M19 Equipment
Equipment does not even make half of your stat points (most of them come from companions). But weapon damage is the main modifier for your damage and healing. And, at high level, items have Equip powers that are pretty powerful and make more of a difference than the stats they offer you.
While Leveling
While leveling, just pick whatever you find. The only thing that makes a real difference is your main hand weapon (for its weapon damage), so make sure to always have a weapon at a proper level (you can exchange tokens for rare equipment in most regions, always pick the main hand weapon first). Note that Rangers and Rogues also use their Off-hand weapon to deal damage, so these are also very important for them. Stats on gear are meaningless if you have an augment companion with good bonding runestones and companion gear.
At level 70, start the Undermountain campaign to get a full set of items that are better than anything you've got so far.
Do not use Refinement Points and materials to upgrade anything until you reach maximum level. It would be a waste of resources, and you'll need tons of them later.
At max level
Let’s start with the fact that higher item level (ilvl) doesn’t mean better gear. Of course, stats are important but the Equip Power, which does not influence item level, is much more important. This is why low item level items with +% damage are way better on Damage Dealers than high item level gear with only better stats. Two identical Equip powers usually won't stack. The exception is : identical powers with +% damage to At-Will/Encounter/Daily/Ranged/Melee can usually stack twice.
Once you reach lvl 80, you can get Protégé gear from Seals of the Deep (obtained from random dungeons/skirmishes), at the Yawning Portal in Undermoutain (or with the Seal Vendor from VIP).
You can also get Infernal Forged gear from Seals of the Fallen (obtained in random epic and trial queues), on the left side outside the stronghold in Vallenhas, in Avernus (or with the Seal Vendor from VIP).
If you do not have the items listed below, Protégé and then Infernal Forged gear, are good options. Some of them are actually best in slot in many situations.
Once you have your "definitive" items for the current mod, do not forget Armor Kits and Jewels !
Weapons
- Celestial (1300 ilvl) : when using an encounter or daily power, gain a stack of Divine Charge for 15s. When you reach 5 stacks, you gain 7.5% Outgoing Damage and Healing for 30s, then you lose your stacks and cannot gain more for the next 30s (so it can only trigger once per minute). Reward from Zariel’s Challenge, the hardest content in the game (extremely long term goal).
- Lionheart (1200 ilvl) : Increases damage dealt and outgoing healing by up to 10% when stamina is full. Decreases damage received by up to 10% when stamina is empty. Reward from ToMM, the second hardest content in the game (very long term goal).
- Blessed (1250 ilvl) : once every 30s, when you use an encounter power, you gain 4500 Power and either 10% Critical Severity OR 7.5% Action Point Gain, for 10s. Can be obtained from the Redeemed Citadel event, or bought for 10k Zariel's Favors ; require special reagents, obtained through the event, to upgrade them.
- Legion Guard (1150 ilvl) : +1k Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times). Obtained by opening chests found with Treasure Maps in Avernus Wastes.
- Any weapon with the highest weapon damage. Upgrading anything else than the weapons above is a waste of resources.
Weapon Damage is very important to determine both your damage and healing, and the damage and healing of your companion (if it's not an augment), so always pick the weapon with the highest weapon damage during your progression. At level 80, pick the Legion Guard weapons right away and upgrade them to epic max rank. Blessed weapons, despite having better weapon damage, are usually not as good as Lionheart weapons because the Equip power they offer is a bit lacking (in particular circumstances Blessed can be better, especially if you are using a companion that deals a lot of damage like Xuna or the Abyssal Chicken, or if you use lots of stamina, but as long as your stamina is above 75% and you're using an augment companion, Lionheart are better). Celestial weapons have an underwhelming Equip power too, but the weapon damage alone makes them better than the Lionheart ones, so the Equip power doesn't matter much ; except for Tanks, who can keep their Lionheart weapons for the damage mitigation they can offer.
Weapon Modifications
Artifact Weapons (which are the ones you can upgrade), have modifications you can pick. It costs 4 Cubes of Augmentation (bought in the Wondrous Bazaar for 10k AD each) to randomly unlock and pick a new modification, and 5k AD to go back to a previously unlocked modification. Furthermore, the Off-hand Weapon has a modification you can improve. It costs 1 Cube of Augmentation to roll a value. If the value is higher than your current one, it will be changed, otherwise it will be left unchanged. This is random, with a maximum, so it's easy to boost your stat at first, but more complicated when the value is already high.
