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4e Preliminary Item Handbook
2 years ago  ::  Jun 12, 2008 - 10:32AM #1
Phyrixian_lawnmower
Posts: 132
Date Joined: 05/13/04
This thread's purpose is to make a compilation
of general purpose item optimization.

Post #1: Introduction and links
Post #2: Great items
Post #3: Item combo's
Post #4: Economical tricks
Further Posts: Discussion and suggestions

Introduction: Scouring the optimization boards the abundance
of item related optimization available. Having had a few
inspirations of myself I took it upon me to start this little handbook
of sorts. I hope the information glanced from this handbook
will be of value and feel free to contribute.

Information for item optimization was gathered from:

Frost Weapons+Lasting Frost+Wintertouched
Vorpal Weapons and You
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2 years ago  ::  Jun 12, 2008 - 10:32AM #2
Phyrixian_lawnmower
Posts: 132
Date Joined: 05/13/04
Contents:

  • Interesting Links
  • Magic Armor
  • Magic Weapons
  • Magic Implements
  • Magic Items miscellaneous


Bad stuff's in red.
Good stuff's in blue.
Great stuff's in light blue.

Interesting Links:

Melee Weapon Damage Output Comparison

Magic Armor: Show
For now I'll only list those items worth notice, if
I forget any please say so.

Barkskin Armor
Don't buy this stuff.That extra +2 to AC once per day can really add up,
but it won't last for an entire encounter and it's a power bonus, which
means it won't stack with the bonuses granted from powers.
Black Iron Armor
There are lots of monsters that either deal fire of necrotic
damage or both. That makes this a decent armor for heroic tier play.
Bloodcut Armor
Has the potential to prevent a lot of damage and can be recovered
by spending one healing surge. Potentially great, though I'm not
sure about this one. Use this armor if you plan to get hit a lot.
Curseforged Armor
This gives any enemy that hits you with an attack -2 to attacks,
thus reducing the chance of getting hit more than once in the same
round. Save ends, but the enemy will still have -1 to attacks.
Very good ability and available at the low low levels.
Darkleaf Armor
Royally sucky, imagine getting hit with the first attack in the
encounter and that attack not aimed at AC but Will instead.
Kind of a let down.
Deathcut Armor
Easily as good as the Black Iron Armor and a nifty extra ability,
but somewhat more pricy.
Delver's Armor
+2 power bonus that stacks with enhancement bonus from
amulet or cloak. Can use as no action after you rolled the save,
but only once a day.
Magic Armor
Dirt cheap, as far as magic items go.
Mantle of the seventh Wind
Since fly effects are very rare in 4th this armor could have it's
uses, it's not great however.
Shadowflow Armor
This armor gives an item bonus equal to the enhancement
bonus to Stealth checks and allows you to hide once per
encounter (and move up to your full speed combined with Secred
Stride). On higher levels this turns you invisible, automatically
granting you Combat Advantage or allowing you to make your
getaway.
Trollskin Armor
Regeneration 5 until the end of the encounter (or dropping to 0)
is nothing to sneeze at. That being said, watch out for fire and
acid damage.

Magic Weapons: Show
For now I'll only list those items worth notice, if
I forget any please say so.


Dancing Weapon
This weapon enhancement rocks. With the departure of iterative attacks
getting an extra attack can be definitely worth it. I'd recon a
Daggermaster could greatly benefit from a Dancing Weapon improving the
chance of getting a crit by getting another attack. This in combination
with feats as Press the Advantage, Quick draw and Surprise knockdown
could really make you a crit-machine, in so far this is possible at all in 4th.
Duelist's Weapon
Gives Combat advantage, that precious +2 to hit, and Sneak Attack
enabler. There are lot's of ways of getting Combat Advantage though.
Flaming weapon
Can be used together with any weapon keyworded powers to
give these powers the fire keyword.
Frost Weapon
Can be used together with any weapon powers to
give these powers the cold keyword. Enables wintertouched+
Lasting Frost combo.
Holy Avenger
Enhances your radiant powers. Can act as a Holy symbol.
Allows you to spend a healing surge on a crit. Has an awesome
daily power, usable as a Minor Action. Need I say more?
Lifedrinker Weapon
5 temporary hit points may not seem like much, but on the lower
levels this power works wonders when slaying minions left and right.
Lightning weapon
Can be used together with any weapon powers to
give these powers the lightning keyword. Use together with
Dagger Master and Lightning Arc for funny situations.
Note: Sneak attack = transferred too.
Magic Weapon
Cheap.
Pact Blade
The 2nd property is nothing to write home about, all together
inferior to the Holy implement variant, the Holy Avenger.
Still has some nice economical benefit.
Phasing Weapon
Only situationally useful.
Thunderburst Weapon
Together with resounding thunder and the WOST implement
substitution ability a wizard could once a day change a
magic missile attack into a burst 2(minimum). Nifty.
[color=blue"Vicious Weapon[/color]
This weapon enhances your crits which is particularly good
for daggermasters and RRoT builds.
[color="cyan]Vorpal Weapon[/color]
See the Vorpal Weapons and You link above why.
Wield a Vorpal Falchion or glaive together with Destruction
Gauntlets and go to town.


