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To Strive, to Seek, to Find, and Not to Yield: The Seeker's Handbook (By WEContact)
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<blockquote data-quote="Veep" data-source="post: 6707632" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Basic Gear</span></p><p></strong></p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Weapons</strong></span></p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Ranged Weapons</strong></span></span></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong></strong></span></span></p><p> <span style="color: #0000ff">Bows </span>- All the range you need, with no feat cost, although the lack of +3 proficiency options is tragic. Several good enchantments save this weapon group from mediocrity. This is the Bloodbond default.</p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong></strong></span></span></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Recommended Bows</strong></span></span></p><p><span style="color: #a52a2a"></span> </p><p>Greatbow (PHB) - More damage and more range than you need are not worth a feat for you.</p><p></p><p><span style="color: #0000ff">Longbow</span> (PHB) - If you don't have the feat space to go Superior Crossbow+Speed Loader, then this is still Good Enough (TM).</p><p></p><p>Shortbow (PHB) - If you're Small or you want to MC Invoker and get some Moonbow Dedicate action going on, you're stuck here, but this has nothing going for it otherwise. </p><p></p><p><span style="color: #33cccc">Crossbows</span> - More costly than Bows in terms of feats, but if you want long range with a +3 proficiency bonus (and you do, really badly) AND you don't want to waste your weapon enchantment on getting those first two things, then this is your only option. To make things sweeter, crossbows come with several excellent enchantments.</p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><span style="color: #a52a2a"><strong></strong></span></span></p><p><span style="font-size: 12px"><span style="color: #a52a2a"><strong>Recommended Crossbows</strong></span></span></p><p><span style="font-size: 12px"></span> </p><p><span style="color: #800080">Hand Crossbow</span> (PHB) - Niche use involving Bow Mastery, MC Rogue+Two-Fisted Shooter, and sweet Seeker RBAs. Steer clear otherwise.</p><p></p><p><span style="color: #33cccc">Superior Crossbow</span> (AV) - Perfect, almost. Load minor will need a feat to fix, but you don't need it right away- Seekers don't need their minors all that often, and you can delay taking the feat via the Swiftshot enchantment.</p><p> </p><p></p><p><strong>Slings</strong> - Not terrible, but really only useful if you want to take advantage of the few good Rogue powers that require a sling.</p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong></strong></span></span></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong></strong></span></span></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Recommended Slings</strong></span></span></p><p> </p><p><strong>Dejada (DSCS)</strong> - Strictly superior to the standard sling. It's nothing special, but it gets the job done. </p><p><strong>Thrown Weapons</strong></p><p> <span style="color: #ff0000">Axes</span> - You like Javelins, but hate the long range and slightly better available enchantments.</p><p></p><p><span style="color: #800080">Flails</span> - The ranged options here are surprisingly interesting. The short range and low proficiency bonus hurt them, but the tricks they bring to the table (namely Mark of Storm+Dragging Flail/Flail Expertise) keep them worth mentioning. LOL NEVERMIND, FLAIL EXPERTISE IS MELEE ONLY</p><p></p><p><span style="font-size: 12px"><span style="color: #a52a2a"><strong></strong></span></span></p><p><span style="font-size: 12px"><span style="color: #a52a2a"><strong>Recommended Flails</strong></span></span></p><p><span style="font-size: 12px"></span> </p><p><strong><span style="color: #800080">Bola</span> (D368, HoS)</strong> - Bola Training lets you immobilize on every hit at the cost of your MC slot and all the damage on that attack- not worth it, in my opinion.</p><p></p><p><span style="color: #800080">Net</span> (D368) - Range is incredibly short- this almost requires a range increasing weapon enchantment to patch. The Net Training MC feat is better, though- you slow instead of immobilize, but you still deal all your damage. </p><p></p><p><span style="color: #800080">Hammers</span> - A specific Dwarf build can actually use Throwing Hammers and be very accurate, and Dwarves can use them as holy symbols with the right enchantment. Otherwise these are trash.</p><p></p><p><span style="color: #0000ff">Heavy Blades</span> - Melee ones come in the Farbond Spellblade variety, but it's the Drow Long Knife that really pulls Heavy Blades up from mediocrity, because Gith Silver DLK is the only way a Spiritbonder can proc Psychic Lock.</p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong></strong></span></span></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Recommended Heavy Blades</strong></span></span></p><p><span style="color: #a52a2a"></span> </p><p><span style="color: #ff0000">Bastard Sword</span> (PHB) - You might be tempted for some reason. Stay away.</p><p></p><p><span style="color: #00ccff">Drow Long Knife</span> (EPG) - Gith Silver Drow Long Knife. Oh and the best Seeker race can get this along with a heft feat bonus to damage? OKAY.</p><p></p><p><span style="color: #ff0000">Fullblade</span> (AV) - I don't care how much damage your Githzerai Seeker does. I don't want to hear it.</p><p></p><p><strong><span style="color: #800080">Greatsword/Falchion</span> (PHB) </strong>- Only listing these to give them a higher rating than the Fullblade- this doesn't cost a feat, so if you insist on throwing a sword, throw one of these. </p><p></p><p><strong><span style="font-size: 12px"><span style="color: #00ccff"></span></span></strong></p><p><strong><span style="font-size: 12px"><span style="color: #00ccff"></span><span style="color: #a52a2a">Recommended Light Blades</span><span style="color: #00ccff"></span></span></strong></p><p><strong><span style="font-size: 12px"><span style="color: #00ccff"></span></span></strong></p><p></p><p><strong><span style="color: #33cccc">Dagger</span> (PHB)</strong> - No feat cost +3 proficiency with acceptable range. Enjoy your out-of-the-box level+7 to hit, Spiritbonders. The only thing you wish you had is better enchantments.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #ff0000">Polearms</span> - The only polearm you should consider is the <span style="color: #0000ff"><strong>Greatspear</strong></span>, which is covered in another section.</p><p></p><p><span style="color: #0000ff">Spears</span> - The Javelin is the second of the two best thrown weapons, and with Polearm Momentum this weapon group can offer a lot of extra control.</p><p></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong><span style="color: #a52a2a">Recommended Spears</span></strong></span></p><p><span style="font-size: 12px"><strong><span style="color: #a52a2a"></span></strong></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><strong><span style="color: #0000ff">Gythka</span> (DSCS)</strong> - Compared to the Greatspear, the other Superior weapon on the list, this is -1 to hit and a range reduction for +1 AC and an open weapon enchantment. Potentially worth it.</p><p></p><p><span style="color: #0000ff">Javelin</span> (PHB) - Best range on a thrown weapon you can get without spending a feat or a weapon enchantment. 'Nuff said.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Greatspear</span> (AV) - Requires Hungry Spear enchantment to be usable, but if you're willing to make that sacrifice it's a great weapon for Polearm Momentum shenanigans. Also lets you use Hafted Defense. </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Armor</strong></span></p><p></p><p><span style="color: #0000ff">Leather</span> - It's a little flimsy, but it's perfectly serviceable, it comes with good enchantments, and you have to sacrifice nothing to get it.</p><p></p><p><span style="color: #33cccc">Hide</span> - The light armor with the highest AC, and that does count for a lot. The trick is the ability score requirements. For most Seekers, this is an early pickup in Paragon.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #0000ff">Scale</span> - Hide AC without reliance on a secondary stat is valuable for Spiritbond Seekers (Bloodbond's shift doesn't work in heavy armor, so they steer clear), but it's not worth two feats- if you're wearing this, you took Divine Healer for Battle Cleric's Lore.</p><p></p><p><span style="color: #800080">Shields</span> - This is not a great way to use your off-hand for an AC bonus, but you're much more likely to qualify for Shield Specialization than you are for Hide Specialization, so there's that.</p><p></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><span style="color: #a52a2a">Magic Equipment (Under Construction)</span></span></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong><span style="color: #a52a2a">Armor</span></strong></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 2+</strong></span></p><p></p><p><strong>Awakening Armor (Hide, Chain) (PHB3) </strong>- The bonus to Will is too small and conditional to be a selling point, but the Daily power is a great thing for a Controller to have- don't waste that high Initiative being surprised</p><p></p><p>Repulsion Armor (Cloth, Leather) (AV) - Keeps folk away from you. Better for Spiritbonders who lack the Bloodbond Minor Action shift.