Main Hand modification :
- The Main Hand weapon modification improves one of your 6 At-Wills by 10%
Off-hand first modification :
- 2.5% Action Points Gain
- 2.5% Incoming Healing
- 5% Companion Influence
- 2.5% Recharge Speed
- 10% Control Bonus
- 5% Stamina Regeneration
- 10% Control Resist
- 10% Critical Severity
Tanks should pick Incoming Healing.
Healers and Damage Dealers should pick Critical Severity.
Off-hand second modification :
- 500 points, upgradable to 2500, in a single Primary Rating (Power, Armor Penetration, Defense, etc.).
- 2k Hit Points, upgradable to 10k.
Pick whatever you need the most here.
Head
- Helm of the Skyblazer (1250 ilvl, Head) : 1250 Armor Penetration + 1250 Accuracy, gain 10k Power when facing a single ennemy. From Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Whisper's Hood of Quiet (1250 ilvl, Head) : 1250 Armor Penetration + 1250 Critical Strike, when you hit or heal your target for more than 10% or your maximum HP, gain 1500 Power and 1% speed for 10s (stacks 5 times). From Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Lion Guard’s Restoration Coif (1250 ilvl) : 5k more Power when stamina is above 75%, 1750 Critical Strike, 750 Critical Avoidance. Bought in the Avernus campaign store, requires a loot from the 2nd boss of the Infernal Citadel
- Lion Guard’s Raid Coif (1250 ilvl) : 5k more Power when stamina is above 75%, 1500 Crtitical Strike, 1000 Combat Advantage. Bought in the Avernus campaign store, requires a loot from the 2nd boss of the Infernal Citadel.
- Goristro's Horns (1230 ilvl, Head) : 1230 Defense + 1230 Critical Strike, when you damage or heal your target for more than 10% of your maximum HP in a single blow, gain 1% of your Critical Strike for 10s (stacks 10 times). From White Horn (Tier 1 hunt in Avernus Wastes), requires the Fork of the Spinagon (Malevolent Narzugon) and the Gore-covered Chains (Infected Mane) for the lure.
- Divine Restoration/Raid Coif (1230 ilvl) : same as Lion Guard's, except lower stats. Obtained from the Redeemed Citadel event (can be upgraded to slightly better than Lion Guard's, at the cost of your sanity)
- Fancy Duelist Mask of Cormyr (1225 ilvl) : 5k more Power when in combat with only one enemy, 1225 Armor Penetration, 1225 Combat Advantage. Loot from the Abyssal Flock rare monster, or Juma bags, in Vallenhas (Avernus).
- Protégé’s Crowned Coif (980 ilvl) : 5% more damage in Undermountain (including LoMM and ToMM), 1372 Critical Strike, 588 Critical Avoidance. Bought with Seals of the Deep.
- Infernal Offering Helm (1225 ilvl) : gain 400 Power every 5s after the start of a fight to a maximum of 4800 after 1 minute (12 stacks), then lose 450 Power every 5s to a total loss of 4200 Power after 2m40s (20 stacks, less than 0 Power after 1m55s), 1225 Armor Penetration, 1225 Critical Strike. Loot from Sir Galahan and Pippy (rare monster), or Juma bags.
For Healers, the best ones are either the Whisper's Hood of Quiet (if they can sustain the stacks) or the Lion Guard’s Restoration Coif. Alternatively, they can use Goristro's Horns, if they need the Critical Strike. In ToMM, the Helm of the Skyblazer will give more Power than the others.
For Damage Dealers, the best ones are the Whisper's Hood of Quiet. The Lion Guard's ones are still pretty good. In ToMM, the Protégé’s one is best. The Infernal Forged Coif is nice for solo if you do not have Lion Guard's.
Tanks, do not really have good helms for them. Protégé’s is best in ToMM. Lion Guard's is good anywhere else. It's more about the stats than the Equip Power.
Armor
- Breastplate of the Crusader (1250 ilvl, Armor) : 1250 Critical Avoidance + 1250 Combat Advantage, when you have a shield or temp HP, gain 8000 Power. From Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Bone Devil's Ribcage (1250 ilvl, Armor) : 1250 Armor Penetration + 1250 Critical Strike, when you damage or heal your target for more than 10% of your maximum HP in a single blow, gain 2500 Power for 15s (up to 12.5k Power, stacks 5 times). Better than the Stealer's of the Stars until you have more than 275k Power, but worse than the Scavenger's if your Power is over 145k and you can sustain the stacks, 161k Power for 9 stacks, 181k Power for 8 stacks, 207k Power for 7 stacks, 241k Power for 6 stacks. From Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Infernal Forged Scalemail (1200 ilvl) : gain 1000 Defense for each player in your group. 2400 Deflection. Bought with seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
- Infernal Forged Hide (1200 ilvl) : gain 1000 Defense for each player in your party, 2400 Armor Penetration. Bought with seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
- Stealer of the Star’s Hides (1000 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes and ME’s.
