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3 years ago ::
May 10, 2010 - 10:21AM
#1
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Date Joined:
Feb 14, 2010
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I just finished an LFR mod that granted a Level 4 item or less of my choice from Adventurer's Vault.
I have my eye on a few items, but I'm more curious in hearing about your recommendations from that book, if you've been in this situation. Maybe you found a killer item that no one thought about; brag away!
The other choices were an Amulet of Protection +2, or a Vicious Weapon +2. Both are nice, but this character is L1, so I'm not inclined to take either of those. Maybe I should?
My wife is eyeing Eternal Chalk, which would be loads of fun. However, I prefer something with a benefit I will use a lot; ie, a plus to a defense/attack, then Properties, then Encounter Powers, then Dailies.
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3 years ago ::
May 10, 2010 - 10:27AM
#2
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Date Joined:
Nov 21, 2005
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You absolutely need to obtain 3 items as you level up (weapon/implement, armor, neck item). Everything else is nice to have but less important.
I would take the amulet. You can use it at L2, and you know it will get used. The weapon is equally useful, but you can't wield it until L3.
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3 years ago ::
May 10, 2010 - 10:44AM
#3
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Date Joined:
Mar 28, 2009
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I just finished an LFR mod that granted a Level 4 item or less of my choice from Adventurer's Vault.
I have my eye on a few items, but I'm more curious in hearing about your recommendations from that book, if you've been in this situation. Maybe you found a killer item that no one thought about; brag away!
The other choices were an Amulet of Protection +2, or a Vicious Weapon +2. Both are nice, but this character is L1, so I'm not inclined to take either of those. Maybe I should?
My wife is eyeing Eternal Chalk, which would be loads of fun. However, I prefer something with a benefit I will use a lot; ie, a plus to a defense/attack, then Properties, then Encounter Powers, then Dailies.
Not strictly a magic item, but there is an item listed in Adventure's Vault which gives your character:
1) a speed of 7 2) a climb speed of 2 3) swamp walk
for the low low price of 200gp.
Giant Draft Lizard.
If you play a melee fighter, it can get you at just about any enemy you will face during Heroic tier. (It's especially useful when the module places the enemy up on a ledge, that would normally require atheletics or acrobatics checks to climb.)
If you play a ranged fighter, you can climb nearby walls to get you out of reach of any enemy.
Only 200gp.
"At Gencon 2010, WOTC will announce a new edition of Dungeons & Dragons." - crm(1/2010)
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3 years ago ::
May 10, 2010 - 10:56AM
#4
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Date Joined:
Jul 13, 2008
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My favorite toy - Level 2 item: Shield, Preservation. Daily Power, Minor Action, grants temp HP equal to your surge value to you and all allies within 5 squares.
Cheap item to buy and it can grant the party 10 to 14 temp HP at the start of a fight when used by a high con defender. That's a lot of temporary hit points.
My suggestion -
Save your found magic slots for magic items level 6 or higher. Those slots go away very fast the higher in level you go.
Plus, gold isn't that hard to come by. You can buy low level item stuff pretty easy, if you budget for it.
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.
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3 years ago ::
May 10, 2010 - 11:45AM
#5
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Date Joined:
Aug 19, 2007
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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.
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3 years ago ::
May 10, 2010 - 12:18PM
#6
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While it's probably a bit of cheese to take it now (and, as has been already noted, you won't be able to use it until 3rd level), the +2 Vicious weapon would likely wind up being your weapon through most of Heroic tier.
If you prefer to not take something now you can't use for several adventures, take the +2 Amulet.
As Nutation notes, the big three (armor, neck slot, weapon / implement) should be your primary focus for your early items. Fairly few items from other "slots" are going to be as useful (particularly at this level), and bear in mind that, as the level 2 items are level 6 / 7 magic items, they're generally going to be of greater power / benefit.
"Of course [Richard] has a knife. He always has a knife. We all have knives. It's 1183, and we're barbarians!" - Eleanor of Aquitaine, "The Lion in Winter"
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3 years ago ::
May 10, 2010 - 3:08PM
#7
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Date Joined:
Nov 15, 2004
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If you play a Druid, Claw Gloves are very cool. Just about any other character wants the Vicious +2. Note that it can be a staff or dagger, so many implement users can take advantage of it that way.
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3 years ago ::
May 10, 2010 - 6:10PM
#8
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Date Joined:
Mar 15, 2001
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Personally, I feel taking nearly any weapon, implement, armor, or neck item of less than +2 value (level 6+) is a trap (there are a few exceptions, like Shimmering Robes). +2 items are available in several level 1-4 modules, and become commonplace by the time you hit 4th and have access to level 4-7 modules. Plus, 3 adventures will give you enough gold to buy a basic +1 item of your choice.
After you get around 5th level, you should have the money to begin buying flavor items, like Eternal Chalk. But I wouldn't use up a precious found item slot on something like that. Don't get me wrong - it's a cool item. But especially with the difficulty ramping up in newer mods, I would reserve my found items for things that will make a large difference in survivability.
Finally, especially with the changes to auras, resistance items should be a high priority.
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3 years ago ::
May 11, 2010 - 1:15AM
#9
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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.
Note that it is hard to suggest good items without knowing, race, class and build. For example, a wizard would not really need that vicious weapon.
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3 years ago ::
May 11, 2010 - 5:00AM
#10
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- Senior Volunteer Community Lead
Date Joined:
Aug 19, 2007
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It's totally worth buying a +1 weapon after 3 or so adventures (only need 360g)... but with the way the campaign is setup, it feels silly to actually take +1 items until all of the +2 bundles are moved out of H1 entirely.
Keith Richmond Living Forgotten Realms Epic Writing Director
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