</p><p></p><p>Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice .</p><p></p><p><span style="font-size: 12px"><strong>Level 3+</strong></span></p><p></p><p><strong>Armor of Sudden Recovery (Cloth, Leather) (AV 2)</strong> - Ongoing damage is common, and otherwise-unconditional regen is fantastic for surge efficiency.</p><p></p><p><strong>Defensive Armor (Any) (PHB 3)</strong> - This property features a solid Daily defense-booster, which becomes meatier with power points (it's <span style="color: #0000ff"><strong>better</strong></span> if you're a Noble Adept).</p><p></p><p><strong>Skald's Armor (Leather, Chain) (PHB 2)</strong> - This is a great way to turn the tables when you get swarmed.</p><p></p><p><span style="font-size: 12px"><strong>Level 4+</strong></span></p><p></p><p><span style="color: #0000ff">Battle Harness </span>(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.</p><p></p><p>Ectoplasmic Armor (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.</p><p></p><p><span style="color: #33cccc"><strong>Flowform Armor</strong></span></p><p><strong>(Cloth, Leather) (PHB 3)</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 5+</strong></span></p><p></p><p>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.</p><p></p><p><strong><span style="color: #33cccc">Gloaming Armor </span>(Cloth, Leather, Hide) (MME) RARE</strong> - 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.</p><p></p><p><span style="color: #00ccff">Shadowdance Armor</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 10+</strong></span></p><p></p><p>Lifeblood Armor (Hide) (PHB 2) - Temporary hit points at the end of each rest means you get a small buffer for every fight. This armor is expensive, however, and by the time you get it, the amount of thp it gives is pretty small compared to your hp total.</p><p></p><p><span style="font-size: 12px"><strong>Level 14+</strong></span></p><p></p><p><strong><span style="color: #00ccff">Armor of Dark Deeds</span> (Leather, Hide) (AV 2)</strong> - 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!</p><p></p><p><span style="color: #33cccc">Greater Armor of Eyes</span> (Any) (MME) <strong>RARE</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 15+</strong></span></p><p></p><p><strong>Assassinbane Armor (Any) (AV) </strong>- Direct upgrade over Awakening Armor. Decent for the same reasons, but keep in mind that surprise is something that shouldn't come up that often.</p><p></p><p>Bloodvine Armor (Hide) (PHB 2) - Expensive, but the power can help you stay alive. Worth a look. </p><p></p><p><span style="color: #0000ff">Trollskin Armor</span> (Hide, Scale) (PHB) - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be. </p><p></p><p><span style="font-size: 12px"><strong>Level 19+</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Great Cat Armor</span> (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.</p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong><span style="color: #a52a2a">Heavy Armor Enchantments</span></strong></span></p><p> </p><p>Those of you who are taking advantage of Battle Cleric's Lore might need a different set of recommendations for armor enchantments.</p><p></p><p><span style="color: #00ccff">Dwarven Armor</span> (Chain, Scale, Plate) (PHB) - The fact that the healing here is surgless is the real draw. I find my Seekers frequently going into combat with only 2 or 3 surges.</p><p></p><p>Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice .</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Weapons</strong></span></span></p><p> </p><p>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.</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Level 1+:</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Distance Weapon </strong></span><strong>(Any Ranged) (AV)</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 2+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Duelist's Bow</span> (Bow) (AV 2)</strong> - 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 repetoire nicely.</p><p></p><p><strong><span style="color: #ff0000">Dwarven Thrower</span> (Axe, Hammer) (D385)</strong> - I'm including this because some people are attracted to the idea of throwing a Mordenkrad or an Executioner's Axe. Dear Readers, don't do that. It's a trap. If you want to throw an axe, use a Handaxe. If you want to do a lot of damage, throw a Frost Handaxe.</p><p></p><p><strong><span style="color: #0000ff">Hungry Spear</span> (Spear) (AV 2)</strong> - This is required if you want to throw a Greatspear, which is not unreasonable. (What? You want to throw a Gouge? Nope, get out of my house.) Even if you don't, it's nice to have a Hungry Javelin as a backup weapon for the power. The fact that the weapon doesn't come back immediately when you use the power unfortunately makes it very hard to use, and past heroic tier keeping a Hungry Javelin at-level is not a good use of your resources. This gets bumped up to Blue because there are a few nice things that work for polearms but not spears.</p><p></p><p><strong><span style="color: #0000ff">Rebounding Weapon</span> (Any Ranged) (AV 2)</strong> - Basically grants you an additional use of Inevitable Shot each encounter, which is nice- since Inevitable Shot is not a free action attack, you can use this power and Inevitable Shot off the same trigger, which is pretty cool.</p><p></p><p><strong>Resounding Weapon (Hammer, Flail, Mace, Sling, Staff) (PHB)</strong> - That this is useful in heroic mostly speaks to how desperate the Seeker is for hard control. If you use a Throwing Hammer or a Sling, a daily power to daze on a hit is not bad.</p><p></p><p><strong>Alfsair Spear (Spear) (AV 2)</strong> - 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.</p><p></p><p><strong><span style="color: #0000ff">Shock Spear</span> (Spear) (MME)</strong> - If you want to proc Mark of Storm and you're okay sticking with a </p><p>Javelin, this is cheaper than a Lightning Weapon.</p><p></p><p><strong><span style="color: #0000ff">Way-Leader Weapon</span> (Spear) (MME)</strong> - 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.</p><p></p><p><strong>Weapon of Long Range (Any Ranged) (MME)</strong> - See Distance Weapon; this is slightly more expensive for a lot more range. A great deal for a short range thrown weapon like the Bola.</p><p></p><p><span style="font-size: 12px"><strong>Level 3+:</strong></span></p><p></p><p><strong>Armbow (Crossbow) (EPG)</strong> - You shouldn't be a Warforged Seeker, but if you are, this is very nice.</p><p></p><p><strong>Frost Weapon (Any) (PHB)</strong> - I try to dissuade people from investing their Seeker's resources in damage when they could be improving control instead, but I know some people will ignore me. Those people should use a Frost Weapon with Gloves of Ice and a Siberys Shard of Merciless Cold.</p><p></p><p><strong><span style="color: #0000ff">Luckblade</span> (Heavy Blade, Light Blade) (AV)</strong> - This is best as an offhand weapon that you don't upgrade. A daily reroll is handy to help you land that crucial shot.</p><p></p><p><strong><span style="color: #800080">Point-Blank Weapon</span> (Any Ranged) (AV)</strong> - 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.</p><p></p><p><strong><span style="color: #0000ff">Screaming Bow</span> (Bow) (AV 2)</strong> - 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.</p><p></p><p><strong>Seeker Weapon (Any Ranged) (MME)</strong> - 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 it's targets can be out of LoS/E. Still only situationally useful, though.</p><p></p><p><strong><span style="color: #33cccc">Swiftshot Weapon</span> (Crossbow) (AV)</strong> - This property basically let's 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.</p><p></p><p><strong>Targeting Weapon (Bow or Crossbow) (AV 2)</strong> - It's a Leader power, not a Controller one, but it's good enough that it's worth a mention.</p><p></p><p><span style="font-size: 12px"><strong>Level 4+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Dislocation Weapon</span> (Heavy Blade, Light Blade) (PHB3)</strong> - 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.</p><p></p><p><span style="color: #0000ff"><strong>Shielding Blade </strong></span><strong>(Heavy Blade, Light Blade) (D391)</strong> - A cheap +1 AC in exchange for you off-hand. An excellent trade for many builds.</p><p></p><p><span style="font-size: 12px"><strong>Level 5+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Lightning Weapon</span> (Any) (PHB)</strong> - 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.</p><p></p><p><strong><span style="color: #33cccc">Weapon of Speed</span> (Any Ranged) (MME) RARE</strong> - Definitely worthy of being called Rare. Scaling initiative boost AND an unconditional Minor action RBA every encounter? Yes, please!