Equipment
Equipment have very misleading stats : they don't simply improve your stats, they rebalance them towards the stats which are indicated at the cost of all of the others. What really matters is their Item Level and their Equip Bonus. As you can balance your stats with enchantments, runestones, mount equip power, boons, etc, I will only display the Item Level and Equip Power of each item on this page. Item Level is meaningless in scaled content (leveling areas and almost every dungeon), and becomes less and less important as it gets better (5k item level doubles [+100%] your Damage and HP when you start the game, but only improve them by 10% when you are at 50k Total Item Level). On the other hand, Equip Powers are everything in scaled content, and become the main thing to look at when your Item Level is good enough for the content you are running. You'll see that half of the Equip Powers make absolutely no sense, but whatever, it's not like Cryptic has ever had proper game designers.
Stats
Equipment stats are very misleading, as a bonus in one stat only means a deficit in every other stat. Your total amount of stat percentages will always remain the same with any piece of gear equipped, or with nothing equipped at all, at least until you get pieces with Equip Bonuses. The only gain comes from their Equip Power and their Item Level (which means nothing in scaled content, i.e. the leveling adventures and almost every dungeon, skirmish, and trial, but boosts Damage and Hit Points in regular content, i.e. high level adventures and campaigns, Vault of Stars, Trial of the Mad Mage, and Zariel's Challenge).
The formula to understand how your stat percentages will change with a piece of gear is :
- Stat Bonus (%) = ( Stat Rating + Combined Ratings - Item Level ) / 1000
This also works for stats which are not written on the item : these stats will actually decrease for a total equivalent to the bonuses you gain.
Example : an item which gives 1500 item level, 1350 combined ratings, 1125 Defense and Accuracy, actually increases Defense and Accuracy by 0.975% [(1125 + 1350 - 1500)/1000] and decreases all of your 13 other stats by 0.15% [(0 + 1350 - 1500)/1000]. Your total amount of percentages will stay unchanged (0.975 x2 - 0.15 x13 = 0)... At least that would be the case if there was not the shittiest stat ever in a video game : Forte, which reports its bonuses and maluses to other stats (so your main stat will be reduced by 0.075% [0.15/2], and your two secondary stats will be reduced by 0.0375% [0.15/4]... But since the Forte stat does nothing by itself (except for healers who have to deal with it...), let's forget about it, and only look at your important stats. Just remember that you'll always have a malus in your stats boosted by Forte when you equip anything that does not improve Forte, but the total, if we exclude Forte, will stay unchanged (except for healers, because they hate healers at Cryptic Studios and everything has to be more complicated for them).
You can look at the Stat Calculator to see how an item will impact your build : fill your stats at the top, then go to the bottom and input the stats of your current item and the stats of the item you want to replace it with. You'll see how this impacts your damage, healing, and survivability !
Full Builds
I will not cover full builds on this page, as everyone has different items and balancing your stats with these items would end up in quite different builds, especially in regards to enchantments, runestones, and insignias. I will only display different items which you can pick and incorporate to your build. There's very little synergy in the game anyway, so pick whatever boosts your stats/damage/survivability/healing the most, then balance your stats accordingly.
If you are looking for full builds, you can look at Rainer's Character Builder. Many people have shared their builds with this.
There's actually 1 build I can sugest, for the fun of it. It's called the Suicidal Fighter/Healer, or the Paladin of Ilmater, or the Bathe in the Barbarian's Blood build (depending on the class, you absolutely need a taunt to play it efficiently) :
- Head : Crown of Brambles
- Armor : Poisoned Leathers of Rage
- Arms : Survivor's Wraps
- Feet : Barbed Cultist Greaves
- Neck : Lathander's Cloak
- Waist : Greater Lathander's Belt
- Artifact : Eye of Lathander
- Armor enchantment : Soulforged
The more Critical Strike the better, hit monsters 5 times with quick at-wills, then use your Daily Power, then become the best healer in the group for a short time ! I let you discover these pieces of equipment below (artifacts and enchantments on other pages).
While Leveling
While leveling, just pick whatever you find. The only thing that makes a real difference at this point is item level. Buy items with Seals of the Adventurer along the way, and you should be able to stand your ground (as long as you are careful about your positionning).
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
(haven't changed the picture but I still have the exact same items, the only difference is I'm level 20 and my item level is 50k now...)
At max level, you will find Equipment with Equip Powers. These are straight bonuses which are (generally) not associated with a malus in other stats, contrarily to stats displayed above. The Equip Power is really all that matters on equipment. That said, Forte and Outgoing Healing are so rare (because Craptyc forgot about healers with the mod 20 rework wreckage) that I indicated which pieces have these stats.
Note : Two identical Equip powers usually won't stack. The exception is : identical powers with +% damage to Ranged or Melee attacks can stack twice.
Note (2) : Damage bonuses do not improve healing as they do not apply to the Damage stat but to your outgoing damage.
Note (3) : Getting 5000 Power in specific situations sounds nice, but it's much better to have Power capped in any situation, as it's both the best offensive and healing stat in the game. If you want better stats in specific situations, it's best to boost your secondary stats (Critical Strike, Accuracy...), and always benefit the most from your primary stats (Power, Combat Advantage, Outgoing Healing, Awareness, Defense).
Note (4) : the rating system really makes tons of items subpar, simply because ratings cap easily. Percentages are generally way better, as you'll never be able to benefit fully from large ratings.
Note (5) : what follows is only a selection of items that I consider interesting. There are many other options, though I do not think they are worth running after, or I missed them entirely. And there will be new items which will be better than these in the not so distant future (but I won't cover them). Keep in mind that "best in slot" is only my opinion, and you may find items that work better for you.
Once you have your "definitive" items for the current mod, do not forget Armor Kits and Jewels !
Weapons
Only improve your weapons to Epic max rank, in order to unlock the second enchantment slot. The gain of item level from Epic to Legendary is not worth it and you gain nothing else : the set bonus is the same at Uncommon or Legendary quality.
Best in slot :
- Lionheart (1200 ilvl) : Increases damage dealt and outgoing healing by up to 7.5% when stamina is full. Decreases damage received by up to 7.5% when stamina is empty. Reward from ToMM, the second hardest content in the game (very long term goal). Note : good for anyone in any situation.
- Mirage (675 ilvl) : after using an encounter power, gain 3% damage and generates 3 illusions which cast a specific at-will depending on your class (doesn't work on the Bard, because Cryptic). Obtained from The Cloacked Ascendancy campaign store. Note : best for Damage Dealers.
