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Guide to Itemisation in 4e
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<blockquote data-quote="Exocist" data-source="post: 9266665" data-attributes="member: 7044810"><p><h3>Weapons & Implements:</h3><p>I’ve grouped these together because they overlap slightly - some feats and features can let you use weapons as implements, which implement classes might want to use some weapon enchantments.</p><p></p><p>There’s five categories here. </p><ul> <li data-xf-list-type="ul">Main-hand weapons are those you will attack through. Keep these up to date. </li> <li data-xf-list-type="ul">Weaplements are implements that function as weapons, or weapons that function as implements. They’re basically irreplaceable for the builds that want them, though you might be able to get an MC or a feat that treats a weapon as an implement instead. These will be rated relative to other items in the same category for this reason.</li> <li data-xf-list-type="ul">Off-hand weapons are those that give useful bonuses for holding and are generally not upgraded at level.</li> <li data-xf-list-type="ul">Damage type weapons are irreplaceable as a main-hand weapon for their specific builds. These will be rated relative to other items in the same category for this reason.</li> <li data-xf-list-type="ul">Golfbag weapons are those that provide a useful power and are worth buying a lot of to spam the power. Generally these are ones that don’t require you actually attack with the weapon.</li> </ul><h2>Heroic:</h2><h3>Dragonshards:</h3><p><span style="color: rgb(250, 197, 28)">Eberron Shard of Lightning (2+, Uncommon)/Khyber Shard of the Fiery Depth (2+, Uncommon)/Siberys Shard of the Merciless Cold (2+, Uncommon)/Eberron Shard of Radiance (3+, Uncommon)/Siberys Shard of the Mage (3+, Uncommon): </span>Lets just get these out of the way early. Untyped bonus to damage rolls with Lightning/Fire/Cold/Radiant/Implement attacks that use the augmented weapon. If you can equip one, do it. This is another reason (aside from staff expertise) that staves are superior as an implement because they can naturally equip the mage shard.</p><h3>Main-Hand:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Farbond Spellblade (2+, Uncommon. Heavy Blade or Light Blade.)/Hungry Spear (2+, Uncommon. Spear.): Rated the same for being the same thing. Hungry Spear has better range, farbond is a blade. These are invaluable weapons to any character that wants to use both ranged and melee powers, artificers especially. Magic Weapon is so much easier to line up when you can do it at a distance.</p><p></p><p>Rebounding weapon (2+, Uncommon. Any ranged): Very cheap and functions off any attack that misses - that means if you do an Area attack and miss one target, you can activate this free action encounter power to attack someone else that was in the area. Requires you have an RBA. Seekers get good use out of this because it doubles up with inevitable shot.</p><p></p><p>Master’s Wand of Scorching Burst (3+, Uncommon. Wand): The reason to go wands. The property is a separate damage roll, so it turns your Scorching burst into a double attack with an AoE component, which is obviously great.</p><p></p><p>Orb of Forceful Magic (3+, Common. Orb.)/Shepherd’s Totem (3+, Common. Totem.): Rated the same because they do the same thing, though the Orb is generally better because it stacks with Orb expertise. Not an option if you don’t have orb prof though.</p><p></p><p>Staff of Ruin (3+, Uncommon. Staff): The default implement pick for implement users. Item bonus to damage is hard to get on implement attacks and nearly everyone appreciates more damage.</p><p></p><p>Abduction Ki Focus (4+, Uncommon. Ki Focus.): If you can nab the ki focus proficiency without too much pain, this can be an amazing item for anyone who does MBAs as an interrupt - particularly defenders. Assault Swordmages in particular love this as it can entirely cancel an enemy’s melee attack.</p><p></p><p>Firewind Blade (4+, Uncommon. Heavy Blade.): This requires two things - a way to add fire to your power, and fire vulnerability, but it goes absolutely crazy after that. Usual ways to add fire include Genasi and Path of the Scarred. Gets disgusting at epic with Radiant One.</p><p></p><p>Hellfire staff (4+, Uncommon. Staff.): This is mostly a tiefling/dragonborn specific staff, though if you naturally have any good fire/fear E powers (cough Flame Spiral cough) it can also be pretty amazing for you. The draw here is the critical bonus, refreshing your E power when you crit. For tieflings this is Infernal Wrath, for Dragonborn, Dragonfear. When dropping big AoEs hitting 4-5 enemies your crit rate isn’t all that bad. Tieflings can also nab Borrowed Confidence at level 16 by Secrets of Belial to roll twice and take the higher. The damage swap doesn’t really work with the crit bonus as its only on melee and close attacks, but if you can add fire damage to your attacks that’s a separate story.</p><p></p><p>Weapon of Speed (5+, Rare. Any Ranged or Any Thrown): Similar to Rebounding except its more expensive and requires a minor in return for you making the RBA whenever you want. Not limited to ranged weapons as well, so sorcerers and elementalists can use a Dagger of Speed if so inclined to launch RBAs from. Usually just taken on Elementalists though.</p><p></p><p>Cunning Weapon (8+, Uncommon. Any melee.): This is more an item for controllers using a weapon as an implement, but anyone who has a few (save ends) powers can benefit from having this penalty to the first saving throw. Stack it up with the other penalties and you can guarantee or near guarantee your opponent is failing that first save.</p><p></p><p>Symbol of the Radiant Flame (8+, Uncommon. Holy Symbol/Totem): Adding fire and radiant damage to all your allies attacks’ for a round is pretty great. For the entire encounter is broken. The reliance on this critting to trigger is the only thing keeping it in line. You can golfbag it to constantly use the daily every encounter, buy the tier down version and eat the -1 to attack and damage. It may not be necessary, though, one turn of this effect being active with the right party can end an encounter right there. Will need something to make crits more common like Divine Oracle or Twisting Fortune.</p><p></p><p>Stormshard weapon (9+, Rare. Spear.): The critical bonus being a completely separate damage roll means it’s a lot better than it looks. Critfishers (e.g. Draeven Marauders) love this weapon for the damage. You can also take this for the property to be obnoxious with interrupt attacks, or because you just want some free forced movement. Usually activated by Shocking Flame, but any method to add lightning or thunder to your power works.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Belled Branch (2+, Common. Holy Symbol): A decent no OA holdover for the early game, though I’d strongly suggest looking into other ways of protecting yourself from OAs come later, you don’t want to be using this forever.</p><p></p><p>Earthroot Staff (3+, Uncommon. Staff.): Cheaper version of cunning weapon/symbol of power for the lower levels, if you have one or two relevant (save ends) powers that this works on.</p><p></p><p>Final Sleep Ki Focus (3+, Uncommon. Ki Focus): Some movement on killing things that can be stacked with shift enhancers. Probably gets funny with pitted flowstone and minions considering it doesn’t specify non minions.</p><p></p><p>Battlecrazed Weapon (4+, Uncommon. Axe or Heavy Blade): It’s extra damage when you’re bloodied. Can be wielded with a Blood Fury weapon in your offhand so you have an encounter power that makes you bloodied instead of this daily power.</p><p></p><p>Iron Body Ki Focus (5+, Uncommon. Ki Focus): Large attacks + this = taking a lot less damage.</p><p></p><p>Sentinel Marshal Honor Blade (5+, Rare. Heavy Blade or Light Blade): Provides a fair amount of temporary hitpoints on kill for the low levels. Does not scale all that well, and I wouldn’t upgrade it, but the level 5 version is decent. Encounter power is neat too.