</p><p></p><p><span style="font-size: 12px"><strong>Level 8+:</strong></span></p><p></p><p><strong>Aura Killer Weapon (Any Melee) (AV2)</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 9+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Feyslaughter</span> (Any) (AV)</strong> - Simple and effective. Enemies who teleport can bypass a lot of the Seeker's best area movement control, and this shuts this down.</p><p></p><p><strong><span style="color: #33cccc">Githyanki Silver Weapon</span> (Heavy Blade) (MoP)</strong> - 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.</p><p></p><p><strong>Lullaby Weapon (Flail, Hammer, Mace) (AV)</strong> - 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.</p><p></p><p><strong>Songbow of Lullabies (Bow, Crossbow) (AV 2)</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 12+:</strong></span></p><p></p><p><strong>Wyrdwarped Weapon (Any Ranged) (MoP)</strong> - Nothing but a Daily power that lets you teleport your target on a hit. Simple, but good enough to be worth a mention.</p><p></p><p><span style="font-size: 12px"><strong>Level 13+:</strong></span></p><p></p><p><strong>Moonbow (Bow) (D386)</strong> - 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.</p><p></p><p><strong>Sniper's Weapon (Crossbow) (AV)</strong> - 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.</p><p></p><p><strong><span style="color: #33cccc">Thunderbolt Weapon</span> (Any Ranged) (AV)</strong> - If you were using a Lightning Weapon, upgrade to this to save some cash AND replace a lame Daily power with a sweet Daily power.</p><p></p><p><span style="font-size: 12px"><strong>Level 14+:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Battlemaster's Weapon</span> (Any) (AV)</strong> - 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.</p><p></p><p><strong><span style="color: #33cccc">Mindiron Weapon</span> (Bow, Crossbow) (AV)</strong> - Combine with Psychic Lock, and enjoy the accuracy-boost encounter power.</p><p></p><p><strong>Transposing Weapon (Any) (AV)</strong> - If your DM likes putting artillery in inaccessible spots, this is tons of fun.</p><p></p><p><strong>Voidcrystal Weapon (Any Melee) (AV)</strong> - 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.</p><p></p><p><strong>Wind Weapon (Any Melee) (MME) RARE</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 16+:</strong></span></p><p></p><p><strong><span style="color: #33cccc">Forceful Weapon</span> (Bow) (AV)</strong> - Instant forced movement on every hit. One of the best arguments for using a bow.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>Level 19+:</strong></span></p><p></p><p><strong>Tenacious Weapon (Any) (AV)</strong> - An encounter power to roll twice on your next attack is nothing to sneer at. You can do much better at this level, though.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Arms</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 3</strong></span></p><p></p><p><span style="color: #800080">Bracers of the Perfect Shot</span> (L3/13) (AV 2) - These seem like a good idea- Seekers do RBAs, right? Yes, but until L19 only your At-Will powers are RBAs, and there's no epic version of these anyways. Pass.</p><p></p><p><strong><span style="color: #33cccc">Phylactery of Action</span> (L3) (RPGA Village of Hommlet)</strong> - 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 5</strong></span></p><p></p><p>Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit. <span style="color: #0000ff">Better</span> if you’re getting an item bonus to damage from another source (like Radiant Weapons). </p><p></p><p><span style="font-size: 12px"><strong>Level 6</strong></span></p><p></p><p><span style="color: #33cccc">Bracers of Archery</span> (L6/16/26) (AV) - If you’re using a bow or a crossbow, this a fine and good use of this slot. If you're using a crossbow, have a good chuckle at that Daily power.</p><p></p><p><span style="font-size: 12px"><strong>Level 7</strong></span></p><p></p><p><strong><span style="color: #0000ff">Bracers of Escape</span> (L7/17/27) (D365) </strong>- 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 15</strong></span></p><p></p><p><span style="color: #33cccc"><strong>Winged Shield</strong></span></p><p><strong>(L15) (D394) </strong>- 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.</p><p></p><p><span style="font-size: 12px"><strong>Level 19</strong></span></p><p></p><p><span style="color: #0000ff">Trollhide Braces</span> (L19/29) (AV) - Regeneration is always a solid defensive choice.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Feet</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 2</strong></span></p><p></p><p><span style="color: #0000ff">Acrobat Boots</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 7</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Boots of the Fencing Master</span> (AV) - Rewards you for moving around. What's not to like?</p><p></p><p><span style="font-size: 12px"><strong>Level 8</strong></span></p><p></p><p><span style="color: #0000ff">Boarding Boots</span> (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Melee Ranger. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.</p><p></p><p>Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense. </p><p></p><p><span style="font-size: 12px"><strong>Level 9</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Boots of Eagerness</span> (AV) - Pretty cheap, and they pack a pretty nice mobility-advantage power.</p><p></p><p><span style="font-size: 12px"><strong>Level 10</strong></span></p><p></p><p><span style="color: #0000ff">Boots of Sand and Sea</span> (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. </p><p></p><p><span style="font-size: 12px"><strong>Level 12</strong></span></p><p></p><p><span style="color: #0000ff">Battlestrider Greaves</span> (PHB) - The cheapest speed boost available for heavy armor users. </p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 16</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Survivor’s Boots</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 22</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Boots of Speed</span> (AV) - +2 to speed and a decent power. </p><p></p><p><span style="font-size: 12px"><strong>Level 24</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff">Boots of Caiphon</span> (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...</p><p></p><p><strong><span style="color: #00ccff">Zephyr Boots</span> (AV)</strong> - A fly speed. Must I really discuss this further?</p><p></p><p><span style="font-size: 12px"><strong>Level 25</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Sandals of Avandra</span> (AV) - Expensive, but they allow you to move around quite a bit on an At-Will basis.</p><p></p><p><span style="font-size: 12px"><strong>Level 28</strong></span></p><p></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Boots of Teleportation</span> (AV) - Get them if you can afford them. That is all.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Hands</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 3</strong></span></p><p></p><p>Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of Blood</span> (AV 2)</strong> - A sweet damage bonus against Bloodied enemies, this is probably your default Hands choice if you don't have something specific in mind.</p><p></p><p><span style="font-size: 12px"><strong>Level 5</strong></span></p><p></p><p><span style="color: #0000ff">Gloves of Recovery</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 8</strong></span></p><p></p><p>Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow. </p><p></p><p><span style="font-size: 12px"><strong>Level 10</strong></span></p><p></p><p>Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee. </p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Dwarven Throwers</span> (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool. </p><p></p><p><span style="color: #00ccff">Strikebacks</span> (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 Melee Rangers.</p><p></p><p><span style="font-size: 12px"><strong>Level 11</strong></span></p><p></p><p><span style="color: #00ccff">Gloves of Ice</span> (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Shadowdancer's Gloves</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 13</strong></span></p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 16</strong></span></p><p></p><p>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. </p><p></p><p><span style="font-size: 12px"><strong>Level 18</strong></span></p><p></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Gauntlets of Destruction</span> (PHB) - Rerolling all 1's on Melee damage roll can certainly add up to be a very nice effective damage bonus.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Head</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 2</strong></span></p><p></p><p>Eagle Eye Goggles (L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have.</p><p></p><p><span style="font-size: 12px"><strong>Level 4</strong></span></p><p></p><p>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. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Horned Helm</span> (L6/16/26) (PHB)</strong> - If you have any sort of charging focus, this item is for you.