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Shoot the Moon: A Seeker's Handbook
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<blockquote data-quote="MwaO" data-source="post: 9895965" data-attributes="member: 12749"><p><strong><span style="color: #141414">Basic Gear</span></strong></p><p></p><p></p><p></p><p></p><p><strong><span style="color: #141414">Armor</span></strong></p><p></p><p><span style="color: #0000ff">Leather</span><span style="color: #141414"> - It's a little flimsy, but it's perfectly serviceable, it comes with good enchantments, and you have to sacrifice nothing to get it.</span></p><p></p><p><span style="color: #9900ff">Hide </span><span style="color: #141414">- The light armor with the highest AC, but almost certainly not worth a feat nor the ability score requirements. For most Seekers, this is not worth it.</span></p><p></p><p><span style="color: #800080">Shields</span><span style="color: #141414"> - This is mainly about Hindering Shield, otherwise ignore it</span></p><p></p><p></p><p><span style="color: #a52a2a">Magic Equipment (Under Construction)</span></p><p></p><p><span style="color: #141414">IMPORTANT NOTE: Remember that when you're considering enchantments for your weapon, armor, and neck slots, you need to ask yourself how long you will have to wait to afford an upgrade in enhancement bonus to get the enchantment you want, how much sooner you could get a vanilla Magic item, and whether the enchantment itself is worth the delay.</span></p><p></p><p><span style="color: #141414">Some of the best enchantments aren't available until paragon; since other enchantments can be pasted over vanilla Magic items later, using vanilla enchantments until the best enchantments are available can save you money overall.</span></p><p></p><p><span style="color: #141414">TLDR: In heroic tier, if your DM prefers giving you money to giving you magic items directly, it's best to use basic Magic armor so that you can upgrade it as early as possible. Heroic tier weapon enchantments are generally worth it, however, unless you're Bloodbond and use a Bow.</span></p><p></p><p></p><p><strong><span style="color: #a52a2a">Armor</span></strong></p><p></p><p><span style="color: #141414">I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. Often, the best armor is the one that is the next half-tier of enchantment.</span></p><p></p><p></p><p></p><p><strong><span style="color: #141414">Level 4+</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Battle Harness </strong></span><span style="color: #141414">(Cloth, Leather, Hide) (D 368) - High initiative is part of being a good Controller, and if you want to pick up any implement powers via multiclass, this will help you cope with only having two hands.</span></p><p></p><p><span style="color: #141414"><strong>Ectoplasmic Armor </strong></span><span style="color: #141414">(Leather, Hide) (PHB 3) - Psychic resistance is pretty decent, and the item power (interrupt an attack and gain insubstantial for a turn) is pretty decent- together it's worth your time.</span></p><p></p><p><span style="color: #33cccc"><strong>Flowform Armor</strong></span></p><p><strong><span style="color: #141414">(Cloth, Leather) (PHB 3)</span></strong><span style="color: #141414"> - The fact that it's an immediate saving throw that doesn't count against the per round immediate action limit makes it worth mentioning- the fact that it's an encounter power makes it the best heroic tier alternative to vanilla Magic Leather.</span></p><p></p><p><strong><span style="color: #141414">Level 5+</span></strong></p><p></p><p><span style="color: #141414">Deathcut Armor (Leather, Hide) (PHB) - Necrotic and poison are very common damage types, especially in ongoing damage form, which is where resistance is most relevant.</span></p><p></p><p><strong><span style="color: #33cccc">Gloaming Armor </span></strong><span style="color: #141414"><strong>(Cloth, Leather, Hide) (MME) RARE</strong></span><span style="color: #141414"> - The item bonus to Stealth is handy if you're into that kind of thing (it's worth being into) and the encounter power(!) is very useful- treat it like an extra use of Feywild Jaunt.</span></p><p></p><p><span style="color: #00ccff">Shadowdance Armor</span><span style="color: #141414"> (Cloth, Leather) (SAC) - This is especially nice if you use a shorter range weapon, but even the crossbow users get stuck in melee occasionally. This is an airtight solution.</span></p><p></p><p><span style="color: #141414"><strong>Level 14+</strong></span></p><p></p><p><strong><span style="color: #00ccff">Armor of Dark Deeds</span></strong><span style="color: #141414"><strong> (Leather, Hide) (AV 2)</strong></span><span style="color: #141414"> - Concealment when you attack with CA is nice. Combine with the Hidden Sniper feat, and then you also have CA when you attack with concealment... and then you... waaaaait a minute!</span></p><p></p><p><span style="color: #33cccc">Greater Armor of Eyes</span><span style="color: #141414"> (Any) (MME) </span><span style="color: #141414"><strong>RARE</strong></span><span style="color: #141414"> - Blind immunity on its own makes this worth picking up. You're well suited to use the Perception bonus, too, especially since now you have Darkvision, heyo.</span></p><p></p><p><span style="color: #141414"><strong>Level 19+</strong></span></p><p></p><p></p><p><strong><span style="color: #9900ff">Great Cat Armor</span></strong> <span style="color: #141414">(Hide) (AV 2) - Particularly nice for Bloodbonders, (who can shift as a Minor action, if you recall) but this is obviously great for any ranged attacker. Does require investing a feat in Hide Armor.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Weapons</strong></span></p><p></p><p><span style="color: #141414">I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the weapon with an additional +1 enhancement bonus.</span></p><p></p><p><span style="color: #141414"><strong>Level 1+:</strong></span></p><p></p><p><strong><span style="color: #9900ff">Distance Weapon</span></strong> <strong><span style="color: #141414">(Any Ranged) (AV)</span></strong><span style="color: #141414"> - Very useful for thrown weapon builds, for whom range is an issue. The weapon enchantment slot is worth more than simply solving this problem; the primary draw here is how marvelously cheap this is. Weapon of Long Range is strictly superior otherwise.</span></p><p></p><p><strong><span style="color: #141414">Level 2+:</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Duelist's Bow</strong></span><strong><span style="color: #141414"> (Bow) (AV 2)</span></strong><span style="color: #141414"> - This is a simple, inexpensive way to grab some extra control, and those are two very important qualities. Most of your control works better against melee targets, but this anti-artillery tool rounds out your control repertoire nicely.</span></p><p></p><p><strong>Dwarven Thrower</strong><span style="color: #141414"><strong> (Axe, Hammer) (D385)</strong></span><span style="color: #141414"> - For people who are attracted to throwing a Warhammer, Mordenkrad or an Executioner's Axe.</span></p><p></p><p><span style="color: #0000ff"><strong>Hungry Spear</strong></span><strong><span style="color: #141414"> (Spear) (AV 2)</span></strong><span style="color: #141414"> - This is required if you want to throw a Greatspear or Gouge, which is not unreasonable. This gets bumped up to Blue because there are a few nice things that work for polearms but not spears.</span></p><p></p><p><strong><span style="color: #0000ff">Rebounding Weapon</span></strong><span style="color: #141414"><strong> (Any Ranged) (AV 2)</strong></span><span style="color: #141414"> - Basically grants you essentially an additional use of Inevitable Shot each encounter, which is nice.</span></p><p></p><p><span style="color: #141414"><strong>Alfsair Spear (Spear) (AV 2)</strong></span><span style="color: #141414"> - This is useful for avoiding MID if you want to powerswap Shaman or Druid. If that's your only concern, you're probably better off with a better enchantment on a Javelin and an off-hand totem. On the other hand... if you poach Magic Stones (Half-elf/Hybrid) you can use this to bring Polearm Momentum into the mix. That build has issues, but it's worth a mention.</span></p><p></p><p><span style="color: #0000ff"><strong>Shock Weapon </strong></span><strong><span style="color: #141414">(Spear) (MME)</span></strong><span style="color: #141414"> - If you want to proc Mark of Storm and you're okay sticking with a Javelin in Heroic, this is cheaper than a Lightning Weapon. Thunderbolt is better in Paragon.</span></p><p></p><p><strong><span style="color: #0000ff">Way-Leader Weapon</span></strong><span style="color: #141414"><strong> (Spear) (MME)</strong></span><span style="color: #141414"> - Kind of a Leader effect, but it's so fantastic that you don't care. As a high Initiative Controller, putting your melee Striker and your Defender adjacent to enemy artillery as soon as an encounter starts is some of the best control you can apply.</span></p><p></p><p><span style="color: #00ccff"><strong>Weapon of Long Range </strong></span><strong><span style="color: #141414">(Any Ranged) (MME)</span></strong><span style="color: #141414"> - See Distance Weapon; this is slightly more expensive for a lot more range. A great deal for a short range thrown weapon like the Net - 2/5 turns into 15/15.</span></p><p></p><p><strong><span style="color: #141414">Level 3+:</span></strong></p><p></p><p><span style="color: #141414"><strong>Armbow (Crossbow) (EPG)</strong></span><span style="color: #141414"> - You shouldn't be a Warforged Seeker, but if you are, this is very nice.</span></p><p></p><p><span style="color: #0000ff"><strong>Frost Weapon</strong></span><strong><span style="color: #141414"> (Any) (PHB)</span></strong><span style="color: #141414"> - Frost Weapon with Gloves of Ice and a Siberys Shard of Merciless Cold can do a lot of damage, which will occasionally be control</span></p><p></p><p><strong><span style="color: #0000ff">Luckblade</span></strong><span style="color: #141414"><strong> (Heavy Blade, Light Blade) (AV)</strong></span><span style="color: #141414"> - This is best as an offhand weapon that you don't upgrade. A daily reroll is handy to help you land that crucial shot.</span></p><p></p><p><span style="color: #800080"><strong>Point-Blank Weapon</strong></span><strong><span style="color: #141414"> (Any Ranged) (AV)</span></strong><span style="color: #141414"> - This weapon does a mediocre job solving a problem that can be solved absolutely by Shadowdance Armor. This is a misuse of your weapon enchant slot, and bears mentioning only because it's the kind of thing people tend to think is a good idea. If you can't get Shadowdance Armor, just stay out of melee.</span></p><p></p><p><strong><span style="color: #0000ff">Screaming Bow</span></strong><span style="color: #141414"><strong> (Bow) (AV 2)</strong></span><span style="color: #141414"> - This is a cheaper alternative to the Lightning Weapon, with the mild disadvantage of requiring that you mostly choose powers that deal untyped damage and the more serious disadvantage of being restricted to a bow. But…also works with Resounding Thunder to enlarge your bursts by 1 each!</span></p><p></p><p><span style="color: #141414"><strong>Seeker Weapon (Any Ranged) (MME)</strong></span><span style="color: #141414"> - Besides being thematically appropriate, this weapon's power is actually much better than it seems at first. Feyjump Shot is easier to use and more disruptive when one of its targets can be out of LoS/E. Still only situationally useful, though.</span></p><p></p><p><span style="color: #0000ff"><strong>Swiftshot Weapon</strong></span><strong><span style="color: #141414"> (Crossbow) (AV)</span></strong><span style="color: #141414"> - This property basically lets you put off Speedloader in early heroic when you most desperately need the few feat slots you have. The Daily power is very nice, even if it is just gravy.