</p><p></p><p>Rousing Hammer (5+, Uncommon. Hammer.): Reasonable support-y weapon if you’re using a hammer and your allies get proned often.</p><p></p><p>Earthfall Totem (7+, Uncommon. Totem.): Lots of primal attack powers push, slide or prone so the effect is fairly reliable here. Is it worth it over the staff of ruin? If you’ve already got an item bonus to damage, certainly, otherwise I’ll let you decide.</p><p></p><p>Symbol of Power (7+, Uncommon. Holy Symbol): The poor cleric’s version of the cunning weapon. Identical at heroic but this thing’s save penalty does not scale so its worse later on. Still if you care about hand slots more than holy symbol slot, might be worth it.</p><p></p><p>Punishing Weapon (8+, Common. Any.): A little slow to start, and requires to be dual wielded (the wounds are NOT unique to each weapon, so two of them will inflict 2 wounds a round). Also redundant if you have a source of a large power bonus to damage. These bad boys, however, can inflict a lot of damage once they get going.</p><p></p><p>Scarblade (10, Rare, Heavy Blade): This is a good weapon in the fact that not only does it add a damage type (fire), but it also just does more damage. It is once per turn though, so multiattackers will benefit more from a flaming weapon anyway. The daily power is weird, it can be likened to an illusory wall which is pretty useful.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Envenomed Ki Focus (2+, Uncommon. Ki Focus): An item bonus to damage for implement based poison builds. You do need to use the focus, though, so you can’t use a poison damage swap weapon, which means you need to add poison or innately do it.</p><p></p><p>Goblin Totem (2+, Uncommon. Any.): Pretty much a Pixie-only weapon, as most creatures are larger than Tiny so this is just an item bonus to damage stapled onto any weapon you want.</p><p></p><p>Staff of Sleep and Charm (3+, Sleep and Charm): +item bonus to hit (scaling) with all your sleep and charm powers if you have a lot of them.</p><p></p><p>Avalanche Hammer (4+, Uncommon. Hammer.): Chargers may prefer a different weapon anyway, but this is decent for heroic. Just more damage on a charge.</p><p></p><p>Rending Weapon (4+, Uncommon. Axe): Only critfishers need apply here, extra MBA (potential extra crit) on every crit.</p><p></p><p>Blurred Strike Ki Focus (5+, Uncommon. Ki Focus): Monk only item and requires you’re consistently able to activate it (not that hard for monks). Double Flurry of Blows, what’s there not to like?</p><p></p><p>Orb of Unfailing Concentration (5+, Uncommon. Orb.): You need to be a psionic class with PP using an Orb. Seeing as battleminds and ardents don’t use orbs, that means you’re a Psion. The nature of the ETV here is with the wording of the power. As written you just have to miss one target to regain your PP - if your DM agrees this is great for psions, hard to golfbag if you want to keep up with enh bonuses (I’d buy 5 of the tier down and eat the -1 to attack and damage). If your DM says you have to miss all targets its significantly worse.</p><p></p><p>Footpad’s Friend (10+, Common. Light Blade): Cha rogues can stop crying about brutal scoundrels getting strength to sneak attack now. Alright they’re probably still going to cry because they wanted a different weapon.</p><p>[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Knockback Weapon (4+, Uncommon. Hammer or Mace): Push enhancer. Despite slide being better than push, this weapon is weaker and more expensive than the staggering weapon. Also requires you actually use this weapon. Curious really. If you want more push distance on your weapon powers, buy this.</p><p></p><p>Flesh-Eating Rod (7+, Uncommon. Rod.): Requires some specific powers, such as Vile Plague, which have an effect stapled to an ongoing damage with (save ends all) to be useful, but this is an ongoing -2 penalty to saves - better than other weapons do.</p><p></p><p>Controlling Weapon (8+, Uncommon. Polearm): Push enhancer. Pull enhancer. Unlike the Knockback weapon the enhancement doesn’t change with the level of the weapon, nor does it require a weapon power. Still needs you to use the weapon though. Can also replace any push or pull with a slide as a free action encounter power letting it benefit from slide enhancers (like the staggering weapon), or just give you better positioning control.</p><p></p><p>Anarusi Codex (10, Rare, Tome): It’s a necrotic type swapper but you’d use a vampiric weapon for that. You can do silly things with treating your allies as enemies, such as using Hypnotism on your allies to grant them basic attacks. Doesn’t scale without DM intervention though.[/SPOILER]</p><p></p><p><span style="color: rgb(243, 121, 52)">Orange</span></p><p>[SPOILER]</p><p>Armbow (3+, Common. Crossbow.): Requires living construct. Saves a feat on Speed Loader. Given the rather low level of this weapon this could be beneficial if you need that feat for other things, but I’d swap it for a real weapon and take the feat whenever you can.[/SPOILER]</p><p></p><h3>Weaplements:</h3><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Totemic Spear (2+, Uncommon, Shaman + Spear): This does have a bonus of making your melee spirit powers into reach powers, but similar to the songblades it only works as an implement on Shaman powers and Shaman PPs. If you don’t plan to have non-shaman stuff, this is better than Alfsair.</p><p></p><p>Alfsair Spear (3+, Uncommon, Totem + Spear): Do you like polearm momentum on your magic stones? Well do I have a weapliment for you! Top pick for druids due to aforementioned synergy.</p><p></p><p>Pact Blade (3+, Common, Warlock + Light Blade): Arcane implement proficiency for a real magic weapon is better than this, but there’s not many that are worth it at heroic. Therefore, this is a good option until you find a magic weapon that you like more at paragon, then you spend the feat to use that weapon instead.</p><p></p><p>Crusader’s Weapon (9+, Uncommon, Holy Symbol + Mace): Top tier weaplement that does two things. First, it changes your damage to half radiant, which makes you benefit from all radiant bonuses. Second, it’s a mace, which means you can use it with Dizzying Mace.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Bard’s Songblade (1+, Common, Bard + Heavy Blade or Light Blade): Really basic item for bards to scale their implement and melee weapon powers with 1 item. If you choose a dagger, which you should, you can also scale your ranged weapon powers off this item. Can also just use arcane implement proficiency or swordmage mc. Works if your only powers are bard or bard PP powers, otherwise you will want an enchanted dagger with implement proficiency, or a real implement.</p><p></p><p>Harmonic Songblade (2+, Uncommon, Bard + Heavy Blade or Light Blade): Upgrade to the Bard’s Songblade above, one level higher to add a minor action power to buff an ally for a round. Probably worth it at heroic, but its your call on whether you want to save the money.</p><p></p><p>Harsh Songblade (3+, Uncommon, Bard + Heavy Blade or Light Blade): You get an AB2 daze on an enemy with any thunder power you use, as a daily. That is a fairly solid daily. Ultimately up to you which songblade you prefer.</p><p></p><p>Ironscar Rod (3+, Uncommon, Rod + Mace): A not strictly terrible option for getting dizzying mace stuff going as early as possible. Rod expertise is better than bludgeon (for implement users) or holy symbol expertise, but the crusader’s weapon is better than the rod.</p><p></p><p>Scepter of Bane (4+, Uncommon, Holy Symbol + Mace): A better bridging item to the crusader’s weapon than the rod, IMO, as its the same weapon and implement type.</p><p></p><p>Unforgettable Cudgel (8+, Uncommon, Divine + Mace): The crusader’s weapon is generally just a better option due to damage type - avengers may get more use out of this if they’re using both their weapon and implement powers, as they like expanded crit range. Still probably better to just use a feat on weapon-as-implement.