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<blockquote data-quote="keterys" data-source="post: 5360717" data-attributes="member: 43019"><p>Many of the recently published rare items are relatively disappointing, so figured I'd take a quick stab at how I'd change most of them to be where I'd actually want rares to be... also fixing what I perceive as a few problems, cause I meddle like that.</p><p></p><p>Staff of the Magi is good, and a reasonable baseline comparison.</p><p></p><p>Mantle of the Seventh Wind (lvl 23+) </p><p>Property: You have a fly speed equal to your speed, but you must end each turn on a solid surface or you fall. </p><p>Property: You take no damage from a fall and always land on your feet.</p><p>Power (Encounter) - Free Action. Use when you hit with an attack. You may slide one target of the attack 5 squares.</p><p>Power (Daily) - Minor Action. You gain a fly (hover) speed equal to your speed for the encounter.</p><p></p><p>Holy Avenger (lvl 25+)</p><p>Critical: +5d10 radiant</p><p>Property: Add 1d10 extra radiant damage to the damage rolls of your Divine attacks</p><p>Power (Encounter) - Minor Action. You or one ally within 10 squares may spend a healing surge.</p><p>Power (Daily) - Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn and may heal as if they had spent a healing surge.</p><p>(Keep the Special to use it as a holy symbol)</p><p></p><p>Vorpal Weapon (lvl 30) </p><p>Critical: Extra damage equal to the maximum result of all [W] damage dice.</p><p>Property: Whenever you roll the maximum result on any [W] damage die for this weapon, you deal extra damage equal to that maximum result.</p><p>Power (Encounter): Free Action. When you reduce an enemy to 30 hp or less with a melee hit, the enemy is reduced to 0 hp and beheaded.</p><p>Power (Daily): Free Action. When you roll an 18 or 19 on an attack with this weapon, the attack becomes a critical hit.</p><p> </p><p>Winged Boots (lvl 13)</p><p>Property: You take no damage from a fall and always land on your feet.</p><p>Power (Encounter): Move Action. Fly a number of squares equal to your speed. At the end of your turn, you float down to the ground if you aren’t already there.</p><p>Power (Daily): Minor Action. You gain a fly speed equal to your speed for the encounter.</p><p></p><p>Gauntlets of Ogre Power (lvl 5)</p><p>Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).</p><p>Property: Your encumbrance limit is doubled.</p><p>Power (Encounter): Free Action. Use when you hit with a melee attack. The attack deals an extra 5 damage and the target is pushed 2 squares.</p><p>Power (Daily): Minor Action. You gain a +2 power bonus to melee damage rolls until the end of the encounter.</p><p></p><p>Ioun Stone of True Sight (lvl 28) </p><p>Property: Gain darkvision and a +6 item bonus to Insight checks and Perception checks.</p><p>Power (Encounter): Minor Action. You gain truesight 20 until the end of your next turn.</p><p>Power (Daily): Minor Action. You gain truesight 20 until the end of the encounter.</p><p></p><p>Cloak of Invisibility (lvl 23+)</p><p>Property: Gain an item bonus to Stealth equal to the enhancement bonus.</p><p>Power (At-Will * Illusion): No Action. Use when you roll initiative. You gain total concealment until the start of your turn and may make a Stealth check.</p><p>Power (Encounter * Illusion): Minor Action. You become invisible until the start of your next turn.</p><p>Power (Daily • Illusion): Minor Action. You become invisible until the end of the encounter or until you are hit by a melee attack or a ranged attack.</p><p></p><p>Todo:</p><p>Ring of Freedom of Movement (lvl 15)</p><p>Ring of Invisibility (lvl 18) </p><p>Ring of Protection (lvl 17) </p><p>Ring of Regeneration (lvl 24) </p><p>Flying Carpet (lvl 20)</p><p></p><p>... and explanations for the changes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 5360717, member: 43019"] Many of the recently published rare items are relatively disappointing, so figured I'd take a quick stab at how I'd change most of them to be where I'd actually want rares to be... also fixing what I perceive as a few problems, cause I meddle like that. Staff of the Magi is good, and a reasonable baseline comparison. Mantle of the Seventh Wind (lvl 23+) Property: You have a fly speed equal to your speed, but you must end each turn on a solid surface or you fall. Property: You take no damage from a fall and always land on your feet. Power (Encounter) - Free Action. Use when you hit with an attack. You may slide one target of the attack 5 squares. Power (Daily) - Minor Action. You gain a fly (hover) speed equal to your speed for the encounter. Holy Avenger (lvl 25+) Critical: +5d10 radiant Property: Add 1d10 extra radiant damage to the damage rolls of your Divine attacks Power (Encounter) - Minor Action. You or one ally within 10 squares may spend a healing surge. Power (Daily) - Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn and may heal as if they had spent a healing surge. (Keep the Special to use it as a holy symbol) Vorpal Weapon (lvl 30) Critical: Extra damage equal to the maximum result of all [W] damage dice. Property: Whenever you roll the maximum result on any [W] damage die for this weapon, you deal extra damage equal to that maximum result. Power (Encounter): Free Action. When you reduce an enemy to 30 hp or less with a melee hit, the enemy is reduced to 0 hp and beheaded. Power (Daily): Free Action. When you roll an 18 or 19 on an attack with this weapon, the attack becomes a critical hit. Winged Boots (lvl 13) Property: You take no damage from a fall and always land on your feet. Power (Encounter): Move Action. Fly a number of squares equal to your speed. At the end of your turn, you float down to the ground if you aren’t already there. Power (Daily): Minor Action. You gain a fly speed equal to your speed for the encounter. Gauntlets of Ogre Power (lvl 5) Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Property: Your encumbrance limit is doubled. Power (Encounter): Free Action. Use when you hit with a melee attack. The attack deals an extra 5 damage and the target is pushed 2 squares. Power (Daily): Minor Action. You gain a +2 power bonus to melee damage rolls until the end of the encounter. Ioun Stone of True Sight (lvl 28) Property: Gain darkvision and a +6 item bonus to Insight checks and Perception checks. Power (Encounter): Minor Action. You gain truesight 20 until the end of your next turn. Power (Daily): Minor Action. You gain truesight 20 until the end of the encounter. Cloak of Invisibility (lvl 23+) Property: Gain an item bonus to Stealth equal to the enhancement bonus. Power (At-Will * Illusion): No Action. Use when you roll initiative. You gain total concealment until the start of your turn and may make a Stealth check. Power (Encounter * Illusion): Minor Action. You become invisible until the start of your next turn. Power (Daily • Illusion): Minor Action. You become invisible until the end of the encounter or until you are hit by a melee attack or a ranged attack. Todo: Ring of Freedom of Movement (lvl 15) Ring of Invisibility (lvl 18) Ring of Protection (lvl 17) Ring of Regeneration (lvl 24) Flying Carpet (lvl 20) ... and explanations for the changes :) [/QUOTE]
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