</span></p><p></p><p><strong><span style="color: #141414">Targeting Weapon (Bow or Crossbow) (AV 2)</span></strong><span style="color: #141414"> - It's a Leader power, not a Controller one, but it's good enough that it's worth a mention.</span></p><p></p><p><strong><span style="color: #141414">Level 4+:</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Dislocation Weapon</strong></span><strong><span style="color: #141414"> (Heavy Blade, Light Blade) (PHB3)</span></strong><span style="color: #141414"> - Being restricted to the dagger means the range at with this power is limited, but the distance of the teleport is only limited by where you're allies are. The strategic applications here are manifold, but think of this as an anti-Artillery power (of which you don't have many), especially if you have an Aura Defender.</span></p><p></p><p><strong><span style="color: #0000ff">Shielding Blade </span></strong><span style="color: #141414"><strong>(Heavy Blade, Light Blade) (D391)</strong></span><span style="color: #141414"> - A cheap +1 AC in exchange for you off-hand. An excellent trade for many builds.</span></p><p></p><p><span style="color: #141414"><strong>Level 5+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Lightning Weapon</span></strong><span style="color: #141414"><strong> (Any) (PHB)</strong></span><span style="color: #141414"> - Useful only if you can take Mark of Storm, in which case you can use it to add some forced movement to all your attacks, which is fantastic and definitely worth how expensive this is.</span></p><p></p><p><span style="color: #33cccc"><strong>Weapon of Speed</strong></span><strong><span style="color: #141414"> (Any Ranged) (MME) RARE</span></strong><span style="color: #141414"> - Definitely worthy of being called Rare. Scaling initiative boost AND an unconditional Minor action RBA every encounter? Yes, please! This is an example of where a Paragon Path such as Avalanche Hurler, having an unlimited quick draw ability can draw an item to get a free minor action RBA, then sheathe it for their regular weapon.</span></p><p></p><p><strong><span style="color: #141414">Level 8+:</span></strong></p><p></p><p><span style="color: #141414"><strong>Spiderkissed Weapon — </strong></span><span style="color: #141414">all damage Poison, thrown only. Great enchant for a Drow doing poison damage and who has Skulker of Vhaeraun.</span></p><p></p><p><span style="color: #141414"><strong>Level 8+:</strong></span></p><p></p><p><strong><span style="color: #141414">Aura Killer Weapon (Any Melee) (AV2)</span></strong><span style="color: #141414"> - Thrown weapons only. It's hard to recommend an enchant that has nothing but a Daily power, but this is a really useful power. Consider maintaining it as a backup weapon- it activates on a hit, so you can afford to keep it a + behind your main weapon.</span></p><p></p><p><strong><span style="color: #0000ff">Mordant Weapon</span></strong><span style="color: #141414"><strong> — </strong></span><span style="color: #141414">all damage Acid & Poison, thrown only. Great enchant for a Drow doing poison damage and who has Skulker of Vhaeraun. Because Acid too, that’s a slight upgrade.</span></p><p></p><p><span style="color: #141414"><strong>Level 9+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Feyslaughter</span></strong><span style="color: #141414"><strong> (Any) (AV)</strong></span><span style="color: #141414"> - Simple and effective. Enemies who teleport can bypass a lot of the Seeker's best area movement control, and this shuts it down.</span></p><p></p><p><span style="color: #33cccc"><strong>Githyanki Silver Weapon</strong></span><strong><span style="color: #141414"> (Heavy Blade) (MoP)</span></strong><span style="color: #141414"> - This is Drow Long Knife exclusive, and one of the best arguments for using the weapon. Psychic damage means you can proc Psychic Lock, and the Daily banish (save ends) compares favorably to most Seeker Dailies. Really excellent pick.</span></p><p></p><p><strong><span style="color: #141414">Lullaby Weapon (Flail, Hammer, Mace) (AV)</span></strong><span style="color: #141414"> - Worth mentioning simply because the Seeker doesn't get access to a Sleep-like power until level 15. That said, this power isn't very accurate, and doesn't scale well.</span></p><p></p><p><strong><span style="color: #141414">Songbow of Lullabies (Bow, Crossbow) (AV 2)</span></strong><span style="color: #141414"> - Requires another failed saving throw compared to the Lullaby Weapon, but since the power activates on a hit it's harder to say which is more reliable. This version works better as a backup weapon.</span></p><p></p><p><strong><span style="color: #141414">Level 12+:</span></strong></p><p></p><p><span style="color: #141414"><strong>Wyrdwarped Weapon (Any Ranged) (MoP)</strong></span><span style="color: #141414"> - Nothing but a Daily power that lets you teleport your target on a hit. Simple, but good enough to be worth a mention.</span></p><p></p><p><span style="color: #141414"><strong>Level 13+:</strong></span></p><p></p><p><strong><span style="color: #141414">Moonbow (Bow) (D386)</span></strong><span style="color: #141414"> - Are you a Moonbow Dedicate using a shortbow as an implement for Cleric/Invoker powers that you've swapped in? Tight on feats? Pick this up (comes in longbow flavor!) and retrain Moonbow Dedicate.</span></p><p></p><p><strong><span style="color: #141414">Sniper's Weapon (Crossbow) (AV)</span></strong><span style="color: #141414"> - This is campaign dependent- do you really need that much extra range? You might, if your DM likes extremely long range combat. The Daily is a nice accuracy boost.</span></p><p></p><p><strong><span style="color: #33cccc">Thunderbolt Weapon</span></strong><span style="color: #141414"><strong> (Any Ranged) (AV)</strong></span><span style="color: #141414"> - If you were using a Lightning Weapon, upgrade to this to save some cash AND replace a lame Daily power with a great one.</span></p><p></p><p><span style="color: #141414"><strong>Level 14+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Battlemaster's Weapon</span></strong><span style="color: #141414"><strong> (Any) (AV)</strong></span><span style="color: #141414"> - This is premium golfbag fare. Put it in your back pocket and recharge Feyjump Shot when you really need it. Pity it's so high level- it'll be a while longer before you can afford a backup weapon of this caliber.</span></p><p></p><p><span style="color: #33cccc"><strong>Mindiron Weapon</strong></span><strong><span style="color: #141414"> (Bow, Crossbow) (AV)</span></strong><span style="color: #141414"> - Combine with Psychic Lock, and enjoy the accuracy-boost encounter power.</span></p><p></p><p><strong><span style="color: #141414">Transposing Weapon (Any) (AV)</span></strong><span style="color: #141414"> - If your DM likes putting artillery in inaccessible spots, this is tons of fun.</span></p><p></p><p><strong><span style="color: #141414">Voidcrystal Weapon (Any Melee) (AV)</span></strong><span style="color: #141414"> - Nothing going for it except for a Daily power, but that power is a until-next-turn banish that you activate on a hit, and lets you move the target 3 squares on its return without a save against being moved into hindering terrain.</span></p><p></p><p><strong><span style="color: #141414">Wind Weapon (Any Melee) (MME) RARE</span></strong><span style="color: #141414"> - Encounter forced movement power that doesn't cost a Standard is nice- playing Leader with the Agile Opportunist in your party is very nice. Not that Controllerish, but good enough to be worth a mention.</span></p><p></p><p><strong><span style="color: #141414">Level 16+:</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Forceful Weapon </strong></span><strong><span style="color: #141414">(Bow) (AV)</span></strong><span style="color: #141414"> - Instant forced movement on every hit. One of the best arguments for using a bow.</span></p><p></p><p></p><p></p><p><strong><span style="color: #141414">Level 19+:</span></strong></p><p></p><p><span style="color: #141414"><strong>Tenacious Weapon (Any) (AV)</strong></span><span style="color: #141414"> - An encounter power to roll twice on your next attack is nothing to sneer at. You can do much better at this level, though.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Arms</strong></span></p><p></p><p><span style="color: #141414">Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</span></p><p></p><p><span style="color: #141414"><strong>Level 3</strong></span></p><p></p><p><strong><span style="color: #800080">Bracers of the Perfect Shot</span></strong><span style="color: #141414"> (L3/13) (AV 2) - These seem like a good idea- Seekers do RBAs, right? Yes, but until L17 only your At-Will powers should really be RBAs, and there's no epic version of these anyways. Pass.</span></p><p></p><p><strong><span style="color: #33cccc">Phylactery of Action</span></strong><span style="color: #141414"><strong> (L3) (RPGA Village of Hommlet)</strong></span><span style="color: #141414"> - No action encounter save rerolls are fantastic. Downsides include being forced to use it at the end of your turn when you normally roll saves, and being limited to specific conditions which are, admittedly, most of the ones you badly need to save against. Still a really excellent pickup.</span></p><p></p><p><span style="color: #141414"><strong>Level 5</strong></span></p><p></p><p><span style="color: #141414">Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit. </span><span style="color: #0000ff">Better</span><span style="color: #141414"> if you’re getting an item bonus to damage from another source (like Radiant Weapons). </span></p><p></p><p><span style="color: #141414"><strong>Level 6</strong></span></p><p></p><p><strong><span style="color: #33cccc">Bracers of Archery</span></strong><span style="color: #141414"> (L6/16/26) (AV) - If you’re using a bow or a crossbow, this is great use of the arms slot. If you're using a crossbow, have a good chuckle at that Daily power.</span></p><p></p><p><strong><span style="color: #141414">Level 7</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Bracers of Escape</strong></span><strong><span style="color: #141414"> (L7/17/27) (D365) </span></strong><span style="color: #141414">- Daily Interrupt to teleport out of range of a melee attack. Since you don't have utility powers like these like the Ranger does, this is pretty nice.</span></p><p></p><p><strong><span style="color: #141414">Level 15</span></strong></p><p></p><p><span style="color: #33cccc"><strong>Winged Shield</strong></span></p><p><strong><span style="color: #141414">(L15) (D394) </span></strong><span style="color: #141414">- Bam, you have three hands. Light Shield and Superior Crossbow, yes please, why hello there Hindering Shield, how do you do. If you're an Ocular Adept ignore this obviously, as you already have three hands.</span></p><p></p><p><strong><span style="color: #141414">Level 19</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Trollhide Braces</strong></span><span style="color: #141414"> (L19/29) (AV) - Regeneration is always a solid defensive choice.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Feet</strong></span></p><p></p><p><span style="color: #141414">Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</span></p><p></p><p><span style="color: #141414"><strong>Level 2</strong></span></p><p></p><p><span style="color: #0000ff">Acrobat Boots</span><span style="color: #141414"> (AV) - Cheap, and they let you stand up as a minor action (a very useful property). Somewhat diminished in value because of the At-Will skill power that lets you do the same thing, though.</span></p><p></p><p><strong><span style="color: #141414">Level 7</span></strong></p><p></p><p></p><p><span style="color: #0000ff">Boots of the Fencing Master</span><span style="color: #141414"> (AV) - Rewards you for moving around. What's not to like?</span></p><p></p><p><span style="color: #141414"><strong>Level 8</strong></span></p><p></p><p><span style="color: #0000ff">Boarding Boots</span><span style="color: #141414"> (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Seeker. