Nibelung
First Post
Originally posted by GelatinousOctahedron:
I am not going to include every item a shaman might want but have included plenty of items that shamans in particular might find useful. I am not going to rank items since they are so build specific. The number next to an item indicates what level it starts at if it scales. Totems includes other implements that can be used as totems. For a complete list of dual purpose implemets and weapons see my other guide: Ginzu Items. Here is a good general item guide(x).
This section is now complete for PHB, PHB2, AV, and AV2.
Armor
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Shamans normally wear leather or hide, with con shamans in chain and occasionally scale.
Warding Spirit Armor (PHB2) 2 Leather +4 bonus to your AC against OA when your SC is present.
Healers Armor (Av2) 5 Hide Chain. Heal extra equal to the bonus.
Spirit Shield Armor (PHB2)13 Leather. You give up your AC bonus to your allies next to your SC.
Armor of Shared Valor (AV2) 15 Hide Chain. Bear shamans will want this. When you give an ally a defense bonus you also get it.
Armored of Shared Health (AV2) 30 Chain. You heal yourself when healing allies.
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Weapons
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Can be used as a totem:
Alfsair Spear (AV2): 3 Spear. Does psychic and poison crit damage. Bonus to nature checks. Can be used with polearm momentum and rushing cleats.
Totemic Spear (AV2) 2 Spear. Increases range of spirit melee to 2. Can be used with polearm momentum and rushing cleats. Property lets this be an offhand item if your not doing polearm momentum.
Totemic Warclub (AV2) 2 Mace Spirit attacks can originale from you while attacking through this mace.
Other Useful Properties
Defensive (AV) Any 2 Add the items bonus to your AC when you use second wind or total defense.
Rhtyhm Blade (AV2) 3 light blade. Add 1 to AC and Reflex through shield bonus.
Chieftain's Weapon (D381) 3 spear polearm. Granted attacks get +1 to hit bonus
Mace of Healing (AV) 8 Mace Add the item bonus to your healing when healing others.
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Totems
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Generally Useful Totems:
Hungry Spirits Totem (PHB2) 2 1d10 damage and you get to move your SC to a space next to the target on a crit. Plus it has a decent healing daily power. Pretty good for a level 2 item
Shepheds Totem [HOFey] 3 One of the few common totems and about the only one I consider pretty good. Increase the distance you pull/push/slide by 1.
Bloodhunter Totem (AV2) 5 +1 to hit vs bloodied creatures.
Spring Renewal Totem (PHB2) 5 Extra damage and an ally gets surge free healing on a crit.
Sunfury Totem (DS) Extra fire and radiant damage when using primal fire and radiant powers.
Earthfall totem (AV2) Extra damage when you push/slide enemy with an attack power
Feral Spirit Totem (PHB2) 8 When you crit you can apply the extra damage to any creature next to your SC. The daily power is similar, but only works with ranged attacks.
Totem of Winter's Storm (AV2) 9 Slows on a crit.
Flameheart Totem (AV2) 10 extra fire damage to creatures granting CA
Totem of Flensing Sands (DS) Slides on a crit.
Totem of Nature's Balm (Av2) 10 heal on a crit.
Totem of the Crashing Tide (AV2) 15 Push on a crit.
Totem of the Scouring Wind (AV2) 15 Do ongoig fire damage on a crit.
Totem of the World Tree (AV2) 20 Give out temp hit points on a crit.
Offhand Totems (totems worth wielding in your off hand even when you do not attack with them):
Olians balance Totem (EPG) 2 +1 to diplomacy and nature checks
Watchful Spirit Totem (PHB2) 3 Item bonus to your perception equal to the enchantment bonus. D12 damage on crits vs bloodied creatures and daily power is decent too so this is a good main totem as well.
Wildfire Totem (AV2) 4 Get +2 to saves against ongoing fire damage.
Totem of the Satyr's Dance (AV2) 8 When you heal ally with a primal power, ally gets 1 speed bonus.