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Pact Bow/Hammer/Sword (2+, Uncommon, Warlock + Bow/Hammer/Longsword): Requires you to be an elf/dwarf/eladrin and not even really strictly better than the Pact Blade, because no dagger. The Hammer can be a throwing hammer, but do you really want to try to get hammer implements later when you replace this instead of going the much cleaner route of pact blade dagger -> AIP dagger, dagger of choice?</p><p></p><p>Rose Scythe of Chauntea (4+, Common, Divine/Primal Staff + Scythe): Put here because it’s the only thing that is this combo. It’s not a good weapliment, mostly because its a 2 handed weapon. Seriously just use an actual staff instead, that’s already a weapon and an implement. Some random build somewhere might want this for some absurd reason I guess. It looks cool.</p><p></p><p>Vigilant Blade (4+, Uncommon, Avenger/Paladin + Heavy Blade or Light Blade): Rated in case you want this for early levels instead of paying a feat. Feat is cheaper than your weapon enchant slot, though, so replace this once a good weapon is available.</p><p></p><p>Weapon of Oaths Fulfilled (4+, Uncommon, Avenger + Any melee): Another weapliment, another same problem as before. Can be good at heroic, get a feat for it later.[/SPOILER]</p><h3>Off-Hand:</h3><p><span style="color: rgb(250, 197, 28)">Gold</span></p><p>[SPOILER]The First Sword of Tyr (8, Rare, Short Sword): If you can get this its pretty amazing. First, its essentially an extra surge per day due to the temp HP it grants. Even if the sword itself becomes useless later, you always get these THP, so keep it. The daily power is pretty stellar for these levels as well, but the sword doesn’t provide anything else for using it once that daily power is expended, so off hand weapon.</p><p></p><p>Symbol of Victory (9+, Uncommon. Holy Symbol): Extra APs are incredible. Can be golfbagged to break the game, but the base effect is already stellar.</p><p></p><p>Staff of Mishakal (10, Rare. Staff): Encounter power surgeless healing, with daily power surgeless healing. In a 4 person party this is worth 8 surges a day.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Mage’s Weapon (2+, Uncommon, Heavy Blade or Light Blade): This is usually used on hybrid or multiclass enjoyers to reuse your best e power twice if its better than your e powers of the next level, e.g. 2 rain of blows per combat.</p><p></p><p>Quicksilver Blade (2+, Uncommon, Light Blade): Item bonus to initiative if held in the off hand. If you don’t have another source of item bonus, or all the other slots that give this to you are already taken, a good option.</p><p></p><p>Chieftain’s Weapon (3+, Common. Polearm or Spear): Offhand weapon of choice for BA granters such as Warlords. Does not need to be upgraded.</p><p></p><p>Orb of Mental Constitution (3+, Uncommon. Orb.): This is a somewhat specific item for wis/cha primary classes. It can be a big bonus to your AC/fort (effectively). Only for one attack as opposed to a round like utility powers, but this is an item with an E power, not a utility item. Turning a hit into a miss from this is good. Better if you have the spare PP to augment it.</p><p></p><p>Orb of Nimble Thoughts (3+, Uncommon. Orb.): Item bonus to initiative and a great encounter power to let you shift multiple squares if you have good INT.</p><p></p><p>Rhythm Blade (3+, Common, Light Blade): The usual off-hand weapon of choice. Free defense bonus that will stack with probably every other type of defense bonus you have unless you have another shield bonus from something weird.</p><p></p><p>Harmony Blade (4+, Uncommon, Heavy Blade): Due to broken RAW, this weapon when wielded in your off hand only requires you hit with it to proc the effect, as it is both “this weapon” and “your off hand weapon”. A defensive option that protects you from counterattacks.</p><p></p><p>Symbol of Daring (5+, Uncommon. Holy Symbol): A nice item to have on one person in the party - buy it downlevelled though as its too expensive for just the property as an on level item.</p><p></p><p>Staff of Magius (10, Rare, Staff): Free action sustain as an e power and 2 AC? Good deal for a level 10 item.[/SPOILER]</p><p></p><p><span style="color: rgb(84, 172, 210)">Blue</span></p><p>[SPOILER]Defensive Staff (2+, Common. Staff.): +1 item to all NADs, and +1 item to AC if you have staff of defense. Probably worse than the rhythm blade unless you have Staff of Defense, but if using Dual Implement Spellcaster this doesn’t need the extra proficiency to count as an implement. Also unlike Rhythm Blade, can become redundant with item bonuses.</p><p></p><p>Elusive Action Ki Focus (4+, Uncommon. Ki Focus.): It’s not much but if you have Ki Focus proficiency and aren’t using it, it’s a +2 untyped to AC against OAs. Monks have better Ki Foci to equip so the e power isn’t that useful.</p><p></p><p>Orb of Stored Energy (5+, Uncommon. Orb.): Item for psionic classes to get more PP in a combat, has two major limitations. First you have to end combat with 2 PP left (you don’t want to use the daily store on just 1 PP) - which can be a tall ask at heroic. Second, it only does Aug1s until level 25, which means you need to have a good enough Aug 1 to justify this as your off hand orb. Might be better in a golfbag and even then it can be hard to use.[/SPOILER]</p><p></p><p><span style="color: rgb(85, 57, 130)">Purple</span></p><p>[SPOILER]Aegis Blade (3+, Uncommon. Heavy Blade or Light Blade): Great item for swordmages who don’t get to AoE mark until much later with Total Aegis. Doesn’t need to be upgraded past level 3. Better if golfbagged though the power is plenty good even 1/day.</p><p></p><p>Master’s Wand of Magic Missile (3+, Uncommon. Wand.): Usually combined with Blackstaff Apprentice, Wizard’s Fury and Push enhancers to make your magic missiles minor action push a bunch. Can be useful for setting up bigger AoEs. Not really worth upgrading, MM is going to do bad damage anyway.</p><p></p><p>Rod of Avernus (3+, Uncommon. Rod): Warlock only. Is a decent amount of forced movement if you have a few enemies cursed. Can be combined with slide or forced movement enhancers for better rearranging. The issue is that you probably want the rod of corruption for that AoE cursing, and a weapon/implement to actually attack with, so you have to hotswap to this to actually use it.</p><p></p><p>Rod of Corruption (3+, Common. Rod.): Pact Boons do not specify non minion so this can quickly curse every enemy if there is minions. Without them, you have to reduce a standard to 0 which may take some time. Still faster than cursing every enemy normally, and saves the minor actions.</p><p></p><p>Rod of Mindbending/Starlight/the Pyre (10+, Uncommon. Rod.): Requires you to be a Warlock. Mindbending works in class with Mindbite Scorn, the Pyre with Hell’s Chosen or Gloves of Eldritch Admixture, but they’re all good at team and self damage boosting. Really just depends on what damage type your team is using for which one is the best.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Rod of Office (2+, Uncommon. Rod): Sorcerer-King Warlock only. Do you have good uses of Fell Might? You might not because Sorcerer-King Warlock powers are… not great, even with it, but they’re serviceable for heroic. If you do, this is a free refresh for fell might 1/enc.</p><p></p><p>Quickcurse Rod (2+, Uncommon. Rod.): Warlock only. A good item to spread your curse around faster, requires you hit with the rod which can make golfbagging it rather difficult as you probably don’t want to constantly be using the rod in place of your mainhand weapon.</p><p></p><p>Staggering Weapon (2+, Uncommon. Axe, flail, hammer, heavy blade or mace.): Slide enhancer. Did you ever want to slide your enemies up to 6 more spaces? Well this is the weapon for you. The power does need the weapon keyword for this to work, so implement users need not apply.</p><p></p><p>Blood Fury Weapon (3+, Uncommon. Axe or Heavy Blade): A lot of items and effects require bloodied activation triggers, and this is an E power that lets you be treated as bloodied whenever you want for 2 turns. Does need your minor but that’s well worth it if you’ve got enough bloodied stuff.