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set such as the quiver. Potentially reasonable to get 5 items if DMs play by the RAW that you only need to have the melee option sheathed or if you like the crossbow enough.</span></p><p></p><p><span style="color: #141414">Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense. </span></p><p></p><p><span style="color: #141414"><strong>Level 9</strong></span></p><p></p><p></p><p><span style="color: #0000ff">Boots of Eagerness</span><span style="color: #141414"> (AV) - Pretty cheap, and they pack a pretty nice mobility-advantage power.</span></p><p></p><p><strong><span style="color: #141414">Level 10</span></strong></p><p></p><p><span style="color: #0000ff">Boots of Sand and Sea</span><span style="color: #141414"> (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. </span></p><p></p><p><span style="color: #141414"><strong>Level 12</strong></span></p><p></p><p><span style="color: #0000ff">Battlestrider Greaves</span><span style="color: #141414"> (PHB) - The cheapest speed boost available for heavy armor users. </span></p><p></p><p><span style="color: #141414">Shadowdancer's Boots (AV 2) - A speed boost for light armor wearers that gets better in darkness is OK, and it's also part of the Shadowdancer's Garb item set.</span></p><p></p><p><span style="color: #141414"><strong>Level 16</strong></span></p><p></p><p></p><p><span style="color: #0000ff">Survivor’s Boots</span><span style="color: #141414"> (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. Glorious for Archers.</span></p><p></p><p><strong><span style="color: #141414">Level 22</span></strong></p><p></p><p></p><p><span style="color: #0000ff">Boots of Speed</span><span style="color: #141414"> (AV) - +2 to speed and a decent power. </span></p><p></p><p><span style="color: #141414"><strong>Level 24</strong></span></p><p></p><p></p><p><span style="color: #00ccff">Boots of Caiphon</span><span style="color: #141414"> (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...</span></p><p></p><p><strong><span style="color: #00ccff">Zephyr Boots</span></strong><span style="color: #141414"><strong> (AV)</strong></span><span style="color: #141414"> - A fly speed. Must I really discuss this further?</span></p><p></p><p><span style="color: #141414"><strong>Level 25</strong></span></p><p></p><p></p><p><span style="color: #0000ff">Sandals of Avandra</span><span style="color: #141414"> (AV) - Expensive, but they allow you to move around quite a bit on an At-Will basis.</span></p><p></p><p><strong><span style="color: #141414">Level 28</span></strong></p><p></p><p></p><p><span style="color: #00ccff">Boots of Teleportation</span><span style="color: #141414"> (AV) - Get them if you can afford them. That is all.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Hands</strong></span></p><p></p><p><span style="color: #141414">Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</span></p><p></p><p><span style="color: #141414"><strong>Level 3</strong></span></p><p></p><p><span style="color: #141414">Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.</span></p><p></p><p><span style="color: #141414"><strong>Level 4</strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of Blood</span></strong><span style="color: #141414"><strong> (AV 2)</strong></span><span style="color: #141414"> - A sweet damage bonus against Bloodied enemies, this is probably your default Hands choice if you don't have something specific in mind.</span></p><p></p><p><span style="color: #141414"><strong>Level 5</strong></span></p><p></p><p><span style="color: #0000ff">Gloves of Recovery</span><span style="color: #141414"> (AV 2) - A consolation attack after a miss is nice (especially after a Twin Strike; the consolation attack may deal more damage than the original). This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.</span></p><p></p><p><strong><span style="color: #141414">Level 8</span></strong></p><p></p><p><span style="color: #141414">Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow. </span></p><p></p><p><strong><span style="color: #141414">Level 10</span></strong></p><p></p><p><span style="color: #141414">Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee. </span></p><p></p><p><span style="color: #0000ff">Dwarven Throwers</span><span style="color: #141414"> (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool. </span></p><p></p><p><span style="color: #0000ff">Strikebacks</span><span style="color: #141414"> (AV) - Though the bonus to Opportunity Attacks likely won't see that much play on you, the free Melee Basic Attack every encounter when you get hit will. A most excellent choice for Seekers who have Str+a melee weapon.</span></p><p></p><p><strong><span style="color: #141414">Level 11</span></strong></p><p></p><p><span style="color: #00ccff">Gloves of Ice</span><span style="color: #141414"> (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.</span></p><p></p><p><span style="color: #0000ff">Shadowdancer's Gloves</span><span style="color: #141414"> (AV 2) - If your Stealth skill is good, +1d6 damage is a nice benefit to have. Being part of the Shadowdancer's Garb item set doesn't hurt, either.</span></p><p></p><p><span style="color: #141414"><strong>Level 13</strong></span></p><p></p><p><span style="color: #141414">Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks. Archers get targeted with them more than Melee Rangers, so they appreciate this a bit more.</span></p><p></p><p><span style="color: #141414"><strong>Level 16</strong></span></p><p></p><p><span style="color: #141414">Gloves of Accuracy (AV) - This is nice to have if your DM likes to put obstacles in the way of your arrows and you have minor actions to burn. </span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Head</strong></span></p><p></p><p><span style="color: #141414">Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</span></p><p></p><p><span style="color: #141414"><strong>Level 2</strong></span></p><p></p><p><span style="color: #0000ff">Eagle Eye Goggles </span><span style="color: #141414">(L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have.</span></p><p></p><p><strong><span style="color: #141414">Level 4</span></strong></p><p></p><p><span style="color: #141414">Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone, and swapping initiative who anyone who rolled high once per day is nice too. </span></p><p></p><p><strong><span style="color: #141414">Level 8</span></strong></p><p></p><p><span style="color: #0000ff">Coif of Mindiron</span><span style="color: #141414"> (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy. </span></p><p></p><p><span style="color: #141414"><strong>Level 9</strong></span></p><p></p><p><span style="color: #141414">Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone! </span></p><p></p><p><span style="color: #141414"><strong>Level 10</strong></span></p><p></p><p><span style="color: #141414">Shadowdancer's Mask (AV 2) - A do-over for a Stealth check is very useful for certain types of Rangers. Being part of the Shadowdancer's Garb item set certainly helps the cause a bit.</span></p><p></p><p><span style="color: #141414"><strong>Level 14</strong></span></p><p></p><p><strong><span style="color: #0000ff">Circlet of Arkhosia</span></strong><span style="color: #141414"><strong> (L14/24) (PHR: DB)</strong></span><span style="color: #141414"> - Making saves at the beginning and end of your turn against certain annoying mental conditions is surely worth a look.</span></p><p></p><p><span style="color: #0000ff"><strong>Helm of Able Defense</strong></span><strong><span style="color: #141414"> (AV 2)</span></strong><span style="color: #141414"> - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.</span></p><p></p><p><strong><span style="color: #141414">Level 15</span></strong></p><p></p><p><span style="color: #0000ff">Carcanet of Psychic Schism</span><span style="color: #141414"> (AV) - Slaps a penalty on you, but it sure beats being incapacitated.</span></p><p></p><p><span style="color: #141414"><strong>Level 21</strong></span></p><p></p><p><span style="color: #00ccff">Coif of Focus</span><span style="color: #141414"> (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.</span></p><p></p><p><strong><span style="color: #141414">Level 22</span></strong></p><p></p><p><span style="color: #0000ff">Helm of Ghostly Defense</span><span style="color: #141414"> (PHB) - Helps you take the sting off your opponent’s hits, and smidge of necrotic resistance to boot.</span></p><p></p><p><span style="color: #141414"><strong>Level 23</strong></span></p><p></p><p><span style="color: #0000ff">Eye of Awareness</span><span style="color: #141414"> (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.</span></p><p></p><p></p><p></p><p><strong><span style="color: #a52a2a">Neck</span></strong></p><p></p><p><span style="color: #141414">I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the weapon with an additional +1 enhancement bonus.</span></p><p></p><p><strong><span style="color: #141414">Level 2+</span></strong></p><p></p><p><span style="color: #141414">Cloak of Resistance (PHB) - Decent resistance for a turn.</span></p><p></p><p><strong><span style="color: #141414">Level 3+</span></strong></p><p></p><p><span style="color: #141414">Baffling Cape (AV 2) - It's on this list because it's part of the Blade Dancer's Regalia item set, since I don't think the power is any good.</span></p><p></p><p><strong><span style="color: #141414">Level 4+</span></strong></p><p></p><p></p><p><span style="color: #0000ff">Cloak of Distortion</span><span style="color: #141414"> (AV) - Forces your enemies to get in close enough for you to engage them if you're Melee, and provide an eternal artillery v. artillery advantage if you're Ranged. </span></p><p></p><p><span style="color: #141414"><strong>Level 8+</strong></span></p><p></p><p><span style="color: #141414">Pavise Charm (AV 2) - The only reason I mention this is because of the Kamestiri Uniform item set; pinning yourself down as a Striker is a big no-no.</span></p><p></p><p><span style="color: #00ccff">Steadfast Amulet</span><span style="color: #141414"> (AV) - This prevents daze or stun. 'Nuff said. </span></p><p></p><p><span style="color: #141414"><strong>Level 9+</strong></span></p><p></p><p><span style="color: #141414">Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily. </span></p><p></p><p><span style="color: #141414">Shadowdancer's Cloak (AV 2) - Lets you squeeze in one more potshot against an unsuspecting opponent. This is also part of the Shadowdancer's Garb item set.</span></p><p></p><p><strong><span style="color: #141414">Level 10+</span></strong></p><p></p><p></p><p><span style="color: #00ccff">Periapt of Cascading Health</span><span style="color: #141414"> (D 369) - Ends one effect per encounter, no questions asked. Win. </span></p><p></p><p><span style="color: #141414"><strong>Level 13+</strong></span></p><p></p><p></p><p><span style="color: #0000ff">Amulet of Scales</span><span style="color: #141414"> (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.</span></p><p></p><p><strong><span style="color: #141414">Level 14+</span></strong></p><p></p><p><span style="color: #141414">Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.</span></p><p></p><p><span style="color: #0000ff">Timeless Locket</span><span style="color: #141414"> (AV 2) - A very tasty bonus to initiative checks that should stack with just about every buff you can have for it. The only downer is that (post-errata) you can't attack with the standard action the Daily power generates.</span></p><p></p><p><strong><span style="color: #141414">Level 15+</span></strong></p><p></p><p></p><p><span style="color: #0000ff">Brooch of Vitality</span><span style="color: #141414"> (AV) - More HP is NICE, especially the Epic Tier versions. </span></p><p></p><p><span style="color: #0000ff">Cloak of Displacement</span><span style="color: #141414"> (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers.