Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Guide to Itemisation in 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Exocist" data-source="post: 9266660" data-attributes="member: 7044810"><p><h3>Neck</h3><p>Golfbagging with neck slot items in combat is inherently a lot riskier because it means your NADs are going to be behind. This is true regardless of ruling - whether you can swap them out in combat or only during a rest.</p><p></p><p>NAD defenses are the opposite of AC, they start fairly uncommonly targeted but become more relevant as the game progresses. As such, keeping this up to date early isn’t actually that essential.</p><h3>Heroic:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Sustaining Cloak (2+, Uncommon): Barely more expensive than the basic Amulet of Protection. Requires you have sustain stuff to function, but actionless sustain of any type (not even limited to minor only like many similar items) is very good. And it’s an encounter power too.</p><p></p><p>Cloak of the Chirurgeon (3+, Uncommon): An extra healing surge per day is an extra healing surge per day. Can be golfbagged to break the game and make near infinite healing surges at approximately level 13 or so by just buying copies of the level 3 version and using them during a rest. Even without cheese, having this early is still good and you don’t need to sell it because the power scales. Simply swap your actual next slot item to this during a rest, use the power and swap it back again.</p><p></p><p>Amulet of Life (5+, Uncommon): Being a 5+ scale item makes this a bit worse, but the power is pretty good for heroic when your leader might not be able to let you spend a bunch of surges on demand. This saves action economy and power uses of leader heals, as an encounter power.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Amulet of Psychic Interference (5+, Uncommon): Charm, fear and psychic effects are a good number of the effects that daze, stun or dominate you. This item can be the difference between getting a full turn and not. Gets worse if you have superior will, and only works against save ends effects not EoNT effects.</p><p></p><p>Medallion of Death Deferred (9+, Uncommon): Daily power that keeps you on your feet when the dice hate you or you get ganged up on, saving action economy on healing you and standing from prone.</p><p></p><p>Silver Hart Clasp (9+, Uncommon): Minor action healing surge spends are nearly always useful at heroic, and descale as you start getting more minor action stuff. Even as a daily power, this can help you out in a pinch. It heals more than the Medallion, but also needs a surge and has to be used ahead of time as opposed to reactively (so there’s a chance you “waste” the power).[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Badge of the Berserker (2+, Uncommon): The charger’s neck slot item of choice, allowing you to completely ignore OAs while doing your thing. The alternative is stacking defense bonuses vs OAs, which does have its benefits relative to this, but is also significantly more expensive.</p><p></p><p>Cloak of Translocation (9+, Uncommon): Characters that teleport a lot will love this +2 untyped bonus to AC and reflex on a neck slot. If you can’t consistently activate this, though, there are many better options.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Amulet of Seduction (5+, Uncommon): Requires you have relevant Charm (save ends) effects, but a save penalty is good for such characters. Only applies to the first save.</p><p></p><p>Talisman of Terror (7+, Uncommon): Ongoing penalty to saves vs your fear (save ends) powers. Stacked with the Skull Mask you can end up with a fairly significant penalty to fear saves.</p><p></p><p>Torc of Justice (10, Rare): Requires you have the ability to spend healing surges in ways that don’t use your standard action, and obviously being tied to surges means its limited uses per day effectively. Also you probably don’t want to use a valueless surge, and this item doesn’t have any higher level version than 10. With all of that said, it’s a +2 untyped bonus to attack and damage rolls, in your neck slot, if you can activate it on demand. That is a pretty good bonus.[/SPOILER]</p><h3>Paragon:</h3><p><span style="color: rgb(61, 142, 185)">Sky Blue</span></p><p>[SPOILER]Timeless Locket (14+, Uncommon): Provides an item bonus to initiative and a daily power which has variable use depending on your own power selection. It could be effectively an AP, it could be useless. Valuation of this item really depends on if you have a comparable item bonus to initiative already, and how good the daily is for you.</p><p></p><p>Torc of Power Preservation (15+, Uncommon): Limited to enc powers of the Torc’s level or lower, and unreliable due to the roll to see if it works, but refreshing your best or second best E power is still very good.