</p><p></p><p>Ki Weapon (3+, Common. Any.): Standard off hand weapon for monks, just add more damage to your flurry. Don’t bother upgrading.</p><p></p><p>Orb of Judicious Conjuration (3+, Uncommon. Orb.): The property is pretty worthless (how many enemies use dispel magic?) so you take this for the free sustain if you have sustain powers.</p><p></p><p>Architect’s Staff (5+, Uncommon. Staff.): Wall enhancer. Zone enhancer. Large boost to wall and zone powers, requires you have them. The daily standard can effectively give you another use of a wall power if positioned right.</p><p></p><p>Staff of the Traveler (5+, Uncommon. Staff): Shift enhancer (technically). Should work with both shift and teleport enhancers but ETV. The effect is also ETV on whether it applies to shifts you grant to other characters. Replacing your shifts with teleports can be very good though.</p><p></p><p>Incisive Dagger (9+, Uncommon. Dagger): Teleport enhancer. Can give a huge bonus due to it scaling with the enhancement of the item, and of course, ETV on what it works on.[/SPOILER]</p><h3>Damage Type:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Frost weapon (3+, Uncommon. Any.): Swaps all damage to frost. Often combined with Lasting Frost and Wintertouched for permanent CA and vuln 5. Problem? Lasting Frost is needed to make Wintertouched work, and is a paragon feat, so this doesn’t do much until you get there. Otherwise all you get out of this is Silvery Glow.</p><p></p><p>Body of Fire Ki Focus (4+, Uncommon. Ki Focus): If you want true fire damage swapping this is the only option you get until level 15 that isn’t class specific. Does not work for every character due to being a Ki Focus.</p><p></p><p>Rod of the Dragonborn (4+, Uncommon. Rod.): This is the only way to swap all damage types of any power to thunder. You require playing a dragonborn, selecting dragon breath (lightning) and then the Thundering Breath feat at paragon. Fortunately, resounding thunder is also paragon. Enables Mark of Storm before then.</p><p></p><p>Screaming Bow (4+, Uncommon. Bow): Just find a way to use this as an implement and resounding thunder on all your untyped damage bursts to your heart’s content. Resounding Thunder is a paragon feat and the main reason you try to get Thunder on things, so you can safely skip getting this until paragon. The untyped damage part is the bigger killer than trying to get a bow as an implement - Monks and Druids are the classes that have these the most.</p><p></p><p>Sunblade (4+, Uncommon. Heavy Blade.): The classic Sunblade, starting Radiant shenanigans. At heroic what you get out of this is Silvery Glow and Stay Back.</p><p></p><p>Lightning weapon (5+, Uncommon. Any.): The lightning damage swapper, often combined with Mark of Storm. Melee enjoyers will appreciate the ability to knock everything prone with Flail Expertise alongside the mark of storm, but just mark of storm alone makes all interrupt attacks obnoxious and helps set up AoEs with the sliding.</p><p></p><p>Mordant Weapon (8+, Uncommon. Heavy blade, Light blade or Spear): If you’re going some poison build you will need Venom Hand Master because of how much is poison immune. This is the weapon for poison damage enjoyers, also benefits from acid support though there isn’t much of that.</p><p></p><p>Forked Lightning Ki Focus (9+, Uncommon. Ki Focus): Triggers mark of storm, allows the use of lightning damage bonuses and support, the daily power is pretty good too.</p><p></p><p>Githyanki Silver Weapon (9+, Uncommon. Heavy Blade.): You’re usually taking this for Psychic Lock on all your powers, though there is other psychic support that can benefit you, that’s the main one.</p><p></p><p>Symbol of Fire and Fury (9+, Uncommon. Holy Symbol): The other fire damage “works on anything” item before weapon of summer. Requires marking, which requires you be a defender of some kind generally. The extra damage isn’t that bad either.</p><p></p><p>Vampiric Weapon (9+, Uncommon. Heavy Blade or Light Blade): You’re here for life-draining gauntlets and maybe some cheesy stuff involving Venomous Bloodfang. Lots of things resist this damage type though, so you want a Shard of Decay as soon as possible.[/SPOILER]</p><p></p><p><span style="color: rgb(41, 105, 176)">Blue</span></p><p>[SPOILER]Blazing Arc Ki Focus (3+, Common. Ki Focus.): Limited to melee attacks, but unlike the flaming weapon this changes any damage type. It’s still not great at type switching due to the limitations on what powers work with it, but it can work.</p><p></p><p>Death Strike Ki Focus (3+, Common. Ki Focus.): Worse than the vampiric weapon but also 6 levels earlier. That said you probably don’t have any of the necrotic synergies at level 3 so there’s not much point buying this.</p><p></p><p>Frost Fury Weapon (3+, Uncommon. Axe.): +Con damage at heroic is huge, but this isn’t a good damage type adding weapon though it can function as one due to the condition.</p><p></p><p>Thunderfist Ki Focus (4+, Uncommon. Ki Focus.): Trigger for Mark of Storm. Melee only means no Close or Area which means no Resounding Thunder. Forked Lightning is usually better for this purpose, but is also a 9+, so you can grab this on the way then swap it for lightning at 9.</p><p></p><p>Flaming weapon (5+, Uncommon. Any): Only changes untyped damage so its significantly more limited than other damage type swappers. Still has some use with stuff that works on fire damage, such as Hellfire Blood.</p><p></p><p>Spiderkissed Weapon (7+, Uncommon. Any melee): The poison damage type swapper for poison support. I’d just get the Mordant weapon instead, extra type for very little price increase.</p><p></p><p>Sun Disk of Pelor (8+, Uncommon, Holy Symbol): Saves both hand slots if you don’t care about having the extra mace type from Crusader’s Weapon for dizzying mace, and you care about your holy symbol “Slot” less than your hand slot. In general there are great offhand holy symbols though so this isn’t that worth it.</p><p></p><p>Flame Tongue Weapon (10+, Rare. Heavy blade or Light blade): If you took a flaming weapon and wanted a +2, this is better…except its a Rare and limited to light/heavy blade.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Shock weapon (3+, Uncommon, Spear): Lightning stuff can start working straight at heroic, but this is too specific. It’s a spear, and only changes untyped damage from ranged attacks using it to lightning. Save yourself the trouble, buy a lightning weapon. Maybe some specific builds want this.</p><p></p><p>Force Weapon (8+, Uncommon. Any.): You’re here for reasons beyond mortal comprehension. Force is a barely supported damage type, don’t get this weapon except for very specific builds.[/SPOILER]</p><h3>Golfbag:</h3><p><span style="color: rgb(84, 172, 210)">Sky Blue</span></p><p>[SPOILER]Rain of Hammers Ki Focus (3+, Uncommon. Ki Focus): At-will as a minor action? If you have ki focus proficiency incidentally this is a great golfbag to swap out between encounters. If you don’t, this might be a reason to pick it up. Twin Strike as a minor action is pretty good, as it turns out.</p><p></p><p>Staff of the War Mage (3+, Uncommon. Staff): Free burst/blast expansion, can be a huge help for classes that struggle getting this like psions. Works even on powers like Come and Get It.[/SPOILER]</p><p></p><p><span style="color: rgb(65, 168, 95)">Green</span></p><p>[SPOILER]Staff of Missile Mastery (2+, Uncommon. Staff.): There exists some builds using Wizard’s Fury, Blackstaff Apprentice and Master’s Wand of Magic Missile. These builds may and that’s a big may, benefit from this staff. However, as the Master’s Wand requires you cast MM through the wand, this is not great for those builds as a main hand weapon, hence you instead golfbag it for the daily power on those builds.