Fickle Twilight Totem (EPG) 9 +1 bonus to bluff and stealth.
Totem of Enduring Vigalence (EPG) 9 +1 to arcana and perception.
Totem of the Severed Eye (AV2) 9 You can see invisible creatures next to your SC and the totem blinds on a crit.
Totem of the Harrier's Claws (AV2) 12 Creatures taking ongoing damage grant CA.
Totem of the Night (AV2) 12 You get lowlight or dark vision.
Avalanche Wake Totem (AV2) 18 This lets your SC avoid dificult terrain. Only problem is that your SC should already avoid difficult terrain since normally conjurations do not have to worry about it. The proerty on a crit is still nice since it pushes
Nine Furies Totem (AV2) 20 Give out bonus temp hit points.
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Other Implements
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With the new rules from essentials about multiclassed implement users and other classes implements, shamans can now use implements besides totems. This is going to be a list of useful implements from other classes.
Staffs
Aversion (PBH3) 2 For debuffers
Staff of Ruin (AV) 3 Extra damage.
Earthroot (AV) 3 Penalties for first save against slow/immobilized.
Hellfire Staff (PH Races: Tiefling) 4 Regain encounter fear or fire power on a crit.
Architects Staff (AV) 5 Makes your zones and walls bigger.
Staff of Corrosion (AV) 18+1d6 acid damage to all melee attacks. It is a level 18 item, but it works with shaman spirit melee attacks and druid melee attacks and was published pre PHB2 so there were no melee implement powers when this was created. Tne daily power is useless for most shamans since it only works with acid attacks and unless I misunderstand the keyword rules your attacks won't gain the acid keyword (I don't know those rules well). However for animus predator you can make acid the damage type your attacks give vulnerability to. Staff of ruin is technically better for most builds since it is a straight boost to damage unless there are other tricks I am not aware of with acid.
Staff of Luck and Skill (AV2) 23 For AOE builds since you get a cumuluative +1 to hit when you score a crit.
Orbs
Orb of Judicious Conjuration (AV) 3 Good for off hand implement. Lets you sustain a minor action power as a free action.
Rods
Rod of Hope Triumphant (AV) 7 Generates temp hitpoints on a crit,
Rod of Resurgent Valor (AV) 8 Bonus to attacks against creature that attacks you.
Rod of Divine Retribution (D381) 9 +1 to hit creature you just hit.
Torch of Misery (AV2) 10 Get CA against creatures when you deal fire or radiant damage.
Rod of the Bloodthorn (AV) 17 Gain stacking bonus to hit if you or target is bloodied.
Ingot Liberatis (EPG) 19 Encounter Extra saves.
Rod of the Star Spawn (AV) 23 Crit on 19-20 and can spend a surge.
Rod of Dispater (MOTP) 28 Melee attacks push and dazes (save ends) at will.
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Neck
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Amulet of Elegy (AV2) 2 Penalty to your save ends effects
Healer's Brooch (AV) 4 Allies get bonus hp when you use a healing power
Medic’s Amulet (AV2) 9 Helps with heal checks and gives allies extra saves against ongoing damage when you use a healing power on them.
Periapt of Wisdom (PHB) 13 Bonus to wisdom checks
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Arms
[sblock]The thing to remember is that items that boost your melee attacks (which include many arm slot items) work with melee spirit attacks. Some items/powers specify they boost melee weapon attacks. Flame bracers add fire damage to all your melee crits for instance, but the daily power only boosts melee weapon powers.
Arm:
Couters of Second Chance (AV) 5 Daily power lets you reroll attacks. Higher levels you get a bonus to the reroll
Flame Bracers (AV) 3 Add fire damage to your crits. The daily power only effects weapon powers.
Iron Arm Band's of Power: (AV) 6 Extra damage on all melee attacks
Barrage Bracers (AV2) 10. +1 to hit after you hit a target with a melee attack, so if your shaman hits with you opportunity action then you get +1 to hit against that target until the end of your turn.