- Ebonized Scalemail (882 ilvl) : 1% Power for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1764 Deflection. Found in ME’s..
- Ebony Stained Hide (882 ilvl) : 1% Power (actually 1% of your Power without your pet summoned, so closer to 0.75% of your total Power) for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time with an aoe), 1764 Armor Penetration. Found in Zok Boxes and ME’s.
- Scavenger's robes (861 ilvl) : 1% Power (actually 1% of your Power without your pet summoned, so closer to 0.75% of your total Power) for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 10 times, getting a new stack does not renew the others and you get a maximum of 2 at a time with an aoe), 1722 Armor Penetration. Obtained by farming runic encounters in the Lava Fields (Undermountain), or opening Slime-Covered Gear Packs (from the Undermountain campaign store) with a lvl 75-77 character (more and you get ebonized).
- Executioner’s Black Garbs (940 ilvl) : 3% more damage on targets you have combat advantage on, 564 Armor Penetration, 564 Critical Strike, 752 Combat Advantage. 20k Guild Marks at the Mysterious Merchant (temporary structure at the Stronghold, west gate outside, look at your alliance structures or ask for one if there’s none).
For a Tank, the Infernal Forged armor is actually pretty good, especially in a group of 5. The Breastplate of the Crusader can also be good if you play with a Paladin.
For a Healer, the best is the Bone Devil's Ribcage. But the Stealer of the Star's Hides is still pretty good. Alternatively, the Ebonized or Scavenger's armors are good enough. It's hard to reach 10 stacks with a healer, so the Scavenger's doesn't matter much. For a Paladin, or a Soulweaver playing whith shields, the Breastplate of the Crusader is interesting but the Bone Devil's Ribcage is still better.
For a Damage Dealer, the best is the Scavenger's armor. Alternatively, the Bone Devil's Ribcage, Stealer of the Star's Hides and Ebonized armors are good enough (especially if you can't keep more than 5 stacks up). The Executionner's Black Garbs are also a solid choice (almost as good as Stealer of the Star’s).
Arms
- Balor Braces (1230 ilvl, Arms) : 984 Critical Strike + 2460 Accuracy, gain 500 Power for each ennemy you are engaged with (up to 7500 with 15 targets). From Cwnifrinn (Tier 1 hunt in Avernus Wastes), Herald of the Yeenoghu, requires the Mask of the Hellbringers (Expert Demolishionist) and the Gore-covered Chains (Infected Mane) for the lure.
- Shielded Defender Vambrace (1225 ilvl) : gain up to 5% damage resistance when you get hit, gain up to 5% damage when you strike an enemy. 2450 Critical Avoidance, 980 Deflection. Loot from Juma bags (Avernus).
- Spiked Defender Vambrace (1225 ilvl) : gain up to 5% damage resistance when you strike an enemy, gain up to 5% more damage when you get hit, 2450 Critical Strike, 980 Armor Penetration. Loot from Juma bags (Avernus).
- Mercenary/Mugger of the Maze's Braces (1000 ilvl) : 3% less damage from ranged attacks. 1000 Critical Strike, 800 Critical Avoidance, 1000 Combat Advantage. Obtained from Master Expeditions in Undermountain.
- Lion Guard’s Restoration Braces (1250 ilvl) : gain 250 Power when you hit an enemy (up to 5000 Power, at 20 stacks), lose a stack when you get hit. 1250 Critical Strike, 1250 Deflection. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
- Lion Guard’s Raid Braces (1250 ilvl) : gain 250 Power when you strike an enemy (up to 5k Power with 20 stacks), lose a stack when you get hit, 1500 Armor Penetration, 1000 Accuracy. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
- Divine Restoration/Raid Braces (1230 ilvl) : same as Lion Guard's, except lower stats. Obtained from the Redeemed Citadel event (can be upgraded to slightly better than Lion Guard's, at the cost of your sanity)
- Frenzy Mitts (1225 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500), 2450 Accuracy, 980 Armor Penetration. Loot from Ralbog the Ruined (rare monster), or Juma bags, in Vallenhas (Avernus).
