CharOp/Controllers/Psion/Handbook/Items/Neck

belile
Joined May 2005
532 Posts

CharOp/Controllers/Psion/Handbook/Items/Neck

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]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Feet|Feet]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Hands|Hands]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Head|Head]] | 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
Neck:
  • Abyssal Adornment (AV) – Resist any elemental damage type for a round as an immediate interrupt. The resistance is fairly high and should give you the time you'll need to drink a potion of resistance.
  • Amulet of Aranea (AV) – Resistance to poison and a daily power that does poison damage. Since most enemies that do poison damage will also be either resistant or immune to poison, you're better off going with an amulet of health since it's cheaper.
  • Amulet of Attenuation (AV) (L14+) – Resist damage from an attack as an immediate interrupt. The resistance is above average, but only applies to a single attack. I like this item a little better than the cloak of resistance because of it's reactive nature.
  • Amulet of Bodily Sanctity (AV) – A bonus to saving throws against ongoing damage and a daily power that allows you and your allies to roll a saving throw against ongoing damage. A little too situational for my tastes.
  • Amulet of Double Fortune (AV2) – Items that trigger off of a critical always favor those that have multi or area attacks. Not a bad item for it's cost.
  • Amulet of Elegy (AV2) (L2+) – They're starting to realize that penalties to saves should only apply to the first saving throw. Still, a fairly inexpensive item that scales with level. Using this item with disciplines like mind blast is a potent combination.
  • Amulet of Elusive Prey (AV) – This neck item is is tailored for the mobile combatant. The bonus to AC and reflex is super, but moving 4 squares every turn can make this a pain to use. You'd really have to build your character around this concept in order to take full advantage of it.
  • Amulet of False Life (PHB) – Temporary hit points are nice, but this item is on the expensive side.
  • Amulet of Health (PHB) – Resistance to poison is pretty situational.
  • Amulet of Life (D381) – An alternative to the cloak of walking wounded. A little more expensive, but the encounter power allows you to spend an additional healing surge whenever you spend a healing surge, not just when you use your second wind.
  • Amulet of Protection (PHB) – Not a bad choice until you decide which neck item fits your play style.
  • Amulet of Resolution (AV) (L2+) – This item is fairly cheap and rerolling saving throws is always handy.
  • Amulet of Scales (D365) – You're probably better off just drinking a potion of resistance.
  • Amulet of Seduction (PHRT) (L5+) – A +2 item bonus to two class skills is nice. However, the second property is why you'll want this item. The dominate, thrall and soul break disciplines all have the charm keyword, making this a great item if you have those disciplines. The item's daily power, while not overly powerful, is fun and also synergizes well with the item's second property.
  • Amulet of the Unbroken (AV) (L29) – Awesome effect, high level and super expensive though.
  • Amulet of Vigor (AV2) – Getting more value out of your healing surges is always handy and the item's daily power synergizes well with it. Another item that scales up with level, which is nice.
  • Amulet of Warding (AV2) – It'd be a nice daily power if it was able to affect you. But having to keep an ally adjacent to you isn't ideal. The fact that it scales up with level saves it from being red.
  • Assassin's Cloak (AV2) – A telepath trained in stealth (who isn't already a gnome fey beguiler) may want to consider this item for it's property. Everyone else won't be interested. The item's daily power is pretty sweet though and it scales up with level.
  • Bane's Collar (AV2) – Being able to shake off charm and fear effects seems handy. The item's daily power doesn't seem to offer much synergy though unless you have an ally with a higher will defense than you.
  • Bloodgem Shard (AV2) – This very expensive item is probably better left to the strikers in the group.
  • Bralani Cloak (AV2) – A very expensive neck item, however teleportation combined with fly for a couple turns is very handy. Resistance to psychic isn't bad either.
  • Brooch of No Regrets (AV) – This item has a better (and more leader-like) effect than the amulet of resolution. It's more expensive though.
  • Brooch of Shielding (AV) – This item is worse than the amulet of attenuation since force damage is highly situational and the damage resistance doesn't apply to melee attacks.
  • Brooch of Vitality (AV) (L15+) – Super expensive, but extra hit points are always useful.
  • Cape of the Mountebank (AV) – The item's daily power is nice. However, it's too expensive to be a solid pick. Probably only worth it for rogues.
  • Chaos Cloak (AV2) – This item could be excellent if you know you're going to be fighting elemental creatures. Everyone else should avoid. Also, using an item's daily power to create a random effect isn't that great.
  • Choker of Eloquence (AV) – Only useful for optimizing bluff and diplomacy. It's an excellent boost if that's what you're going for though.
  • Cloak of Autumn's Child (AV) (L19+) – An improved version of the cloak of feywild escape. No duration restriction on your trip to the feywild means that you can even use this at the end of the day to ensure you don't get jumped in the middle of the night.
  • Cloak of Displacement (AV) (L15+) – The item's property is strictly better than that of darkleaf armor. The daily power is also nice and helps avoid those nasty critical hits.
  • Cloak of Distortion (AV) – A huge conditional boost to your ranged defenses. Since almost all of your powers have a range of at least 10, you should be able to stay 5 squares away from ranged attackers. Unfortunately, the cloak doesn't work against area attacks and it's also on the expensive side.