</p><p></p><p><span style="font-size: 12px"><strong>Level 8</strong></span></p><p></p><p><span style="color: #0000ff">Coif of Mindiron</span> (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy. </p><p></p><p><span style="font-size: 12px"><strong>Level 9</strong></span></p><p></p><p>Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone! </p><p></p><p><span style="font-size: 12px"><strong>Level 10</strong></span></p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Circlet of Arkhosia</span> (L14/24) (PHR: DB)</strong> - Making saves at the beginning and end of your turn against certain annoying mental conditions is surely worth a look.</p><p></p><p><strong><span style="color: #0000ff">Helm of Able Defense</span> (AV 2)</strong> - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.</p><p></p><p><span style="font-size: 12px"><strong>Level 15</strong></span></p><p></p><p><span style="color: #0000ff">Carcanet of Psychic Schism</span> (AV) - Slaps a penalty on you, but it sure beats being incapacitated.</p><p></p><p><span style="font-size: 12px"><strong>Level 21</strong></span></p><p></p><p><span style="color: #00ccff">Coif of Focus</span> (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.</p><p></p><p><span style="font-size: 12px"><strong>Level 22</strong></span></p><p></p><p><span style="color: #0000ff">Helm of Ghostly Defense</span> (PHB) - Helps you take the sting off your opponent’s hits, and smidge of necrotic resistance to boot.</p><p></p><p><span style="font-size: 12px"><strong>Level 23</strong></span></p><p></p><p><span style="color: #0000ff">Eye of Awareness</span> (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Neck</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 2+</strong></span></p><p></p><p><strong><span style="color: #0000ff">Badge of the Berserker</span> (AV 2)</strong> - Makes charging a heck of a lot safer.</p><p></p><p>Cloak of Resistance (PHB) - Decent resistance for a turn.</p><p></p><p><span style="font-size: 12px"><strong>Level 3+</strong></span></p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 4+</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Cloak of Distortion</span> (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. </p><p></p><p><span style="font-size: 12px"><strong>Level 8+</strong></span></p><p></p><p>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.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Steadfast Amulet</span> (AV) - This prevents daze or stun. 'Nuff said. </p><p></p><p><span style="font-size: 12px"><strong>Level 9+</strong></span></p><p></p><p>Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily. </p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 10+</strong></span></p><p></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Periapt of Cascading Health</span> (D 369) - Ends one effect per encounter, no questions asked. Win. </p><p></p><p><span style="font-size: 12px"><strong>Level 13+</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Amulet of Scales</span> (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.</p><p></p><p><span style="font-size: 12px"><strong>Level 14+</strong></span></p><p></p><p>Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.</p><p></p><p><span style="color: #0000ff">Timeless Locket</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 15+</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Brooch of Vitality</span> (AV) - More HP is NICE, especially the Epic Tier versions. </p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Cloak of Displacement</span> (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers.</p><p></p><p>Necklace of Fireballs (AV) - Defense that packs some decent offense. </p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Torc of Power Preservation</span> (AV) - It retains Encounter powers when you use them. Need I really say more?</p><p></p><p><span style="font-size: 12px"><strong>Level 30</strong></span></p><p></p><p><span style="color: #0000ff">Scarab of Invulnerability</span> (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.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Rings</strong></span></span></p><p> </p><p>Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.</p><p></p><p><span style="font-size: 12px"><strong>Level 13</strong></span></p><p></p><p><span style="color: #0000ff">Ring of Giants</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 14</strong></span></p><p></p><p>Iron Ring of the Dwarf Lords (PHB) - +1 healing surge is a pretty solid benefit. </p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 16</strong></span></p><p></p><p>Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow. </p><p></p><p>War Ring (AV) - Adds a little more 'oomph' into your criticals.</p><p></p><p><span style="font-size: 12px"><strong>Level 18</strong></span></p><p></p><p>Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance. </p><p></p><p>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. </p><p></p><p><span style="font-size: 12px"><strong>Level 19</strong></span></p><p></p><p>Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off.</p><p></p><p><span style="font-size: 12px"><strong>Level 20</strong></span></p><p></p><p><span style="color: #0000ff">Ring of Action Reversal</span> (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.</p><p></p><p><span style="font-size: 12px"><strong>Level 21</strong></span></p><p></p><p><span style="color: #0000ff">Ring of Heroic Insight</span> (AV) - Allows you to buff yourself pretty well once per day. </p><p></p><p><span style="font-size: 12px"><strong>Level 22</strong></span></p><p></p><p>Blink Ring (AV) - Teleportation is nice to have as a Striker. </p><p></p><p><span style="font-size: 12px"><strong>Level 23</strong></span></p><p></p><p><span style="color: #00ccff">Greater Ring of Invisibility</span> (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow.</p><p></p><p><span style="font-size: 12px"><strong>Level 24</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Golden Ring of Teros</span> (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 26</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Guarded Will</span> (AV 2)</strong> - A nice bump to Will defense.</p><p></p><p><span style="font-size: 12px"><strong>Level 27</strong></span></p><p></p><p>Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Ring of the Phoenix</span> (AV) - A pretty sweet revival ability.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Shadow Band</span> (AV) - You can't really argue against +2 to all defenses as a static property... </p><p></p><p><span style="font-size: 12px"><strong>Level 28</strong></span></p><p></p><p>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. </p><p></p><p><span style="font-size: 12px"><strong>Level 29</strong></span></p><p></p><p><span style="color: #00ccff">Ring of Free Time</span> (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.</p><p></p><p><span style="font-size: 12px"><strong>Level 30</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Dauntless Champion’s Ring</span> (AV 2) - Power recovery is good, though the price tag on this is steep.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Nullifying Ring</span> (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Waist</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>Level 8</strong></span></p><p></p><p>Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.</p><p></p><p>Belt of Vim (L8/18/28) (AV) - Reinforces what could be your strongest defense or your weakest one, depending on your combat style. </p><p></p><p><span style="font-size: 12px"><strong>Level 10</strong></span></p><p></p><p><span style="color: #0000ff">Diamond Cincture</span> (L10/20/30) (AV 2) - Easy-to-access healing, and a bonus a to Fortitude. Nice.</p><p></p><p>Shielding Girdle (AV) - A nice Daily AC buff.</p><p></p><p><span style="font-size: 12px"><strong>Level 11</strong></span></p><p></p><p>Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. </p><p></p><p><span style="font-size: 12px"><strong>Level 15</strong></span></p><p></p><p>Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills. </p><p></p><p>Girdle of the Umber Hulk (L15/25) (AV) - A solid burrow power, and a boost to Fortitude.</p><p></p><p><span style="font-size: 12px"><strong>Level 16</strong></span></p><p></p><p>Girdle of the Dragon (L16/26) (AV) - Fortitude boost, and an OK attack power. </p><p></p><p><span style="font-size: 12px"><strong>Level 18</strong></span></p><p></p><p><span style="color: #0000ff">Belt of Mountain Endurance</span> (D 365) - Glorious for Melee Rangers. +Str to surge value and an AP benefit, all in one package.</p><p></p><p><span style="font-size: 12px"><strong>Level 19</strong></span></p><p></p><p><span style="color: #0000ff">Belt of Breaching</span> (AV 2) - Healing and teleportation as you transition from kill to kill. That's definitely worth something on a Ranger.</p><p></p><p><span style="font-size: 12px"><strong>Level 23</strong></span></p><p></p><p><span style="color: #0000ff">Belt of Vitality</span> (AV) - Gets you up when you're down, and boosts Fortitude. Could be worse...</p><p></p><p><span style="font-size: 12px"><strong>Level 25</strong></span></p><p></p><p><span style="color: #0000ff">Belt of Titan Strength</span> (PHB) - A strong Melee buff for one turn, and strong skill bonuses. </p><p></p><p><span style="font-size: 12px"><strong>Level 28</strong></span></p><p></p><p>Sash of Regeneration (L28) (AV 2) - Having regeneration while bloodied is a nice benefit.