</span></p><p></p><p><span style="color: #141414">Necklace of Fireballs (AV) - Defense that packs some decent offense. </span></p><p></p><p><span style="color: #00ccff">Torc of Power Preservation</span><span style="color: #141414"> (AV) - It retains Encounter powers when you use them. Need I really say more?</span></p><p></p><p><strong><span style="color: #141414">Level 30</span></strong></p><p></p><p><span style="color: #0000ff">Scarab of Invulnerability</span><span style="color: #141414"> (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Rings</strong></span></p><p></p><p><span style="color: #141414">Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.</span></p><p></p><p><span style="color: #141414"><strong>Level 13</strong></span></p><p></p><p><span style="color: #0000ff">Ring of Giants</span><span style="color: #141414"> (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.</span></p><p></p><p><strong><span style="color: #141414">Level 14</span></strong></p><p></p><p><span style="color: #141414">Iron Ring of the Dwarf Lords (PHB) - +1 healing surge is a pretty solid benefit. </span></p><p></p><p><span style="color: #141414">Ring of Fury (D 366) - When you're bloodied, you let it be known. My issue with it is mainly that the trigger is hard to control.</span></p><p></p><p><span style="color: #141414"><strong>Level 16</strong></span></p><p></p><p><span style="color: #141414">Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow. </span></p><p></p><p><span style="color: #141414">War Ring (AV) - Adds a little more 'oomph' into your criticals.</span></p><p></p><p><strong><span style="color: #141414">Level 18</span></strong></p><p></p><p><span style="color: #141414">Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance. </span></p><p></p><p><span style="color: #141414">Ring of Ramming (AV) - Hands you a bit more 'oomph' on those Archer pushes should you pick up a Forceful Bow or use Staggering Strike. </span></p><p></p><p><span style="color: #141414"><strong>Level 19</strong></span></p><p></p><p><span style="color: #141414">Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off.</span></p><p></p><p><span style="color: #141414"><strong>Level 20</strong></span></p><p></p><p><span style="color: #0000ff">Ring of Action Reversal</span><span style="color: #141414"> (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.</span></p><p></p><p><strong><span style="color: #141414">Level 21</span></strong></p><p></p><p><span style="color: #0000ff">Ring of Heroic Insight</span><span style="color: #141414"> (AV) - Allows you to buff yourself pretty well once per day. </span></p><p></p><p><span style="color: #141414"><strong>Level 22</strong></span></p><p></p><p><span style="color: #141414">Blink Ring (AV) - Teleportation is nice to have as a Striker. </span></p><p></p><p><span style="color: #141414"><strong>Level 23</strong></span></p><p></p><p><span style="color: #00ccff">Greater Ring of Invisibility</span><span style="color: #141414"> (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow.</span></p><p></p><p><strong><span style="color: #141414">Level 24</span></strong></p><p></p><p></p><p><span style="color: #0000ff">Golden Ring of Teros</span><span style="color: #141414"> (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.</span></p><p></p><p><span style="color: #141414"><strong>Level 26</strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Guarded Will</span></strong><span style="color: #141414"><strong> (AV 2)</strong></span><span style="color: #141414"> - A nice bump to Will defense.</span></p><p></p><p><span style="color: #141414"><strong>Level 27</strong></span></p><p></p><p><span style="color: #141414">Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...</span></p><p></p><p><span style="color: #0000ff">Ring of the Phoenix</span><span style="color: #141414"> (AV) - A pretty sweet revival ability.</span></p><p></p><p><span style="color: #00ccff">Shadow Band</span><span style="color: #141414"> (AV) - You can't really argue against +2 to all defenses as a static property... </span></p><p></p><p><span style="color: #141414"><strong>Level 28</strong></span></p><p></p><p><span style="color: #141414">Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to abuse the Frostcheese combo. </span></p><p></p><p><span style="color: #141414"><strong>Level 29</strong></span></p><p></p><p><span style="color: #00ccff">Ring of Free Time</span><span style="color: #141414"> (AV 2) - Expensive, but the action potential with this and all those minor action attack powers Two-Blade Rangers have (or the Beast’s Melee Basic Attacks) is just nuts, and everyone appreciates having extra actions to work with. And it packs resist all 5. Can't go wrong with this.</span></p><p></p><p><strong><span style="color: #141414">Level 30</span></strong></p><p></p><p></p><p><span style="color: #0000ff">Dauntless Champion’s Ring</span><span style="color: #141414"> (AV 2) - Power recovery is good, though the price tag on this is steep.</span></p><p></p><p><span style="color: #0000ff">Nullifying Ring</span><span style="color: #141414"> (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Waist</strong></span></p><p></p><p><span style="color: #141414">Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</span></p><p></p><p><span style="color: #141414"><strong>Level 8</strong></span></p><p></p><p><span style="color: #141414">Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.</span></p><p></p><p><span style="color: #141414">Belt of Vim (L8/18/28) (AV) - Reinforces what could be your strongest defense or your weakest one, depending on your combat style. </span></p><p></p><p><strong><span style="color: #141414">Level 10</span></strong></p><p></p><p><span style="color: #0000ff">Diamond Cincture</span><span style="color: #141414"> (L10/20/30) (AV 2) - Easy-to-access healing, and a bonus a to Fortitude. Nice.</span></p><p></p><p><span style="color: #141414">Shielding Girdle (AV) - A nice Daily AC buff.</span></p><p></p><p><strong><span style="color: #141414">Level 11</span></strong></p><p></p><p><span style="color: #141414">Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. </span></p><p></p><p><strong><span style="color: #141414">Level 15</span></strong></p><p></p><p><span style="color: #141414">Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills. </span></p><p></p><p><span style="color: #141414">Girdle of the Umber Hulk (L15/25) (AV) - A solid burrow power, and a boost to Fortitude.</span></p><p></p><p><span style="color: #141414"><strong>Level 16</strong></span></p><p></p><p><span style="color: #141414">Girdle of the Dragon (L16/26) (AV) - Fortitude boost, and an OK attack power. </span></p><p></p><p><span style="color: #141414"><strong>Level 18</strong></span></p><p></p><p><span style="color: #0000ff">Belt of Mountain Endurance</span><span style="color: #141414"> (D 365) - Glorious for Strength Seekers. +Str to surge value and an AP benefit, all in one package.</span></p><p></p><p><strong><span style="color: #141414">Level 19</span></strong></p><p></p><p><span style="color: #0000ff">Belt of Breaching</span><span style="color: #141414"> (AV 2) - Healing and teleportation as you transition from kill to kill. That's definitely worth something on a Ranger.</span></p><p></p><p><span style="color: #141414"><strong>Level 23</strong></span></p><p></p><p><span style="color: #0000ff">Belt of Vitality</span><span style="color: #141414"> (AV) - Gets you up when you're down, and boosts Fortitude. Could be worse...</span></p><p></p><p><strong><span style="color: #141414">Level 25</span></strong></p><p></p><p><span style="color: #0000ff">Belt of Titan Strength</span><span style="color: #141414"> (PHB) - A strong Melee buff for one turn, and strong skill bonuses. </span></p><p></p><p><span style="color: #141414"><strong>Level 28</strong></span></p><p></p><p><span style="color: #141414">Sash of Regeneration (L28) (AV 2) - Having regeneration while bloodied is a nice benefit.</span></p><p></p><p></p><p></p><p><span style="color: #a52a2a"><strong>Miscellaneous</strong></span></p><p></p><p><span style="color: #141414">Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section that doesn't follow that progression is available.</span></p><p></p><p></p><p><span style="color: #141414"><strong>Ammunition:</strong></span></p><p><span style="color: #141414"><strong></strong></span><span style="color: #141414">Typically speaking, you want to drop down a half-tier to tier on ammo, so it is then super cheap. If you're, say a level 7 PC using +1 Onslaught Ammo, you’ll barely notice the 25 gold cost. But you might notice the benefits. Also note the ones that type their damage won’t play well with Screaming Bow, though unlikely you’ll use ammo on area bursts.</span></p><p></p><p><span style="color: #141414">Also, as per Adventurer’s Vault 2 page 26, any ammunition can be an arrow, sling or bullet — you can have an Attention Stealing Arrow, Bolt or Bullet.</span></p><p><strong><span style="color: #141414"></span></strong></p><p><strong><span style="color: #141414"></span></strong><span style="color: #141414"><strong>Level 2+</strong></span></p><p><strong>Onslaught</strong><span style="color: #141414"> (AV 2) - In a party of 6, take a -1 to hit, grant a total of +5 to hit on a hit essentially. Basic good stuff overall. Nothing great.</span></p><p></p><p><strong><span style="color: #141414">Level 3+</span></strong></p><p><span style="color: #0000ff"><strong>Attention Stealing Bullet</strong></span><span style="color: #141414">(AV 2) - Mark opponents at range, possibly out of the range they can easily return fire, comes with a punish feature that can do a ton of damage.</span></p><p></p><p><strong>Firestorm Arrow</strong><span style="color: #141414"> (AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously.</span></p><p></p><p><span style="color: #00ccff"><strong>Freezing Arrow</strong></span><span style="color: #141414"> (AV 2) - Extra damage AND slowing? Very nice.</span></p><p></p><p><span style="color: #141414"><strong>Lightning Arrow</strong></span><span style="color: #141414"> (AV 2) - Extra damage is awesome, though this one is a bit behind the other magical ammunition after the errata.</span></p><p></p><p><span style="color: #9900ff"><strong>Spider Bolt</strong></span><span style="color: #141414"> (AV 2) - Slow and not cold = can still work with Screaming Bow</span></p><p></p><p><span style="color: #0000ff"><strong>Surprise Bullet</strong></span><span style="color: #141414"> (AV 2) - Free CA is a pretty nice benefit to have.</span></p><p></p><p><span style="color: #141414"><strong>Level 5+</strong></span></p><p><strong><span style="color: #0000ff">Quarrel of Biting</span></strong><span style="color: #141414"> (AV 2) - A bit high level in each tier, but can be a spectacular high damage effect</span></p><p></p><p><strong><span style="color: #0000ff">Shiver-Strike Ammunition</span></strong><span style="color: #141414"> (AV 2) - kill all the minions</span></p><p></p><p><strong><span style="color: #141414">Level 8+</span></strong></p><p><span style="color: #0000ff"><strong>Dispelling Bolt </strong></span><span style="color: #141414">(AV 2) - when you need this one, you need this one. Kill a zone or conjuration dead.</span></p><p><span style="color: #9900ff"><strong>Bolt of Transit</strong></span> <span style="color: #141414">(AV 2) — teleport adjacent to an enemy after hitting them. Maybe some positioning usefulness?