Rapidstrike Bracers (AV) 15 Use any at will power in place of a basic attack once per encounter.
Shields:
Keepers Shield (AV) 9 Heavy. +2 against OAS from ranged area attacks.
Healer's Shield (AV) 10 Daily power maxes out a heal and at higher levels add your wisdom mod to it.
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Feet
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Rushing Cleats (AV) 7 These add 1 to close/melee powers that push or slide and shamans have a good number of those. These are almost manditory if you are going disciple of winds for your paragon path.
Boots of Sand and Spa (AV) 10 Most Shamans will wear light armor and this gives you a +1 to speed.
Assault Boots (AV) 12. Technically if you get a crit while wielding a melee weapon totem like a totemic spear this should knock your enemy prone.
Survivor Boots (AV2) 16 While bloodied you do not provoke OA from moving or from ranged/area powers.
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Hands
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Lots of good choices starting in heroic that generally either increase damage, increase range of powers, or help with healing.
Resplendent Gloves (AV2) 5, 15, 25 Do extra damage when you target will. These seem overpowered for the level 5 version.
Breaching Gauntlets (AV) 6, 16, 26 Reduce Resistance by 1 (scales)
Burning Gauntlets (AV) 6, 16, 26 Fire is a fairly common damage type for shamans, so if you have lots of fire attacks this is worth taking a look at.
Gloves of Ice (AV2) 11 21 For that rare cold theme build.
Gloves of the Healer (AV) 12, 22 Heal extra whenever you use a power with the healing keyword.
Gauntlets of Blood (AV2) 14, 24 Do extra damage against bloodied opponents.
Gloves of Transference (AV) 14 Increase the range of utility powers
Gloves of Accuracy (AV) 16 ranged attacks ignore cover and concealment.
Hero's Gloves (AV2) 17, 27 Bonuses when you spend action points.
Hrothmar's Guantlets (AV2) 18 You can attack prone creatures from range without penalty.
Gauntlets of Destruction (PHB) 18 Reroll 1s on melee attacks
Gloves of the Wandering Star (AV2) 19 Range on ranged attack powers increases by 2
Many-Fingered Gloves (AV2) 20 Wear three rings.
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Head
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Phrenic Crown (Av) 7, 17, 27. Target of attacks vs will takes penalty to saves.
Circlet of Mental Onslaught (AV) 11 daily power gives you +1 to hit with wisdom attacks all encounter.
Crown of Equalibrium (AV2) 12 Give allies saves when enemies save against your powers.
Firebird (AV2) 27 For fire themed builds.
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Rings
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Alliance Band (AV2) 15. A little addional healing for your allies when you use second wind. You can also spend one of your surges on an ally so con shamans may want it for that.
Ring of the Radiant Storm (AV) 17 Roll twice for damage when doing radiant or lightning damage. Lightning is second most common damage type for shamans.
Ring of the Fallen (AV2) 18 Con shamans will get some extra HP when second winding.
Ring of Heroic Health (AV2) 21 Heal your con mod when you spend an action point. Con shamans might like this.
Ring of Fey Travel (AV) 22 +1 to speed in light armor.
Ring of Elemental Mastery (MOTP) 28 Attacks can ignore some resistences, particularly fire and lightning.
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Waist
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Stalwart Belt (AV) 6, 16, 26 Con Shamans will do more damage with this on crits.
Belt of Blood (AV)10 Con Shamans can benefit from the extra healing surge value.
Cord of Divine Favor (AV) 13 When you let an ally spend a surge, you can spend a surge.
Sash of Vitality Ceaseless (AV2) 14 Spend a surge while bloodied and get extra HP equal to your wis mod
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Wondrous
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Stone of Earth (AV2) 12 Reroll Melee Attack
Salve of Power (AV) 10 Post errata this is still ok.
Firehorn (AV2) 18 Cause fire vulnerability in a blast
Revenant Ankh (PHB) 20 Revive dead ally
Sacred Glade (AV2) 23. Retrain a daily power.
