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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266658" data-attributes="member: 7044810"><p><h3>Item Sets</h3><p>There’s a huge Expected Table Variance with set bonuses that don’t require the items be wielded - for these sets can you qualify if you buy the weapons/implements and just chuck them in scabbards forever? Ask your DM. There may be some pushback because acquiring low level sets is effectively free at some point.</p><h3>Heroic:</h3><p><span style="color: rgb(84, 172, 210)">Heirlooms of Mazgorax (Amulet or Symbol): </span>This is a group set bonus so you have to convince your allies to buy in. Fortunately it doesn’t require unique items so everyone can just use the same item. You want the 4 item bonus here, allowing people to grant allies the ability to spend healing surges in place of them. The easiest way to do this is the amulet (if you don’t have a better neck slot) or the holy symbol (if you’re not proficient in it so this “slot” is useless for you anyway).</p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)">Blade Dancer’s Regalia (Gloves + Rhythm Blade): </span>Untyped bonus to AC against opportunity attacks, if you have one of the two items listed you may consider the other to get this bonus, which can be handy. The other items in the set are not great. However it doesn’t specify the items need to be worn or wielded so consider buying all of them if your DM rules so.</p><h3>Paragon:</h3><p><span style="color: rgb(250, 197, 28)">Gifts for the Queen (Lightning or Radiant):</span> Lightning or Radiant damage user’s dream for the 2 bonus. The question isn’t if you should get this set, it’s how many items should you get. This is one of the ones that doesn’t specify the items need to be worn or wielded so if your DM rules so you can just get all 5. Otherwise, get as many of the items as you don’t have better in slot items for.</p><p></p><p><span style="color: rgb(250, 197, 28)">Fortune Stones: </span>The items are already good so having a set bonus of +2 item init, +1 item to all saves and increasing the reroll by the number of allies who have one (doesn’t even need to be unique) is gravy.</p><p></p><p><span style="color: rgb(250, 197, 28)">Implements of Argent </span><span style="color: rgb(84, 172, 210)">(The items except the helm and ring suck, but untyped initiative is a whole item in of itself): </span>Another group set, this time it requires unique items and specifies the items have to be wielded. This can be a tough sell to get your allies to buy into considering how meh the armour, weapon and implement are. However, a +5 untyped bonus to initiative is incredibly good, easily worth the otherwise dead item, as is the granted power of the Leader’s Helm which scales off allies having this set.</p><p><span style="color: rgb(65, 168, 95)"></span></p><p><span style="color: rgb(65, 168, 95)">Eldritch Panoply (Belt, Arms or Medallion): </span>Sort of a teleport enhancer. Unless you get favourable rulings on how set bonuses work in which case anyone using light/no armour or teleportation powers can consider buying in. Extra couple squares teleport as a minor action in the same turn you use any teleportation power can be very handy. For the 2 bonus, the belt, arms and medallion are probably the easier items to wear depending on build.</p><h3>Epic:</h3><p><span style="color: rgb(84, 172, 210)">Points of the Constellation (Boots + Vambraces): </span>Ongoing penalty to saves against all your powers. The Vambraces aren’t too difficult to slot in for those that want this (mostly controllers) due to lack of Arms slot items, though they are expensive. The boots are also a pretty decent item, though you could argue for the ring if you don’t have better ring slot items, or the rod if you’re a warlock doing psychic. If your DM rules you don’t need the rod wielded you can have it all, with a -2 ongoing penalty to saves and a +3 item to fort or will (probably worth the loss of hands slot for non warlocks).</p><p></p><p><span style="color: rgb(84, 172, 210)">Rings of the Akarot (Void, Gold, Glittering ring):</span> What you’re looking for here is the 5 bonus for this group set, which saves you collectively a bunch of healing surges over the day. The Golden Ring, Glittering Ring and Void Ring are probably the most generically useful items, though the Ring of Control can be useful. Requires you actually wear the rings.