- Primal Restoration Isikrinis (700 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time). Does not stack with Stealer of the Star’s Hides, but does with Ebonized Scalemail, Ebony Stained Hide, or Scavenger's robes. Bought with Seals of the Crown.
- Trapper of the Twilight’s Braces (1000 ilvl) : Encounter powers deal 3% more damage, 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes.
- Stealer/Sentinel of the Star's Braces (1000 ilvl) : At-Will powers deal 3% more damage. 2000 Critical Strike, 800 Critical Avoidance. Obtained in Master Expeditions (Undermountain).
The best for a Tank are the Shielded Defender Vambrace. Mercenary of the Maze's Braces, can be a good or better alternative, depending on the monsters you fight.
Healers are best with the Lion Guard's, but can also benefit from the damage mitigation of the Spiked Defender Vambrace.
Damage Dealers are best with the Spiked Defender Vambrace or the Lion Guard's. The Shielded Defender Vambrace can be used too if you do not get hit too often (though they do not offer offensive stats). The Primal Restoration Isikrinis is a potent alternative (potentially more Power, at the cost of stats and HP), while the Trapper of the Twilight's Braces and Stealer/Sentinel of the Star's Braces are good to start with. The Frenzy Mitts are also a good alternative against groups of monsters, while the Balor Braces are a better alternative.
Feet
- Greaves of the Lightguard (1250 ilvl, Feet) : 2500 Defense, when your health is greater then 85%, gain 7500 Power. From Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Wisps of the Shadow Demon (1230 ilvl, Feet) : 1230 Accuracy + 1230 Deflection, whenever you receive a critical strike or critical heal, you have a 10% chance to increase your maximum HP by 20% and your Defense by 3%, for 10s. From Sgail the Black (Tier 1 hunt in Avernus Wastes), requires the Shattered Jaw Trap (Searing Hezrou) and the Gore-covered Chains (Infected Mane) for the lure.
- Greaves of the Fallen Angel (1230 ilvl, Feet) : 1230 Defense + 1230 Combat Advantage, when 25' or closer to your target, gain 5k Power. From Xurah (Tier 1 hunt in Avernus Wastes), requires the Cursed Blade of the Lonely (Enhanced Cambion) and the Gore-covered Chains (Infected Mane) for the lure.
- Armando's Dueling Boots (1225 ilvl) : whenever you deflect an attack, you have a 30% chance to reflect 5% of the damage. 1225 Armor Penetration, 1225 Critical Strike. Obtained from Juma Bags in Vallenhas (Avernus).
- Lion Guard’s Restoration Cuisses (1250 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500 with 15 enemies). 1250 Critical Strike, 1250 Critical Avoidance. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
- Lion Guard’s Raid Cuisses (1250 ilvl) : 300 Power per enemy in battle (up to 4500 with 15 enemies), 1500 Critical Strike, 1000 Combat Advantage. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
- Divine Restoration/Raid Cuisses (1230 ilvl) : same as Lion Guard's, except lower stats. Obtained from the Redeemed Citadel event (can be upgraded to slightly better than Lion Guard's, at the cost of your sanity)
- Infernal Forged Cuisses (1200 ilvl) : gain 200 Power every 5s in combat (up to 4800 after 2 minutes), 1200 Critical Strike, 1200 Critical Avoidance. Bought with Seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
- Infernal Forged Gaiters (1200 ilvl) : gain 200 Power every 5s in combat (up to 4800 after 2 minutes), 1440 Critical Strike, 960 Combat Advantage. Bought with Seals of the Fallen.
- Mighty Storm Slippers (1225 ilvl) : gain 5k Power when action points are full, 1225 Critical Strike, 1225 Combat Advantage.
- Rusted Iron Leggings (1225 ilvl) : 5% more damage but -25% Incoming Healing, 1225 Critical Avoidance, 1225 Awareness. Loot from the Abomination (rare monster), or Juma bags.
- Stealer of the Star’s Boots (1000 ilvl) : 250 Power per enemy in battle (up to 3750 with 15 enemies), 1k Critical Strike, 800 Critical Avoidance, 1k Combat Advantage. Found in Zok Boxes.
For a Tank, Wisps of the Shadow Demon are the best, but Armando's Dueling Boots are nice to start with.