- Stronghold / Masterwork 3/5 (575/750/775 ilvl) : gives 2% damage, healing, and damage resistance to you and group members around (up to 10% with 5 members with this set). Only good for group content. Obtained from The Outfitter in the Stronghold (requires an item crafted with Masterwork 2) or Crafted with Masterwork 3/5 (very not worth crafting, but Masterwork 3 weapons are generally cheap on the Auction House). Note : good for Tanks and Healers in a group, to boost the others (bad for solo). Masterwork 7 will be the same with a higher item level and it will be absolutely not worth it at all.
Newer Player choices :
- Alabaster (980 ilvl) : at the start of combat, your Power and Critical Strike are increased by 1% per enemy you face, up to 10% with 10 enemies, for 10s, refreshes when killing an enemy. If facing only one enemy, your Power and Critical Strike are increased by 5%. Obtained from Undermountain Expeditions (make sure to collect all of the relics on the way, there are 3 per area). Note : best weapons to get early on, for everyone.
- Sunset (725 ilvl) : Increases damage dealt and Healing by 5%. Also increases Damage Resistance and Movement Speed by 5% while in Barovia, all of the bonuses being improved to 10% during night time in Barovia. Obtained in the Ravenloft campaign. Note : particularly good for newer Healers.
- Legion Guard (1150 ilvl) : +1000 Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times in a full group with everyone using them). Obtained by opening chests found with Treasure Maps in Avernus Wastes. Note : good for newer Tanks.
Other choices :
- Watcher (980 ilvl) : Increases Power, Critical Strike, Critical Severity, and Defense by 1% for every 5s in a fight (up to 5% after 25s). Known to reset in the middle of a fight. Reward from boss monsters in Undermountain Expeditions, for which you need Essences to summon (Despair, Longing, Regret, Sorrow), and a pretty good group who knows the strategy for them.
- 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 Outgoing 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).
- Blessed (1250 ilvl) : once every 30s, when you use an encounter power, you gain 3% Power, Accuracy and Combat Advantage, and either 5% Critical Strike 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 with Zariel's Favors, to upgrade them.
- Tyrant (523 ilvl) : At the start of combat, your damage, healing and damage resistance are increased by 1%. For every 5s you are in combat, these increase by 1% (up to 5% after 20s, doubled when affected by a trophy hunter buff from Chult). Obtained in the Jungle of Chult by exchanging the Teeth of the Tyrant you get by beating the Tyrant hunt. Note : known to reset randomly.
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 generally improves one of your 6 At-Wills by 10%.
Off-hand first modification :
- 500 Critical Severity
- 500 Forte
- 500 Control Bonus
- 500 Control Resist
- 500 Incoming Healing
- 2.5% Action Points Gain
- 2.5% Recharge Speed
- 5% Stamina Regeneration
Tanks should pick Incoming Healing or Forte. Healers should pick Forte. And Damage Dealers should pick either Recharge Speed or Critical Severity.
Off-hand second modification :
- 500 points, upgradable to 2500, in a single rating (Accuracy, Critical Avoidance, Deflect Severity, Defense, Awareness, Deflect, Combat Advantage, Critical Strike, Power, no comment on the order).
- 2k Hit Points, upgradable to 10k.
Pick whatever you need the most to balance your stats.
Head
Best in slot :
- Rain Catcher (1525 ilvl) : when you health is above 50% your Outgoing Healing is increased by 7500. When you health is below 50%, your Critical Strike is increased by 7500. Obtained from the Vault of Stars (hardcore). Note : the very only head piece with Outgoing Healing, so great for Healers.
- Goristro's Horns (1230 ilvl) : 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 (up to 10% with 10 stacks). Random drop from White Horn (Tier 1 hunt in Avernus Wastes), requires the Fork of the Spinagon (from Malevolent Narzugon) and the Gore-covered Chains (from Infected Mane) for the lure. Note : another good piece for a Healer, which is also great for Damage Dealers
- Helm of the Skyblazer (1250 ilvl) : when in combat with a single ennemy, your Combat Advantage is increased by 7%. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : a solid option for a Tank, also great on Damage Dealers.
- Forest Guardian's (1500 ilvl) : +5% damage against enemies in Sharandar. Can be bought from the Sharandar campaign store (requires items from bosses in the Vault of Stars). Note : obviously best in slot for Damage Dealers in Sharandar.
- Dungeon Raider / of the Spy's Guild / Protégé (940/940/980 ilvl) : +5% more damage in Undermountain (including LoMM and ToMM). Bought from the Zen Market or obtained with Seals of the Deep in the past. Note : now unobtainable. Best in slot for Damage Dealers in LoMM and ToMM.
- Apprentice's Runed (965 ilvl) : +5% more damage in Undermountain (including LoMM and ToMM). Random drop from Runic Encounters in Undermountain, must be restored with a Rune-Etched Orb (sold by Runemaster Sinyé in the Yawning Portal for 1 gold and 5 Rune Etching of a certain type, those you would give to Zok otherwise), a Runic Energy Sealer (sold by Runemaster Sinyé for 1000 AD), 2x60 resonances (obtained by hitting monsters in Runic Encounters), and 1000 AD. Best in slot for Damage Dealers in LoMM and ToMM.
- Whisper's Hood of Quiet (1250 ilvl) : when you hit or heal your target for more than 10% or your maximum Hit Points, gain 1.5% Accuracy and 1% Movement Speed for 10s (up to 7.5% Accuracy and 5% Movement Speed with 5 stacks). Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : also a very solid option for Damage Dealers.
Newer Player choices :
- Infernal Forged (1200/1230 ilvl) : whenever you deal combat advantage damage, 10% chance to gain 5000 Power for 10s, 30s cooldown. Can be bought for 300 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : can be upgraded twice with materials from Avernus to gain 30 item level and +1% damage against Demons, Devils and Fiends (it doesn't matter which of the Devil or Demon upgrade you choose on the first upgrade, the second ends up on the same item : Fiend Forged). Note : yes, underwhelming, but easy to get for new players and it will be useful in Avernus when you upgrade it.
- Apprentice's Runed (965 ilvl) : +5% more damage in Undermountain (including LoMM and ToMM). Random drop from Runic Encounters in Undermountain, must be restored with a Rune-Etched Orb (sold by Runemaster Sinyé in the Yawning Portal for 1 gold and 5 Rune Etching of a certain type, those you would give to Zok otherwise), a Runic Energy Sealer (sold by Runemaster Sinyé for 1000 AD), 2x60 resonances (obtained by hitting monsters in Runic Encounters), and 1000 AD. Best in slot for Damage Dealers in LoMM and ToMM, so a very good investment for newer players.
- Sood's Good Wood Hood (1000 ilvl) : when in combat with a single enemy, your Defense and Critical Avoidance are increased by 1500. Obtained from Undermountain Expeditions and Zok Boxes. Note : nice for a newer Tank.