</p><p></p><p> </p><p></p><p><span style="color: #a52a2a"><span style="font-size: 12px"><strong>Miscellaneous</strong></span></span></p><p> </p><p>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.</p><p></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Ammunition:</strong></span><span style="color: #a52a2a"></span></p><p><span style="color: #a52a2a"></span></p><p><span style="font-size: 12px"><strong>Level 3+</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Firestorm Arrow</span> (AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Freezing Arrow</span> (AV 2) - Extra damage AND slowing? Very nice.</p><p></p><p>Lightning Arrow (AV 2) - Extra damage is awesome, though this one is a bit behind the other magical ammunition after the errata.</p><p></p><p><span style="color: #0000ff">Surprise Bullet</span> (AV 2) - Free CA is a pretty nice benefit to have.</p><p></p><p><span style="font-size: 12px"><strong>Level 10+</strong></span></p><p></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #00ccff">Dual Arrow</span> (D 373) - REROLLS, you say?! Now this is what I'm taling about!</p><p></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Dragonshard Augments:</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Level 2</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Eberron Shard of Lightning</span> (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.</p><p></p><p><span style="color: #0000ff">Khyber Shard of the Fiery Depth</span> (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Siberys Shard of Merciless Cold</span> (L2/12/22) (EPG) - Yet another reason to like Frost weapons.</p><p></p><p><span style="font-size: 12px"><strong>Level 3</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Siberys Shard of Radiance</span> (L3/13/23) (EPG) - Another selling point for the Radiant weapon.</p><p></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Wondrous Items:</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Level 5</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Power Jewel</span> (AV) - A pain-free way to recharge a low-level Encounter power, which is nice to have... until you retrain all of them away.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Level 9</strong></span></p><p></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Backlash Tattoo</span> (AV 2) - A free basic attack every encounter is a nice revenge sort of ability.</p><p></p><p><span style="color: #ff9900">Endless Quiver</span> (AV 2) - Endless ammo for Archers. Do I really need to explain why that is good? To boot, it's part of the Kamestiri Uniform item set.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Salve of Power</span> (AV)</strong> - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Dice of Auspicious Fortune </span>(D 381)</strong> - Gives you more chances to roll the number you really need.</p><p></p><p><span style="font-size: 12px"><strong>Level 12</strong></span></p><p></p><p><span style="color: #0000ff">Foe Stone</span> (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?</p><p></p><p><strong><span style="color: #00ccff">Stone of Earth</span> (AV 2)</strong> - A very nice reroll for Melee Rangers (not missing on that Blade Cascade is awesome).</p><p></p><p><strong><span style="color: #00ccff">Stone of Flame</span> (AV 2)</strong> - Fire lovers want one of these around.</p><p></p><p><strong><span style="color: #00ccff">Stone of Light</span> (AV 2)</strong> - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.</p><p></p><p><strong><span style="color: #00ccff">Stone of Spirit</span> (AV 2)</strong> - If you're partaking in Psychic attack support, a reroll is good stuff.</p><p></p><p><strong><span style="color: #00ccff">Stone of Storms </span>(AV 2)</strong> - If lightning and thunder are your elements of choice, this is good to have.</p><p></p><p><strong><span style="color: #00ccff">Stone of Wind</span> (AV 2)</strong> - A do-over on a Ranged attack is a nice thing to have.</p><p></p><p><span style="font-size: 12px"><strong>Level 16</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Solitaire (Aquamarine)</span> (AV) - Free attacks after a critical are nice.</p><p></p><p><span style="font-size: 12px"><strong>Level 21</strong></span></p><p></p><p>Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.</p><p></p><p><span style="font-size: 12px"><strong>Level 26</strong></span></p><p></p><p><span style="color: #0000ff">Solitaire (Violet)</span> (AV) - Free AP’s after a crit are awesome, but the price tag is very hefty.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707632, member: 6793297"] [B][CENTER][SIZE=5]Basic Gear[/SIZE][/CENTER] [/B] [CENTER][SIZE=5][B]Weapons[/B][/SIZE][/CENTER] [COLOR=#a52a2a][SIZE=3][B]Ranged Weapons [/B][/SIZE][/COLOR] [COLOR=#0000ff]Bows [/COLOR]- All the range you need, with no feat cost, although the lack of +3 proficiency options is tragic. Several good enchantments save this weapon group from mediocrity. This is the Bloodbond default. [COLOR=#a52a2a][SIZE=3][B] Recommended Bows[/B][/SIZE] [/COLOR] Greatbow (PHB) - More damage and more range than you need are not worth a feat for you. [COLOR=#0000ff]Longbow[/COLOR] (PHB) - If you don't have the feat space to go Superior Crossbow+Speed Loader, then this is still Good Enough (TM). Shortbow (PHB) - If you're Small or you want to MC Invoker and get some Moonbow Dedicate action going on, you're stuck here, but this has nothing going for it otherwise. [COLOR=#33cccc]Crossbows[/COLOR] - More costly than Bows in terms of feats, but if you want long range with a +3 proficiency bonus (and you do, really badly) AND you don't want to waste your weapon enchantment on getting those first two things, then this is your only option. To make things sweeter, crossbows come with several excellent enchantments. [SIZE=3] [COLOR=#a52a2a][B] Recommended Crossbows[/B][/COLOR] [/SIZE] [COLOR=#800080]Hand Crossbow[/COLOR] (PHB) - Niche use involving Bow Mastery, MC Rogue+Two-Fisted Shooter, and sweet Seeker RBAs. Steer clear otherwise. [COLOR=#33cccc]Superior Crossbow[/COLOR] (AV) - Perfect, almost. Load minor will need a feat to fix, but you don't need it right away- Seekers don't need their minors all that often, and you can delay taking the feat via the Swiftshot enchantment. [B]Slings[/B] - Not terrible, but really only useful if you want to take advantage of the few good Rogue powers that require a sling. [COLOR=#a52a2a][SIZE=3][B] Recommended Slings[/B][/SIZE][/COLOR] [B]Dejada (DSCS)[/B] - Strictly superior to the standard sling. It's nothing special, but it gets the job done. [B]Thrown Weapons[/B] [COLOR=#ff0000]Axes[/COLOR] - You like Javelins, but hate the long range and slightly better available enchantments. [COLOR=#800080]Flails[/COLOR] - The ranged options here are surprisingly interesting. The short range and low proficiency bonus hurt them, but the tricks they bring to the table (namely Mark of Storm+Dragging Flail/Flail Expertise) keep them worth mentioning. LOL NEVERMIND, FLAIL EXPERTISE IS MELEE ONLY [SIZE=3][COLOR=#a52a2a][B] Recommended Flails[/B][/COLOR] [/SIZE] [B][COLOR=#800080]Bola[/COLOR] (D368, HoS)[/B] - Bola Training lets you immobilize on every hit at the cost of your MC slot and all the damage on that attack- not worth it, in my opinion. [COLOR=#800080]Net[/COLOR] (D368) - Range is incredibly short- this almost requires a range increasing weapon enchantment to patch. The Net Training MC feat is better, though- you slow instead of immobilize, but you still deal all your damage. [COLOR=#800080]Hammers[/COLOR] - A specific Dwarf build can actually use Throwing Hammers and be very accurate, and Dwarves can use them as holy symbols with the right enchantment. Otherwise these are trash. [COLOR=#0000ff]Heavy Blades[/COLOR] - Melee ones come in the Farbond Spellblade variety, but it's the Drow Long Knife that really pulls Heavy Blades up from mediocrity, because Gith Silver DLK is the only way a Spiritbonder can proc Psychic Lock. [COLOR=#a52a2a][SIZE=3][B] Recommended Heavy Blades[/B][/SIZE] [/COLOR] [COLOR=#ff0000]Bastard Sword[/COLOR] (PHB) - You might be tempted for some reason. Stay away. [COLOR=#00ccff]Drow Long Knife[/COLOR] (EPG) - Gith Silver Drow Long Knife. Oh and the best Seeker race can get this along with a heft feat bonus to damage? OKAY. [COLOR=#ff0000]Fullblade[/COLOR] (AV) - I don't care how much damage your Githzerai Seeker does. I don't want to hear it. [B][COLOR=#800080]Greatsword/Falchion[/COLOR] (PHB) [/B]- Only listing these to give them a higher rating than the Fullblade- this doesn't cost a feat, so if you insist on throwing a sword, throw one of these. [B][SIZE=3][COLOR=#00ccff] [/COLOR][COLOR=#a52a2a]Recommended Light Blades[/COLOR][COLOR=#00ccff] [/COLOR][/SIZE][/B] [B][COLOR=#33cccc]Dagger[/COLOR] (PHB)[/B] - No feat cost +3 proficiency with acceptable range. Enjoy your out-of-the-box level+7 to hit, Spiritbonders. The only thing you wish you had is better enchantments. [COLOR=#800080] [/COLOR][COLOR=#ff0000]Polearms[/COLOR] - The only polearm you should consider is the [COLOR=#0000ff][B]Greatspear[/B][/COLOR], which is covered in another section. [COLOR=#0000ff]Spears[/COLOR] - The Javelin is the second of the two best thrown weapons, and with Polearm Momentum this weapon group can offer a lot of extra control. [SIZE=3][B] [COLOR=#a52a2a]Recommended Spears [/COLOR][/B] [/SIZE][B][COLOR=#0000ff]Gythka[/COLOR] (DSCS)[/B] - Compared to the Greatspear, the other Superior weapon on the list, this is -1 to hit and a range reduction for +1 AC and an open weapon enchantment. Potentially worth it. [COLOR=#0000ff]Javelin[/COLOR] (PHB) - Best range on a thrown weapon you can get without spending a feat or a weapon enchantment. 