</p><p></p><p>Flensing Weapon (5+, Uncommon. Axe, light blade, heavy blade or spear): Complicated weapon that can be pared with the Yakuza theme for cheese (hit enemy, intimidate them into surrrendering). You have triggers that want the enemy to be bloodied AND you need to hit with this weapon so as a golfbag you still need to eat a -1 (probably -2) penalty to hit to use it AND you don’t get to use your main weapon.</p><p></p><p>Thunderwave Staff (8+, Uncommon. Staff.): A build specific item used for silly things. E.g., at level 9, using Glorious Presence, you can push 1 + 5 (wis) + 2 (Enchantment Mage) + 2 (Petrified Orb of Forceful Magic) + 1 (Gauntlets of the ram) + 1 (orb expertise) + 1 (avalanche boots) + 1 (Controlling advantage) for a total of 14 push, which can be converted to 14d6 thunder damage. That’s impressive at heroic, but it doesn’t scale much at all.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Exocist, post: 9266665, member: 7044810"] [HEADING=2]Weapons & Implements:[/HEADING] I’ve grouped these together because they overlap slightly - some feats and features can let you use weapons as implements, which implement classes might want to use some weapon enchantments. There’s five categories here. [LIST] [*]Main-hand weapons are those you will attack through. Keep these up to date. [*]Weaplements are implements that function as weapons, or weapons that function as implements. They’re basically irreplaceable for the builds that want them, though you might be able to get an MC or a feat that treats a weapon as an implement instead. These will be rated relative to other items in the same category for this reason. [*]Off-hand weapons are those that give useful bonuses for holding and are generally not upgraded at level. [*]Damage type weapons are irreplaceable as a main-hand weapon for their specific builds. These will be rated relative to other items in the same category for this reason. [*]Golfbag weapons are those that provide a useful power and are worth buying a lot of to spam the power. Generally these are ones that don’t require you actually attack with the weapon. [/LIST] [HEADING=1]Heroic:[/HEADING] [HEADING=2]Dragonshards:[/HEADING] [COLOR=rgb(250, 197, 28)]Eberron Shard of Lightning (2+, Uncommon)/Khyber Shard of the Fiery Depth (2+, Uncommon)/Siberys Shard of the Merciless Cold (2+, Uncommon)/Eberron Shard of Radiance (3+, Uncommon)/Siberys Shard of the Mage (3+, Uncommon): [/COLOR]Lets just get these out of the way early. Untyped bonus to damage rolls with Lightning/Fire/Cold/Radiant/Implement attacks that use the augmented weapon. If you can equip one, do it. This is another reason (aside from staff expertise) that staves are superior as an implement because they can naturally equip the mage shard. [HEADING=2]Main-Hand:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Farbond Spellblade (2+, Uncommon. Heavy Blade or Light Blade.)/Hungry Spear (2+, Uncommon. Spear.): Rated the same for being the same thing. Hungry Spear has better range, farbond is a blade. These are invaluable weapons to any character that wants to use both ranged and melee powers, artificers especially. Magic Weapon is so much easier to line up when you can do it at a distance. Rebounding weapon (2+, Uncommon. Any ranged): Very cheap and functions off any attack that misses - that means if you do an Area attack and miss one target, you can activate this free action encounter power to attack someone else that was in the area. Requires you have an RBA. Seekers get good use out of this because it doubles up with inevitable shot. Master’s Wand of Scorching Burst (3+, Uncommon. Wand): The reason to go wands. The property is a separate damage roll, so it turns your Scorching burst into a double attack with an AoE component, which is obviously great. Orb of Forceful Magic (3+, Common. Orb.)/Shepherd’s Totem (3+, Common. Totem.): Rated the same because they do the same thing, though the Orb is generally better because it stacks with Orb expertise. Not an option if you don’t have orb prof though. Staff of Ruin (3+, Uncommon. Staff): The default implement pick for implement users. Item bonus to damage is hard to get on implement attacks and nearly everyone appreciates more damage. Abduction Ki Focus (4+, Uncommon. Ki Focus.): If you can nab the ki focus proficiency without too much pain, this can be an amazing item for anyone who does MBAs as an interrupt - particularly defenders. Assault Swordmages in particular love this as it can entirely cancel an enemy’s melee attack. Firewind Blade (4+, Uncommon. Heavy Blade.): This requires two things - a way to add fire to your power, and fire vulnerability, but it goes absolutely crazy after that. Usual ways to add fire include Genasi and Path of the Scarred. Gets disgusting at epic with Radiant One. Hellfire staff (4+, Uncommon. Staff.): This is mostly a tiefling/dragonborn specific staff, though if you naturally have any good fire/fear E powers (cough Flame Spiral cough) it can also be pretty amazing for you. The draw here is the critical bonus, refreshing your E power when you crit. For tieflings this is Infernal Wrath, for Dragonborn, Dragonfear. When dropping big AoEs hitting 4-5 enemies your crit rate isn’t all that bad. Tieflings can also nab Borrowed Confidence at level 16 by Secrets of Belial to roll twice and take the higher. The damage swap doesn’t really work with the crit bonus as its only on melee and close attacks, but if you can add fire damage to your attacks that’s a separate story. Weapon of Speed (5+, Rare. Any Ranged or Any Thrown): Similar to Rebounding except its more expensive and requires a minor in return for you making the RBA whenever you want. Not limited to ranged weapons as well, so sorcerers and elementalists can use a Dagger of Speed if so inclined to launch RBAs from. Usually just taken on Elementalists though. Cunning Weapon (8+, Uncommon. Any melee.): This is more an item for controllers using a weapon as an implement, but anyone who has a few (save ends) powers can benefit from having this penalty to the first saving throw. Stack it up with the other penalties and you can guarantee or near guarantee your opponent is failing that first save. Symbol of the Radiant Flame (8+, Uncommon. Holy Symbol/Totem): Adding fire and radiant damage to all your allies attacks’ for a round is pretty great. For the entire encounter is broken. The reliance on this critting to trigger is the only thing keeping it in line. You can golfbag it to constantly use the daily every encounter, buy the tier down version and eat the -1 to attack and damage. It may not be necessary, though, one turn of this effect being active with the right party can end an encounter right there. Will need something to make crits more common like Divine Oracle or Twisting Fortune. Stormshard weapon (9+, Rare. Spear.): The critical bonus being a completely separate damage roll means it’s a lot better than it looks. Critfishers (e.g. Draeven Marauders) love this weapon for the damage. You can also take this for the property to be obnoxious with interrupt attacks, or because you just want some free forced movement. Usually activated by Shocking Flame, but any method to add lightning or thunder to your power works.