For a Healer, the best ones are either the Greaves of the Lightguard or the Greaves of the Fallen Angel, but Infernal Forged are still good.
For a Damage Dealer, the best ones are either the Greaves of the Lightguard, or the Rusted Iron Leggings (if you do not need the Incoming Healing). The Greaves of the Fallen Angel are also pretty good. Alternatively, the Infernal Forged (for end game trials), Lion Guard's (for groups of monsters), or the Mighty Storm Slippers (for solo if you do not use your daily power too often) are still good. The Stealer of the Star's are an okay alternative to Lion Guard's.
Neck and Waist
Neck and Waist Artifacts are mostly used for their set power, so the stats do not matter that much (though lower item level means a lot less HP, and HP are pretty valuable for high end trials). Tanks and Healers do not have fantastic sets (or very low item level ones), and can sometimes do without one.
For Tanks :
- Redeemed set : Divine Focus (neck) and Celestial Sash (waist), ilvl 980, coupled with the Scathing Light / Golden Memories (artifact), from the Redeemed Citadel Event : 3% Incoming Healing, gain 5k Power for 6s when healed by someone else.
- Armaments of Constructed Demise set : Electric Collar (neck) and Chained Restraints (belt), ilvl 980, coupled with Trobriand's Ring (artifact), from LoMM (epic dungeon) : when you use a Daily power, take 5% less damage and deal 5% more damage for the next 10s.
- Valhalla's Rebuke set : Cloak of Valhalla (neck) and Belt of Valhalla (waist), ilvl 575, coupled with the Horn of Valhalla (artifact), from the Assault on Svardborg trial : ennemies that attack you have their damage reduced by 1% (up to 5%) for 6s.
- Reflective Armaments set : Reflective Collar (neck) and Mirror-Plated Belt (waist), ilvl 980, coupled with the Erratic Drift Globe, from the Undermountain campaign store : when you use a Daily power, creates a rune on the floor for 6s, on which allies gain 5k Defense and Deflection, and take 5% less damage.
For Healers :
- Glorious Light set : Chains of Glory (neck) and Belt of Victory (waist), ilvl 980, coupled with the Sword of Zariel (artifact), from Zariel’s Challenge : gain up to 6500 Power as your HP decreases, doubled when an ally falls in battle.
- Enchanted Thumb set : Woven Vine (neck) and Blooming Cord (waist), ilvl 980, coupled with the Staff of Flowers (artifact) from Zok boxes : when you use a Daily power, creates a rune on the ground for 6s, on which allies gain 5k Awareness and Combat Advantage and become immune to control effects. Useless set power, having only the neck and waist artifacts is good enough. The stats are good.
- Tiamat set : Amulet of Tiamat’s Demise and Tiamat Sash (waist), ilvl 575, coupled with Tiamat’s Orb of Majesty (artifact), from the Rise of Tiamat trial : increases Outgoing Healing and Incoming Healing by 5%.
- Lathander's set : Lathander's Cloak (neck) and Greater Lathander's Belt (waist), ilvl 575, coupled with the Eye of Lathander (artifact), from the Temple of Tiamat trial : if you are returned from near death status, you and allies are healed for 50% of their maximum HP and gain 500 Awareness. You are also immune to injuries due to death. Works with the Soulforged enchantment !
For Tanks or Healers who want to improve the damage of their party :
- Apocalypse set : Apocalypse Chocker (neck) and Apocalypse Binding (waist), ilvl 700, from the Barovia campaign store, coupled with the Apocalypse Dagger (from the Day of the Dungeon Master event) : whenever you hit an enemy with a critical strike, the target takes 1% more damage for 5s, stack 5 times.
- Vistani set : Vistani Pendant (neck) and Vistani Raiments (waist), ilvl 700, from the Barovia campaign store, coupled with the Tarokka Deck (artifact), made by collecting all of the Tarrokka cards in Barovia : when hitting a single ennemy with an aoe (not a single target spell which deals aoe damage), the target takes 5% more damage for 5 seconds.
- Armaments of the Wyvern set : Wyvern's Eye (neck) and Wyvern-Skin (belt), 980 ilvl, coupled with the Wyvern-Venom Coated Knives (artifact), from the Undermountain campaign store : when you use a Daily power, creates a rune on the floor for 6s, which buffs allies on it with 5k Power and Armor Penetration, and increases outgoing damage by 5%.