- Nothing (0 ilvl) : going hatless can be a valid option as a new Healer in scaled content... In regular content, you'd pick anything that boosts Power or Critical Stats... but most of them boost ratings and not percentages, and your Power rating should be capped already....
Other choices :
- Midnight Cowl (1525 ilvl) : you generate 20% less threat. When you use an Encounter power, the next enemy that attacks you takes damage equal to 20% of your maximum Health, 20s cooldown. Obtained from the Vault of Stars (hardcore).
- Redcap's Cap (1525 ilvl) : when you damage or heal a target for more than 15% of you maximum Hit Points in a single blow, increases your Power by 1.5% and Movement Speed by 1% for 10s (up to 7.5% Power and 5% Movement Speed with 5 stacks). Obtained from the Vault of Stars (hardcore).
- Turban of Shifting Sands (1525 ilvl) : when you use a Daily power, you pull all enemies within 25' towards you, you gain 5% Deflect Severity, and enemies lose 2.5% Accuracy, for 6s, 30s cooldown. Obtained from the Vault of Stars (hardcore).
- Weathered Wood (1300 ilvl) : when you deal combat advantage damage, 10% chance to gain 5000 Power for 10s, 30s cooldown. Can be bought for 400 Seals of the Wild (obtained from Advanded and Trial Random Queues) at a Seal Trader.
- Crone's (1225 ilvl) : when you kill an enemy, your Power increases by 5000 for 10s, 30s cooldown. Can be bought for 400 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader.
- Divine (1230/1260 ilvl) : when your stamina is over 75% your Power is increased by 5000. Obtained for Zariel's Favor at the Bleeding Citadel (can be upgraded at the forge in the Bleeding Citadel to get 30 more item level, at the cost of your sanity, with the Duchess's Blessing which you can get for 12k Zariel's Favors from Yahael, save yourself : don't).
- Lion Guard (1250 ilvl) : when your stamina is over 75% your Power is increased by 5000. Bought in the Descent into Avernus campaign store, requires 250 Chaotic Writings and 3 Fire of the Pit Fiend (obtained on the second boss of the Infernal Citadel advanced dungeon, you can only get one item per boss every week).
- Bone Harvester Hood (1225 ilvl) : when you kill an enemy, gain 2% of your Maximum Hit Points as shield for 10s (up to 10% with 5 stacks). Random loot from Juma Bags in Vallenhas. Note : I can see this being used for solo content like Hell Pit
- Mane of the Manticore (672 ilvl) : when you use a Daily power, the next enemy that attacks you takes damage equal to 50% of your Maximum Hit Point (10% in PVP), 30s cooldown. Random loot from the Rasalas hunt in Omu (Jungles of Chult). Note : on a Barbarian tank, this seems quite powerful... though the damage is probably mitigated, so it will end up being about 1/3 or less if deflected.
Best jokes from Cryptic :
- Mask of the Voodoo Witch (672 ilvl) : when you use a Daily power and your target is a minion (monster with a single dot on their head, so the very weakest of all the monsters), there is a chance it will die instantly. Random loot from monsters in Soshenstar River (Jungles of Chult). Note : this is my favourite item in the whole game. Not only this is not guaranteed like the Consume effect, but honestly if you cannot kill a minion with a Daily power, you need to read everything written on this website again... That said, Daily powers with only a healing effect may be able to trigger it.
- Veil of the Blinking Beast (1225 ilvl) : when you kill an enemy, 20% chance to be teleported to a nearby enemy, 10s cooldown (yup, that's the thing that will get you killed randomly, it may also have the potential to teleport you in very random places which should be inaccessible, at least on paper...). Random loot from Juma Bags in Vallenhas.
- Crown of Brambles (756 ilvl) : when you use a Daily power, there is a 20% chance that you will be dazed for 3s (yes, you, and that's it, nothing else). Random loot from the Nemilos hunt in Barovia.
Armor
Best in slot :
- Raindrop Raiment (1525 ilvl) : you gain 1% Outgoing Healing for each player in your team, when you teammates are 20' or closer from you they gain 1% Forte. Obtained from the Vault of Stars (hardcore). Note : gives Forte in its stats, best in slot for Healers.
- Bone Devil's Ribcage (1250 ilvl) : when you damage or heal your target for more than 10% of your maximum HP in a single blow, gain 2.5% Critical Strike and Critical Severity for 15s (up to 12.5% with 5 stacks). Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : best in slot for Damage Dealers and great for Healers
- Forest Guardian's (1500 ilvl) : +1500 Awareness for each player in your team (7500 in a full group, useless if you are overcapped but it's a very good defensive stat). Can be bought from the Sharandar campaign store (requires items from bosses in the Vault of Stars). Note : a very solid option for a Tank.
- Wasteland Merc's Leathers (1525 ilvl) : whenever you are damaged for more than 15% of your Maximum Hit Points in a single blow, you take 3% less damage for 10s, 30s cooldown. Obtained from the Vault of Stars (hardcore). Note : nice for a Tank, though the cooldown is quite long.
Newer Player choices :
- Infernal Forged (1200/1230 ilvl) : +1000 Defense for each player in your team (up to 5000 in a full group). Can be bought for 500 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : can be upgraded twice with materials from Avernus to gain 30 item level and +1% damage against Demons, Devils and Fiends (it doesn't matter which of the Devil or Demon upgrade you choose on the first upgrade, the second ends up on the same item : Fiend Forged). Note : Defense is one of the most important defensive stats, which is very nice to have, especially in dungeons, for anyone.
- Ebonized Scalemail / Ebony Stained Hide / Stealer of the Star’s Hides (882/882/1000 ilvl) : when you damage or heal your target for more than 15% of your maximum Hit Points, you gain 1% Power for 10s (up to 5% with 5 stacks, getting a new stack does not renew the others and you get a maximum of 2 at a time with aoe powers). Found in Zok Boxes and ME’s. Note : particularly good for solo, can also be use by Healers in dungeons, though it may be tough to get stacks.
- Apprentice's Runed (965 ilvl) : whenever you are damaged for more than 10% of your Maximum Hit Points in a single blow, you gain 5% Defense for 10s. Random drop from Runic Encounters in Undermountain, must be restored with a Rune-Etched Orb (sold by Runemaster Sinyé in the Yawning Portal for 1 gold and 5 Rune Etching of a certain type, those you would give to Zok otherwise), a Runic Energy Sealer (sold by Runemaster Sinyé for 1000 AD), 2x60 resonances (obtained by hitting monsters in Runic Encounters), and 1000 AD. Nice for Tanks.
- Executioner’s Black Garbs (940 ilvl) : you deal 3% more damage to enemies that are not facing you (90% angle behind them, flanks do not work). 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). Note : while this didn't work properly for a while, it was fixed at some point recently. Great for Damage Dealers.