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Belled Branch (2+, Common. Holy Symbol): A decent no OA holdover for the early game, though I’d strongly suggest looking into other ways of protecting yourself from OAs come later, you don’t want to be using this forever. Earthroot Staff (3+, Uncommon. Staff.): Cheaper version of cunning weapon/symbol of power for the lower levels, if you have one or two relevant (save ends) powers that this works on. Final Sleep Ki Focus (3+, Uncommon. Ki Focus): Some movement on killing things that can be stacked with shift enhancers. Probably gets funny with pitted flowstone and minions considering it doesn’t specify non minions. Battlecrazed Weapon (4+, Uncommon. Axe or Heavy Blade): It’s extra damage when you’re bloodied. Can be wielded with a Blood Fury weapon in your offhand so you have an encounter power that makes you bloodied instead of this daily power. Iron Body Ki Focus (5+, Uncommon. Ki Focus): Large attacks + this = taking a lot less damage. Sentinel Marshal Honor Blade (5+, Rare. Heavy Blade or Light Blade): Provides a fair amount of temporary hitpoints on kill for the low levels. Does not scale all that well, and I wouldn’t upgrade it, but the level 5 version is decent. Encounter power is neat too. Rousing Hammer (5+, Uncommon. Hammer.): Reasonable support-y weapon if you’re using a hammer and your allies get proned often. Earthfall Totem (7+, Uncommon. Totem.): Lots of primal attack powers push, slide or prone so the effect is fairly reliable here. Is it worth it over the staff of ruin? If you’ve already got an item bonus to damage, certainly, otherwise I’ll let you decide. Symbol of Power (7+, Uncommon. Holy Symbol): The poor cleric’s version of the cunning weapon. Identical at heroic but this thing’s save penalty does not scale so its worse later on. Still if you care about hand slots more than holy symbol slot, might be worth it. Punishing Weapon (8+, Common. Any.): A little slow to start, and requires to be dual wielded (the wounds are NOT unique to each weapon, so two of them will inflict 2 wounds a round). Also redundant if you have a source of a large power bonus to damage. These bad boys, however, can inflict a lot of damage once they get going. Scarblade (10, Rare, Heavy Blade): This is a good weapon in the fact that not only does it add a damage type (fire), but it also just does more damage. It is once per turn though, so multiattackers will benefit more from a flaming weapon anyway. The daily power is weird, it can be likened to an illusory wall which is pretty useful.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Envenomed Ki Focus (2+, Uncommon. Ki Focus): An item bonus to damage for implement based poison builds. You do need to use the focus, though, so you can’t use a poison damage swap weapon, which means you need to add poison or innately do it. Goblin Totem (2+, Uncommon. Any.): Pretty much a Pixie-only weapon, as most creatures are larger than Tiny so this is just an item bonus to damage stapled onto any weapon you want. Staff of Sleep and Charm (3+, Sleep and Charm): +item bonus to hit (scaling) with all your sleep and charm powers if you have a lot of them. Avalanche Hammer (4+, Uncommon. Hammer.): Chargers may prefer a different weapon anyway, but this is decent for heroic. Just more damage on a charge. Rending Weapon (4+, Uncommon. Axe): Only critfishers need apply here, extra MBA (potential extra crit) on every crit. Blurred Strike Ki Focus (5+, Uncommon. Ki Focus): Monk only item and requires you’re consistently able to activate it (not that hard for monks). Double Flurry of Blows, what’s there not to like? Orb of Unfailing Concentration (5+, Uncommon. Orb.): You need to be a psionic class with PP using an Orb. Seeing as battleminds and ardents don’t use orbs, that means you’re a Psion. The nature of the ETV here is with the wording of the power. As written you just have to miss one target to regain your PP - if your DM agrees this is great for psions, hard to golfbag if you want to keep up with enh bonuses (I’d buy 5 of the tier down and eat the -1 to attack and damage). If your DM says you have to miss all targets its significantly worse. Footpad’s Friend (10+, Common. Light Blade): Cha rogues can stop crying about brutal scoundrels getting strength to sneak attack now. Alright they’re probably still going to cry because they wanted a different weapon. [/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Knockback Weapon (4+, Uncommon. Hammer or Mace): Push enhancer. Despite slide being better than push, this weapon is weaker and more expensive than the staggering weapon. Also requires you actually use this weapon. Curious really. If you want more push distance on your weapon powers, buy this. Flesh-Eating Rod (7+, Uncommon. Rod.): Requires some specific powers, such as Vile Plague, which have an effect stapled to an ongoing damage with (save ends all) to be useful, but this is an ongoing -2 penalty to saves - better than other weapons do. Controlling Weapon (8+, Uncommon. Polearm): Push enhancer. Pull enhancer. Unlike the Knockback weapon the enhancement doesn’t change with the level of the weapon, nor does it require a weapon power. Still needs you to use the weapon though. Can also replace any push or pull with a slide as a free action encounter power letting it benefit from slide enhancers (like the staggering weapon), or just give you better positioning control. Anarusi Codex (10, Rare, Tome): It’s a necrotic type swapper but you’d use a vampiric weapon for that. You can do silly things with treating your allies as enemies, such as using Hypnotism on your allies to grant them basic attacks. Doesn’t scale without DM intervention though.[/SPOILER] [COLOR=rgb(243, 121, 52)]Orange[/COLOR] [SPOILER] Armbow (3+, Common. Crossbow.): Requires living construct. Saves a feat on Speed Loader. Given the rather low level of this weapon this could be beneficial if you need that feat for other things, but I’d swap it for a real weapon and take the feat whenever you can.[/SPOILER] [HEADING=2]Weaplements:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Totemic Spear (2+, Uncommon, Shaman + Spear): This does have a bonus of making your melee spirit powers into reach powers, but similar to the songblades it only works as an implement on Shaman powers and Shaman PPs. If you don’t plan to have non-shaman stuff, this is better than Alfsair. Alfsair Spear (3+, Uncommon, Totem + Spear): Do you like polearm momentum on your magic stones? Well do I have a weapliment for you! Top pick for druids due to aforementioned synergy. Pact Blade (3+, Common, Warlock + Light Blade): Arcane implement proficiency for a real magic weapon is better than this, but there’s not many that are worth it at heroic. Therefore, this is a good option until you find a magic weapon that you like more at paragon, then you spend the feat to use that weapon instead. Crusader’s Weapon (9+, Uncommon, Holy Symbol + Mace): Top tier weaplement that does two things. First, it changes your damage to half radiant, which makes you benefit from all radiant bonuses. Second, it’s a mace, which means you can use it with Dizzying Mace.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Bard’s Songblade (1+, Common, Bard + Heavy Blade or Light Blade): Really basic item for bards to scale their implement and melee weapon powers with 1 item. If you choose a dagger, which you should, you can also scale your ranged weapon powers off this item. Can also just use arcane implement proficiency or swordmage mc. Works if your only powers are bard or bard PP powers, otherwise you will want an enchanted dagger with implement proficiency, or a real implement. Harmonic Songblade (2+, Uncommon, Bard + Heavy Blade or Light Blade): Upgrade to the Bard’s Songblade above, one level higher to add a minor action power to buff an ally for a round. Probably worth it at heroic, but its your call on whether you want to save the money. Harsh Songblade (3+, Uncommon, Bard + Heavy Blade or Light Blade): You get an AB2 daze on an enemy with any thunder power you use, as a daily. That is a fairly solid daily. Ultimately up to you which songblade you prefer. Ironscar Rod (3+, Uncommon, Rod + Mace): A not strictly terrible option for getting dizzying mace stuff going as early as possible. Rod expertise is better than bludgeon (for implement users) or holy symbol expertise, but the crusader’s weapon is better than the rod. Scepter of Bane (4+, Uncommon, Holy Symbol + Mace): A better bridging item to the crusader’s weapon than the rod, IMO, as its the same weapon and implement type. Unforgettable Cudgel (8+, Uncommon, Divine + Mace): The crusader’s weapon is generally just a better option due to damage type - avengers may get more use out of this if they’re using both their weapon and implement powers, as they like expanded crit range. Still probably better to just use a feat on weapon-as-implement.