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3 years ago ::
May 11, 2010 - 6:32AM
#11
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Date Joined:
Aug 10, 2007
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PS: If your wife will have fun with some eternal chalk, it's a fine purchase when you have enough gold, but not worth the found item slot.
Dan Anderson @EpicUthrac Living Forgotten Realms Calimshan Writing Director Living Forgotten Realms Epic Writing Director
Meet me at TotalConfusion: http://www.totalcon.com/RolePlaying.html
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3 years ago ::
May 11, 2010 - 7:19AM
#12
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Another thing to watch out for, is the Daily use items. You're limited to how many times you can use a Daily item power. So you also need to watch that.
I almost never take any items with Daily powers (unless it is a casually tacked-on Daily power, such as the necrotic Reaction attack with Deathcut armor, when you're really after the necrotic/poison resistance). There are a couple of exceptions, but in general I hold out for Property, At-Will, or Encounter items.
That's a fine plan (and one I've done myself) as long as the items you take don't get errata'ed into a daily item power later... Making everything a daily item power seems to be a popular trend with the errata.
One of my first LFR characters (before I really knew what I was doing) accidentally ended up with about 6 daily item powers, so I could never use them all. And unfortunately even after I realized she had too many daily item powers I ended up getting her several more of them just because I really liked their property. So now she has a thousand daily item powers and can only use a few of them.
One thing to note about daily item powers is that it's ok to have more than you could use if they are highly situational (except, of course, that they're situational so may not be as desirable). For example, it's not a big deal if you have one daily item that helps you when you're underwater and another one that helps you if you're flying since you're unlikely to need both items during the same adventure. The problem comes when you have tons of daily item powers that you want to use in every adventure.
On the other hand, most players I talk with have more than half of their item slots left after reaching level 10. The system is designed for people to take +1 items for the first 3 levels, and replace those with +2 items after ward. A couple of H1 adventures (mostly the older ones) have +2 items available, but unless you specifically go for them you might very well miss them. Waiting till level 4 or 5 just means you are playing twelve adventures witha +1 to AC/NADs/attack rolls & damage less.
I have discovered that found item slots are extremely rare/valuable in the first few levels (perhaps levels 1-5?), but become over-abundant in high heroic and paragon tier. (For the reasons that Madfox11 noted above.) All of my mid-paragon tier characters have about 7-9 open found item slots. Found item slots become technically more valuable as you go up levels since they can be used at level 1 to get a low-level item or can be saved until level 18 to get a high level item.
Lori Anderson WotC Freelancer, LFR author @LittleLorika
CALI3-3 The Agony of Almraiven (co-author) NETH4-1 Containing Shadow (co-author) CALI4-1 Plain of Stone Spiders (author) QUES4-1 Liberation (co-author) EPIC5-1 Plaguewrought Prism (co-author)
TotalCon: http://www.totalcon.com/RolePlaying.html
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3 years ago ::
May 11, 2010 - 7:29AM
#13
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Date Joined:
Jul 13, 2008
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My experience, limited, is that once you hit Paragon, you're going to use up a bunch of found item slots right away. As there's a big power jump between level 1-10 items and level 11+ items.
ie. I only have one paragon character. He's played in 5 mods. Of those five mods, he picked up 4 items. +3 Weapon with power, +3 armor with power, and 2 slot items. So 4 items slots used for two levels.
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3 years ago ::
May 11, 2010 - 11:04AM
#14
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Date Joined:
Aug 19, 2007
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My experience, limited, is that once you hit Paragon, you're going to use up a bunch of found item slots right away. As there's a big power jump between level 1-10 items and level 11+ items. ie. I only have one paragon character. He's played in 5 mods. Of those five mods, he picked up 4 items. +3 Weapon with power, +3 armor with power, and 2 slot items. So 4 items slots used for two levels.
And you start finding rings too, so you're not just uprgrading, you're finding stuff for whole new slots.