  • Cloak of Elemental Evolution (AV) – Essentially allows you to get variable resistance 10 for one encounter a day. Nice, but you're probably better of just carrying a potion of resistance and getting a better, less expensive cloak.
  • Cloak of Feywild Escape (PHB) (L20+) – Super expensive, but for a move action you basically get a free teleport and immunity until your next turn. Good, but the cloak of autumn's child is better.
  • Cloak of Invisibility (PHB) – Invisibility is awesome. Unfortunately you'll need stealth in order to take full advantage of it which you probably won't have.
  • Cloak of the Bat (AV2) – Having the ability to fly could be very handy if you can get to a place where you can still attack but not be engaged in melee.
  • Cloak of the Desert (AV2) – Essentially concealment for an encounter a day since you better off not using the item's constitution attack. It would be a solid pick if concealment applied to area attacks.
  • Cloak of the Phoenix (AV) (L30) – Another very nice level 30 cloak that almost no one will ever get to use. This one is essentially a reset button that gets hit when you die for the first time every day. You lose all your remaining healing surges though.
  • Cloak of the Shadowthief (AV2) – You should easily be able to meet the conditions of the item's encounter power. But, them item is more suited to a rogue than a psion.
  • Cloak of the Walking Wounded (AV) (L4+) – Essentially doubles the effectiveness of the second wind action. On the expensive side, but a nice effect. Consider comboing up with parry gauntlets and a backbone belt to get the most out of the second wind action.
  • Cloak of Resistance (PHB) – Solid pick for a cheap cloak at low levels. Use when you know you're about to take a beating. Scales up at higher levels, but by then you probably have better options.
  • Cloak of Survival (PHB) – The endurance bonus is probably worthless, but fire and cold damage are pretty common. This cloak is on the expensive side for what you get though.
  • Cloak of Translocation (AV2) – Currently there aren't any psion teleportation disciplines. Once the kineticist is released that may change though.
  • Courtier’s Cape (AV2) – Strictly worse than the Bane's Collar, however it is available at lower levels.
  • Crimson Cloak (AV2) – Untyped ongoing damage is pretty uncommon. Even without that restriction this item is still marginal at best.
  • Death-Defying Cloak (AV) – For the expense of this cloak, you're better off going with something like the cloak of the phoenix which actually heals you since high level creatures are likely to be able to see right through the illusion.
  • Deep-Pocket Cloak (AV2) (L7+) – Not unlike the Tinkersuit, it's nice for carrying around your gear in. Being able to draw items from the cloak as a free action 1/round is very nice also. The only drawback (as with the tinkersuit) is the weight restriction on individual items.
  • Demon Amulet (AV2) – Useful if you don't want to carry around as many potions of resistance. Doesn't protect you from necrotic, poison or psychic damage though.
  • Eldritch Medallion (AV2) – Teleport as an immediate reaction when you become bloodied. Not nearly as versatile as the Bralani Cloak but not as expensive either.
  • Elven Cloak (PHB) – Nice item bonus to stealth. You probably don't want or need it though.
  • Far-Step Amulet (AV2) – Currently there aren't any psion teleportation disciplines (though release of the kineticist may change that), so the item's property is of limited use (except for eladin psions). The item's daily power is a huge teleport, but you're probably better off with a bralani cloak.
  • Frostwolf Pelt (AV2) – Resistance to cold isn't bad and the item's daily power could give you a reprieve from an enemy's attack the next round (assuming they don't have reach or a ranged attack). A bit on the expensive side though.
  • Guardian's Cape (PHB) – Super expensive, but the "bait and switch" maneuver is pretty sweet. Seems more suited to a defender than a controller though. If this daily power appeals to you consider the cloak of feywild escape instead.
  • Keicha’s Amulet (AV2) – Unless you know what type of damage you're going to be facing, a demon amulet is probably better.
  • Lifesaving Brooch (AV2) – Since all the heal DCs for first aid are 15 or less, this item is of limited utility, especially at mid to late levels.
  • Lucky Charm (AV2) – Although the item's daily power is nice, it's fairly expensive and you're probably better of with some potions of clarity.
  • Mantle of Faith (MOTP) – Basically allows you to negate the damage from one attack once a day. Would be better if it negated the conditions too.
  • Mantle of Regrets (AV2) (L15+) – Great daily item power, especially for those optimizing save ends penalties. The fact that this item is super expensive keeps it from being blue.
  • Medallion of the Mind (AV2) – An item bonus to insight that scales as a property is nice. However, the item's other property and daily power overlap a bit with the utility of the telepath's psion features. Also, the item is a bit on the expensive side.
  • Medic's Amulet (AV2) – See the comments on the lifesaving brooch for why this item isn't optimal.
  • Necklace of Fate (AV2) – A fairly inexpensive item with an encounter power that gives a scaling item bonus to saving throws (not made at the end of your turn). Better if you have a leader who grants saving throws or have taken the timely respite feat.
  • Necklace of Keys (AV2) – Only niche builds will have a use for a scaling item bonus to thievery checks. However, the item's daily power is extremely useful for when you are grabbed or restrained.
