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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266655" data-attributes="member: 7044810"><p><h3>Waist</h3><h3>Heroic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Belt of Vigor (2+, Common): This item doesn’t look like it does much, but it’s worth about half a surge per day, it’s dirt cheap and this item slot really does not have much competition. Don’t upgrade it.</p><p></p><p>Belt of Lucky Strikes (8, Uncommon): Similar to all those hand items that do the same thing except in a much less competitive slot. Can be Golfbagged.</p><p></p><p>Diamond Cincture (10+, Uncommon): The default pick once you get to this level and default waist slot item. Minor action healing surge 1/day is pretty nice. Low priority upgrade as it doesn’t “really” increase the daily use of this item.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]</p><p>Belt of Raging Endurance (9+, Uncommon): Extra healing surge per day. Diamond Cincture helps you clutch out tougher fights, this lets you go longer. The encounter power isn’t necessarily terrible and is probably worth a surge or two over the course of a day, it’s just a lot priority upgrade.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>Belt of Sonnlinor Righteousness (6+, Uncommon): Revenant only item, combined with death save bonuses this makes it hard for you to ever drop when at 0, especially with death save bonuses and Ghostly Vitality. Death’s quickening and Ghostly Vitality give you a full complement of actions as well.</p><p>[/SPOILER]</p><h3>Paragon:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Cord of Divine Favour (13, Uncommon): Leaders only. This is probably a better version of the Cincture for you, it is a bit more expensive but also an encounter power and more action efficient as it triggers off using your heal feature.</p><p></p><p>Belt of the Witch King (18, Uncommon.): +2 item to fort and effectively a surge and a half worth of healing per day. Better than the cincture for arcane classes.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Rope of Slave Fighting (7+, Uncommon): Only buy at level 17, this negates the defensive and offensive penalties for being prone, if you get proned a lot and find this is the worst part instead of being unable to effectively move.</p><p></p><p>Belt of Vim (8+, Common): Unlike the Boots of Quickness and Circlet of Indomitability - the two other untyped bonus to NADs - this isn’t in a competitive slot. The 8th level version is not worth it, but the 18th level version might be if you’re getting hit a lot in your fort defense and already have an item bonus to it.</p><p></p><p>Belt of Breaching (19, Uncommon): Aside from the meme dream of killing 4 minions to heal to full and teleport 20, this item is decent for damage dealers. As a damage dealer you want to kill things, and when you do this is actionless healing and mobility. It is fairly expensive though so consider if and when you even want it, I probably wouldn’t take it on level.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Baldric of Assault (11, Uncommon): Adds some forced movement to your Aegis of Assault, to give more utility. There’s really not much competition so if you think this is useful for you, pick it up.</p><p></p><p>Cincture of Vivacity (14, Common): Overhealing ensures healing is wasted less, and also can provide a buffer so you don’t get 100->0’d before you take another turn. More useful on low HP classes.</p><p></p><p>Baldric of Shielding (19, Common): You gain some THP when using aegis of shielding, it can add up over a long adventuring day and there’s not much competition here still.[/SPOILER]</p><h3>Epic:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]</p><p>Sash of Regeneration (28, Uncommon): Just pass this around out of combat to heal everyone to bloodied, then heal to full with 2 surges from there. Saves surges over a long day, only one needed per party. Not an amazing item to equip regularly if no one wants to equip it.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]</p><p>Belt of Vitality (23, Uncommon): +2 untyped bonus to fort, and a daily power that lets you no action spend a healing surge exactly when you’d want to (healing from 0 is the most value healing). A good upgrade over the cincture, but it can wait.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Artificer’s Belt (21, Uncommon): Artificer only, hard to rate. The daily can refresh any daily power of any item, its not restricted to daily powers of the belt’s level or lower, so this becomes better as allies pick up higher level magic items with better daily powers. Also relies on allies having really strong magic item daily powers that aren’t golfbagged (or maybe your DM banned golfbagging in which case this is a lot better for artificers).