For Damage Dealers :
- Apprentices' Spoils set : Jhesiyra’s Tattered Mantle and Trobriand’s Conduction Cable, ilvl 980, coupled with Arcturia’s Music Box (artifact), from Zok boxes (Undermountain) : 15% more damage if you have combat advantage for 10 seconds after using a daily power.
- Dark Remnants set : The Engine Master’s Mantle and Whip of the Erinyes, ilvl 980, coupled with the Book of Vile Darkness (artifact) : increase damage dealt by 2.5%, +2.5% more against demons, devils and fiends.
- Demon Lords' Immortality set : Baphomet’s Infernal Talisman and Demogorgon’s Girdle of Might, ilvl 575, coupled with the Shard of Orcus’ Wand (artifact) : up to 10% more damage as the difference in HP% increases between you and your target. Low item level but an average of about 4% more damage for you.
- Mad Dash set : Necklace of the Mad Mage and Belt of the Mad Mage, ilvl 980, coupled with Halaster’s Blast Scepter (artifact), 5% more damage and movement speed if you stand still for 3 seconds or more.
- Serpent set : Skin of the Serpent and Wrap of the Serpent, ilvl 700 ilvl, coupled with the Charm of the Serpent (artifact) : up to 5% more damage if you move for 15s, removed if you stand still for more than 5s. Call it Hit and Run.
Tanks are best with the Redeemed set, but can also be pretty effective with the Vistani set or the Valhalla's Rebuke set (whether you prefer offense or defense for the group).
Healers are best with the Tiamat set. But it's a very low item level set, and it id often preferable to use the Glorious Light or Enchanted Thumb set. The Lathander set is pretty effective to start epic queues, especially with a Soulforged enchantment. The Apocalypse set is nice to boost the party damage if you use an offensive At-Will power.
Damage Dealers are best with the Apprentices' Spoils set (also called Music box set). In Avernus and places where there are demons (The Infernal Citadel, Demogorgon trial, etc.), the Dark Remnants set is best.
Rings
Most of the rings shown below have a legendary and an epic variant. Only the stats for the Legendary variant will be shown, but the stats for the Epic version are about the same (power is exactly the same, stats are very slightly lower). So do not worry about only getting the Epic one. The Legendary variant is usually not worth the cost.
Rings from Garyx the Unforgivable (The Scab) and Siegebreaker Mog’dorath (Stygian Dock), in Avernus Wastes :
- Ring of Fallen Power +4/5 (1050/1100 ilvl) : 8800 Critical Avoidance, 13200 Critical Strike, on hitting a foe, gain 435/535 Power for 4s (stacks 10 times). 2 offense slots. You can only equip a single one of them, either a +4 or a +5.
- Ring of the Brutal Fiend +4/5 (1050/1100 ilvl) : 8800 Armor Penetration, 13200 Critical Strike, every 30s in combat you gain 7500 Power for 10s. 2 offense slots. You can only equip a single one of them, either a +4 or a +5.
- Ring of the Condemned +4/5 (1050/1100 ilvl) : 22000 Defense, generate threat around you when you run. 2 defence slots. You can only equip a single one of them, either a +4 or a +5.
- Ring of the Overwhelmed +4/5 (1050/1100 ilvl) : 8800 Awareness, 13200 Deflection, gain 10% damage mitigation when running. 2 defence slots. You can only equip a single one of them, either a +4 or a +5.
Rings from the Redeemed Citadel Event :
- Gold Ring of the Herald (1100 ilvl) : Encounter powers deal 3% more damage. 13200 Critical Strike, 8800 Armor Penetration, 2 offense slots.
- Silver Ring of the Herald (1100 ilvl) : At-Will powers deal 3% more damage. 13200 Combat Advantage, 8800 Accuracy, 2 offense slots.
- Electrum Ring of the Herald (1100 ilvl) : when you stand still for 6s, your Defense and Movement speed increases by 10% for 6s. 13200 Critical Avoidance, 8800 Deflection, 2 defense slots.
Rings from ToMM (high end trial), available on the Auction House :
- Defending Ring of the Keeper / Sentinel (990/1010 ilvl) : you take 3% less damage from ranged attacks. 20200 Defense, 2 defense slots.
- Hydra / Dragon turtle Scale Ring (990/1010 ilvl) : 12120 Critical Strike, 8080 Defense, targets are poisoned for 5s after using a daily power, 1 offense and 1 defense enchantment slot.
- Striking Ring of the Master / Veteran (990/1010 ilvl) : Melee Powers do 3% more damage. 20200 Critical Strike, 2 offense enchantment slots.
