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09.29.2009 | 3:19 PM
Equipment: Legs and Feet
| Paragon Paths
| Epic Destinies
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Equipment: [[../../Weapons]] | [[../../Armor]] | [[../../Arms|Arms and Hands]] | Legs and Feet | [[../../Neck|Head and Neck]] | [[../../Waist|Waist and Rings]] | [[../../Other|Wondrous Items and Consumables]]
Boots of Adept Charging (AV)
Since you can't normally take any actions after a charge, and I don't think you can interrupt your charge with Nature's Wrath, what seems like a great item...isn't. If you could somehow charge and not have your turn end, the extra shift could often bring you adjacent to more enemies, thus capitalizing on Nature's Wrath. Warforged Juggernaut allows actions after the charge, as does the epic Fighter feat Unstoppable Charge. Unfortunately by then for both, there are probably better boots.
Boots of Free Movement (AV)
Item bonus to save vs immobile, slow, and restrain. You also get a 1/encounter save vs any of those save ends conditions.
Boots of the Fencing Master (AV)
I like these for other classes, but they're not a bad choice for you.
Dwarven Greaves (PHB)
Negate forced movement 1/day.
Rushing Cleats (AV)
I really wish these worked with pulls as well, but they're still the best boots for any Polearm wielder.
Steadfast Boots (AV)
1/encounter make these a solid choice.
Boots of Eagerness (Av)
Extra movement rules.
Boots of Striding (PHB)
Like extra movement, speed rules.
Assassin's Slippers (AV)
Flanking w/o flanking 1/encounter.
Greaves of Maldeen (D 364)
It's rare that you won't always be after an enemy. The +2 speed is quite awesome here. The daily power isn't too shabby either, though not stellar.
Earthreaver Stompers (AV)
Gain tremorsense. The daily power also offers you good control.
Boots of Speed (AV)
+2 to speed and an extra move action 1/day. Nice.
Zephyr Boots (AV)
Awesome item that helps you deal with fliers.
Sandals of Avandra (AV)
Shifting half your speed is great. Tack on +2 speed and you have a great item.
Boots of Teleportation (AV)
Awesome item but it's expensive.