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Pact Bow/Hammer/Sword (2+, Uncommon, Warlock + Bow/Hammer/Longsword): Requires you to be an elf/dwarf/eladrin and not even really strictly better than the Pact Blade, because no dagger. The Hammer can be a throwing hammer, but do you really want to try to get hammer implements later when you replace this instead of going the much cleaner route of pact blade dagger -> AIP dagger, dagger of choice? Rose Scythe of Chauntea (4+, Common, Divine/Primal Staff + Scythe): Put here because it’s the only thing that is this combo. It’s not a good weapliment, mostly because its a 2 handed weapon. Seriously just use an actual staff instead, that’s already a weapon and an implement. Some random build somewhere might want this for some absurd reason I guess. It looks cool. Vigilant Blade (4+, Uncommon, Avenger/Paladin + Heavy Blade or Light Blade): Rated in case you want this for early levels instead of paying a feat. Feat is cheaper than your weapon enchant slot, though, so replace this once a good weapon is available. Weapon of Oaths Fulfilled (4+, Uncommon, Avenger + Any melee): Another weapliment, another same problem as before. Can be good at heroic, get a feat for it later.[/SPOILER] [HEADING=2]Off-Hand:[/HEADING] [COLOR=rgb(250, 197, 28)]Gold[/COLOR] [SPOILER]The First Sword of Tyr (8, Rare, Short Sword): If you can get this its pretty amazing. First, its essentially an extra surge per day due to the temp HP it grants. Even if the sword itself becomes useless later, you always get these THP, so keep it. The daily power is pretty stellar for these levels as well, but the sword doesn’t provide anything else for using it once that daily power is expended, so off hand weapon. Symbol of Victory (9+, Uncommon. Holy Symbol): Extra APs are incredible. Can be golfbagged to break the game, but the base effect is already stellar. Staff of Mishakal (10, Rare. Staff): Encounter power surgeless healing, with daily power surgeless healing. In a 4 person party this is worth 8 surges a day.[/SPOILER] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Mage’s Weapon (2+, Uncommon, Heavy Blade or Light Blade): This is usually used on hybrid or multiclass enjoyers to reuse your best e power twice if its better than your e powers of the next level, e.g. 2 rain of blows per combat. Quicksilver Blade (2+, Uncommon, Light Blade): Item bonus to initiative if held in the off hand. If you don’t have another source of item bonus, or all the other slots that give this to you are already taken, a good option. Chieftain’s Weapon (3+, Common. Polearm or Spear): Offhand weapon of choice for BA granters such as Warlords. Does not need to be upgraded. Orb of Mental Constitution (3+, Uncommon. Orb.): This is a somewhat specific item for wis/cha primary classes. It can be a big bonus to your AC/fort (effectively). Only for one attack as opposed to a round like utility powers, but this is an item with an E power, not a utility item. Turning a hit into a miss from this is good. Better if you have the spare PP to augment it. Orb of Nimble Thoughts (3+, Uncommon. Orb.): Item bonus to initiative and a great encounter power to let you shift multiple squares if you have good INT. Rhythm Blade (3+, Common, Light Blade): The usual off-hand weapon of choice. Free defense bonus that will stack with probably every other type of defense bonus you have unless you have another shield bonus from something weird. Harmony Blade (4+, Uncommon, Heavy Blade): Due to broken RAW, this weapon when wielded in your off hand only requires you hit with it to proc the effect, as it is both “this weapon” and “your off hand weapon”. A defensive option that protects you from counterattacks. Symbol of Daring (5+, Uncommon. Holy Symbol): A nice item to have on one person in the party - buy it downlevelled though as its too expensive for just the property as an on level item. Staff of Magius (10, Rare, Staff): Free action sustain as an e power and 2 AC? Good deal for a level 10 item.[/SPOILER] [COLOR=rgb(84, 172, 210)]Blue[/COLOR] [SPOILER]Defensive Staff (2+, Common. Staff.): +1 item to all NADs, and +1 item to AC if you have staff of defense. Probably worse than the rhythm blade unless you have Staff of Defense, but if using Dual Implement Spellcaster this doesn’t need the extra proficiency to count as an implement. Also unlike Rhythm Blade, can become redundant with item bonuses. Elusive Action Ki Focus (4+, Uncommon. Ki Focus.): It’s not much but if you have Ki Focus proficiency and aren’t using it, it’s a +2 untyped to AC against OAs. Monks have better Ki Foci to equip so the e power isn’t that useful. Orb of Stored Energy (5+, Uncommon. Orb.): Item for psionic classes to get more PP in a combat, has two major limitations. First you have to end combat with 2 PP left (you don’t want to use the daily store on just 1 PP) - which can be a tall ask at heroic. Second, it only does Aug1s until level 25, which means you need to have a good enough Aug 1 to justify this as your off hand orb. Might be better in a golfbag and even then it can be hard to use.[/SPOILER] [COLOR=rgb(85, 57, 130)]Purple[/COLOR] [SPOILER]Aegis Blade (3+, Uncommon. Heavy Blade or Light Blade): Great item for swordmages who don’t get to AoE mark until much later with Total Aegis. Doesn’t need to be upgraded past level 3. Better if golfbagged though the power is plenty good even 1/day. Master’s Wand of Magic Missile (3+, Uncommon. Wand.): Usually combined with Blackstaff Apprentice, Wizard’s Fury and Push enhancers to make your magic missiles minor action push a bunch. Can be useful for setting up bigger AoEs. Not really worth upgrading, MM is going to do bad damage anyway. Rod of Avernus (3+, Uncommon. Rod): Warlock only. Is a decent amount of forced movement if you have a few enemies cursed. Can be combined with slide or forced movement enhancers for better rearranging. The issue is that you probably want the rod of corruption for that AoE cursing, and a weapon/implement to actually attack with, so you have to hotswap to this to actually use it. Rod of Corruption (3+, Common. Rod.): Pact Boons do not specify non minion so this can quickly curse every enemy if there is minions. Without them, you have to reduce a standard to 0 which may take some time. Still faster than cursing every enemy normally, and saves the minor actions. Rod of Mindbending/Starlight/the Pyre (10+, Uncommon. Rod.): Requires you to be a Warlock. Mindbending works in class with Mindbite Scorn, the Pyre with Hell’s Chosen or Gloves of Eldritch Admixture, but they’re all good at team and self damage boosting. Really just depends on what damage type your team is using for which one is the best.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Rod of Office (2+, Uncommon. Rod): Sorcerer-King Warlock only. Do you have good uses of Fell Might? You might not because Sorcerer-King Warlock powers are… not great, even with it, but they’re serviceable for heroic. If you do, this is a free refresh for fell might 1/enc. Quickcurse Rod (2+, Uncommon. Rod.): Warlock only. A good item to spread your curse around faster, requires you hit with the rod which can make golfbagging it rather difficult as you probably don’t want to constantly be using the rod in place of your mainhand weapon. Staggering Weapon (2+, Uncommon. Axe, flail, hammer, heavy blade or mace.): Slide enhancer. Did you ever want to slide your enemies up to 6 more spaces? Well this is the weapon for you. The power does need the weapon keyword for this to work, so implement users need not apply. Blood Fury Weapon (3+, Uncommon. Axe or Heavy Blade): A lot of items and effects require bloodied activation triggers, and this is an E power that lets you be treated as bloodied whenever you want for 2 turns. Does need your minor but that’s well worth it if you’ve got enough bloodied stuff. Ki Weapon (3+, Common. Any.): Standard off hand weapon for monks, just add more damage to your flurry. Don’t bother upgrading. Orb of Judicious Conjuration (3+, Uncommon. Orb.): The property is pretty worthless (how many enemies use dispel magic?) so you take this for the free sustain if you have sustain powers. Architect’s Staff (5+, Uncommon. Staff.): Wall enhancer. Zone enhancer. Large boost to wall and zone powers, requires you have them. The daily standard can effectively give you another use of a wall power if positioned right. Staff of the Traveler (5+, Uncommon. Staff): Shift enhancer (technically). Should work with both shift and teleport enhancers but ETV. The effect is also ETV on whether it applies to shifts you grant to other characters. Replacing your shifts with teleports can be very good though. Incisive Dagger (9+, Uncommon. Dagger): Teleport enhancer. Can give a huge bonus due to it scaling with the enhancement of the item, and of course, ETV on what it works on.