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No. 2797
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When we begin Astaroth's game (NOT the test game), your character will be level 10, and you will have 22,400gp to spend. You will be expected to use this gold to equip you with magic items~ I realize the list of magic items may be intimidating, so let me give you an idea of what you need~
The Most Important Thing!!!
By far your biggest priority should be to fill three slots: your weapon (or implement for implement-using classes like the wizard, some classes like the swordmage use their weapon as an implement), armor, and neck slot item. Because we are level 10, each one should be at least +2. You probably will not be able to afford +3, or rather, you could, but it would take up a huge amount of gold for a single +3 item.
Why these three slots? A magic weapon/implement grants you its enhancement bonus to attack rolls and damage rolls made with the weapon/implement. This means a +2 weapon gives you +2 to attacks/damage. That's very good~ Don't worry about the math, if you're using the character builder, it takes care of it for you. Likewise, magic armor grants you the enhancement bonus to AC, and a neck slot item grants you the enhancement bonus to Fortitude, Reflex, and Will defenses. That's why these three slots are the most critical--they grant you free passive bonuses that are always useful and all apply. This is in addition to any other special effects they have~! So dwarven armor +2 grants you +2 AC, but you also get a bonus to Endurance checks and a daily free action self-heal.
I'm now going to list some "generally useful items" for these three slots--these are items that you can fall back on if you just can't choose, because they are acknowledged to be useful to a variety of classes and in a variety of situations~ They may not always be THE most useful item, but they are never a BAD choice~
Remember, these are just recommendations! If you find something you like better, and you can afford it, then by all means~
Weapon
Farbond Spellblade / Dwarven Thrower / Hungry Weapon - These three properties apply to three different kinds of weapons, but they all have one thing in common--they allow you to throw your melee weapon, regardless of what kind of melee weapon it is. That can be useful for situations where you just can't reach an enemy but need to attack~
Vanguard Weapon - Favored weapon for offensive builds that like to charge.
Sacrificial Weapon - For defenders with lots of healing surges, this is cheap and offers a way to weaken a target~ A weakened target deals half as much damage.
Weapon of Healing - Can only be applied to maces, but offers a free bonus to all of your healing~ Favored by clerics and certain paladins.
Implements Since our resident implement-user is a wizard, I'll focus on wizard implements~
Orb of Forceful Magic - If you have a lot of powers that push, pull, or slide, this adds a free distance bonus to the amount you move with those powers~
Orb of Nimble Thoughts - Provides a bonus to initiative, and a fairly useful encounter power~ However, keep in the mind the item bonus to initiative will not stack with other item bonuses to initiative, such as that granted by Casque of Tactics.
Orb of Impenetrable Escape - Cheap and has a useful power~
Defensive Staff - Provides a very decent item bonus to defenses, especially useful if you have the staff of defense class feature~
Aversion Staff - Gives you a defensive bonus against creatures under any effect caused by you. As a wizard, you should always be imposing effects on enemies, so this can be useful~
Staff of Ruin - For damage, you can't go wrong with this one~ If you have a build that focuses on dealing damage, this is highly recommended~
Staff of Sleep and Charm - If your wizard has a focus on enchantment spells, you'll love this one~
Staff of the War Mage - Expand the radius of your powers. Can be good for wizards that focus heavily on bursts and blasts (which is most of them)~
Armor This list will be short, there are a few pieces of armor I favor~
Dwarven Armor (Heavy Armor Only) - Cheap, endurance bonus, but you came here for the daily free-action self-heal. Being able to heal yourself as a free action once per day is a lot more useful than it might appear at first~ Trust me on this~
Flowform Armor (Leather and Cloth Only) - This armor has an encounter-based power that can end a harmful effect before it has any chance to hinder you. What more needs to be said~?
Marauder's Armor (Leather and Hide Only) - For charge builds, this gives you +1 AC whenever you charge. Plus it has a daily healing power you can use whenever you hit with a charge attack. Quite useful~
Neck Slot Items This will also be short for the same reasons~
Amulet of Resolution / Amulet of Physical Resolve / Amulet of Mental Resolve - These items are cheap and help you out with your saves. Mostly choose these if you want to save money~
Steadfast Amulet - The power is daily, but it isn't expended if the save fails, and it can end daze or stun before it has a chance to affect you at all. And that's great~
Badge of the Berserker - For charge builds, you no longer provoke opportunity attacks when charging~
Deep-Pocket Cloak - For packrats. Something to consider if you find yourself overburdened, this can store (metaphorically) tons of items and you can pull any one of them out as a free action~
I will post additional help for other slots later~
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