</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266658, member: 7044810"] [HEADING=2]Item Sets[/HEADING] There’s a huge Expected Table Variance with set bonuses that don’t require the items be wielded - for these sets can you qualify if you buy the weapons/implements and just chuck them in scabbards forever? Ask your DM. There may be some pushback because acquiring low level sets is effectively free at some point. [HEADING=2]Heroic:[/HEADING] [COLOR=rgb(84, 172, 210)]Heirlooms of Mazgorax (Amulet or Symbol): [/COLOR]This is a group set bonus so you have to convince your allies to buy in. Fortunately it doesn’t require unique items so everyone can just use the same item. You want the 4 item bonus here, allowing people to grant allies the ability to spend healing surges in place of them. The easiest way to do this is the amulet (if you don’t have a better neck slot) or the holy symbol (if you’re not proficient in it so this “slot” is useless for you anyway). [COLOR=rgb(41, 105, 176)] Blade Dancer’s Regalia (Gloves + Rhythm Blade): [/COLOR]Untyped bonus to AC against opportunity attacks, if you have one of the two items listed you may consider the other to get this bonus, which can be handy. The other items in the set are not great. However it doesn’t specify the items need to be worn or wielded so consider buying all of them if your DM rules so. [HEADING=2]Paragon:[/HEADING] [COLOR=rgb(250, 197, 28)]Gifts for the Queen (Lightning or Radiant):[/COLOR] Lightning or Radiant damage user’s dream for the 2 bonus. The question isn’t if you should get this set, it’s how many items should you get. This is one of the ones that doesn’t specify the items need to be worn or wielded so if your DM rules so you can just get all 5. Otherwise, get as many of the items as you don’t have better in slot items for. [COLOR=rgb(250, 197, 28)]Fortune Stones: [/COLOR]The items are already good so having a set bonus of +2 item init, +1 item to all saves and increasing the reroll by the number of allies who have one (doesn’t even need to be unique) is gravy. [COLOR=rgb(250, 197, 28)]Implements of Argent [/COLOR][COLOR=rgb(84, 172, 210)](The items except the helm and ring suck, but untyped initiative is a whole item in of itself): [/COLOR]Another group set, this time it requires unique items and specifies the items have to be wielded. This can be a tough sell to get your allies to buy into considering how meh the armour, weapon and implement are. However, a +5 untyped bonus to initiative is incredibly good, easily worth the otherwise dead item, as is the granted power of the Leader’s Helm which scales off allies having this set. [COLOR=rgb(65, 168, 95)] Eldritch Panoply (Belt, Arms or Medallion): [/COLOR]Sort of a teleport enhancer. Unless you get favourable rulings on how set bonuses work in which case anyone using light/no armour or teleportation powers can consider buying in. Extra couple squares teleport as a minor action in the same turn you use any teleportation power can be very handy. For the 2 bonus, the belt, arms and medallion are probably the easier items to wear depending on build. [HEADING=2]Epic:[/HEADING] [COLOR=rgb(84, 172, 210)]Points of the Constellation (Boots + Vambraces): [/COLOR]Ongoing penalty to saves against all your powers. The Vambraces aren’t too difficult to slot in for those that want this (mostly controllers) due to lack of Arms slot items, though they are expensive. The boots are also a pretty decent item, though you could argue for the ring if you don’t have better ring slot items, or the rod if you’re a warlock doing psychic. If your DM rules you don’t need the rod wielded you can have it all, with a -2 ongoing penalty to saves and a +3 item to fort or will (probably worth the loss of hands slot for non warlocks). [COLOR=rgb(84, 172, 210)]Rings of the Akarot (Void, Gold, Glittering ring):[/COLOR] What you’re looking for here is the 5 bonus for this group set, which saves you collectively a bunch of healing surges over the day. The Golden Ring, Glittering Ring and Void Ring are probably the most generically useful items, though the Ring of Control can be useful. Requires you actually wear the rings. [/QUOTE]
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