Other choices :
- Hag's Rags (756 ilvl) : your Ranged powers deal 3% more damage. Random loot from the Ras Manca hunt in Barovia.
- Fured Kiuno of the Bear (672 ilvl) : your Melee powers deal 3% more damage. Random loot from the Polaris hunt in Omu (Jungles of Chult).
- Midnight Cuirass (1525 ilvl) : you deal 3% more damage to enemies that are not facing you (90% angle behind them, flanks do not work). Obtained from the Vault of Stars (hardcore).
- Weathered Wood (1300 ilvl) : +1000 Defense for each player in your team (up to 5000 in a full group). Can be bought for 600 Seals of the Wild (obtained from Advanded and Trial Random Queues) at a Seal Trader. Note : one piece has Forte in its stats.
- Crone's (1225 ilvl) : whenever you deflect an attack, 10% chance to restore 5% of your maximum Hit Points, 5s cooldown. Can be bought for 600 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : one piece has Forte in its stats.
- of the Successor (990 ilvl) : for every 5s you are in combat, gain 0.5% Defense, up to 6% with 12 stacks, after 1 minute. Obtained from Lair of the Mad Mage.
- Barkhide (1000 ilvl) : whenever you are damaged for more than 15% of your Maximum Hit Points in a single blow, you take 3% less damage for 10s, 30s cooldown. Obtained from Undermountain Expeditions and Zok Boxes.
- Divine (1230/1260 ilvl) : whenever you critical srike with your powers, 10% chance to restore 5% of your Maximum Hit Points, 5s cooldown. Obtained from the Redeemed Citadel event (can be upgraded at the forge in the Bleeding Citadel to get 30 more item level, at the cost of your sanity, with the Duchess's Blessing which you can get for 12k Zariel's Favors from Yahael, save yourself : don't)
- Lion Guard (1250 ilvl) : whenever you critical srike with your powers, 10% chance to restore 5% of your Maximum Hit Points, 5s cooldown. Bought in the Descent into Avernus campaign store, requires 250 Chaotic Writings and 4 Hellfire Engine Paneling (obtained on the third boss of the Infernal Citadel advanced dungeon, you can only get one item per boss every week).
- Garbs of the Herald (1240 ilvl) : you gain 1000 Power for each player in your team. When your teammates are 25' or further away from you, their Power is increased by 1000 (whaaaat ?!!! I don't know if this is a joke, or if that really works the way it's written, which would be the biggest joke... Make AFK players great again...). Random drop from Reothadh the Frozen (Tier 2 hunt in Avernus Wastes), requires the Journal of Seduction (from Yachinthe the Vain) and the Shadow Demon Claw (from Sgail the Black) for the lure.
- Breastplate of the Crusader (1250 ilvl) : when you have a shield or temp HP, gain 8000 Power (It's basically impossible to not be overcapped with that much points Power, and you should be capped already anyway). Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Forsaken (1225 ilvl) : whenever you deflect an attack, 10% chance to restore 5% of your Maximum Hit Points, 5s cooldown. Random loot from Treasure Maps in Avernus Wastes.
- Trapper of the Twilight's Hides (882/882/1000 ilvl) : when you damage or heal your target for more than 15% of your maximum Hit Points, you gain 1% Critical Severity for 10s (up to 5% with 5 stacks, getting a new stack does not renew the others and you get a maximum of 2 at a time with aoe powers). Found in Zok Boxes and ME’s.
Best jokes from Cryptic :
- Poisoned Leathers of Rage (1225 ilvl) : whenever you deal damage to an enemy, gain 1000 Power (up to 5000 with 5 stacks, but increases your damage taken by 2% (up to 10%), for 5s (best in slot for suicidal fighters). Random loot from Treasure Maps in Avernus Wastes.
- Faerie's Tunic (1525 ilvl) : +5% Accuracy, -7500 Combat Advantage (just to say there's trash, and there's worse than trash... Why is Cryptic making this kind of stuff ?). Obtained from the Vault of Stars (hardcore).
Arms
Best in slot (and Newer Player choices) :
- Trapper of the Twilight's Braces (1000 ilvl) : your Encounter powers deal 3% more damage. Obtained randomly from Undermountain Expeditions and Zok boxes. A fantastic option for Damage Dealers.
- "Stealer"/"Sentinel" of the Star's Braces (1000 ilvl) : your At-Will powers deal 3% more damage. Obtained randomly from Undermountain Expeditions and Zok boxes. A fantastic option for Damage Dealers.
- "Mercenary"/"Mugger" of the Maze's Braces (1000 ilvl) : you take 3% less damage from Ranged attacks. Obtained randomly from Undermountain Expeditions and Zok boxes. Best in slot for a Tank.
- Crone's (1225 ilvl) : gain 45 Power for each percent of health you are missing (up to 4500 when you are dead). Can be bought for 400 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : one piece has some Outgoing Healing in its stats, which means it's stliglthy better than having nothing equipped for a Healer in scaled content.
Other choices :
- Eyestalk Wrappers (672 ilvl) : your Ranged powers deal 3% more damage. Obtained randomly from the Erjellel hunt in Omu (Jungles of Chult).
- Terror Grips (756 ilvl) : your Encounter powers deal 3% more damage. Obtained randomly from the Cusca hunt in Barovia.
- Jawripper's Gloves (672 ilvl) : your Encounter powers deal 3% more damage. Obtained randomly from the Tyrant hunt in Omu (Jungles of Chult).
- Crag Scaler Gauntlet (1525 ilvl) : when you strike an enemy gain 0.5% Power and Awareness and lose 2.5% Movement Speed for 4s (up to 5% Power and Awareness and -25% Movement Speed with 10 stacks). Obtained from the Vault of Stars (hardcore). Note : this sounds nice but the bonus lasts only 4s, which means it can be tough to build stack, and Movement Speed is super important in very end game trials (though Azure enchantments can help now).
- Wristguards of Precipitation (1525 ilvl) : gain 375 Power for 10s when you strike an enemy, lose a stack when you are struck, stacks 20 times. Obtained from the Vault of Stars (hardcore).
- Midnight's Grips (1525 ilvl) : gain 1% Control Bonus when you strike an enemy, stacks 5 times. When you are struck, stacks are consumed and you gain 1% Damage Resistance per stack consumed for 10s (you cannot gain stacks during that time, so it's very likely you only get one or two stacks consumed). Obtained from the Vault of Stars (hardcore).
- Sprite's Wraps (1525 ilvl) : when you use a Daily power, you summon a Fey creature to fight for you for 10s, 45s cooldown, not usable in PVP. Obtained from the Vault of Stars (hardcore).