</span></p><p><strong><span style="color: #141414">Reaving Ammunition</span></strong><span style="color: #141414">(AV 2) — eventually does some significant damage at likely a cost of -1 to hit</span></p><p><strong><span style="color: #141414">Space Shifting Bolt</span></strong><span style="color: #141414"> (AV 2) — teleport opponents a bit, could be useful in some combats, but mimics effects that one already really has usually</span></p><p><strong><span style="color: #141414">Summoning Bullet</span></strong><span style="color: #141414"> (AV 2) — teleport your ally next to an opponent, could be useful, particularly with powers such as Rabid Shot</span></p><p></p><p><strong><span style="color: #141414">Level 9+</span></strong></p><p><span style="color: #0000ff"><strong>Forbiddence Bolt </strong></span><span style="color: #141414">(AV 2) — good toolkit arrow to stop teleporting enemies from ruining your control</span></p><p></p><p><span style="color: #141414"><strong>Level 10+</strong></span></p><p><strong><span style="color: #00ccff">Dual Arrow</span></strong><span style="color: #141414"> (D 373) - REROLLS, you say?! Now this is what I'm talking about! This is worth it, even down a tier, maybe even a tier and a half. A Reroll typically is worth about a +4 to hit and gives a better crit chance.</span></p><p></p><p><strong><span style="color: #141414">Level 12+</span></strong></p><p><span style="color: #0000ff"><strong>Foe-Seeker Ammo</strong></span><span style="color: #141414"> (MME) - Great for those attacks that are worthless on a miss, but you want the effect regardless such as Rabid Shot</span></p><p></p><p><span style="color: #141414"><strong>Level 14+</strong></span></p><p><strong><span style="color: #0000ff">Stonehold</span></strong><span style="color: #141414"> (MME) - Immobilize on a hit, great stuff to layer on in high Paragon+</span></p><p></p><p></p><p></p><p><strong><span style="color: #141414">Dragonshard Augments:</span></strong></p><p></p><p><span style="color: #141414"><strong>Level 2</strong></span></p><p></p><p></p><p><strong><span style="color: #0000ff">Eberron Shard of Lightning</span></strong><span style="color: #141414"> (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.</span></p><p></p><p><strong><span style="color: #0000ff">Khyber Shard of the Fiery Depth</span></strong><span style="color: #141414"> (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.</span></p><p></p><p><strong><span style="color: #00ccff">Siberys Shard of Merciless Cold</span></strong> <span style="color: #141414">(L2/12/22) (EPG) - Yet another reason to like Frost weapons.</span></p><p></p><p><span style="color: #141414"><strong>Level 3</strong></span></p><p></p><p></p><p><strong><span style="color: #0000ff">Siberys Shard of Radiance</span></strong> <span style="color: #141414">(L3/13/23) (EPG) - Another selling point for the Radiant weapon.</span></p><p></p><p><span style="color: #0000ff"><strong>Siberys Shard of Mage</strong></span><span style="color: #141414"> (L3/13/23) (EPG) - for a Seeker using a lot of Implement Powers</span></p><p></p><p></p><p><span style="color: #141414"><strong>Wondrous Items:</strong></span></p><p></p><p><strong><span style="color: #141414">Level 5</span></strong></p><p></p><p></p><p><span style="color: #0000ff"><strong>Power Jewel</strong></span><span style="color: #141414"> (AV) - A pain-free way to recharge a low-level Encounter power, which is nice to have... until you retrain all of them away.</span></p><p></p><p></p><p><span style="color: #141414"><strong>Level 9</strong></span></p><p></p><p></p><p><strong><span style="color: #00ccff">Backlash Tattoo</span></strong> <span style="color: #141414">(AV 2) - A free basic attack every encounter is a nice revenge sort of ability.</span></p><p></p><p><strong>Endless Quiver</strong><span style="color: #141414"> (AV 2) - Endless ammo for Archers. Useful, but campaign dependent as to how necessary? To boot, it's part of the Kamestiri Uniform item set.</span></p><p></p><p><span style="color: #141414"><strong>Level 10</strong></span></p><p></p><p><strong><span style="color: #0000ff">Salve of Power</span></strong><span style="color: #141414"><strong> (AV)</strong></span><span style="color: #141414"> - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.</span></p><p></p><p><span style="color: #141414"><strong>Level 11</strong></span></p><p></p><p><strong><span style="color: #00ccff">Dice of Auspicious Fortune </span></strong><span style="color: #141414"><strong>(D 381)</strong></span><span style="color: #141414"> - Gives you more chances to roll the number you really need.</span></p><p></p><p><span style="color: #141414"><strong>Level 12</strong></span></p><p></p><p><strong>Foe Stone</strong><span style="color: #141414"> (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?</span></p><p></p><p><strong><span style="color: #9900ff">Stone of Earth</span></strong> <strong><span style="color: #141414">(AV 2)</span></strong><span style="color: #141414"> - A very nice reroll for someone using the melee/ranged powers of Seeker</span></p><p></p><p><strong><span style="color: #00ccff">Stone of Flame</span></strong><span style="color: #141414"><strong> (AV 2)</strong></span><span style="color: #141414"> - Fire lovers want one of these around.</span></p><p></p><p><span style="color: #00ccff"><strong>Stone of Light</strong></span><strong><span style="color: #141414"> (AV 2)</span></strong><span style="color: #141414"> - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.</span></p><p></p><p><strong><span style="color: #00ccff">Stone of Spirit</span></strong><span style="color: #141414"><strong> (AV 2)</strong></span><span style="color: #141414"> - If you're partaking in Psychic attack support, a reroll is good stuff.</span></p><p></p><p><span style="color: #00ccff"><strong>Stone of Storms </strong></span><strong><span style="color: #141414">(AV 2)</span></strong><span style="color: #141414"> - If lightning and thunder are your elements of choice, this is good to have.</span></p><p></p><p><strong><span style="color: #00ccff">Stone of Wind</span></strong><span style="color: #141414"><strong> (AV 2)</strong></span><span style="color: #141414"> - A do-over on a Ranged attack is a nice thing to have.</span></p><p></p><p><span style="color: #141414"><strong>Level 16</strong></span></p><p></p><p></p><p><strong><span style="color: #0000ff">Solitaire (Aquamarine)</span></strong><span style="color: #141414"> (AV) - Free attacks after a critical are nice.</span></p><p></p><p><strong><span style="color: #141414">Level 21</span></strong></p><p></p><p><span style="color: #141414"><strong>Solitaire (Cerulean)</strong></span><span style="color: #141414"> (AV) - Expensive, but getting rid of (save ends) effects this easily should be.</span></p><p></p><p><span style="color: #141414"><strong>Level 26</strong></span></p><p></p><p><strong><span style="color: #0000ff">Solitaire (Violet)</span></strong> <span style="color: #141414">(AV) - Free AP’s after a crit are awesome, but the price tag is very hefty.</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 9895965, member: 12749"] [b][color=#141414]Basic Gear[/color][/b][color=#141414][b][/b][/color] [b][color=#141414]Armor[/color][/b][color=#141414][/color] [color=#0000ff]Leather[/color][color=#141414] - It's a little flimsy, but it's perfectly serviceable, it comes with good enchantments, and you have to sacrifice nothing to get it.[/color] [color=#9900ff]Hide [/color][color=#141414]- The light armor with the highest AC, but almost certainly not worth a feat nor the ability score requirements. For most Seekers, this is not worth it.[/color] [color=#800080]Shields[/color][color=#141414] - This is mainly about Hindering Shield, otherwise ignore it[/color] [color=#a52a2a]Magic Equipment (Under Construction)[/color] [color=#141414]IMPORTANT NOTE: Remember that when you're considering enchantments for your weapon, armor, and neck slots, you need to ask yourself how long you will have to wait to afford an upgrade in enhancement bonus to get the enchantment you want, how much sooner you could get a vanilla Magic item, and whether the enchantment itself is worth the delay.[/color] [color=#141414]Some of the best enchantments aren't available until paragon; since other enchantments can be pasted over vanilla Magic items later, using vanilla enchantments until the best enchantments are available can save you money overall.[/color] [color=#141414]TLDR: In heroic tier, if your DM prefers giving you money to giving you magic items directly, it's best to use basic Magic armor so that you can upgrade it as early as possible. Heroic tier weapon enchantments are generally worth it, however, unless you're Bloodbond and use a Bow.[/color] [b][color=#a52a2a]Armor[/color][/b] [color=#141414]I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. Often, the best armor is the one that is the next half-tier of enchantment.[/color] [b][color=#141414]Level 4+[/color][/b] [color=#0000ff][b]Battle Harness [/b][/color][color=#141414](Cloth, Leather, Hide) (D 368) - High initiative is part of being a good Controller, and if you want to pick up any implement powers via multiclass, this will help you cope with only having two hands.[/color] [color=#141414][b]Ectoplasmic Armor [/b][/color][color=#141414](Leather, Hide) (PHB 3) - Psychic resistance is pretty decent, and the item power (interrupt an attack and gain insubstantial for a turn) is pretty decent- together it's worth your time.[/color] [color=#33cccc][b]Flowform Armor[/b][/color] [b][color=#141414](Cloth, Leather) (PHB 3)[/color][/b][color=#141414] - The fact that it's an immediate saving throw that doesn't count against the per round immediate action limit makes it worth mentioning- the fact that it's an encounter power makes it the best heroic tier alternative to vanilla Magic Leather.[/color] [b][color=#141414]Level 5+[/color][/b] [color=#141414]Deathcut Armor (Leather, Hide) (PHB) - Necrotic and poison are very common damage types, especially in ongoing damage form, which is where resistance is most relevant.[/color] [b][color=#33cccc]Gloaming Armor [/color][/b][color=#141414][b](Cloth, Leather, Hide) (MME) RARE[/b][/color][color=#141414] - The item bonus to Stealth is handy if you're into that kind of thing (it's worth being into) and the encounter power(!) is very useful- treat it like an extra use of Feywild Jaunt.[/color] [color=#00ccff]Shadowdance Armor[/color][color=#141414] (Cloth, Leather) (SAC) - This is especially nice if you use a shorter range weapon, but even the crossbow users get stuck in melee occasionally. This is an airtight solution.[/color] [color=#141414][b]Level 14+[/b][/color] [b][color=#00ccff]Armor of Dark Deeds[/color][/b][color=#141414][b] (Leather, Hide) (AV 2)[/b][/color][color=#141414] - Concealment when you attack with CA is nice. Combine with the Hidden Sniper feat, and then you also have CA when you attack with concealment... and then you... waaaaait a minute![/color] [color=#33cccc]Greater Armor of Eyes[/color][color=#141414] (Any) (MME) [/color][color=#141414][b]RARE[/b][/color][color=#141414] - Blind immunity on its own makes this worth picking up. You're well suited to use the Perception bonus, too, especially since now you have Darkvision, heyo.[/color] [color=#141414][b]Level 19+[/b][/color] [b][color=#9900ff]Great Cat Armor[/color][/b][color=#9900ff] [/color][color=#141414](Hide) (AV 2) - Particularly nice for Bloodbonders, (who can shift as a Minor action, if you recall) but this is obviously great for any ranged attacker. Does require investing a feat in Hide Armor.[/color] [color=#a52a2a][b]Weapons[/b][/color] [color=#141414]I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the weapon with an additional +1 enhancement bonus.[/color] [color=#141414][b]Level 1+:[/b][/color] [b][color=#9900ff]Distance Weapon[/color][/b][color=#0000ff][b] [/b][/color][b][color=#141414](Any Ranged) (AV)[/color][/b][color=#141414] - Very useful for thrown weapon builds, for whom range is an issue. The weapon enchantment slot is worth more than simply solving this problem; the primary draw here is how marvelously cheap this is. Weapon of Long Range is strictly superior otherwise.[/color] [b][color=#141414]Level 2+:[/color][/b] [color=#0000ff][b]Duelist's Bow[/b][/color][b][color=#141414] (Bow) (AV 2)[/color][/b][color=#141414] - This is a simple, inexpensive way to grab some extra control, and those are two very important qualities. Most of your control works better against melee targets, but this anti-artillery tool rounds out your control repertoire nicely.