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Amulet of Elegy (2+, Uncommon): Not really worth getting until Paragon as the penalty is too small to justify the daily power considering its only on the first save. The advantage this has over other amulets is being cheap, barely more expensive than the basic Amulet of Protection. The save penalty can also become pretty large if you need something to stick just one extra turn.</p><p></p><p>Seashimmer Cloak (13+, Uncommon): Insubstantial as an interrupt is at least halving damage from 1 attack, but it can potentially save you a lot more if you end up in a bad position. May have trouble using the power if you have too many immediates.</p><p></p><p>Greater Necklace of Fireballs (15+, Rare): This item really isn’t bad for an encounter power, especially if you’re doing fire damage stuff. Level+3 (+18 at 15) vs NAD is about the same hit rate you get from a level 16 (+8 level, +6 stat, +2 feat, +3 enh = +19) implement user, so the hitrate is decent.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]</p><p>Mantle of the Golden General (12+, Uncommon): Needs you to be a warlord and have powers that grant saves to allies, but your allies will definitely appreciate this +2 untyped bonus to the save you grant them.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]</p><p>Torc of Fortune (14+, Uncommon): If you’re doing Saving Grace stuff or other save based shenanigans this is free movement. Works with shift enhancers. The daily power is also kind of interesting as it applies to any d20 roll, not just attacks, checks and saves. Anything you can think of abusing The Die is Cast with also works with this.[/SPOILER]</p><h3>Epic:</h3><p><span style="color: rgb(84, 172, 210)">Possum Amulet (23+, Uncommon): </span>This is like an upgraded version of the Medallion of Death Deferred. It heals much less but also provides a defensive benefit to ensure you don’t just get whacked again.</p><p></p><p><span style="color: rgb(41, 105, 176)">Amulet of the Unbroken (29, Uncommon): </span>Heal to full as an interrupt to going down? Possibly worse than Death Deferred or Possum because it needs surges and, more importantly, an immediate action which might already be spent at level 29.</p><p><span style="color: rgb(65, 168, 95)"></span></p><p><span style="color: rgb(65, 168, 95)">Far-Step Amulet (29, Uncommon): </span>Teleport enhancer. Like all of these, Expected Table Variance on what the property actually works on. Very late to get this, but it is +3 squares. Daily power is also a HUGE amount of movement.</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266660, member: 7044810"] [HEADING=2]Neck[/HEADING] Golfbagging with neck slot items in combat is inherently a lot riskier because it means your NADs are going to be behind. This is true regardless of ruling - whether you can swap them out in combat or only during a rest. NAD defenses are the opposite of AC, they start fairly uncommonly targeted but become more relevant as the game progresses. As such, keeping this up to date early isn’t actually that essential. [HEADING=2]Heroic:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Sustaining Cloak (2+, Uncommon): Barely more expensive than the basic Amulet of Protection. Requires you have sustain stuff to function, but actionless sustain of any type (not even limited to minor only like many similar items) is very good. And it’s an encounter power too. Cloak of the Chirurgeon (3+, Uncommon): An extra healing surge per day is an extra healing surge per day. Can be golfbagged to break the game and make near infinite healing surges at approximately level 13 or so by just buying copies of the level 3 version and using them during a rest. Even without cheese, having this early is still good and you don’t need to sell it because the power scales. Simply swap your actual next slot item to this during a rest, use the power and swap it back again. Amulet of Life (5+, Uncommon): Being a 5+ scale item makes this a bit worse, but the power is pretty good for heroic when your leader might not be able to let you spend a bunch of surges on demand. This saves action economy and power uses of leader heals, as an encounter power.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Amulet of Psychic Interference (5+, Uncommon): Charm, fear and psychic effects are a good number of the effects that daze, stun or dominate you. This item can be the difference between getting a full turn and not. Gets worse if you have superior will, and only works against save ends effects not EoNT effects. Medallion of Death Deferred (9+, Uncommon): Daily power that keeps you on your feet when the dice hate you or you get ganged up on, saving action economy on healing you and standing from prone. Silver Hart Clasp (9+, Uncommon): Minor action healing surge spends are nearly always useful at heroic, and descale as you start getting more minor action stuff. Even as a daily power, this can help you out in a pinch. It heals more than the Medallion, but also needs a surge and has to be used ahead of time as opposed to reactively (so there’s a chance you “waste” the power).