CharOp/Controllers/Psion/Handbook/Items/Feet

belile
Joined May 2005
532 Posts

CharOp/Controllers/Psion/Handbook/Items/Feet

by belile, Oct 8,2009
Guides: [[Dnd:CharOp/Index_of_Class_Guides|Index]] | [[Dnd:CharOp/Defenders|Defenders]] | [[Dnd:CharOp/Leaders|Leaders]] | [[Dnd:CharOp/Strikers|Strikers]] | [[Dnd:CharOp/Controllers|Controllers]] | [[Dnd:CharOp/Hybrids|Hybrids]] | [[Dnd:CharOp/Race_Guides|Races]]
Controllers: [[Dnd:CharOp/Controllers/Druid|Druid]] | [[Dnd:CharOp/Controllers/Invoker|Invoker]] | [[Dnd:CharOp/Controllers/Psion|Psion]] | [[Dnd:CharOp/Controllers/Seeker|Seeker]] | [[Dnd:CharOp/Controllers/Wizard|Wizard]]
Handbook: [[Dnd:CharOp/Controllers/Psion/Handbook|Intro]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Basics|Basics]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Races|Races]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Skills|Skills]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Paragon_Paths|Paragon Paths]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Epic_Destinies|Epic Destinies]] | Items
Items: [[Dnd:CharOp/Controllers/Psion/Handbook/Items|Armor]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Arms|Arms]] | Feet | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Hands|Hands]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Head|Head]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Neck|Neck]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Orb|Orb]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Ring|Ring]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Staff|Staff]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Waist|Waist]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Other|Other]]