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Equipment
I am not going to include every item a shaman might want but have included plenty of items that shamans in particular might find useful. I am not going to rank items since they are so build specific. The number next to an item indicates what level it starts at if it scales. Totems includes other implements that can be used as totems. For a complete list of dual purpose implemets and weapons see my other guide: Ginzu Items. Here is a good general item guide(x).
This section is now complete for PHB, PHB2, AV, and AV2.
Armor
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Shamans normally wear leather or hide, with con shamans in chain and occasionally scale.
Warding Spirit Armor (PHB2) 2 Leather +4 bonus to your AC against OA when your SC is present.
Healers Armor (Av2) 5 Hide Chain. Heal extra equal to the bonus.
Spirit Shield Armor (PHB2)13 Leather. You give up your AC bonus to your allies next to your SC.
Armor of Shared Valor (AV2) 15 Hide Chain. Bear shamans will want this. When you give an ally a defense bonus you also get it.
Armored of Shared Health (AV2) 30 Chain. You heal yourself when healing allies.
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Weapons
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Can be used as a totem:
Alfsair Spear (AV2): 3 Spear. Does psychic and poison crit damage. Bonus to nature checks. Can be used with polearm momentum and rushing cleats.
Totemic Spear (AV2) 2 Spear. Increases range of spirit melee to 2. Can be used with polearm momentum and rushing cleats. Property lets this be an offhand item if your not doing polearm momentum.
Totemic Warclub (AV2) 2 Mace Spirit attacks can originale from you while attacking through this mace.
Other Useful Properties
Defensive (AV) Any 2 Add the items bonus to your AC when you use second wind or total defense.
Rhtyhm Blade (AV2) 3 light blade. Add 1 to AC and Reflex through shield bonus.
Chieftain's Weapon (D381) 3 spear polearm. Granted attacks get +1 to hit bonus
Mace of Healing (AV) 8 Mace Add the item bonus to your healing when healing others.
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Totems
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Generally Useful Totems:
Hungry Spirits Totem (PHB2) 2 1d10 damage and you get to move your SC to a space next to the target on a crit. Plus it has a decent healing daily power. Pretty good for a level 2 item
Shepheds Totem [HOFey] 3 One of the few common totems and about the only one I consider pretty good. Increase the distance you pull/push/slide by 1.
Bloodhunter Totem (AV2) 5 +1 to hit vs bloodied creatures.
Spring Renewal Totem (PHB2) 5 Extra damage and an ally gets surge free healing on a crit.
Sunfury Totem (DS) Extra fire and radiant damage when using primal fire and radiant powers.
Earthfall totem (AV2) Extra damage when you push/slide enemy with an attack power
Feral Spirit Totem (PHB2) 8 When you crit you can apply the extra damage to any creature next to your SC. The daily power is similar, but only works with ranged attacks.
Totem of Winter's Storm (AV2) 9 Slows on a crit.
Flameheart Totem (AV2) 10 extra fire damage to creatures granting CA
Totem of Flensing Sands (DS) Slides on a crit.
Totem of Nature's Balm (Av2) 10 heal on a crit.
Totem of the Crashing Tide (AV2) 15 Push on a crit.
Totem of the Scouring Wind (AV2) 15 Do ongoig fire damage on a crit.
Totem of the World Tree (AV2) 20 Give out temp hit points on a crit.
Offhand Totems (totems worth wielding in your off hand even when you do not attack with them):
Olians balance Totem (EPG) 2 +1 to diplomacy and nature checks
Watchful Spirit Totem (PHB2) 3 Item bonus to your perception equal to the enchantment bonus. D12 damage on crits vs bloodied creatures and daily power is decent too so this is a good main totem as well.
Wildfire Totem (AV2) 4 Get +2 to saves against ongoing fire damage.
Totem of the Satyr's Dance (AV2) 8 When you heal ally with a primal power, ally gets 1 speed bonus.
Fickle Twilight Totem (EPG) 9 +1 bonus to bluff and stealth.