[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266655, member: 7044810"] [HEADING=2]Waist[/HEADING] [HEADING=2]Heroic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Belt of Vigor (2+, Common): This item doesn’t look like it does much, but it’s worth about half a surge per day, it’s dirt cheap and this item slot really does not have much competition. Don’t upgrade it. Belt of Lucky Strikes (8, Uncommon): Similar to all those hand items that do the same thing except in a much less competitive slot. Can be Golfbagged. Diamond Cincture (10+, Uncommon): The default pick once you get to this level and default waist slot item. Minor action healing surge 1/day is pretty nice. Low priority upgrade as it doesn’t “really” increase the daily use of this item.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER] Belt of Raging Endurance (9+, Uncommon): Extra healing surge per day. Diamond Cincture helps you clutch out tougher fights, this lets you go longer. The encounter power isn’t necessarily terrible and is probably worth a surge or two over the course of a day, it’s just a lot priority upgrade. [/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] Belt of Sonnlinor Righteousness (6+, Uncommon): Revenant only item, combined with death save bonuses this makes it hard for you to ever drop when at 0, especially with death save bonuses and Ghostly Vitality. Death’s quickening and Ghostly Vitality give you a full complement of actions as well. [/SPOILER] [HEADING=2]Paragon:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Cord of Divine Favour (13, Uncommon): Leaders only. This is probably a better version of the Cincture for you, it is a bit more expensive but also an encounter power and more action efficient as it triggers off using your heal feature. Belt of the Witch King (18, Uncommon.): +2 item to fort and effectively a surge and a half worth of healing per day. Better than the cincture for arcane classes.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Rope of Slave Fighting (7+, Uncommon): Only buy at level 17, this negates the defensive and offensive penalties for being prone, if you get proned a lot and find this is the worst part instead of being unable to effectively move. Belt of Vim (8+, Common): Unlike the Boots of Quickness and Circlet of Indomitability - the two other untyped bonus to NADs - this isn’t in a competitive slot. The 8th level version is not worth it, but the 18th level version might be if you’re getting hit a lot in your fort defense and already have an item bonus to it. Belt of Breaching (19, Uncommon): Aside from the meme dream of killing 4 minions to heal to full and teleport 20, this item is decent for damage dealers. As a damage dealer you want to kill things, and when you do this is actionless healing and mobility. It is fairly expensive though so consider if and when you even want it, I probably wouldn’t take it on level.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Baldric of Assault (11, Uncommon): Adds some forced movement to your Aegis of Assault, to give more utility. There’s really not much competition so if you think this is useful for you, pick it up. Cincture of Vivacity (14, Common): Overhealing ensures healing is wasted less, and also can provide a buffer so you don’t get 100->0’d before you take another turn. More useful on low HP classes. Baldric of Shielding (19, Common): You gain some THP when using aegis of shielding, it can add up over a long adventuring day and there’s not much competition here still.[/SPOILER] [HEADING=2]Epic:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER] Sash of Regeneration (28, Uncommon): Just pass this around out of combat to heal everyone to bloodied, then heal to full with 2 surges from there. Saves surges over a long day, only one needed per party. Not an amazing item to equip regularly if no one wants to equip it. [/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER] Belt of Vitality (23, Uncommon): +2 untyped bonus to fort, and a daily power that lets you no action spend a healing surge exactly when you’d want to (healing from 0 is the most value healing). A good upgrade over the cincture, but it can wait. [/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Artificer’s Belt (21, Uncommon): Artificer only, hard to rate. The daily can refresh any daily power of any item, its not restricted to daily powers of the belt’s level or lower, so this becomes better as allies pick up higher level magic items with better daily powers. Also relies on allies having really strong magic item daily powers that aren’t golfbagged (or maybe your DM banned golfbagging in which case this is a lot better for artificers).[/SPOILER] [/QUOTE]
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