[/SPOILER] [HEADING=2]Damage Type:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Frost weapon (3+, Uncommon. Any.): Swaps all damage to frost. Often combined with Lasting Frost and Wintertouched for permanent CA and vuln 5. Problem? Lasting Frost is needed to make Wintertouched work, and is a paragon feat, so this doesn’t do much until you get there. Otherwise all you get out of this is Silvery Glow. Body of Fire Ki Focus (4+, Uncommon. Ki Focus): If you want true fire damage swapping this is the only option you get until level 15 that isn’t class specific. Does not work for every character due to being a Ki Focus. Rod of the Dragonborn (4+, Uncommon. Rod.): This is the only way to swap all damage types of any power to thunder. You require playing a dragonborn, selecting dragon breath (lightning) and then the Thundering Breath feat at paragon. Fortunately, resounding thunder is also paragon. Enables Mark of Storm before then. Screaming Bow (4+, Uncommon. Bow): Just find a way to use this as an implement and resounding thunder on all your untyped damage bursts to your heart’s content. Resounding Thunder is a paragon feat and the main reason you try to get Thunder on things, so you can safely skip getting this until paragon. The untyped damage part is the bigger killer than trying to get a bow as an implement - Monks and Druids are the classes that have these the most. Sunblade (4+, Uncommon. Heavy Blade.): The classic Sunblade, starting Radiant shenanigans. At heroic what you get out of this is Silvery Glow and Stay Back. Lightning weapon (5+, Uncommon. Any.): The lightning damage swapper, often combined with Mark of Storm. Melee enjoyers will appreciate the ability to knock everything prone with Flail Expertise alongside the mark of storm, but just mark of storm alone makes all interrupt attacks obnoxious and helps set up AoEs with the sliding. Mordant Weapon (8+, Uncommon. Heavy blade, Light blade or Spear): If you’re going some poison build you will need Venom Hand Master because of how much is poison immune. This is the weapon for poison damage enjoyers, also benefits from acid support though there isn’t much of that. Forked Lightning Ki Focus (9+, Uncommon. Ki Focus): Triggers mark of storm, allows the use of lightning damage bonuses and support, the daily power is pretty good too. Githyanki Silver Weapon (9+, Uncommon. Heavy Blade.): You’re usually taking this for Psychic Lock on all your powers, though there is other psychic support that can benefit you, that’s the main one. Symbol of Fire and Fury (9+, Uncommon. Holy Symbol): The other fire damage “works on anything” item before weapon of summer. Requires marking, which requires you be a defender of some kind generally. The extra damage isn’t that bad either. Vampiric Weapon (9+, Uncommon. Heavy Blade or Light Blade): You’re here for life-draining gauntlets and maybe some cheesy stuff involving Venomous Bloodfang. Lots of things resist this damage type though, so you want a Shard of Decay as soon as possible.[/SPOILER] [COLOR=rgb(41, 105, 176)]Blue[/COLOR] [SPOILER]Blazing Arc Ki Focus (3+, Common. Ki Focus.): Limited to melee attacks, but unlike the flaming weapon this changes any damage type. It’s still not great at type switching due to the limitations on what powers work with it, but it can work. Death Strike Ki Focus (3+, Common. Ki Focus.): Worse than the vampiric weapon but also 6 levels earlier. That said you probably don’t have any of the necrotic synergies at level 3 so there’s not much point buying this. Frost Fury Weapon (3+, Uncommon. Axe.): +Con damage at heroic is huge, but this isn’t a good damage type adding weapon though it can function as one due to the condition. Thunderfist Ki Focus (4+, Uncommon. Ki Focus.): Trigger for Mark of Storm. Melee only means no Close or Area which means no Resounding Thunder. Forked Lightning is usually better for this purpose, but is also a 9+, so you can grab this on the way then swap it for lightning at 9. Flaming weapon (5+, Uncommon. Any): Only changes untyped damage so its significantly more limited than other damage type swappers. Still has some use with stuff that works on fire damage, such as Hellfire Blood. Spiderkissed Weapon (7+, Uncommon. Any melee): The poison damage type swapper for poison support. I’d just get the Mordant weapon instead, extra type for very little price increase. Sun Disk of Pelor (8+, Uncommon, Holy Symbol): Saves both hand slots if you don’t care about having the extra mace type from Crusader’s Weapon for dizzying mace, and you care about your holy symbol “Slot” less than your hand slot. In general there are great offhand holy symbols though so this isn’t that worth it. Flame Tongue Weapon (10+, Rare. Heavy blade or Light blade): If you took a flaming weapon and wanted a +2, this is better…except its a Rare and limited to light/heavy blade.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Shock weapon (3+, Uncommon, Spear): Lightning stuff can start working straight at heroic, but this is too specific. It’s a spear, and only changes untyped damage from ranged attacks using it to lightning. Save yourself the trouble, buy a lightning weapon. Maybe some specific builds want this. Force Weapon (8+, Uncommon. Any.): You’re here for reasons beyond mortal comprehension. Force is a barely supported damage type, don’t get this weapon except for very specific builds.[/SPOILER] [HEADING=2]Golfbag:[/HEADING] [COLOR=rgb(84, 172, 210)]Sky Blue[/COLOR] [SPOILER]Rain of Hammers Ki Focus (3+, Uncommon. Ki Focus): At-will as a minor action? If you have ki focus proficiency incidentally this is a great golfbag to swap out between encounters. If you don’t, this might be a reason to pick it up. Twin Strike as a minor action is pretty good, as it turns out. Staff of the War Mage (3+, Uncommon. Staff): Free burst/blast expansion, can be a huge help for classes that struggle getting this like psions. Works even on powers like Come and Get It.[/SPOILER] [COLOR=rgb(65, 168, 95)]Green[/COLOR] [SPOILER]Staff of Missile Mastery (2+, Uncommon. Staff.): There exists some builds using Wizard’s Fury, Blackstaff Apprentice and Master’s Wand of Magic Missile. These builds may and that’s a big may, benefit from this staff. However, as the Master’s Wand requires you cast MM through the wand, this is not great for those builds as a main hand weapon, hence you instead golfbag it for the daily power on those builds. Flensing Weapon (5+, Uncommon. Axe, light blade, heavy blade or spear): Complicated weapon that can be pared with the Yakuza theme for cheese (hit enemy, intimidate them into surrrendering). You have triggers that want the enemy to be bloodied AND you need to hit with this weapon so as a golfbag you still need to eat a -1 (probably -2) penalty to hit to use it AND you don’t get to use your main weapon. Thunderwave Staff (8+, Uncommon. Staff.): A build specific item used for silly things. E.g., at level 9, using Glorious Presence, you can push 1 + 5 (wis) + 2 (Enchantment Mage) + 2 (Petrified Orb of Forceful Magic) + 1 (Gauntlets of the ram) + 1 (orb expertise) + 1 (avalanche boots) + 1 (Controlling advantage) for a total of 14 push, which can be converted to 14d6 thunder damage. That’s impressive at heroic, but it doesn’t scale much at all.[/SPOILER] [/QUOTE]
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