Totem of Enduring Vigalence (EPG) 9 +1 to arcana and perception.
Totem of the Severed Eye (AV2) 9 You can see invisible creatures next to your SC and the totem blinds on a crit.
Totem of the Harrier's Claws (AV2) 12 Creatures taking ongoing damage grant CA.
Totem of the Night (AV2) 12 You get lowlight or dark vision.
Avalanche Wake Totem (AV2) 18 This lets your SC avoid dificult terrain. Only problem is that your SC should already avoid difficult terrain since normally conjurations do not have to worry about it. The proerty on a crit is still nice since it pushes
Nine Furies Totem (AV2) 20 Give out bonus temp hit points.
[/sblock]
Other Implements
[sblock]
With the new rules from essentials about multiclassed implement users and other classes implements, shamans can now use implements besides totems. This is going to be a list of useful implements from other classes.
Staffs
Aversion (PBH3) 2 For debuffers
Staff of Ruin (AV) 3 Extra damage.
Earthroot (AV) 3 Penalties for first save against slow/immobilized.
Hellfire Staff (PH Races: Tiefling) 4 Regain encounter fear or fire power on a crit.
Architects Staff (AV) 5 Makes your zones and walls bigger.
Staff of Corrosion (AV) 18+1d6 acid damage to all melee attacks. It is a level 18 item, but it works with shaman spirit melee attacks and druid melee attacks and was published pre PHB2 so there were no melee implement powers when this was created. Tne daily power is useless for most shamans since it only works with acid attacks and unless I misunderstand the keyword rules your attacks won't gain the acid keyword (I don't know those rules well). However for animus predator you can make acid the damage type your attacks give vulnerability to. Staff of ruin is technically better for most builds since it is a straight boost to damage unless there are other tricks I am not aware of with acid.
Staff of Luck and Skill (AV2) 23 For AOE builds since you get a cumuluative +1 to hit when you score a crit.
Orbs
Orb of Judicious Conjuration (AV) 3 Good for off hand implement. Lets you sustain a minor action power as a free action.
Rods
Rod of Hope Triumphant (AV) 7 Generates temp hitpoints on a crit,
Rod of Resurgent Valor (AV) 8 Bonus to attacks against creature that attacks you.
Rod of Divine Retribution (D381) 9 +1 to hit creature you just hit.
Torch of Misery (AV2) 10 Get CA against creatures when you deal fire or radiant damage.
Rod of the Bloodthorn (AV) 17 Gain stacking bonus to hit if you or target is bloodied.
Ingot Liberatis (EPG) 19 Encounter Extra saves.
Rod of the Star Spawn (AV) 23 Crit on 19-20 and can spend a surge.
Rod of Dispater (MOTP) 28 Melee attacks push and dazes (save ends) at will.
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Neck
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Amulet of Elegy (AV2) 2 Penalty to your save ends effects
Healer's Brooch (AV) 4 Allies get bonus hp when you use a healing power
Medic’s Amulet (AV2) 9 Helps with heal checks and gives allies extra saves against ongoing damage when you use a healing power on them.
Periapt of Wisdom (PHB) 13 Bonus to wisdom checks
[/sblock]
Arms
[sblock]The thing to remember is that items that boost your melee attacks (which include many arm slot items) work with melee spirit attacks. Some items/powers specify they boost melee weapon attacks. Flame bracers add fire damage to all your melee crits for instance, but the daily power only boosts melee weapon powers.
Arm:
Couters of Second Chance (AV) 5 Daily power lets you reroll attacks. Higher levels you get a bonus to the reroll
Flame Bracers (AV) 3 Add fire damage to your crits. The daily power only effects weapon powers.
Iron Arm Band's of Power: (AV) 6 Extra damage on all melee attacks
Barrage Bracers (AV2) 10. +1 to hit after you hit a target with a melee attack, so if your shaman hits with you opportunity action then you get +1 to hit against that target until the end of your turn.