'Nuff said. [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Greatspear[/COLOR] (AV) - Requires Hungry Spear enchantment to be usable, but if you're willing to make that sacrifice it's a great weapon for Polearm Momentum shenanigans. Also lets you use Hafted Defense. [CENTER][SIZE=5][B]Armor[/B][/SIZE][/CENTER] [COLOR=#0000ff]Leather[/COLOR] - 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=#33cccc]Hide[/COLOR] - The light armor with the highest AC, and that does count for a lot. The trick is the ability score requirements. For most Seekers, this is an early pickup in Paragon. [COLOR=#00ccff] [/COLOR][COLOR=#0000ff]Scale[/COLOR] - Hide AC without reliance on a secondary stat is valuable for Spiritbond Seekers (Bloodbond's shift doesn't work in heavy armor, so they steer clear), but it's not worth two feats- if you're wearing this, you took Divine Healer for Battle Cleric's Lore. [COLOR=#800080]Shields[/COLOR] - This is not a great way to use your off-hand for an AC bonus, but you're much more likely to qualify for Shield Specialization than you are for Hide Specialization, so there's that. [SIZE=3] [COLOR=#a52a2a]Magic Equipment (Under Construction)[/COLOR][/SIZE] 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. 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. 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. [SIZE=3][B] [COLOR=#a52a2a]Armor[/COLOR][/B][/SIZE] 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. [SIZE=3][B]Level 2+[/B][/SIZE] [B]Awakening Armor (Hide, Chain) (PHB3) [/B]- The bonus to Will is too small and conditional to be a selling point, but the Daily power is a great thing for a Controller to have- don't waste that high Initiative being surprised Repulsion Armor (Cloth, Leather) (AV) - Keeps folk away from you. Better for Spiritbonders who lack the Bloodbond Minor Action shift. Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice . [SIZE=3][B]Level 3+[/B][/SIZE] [B]Armor of Sudden Recovery (Cloth, Leather) (AV 2)[/B] - Ongoing damage is common, and otherwise-unconditional regen is fantastic for surge efficiency. [B]Defensive Armor (Any) (PHB 3)[/B] - This property features a solid Daily defense-booster, which becomes meatier with power points (it's [COLOR=#0000ff][B]better[/B][/COLOR] if you're a Noble Adept). [B]Skald's Armor (Leather, Chain) (PHB 2)[/B] - This is a great way to turn the tables when you get swarmed. [SIZE=3][B]Level 4+[/B][/SIZE] [COLOR=#0000ff]Battle Harness [/COLOR](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. Ectoplasmic Armor (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=#33cccc][B]Flowform Armor[/B][/COLOR] [B](Cloth, Leather) (PHB 3)[/B] - 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. [SIZE=3][B]Level 5+[/B][/SIZE] 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. [B][COLOR=#33cccc]Gloaming Armor [/COLOR](Cloth, Leather, Hide) (MME) RARE[/B] - 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=#00ccff]Shadowdance Armor[/COLOR] (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. [SIZE=3][B]Level 10+[/B][/SIZE] Lifeblood Armor (Hide) (PHB 2) - Temporary hit points at the end of each rest means you get a small buffer for every fight. This armor is expensive, however, and by the time you get it, the amount of thp it gives is pretty small compared to your hp total. [SIZE=3][B]Level 14+[/B][/SIZE] [B][COLOR=#00ccff]Armor of Dark Deeds[/COLOR] (Leather, Hide) (AV 2)[/B] - 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=#33cccc]Greater Armor of Eyes[/COLOR] (Any) (MME) [B]RARE[/B] - 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. [SIZE=3][B]Level 15+[/B][/SIZE] [B]Assassinbane Armor (Any) (AV) [/B]- Direct upgrade over Awakening Armor. Decent for the same reasons, but keep in mind that surprise is something that shouldn't come up that often. Bloodvine Armor (Hide) (PHB 2) - Expensive, but the power can help you stay alive. Worth a look. [COLOR=#0000ff]Trollskin Armor[/COLOR] (Hide, Scale) (PHB) - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be. [SIZE=3][B]Level 19+[/B][/SIZE] [COLOR=#0000ff] Great Cat Armor[/COLOR] (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. [SIZE=3] [B] [COLOR=#a52a2a]Heavy Armor Enchantments[/COLOR][/B][/SIZE] Those of you who are taking advantage of Battle Cleric's Lore might need a different set of recommendations for armor enchantments. [COLOR=#00ccff]Dwarven Armor[/COLOR] (Chain, Scale, Plate) (PHB) - The fact that the healing here is surgless is the real draw. I find my Seekers frequently going into combat with only 2 or 3 surges. Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice . [COLOR=#a52a2a][SIZE=3][B]Weapons[/B][/SIZE][/COLOR] 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. [SIZE=3][B] Level 1+:[/B][/SIZE] [COLOR=#0000ff][B]Distance Weapon [/B][/COLOR][B](Any Ranged) (AV)[/B] - 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. [SIZE=3][B]Level 2+:[/B][/SIZE] [B][COLOR=#0000ff]Duelist's Bow[/COLOR] (Bow) (AV 2)[/B] - 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 repetoire nicely. [B][COLOR=#ff0000]Dwarven Thrower[/COLOR] (Axe, Hammer) (D385)[/B] - I'm including this because some people are attracted to the idea of throwing a Mordenkrad or an Executioner's Axe. Dear Readers, don't do that. It's a trap. If you want to throw an axe, use a Handaxe. If you want to do a lot of damage, throw a Frost Handaxe. [B][COLOR=#0000ff]Hungry Spear[/COLOR] (Spear) (AV 2)[/B] - This is required if you want to throw a Greatspear, which is not unreasonable. (What? You want to throw a Gouge? Nope, get out of my house.) Even if you don't, it's nice to have a Hungry Javelin as a backup weapon for the power. The fact that the weapon doesn't come back immediately when you use the power unfortunately makes it very hard to use, and past heroic tier keeping a Hungry Javelin at-level is not a good use of your resources. This gets bumped up to Blue because there are a few nice things that work for polearms but not spears. [B][COLOR=#0000ff]Rebounding Weapon[/COLOR] (Any Ranged) (AV 2)[/B] - Basically grants you an additional use of Inevitable Shot each encounter, which is nice- since Inevitable Shot is not a free action attack, you can use this power and Inevitable Shot off the same trigger, which is pretty cool. [B]Resounding Weapon (Hammer, Flail, Mace, Sling, Staff) (PHB)[/B] - That this is useful in heroic mostly speaks to how desperate the Seeker is for hard control. If you use a Throwing Hammer or a Sling, a daily power to daze on a hit is not bad. [B]Alfsair Spear (Spear) (AV 2)[/B] - 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. [B][COLOR=#0000ff]Shock Spear[/COLOR] (Spear) (MME)[/B] - If you want to proc Mark of Storm and you're okay sticking with a Javelin, this is cheaper than a Lightning Weapon. [B][COLOR=#0000ff]Way-Leader Weapon[/COLOR] (Spear) (MME)[/B] - 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. [B]Weapon of Long Range (Any Ranged) (MME)[/B] - See Distance Weapon; this is slightly more expensive for a lot more range. A great deal for a short range thrown weapon like the Bola. [SIZE=3][B]Level 3+:[/B][/SIZE] [B]Armbow (Crossbow) (EPG)[/B] - You shouldn't be a Warforged Seeker, but if you are, this is very nice. [B]Frost Weapon (Any) (PHB)[/B] - I try to dissuade people from investing their Seeker's resources in damage when they could be improving control instead, but I know some people will ignore me. Those people should use a Frost Weapon with Gloves of Ice and a Siberys Shard of Merciless Cold. [B][COLOR=#0000ff]Luckblade[/COLOR] (Heavy Blade, Light Blade) (AV)[/B] - This is best as an offhand weapon that you don't upgrade. A daily reroll is handy to help you land that crucial shot. [B][COLOR=#800080]Point-Blank Weapon[/COLOR] (Any Ranged) (AV)[/B] - 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. [B][COLOR=#0000ff]Screaming Bow[/COLOR] (Bow) (AV 2)[/B] - 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. [B]Seeker Weapon (Any Ranged) (MME)[/B] - 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 it's targets can be out of LoS/E. Still only situationally useful, though. [B][COLOR=#33cccc]Swiftshot Weapon[/COLOR] (Crossbow) (AV)[/B] - This property basically let's 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. [B]Targeting Weapon (Bow or Crossbow) (AV 2)[/B] - It's a Leader power, not a Controller one, but it's good enough that it's worth a mention. [SIZE=3][B]Level 4+:[/B][/SIZE] [B][COLOR=#0000ff]Dislocation Weapon[/COLOR] (Heavy Blade, Light Blade) (PHB3)[/B] - 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=#0000ff][B]Shielding Blade [/B][/COLOR][B](Heavy Blade, Light Blade) (D391)[/B] - A cheap +1 AC in exchange for you off-hand. An excellent trade for many builds. [SIZE=3][B]Level 