- Guiding Ring of the Spy / Sharp-shooter (990/1010 ilvl) : Ranged Powers do 3% more damage, 20200 Accuracy.
- Twisting / Bypass Gold Ring : (990/1010 ilvl) : At-Wills Powers deal 3% more damage. 12120 Combat Advantage, 8080 Accuracy, 2 offense slots.
- Nickel / Gold-Plated Ring (990/1010 ilvl) : Encounter Powers do 3% more damage, 12120 Armor Penetration, 8080 Critical Strike.
- Leading Ring of the Teacher / Sage (990/1010 ilvl) : At-wills and Encounters do 3% more damage, but Daily powers deal 30% less damage, 20200 Combat Advantage, 2 offense slots.
- Borrowed / Inherited Ring (990/1010 ilvl) : 10% increased damage against beasts. 12120 Critical Strike, 8080 Combat Advantage, 2 offense slots.
- Budding / Blooming Ring (990/1010 ilvl) : 10% increased damage against beasts. 12120 Armor Penetration, 8080 Combat Advantage, 2 offense slots.
- Twisting / Bypass Silver Ring (990/1010 ilvl) : 10% increased damage against beasts. 12120 Accuracy, 8080 Defense, 1 offense and 1 defense slots.
- Spined / Thorn Ring of the Forest (990/1010 ilvl) : 10% increased damage against beasts. 12120 Combat Advantage, 8080 Defense, 1 offense and 1 defense slots.
- Piercing Ring of the Killer / Assassin (990/1010 ilvl) : 10% increased damage against undeads. 20200 Armor Penetration, 2 offense slots.
Others :
- Vallenhas Family Seal (1100 ilvl) : 3% damage resistance against Demons, Devils, and Fiends. 13200 Combat Advantage, 8800 Deflection, 1 offense and 1 defense slots. Obtained at the end of the Path of the Fallen campaign (bound to account).
- Ebonized Raid Ring (882 ilvl) : Ranged Powers do 3% more damage. 6350 Critical Strike, 4234 Combat Advantage, 2 offense slots. Loot from Master Expeditions (Undermountain).
- Ebonized Assault Ring (882 ilvl) : Melee Powers do 3% more damage. 7409 Armor Penetration, 3175 Accuracy, 2 offense slots. Loot from Master Expeditions (Undermountain).
- Ring of the Shadowstalker +4/+5 (672/714 ilvl) : 2.5% more damage to targets close to you (25' range). 5141 Armor Penetration, 3427 Combat Advantage, 2 offense slots. The +4 version only improves damage by 2%, but stacks with the +5 version, while two of the same do not stack together. Loot from the Fane of the Night Serpent repeatable quest in Omu (Chult)
Tanks are best with the Ring of the Condemned (threat when running), Ring of the Overwhelmed (10% damage mitigation when running), Defending Rings (3% less damage taken from Ranged attacks), or Vallenhas Family Seal (3% less damage taken from Demons, Devils, and Fiends). But any ring that helps them cap their stat is also good.
Healers are best with the Ring of the Fallen Power +4 or +5, and a Striking Ring or a Scale Ring.
Damage Dealers are best with the rings that boost their damage the most : Striking Rings (Melee), Guiding Rings (Ranged), Gold Rings (At-Wills) or Plated Rings (Encounters). Note that two of the same rings may unbalance your stats (especially Striking and Guiding rings). Ebonized rings are an option to benefit from different stats and the 3% damage to Melee or Ranged attacks.
Shirt
- Upper Pact Brands of the Inferno (1300 ilvl, Shirt) : 2600 Critical Strike + 2600 Combat Advantage, when your stamina is above 75%, your Power is increased by 5k.
- Infernal Forged Assault / Raid / Ward / Restoration Shirt (1200 ilvl) : gain 1% action points when you damage or heal your target for more than 15% of your maximum HP (5s cooldown). 2400 Armor Penetration and Accuracy / Armor Penetration and Combat Advantage / Critical Strike and Accuracy / Critical Strike and Combat Advantage. Bought with Seals of the Fallen.
- Shirt of the Gladiator / Champion (990/1010 ilvl) : 4040 Critical Strike, 10% chance to reduce encounter powers cooldown by 1s (5s cooldown). Random loot in Fragment Expeditions, or from treasure maps in Avernus Wastes.
