of a combat that’s going really badly. Ring of Ramming (18, Uncommon)/Ring of the Deep Wood (18, Uncommon): Push enhancer. Rated the same because they’re the same level and do the same thing. If you need even more distance on your pushes and you’re fine sacrificing ring slots for extra push distance.[/SPOILER] [HEADING=1]Epic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Ring of Free Time (29, Rare): Resist 5 to all damage is a neat bonus but not why you buy this. If you’re absolutely saturated with minor actions, this lets you take more of them. Rating dependent on your build and also how many encounters you have after the first milestone, although even being an encounter power is extremely good. [/SPOILER] [COLOR=rgb(44, 130, 201)]Blue[/COLOR] [SPOILER] Kartan’s Void Ring (26, Uncommon): This is a necrotic power so its going to be a lot better for anyone invested in that, but ratings also depend on how much your DM likes to use minions. This absolutely destroys hordes of minions, and is an extra damage roll for damage purposes on non minions. Ring of Wizardry (21, Uncommon): Want to use your demonsoul bolts again? This item does have a couple of restrictions. First, it’s a daily and a minor so you’re going to have to time it or golfbag it to get the most use out of it. Second, it needs you to reach a milestone to recover attack powers, otherwise it just recovers utility powers. Still, using your best E power (this isn’t level restricted) twice is pretty powerful. Golden Ring of Teros (24, Uncommon): +2 item to AC and Fortitude. Sure you have to be unbloodied but this starts you off in each fight with a bit of tempo as more attacks will miss you, thereby not applying their conditions or damage, saving you surges and pain. The daily power is not anything special. Haggaron’s Ring of Control (25, Uncommon): The poor man’s Royal Command of Asmodeus, although if you reach a milestone it also works on dazed enemies. Still requires a minor action to activate, and is a daily power. [/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] Opal Ring of Remembrance (29, Rare): Int classes and arcane classes both love this. +2 item bonus to all your int attacks is big, and refreshing a daily utility is also pretty strong. Not useful if you don’t fall into one of these two categories. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Ring of Tenacious Will (21, Uncommon): Do your stats at level 21 look like 12 con, 28 cha? If so, this is effectively 8 more healing surges for you. The daily power isn’t bad either, it can come in clutch sometimes, but you mainly buy this for the extra surges. Luminary Ring (22, Uncommon): If you’re using powers like Serpent’s Cunning or Eagle’s Splendor that provide a long lasting power bonus, or even just powers that provide a power bonus until end of encounter, this can be worth buying. You can also just swap it out after using it if using it with Cunning/Splendor.[/SPOILER] [/QUOTE]
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