Items: Psionics Toolkit
Feet:
  • Acrobat Boots (PHB) – Standing up from prone as a minor action means that you can still use your move action to shift away. Very important since most of your disciplines are ranged or area attacks. Nice boots at low levels.
  • Airstriders (AV) – If for some reason you are wearing a safewing amulet, you can get rid of it in favor of this. Having a fly speed is nice, but since you have to land on solid ground, zephyr boots are probably better (and cheaper).
  • Backtrack Bindings (AV) – The +2 untyped bonus to reflex is solid. The encounter power seems only situationally useful. Might be handy for positioning yourself into melee for a close blast discipline.
  • Boots of Blood (AV2) – The +1 item bonus to reflex is nice, but the conditional trigger on the item's daily power keeps this from being a solid pick.
  • Boots of Caiphon (AV2) – The +2 item bonus to reflex is a nice boost. They also provide a boost to your mobility, albeit at a cost. Comparable to the sandals of avandra which are also a good pick.
  • Boots of Dancing (AV) – A +1 untyped bonus to reflex is nice, as is not granting combat advantage while dazed. The daily power allows you to mimic being trained in a couple of skills you most likely won't be trained in. Not a bad set of boots.
  • Boots of Eagerness (AV) – Getting an extra move action once an encounter is very handy.
  • Boots of Equilibrium (AV) – Extremely situational.
  • Boots of Free Movement (AV) – The boots are good since you really don't want to be slowed, immobilized or restrained.
  • Boots of Furious Speed (AV) – You should be doing your best not to become bloodied in the first place.
  • Boots of Grounding (MOTP) – Being able to prevent yourself from being teleported once an encounter seems pretty situational. There's probably better boots out there for you.
  • Boots of Infinite Stride (PHB) – These boots can help get you out of trouble. A bit situational for such a high level item though.
  • Boots of Jaunting (AV2) – These boots have a nice daily power for their level which is useful for escaping a grab or simply getting away from a melee combatant.
  • Boots of Land and Sea (AV) – A bonus to speed is nice, but hardly necessary. Any boots that give a bonus to swim are bound to be very situational.
  • Boots of Quickness (AV) – Very nice for optimizing your reflex defense since the bonus is untyped.
  • Boots of Rapid Motion (AV2) – The +1 power bonus to speed as a daily power isn't that impressive, but being able to negate a slow effect once an encounter might come in handy.
  • Boots of Speed (AV) – If speed is important to you, you might consider these boots.
  • Boots of Spider Climbing (PHB) – Not a bad pick at low levels, but you'll want to swap them out for something with a little more utility later on.
  • Boots of Stealth (AV) – An item bonus to stealth is nice for those who are optimizing that. However, the item bonus doesn't stack with similar items.
  • Boots of Striding (PHB) – A bonus to speed isn't really necessary, but it doesn't hurt.
  • Boots of Striding and Springing (PHB) – The upgraded version of boots of striding. The added bonus here is a bonus to jump checks. You're probably better served waiting until you can get boots that allow you to teleport.
  • Boots of Surging Speed (AV2) – A fairly defensive boost, but there's some good synergy with other second wind items (e.g. cloak of the walking wounded, backbone belt, parry gauntlets, etc.).
  • Boots of Teleportation (AV) – Awesome boots, but super expensive.
  • Boots of the Fencing Master (AV) – A nice bonus to a couple of defenses when you shift. The encounter power is nice as well. Helps get you out of a sticky situation.
  • Boots of Unchecked Passage (AV2) – Basically an escape button as the item's daily power. Not bad for getting out of (or into) a sticky situation.
  • Clearing Cleats (AV2) – Being able to ignore difficult terrain is pretty sweet. But, by this level, you're probably better off either teleporting (boots of teleportation) or flying (boots of the zephyr).
  • Dimensional Stride Boots (AV) – A bonus to reflex defense is nice and an encounter teleport is solid. A good choice if you've multiclassed into avenger for some reason.
  • Dragonborn Greaves (AV) – A bonus to speed is OK, but the bonus to AC and reflex is nice. You shouldn't make a habit of being bloodied though.
  • Dwarven Greaves (PHB) – For the level, negating forced movement once a day is pretty solid.
  • Earthstriders (AV) – If you're considering these, get a pair of feystep lacings or fireburst boots instead.
  • Eladrin Boots (PHB) – Only consider these if you're an eladrin, otherwise there's most likely a better pair of boots out there for you at this level.
  • Elven Boots (PHB) – If you're at all worried about stealth, get boots of stealth instead since they're much cheaper and provide a static bonus.
  • Feystep Lacings (AV) – A +1 untyped bonus to reflex along with an ability to teleport. Very nice for it's level.
  • Feystride Boots (AV2) – Eladrin may consider these boots to get a little more out of their fey step racial power if they have a drow or elf in the party. Seems pretty situational to me though and the encounter power is useless.
  • Fey Warrior's Boots (AV2) – Very similar to the boots of caiphon, but the item's power is arguably better.
  • Fireburst Boots (AV) – Another set of boots that allow you to teleport. This one does fire damage to those you're escaping from.
  • Floorfighter Straps (AV) – Might be useful if you're also wearing a rope of slave fighting.
  • Goblin Stompers (AV) – Helps you get out of melee when an attack misses you once an encounter. Not a bad ability.
  • Greaves of Fortunate Falling (AV2) – Not a bad item for your feet. Even better for you since you probably don't want to be in melee. Combos up well with a rope of slave fighting.
  • Lightstep Slippers (AV) – Not a bad item for optimizing stealth. Doesn't stack with other items that provide an item bonus to stealth though.
  • Phantom Chaussures (AV) – An improved version of the warlock's ability shadow walk since you only have to move 3 squares (instead of 3 squares away from where you started your turn). Invisibility as a daily power is also very handy.
  • Planar Stasis Boots (MOTP) – An upgrade from boots of grounding. Also allows you to reduce the reduce the distance of a pull, push, or slide. More versatile, but I'd be more impressed if it could negate forced movement all together.
  • Planestrider Boots (MOTP) – So far there aren't any disciplines that allow you to teleport, so you aren't going to get full use of these boots. Teleporting 10 squares once an encounter is nice though.
  • Propellant Boots (AV2) – If you're considering these boots look at the zephyr boots instead.
  • Pursuer's Boots (AV2) – A +1 item bonus to reflex is nice, however you probably don't want to be pursuing enemies.
  • Resplendent Boots (AV2) – An item bonus against opportunity attacks could be helpful if you get pinned down, but you generally want to avoid provoking them in the first place. The item's daily power is helpful for getting you out of a jam though.
  • Rushing Cleats (AV) – Based on the preview article description of the second build, these may be useful for a kineticists. Who knows how many of the push/slide disciplines will be close attacks though...
  • Sandals of Avandra (AV) – A very nice boost to mobility. The encounter power can help get you out of trouble too. They have a lot of competition at this level though.
  • Sandwalker Boots (AV2) – Might be a decent pick if you're adventuring in the Dark Sun campaign setting.
  • Shadowdancer's Boots (AV2) – A bonus to speed isn't bad. Comparable to dragonborn greaves.
  • Shadowsteppers (AV) – The default combat situation will feature bright light, which means you'll probably be taking some damage. Teleportation and gaining insubstantial are very nice effects though.
  • Skaivani’s Anklets (AV2) – If you're considering these boots, look at the boots of eagerness instead.
  • Skygliders (AV) – You're better off saving your money and getting a pair of zephyr boots if you want to fly.
  • Spark Slippers (AV2) – A great item to discourage creatures from moving adjacent to you. A prime pick for telepaths.
  • Steady Boots of the Ram (AV2) – Earth walk is probably the most common type of terrain walk. Still these boots leave something to be desired.
  • Survivor's Boots (AV2) – You don't want to make a habit of being blooded. But, if you are, these boots are an excellent boost to mobility and casting ability.
  • Swift-Step Boots (AV2) – Having the ability for a short range teleport could be very handy, even if it does come with a drawback.
  • Time-Jumping Boots (AV2) – The +2 item bonus to reflex is nice, as is the item's daily power. However, by this level there are better options. If you really want the ability to disappear, check out the cloak of autumn's child.
  • Winged Boots (PHB) – These boots combine the take no damage from a fall effect with a daily fly power. Not bad for the level if you really want to fly.
  • Zephyr Boots (AV) – Being able to fly is great protection from those that can't.

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