- Ebony Stained War / Assault Shirt (882 ilvl) : when stamina is over 75% damage is increased by 3%. 1764 Critical Strike and Accuracy / Armor Penetration and Accuracy. Random loot in Master Expeditions (Undermountain).
Tanks and Healers are best with the Upper Pact Brands of the Inferno or the Infernal Forged Shirt (if they need the Action Points). There are also Shirts with high single stats, obtainable from Fragment Expeditions in the Stardock (Undermountain), or randomly from treasure maps in Avernus Wastes, which can benefit you if you need to cap your stats (this is not the best way to cap them though).
Damage Dealers are best with the Upper Pact Brands of the Inferno. But the Ebony Stained Shirt is still great, and can actually boost damage more if you have more than 200k Power.
Trousers
- Ebony Stained Raid Trousers (882 ilvl) : when your stamina is over 75%, you take 3% less damage. 2350 Critical Avoidance, 1178 Defense. Loot from Master Expeditions in Undermountain.
- Pants of the Keeper / Sentinel (990/1010 ilvl) : 4040 Defense, 10% chance on critical strike to gain 25 action points (5s cooldown). Random loot in Fragment Expeditions, or from treasure maps in Avernus Wastes.
- Infernal Forged Raid/Ward Trousers (1200 ilvl) : 5% movement speed for 10s when you are damaged for more than 15% of your maximum HP (5s cooldown), 1603 Defense, 3197 Critical Avoidance or Deflection. Bought with Seals of the Fallen.
Tanks are best with the Ebony Stained Trousers.
Healers and Damage Dealers are best with the Infernal Forged Trousers. There are also high single stats trousers from Fragment Expeditions, or from treasure maps in Avernus Wastes, that can benefit you if you need to cap your stats (this is not the best way to cap them though).
Modifications
Equipment can be modified with Kits, on Head, Armor, Arms, and Feet pieces, and Jewels on Neck and Waist pieces, and Rings. These Kits and Jewels boost one of your stats a bit, and can be crafted at your workshop with high level professions (Greater at level 60, Major at level and 70). You can only put 1 modification on your equipment, and it can be overwritten. We will only focus on Major Kits and Jewels +1s, as Greater ones are just the same but not as good, and with the proper tools (Cobalt are good enough), you can make the +1 version 100% of the time. These cost AD to craft, and without the proper artisan (-75% commission costs, though -50% only for Artificing), it is preferable to buy them directly from the Auction House.
Kits on Head, Armor, Arms, and Feet
Here is the list of all of the Major Kits +1, with the profession and artisans you need to craft them for cheap :
- Major Hit Points Armor Kit +1 : 3520 HP, made with Armorsmithing using Bitrid Brasshammer (common artisan).
- Major Defense Armor Kit +1 : 880 Defense, made with Armorsmithing using Bitrid Brasshammer (common artisan).
- Major Accuracy Armor Kit +1 : 880 Accuracy, made with Artificing using Brodun Comawn (common artisan).
- Major Power Armor Kit +1 : 880 Power, made with Blacksmithing using Donnen Millkeep (rare artisan).
- Major Critical Strike Armor Kit +1 : 880 Critical Strike, made with Leatherworking using Brokkah (epic artisan). Depending on prices at the Auction House, Fen Winterfield (common artisan) may be an option.
- Major Deflection Armor Kit +1 : 880 Deflection, made with Leatherworking using Brokkah (epic artisan). Depending on prices at the Auction House, Fen Winterfield (common artisan) may be an option.
- Major Armor Penetration Armor Kit +1 : 880 Armor Penetration, made with Tailoring using Treylo Grassmantle (rare artisan).
- Major Critical Avoidance Armor Kit +1 : 880 Critical Avoidance, made with Tailoring using Treylo Grassmantle (rare artisan).
These are not very expensive with the proper artisans, so they are perfect to balance your stats !
Jewels on Neck, Waist, and Rings
Here is the list of all the Major Jewels +1. All of them are made with Jewelcrafting, using Haie Xilomne (common artisan). Alternatively, Aiha Amaphilel (rare artisan) is almost as good (only lacks passion project) :
- Major Stamina Regeneration Jewel +1 : 2.2% Stamina Regeneration.
- Major Combat Advantage Jewel +1 : 880 Combat Advantage.
- Major Awareness Jewel +1 : 880 Awareness.
Stamina Regeneration Jewels are fantastic, and not just for Tanks but for everyone. Of course, capping Combat Advantage takes priority for Damage Dealers.