Lords of Magic
Eladrin Swordmage of Shielding
Note: Items are not necessarily in order of preference.
- Weapons *
20 Blade of the Eldritch Knight +4 125000 gp Uncommon
When you use a standard action to make a melee attack with this blade, your melee reach increases to 5 for that attack
Notes: I definitely want this sword, but I think it would be cool to have some sort of story building up to it. I have a couple ideas that I may flesh out and send to you later. (That, and it’s probably kind of high level anyway.)
- Hand slot Items *
Notes: I do already have two different hand slot items, but the Gauntlets of Arcane Might are becoming less helpful and while I don’t remember exactly what Tavni’s gloves do, I do remember not being very impressed (isn’t it something like, make one of your melee attacks do cold damage once per day or encounter?) So in a way, it might be better to get an item in a slot I don’t already have (like a neck or arm slot), but these both sounded pretty awesome.
12 Gloves of the Healer (paragon tier) 13000 gp Uncommon 1
When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 hit points
Power: Daily — Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.
16 Restorative Gauntlets 45000 gp Uncommon 1
Power: Encounter (Standard Action) — One willing ally adjacent to you takes damage equal to half his or her level and ends one effect on him that a save can end.
- Arm slot Items *
15 Couters of Second Chances (paragon tier) 25000 gp Uncommon 1
Power: Daily – Reroll melee attack
9 Diamond Bracers (heroic tier) 4200 gp Uncommon 1
Power: Daily Until the end of the encounter, gain resist 10 against a damage type from which you were dealt damage since the end of your last turn
6 Bracers of Mental Might 1800 gp Uncommon 1
Power: Encounter – Use Int in place of Strength for Check, or skill check
Note: I would lean towards one of the other two, but this one does seem nice (and potentially useful for multiple members of the party).
- Neck slot Items *
14 Cloak of the Walking Wounded +3 21000 gp Uncommon 1
When use second wind while bloodied, expend two healing surges instead of one.
Note: It’s tough, because these are all pretty awesome, but this one’s probably the top pick of my Neck Item list.
20 Guardian’s Cape +4 125000 gp Uncommon 1
Power: Daily — Teleport to the space of an ally within 10 squares of you; that ally simultanesouly teleports to your original space. Don’t need line of sight or effect.
14 Keicha’s Amulet +3 21000 gp Uncommon 1
After extended rest gain resist 10 against acid, cold, fire, lightning, or poison.
Power: Encounter – An ally within 5 squares gets the resistance until end of the encounter
14 Cloak of Distortion +3 21000 gp Uncommon 1
Gain enhancement bonus to all defenses against ranged attacks more than 5 squares away
18 Steadfast Amulet +4 85000 gp Uncommon 1
Power: Daily (Immediate Interrupt) – Use when dazed or stunned. Make saving throw. On failure, power not expended.
Note: Not so much for me per se, but could be handy for the party if a wizard with Sending isn’t around.