Magic Implements: Show
Holy Symbols

Magic Holy Symbol
You know it: cheap!
Symbol of Power
Makes your Save Ends effects more useful. Just great.
Symbol of Victory
Even though scoring crits is very difficult nowadays,
granting an extra action point is very powerful.

Orbs

Magic Orb
Cheap, that's it.
Orb of Drastic Resolutions
This Orb's daily power is very spiffy, too bad it doesn't
work well with the Orb mastery power.
Orb of inevitable Continuance
This Orb is very good. A lot of effects last until the end of
your turn or the next. With this you can make those last
longer. Once a day.

Rods

Magic Rod
Cheap, cheap, cheap.
Rod of Corruption
Place it on a minion, kill it and get your curse on anything
within 5 squares. Wowza!
Rod of Dark Reward
Meh
Rod of Death's Grasp
Decent. Pretty good when you go Student of Caiphon.
Rod of Harvest
Store your pact boon, use it anytime you want. This gives you a nice tactical
advantage.
[color="cyan]Rod of Reaving[/color]
Auto kill minions, combine with Rod of Corruption for awesome.
Rod of First Blood[b]
Like in the Rambo movie, this is a trap! There are far better options available.

Staffs
[b]Magic Staff

... need I say it again?
Staff of Power
This staffs daily power let's you retain an encounter or daily power on a crit.
Situational, but very good when it happens. Especially good when targeting
multiple enemies with your powers.
Thunderwave Staff
This staffs daily power can deal lots and lots of damage, the barbarian in my
sig could use this very well.

Magic Items miscellaneous: Show
This is placeholder text, indeed!
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2 years ago  ::  Jun 12, 2008 - 10:33AM #3
Phyrixian_lawnmower
Posts: 132
Date Joined: 05/13/04
Contents:

  • Item+Feat combo's
  • item+Power combo's
  • item+Item combo's


Item+Feat combo's: Show
Wintertouched+Lasting frost+Frost Weapon
The at will power from Frost Weapon gives any power you perform using this
weapon the cold keyword. Lasting frost gives a target you hit with a
power that has the [i]cold[/] keyword vulnerable cold 5. Wintertouched gives
you Combat Advantage when attacking a creature that is vulnerable to cold,
if you use a power that has the cold keyword. And the circle is round.
This trick gives a nifty little +2 bonus to attacks and Sneak Attack for Rogues

Item+Power Combo's: Show
This is a spoiler block, well at least sofar

Item+Item Combo's: Show
Boots of the Infinite Stride+Cloak of Feywild Escape
This trick will allow you to teleport your entire party towards any point in sight
once per day. Using the Boots of the Infinite Stride one team member teleports
toward any point in sight. Then the rest of the party activates their Cloaks of
Feywild Escape teleporting to a spot within 5 squares of the chosen ally.
The cost difference between Boots of the Infinite Stride and a Cloak of Feywild
Escape+4 is two million gp. This trick would spare you a 6 million gp investment
in a 4 man party. If you would want to have +5 cloaks it would still save 4.500.000 gp.
Vorpal Falchion+Gauntlets of Destruction
Attack with your Vorpal Falchion reroll all 1's and reroll all 4's (adding the damage)
with 2d4 damage die. That's two times a 1 in 3 chance of hitting that 4.
Just use something stupid like Blade Cascade or some n[w]power and ready yourself
to do some rerolling
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2 years ago  ::  Jun 12, 2008 - 10:33AM #4
Phyrixian_lawnmower
Posts: 132
Date Joined: 05/13/04
And this post is also also reserved.
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2 years ago  ::  Jun 27, 2008 - 12:19PM #5
DemonLord57
Posts: 1,449
Date Joined: 09/18/07
Some things I think you should mention:
Armor
Bloodcut Armor: I think you should up your rating on Bloodcut armor. Healing Surge is a great usage on items, since it doesn't use up a daily slot to use them. It's like a daily that doesn't count against your daily limit but you have an option to recharge them. I think you could do well with an occasional resist 10/15/20 all damage for a turn, and it also helps you ignore OAs. If you really need to survive, and you can't wait until the healer's turn, or they'll be busy, or you need to get out of the battle, because the healer is spent, then use this (and move away with the last one)
Elven Battle Armor: looks great on strikers. It makes them extremely resistant to being slowed down, which hampers their role severely. Also, +2 speed as an encounter ability can't hurt
Hydra Armor: This may be better for the item combo section, but the Hydra armor deserves some looking at. It provides a regeneration bonus until the end of the encounter if you get critted against by an "enemy". If you can give your allies the status of "enemy" somehow, combine that with Divine Oracle's Prophecy of Doom, and voila, insta heal (outside of battle) without healing surges.