[/color] [b]Dwarven Thrower[/b][color=#141414][b] (Axe, Hammer) (D385)[/b][/color][color=#141414] - For people who are attracted to throwing a Warhammer, Mordenkrad or an Executioner's Axe.[/color] [color=#0000ff][b]Hungry Spear[/b][/color][b][color=#141414] (Spear) (AV 2)[/color][/b][color=#141414] - This is required if you want to throw a Greatspear or Gouge, which is not unreasonable. This gets bumped up to Blue because there are a few nice things that work for polearms but not spears.[/color] [b][color=#0000ff]Rebounding Weapon[/color][/b][color=#141414][b] (Any Ranged) (AV 2)[/b][/color][color=#141414] - Basically grants you essentially an additional use of Inevitable Shot each encounter, which is nice.[/color] [color=#141414][b]Alfsair Spear (Spear) (AV 2)[/b][/color][color=#141414] - This is useful for avoiding MID if you want to powerswap Shaman or Druid. If that's your only concern, you're probably better off with a better enchantment on a Javelin and an off-hand totem. On the other hand... if you poach Magic Stones (Half-elf/Hybrid) you can use this to bring Polearm Momentum into the mix. That build has issues, but it's worth a mention.[/color] [color=#0000ff][b]Shock Weapon [/b][/color][b][color=#141414](Spear) (MME)[/color][/b][color=#141414] - If you want to proc Mark of Storm and you're okay sticking with a Javelin in Heroic, this is cheaper than a Lightning Weapon. Thunderbolt is better in Paragon.[/color] [b][color=#0000ff]Way-Leader Weapon[/color][/b][color=#141414][b] (Spear) (MME)[/b][/color][color=#141414] - Kind of a Leader effect, but it's so fantastic that you don't care. As a high Initiative Controller, putting your melee Striker and your Defender adjacent to enemy artillery as soon as an encounter starts is some of the best control you can apply.[/color] [color=#00ccff][b]Weapon of Long Range [/b][/color][b][color=#141414](Any Ranged) (MME)[/color][/b][color=#141414] - See Distance Weapon; this is slightly more expensive for a lot more range. A great deal for a short range thrown weapon like the Net - 2/5 turns into 15/15.[/color] [b][color=#141414]Level 3+:[/color][/b] [color=#141414][b]Armbow (Crossbow) (EPG)[/b][/color][color=#141414] - You shouldn't be a Warforged Seeker, but if you are, this is very nice.[/color] [color=#0000ff][b]Frost Weapon[/b][/color][b][color=#141414] (Any) (PHB)[/color][/b][color=#141414] - Frost Weapon with Gloves of Ice and a Siberys Shard of Merciless Cold can do a lot of damage, which will occasionally be control[/color] [b][color=#0000ff]Luckblade[/color][/b][color=#141414][b] (Heavy Blade, Light Blade) (AV)[/b][/color][color=#141414] - This is best as an offhand weapon that you don't upgrade. A daily reroll is handy to help you land that crucial shot.[/color] [color=#800080][b]Point-Blank Weapon[/b][/color][b][color=#141414] (Any Ranged) (AV)[/color][/b][color=#141414] - This weapon does a mediocre job solving a problem that can be solved absolutely by Shadowdance Armor. This is a misuse of your weapon enchant slot, and bears mentioning only because it's the kind of thing people tend to think is a good idea. If you can't get Shadowdance Armor, just stay out of melee.[/color] [b][color=#0000ff]Screaming Bow[/color][/b][color=#141414][b] (Bow) (AV 2)[/b][/color][color=#141414] - This is a cheaper alternative to the Lightning Weapon, with the mild disadvantage of requiring that you mostly choose powers that deal untyped damage and the more serious disadvantage of being restricted to a bow. But…also works with Resounding Thunder to enlarge your bursts by 1 each![/color] [color=#141414][b]Seeker Weapon (Any Ranged) (MME)[/b][/color][color=#141414] - Besides being thematically appropriate, this weapon's power is actually much better than it seems at first. Feyjump Shot is easier to use and more disruptive when one of its targets can be out of LoS/E. Still only situationally useful, though.[/color] [color=#0000ff][b]Swiftshot Weapon[/b][/color][b][color=#141414] (Crossbow) (AV)[/color][/b][color=#141414] - This property basically lets you put off Speedloader in early heroic when you most desperately need the few feat slots you have. The Daily power is very nice, even if it is just gravy.[/color] [b][color=#141414]Targeting Weapon (Bow or Crossbow) (AV 2)[/color][/b][color=#141414] - It's a Leader power, not a Controller one, but it's good enough that it's worth a mention.[/color] [b][color=#141414]Level 4+:[/color][/b] [color=#0000ff][b]Dislocation Weapon[/b][/color][b][color=#141414] (Heavy Blade, Light Blade) (PHB3)[/color][/b][color=#141414] - Being restricted to the dagger means the range at with this power is limited, but the distance of the teleport is only limited by where you're allies are. The strategic applications here are manifold, but think of this as an anti-Artillery power (of which you don't have many), especially if you have an Aura Defender.[/color] [b][color=#0000ff]Shielding Blade [/color][/b][color=#141414][b](Heavy Blade, Light Blade) (D391)[/b][/color][color=#141414] - A cheap +1 AC in exchange for you off-hand. An excellent trade for many builds.[/color] [color=#141414][b]Level 5+:[/b][/color] [b][color=#0000ff]Lightning Weapon[/color][/b][color=#141414][b] (Any) (PHB)[/b][/color][color=#141414] - Useful only if you can take Mark of Storm, in which case you can use it to add some forced movement to all your attacks, which is fantastic and definitely worth how expensive this is.[/color] [color=#33cccc][b]Weapon of Speed[/b][/color][b][color=#141414] (Any Ranged) (MME) RARE[/color][/b][color=#141414] - Definitely worthy of being called Rare. Scaling initiative boost AND an unconditional Minor action RBA every encounter? Yes, please! This is an example of where a Paragon Path such as Avalanche Hurler, having an unlimited quick draw ability can draw an item to get a free minor action RBA, then sheathe it for their regular weapon.[/color] [b][color=#141414]Level 8+:[/color][/b] [color=#141414][b]Spiderkissed Weapon — [/b][/color][color=#141414]all damage Poison, thrown only. Great enchant for a Drow doing poison damage and who has Skulker of Vhaeraun.[/color] [color=#141414][b]Level 8+:[/b][/color] [b][color=#141414]Aura Killer Weapon (Any Melee) (AV2)[/color][/b][color=#141414] - Thrown weapons only. It's hard to recommend an enchant that has nothing but a Daily power, but this is a really useful power. Consider maintaining it as a backup weapon- it activates on a hit, so you can afford to keep it a + behind your main weapon.[/color] [b][color=#0000ff]Mordant Weapon[/color][/b][color=#141414][b] — [/b][/color][color=#141414]all damage Acid & Poison, thrown only. Great enchant for a Drow doing poison damage and who has Skulker of Vhaeraun. Because Acid too, that’s a slight upgrade.[/color] [color=#141414][b]Level 9+:[/b][/color] [b][color=#0000ff]Feyslaughter[/color][/b][color=#141414][b] (Any) (AV)[/b][/color][color=#141414] - Simple and effective. Enemies who teleport can bypass a lot of the Seeker's best area movement control, and this shuts it down.[/color] [color=#33cccc][b]Githyanki Silver Weapon[/b][/color][b][color=#141414] (Heavy Blade) (MoP)[/color][/b][color=#141414] - This is Drow Long Knife exclusive, and one of the best arguments for using the weapon. Psychic damage means you can proc Psychic Lock, and the Daily banish (save ends) compares favorably to most Seeker Dailies. Really excellent pick.[/color] [b][color=#141414]Lullaby Weapon (Flail, Hammer, Mace) (AV)[/color][/b][color=#141414] - Worth mentioning simply because the Seeker doesn't get access to a Sleep-like power until level 15. That said, this power isn't very accurate, and doesn't scale well.[/color] [b][color=#141414]Songbow of Lullabies (Bow, Crossbow) (AV 2)[/color][/b][color=#141414] - Requires another failed saving throw compared to the Lullaby Weapon, but since the power activates on a hit it's harder to say which is more reliable. This version works better as a backup weapon.[/color] [b][color=#141414]Level 12+:[/color][/b] [color=#141414][b]Wyrdwarped Weapon (Any Ranged) (MoP)[/b][/color][color=#141414] - Nothing but a Daily power that lets you teleport your target on a hit. Simple, but good enough to be worth a mention.[/color] [color=#141414][b]Level 13+:[/b][/color] [b][color=#141414]Moonbow (Bow) (D386)[/color][/b][color=#141414] - Are you a Moonbow Dedicate using a shortbow as an implement for Cleric/Invoker powers that you've swapped in? Tight on feats? Pick this up (comes in longbow flavor!) and retrain Moonbow Dedicate.[/color] [b][color=#141414]Sniper's Weapon (Crossbow) (AV)[/color][/b][color=#141414] - This is campaign dependent- do you really need that much extra range? You might, if your DM likes extremely long range combat. The Daily is a nice accuracy boost.[/color] [b][color=#33cccc]Thunderbolt Weapon[/color][/b][color=#141414][b] (Any Ranged) (AV)[/b][/color][color=#141414] - If you were using a Lightning Weapon, upgrade to this to save some cash AND replace a lame Daily power with a great one.[/color] [color=#141414][b]Level 14+:[/b][/color] [b][color=#0000ff]Battlemaster's Weapon[/color][/b][color=#141414][b] (Any) (AV)[/b][/color][color=#141414] - This is premium golfbag fare. Put it in your back pocket and recharge Feyjump Shot when you really need it. Pity it's so high level- it'll be a while longer before you can afford a backup weapon of this caliber.[/color] [color=#33cccc][b]Mindiron Weapon[/b][/color][b][color=#141414] (Bow, Crossbow) (AV)[/color][/b][color=#141414] - Combine with Psychic Lock, and enjoy the accuracy-boost encounter power.[/color] [b][color=#141414]Transposing Weapon (Any) (AV)[/color][/b][color=#141414] - If your DM likes putting artillery in inaccessible spots, this is tons of fun.[/color] [b][color=#141414]Voidcrystal Weapon (Any Melee) (AV)[/color][/b][color=#141414] - Nothing going for it except for a Daily power, but that power is a until-next-turn banish that you activate on a hit, and lets you move the target 3 squares on its return without a save against being moved into hindering terrain.[/color] [b][color=#141414]Wind Weapon (Any Melee) (MME) RARE[/color][/b][color=#141414] - Encounter forced movement power that doesn't cost a Standard is nice- playing Leader with the Agile Opportunist in your party is very nice. Not that Controllerish, but good enough to be worth a mention.[/color] [b][color=#141414]Level 16+:[/color][/b] [color=#0000ff][b]Forceful Weapon [/b][/color][b][color=#141414](Bow) (AV)[/color][/b][color=#141414] - Instant forced movement on every hit. One of the best arguments for using a bow.[/color] [b][color=#141414]Level 19+:[/color][/b] [color=#141414][b]Tenacious Weapon (Any) (AV)[/b][/color][color=#141414] - An encounter power to roll twice on your next attack is nothing to sneer at. You can do much better at this level, though.[/color] [color=#a52a2a][b]Arms[/b][/color] [color=#141414]Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.[/color] [color=#141414][b]Level 3[/b][/color] [b][color=#800080]Bracers of the Perfect Shot[/color][/b][color=#141414] (L3/13) (AV 2) - These seem like a good idea- Seekers do RBAs, right? Yes, but until L17 only your At-Will powers should really be RBAs, and there's no epic version of these anyways. Pass.[/color] [b][color=#33cccc]Phylactery of Action[/color][/b][color=#141414][b] (L3) (RPGA Village of Hommlet)[/b][/color][color=#141414] - No action encounter save rerolls are fantastic. Downsides include being forced to use it at the end of your turn when you normally roll saves, and being limited to specific conditions which are, admittedly, most of the ones you badly need to save against. Still a really excellent pickup.[/color] [color=#141414][b]Level 5[/b][/color] [color=#141414]Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit. [/color][color=#0000ff]Better[/color][color=#141414] if you’re getting an item bonus to damage from another source (like Radiant Weapons). [/color] [color=#141414][b]Level 6[/b][/color] [b][color=#33cccc]Bracers of Archery[/color][/b][color=#141414] (L6/16/26) (AV) - If you’re using a bow or a crossbow, this is great use of the arms slot. If you're using a crossbow, have a good chuckle at that Daily power.