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3 years ago ::
May 11, 2010 - 11:14AM
#15
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Date Joined:
Nov 15, 2004
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A wizard would love the +2 vicious weapon. It can be a quarterstaff, which yes, still counts as a staff which is a wizard implement. Also, with all of their AoE's wizards get a lot of attack rolls, which means 20's come up (or 19's with Lucky Shot), and there's 2d12 extra damage.
Also, I thought the +2 items were being phased out of H1 mods too, but the adventure the OP is talking about is a newer one and it has the +2 Vicious Weapon and +2 Amulet of Protection.
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3 years ago ::
May 11, 2010 - 4:47PM
#16
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Date Joined:
May 29, 2001
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I'm a big fan of the cloak of the walking wounded, unless you happen to have a character whose 'schtick' is that he's more dangerous when bloodied.
As for the whole 'save your slots' debate, I'm not myself a fan, unless you're the sort who knows in which adventures all the best items can be found and plays them accordingly. In that case, go for it, since the efficiency you'll get out of cherry-picking your lower level items will make up for not using all your slots.
Along those lines, I have seen an argument where it's been suggested that found item slots 'go away' if not used in their specific level -- while I don't believe the rules currently support that interpretation, I wouldn't be at all upset with an update that clarified that players can't have more items in a particular level range than they have slots in that range (so no more than five items of level 11-15, for example).
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3 years ago ::
May 11, 2010 - 10:56PM
#17
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I'm a big fan of the cloak of the walking wounded, unless you happen to have a character whose 'schtick' is that he's more dangerous when bloodied.
As for the whole 'save your slots' debate, I'm not myself a fan, unless you're the sort who knows in which adventures all the best items can be found and plays them accordingly. In that case, go for it, since the efficiency you'll get out of cherry-picking your lower level items will make up for not using all your slots.
Along those lines, I have seen an argument where it's been suggested that found item slots 'go away' if not used in their specific level -- while I don't believe the rules currently support that interpretation, I wouldn't be at all upset with an update that clarified that players can't have more items in a particular level range than they have slots in that range (so no more than five items of level 11-15, for example).
A charactor should only be taking or buying items they need anyway and sometimes this does result in "slot banking" plus its far better to have an open slot than an item that leaves the player thinking "why the frak did I take that" after finding out what the item does.
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3 years ago ::
May 11, 2010 - 11:08PM
#18
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Date Joined:
Feb 10, 2008
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This may not be really low level, but I have found that map of orienteering level 9 is by far one of the best items I have ever used. A 100 foot map in every direction is the bee's knee's. >.>
-Pot Stirrer. -Because I can. Co-Author Neth 3-3 Seek and Destroy. (Now with 10% more diplomacy!) Author ELTU 4-3 Minutes to Midnight (Waiting on Release) ABSO 4-2. (I really am working on this I promise!)
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3 years ago ::
May 12, 2010 - 7:10AM
#19
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Date Joined:
Apr 25, 2002
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As for the whole 'save your slots' debate, I'm not myself a fan, unless you're the sort who knows in which adventures all the best items can be found and plays them accordingly.
There's no need to know that. If you pick a 6th level item that you find in a mod, at some point that found item slot could have been an 11th level item that you turn around, sell, and buy the exact 6th level item of your choice. At some point, it could be a 16th level item that you turn around and sell for an 11th level item.
And there are more than enough items with cool properties out there to make this worthwhile. It also allows you to buy upgrades to an item that you feel you need to upgrade, such as a specific weapon choice, without using up all your gold. The real question is how long can you wait.
Levels 1-4, it is pretty easy to get 1100 gold and buy yourself a +1 weapon, +1 armor, and +1 neck item. When you find +2 items, take 'em. If you don't, you're not that much better off taking the +1 items with properties that you'll get rid of once you get into the 4-7 mods...
NETH4-1 Containing Shadow (co-author) Handbooks
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3 years ago ::
May 12, 2010 - 10:35AM
#20
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Date Joined:
Aug 22, 2007
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It all depends on when you want to have the advantage. You can save up all your slots and get the very best items at the E3 tier, but I personally like an even effectiveness curve along the way -- so sure, I'll take a +1 item if it's cool.
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