5+:[/B][/SIZE] [B][COLOR=#0000ff]Lightning Weapon[/COLOR] (Any) (PHB)[/B] - 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. [B][COLOR=#33cccc]Weapon of Speed[/COLOR] (Any Ranged) (MME) RARE[/B] - Definitely worthy of being called Rare. Scaling initiative boost AND an unconditional Minor action RBA every encounter? Yes, please! [SIZE=3][B]Level 8+:[/B][/SIZE] [B]Aura Killer Weapon (Any Melee) (AV2)[/B] - 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. [SIZE=3][B]Level 9+:[/B][/SIZE] [B][COLOR=#0000ff]Feyslaughter[/COLOR] (Any) (AV)[/B] - Simple and effective. Enemies who teleport can bypass a lot of the Seeker's best area movement control, and this shuts this down. [B][COLOR=#33cccc]Githyanki Silver Weapon[/COLOR] (Heavy Blade) (MoP)[/B] - 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. [B]Lullaby Weapon (Flail, Hammer, Mace) (AV)[/B] - 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. [B]Songbow of Lullabies (Bow, Crossbow) (AV 2)[/B] - 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. [SIZE=3][B]Level 12+:[/B][/SIZE] [B]Wyrdwarped Weapon (Any Ranged) (MoP)[/B] - Nothing but a Daily power that lets you teleport your target on a hit. Simple, but good enough to be worth a mention. [SIZE=3][B]Level 13+:[/B][/SIZE] [B]Moonbow (Bow) (D386)[/B] - 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. [B]Sniper's Weapon (Crossbow) (AV)[/B] - 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. [B][COLOR=#33cccc]Thunderbolt Weapon[/COLOR] (Any Ranged) (AV)[/B] - If you were using a Lightning Weapon, upgrade to this to save some cash AND replace a lame Daily power with a sweet Daily power. [SIZE=3][B]Level 14+:[/B][/SIZE] [B][COLOR=#0000ff]Battlemaster's Weapon[/COLOR] (Any) (AV)[/B] - 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. [B][COLOR=#33cccc]Mindiron Weapon[/COLOR] (Bow, Crossbow) (AV)[/B] - Combine with Psychic Lock, and enjoy the accuracy-boost encounter power. [B]Transposing Weapon (Any) (AV)[/B] - If your DM likes putting artillery in inaccessible spots, this is tons of fun. [B]Voidcrystal Weapon (Any Melee) (AV)[/B] - 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. [B]Wind Weapon (Any Melee) (MME) RARE[/B] - 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. [SIZE=3][B]Level 16+:[/B][/SIZE] [B][COLOR=#33cccc]Forceful Weapon[/COLOR] (Bow) (AV)[/B] - Instant forced movement on every hit. One of the best arguments for using a bow. [SIZE=3][B]Level 19+:[/B][/SIZE] [B]Tenacious Weapon (Any) (AV)[/B] - 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=#a52a2a][SIZE=3][B]Arms[/B][/SIZE][/COLOR] 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. [SIZE=3][B]Level 3[/B][/SIZE] [COLOR=#800080]Bracers of the Perfect Shot[/COLOR] (L3/13) (AV 2) - These seem like a good idea- Seekers do RBAs, right? Yes, but until L19 only your At-Will powers are RBAs, and there's no epic version of these anyways. Pass. [B][COLOR=#33cccc]Phylactery of Action[/COLOR] (L3) (RPGA Village of Hommlet)[/B] - 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. [SIZE=3][B]Level 5[/B][/SIZE] Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit. [COLOR=#0000ff]Better[/COLOR] if you’re getting an item bonus to damage from another source (like Radiant Weapons). [SIZE=3][B]Level 6[/B][/SIZE] [COLOR=#33cccc]Bracers of Archery[/COLOR] (L6/16/26) (AV) - If you’re using a bow or a crossbow, this a fine and good use of this slot. If you're using a crossbow, have a good chuckle at that Daily power. [SIZE=3][B]Level 7[/B][/SIZE] [B][COLOR=#0000ff]Bracers of Escape[/COLOR] (L7/17/27) (D365) [/B]- 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. [SIZE=3][B]Level 15[/B][/SIZE] [COLOR=#33cccc][B]Winged Shield[/B][/COLOR] [B](L15) (D394) [/B]- 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. [SIZE=3][B]Level 19[/B][/SIZE] [COLOR=#0000ff]Trollhide Braces[/COLOR] (L19/29) (AV) - Regeneration is always a solid defensive choice. [COLOR=#a52a2a][SIZE=3][B]Feet[/B][/SIZE][/COLOR] 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. [SIZE=3][B]Level 2[/B][/SIZE] [COLOR=#0000ff]Acrobat Boots[/COLOR] (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. [SIZE=3][B]Level 7[/B][/SIZE] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Boots of the Fencing Master[/COLOR] (AV) - Rewards you for moving around. What's not to like? [SIZE=3][B]Level 8[/B][/SIZE] [COLOR=#0000ff]Boarding Boots[/COLOR] (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Melee Ranger. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set. Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense. [SIZE=3][B]Level 9[/B][/SIZE] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Boots of Eagerness[/COLOR] (AV) - Pretty cheap, and they pack a pretty nice mobility-advantage power. [SIZE=3][B]Level 10[/B][/SIZE] [COLOR=#0000ff]Boots of Sand and Sea[/COLOR] (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. [SIZE=3][B]Level 12[/B][/SIZE] [COLOR=#0000ff]Battlestrider Greaves[/COLOR] (PHB) - The cheapest speed boost available for heavy armor users. 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. [SIZE=3][B]Level 16[/B][/SIZE] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Survivor’s Boots[/COLOR] (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. [SIZE=3][B]Level 22[/B][/SIZE] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Boots of Speed[/COLOR] (AV) - +2 to speed and a decent power. [SIZE=3][B]Level 24[/B][/SIZE] [COLOR=#0000ff] [/COLOR][COLOR=#00ccff]Boots of Caiphon[/COLOR] (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... [B][COLOR=#00ccff]Zephyr Boots[/COLOR] (AV)[/B] - A fly speed. Must I really discuss this further? [SIZE=3][B]Level 25[/B][/SIZE] [COLOR=#0000ff] Sandals of Avandra[/COLOR] (AV) - Expensive, but they allow you to move around quite a bit on an At-Will basis. [SIZE=3][B]Level 28[/B][/SIZE] [COLOR=#00ccff] Boots of Teleportation[/COLOR] (AV) - Get them if you can afford them. That is all. [COLOR=#a52a2a][SIZE=3][B]Hands[/B][/SIZE][/COLOR] 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. [SIZE=3][B]Level 3[/B][/SIZE] Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based. [SIZE=3][B][B]Level 4[/B][/B][/SIZE] [B][COLOR=#0000ff]Gauntlets of Blood[/COLOR] (AV 2)[/B] - A sweet damage bonus against Bloodied enemies, this is probably your default Hands choice if you don't have something specific in mind. [SIZE=3][B]Level 5[/B][/SIZE] [COLOR=#0000ff]Gloves of Recovery[/COLOR] (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. [SIZE=3][B]Level 8[/B][/SIZE] Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow. [SIZE=3][B]Level 10[/B][/SIZE] Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee. [COLOR=#0000ff] Dwarven Throwers[/COLOR] (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool. [COLOR=#00ccff]Strikebacks[/COLOR] (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 Melee Rangers. [SIZE=3][B]Level 11[/B][/SIZE] [COLOR=#00ccff]Gloves of Ice[/COLOR] (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons. [COLOR=#0000ff] Shadowdancer's Gloves[/COLOR] (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. [SIZE=3][B]Level 13[/B][/SIZE] 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. [SIZE=3][B]Level 16[/B][/SIZE] 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. [SIZE=3][B]Level 18[/B][/SIZE] [COLOR=#00ccff] Gauntlets of Destruction[/COLOR] (PHB) - Rerolling all 1's on Melee damage roll can certainly add up to be a very nice effective damage bonus. [COLOR=#a52a2a][SIZE=3][B]Head[/B][/SIZE][/COLOR] 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. [SIZE=3][B]Level 2[/B][/SIZE] Eagle Eye Goggles (L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have. [SIZE=3][B]Level 4[/B][/SIZE] 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. [SIZE=3][B][B]Level 6[/B][/B][/SIZE] [B][COLOR=#0000ff]Horned Helm[/COLOR] (L6/16/26) (PHB)[/B] - If you have any sort of charging focus, this item is for you. [SIZE=3][B]Level 8[/B][/SIZE] [COLOR=#0000ff]Coif of Mindiron[/COLOR] (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy. [SIZE=3][B]Level 9[/B][/SIZE] Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone! [SIZE=3][B]Level 10[/B][/SIZE] 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. [SIZE=3][B][B]Level 14[/B][/B][/SIZE] [B][COLOR=#0000ff]Circlet of Arkhosia[/COLOR] (L14/24) (PHR: DB)[/B] - Making saves at the beginning and end of your turn against certain annoying mental conditions is surely worth a look. [B][COLOR=#0000ff]Helm of Able Defense[/COLOR] (AV 2)[/B] - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me. [SIZE=3][B]Level 15[/B][/SIZE] [COLOR=#0000ff]Carcanet of Psychic Schism[/COLOR] (AV) - Slaps a penalty on you, but it sure beats being incapacitated. [SIZE=3][B]Level 21[/B][/SIZE] [COLOR=#00ccff]Coif of Focus[/COLOR] (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome. [SIZE=3][B]Level 22[/B][/SIZE] [COLOR=#0000ff]Helm of Ghostly Defense[/COLOR] (PHB) - Helps you take the sting off your opponent’s hits, and smidge of necrotic resistance to boot. [SIZE=3][B]Level 23[/B][/SIZE] [COLOR=#0000ff]Eye of Awareness[/COLOR] (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that. [COLOR=#a52a2a][SIZE=3][B]Neck[/B][/SIZE][/COLOR] 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. [SIZE=3][B]Level 2+[/B][/SIZE] [B][COLOR=#0000ff]Badge of the Berserker[/COLOR] (AV 2)[/B] - Makes charging a heck of a lot safer. Cloak of Resistance (PHB) - Decent resistance for a turn. [SIZE=3][B]Level 3+[/B][/SIZE] 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. [SIZE=3][B]Level 4+[/B][/SIZE] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Cloak of Distortion[/COLOR] (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. [SIZE=3][B]Level 8+[/B][/SIZE] 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=#00ccff] Steadfast Amulet[/COLOR] (AV) - This prevents daze or stun. 