- Forest Guardian's (1500 ilvl) : +500 Accuracy for every enemy you are engaged with (up to 7500 with 15 enemies, useless if you are overcapped, and Accuracy is the least useful offensive stat). Can be bought from the Sharandar campaign store (requires items from bosses in the Vault of Stars). Note : one piece has some Outgoing Healing in its stats, joke on Cryptic for giving us Accuracy..........
- Weathered Wood (1300 ilvl) : when you deflect an attack, +1000 Power for 10s (up to 5000 with 5 stacks). Can be bought for 400 Seals of the Wild (obtained from Advanded and Trial Random Queues) at a Seal Trader. Note : one piece has some Outgoing Healing in its stats.
- Crone's (1225 ilvl) : gain 45 Power for each percent of health you are missing (up to 4500 when you are dead). Can be bought for 400 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : one piece has some Outgoing Healing in its stats.
- Infernal Forged (1200/1230 ilvl) : when you deflect an attack, +1000 Power for 10s (up to 5000 with 5 stacks). Can be bought for 300 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : can be upgraded twice with materials from Avernus to gain 30 item level and +1% damage against Demons, Devils and Fiends (it doesn't matter which of the Devil or Demon upgrade you choose on the first upgrade, the second ends up on the same item : Fiend Forged).
- Divine (1230/1260 ilvl) : gain 250 Power for 10s when you strike an enemy, lose a stack when you are struck, stacks 20 times. Obtained from the Redeemed Citadel event (can be upgraded at the forge in the Bleeding Citadel to get 30 more item level, at the cost of your sanity, with the Duchess's Blessing which you can get for 12k Zariel's Favors from Yahael, save yourself : don't)
- Lion Guard (1250 ilvl) : gain 250 Power for 10s when you strike an enemy, lose a stack when you are struck, stacks 20 times. Bought in the Descent into Avernus campaign store, requires 250 Chaotic Writings and 3 Hellforged Chains (obtained on the first or third boss of the Infernal Citadel advanced dungeon, you can only get one item per boss every week).
- Balor Braces (1230 ilvl) : gain 500 Power for each ennemy you are engaged with (up to 7500 with 15 targets). Random loot from Cwnifrinn (Tier 1 hunt in Avernus Wastes), requires the Mask of the Hellbringers (Expert Demolishionist) and the Gore-covered Chains (Infected Mane) for the lure.
- Frenzy Mitts (1225 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500 with 15 enemies). Random loot from Ralbog the Ruined (rare monster), or Juma bags, in Vallenhas (Avernus).
- Shielded Defender Vambrace (1225 ilvl) : gain 1% damage when struck (up to 5% with 5 stacks). When you strike an enemy, stacks are consumed and you gain 1% damage resistance per stack consumed for 10s (you cannot gain more stacks during that time). Random loot from Juma bags in Vallenhas.
- Spiked Defender Vambrace (1225 ilvl) : gain 1% damage resistance when you strike an enemy (up to 5% with 5 stacks). When you are struck, stacks are consumed and you gain 1% damage per stack consumed for 10s (you cannot gain more stacks during that time). Random loot from Juma bags in Vallenhas.
- Lazaric's Hide Gloves (756 ilvl) : when your stamina is above 75%, you take 3% less damage. Random loot from the Lazaric hunt in Barovia.
- Primal Restoration Isikrinis (700 ilvl) : gain 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 with aoe powers). 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 (now unobtainable).
Cryptic's best jokes :
- Arms of the Last Resistance (1250 ilvl) : when you have no teammate within 30' of you, you gain 5% Power and Defense (fantastic on new characters for solo... complete garbage for players who can beat Nightspine...). Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Arms of the Living Fire (1240 ilvl) : gain 200 Power for each percent of health you are missing (20k when you are dead, I just find it hilarious : it's both completely overkill and useless). Random loot from Infernal Hellfire (Tier 2 hunt in Avernus Wastes), requires the Encircled Goristro Bracer (from Withehorn) and the Leathery Hide (from the Herald of Yeenoghu) for the lure.
- Ethereal Bracers of the Past (1240 ilvl) : whenever you are damaged for more than 15% of your maximum Hit Points in a single blow, you will be teleported 25' back and will gain 5k Power for 10s, 20s cooldown (this has the potential to get yourself killed in so many situations...). Random loot from The Red Lady Caphriel (Tier 2 hunt in Avernus Wastes), requires the Brooch of the Divine (from Auki the Painbringer) and the Exhausted Holy Weapon (from Xurah) for the lure.
- Survivor's Wraps (630 ilvl) : on Daily power use, you lose 25% of your Hit Points over 10s as bleed damage. Random Loot from Demogorgon (probably unobtainable now).
Feet
Best in slot :
- Wisps of the Shadow Demon (1230 ilvl) : whenever you are struck by a critical strike (apparently works with healing too), you have a 10% chance to increase your maximum Hit Points 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. Note : best for Tanks.
- Wasteland Wanderers (1525 ilvl) : when you are 25' or closer from your target, your Combat Advantage is increased by 5%. Obtained from the Vault of Stars (hardcore). Note : a very good option for Tanks and a somewhat good one for Damage Dealers. Note : stats are Defense and Deflection.
- Rusted Iron Leggings (1225 ilvl) : 5% more damage but -25% Incoming Healing (healers are useless anyway, so whatever...). Loot from the Abomination (rare monster), or Juma bags, in Vallenhas. Note : best for Damage Dealers.
- Forest Guardian's (1500 ilvl) : when your stamina is over 75%, gain 7500 Combat Advantage (useless if you are overcapped, but Combat Advantage is one of the most important offensive stats, especially in a group). Can be bought from the Sharandar campaign store (requires items from bosses in the Vault of Stars). Note : another option for Damage Dealers (though ratings are much harder to add in a build).
- Slips of the Rain (1525 ilvl) : whenever you are struck by a critical strike you have a 10% chance to increase your Critical Avoidance by 10% and gain 5% Power for 10s. Obtained from the Vault of Stars (hardcore). Note : probably best for Healers, assuming it procs on healing.
Newer Player choices :
- Infernal Forged (1200/1230 ilvl) : for every 5s you are in combat, gain 200 Power (up to 4800 after 2 minutes...). Can be bought for 300 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader. Note : can be upgraded twice with materials from Avernus to gain 30 item level and +1% damage against Demons, Devils and Fiends (it doesn't matter which of the Devil or Demon upgrade you choose on the first upgrade, the second ends up on the same item : Fiend Forged). Nice to have when you'll be in Avernus.
- Pioneer "Raid"/"Restoration" Baleeks (616 ilvl) : your Movement Speed is increased by 1% for each player in your team. Can be bought for 2500 Chultan Riches in the Jungles of Chult campaign store. Note : can be good for dungeons if you do not have lots of Movement Speed and you struggle following the group.