Weapons
Berserker Weapon: hmm... this one is interesting. Without the resist damage, I'd say it was crappy, even with the bonus to attack rolls... but with the resist damage, you may actually take *less* damage with it activated. It also negates a lot of ongoing damage. I'll have to check out the average damage and average to hit of monsters at the levels you'd have this...
Terror Weapon: I think terror is a decent weapon type. -2 to all defenses with a (save ends) is pretty nice, even if it is 3 levels above a vanilla magic weapon.
Vicious Weapon: Vicious weapons are nice for daggermasters. Though, most likely, they'll prefer the next one
Wraithblade: This weapon is awesome for daggermasters. It's everything that's great about the vicious weapon plus more. (this is in Ashen Covenant)
Disrupting Weapon: This is the first weapon I've seen that is under par for enhancement bonus vs. level. It does amazing things against undead with it's daily. It's crap compared to a Holy Avenger (except against undead), but it's the only low level weapon/implement combo. (also in Ashen Covenant)

Implements
Symbol of Hope: You or an ally gets +5 power bonus on saves against an effect 1/day? Well, I'll be thankful for this when I get stunned (save ends), or get hit by a worsening effect (like sleep).
Rod of Corruption: This is great for Warlocks in large group battles, especially with minions.
Rod of Reaving: It's a minion killer. A minor action to kill a minion and get a nice benefit is a good trade. Combines well with Rod of Corruption, so that you even still get your curse damage on what you attack with your standard action. Pretty much worthless other than minion slaying.
Rod of Harvest: This looks interesting. Any of the pact boon effects would be nice to have as an encounter ability (usable when needed), so this could be good.
Staff of Power: Dailies are often AoE. Keeping dailies is good. Use with Legion's Hold, for example. (Divine Oracle makes this even easier )
Staff of the Warmage: Larger area burst/blasts are nice, but it's only 1/day. Burst gets a larger boost.
Staff of Winter: Hmm, that's interesting. Immobilize is a good effect, but not necessarily if they are that close. Could be quite good, but maybe too situational.
Thunderwave Staff: Lots of extra damage instead of pushing. Also knocks prone. Fun with what it is named after and a good Wis mod.
Wands: Amazingly good, as you can pick any encounter ability to gain keywords off of. Fear+Doomsayer+(save ends) = Win

that's it for now.
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2 years ago  ::  Jul 02, 2008 - 6:34AM #6
hovnarr
Posts: 197
Date Joined: 11/01/04
Good work. Please add the bargain gloves of piercing (ignore resist up to 10 all encounter, minor action, lvl 3 item) to the misc items.

What are your thoughts on see invisibility items like Gem of True Seeing? There are precious few such effects, but with the new hide/invisibility mechanics, maybe all you need is good perception?
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2 years ago  ::  Jul 02, 2008 - 1:49PM #7
Seeker_Of_Truth
Posts: 626
Date Joined: 08/17/07
I think Dust of Appearance is worth a look. It's the cheapest and most reliable invisibility counter in the game. To make it even better it's an encounter power so it doesn't take away from your daily item power uses.
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2 years ago  ::  Jul 02, 2008 - 2:10PM #8
Black_Egg
Posts: 1,078
Date Joined: 04/19/08
I want to pipe in a bit with some support for the straight magic items. While they might not be terribly exciting, the cheaper magic items can become available to players several levels earlier in their progression. Since attack and defense isn't all that easy to come by, just being lower level is a huge advantage in and of itself.

For instance, if I was playing through the Epic tier and was the first guy to get a +6 weapon, I'd be a happy camper and wouldn't mind using it until the other players had their +6 weapons as well.
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2 years ago  ::  Jul 02, 2008 - 2:21PM #9
Seeker_Of_Truth
Posts: 626
Date Joined: 08/17/07

Black_Egg wrote:

I want to pipe in a bit with some support for the straight magic items. While they might not be terribly exciting, the cheaper magic items can become available to players several levels earlier in their progression. Since attack and defense isn't all that easy to come by, just being lower level is a huge advantage in and of itself.

For instance, if I was playing through the Epic tier and was the first guy to get a +6 weapon, I'd be a happy camper and wouldn't mind using it until the other players had their +6 weapons as well.


I agree that they are good choices ... for heavy armor users around level 16 and 26 the bouns is amplified. +3 Trollskin Scale costs 25,000gp, +4 Scale is 45,000gp but gives +4 AC more than the Trollskin and that's a huge deal.

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2 years ago  ::  Jul 02, 2008 - 2:34PM #10
DemonLord57
Posts: 1,449
Date Joined: 09/18/07

Seeker_Of_Truth wrote:

I agree that they are good choices ... for heavy armor users around level 16 and 26 the bouns is amplified. +3 Trollskin Scale costs 25,000gp, +4 Scale is 45,000gp but gives +4 AC more than the Trollskin and that's a huge deal.


Oh yes, certainly when you get to +4 and +6, getting heavy armor as early as possible is a great idea. Less so for light armor, but still a very good idea, as +2 AC is still quite significant.

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