[/color] [b][color=#141414]Level 7[/color][/b] [color=#0000ff][b]Bracers of Escape[/b][/color][b][color=#141414] (L7/17/27) (D365) [/color][/b][color=#141414]- Daily Interrupt to teleport out of range of a melee attack. Since you don't have utility powers like these like the Ranger does, this is pretty nice.[/color] [b][color=#141414]Level 15[/color][/b] [color=#33cccc][b]Winged Shield[/b][/color] [b][color=#141414](L15) (D394) [/color][/b][color=#141414]- Bam, you have three hands. Light Shield and Superior Crossbow, yes please, why hello there Hindering Shield, how do you do. If you're an Ocular Adept ignore this obviously, as you already have three hands.[/color] [b][color=#141414]Level 19[/color][/b] [color=#0000ff][b]Trollhide Braces[/b][/color][color=#141414] (L19/29) (AV) - Regeneration is always a solid defensive choice.[/color] [color=#a52a2a][b]Feet[/b][/color] [color=#141414]Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.[/color] [color=#141414][b]Level 2[/b][/color] [color=#0000ff]Acrobat Boots[/color][color=#141414] (AV) - Cheap, and they let you stand up as a minor action (a very useful property). Somewhat diminished in value because of the At-Will skill power that lets you do the same thing, though.[/color] [b][color=#141414]Level 7[/color][/b] [color=#0000ff]Boots of the Fencing Master[/color][color=#141414] (AV) - Rewards you for moving around. What's not to like?[/color] [color=#141414][b]Level 8[/b][/color] [color=#0000ff]Boarding Boots[/color][color=#141414] (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Seeker. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set such as the quiver. Potentially reasonable to get 5 items if DMs play by the RAW that you only need to have the melee option sheathed or if you like the crossbow enough.[/color] [color=#141414]Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense. [/color] [color=#141414][b]Level 9[/b][/color] [color=#0000ff]Boots of Eagerness[/color][color=#141414] (AV) - Pretty cheap, and they pack a pretty nice mobility-advantage power.[/color] [b][color=#141414]Level 10[/color][/b] [color=#0000ff]Boots of Sand and Sea[/color][color=#141414] (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. [/color] [color=#141414][b]Level 12[/b][/color] [color=#0000ff]Battlestrider Greaves[/color][color=#141414] (PHB) - The cheapest speed boost available for heavy armor users. [/color] [color=#141414]Shadowdancer's Boots (AV 2) - A speed boost for light armor wearers that gets better in darkness is OK, and it's also part of the Shadowdancer's Garb item set.[/color] [color=#141414][b]Level 16[/b][/color] [color=#0000ff]Survivor’s Boots[/color][color=#141414] (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. Glorious for Archers.[/color] [b][color=#141414]Level 22[/color][/b] [color=#0000ff]Boots of Speed[/color][color=#141414] (AV) - +2 to speed and a decent power. [/color] [color=#141414][b]Level 24[/b][/color] [color=#00ccff]Boots of Caiphon[/color][color=#141414] (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...[/color] [b][color=#00ccff]Zephyr Boots[/color][/b][color=#141414][b] (AV)[/b][/color][color=#141414] - A fly speed. Must I really discuss this further?[/color] [color=#141414][b]Level 25[/b][/color] [color=#0000ff]Sandals of Avandra[/color][color=#141414] (AV) - Expensive, but they allow you to move around quite a bit on an At-Will basis.[/color] [b][color=#141414]Level 28[/color][/b] [color=#00ccff]Boots of Teleportation[/color][color=#141414] (AV) - Get them if you can afford them. That is all.[/color] [color=#a52a2a][b]Hands[/b][/color] [color=#141414]Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.[/color] [color=#141414][b]Level 3[/b][/color] [color=#141414]Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.[/color] [color=#141414][b]Level 4[/b][/color] [b][color=#0000ff]Gauntlets of Blood[/color][/b][color=#141414][b] (AV 2)[/b][/color][color=#141414] - A sweet damage bonus against Bloodied enemies, this is probably your default Hands choice if you don't have something specific in mind.[/color] [color=#141414][b]Level 5[/b][/color] [color=#0000ff]Gloves of Recovery[/color][color=#141414] (AV 2) - A consolation attack after a miss is nice (especially after a Twin Strike; the consolation attack may deal more damage than the original). This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.[/color] [b][color=#141414]Level 8[/color][/b] [color=#141414]Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow. [/color] [b][color=#141414]Level 10[/color][/b] [color=#141414]Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee. [/color] [color=#0000ff]Dwarven Throwers[/color][color=#141414] (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool. [/color] [color=#0000ff]Strikebacks[/color][color=#141414] (AV) - Though the bonus to Opportunity Attacks likely won't see that much play on you, the free Melee Basic Attack every encounter when you get hit will. A most excellent choice for Seekers who have Str+a melee weapon.[/color] [b][color=#141414]Level 11[/color][/b] [color=#00ccff]Gloves of Ice[/color][color=#141414] (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.[/color] [color=#0000ff]Shadowdancer's Gloves[/color][color=#141414] (AV 2) - If your Stealth skill is good, +1d6 damage is a nice benefit to have. Being part of the Shadowdancer's Garb item set doesn't hurt, either.[/color] [color=#141414][b]Level 13[/b][/color] [color=#141414]Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks. Archers get targeted with them more than Melee Rangers, so they appreciate this a bit more.[/color] [color=#141414][b]Level 16[/b][/color] [color=#141414]Gloves of Accuracy (AV) - This is nice to have if your DM likes to put obstacles in the way of your arrows and you have minor actions to burn. [/color] [color=#a52a2a][b]Head[/b][/color] [color=#141414]Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.[/color] [color=#141414][b]Level 2[/b][/color] [color=#0000ff]Eagle Eye Goggles [/color][color=#141414](L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have.[/color] [b][color=#141414]Level 4[/color][/b] [color=#141414]Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone, and swapping initiative who anyone who rolled high once per day is nice too. [/color] [b][color=#141414]Level 8[/color][/b] [color=#0000ff]Coif of Mindiron[/color][color=#141414] (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy. [/color] [color=#141414][b]Level 9[/b][/color] [color=#141414]Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone! [/color] [color=#141414][b]Level 10[/b][/color] [color=#141414]Shadowdancer's Mask (AV 2) - A do-over for a Stealth check is very useful for certain types of Rangers. Being part of the Shadowdancer's Garb item set certainly helps the cause a bit.[/color] [color=#141414][b]Level 14[/b][/color] [b][color=#0000ff]Circlet of Arkhosia[/color][/b][color=#141414][b] (L14/24) (PHR: DB)[/b][/color][color=#141414] - Making saves at the beginning and end of your turn against certain annoying mental conditions is surely worth a look.[/color] [color=#0000ff][b]Helm of Able Defense[/b][/color][b][color=#141414] (AV 2)[/color][/b][color=#141414] - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.[/color] [b][color=#141414]Level 15[/color][/b] [color=#0000ff]Carcanet of Psychic Schism[/color][color=#141414] (AV) - Slaps a penalty on you, but it sure beats being incapacitated.[/color] [color=#141414][b]Level 21[/b][/color] [color=#00ccff]Coif of Focus[/color][color=#141414] (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.[/color] [b][color=#141414]Level 22[/color][/b] [color=#0000ff]Helm of Ghostly Defense[/color][color=#141414] (PHB) - Helps you take the sting off your opponent’s hits, and smidge of necrotic resistance to boot.[/color] [color=#141414][b]Level 23[/b][/color] [color=#0000ff]Eye of Awareness[/color][color=#141414] (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.[/color] [b][color=#a52a2a]Neck[/color][/b] [color=#141414]I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the weapon with an additional +1 enhancement bonus.[/color] [b][color=#141414]Level 2+[/color][/b] [color=#141414]Cloak of Resistance (PHB) - Decent resistance for a turn.[/color] [b][color=#141414]Level 3+[/color][/b] [color=#141414]Baffling Cape (AV 2) - It's on this list because it's part of the Blade Dancer's Regalia item set, since I don't think the power is any good.[/color] [b][color=#141414]Level 4+[/color][/b] [color=#0000ff]Cloak of Distortion[/color][color=#141414] (AV) - Forces your enemies to get in close enough for you to engage them if you're Melee, and provide an eternal artillery v. artillery advantage if you're Ranged. [/color] [color=#141414][b]Level 8+[/b][/color] [color=#141414]Pavise Charm (AV 2) - The only reason I mention this is because of the Kamestiri Uniform item set; pinning yourself down as a Striker is a big no-no.[/color] [color=#00ccff]Steadfast Amulet[/color][color=#141414] (AV) - This prevents daze or stun. 'Nuff said. [/color] [color=#141414][b]Level 9+[/b][/color] [color=#141414]Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily. [/color] [color=#141414]Shadowdancer's Cloak (AV 2) - Lets you squeeze in one more potshot against an unsuspecting opponent. This is also part of the Shadowdancer's Garb item set.[/color] [b][color=#141414]Level 10+[/color][/b] [color=#00ccff]Periapt of Cascading Health[/color][color=#141414] (D 369) - Ends one effect per encounter, no questions asked. Win. [/color] [color=#141414][b]Level 13+[/b][/color] [color=#0000ff]Amulet of Scales[/color][color=#141414] (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.[/color] [b][color=#141414]Level 14+[/color][/b] [color=#141414]Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.[/color] [color=#0000ff]Timeless Locket[/color][color=#141414] (AV 2) - A very tasty bonus to initiative checks that should stack with just about every buff you can have for it. The only downer is that (post-errata) you can't attack with the standard action the Daily power generates.[/color] [b][color=#141414]Level 15+[/color][/b] [color=#0000ff]Brooch of Vitality[/color][color=#141414] (AV) - More HP is NICE, especially the Epic Tier versions. [/color] [color=#0000ff]Cloak of Displacement[/color][color=#141414] (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers.[/color] [color=#141414]Necklace of Fireballs (AV) - Defense that packs some decent offense. [/color] [color=#00ccff]Torc of Power Preservation[/color][color=#141414] (AV) - It retains Encounter powers when you use them. Need I really say more?[/color] [b][color=#141414]Level 30[/color][/b] [color=#0000ff]Scarab of Invulnerability[/color][color=#141414] (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.[/color] [color=#a52a2a][b]Rings[/b][/color] [color=#141414]Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.[/color] [color=#141414][b]Level 13[/b][/color] [color=#0000ff]Ring of Giants[/color][color=#141414] (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.[/color] [b][color=#141414]Level 14[/color][/b] [color=#141414]Iron Ring of the Dwarf Lords (PHB) - +1 healing surge is a pretty solid benefit. [/color] [color=#141414]Ring of Fury (D 366) - When you're bloodied, you let it be known. My issue with it is mainly that the trigger is hard to control.[/color] [color=#141414][b]Level 16[/b][/color] [color=#141414]Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow. [/color] [color=#141414]War Ring (AV) - Adds a little more 'oomph' into your criticals.[/color] [b][color=#141414]Level 18[/color][/b] [color=#141414]Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance. [/color] [color=#141414]Ring of Ramming (AV) - Hands you a bit more 'oomph' on those Archer pushes should you pick up a Forceful Bow or use Staggering Strike. [/color] [color=#141414][b]Level 19[/b][/color] [color=#141414]Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off.