- Gilded Spike Gaiters (1000 ilvl) : when you are 25' or closer to your target, your Combat Advantage and Accuracy are increased by 1000. Obtained randomly from Undermountain Expeditions and Zok boxes. Note : good, both for Tanks and Damage Dealers.
- Armando's Dueling Boots (1225 ilvl) : whenever you deflect an attack, you have a 30% chance to reflect 5% of the damage, 10s cooldown. Obtained from Juma Bags in Vallenhas. Note : can be somewhat good on Tanks (though the damage dealt is probably mitigated by the monster's stats, so you probably only deal about 3% of the damage...).
- Nothing (0 ilvl) : going barefoot can be a valid option as a Healer in scaled content... In regular content, you'd pick anything that boosts Power or Critical Stats... but most of them boost ratings and not percentages, and your Power rating should be capped already... Movement Speed is still a valid option.
Other choices :
- Heels of Fury (756 ilvl) : your At-Will powers deal 3% more damage. Obtained randomly from the Sister of Fury hunt in Barovia.
- Boots of the Willed (672 ilvl) : your At-Will powers deal 3% more damage. Obtained randomly from the Tyrant hunt in Omu (Jungles of Chult).
- Slips of the Rain (1525 ilvl) : when you are 20' or closer to your target, your Defense is increased by 5%. When you are 20' or further from your target, your Critical Severity is increased by 5%. Obtained from the Vault of Stars (hardcore).
- Faerie's Steps (1525 ilvl) : when you have no teammates within 30' of you, you gain 7% Movement Speed. When there are teammates within 30' of you, gain 4000 Power. Obtained from the Vault of Stars (hardcore). Note : nice on rerolls to do Adventures and Campaigns faster...
- Weathered Wood (1300 ilvl) : for every 5s you are in combat, gain 200 Power (up to 4800 after 2 minutes...). Can be bought for 400 Seals of the Wild (obtained from Advanded and Trial Random Queues) at a Seal Trader.
- Crone's (1225 ilvl) : at the start of combat, your Power is increased by 3000 for 10s. Can be bought for 400 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader.
- Hell's Hell Crackers (950 ilvl) : you take 3% less damage, at the cost of 15% Movement Speed (Movement Speed is very important, but you can get some from Azure enchantments). Obtained from Undermountain Expeditions and Zok Boxes.
- Rusted Rider Greaves (756 ilvl) : you take 3% less damage, at the cost of 15% Movement Speed (Movement Speed is very important, but you can get some from Azure enchantments). Obtained from the Puppet hunt in Barovia.
- Divine (1230/1260 ilvl) : gain 300 Power for each enemy you are engaged with, up to 4500 Power with 15 enemies. Obtained from the Redeemed Citadel event (can be upgraded at the forge in the Bleeding Citadel to get 30 more item level, at the cost of your sanity, with the Duchess's Blessing which you can get for 12k Zariel's Favors from Yahael, save yourself : don't)
- Lion Guard (1250 ilvl) : gain 300 Power for each enemy you are engaged with, up to 4500 Power with 15 enemies. Bought in the Descent into Avernus campaign store, requires 250 Chaotic Writings and 3 Bone Devil Spur (obtained on the first or second boss of the Infernal Citadel advanced dungeon, you can only get one item per boss every week).
- Greaves of the Fallen Angel (1230 ilvl) : when 25' or closer to your target, gain 5000 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.
- Boots of the Herald (1240 ilvl) : you gain 1% Defense for each player in your team. When your teammates are 25' or closer their Defense is increased by 1 (yup 1, that's what's written in the tooltip and that's the reason why you cannot trust any tooltip at all : they hard write all of them, which leads to tons of mistakes...). From Infernal Hellfire (Tier 2 hunt in Avernus Wastes), requires the Encircled Goristro Bracer (from Withehorn) and the Leathery Hide (from the Herald of Yeenoghu) for the lure.
- Greaves of the Lightguard (1250 ilvl) : when your health is greater than 85%, gain 7500 Power. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts.
- Mighty Storm Slippers (1225 ilvl) : gain 5k Power when Action Points are full (can be used for solo, but you should have your Power rating capped already...). Random loot from Juma Bags in Vallenhas.
- Pioneer "Raid"/"Restoration" Baleeks (616 ilvl) : your Movement Speed is increased by 1% for each player in your team. Can be bought for 2500 Chultan Riches in the Jungles of Chult campaign store.
- Destroyed Boots of the Deformed (672 ilvl) : when you are hit at 25% of your health or lower, your Damage Resistance increases by 10%, but your Damage is decreased by 10%, 15s cooldown, duration unknown (probably 5s, but who knows...). Obtained randomly from the Kutlass hunt in Omu (Jungles of Chult). Notes : I have mixed feelings about this one.
- Enduring Boots (651 ilvl) : when your stamina is over 75%, your damage is increased by 3%. Can be bought from Makos for 25 Makos's Favors (obtained by giving him lich lore scrolls which can be looted once every hour on Thayans) in the Lost City of Omu.
- Black Ice Treads (588 ilvl) : Movement Speed increased by 10% when charged with Black Ice (does not work in PVP). Random loot from the Kessel's Retreat skirmish.
Best jokes from Cryptic :
- Barbed Cultist Greaves (1225 ilvl) : whenever you critically strike with your powers, you have a 10% chance to reduce your Maximum Hit Points by 20% and gain 3% damage for 10s (best in slot for suicidal fighters). Random loot from Juma Bags in Vallenhas.
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 (Equip 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. Pick your ring depending on what you need the most and what content you can run.
Rings from the Vault of Stars
- The Red Eye's Blind (1500 ilvl) : 4500 Accuracy, your ranged powers deal 3% more damage. 2 offense slots.
- The Red Eye's Stare (1500 ilvl) : 1125 Defense, 3375 Accuracy, +10% damage against Undead. 2 offense slots.
- The Red Eye's Glare (1500 ilvl) : 4500 Critical Severity, +5% Power and 2.5% Accuracy. 2 offense slots.
- The Sky's Peaking Light (1500 ilvl) : 3375 Critical Severity, 1125 Accuracy, on hitting a foe you gain 550 Accuracy for 4s (up to 5500 with 10 stacks). 2 offense slots.
- The Sky's Gaping Void (1500 ilvl) : 3375 Critical Severity, 1125 Combat Advantage, gain 75 Deflection for each percent of health you are missing (up to 7500 when you are dead). 2 defense slots.
- The Sky's Crowning Jewel (1500 ilvl) : 3375 Critical Severity, 1125 Critical Strike, when you kill an enemy, your Forte increases by 550 for 10s (up to 5500 with 10 stacks). 2 offense slots.
- The Living Silver Vine (1500 ilvl) : 3375 Combat Advantage, 1125 Accuracy, when you stand still for 6s your Control Bonus is increased by 10% and your Critical Severity is increased by 5% for 6s. 2 offense slots.