  • Orc's-Eye Amulet (AV2) – A group-oriented item that grants an ally temporary hit points and scales up with level. Solid, but avoid if you have a valorous bard in the party.
  • Ornament of Alertness (AV) – A good item for optimizing your perception skill. However, you shouldn't be granting combat advantage enough to benefit much from the item's daily power.
  • Pavise Charm (AV2) – Once you get the ability to fly and hover (via mind over earth), you might find use for this item's daily power. Until then, you probably don't want to give up your mobility. Does combo up well with steadfast stanchion though.
  • Periapt of Cascading Health (D369) (L10+) – A minor action encounter power that can end one condtion that a save can end is very powerful. Useful for all but the nastiest conditions (i.e. stunned, dominated and unconscious). Very expensive, but always worth considering nonetheless.
  • Periapt of Proof against Poison (AV2) – Resistance to poison as a property combined with an item daily power that increases it even more. Pretty situational.
  • Periapt of Wisdom (PHB) – Protection against attacks that target your will defense is highly situational. The property is decent, but only kineticists will be interested.
  • Periapt of Wound Closure (AV2) – Untyped ongoing damage seems pretty rare, so an item bonus saving throws against it is pretty situational. The item's daily power is pretty nice, but the sheer expense of this item keeps it from rating any higher.
  • Piwafwi (D367) – A very nice item bonus to stealth, but the resistance to fire and concealment daily power are pretty mediocre. If you were using an elven cloak at lower levels, you'll want to upgrade to this since it's strictly better at higher levels.
  • Possum Amulet (AV2) (L23+) – This item's daily power is pretty strong. I'd imagine it'd be pretty good in a game run by Chris Perkins.
  • Resilience Amulet (AV) – The fact that you don't expend the use of the item's daily power when you fail your saving throw makes this item decent.
  • Resplendent Cloak (AV2) – A +2 item bonus to will against to charm, fear, and illusion for you and allies within 10 squares isn't bad.
  • Safewing Amulet (PHB) – The only way you'll get much use out of this neck item is if you're purposely jumping off of things, which you probably shouldn't be doing.
  • Scarab of Invulnerability (PHB) – It doesn't get much better than invulnerability to damage for two rounds. Too bad it's so high level that almost no one will ever get to use it.
  • Scarf of Reconciliation (AV2) – Rather small bonuses, but to multiple skills. Highly party dependent.
  • Seashimmer Cloak (AV2) – Nice daily power, but unless you're playing an underwater game, pass.
  • Shadowdancer's Cloak (AV2) – Remaining hidden from a creature you hit or miss with an attack seems nice, but all other enemies will immediately see you. You probably won't have the stealth for this to be effective anyway.
  • Shroud of Ravens (AV2) – Insubstantial, a fly speed and a short shift are nice. But, the trigger coupled with it being an immediate reaction and its short duration make this a pretty situational item.
  • Soul Shard Talisman (AV2) – Surgeless healing is nice. However, since you're not a striker, you'll have a hard time adding charges to this item.
  • Spidersilk Mantle (AV2) – The situations in which you'll need a climb speed for a round are few and far between. This item is more suited to a melee character.
  • Star of the Astral Sea (AV) – Nice item if you're the backup leader. Pretty expensive though.
  • Star-Strewn Scarf (AV2) – While this item's property will most likely never come into play. The item's daily power is an effective +5 to all defenses for a round as a minor action.
  • Steadfast Amulet (AV) (L8+) – A chance to shake off a daze or stun effect is great. Even better is the fact that if you fail your saving throw, you don't expend the use of the item's daily power.
  • Stormwalker's Cloak (PHB) – Resistance to thunder and lightning is nice, but the item's daily power seems more suited to a striker than a controller.
  • Sustaining Cloak (PHRT) (L2+) – There are a few disciplines that have sustain effects. If you're sustaining a power every encounter you may be interested in this item. Allows you to sustain a power even if you can't take actions.
  • Talisman of Repulsion (AV) (L30) – This item is great for the same reason repulsion armor is great. Super expensive and high level though.
  • Talisman of Terror (AV2) – One of the few save penalty items that didn't get nerfed by errata. However, there currently aren't any psion disciplines with the fear keyword. Might be good if you've heavily multiclassed into Warlock.
  • Tattered Cloak (AV) (L19+) – Great item for keeping foes from attacking you. Even better if you've chosen the life singer or divine oracle paragon path.
  • Timeless Locket (AV2) (L14+) – Not nearly as good post errata, but still a good pick even though it's on the expensive side. The item bonus to initiative is nice, however, it won't stack with an orb of nimble thoughts. The item's daily power allows you to trade a minor action for a standard, but since the action can't be an attack, it kind of limits this item. Good uses for the extra standard action include using your second wind or using a utility power the requires a standard action to activate (e.g. steadfast stanchion). The item becomes sky blue if you've taken feats like desperate renewal and timely respite.
  • Torc of Power Preservation (AV) – Normally this is a great item. But, since you'll probably only have one encounter attack power, this item isn't that good. Might be better once we learn how the novice power feat works.

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