[/color] [color=#141414][b]Level 20[/b][/color] [color=#0000ff]Ring of Action Reversal[/color][color=#141414] (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.[/color] [b][color=#141414]Level 21[/color][/b] [color=#0000ff]Ring of Heroic Insight[/color][color=#141414] (AV) - Allows you to buff yourself pretty well once per day. [/color] [color=#141414][b]Level 22[/b][/color] [color=#141414]Blink Ring (AV) - Teleportation is nice to have as a Striker. [/color] [color=#141414][b]Level 23[/b][/color] [color=#00ccff]Greater Ring of Invisibility[/color][color=#141414] (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow.[/color] [b][color=#141414]Level 24[/color][/b] [color=#0000ff]Golden Ring of Teros[/color][color=#141414] (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.[/color] [color=#141414][b]Level 26[/b][/color] [b][color=#0000ff]Ring of Guarded Will[/color][/b][color=#141414][b] (AV 2)[/b][/color][color=#141414] - A nice bump to Will defense.[/color] [color=#141414][b]Level 27[/b][/color] [color=#141414]Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...[/color] [color=#0000ff]Ring of the Phoenix[/color][color=#141414] (AV) - A pretty sweet revival ability.[/color] [color=#00ccff]Shadow Band[/color][color=#141414] (AV) - You can't really argue against +2 to all defenses as a static property... [/color] [color=#141414][b]Level 28[/b][/color] [color=#141414]Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to abuse the Frostcheese combo. [/color] [color=#141414][b]Level 29[/b][/color] [color=#00ccff]Ring of Free Time[/color][color=#141414] (AV 2) - Expensive, but the action potential with this and all those minor action attack powers Two-Blade Rangers have (or the Beast’s Melee Basic Attacks) is just nuts, and everyone appreciates having extra actions to work with. And it packs resist all 5. Can't go wrong with this.[/color] [b][color=#141414]Level 30[/color][/b] [color=#0000ff]Dauntless Champion’s Ring[/color][color=#141414] (AV 2) - Power recovery is good, though the price tag on this is steep.[/color] [color=#0000ff]Nullifying Ring[/color][color=#141414] (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.[/color] [color=#a52a2a][b]Waist[/b][/color] [color=#141414]Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.[/color] [color=#141414][b]Level 8[/b][/color] [color=#141414]Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.[/color] [color=#141414]Belt of Vim (L8/18/28) (AV) - Reinforces what could be your strongest defense or your weakest one, depending on your combat style. [/color] [b][color=#141414]Level 10[/color][/b] [color=#0000ff]Diamond Cincture[/color][color=#141414] (L10/20/30) (AV 2) - Easy-to-access healing, and a bonus a to Fortitude. Nice.[/color] [color=#141414]Shielding Girdle (AV) - A nice Daily AC buff.[/color] [b][color=#141414]Level 11[/color][/b] [color=#141414]Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. [/color] [b][color=#141414]Level 15[/color][/b] [color=#141414]Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills. [/color] [color=#141414]Girdle of the Umber Hulk (L15/25) (AV) - A solid burrow power, and a boost to Fortitude.[/color] [color=#141414][b]Level 16[/b][/color] [color=#141414]Girdle of the Dragon (L16/26) (AV) - Fortitude boost, and an OK attack power. [/color] [color=#141414][b]Level 18[/b][/color] [color=#0000ff]Belt of Mountain Endurance[/color][color=#141414] (D 365) - Glorious for Strength Seekers. +Str to surge value and an AP benefit, all in one package.[/color] [b][color=#141414]Level 19[/color][/b] [color=#0000ff]Belt of Breaching[/color][color=#141414] (AV 2) - Healing and teleportation as you transition from kill to kill. That's definitely worth something on a Ranger.[/color] [color=#141414][b]Level 23[/b][/color] [color=#0000ff]Belt of Vitality[/color][color=#141414] (AV) - Gets you up when you're down, and boosts Fortitude. Could be worse...[/color] [b][color=#141414]Level 25[/color][/b] [color=#0000ff]Belt of Titan Strength[/color][color=#141414] (PHB) - A strong Melee buff for one turn, and strong skill bonuses. [/color] [color=#141414][b]Level 28[/b][/color] [color=#141414]Sash of Regeneration (L28) (AV 2) - Having regeneration while bloodied is a nice benefit.[/color] [color=#a52a2a][b]Miscellaneous[/b][/color] [color=#141414]Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section that doesn't follow that progression is available.[/color] [color=#141414][b]Ammunition: [/b][/color][color=#141414]Typically speaking, you want to drop down a half-tier to tier on ammo, so it is then super cheap. If you're, say a level 7 PC using +1 Onslaught Ammo, you’ll barely notice the 25 gold cost. But you might notice the benefits. Also note the ones that type their damage won’t play well with Screaming Bow, though unlikely you’ll use ammo on area bursts.[/color] [color=#141414]Also, as per Adventurer’s Vault 2 page 26, any ammunition can be an arrow, sling or bullet — you can have an Attention Stealing Arrow, Bolt or Bullet.[/color] [b][color=#141414] [/color][/b][color=#141414][b]Level 2+[/b][/color] [b]Onslaught[/b][color=#141414] (AV 2) - In a party of 6, take a -1 to hit, grant a total of +5 to hit on a hit essentially. Basic good stuff overall. Nothing great.[/color] [b][color=#141414]Level 3+[/color][/b] [color=#0000ff][b]Attention Stealing Bullet[/b][/color][color=#141414](AV 2) - Mark opponents at range, possibly out of the range they can easily return fire, comes with a punish feature that can do a ton of damage.[/color] [b]Firestorm Arrow[/b][color=#141414] (AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously.[/color] [color=#00ccff][b]Freezing Arrow[/b][/color][color=#141414] (AV 2) - Extra damage AND slowing? Very nice.[/color] [color=#141414][b]Lightning Arrow[/b][/color][color=#141414] (AV 2) - Extra damage is awesome, though this one is a bit behind the other magical ammunition after the errata.[/color] [color=#9900ff][b]Spider Bolt[/b][/color][color=#141414] (AV 2) - Slow and not cold = can still work with Screaming Bow[/color] [color=#0000ff][b]Surprise Bullet[/b][/color][color=#141414] (AV 2) - Free CA is a pretty nice benefit to have.[/color] [color=#141414][b]Level 5+[/b][/color] [b][color=#0000ff]Quarrel of Biting[/color][/b][color=#141414] (AV 2) - A bit high level in each tier, but can be a spectacular high damage effect[/color] [b][color=#0000ff]Shiver-Strike Ammunition[/color][/b][color=#141414] (AV 2) - kill all the minions[/color] [b][color=#141414]Level 8+[/color][/b] [color=#0000ff][b]Dispelling Bolt [/b][/color][color=#141414](AV 2) - when you need this one, you need this one. Kill a zone or conjuration dead.[/color] [color=#9900ff][b]Bolt of Transit[/b][/color][b][color=#141414] [/color][/b][color=#141414](AV 2) — teleport adjacent to an enemy after hitting them. Maybe some positioning usefulness?[/color] [b][color=#141414]Reaving Ammunition[/color][/b][color=#141414](AV 2) — eventually does some significant damage at likely a cost of -1 to hit[/color] [b][color=#141414]Space Shifting Bolt[/color][/b][color=#141414] (AV 2) — teleport opponents a bit, could be useful in some combats, but mimics effects that one already really has usually[/color] [b][color=#141414]Summoning Bullet[/color][/b][color=#141414] (AV 2) — teleport your ally next to an opponent, could be useful, particularly with powers such as Rabid Shot[/color] [b][color=#141414]Level 9+[/color][/b] [color=#0000ff][b]Forbiddence Bolt [/b][/color][color=#141414](AV 2) — good toolkit arrow to stop teleporting enemies from ruining your control[/color] [color=#141414][b]Level 10+[/b][/color] [b][color=#00ccff]Dual Arrow[/color][/b][color=#141414] (D 373) - REROLLS, you say?! Now this is what I'm talking about! This is worth it, even down a tier, maybe even a tier and a half. A Reroll typically is worth about a +4 to hit and gives a better crit chance.[/color] [b][color=#141414]Level 12+[/color][/b] [color=#0000ff][b]Foe-Seeker Ammo[/b][/color][color=#141414] (MME) - Great for those attacks that are worthless on a miss, but you want the effect regardless such as Rabid Shot[/color] [color=#141414][b]Level 14+[/b][/color] [b][color=#0000ff]Stonehold[/color][/b][color=#141414] (MME) - Immobilize on a hit, great stuff to layer on in high Paragon+[/color] [b][color=#141414]Dragonshard Augments:[/color][/b] [color=#141414][b]Level 2[/b][/color] [b][color=#0000ff]Eberron Shard of Lightning[/color][/b][color=#141414] (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.[/color] [b][color=#0000ff]Khyber Shard of the Fiery Depth[/color][/b][color=#141414] (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.[/color] [b][color=#00ccff]Siberys Shard of Merciless Cold[/color][/b][color=#141414][b] [/b][/color][color=#141414](L2/12/22) (EPG) - Yet another reason to like Frost weapons.[/color] [color=#141414][b]Level 3[/b][/color] [b][color=#0000ff]Siberys Shard of Radiance[/color][/b][color=#141414][b] [/b][/color][color=#141414](L3/13/23) (EPG) - Another selling point for the Radiant weapon.[/color] [color=#0000ff][b]Siberys Shard of Mage[/b][/color][color=#141414] (L3/13/23) (EPG) - for a Seeker using a lot of Implement Powers[/color] [color=#141414][b]Wondrous Items:[/b][/color] [b][color=#141414]Level 5[/color][/b] [color=#0000ff][b]Power Jewel[/b][/color][color=#141414] (AV) - A pain-free way to recharge a low-level Encounter power, which is nice to have... until you retrain all of them away.[/color] [color=#141414][b]Level 9[/b][/color] [b][color=#00ccff]Backlash Tattoo[/color][/b][color=#141414][b] [/b][/color][color=#141414](AV 2) - A free basic attack every encounter is a nice revenge sort of ability.[/color] [b]Endless Quiver[/b][color=#141414] (AV 2) - Endless ammo for Archers. Useful, but campaign dependent as to how necessary? To boot, it's part of the Kamestiri Uniform item set.[/color] [color=#141414][b]Level 10[/b][/color] [b][color=#0000ff]Salve of Power[/color][/b][color=#141414][b] (AV)[/b][/color][color=#141414] - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.[/color] [color=#141414][b]Level 11[/b][/color] [b][color=#00ccff]Dice of Auspicious Fortune [/color][/b][color=#141414][b](D 381)[/b][/color][color=#141414] - Gives you more chances to roll the number you really need.[/color] [color=#141414][b]Level 12[/b][/color] [b]Foe Stone[/b][color=#141414] (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?[/color] [b][color=#9900ff]Stone of Earth[/color][/b][b] [/b][b][color=#141414](AV 2)[/color][/b][color=#141414] - A very nice reroll for someone using the melee/ranged powers of Seeker[/color] [b][color=#00ccff]Stone of Flame[/color][/b][color=#141414][b] (AV 2)[/b][/color][color=#141414] - Fire lovers want one of these around.[/color] [color=#00ccff][b]Stone of Light[/b][/color][b][color=#141414] (AV 2)[/color][/b][color=#141414] - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.[/color] [b][color=#00ccff]Stone of Spirit[/color][/b][color=#141414][b] (AV 2)[/b][/color][color=#141414] - If you're partaking in Psychic attack support, a reroll is good stuff.[/color] [color=#00ccff][b]Stone of Storms [/b][/color][b][color=#141414](AV 2)[/color][/b][color=#141414] - If lightning and thunder are your elements of choice, this is good to have.[/color] [b][color=#00ccff]Stone of Wind[/color][/b][color=#141414][b] (AV 2)[/b][/color][color=#141414] - A do-over on a Ranged attack is a nice thing to have.[/color] [color=#141414][b]Level 16[/b][/color] [b][color=#0000ff]Solitaire (Aquamarine)[/color][/b][color=#141414] (AV) - Free attacks after a critical are nice.[/color] [b][color=#141414]Level 21[/color][/b] [color=#141414][b]Solitaire (Cerulean)[/b][/color][color=#141414] (AV) - Expensive, but getting rid of (save ends) effects this easily should be.[/color] [color=#141414][b]Level 26[/b][/color] [b][color=#0000ff]Solitaire (Violet)[/color][/b][color=#141414][b] [/b][/color][color=#141414](AV) - Free AP’s after a crit are awesome, but the price tag is very hefty.[/color] [/QUOTE]
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Shoot the Moon: A Seeker's Handbook
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