Weapon/Armor Enchantments?

eisgowen

First Post
Just curious what some of u would put on a weapon and armor if u had the chance? :)

im not really sure what to head for. I already have a scabard of keen edge.
 

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Armor of Fortification (100%) and any sword with Keen, Sure Striking, Speed and a burst enhancement, but those are just the basics, and provided that I can afford it of course. :D
 
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Obviously this really derpends on the class, campaign, and stly of game you are running. My Bard Lasher in the campaign that just eneded has a Acidic Burst Whip Dagger for instance. The image of flicking bits of acid with the whip was too cool to pass up. In a campaign about to start my Dwarven Fighter will really want a Dwarfen Battle Axe Defender. And in the game that is currently going my half elf Ranger will really want a Composite Long bow of Distance with returning arrows.
 


Depends on the level. If you have the scabbard of keen edge it is likely that you are atleast 5th level so I will base my assumptions on that.

GIven a choice, I would go with:

Weapon: For a +1 bonus I'd go with o one of the energy bonuses (fore, frost, shocking, etc.) that give the extra d6. Holy is a good choice too but that is +2. Speed is the best high level choice at +4 but it is reproducable (spell, boots, etc.)

Armor: I like the resist element option here. Others probably have better ideas!
 

For weapons, put on at least a +2 enhancement, if not +3, before any others. You need this for:

DR

and

Anti-sunder.

After that, well, it depends. Holy Avenger might be handy.
 
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I like Fortification armor on grunts. As you get up in levels you start meeting things that can do 30 or 40 a hit. One unlucky roll that turns into a monster crit is more likely to kill you than those 15 pts of Fireball damage.

Energy resistance on shields is nice; you can swap shields around a bit if you know what to expect. Blinding is useful on a shield; it opens up some sneak attack targets for your teammates.

I like front line grunts to have maximum pluses to get that regular to hit and damage and cut through DR, don't count on GMW to save your arse. I have a soft spot for Holy because it is so stylish. Keen if you have a good strength. d6 energy is an afterthought. Burst only if you have Improved Critical and Keen already.

I like fancy pants energy on bows for archers. They can play with multiple bows and rachet up their attacks with better arrows if need be. With Rapid Shot and a full attack they can even cut through a weak elemental resistance.
 

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