- The Living Silver Leaves (1500 ilvl) : 3375 Combat Advantage, 1125 Defense, when in combat with only one enemy your Awareness is increased by 5% and Combat Advantage by 2.5%. 2 defense slots.
- The Living Silver Fern (1500 ilvl) : 4500 Combat Advantage, when you use a Daily power the next enemy that attacks you takes damage equal to 50% of your max Health (10% in PVP), 30s cooldown. 2 offense slots.
- The Living Silver Bloom (1500 ilvl) : 4500 Critical Strike, +5% Forte when you are moving (wtf ? XD). 2 offense slots.
- The Queen's Golden Sky Ring (1500 ilvl) : 3375 Critical Strike, 1125 Accuracy, when in combat with only one enemy your Power is increased by 5% and Critical Severity by 2.5%. 2 offense slots.
- The Queen's Golden Opal Ring (1500 ilvl) : 3375 Critical Strike, 1125 Combat Advantage, your Melee powers deal 3% more damage. 2 offense slots.
- The Queen's Silver Leafed Ring (1500 ilvl) : 3375 Critical Strike, 1125 Defense, +10% damage against Constructs. 2 offense slots.
- The Queen's Silver Crowned Ring (1500 ilvl) : 4500 Defense, when hit by a foe you gain 550 Awareness for 4s (up to 5500 with 10 stacks). 2 defense slots.
- The Grove's Gentle Breeze (1500 ilvl) : 4500 Incoming Healing, when you use a Daily power your Damage Resistance is increased by 5% for 8s, 30s cooldown. 1 offense and 1 defense slots.
- The Grove's Crystal Tears (1500 ilvl) : 4500 Outgoing Healing, when you have a shield or temporary HP, your Critical Strike is increased by 5% (Clerics are trash for Cryptic it seems, well liksewise Cryptic, likewise). 2 offense slots.
- The Fallen Lord's Tact (1500 ilvl) : 4500 Critical Avoidance, every 30s you gain 5% Deflect for 10s, only works in combat. 2 defense slots.
- The Fallen Lord's Authority (1500 ilvl) : 4500 Control Bonus, your At-Will powers deal 5% more damage (joke on Barbarians). 2 offense slots.
- Diamond Ring of Sight +3 (1300 ilvl) : 3900 Accuracy, your Ranged powers deal 3% more damage. 2 offense slots.
- Diamond Ring of Smite +3 (1300 ilvl) : 3900 Critical Severity, +10% damage against Undead. 2 offense slots.
- Diamond Ring of Might +3 (1300 ilvl) : 3900 Combat Advantage, your At-Will and Encounter powers deal 3% more damage but your Daily powers deal 30% less. 2 offense slots.
- Diamond Ring of Spite +3 (1300 ilvl) : 3900 Critical Strike, your Melee powers deal 3% more damage. 2 offense slots.
- Diamond Ring of Flight +3 (1300 ilvl) : 3900 Defense, you take 3% less damage from Ranged attacks. 2 defense slots.
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) : 2475 Critical Strike, 825 Critical Avoidance, 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) : 2475 Critical Strike, 825 Critical Severity, 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) : 3300 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) : 2475 Deflection, 825 Awareness, 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) : 2475 Critical Strike, 825 Critical Severity, Encounter powers deal 3% more damage. 2 offense slots.
- Silver Ring of the Herald (1100 ilvl) : 2475 Combat Advantage, 825 Accuracy, At-Will powers deal 3% more damage. 2 offense slots.
- Electrum Ring of the Herald (1100 ilvl) : 2475 Critical Avoidance, 825 Deflection, when you stand still for 6s your Defense and Movement speed increases by 10% for 6s. 2 defense slots.
- Platinum Ring of the Herald (1100 ilvl) : 2475 Defense, 825 Awareness, when you stand still for 6s your Defense and Movement speed increases by 10% for 6s. 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. 2 defense slots.
- Hydra / Dragon turtle Scale Ring (990/1010 ilvl) : targets are poisoned for 5s after using a daily power, 1 offense and 1 defense enchantment slots.
- Striking Ring of the Master / Veteran (990/1010 ilvl) : Melee Powers do 3% more damage. 2 offense enchantment slots.
- Guiding Ring of the Spy / Sharp-shooter (990/1010 ilvl) : Ranged Powers do 3% more damage.2 offense slots.
- Twisting / Bypass Gold Ring : (990/1010 ilvl) : At-Wills Powers deal 3% more damage. 2 offense slots.
- Nickel / Gold-Plated Ring (990/1010 ilvl) : Encounter Powers do 3% more damage. 2 offense slots.
- Leading Ring of the Teacher / Sage (990/1010 ilvl) : At-wills and Encounters do 3% more damage, but Daily powers deal 30% less damage. 2 offense slots.
- Borrowed / Inherited Ring (990/1010 ilvl) : 10% increased damage against beasts. 2 offense slots.
- Budding / Blooming Ring of the Rose (990/1010 ilvl) : 10% increased damage against beasts. 2 offense slots.
- Twisting / Bypass Silver Ring (990/1010 ilvl) : 10% increased damage against beasts. 1 offense and 1 defense slots.
- Spined / Thorn Ring of the Forest (990/1010 ilvl) : 10% increased damage against beasts. 1 offense and 1 defense slots.
- Piercing Ring of the Killer / Assassin (990/1010 ilvl) : 10% increased damage against undeads. 2 offense slots.
- Tanner's "Hardened" Leather Ring (990/1010 ilvl) : when you use a Daily power, the next enemy that attacks you takes damage equal to 50% of maximum Hit Points (10% in PVP), 10s cooldown. 2 offense slots.
Others :
- Ring of Bel +4/+5 (1050/1100 ilvl) : when struck by a foe, 10% chance to summon a devil servant to attack that foe for 200 magnitude, 30s cooldown. Obtained randomly (not often at all) from the Rage of Bel fight in Vallenhas, which is unlocked for 1H once in a while when people close insurgencies.
- Vallenhas Family Seal (1100 ilvl) : 3% damage resistance against Demons, Devils, and Fiends. 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. 2 offense slots. Loot from Master Expeditions (Undermountain).