Rapidstrike Bracers (AV) 15 Use any at will power in place of a basic attack once per encounter.
Shields:
Keepers Shield (AV) 9 Heavy. +2 against OAS from ranged area attacks.
Healer's Shield (AV) 10 Daily power maxes out a heal and at higher levels add your wisdom mod to it.
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Feet
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Rushing Cleats (AV) 7 These add 1 to close/melee powers that push or slide and shamans have a good number of those. These are almost manditory if you are going disciple of winds for your paragon path.
Boots of Sand and Spa (AV) 10 Most Shamans will wear light armor and this gives you a +1 to speed.
Assault Boots (AV) 12. Technically if you get a crit while wielding a melee weapon totem like a totemic spear this should knock your enemy prone.
Survivor Boots (AV2) 16 While bloodied you do not provoke OA from moving or from ranged/area powers.
[/sblock]
Hands
[sblock]
Lots of good choices starting in heroic that generally either increase damage, increase range of powers, or help with healing.
Resplendent Gloves (AV2) 5, 15, 25 Do extra damage when you target will. These seem overpowered for the level 5 version.
Breaching Gauntlets (AV) 6, 16, 26 Reduce Resistance by 1 (scales)
Burning Gauntlets (AV) 6, 16, 26 Fire is a fairly common damage type for shamans, so if you have lots of fire attacks this is worth taking a look at.
Gloves of Ice (AV2) 11 21 For that rare cold theme build.
Gloves of the Healer (AV) 12, 22 Heal extra whenever you use a power with the healing keyword.
Gauntlets of Blood (AV2) 14, 24 Do extra damage against bloodied opponents.
Gloves of Transference (AV) 14 Increase the range of utility powers
Gloves of Accuracy (AV) 16 ranged attacks ignore cover and concealment.
Hero's Gloves (AV2) 17, 27 Bonuses when you spend action points.
Hrothmar's Guantlets (AV2) 18 You can attack prone creatures from range without penalty.
Gauntlets of Destruction (PHB) 18 Reroll 1s on melee attacks
Gloves of the Wandering Star (AV2) 19 Range on ranged attack powers increases by 2
Many-Fingered Gloves (AV2) 20 Wear three rings.
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Head
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Phrenic Crown (Av) 7, 17, 27. Target of attacks vs will takes penalty to saves.
Circlet of Mental Onslaught (AV) 11 daily power gives you +1 to hit with wisdom attacks all encounter.
Crown of Equalibrium (AV2) 12 Give allies saves when enemies save against your powers.
Firebird (AV2) 27 For fire themed builds.
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Rings
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Alliance Band (AV2) 15. A little addional healing for your allies when you use second wind. You can also spend one of your surges on an ally so con shamans may want it for that.
Ring of the Radiant Storm (AV) 17 Roll twice for damage when doing radiant or lightning damage. Lightning is second most common damage type for shamans.
Ring of the Fallen (AV2) 18 Con shamans will get some extra HP when second winding.
Ring of Heroic Health (AV2) 21 Heal your con mod when you spend an action point. Con shamans might like this.
Ring of Fey Travel (AV) 22 +1 to speed in light armor.
Ring of Elemental Mastery (MOTP) 28 Attacks can ignore some resistences, particularly fire and lightning.
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Waist
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Stalwart Belt (AV) 6, 16, 26 Con Shamans will do more damage with this on crits.
Belt of Blood (AV)10 Con Shamans can benefit from the extra healing surge value.
Cord of Divine Favor (AV) 13 When you let an ally spend a surge, you can spend a surge.
Sash of Vitality Ceaseless (AV2) 14 Spend a surge while bloodied and get extra HP equal to your wis mod
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Wondrous
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Stone of Earth (AV2) 12 Reroll Melee Attack
Salve of Power (AV) 10 Post errata this is still ok.
Firehorn (AV2) 18 Cause fire vulnerability in a blast
Revenant Ankh (PHB) 20 Revive dead ally
Sacred Glade (AV2) 23. Retrain a daily power.
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