'Nuff said. [SIZE=3][B]Level 9+[/B][/SIZE] Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily. 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. [SIZE=3][B]Level 10+[/B][/SIZE] [COLOR=#00ccff] Periapt of Cascading Health[/COLOR] (D 369) - Ends one effect per encounter, no questions asked. Win. [SIZE=3][B]Level 13+[/B][/SIZE] [COLOR=#0000ff] Amulet of Scales[/COLOR] (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice. [SIZE=3][B]Level 14+[/B][/SIZE] Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though. [COLOR=#0000ff]Timeless Locket[/COLOR] (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. [SIZE=3][B]Level 15+[/B][/SIZE] [COLOR=#0000ff] Brooch of Vitality[/COLOR] (AV) - More HP is NICE, especially the Epic Tier versions. [COLOR=#0000ff] Cloak of Displacement[/COLOR] (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers. Necklace of Fireballs (AV) - Defense that packs some decent offense. [COLOR=#00ccff] Torc of Power Preservation[/COLOR] (AV) - It retains Encounter powers when you use them. Need I really say more? [SIZE=3][B]Level 30[/B][/SIZE] [COLOR=#0000ff]Scarab of Invulnerability[/COLOR] (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=#a52a2a][SIZE=3][B]Rings[/B][/SIZE][/COLOR] Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles. [SIZE=3][B]Level 13[/B][/SIZE] [COLOR=#0000ff]Ring of Giants[/COLOR] (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. [SIZE=3][B]Level 14[/B][/SIZE] Iron Ring of the Dwarf Lords (PHB) - +1 healing surge is a pretty solid benefit. 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. [SIZE=3][B]Level 16[/B][/SIZE] Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow. War Ring (AV) - Adds a little more 'oomph' into your criticals. [SIZE=3][B]Level 18[/B][/SIZE] Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance. 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. [SIZE=3][B]Level 19[/B][/SIZE] Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off. [SIZE=3][B]Level 20[/B][/SIZE] [COLOR=#0000ff]Ring of Action Reversal[/COLOR] (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power. [SIZE=3][B]Level 21[/B][/SIZE] [COLOR=#0000ff]Ring of Heroic Insight[/COLOR] (AV) - Allows you to buff yourself pretty well once per day. [SIZE=3][B]Level 22[/B][/SIZE] Blink Ring (AV) - Teleportation is nice to have as a Striker. [SIZE=3][B]Level 23[/B][/SIZE] [COLOR=#00ccff]Greater Ring of Invisibility[/COLOR] (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow. [SIZE=3][B]Level 24[/B][/SIZE] [COLOR=#0000ff] Golden Ring of Teros[/COLOR] (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional. [SIZE=3][B][B]Level 26[/B][/B][/SIZE] [B][COLOR=#0000ff]Ring of Guarded Will[/COLOR] (AV 2)[/B] - A nice bump to Will defense. [SIZE=3][B]Level 27[/B][/SIZE] Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late... [COLOR=#0000ff] Ring of the Phoenix[/COLOR] (AV) - A pretty sweet revival ability. [COLOR=#00ccff] Shadow Band[/COLOR] (AV) - You can't really argue against +2 to all defenses as a static property... [SIZE=3][B]Level 28[/B][/SIZE] 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. [SIZE=3][B]Level 29[/B][/SIZE] [COLOR=#00ccff]Ring of Free Time[/COLOR] (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. [SIZE=3][B]Level 30[/B][/SIZE] [COLOR=#0000ff] Dauntless Champion’s Ring[/COLOR] (AV 2) - Power recovery is good, though the price tag on this is steep. [COLOR=#0000ff] Nullifying Ring[/COLOR] (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill. [COLOR=#a52a2a][SIZE=3][B]Waist[/B][/SIZE][/COLOR] 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. [SIZE=3][B]Level 8[/B][/SIZE] Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit. Belt of Vim (L8/18/28) (AV) - Reinforces what could be your strongest defense or your weakest one, depending on your combat style. [SIZE=3][B]Level 10[/B][/SIZE] [COLOR=#0000ff]Diamond Cincture[/COLOR] (L10/20/30) (AV 2) - Easy-to-access healing, and a bonus a to Fortitude. Nice. Shielding Girdle (AV) - A nice Daily AC buff. [SIZE=3][B]Level 11[/B][/SIZE] Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. [SIZE=3][B]Level 15[/B][/SIZE] Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills. Girdle of the Umber Hulk (L15/25) (AV) - A solid burrow power, and a boost to Fortitude. [SIZE=3][B]Level 16[/B][/SIZE] Girdle of the Dragon (L16/26) (AV) - Fortitude boost, and an OK attack power. [SIZE=3][B]Level 18[/B][/SIZE] [COLOR=#0000ff]Belt of Mountain Endurance[/COLOR] (D 365) - Glorious for Melee Rangers. +Str to surge value and an AP benefit, all in one package. [SIZE=3][B]Level 19[/B][/SIZE] [COLOR=#0000ff]Belt of Breaching[/COLOR] (AV 2) - Healing and teleportation as you transition from kill to kill. That's definitely worth something on a Ranger. [SIZE=3][B]Level 23[/B][/SIZE] [COLOR=#0000ff]Belt of Vitality[/COLOR] (AV) - Gets you up when you're down, and boosts Fortitude. Could be worse... [SIZE=3][B]Level 25[/B][/SIZE] [COLOR=#0000ff]Belt of Titan Strength[/COLOR] (PHB) - A strong Melee buff for one turn, and strong skill bonuses. [SIZE=3][B]Level 28[/B][/SIZE] Sash of Regeneration (L28) (AV 2) - Having regeneration while bloodied is a nice benefit. [COLOR=#a52a2a][SIZE=3][B]Miscellaneous[/B][/SIZE][/COLOR] 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. [SIZE=5][B] Ammunition:[/B][/SIZE][COLOR=#a52a2a] [/COLOR] [SIZE=3][B]Level 3+[/B][/SIZE] [COLOR=#0000ff] Firestorm Arrow[/COLOR] (AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously. [COLOR=#00ccff] Freezing Arrow[/COLOR] (AV 2) - Extra damage AND slowing? Very nice. Lightning Arrow (AV 2) - Extra damage is awesome, though this one is a bit behind the other magical ammunition after the errata. [COLOR=#0000ff]Surprise Bullet[/COLOR] (AV 2) - Free CA is a pretty nice benefit to have. [SIZE=3][B]Level 10+[/B][/SIZE] [COLOR=#00ccff] [/COLOR][COLOR=#00ccff]Dual Arrow[/COLOR] (D 373) - REROLLS, you say?! Now this is what I'm taling about! [SIZE=5][B] Dragonshard Augments:[/B][/SIZE] [SIZE=3][B]Level 2[/B][/SIZE] [COLOR=#0000ff] Eberron Shard of Lightning[/COLOR] (L2/12/22) (EPG) - A great incentive to wield Lightning weapons. [COLOR=#0000ff]Khyber Shard of the Fiery Depth[/COLOR] (L2/12/22) (EPG) - Incentive for wielding Flaming weapons. [COLOR=#00ccff] Siberys Shard of Merciless Cold[/COLOR] (L2/12/22) (EPG) - Yet another reason to like Frost weapons. [SIZE=3][B]Level 3[/B][/SIZE] [COLOR=#0000ff] Siberys Shard of Radiance[/COLOR] (L3/13/23) (EPG) - Another selling point for the Radiant weapon. [SIZE=5][B] Wondrous Items:[/B][/SIZE] [SIZE=3][B]Level 5[/B][/SIZE] [COLOR=#0000ff] Power Jewel[/COLOR] (AV) - A pain-free way to recharge a low-level Encounter power, which is nice to have... until you retrain all of them away. [SIZE=3][B]Level 9[/B][/SIZE] [COLOR=#00ccff] Backlash Tattoo[/COLOR] (AV 2) - A free basic attack every encounter is a nice revenge sort of ability. [COLOR=#ff9900]Endless Quiver[/COLOR] (AV 2) - Endless ammo for Archers. Do I really need to explain why that is good? To boot, it's part of the Kamestiri Uniform item set. [SIZE=3][B][B]Level 10[/B][/B][/SIZE] [B][COLOR=#0000ff]Salve of Power[/COLOR] (AV)[/B] - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers. [SIZE=3][B][B]Level 11[/B][/B][/SIZE] [B][COLOR=#00ccff]Dice of Auspicious Fortune [/COLOR](D 381)[/B] - Gives you more chances to roll the number you really need. [SIZE=3][B]Level 12[/B][/SIZE] [COLOR=#0000ff]Foe Stone[/COLOR] (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you? [B][COLOR=#00ccff]Stone of Earth[/COLOR] (AV 2)[/B] - A very nice reroll for Melee Rangers (not missing on that Blade Cascade is awesome). [B][COLOR=#00ccff]Stone of Flame[/COLOR] (AV 2)[/B] - Fire lovers want one of these around. [B][COLOR=#00ccff]Stone of Light[/COLOR] (AV 2)[/B] - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me. [B][COLOR=#00ccff]Stone of Spirit[/COLOR] (AV 2)[/B] - If you're partaking in Psychic attack support, a reroll is good stuff. [B][COLOR=#00ccff]Stone of Storms [/COLOR](AV 2)[/B] - If lightning and thunder are your elements of choice, this is good to have. [B][COLOR=#00ccff]Stone of Wind[/COLOR] (AV 2)[/B] - A do-over on a Ranged attack is a nice thing to have. [SIZE=3][B]Level 16[/B][/SIZE] [COLOR=#0000ff] Solitaire (Aquamarine)[/COLOR] (AV) - Free attacks after a critical are nice. [SIZE=3][B]Level 21[/B][/SIZE] Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be. [SIZE=3][B]Level 26[/B][/SIZE] [COLOR=#0000ff]Solitaire (Violet)[/COLOR] (AV) - Free AP’s after a crit are awesome, but the price tag is very hefty. [/QUOTE]
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To Strive, to Seek, to Find, and Not to Yield: The Seeker's Handbook (By WEContact)
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