- Ebonized Assault Ring (882 ilvl) : Melee Powers do 3% more damage. 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 Critical Severity, 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)
- Ring of Beast Slayer +5 (714 ilvl) : +5% damage against Beasts. 2 offense slots. Random loot from hunts (King of Spines / Karkinos / Hedetet / Baccho / Arachne) in Omu (Chult)
- Ring of Yan-Ti Slayer +5 (714 ilvl) : +5% damage against Yan-Ti. 2 offense slots. Random loot from hunts (King of Spines / Dendar) in Omu (Chult)
- Ring of Undead Slayer +5 (714 ilvl) : +5% damage against Undead. 2 offense slots. Random loot from hunts (King of Spines / Zulkir / Spili-Ti) in Omu (Chult)
- Ring of Goblin Slayer +5 (714 ilvl) : +5% damage against Goblins. 2 offense slots. Random loot from hunts (King of Spines / Clawglaze) in Omu (Chult)
- Ring of Dinosaur Slayer +5 (714 ilvl) : +5% damage against Dinosaurs. 2 offense slots. Random loot from hunts (King of Spines / Sirrush) in Omu (Chult)
Shirt
Best in Slot :
- Upper Pact Brands of the "Blaze-Bond" / "Inferno" (1300/1325 ilvl) : when your stamina is above 75%, your Power is increased by 5000. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : yes, you want this one, but there are also 3 other versions of this item with no bonuses (of the Flame / of the Fire / of the Pyre) and 2 other types of Shirts with as many declinations from Nightspine, so you really want one of 2 from 15 shirts (pray RNGesus to not waste your 100H of running around in circle)...
- Ebony (882 ilvl) : when your stamina is above 75%, your damage is increased by 3%. Random loot from Master Expeditions in Undermountain (make sure to collect all 9 relics). Note : best in slot for Damage Dealers, especially in scaled content.
Newer Player choices :
- Infernal Forged (1200 ilvl) : when you damage or heal a target for more than 15% of your max HP in a single blow, gain 1% Action Points. Can be bought for 300 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader.
- Ebony (882 ilvl) : when your stamina is above 75%, your damage is increased by 3%. Random loot from Master Expeditions in Undermountain (make sure to collect all 9 relics). Note : best in slot for Damage Dealers, especially in scaled content.
Other Choices :
- Shirt of the "Red Waters" / "Green Storm" / "Gold Dawn" / "Blue Leaf" +4/+5 (1300/1525 ilvl) : whenever you critical strike with your powers you have a 10% chance to reduce your Encounter power cooldown by 1s. Random loot from the Vault of Stars.
- Weathered Wood (1300 ilvl) : when you damage or heal a target for more than 15% of your max HP in a single blow, gain 1% Action Points. Can be bought for 300 Seals of the Wild (obtained from Advanded and Trial Random Queues) at a Seal Trader.
- Shirt of the "Vicious" / "Hell's" Interrogator (1300/1325 ilvl) : when your enemy's health is above 75%, your Power is increased by 5000. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : that's not the one you want from Nightspine, and there are 3 other lower versions of this item with no bonuses (Interrogator / Strict Interrogator / Cruel Interrogator).
- Tunic of the "Gifted" / "Hell's" Negotiator (1300/1325 ilvl) : whenever you critical strike with your powers you have a 10% chance to reduce your Encounter power cooldown by 1s. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : that's not the one you want from Nightspine, and there are 3 other lower versions of this item with no bonuses (Deceased Negotiator / Temporary Negotiator / Negotiator)..
- Upper Primal Paints (700 ilvl) : your Daily powers deal 3% more damage. Can be bought for 3500 Chultan Riches in the Jungles of Chult campaign store.
Trousers
Best in Slot :
- Pants of the "Red Waters" / "Green Storm" / "Gold Dawn" / "Blue Leaf" +4/+5 (1300/1525 ilvl) : whenever you critical strike with your powers you have a 10% chance to gain 25 Action Points (2.5% of a Daily power which consumes 1000). Random loot from the Vault of Stars. Note : best in slot for Damage Dealers and Healers
- Ebony Stained Raid Trousers (882 ilvl) : when your stamina is over 75%, you take 3% less damage. Loot from Master Expeditions in Undermountain. Note : best in slot for Tanks
Newer Player choices :
- Infernal Forged (1200 ilvl) : whenever you are damaged for more than 15% of your maximum Hit Points in a single blow, your movement speed is increased by 5% for 10s. Can be bought for 300 Seals of the Fallen (obtained from Random Dungeon and Skirmish Queues) at a Seal Trader.
- Ebony Stained Raid Trousers (882 ilvl) : when your stamina is over 75%, you take 3% less damage. Loot from Master Expeditions in Undermountain. Note : best in slot for Tanks
Other Choices :
- Weathered Wood (1300 ilvl) : whenever you are damaged for more than 15% of your maximum Hit Points in a single blow, your movement speed is increased by 5% for 10s. Can be bought for 300 Seals of the Wild (obtained from Advanded and Trial Random Queues) at a Seal Trader.
- Lower Pact Brands of the "Blaze-Bond" / "Inferno" (1300/1325 ilvl) : whenever you critical strike with your powers you have a 10% chance to gain 25 Action Points, 5s cooldown. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : stats are Deflection / Awareness. There are also 3 other versions of this item with no bonuses (of the Flame / of the Fire / of the Pyre).
- Pants of the "Vicious" / "Hell's" Interrogator (1300/1325 ilvl) : whenever you critical strike with your powers you have a 10% chance to gain 25 Action Points, 5s cooldown. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : stats are pure Defense. There are also 3 other lower versions of this item with no bonuses (Interrogator / Strict Interrogator / Cruel Interrogator).
- Pants of the "Gifted" / "Hell's" Negotiator (1300/1325 ilvl) : whenever you critical strike with your powers you have a 10% chance to gain 25 Action Points, 5s cooldown. Random loot from Nightspine (Tier 3 hunt in Avernus Wastes), requires the lures from all 3 Tier 2 hunts. Note : stats are pure Critical Avoidance. There are also 3 other lower versions of this item with no bonuses (Deceased Negotiator / Temporary Negotiator / Negotiator).
- Lower Primal Paints (700 ilvl) : gain Movement Speed as your health decreases, up to 10% when you're dead. Can be bought for 3500 Chultan Riches in the Jungles of Chult campaign store.
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 15, Major at level and 18). 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 multiplier, though -50% only for Artificing), it is preferable to buy them directly from the Auction House.
This is crazy, but modifications actually increase your total stat percentages as you'll get 880 stat points for 44 item level (which is 20 stat points per item level, while any proper item gives 15 stat points per item level). Not enough to counterbalance the detriment of your summoned companion and collars, but still something they failed in a positive manner for the players (which means nerf is coming soon).
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 Critical Severity Armor Kit +1 : 880 Critical Severity, 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.
Awareness Jewels are fantastic for Tanks and Healers. Stamina Regeneration can be an interesting choice for Tanks, but at the cost of stat points, and the Elven Battle armor enchantment should give you enough Stamina Regeneration in the first place. Of course, capping Combat Advantage takes priority for Damage Dealers, but Awareness can be good for them too, especially in high end trials, in which you'll always take combat advantage damage, even when the monsters do not surround you.