[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Badge of the Berserker (2+, Uncommon): The charger’s neck slot item of choice, allowing you to completely ignore OAs while doing your thing. The alternative is stacking defense bonuses vs OAs, which does have its benefits relative to this, but is also significantly more expensive. Cloak of Translocation (9+, Uncommon): Characters that teleport a lot will love this +2 untyped bonus to AC and reflex on a neck slot. If you can’t consistently activate this, though, there are many better options.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Amulet of Seduction (5+, Uncommon): Requires you have relevant Charm (save ends) effects, but a save penalty is good for such characters. Only applies to the first save. Talisman of Terror (7+, Uncommon): Ongoing penalty to saves vs your fear (save ends) powers. Stacked with the Skull Mask you can end up with a fairly significant penalty to fear saves. Torc of Justice (10, Rare): Requires you have the ability to spend healing surges in ways that don’t use your standard action, and obviously being tied to surges means its limited uses per day effectively. Also you probably don’t want to use a valueless surge, and this item doesn’t have any higher level version than 10. With all of that said, it’s a +2 untyped bonus to attack and damage rolls, in your neck slot, if you can activate it on demand. That is a pretty good bonus.[/SPOILER] [HEADING=2]Paragon:[/HEADING] [COLOR=rgb(61, 142, 185)]Sky Blue[/COLOR] [SPOILER]Timeless Locket (14+, Uncommon): Provides an item bonus to initiative and a daily power which has variable use depending on your own power selection. It could be effectively an AP, it could be useless. Valuation of this item really depends on if you have a comparable item bonus to initiative already, and how good the daily is for you. Torc of Power Preservation (15+, Uncommon): Limited to enc powers of the Torc’s level or lower, and unreliable due to the roll to see if it works, but refreshing your best or second best E power is still very good.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Amulet of Elegy (2+, Uncommon): Not really worth getting until Paragon as the penalty is too small to justify the daily power considering its only on the first save. The advantage this has over other amulets is being cheap, barely more expensive than the basic Amulet of Protection. The save penalty can also become pretty large if you need something to stick just one extra turn. Seashimmer Cloak (13+, Uncommon): Insubstantial as an interrupt is at least halving damage from 1 attack, but it can potentially save you a lot more if you end up in a bad position. May have trouble using the power if you have too many immediates. Greater Necklace of Fireballs (15+, Rare): This item really isn’t bad for an encounter power, especially if you’re doing fire damage stuff. Level+3 (+18 at 15) vs NAD is about the same hit rate you get from a level 16 (+8 level, +6 stat, +2 feat, +3 enh = +19) implement user, so the hitrate is decent.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER] Mantle of the Golden General (12+, Uncommon): Needs you to be a warlord and have powers that grant saves to allies, but your allies will definitely appreciate this +2 untyped bonus to the save you grant them. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER] Torc of Fortune (14+, Uncommon): If you’re doing Saving Grace stuff or other save based shenanigans this is free movement. Works with shift enhancers. The daily power is also kind of interesting as it applies to any d20 roll, not just attacks, checks and saves. Anything you can think of abusing The Die is Cast with also works with this.[/SPOILER] [HEADING=2]Epic:[/HEADING] [COLOR=rgb(84, 172, 210)]Possum Amulet (23+, Uncommon): [/COLOR]This is like an upgraded version of the Medallion of Death Deferred. It heals much less but also provides a defensive benefit to ensure you don’t just get whacked again. [COLOR=rgb(41, 105, 176)]Amulet of the Unbroken (29, Uncommon): [/COLOR]Heal to full as an interrupt to going down? Possibly worse than Death Deferred or Possum because it needs surges and, more importantly, an immediate action which might already be spent at level 29. [COLOR=rgb(65, 168, 95)] Far-Step Amulet (29, Uncommon): [/COLOR]Teleport enhancer. Like all of these, Expected Table Variance on what the property actually works on. Very late to get this, but it is +3 squares. Daily power is also a HUGE amount of movement. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Guide to Itemisation in 4e
Top