Juggling Implements : A simple guide to implement benefits for casters

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Juggling Implements

Why have one off-hand benefit when you can have many?


Why Juggle?


Through Juggling you can obtain the benefit of many items that are traditionally used in the off-hand slot. For instance you can switch an off-hand item in response to attack to give you +2 to all defenses(aversion staff). There are many options - defensive, offensive, and misc bonuses.

Hide
Bob a level 11 wizard or psion with a Rakshasa Claw familiar. Bob has 59 HP, 22 AC, 16 fort, 22 ref, 22 will.
Bob have sets of items that he can freely switch around to accomodate for certain circumstances:
Initiative Items: Orb of Nimble Thoughts (+Int to initiative) and Quicksilver blade(+1 to initiative)
Offensive Items: Main Implement and Staff of the war mage
Defensive Items: Aversion Staff and Orb of Mental Constitution

So Bob walks around with his initiative items. Once his turn starts he switches his items to his offensive items. And at the end of his turn or at the beginning of an enemies turn Bob switches to his defensive items.
Lets Assume bob went first (very likely if you optimize for it) and was able to cast Dishearten or Winged Horde on a group of 4 enemies. At the end of his turn bob switches to his defensive items and now has +2 all defenses vs all 4 enemies(24 ac, 18 fort, 24 ref, 24 will). And if any enemy attacks his fortitude or AC he can swap in his Will as the defense. Now for any enemy that was not hit Bob does not have a bonus to defenses. If bob misses most enemies it might be wise to switch out aversion staff for rhythm blade or staff of defense.
Bob is also able to have other items that can benefit him. For instance he carries a staff of resilience that allows him to gain tHP.

Methods of Drawing and Stowing as a free action:


I assume Arcane Familiar is taken as it is the only true, at-will, unlimited item swapping in the game. Other options exist below for less flexability, but still able to do the trick
other options

Feats


Arcane Familiar (AP): Requires an arcane class. The disembodied hand familiar (and it's paragon upgrade, the Rakshasa Claw) offer the only true, at-will, unlimited item swapping in the game. At any time, as often as you want, draw or stow an item, implement, or weapon (arguably not weapon), enabling scenarios like this one:
Clever Tail (PHB:T): Requires tiefling. Once per round, draw or stow an item weighing up to one pound. The once per round limit allows quick access to one-shot items (which can be dropped as a free action to free up your hand. If you can't pick them up again after combat, you're dead anyway.) But the one pound restriction limits you to drawing daggers, wands and tomes.
Quick Draw (PHB): Requires DEX 13. No limit to how often you can use this, but it's restricted to drawing items "as part of the same action in which you use them." That means items with passive properties are out, but it also means it's incredibly useful for off-turn powers, as you can draw an item as part of the immediate action required to activate it. Nice alternative for non-arcane classes.

Powers


Fast Hands (PHB3): Requires training in Thievery. You can pick it up as your level 2 utility, or through the Skill Power feat. Lets you draw or stow anything as a free action, but it's limited to once a round. Some careful planning can mitigate this, but it makes it difficult to use items with passive properties.
Mage Hand (PHB): Wizard cantrip. Allows swapping of an item in hand with a stowed one as a minor action. Can be useful if you've got your hands full.
Palming Strike (Dr389): This Rogue at-will lets you draw an item as a free action when you hit with the otherwise unremarkable standard action attack. I can't imagine any Rogue that would burn one of their at-will choices on this.
Quick-Draw Trick(MP): The level 12 utility of the Avalanche Hurler paragon path for Rangers. Allows unlimited, at-will drawing and stowing of weapons only. Nice power, but who would burn a paragon path on this? I don't know if paragon paths count as classes, but it would be interesting poach bait for a paragon tiefling with Secrets of Belial.

Items


Prison of Salzacas (2, AV2, Wondrous Item): Once per encounter, cast Mage Hand. Cheap and slotless, but not always useful.
Battle Harness (4+, Dr368, cloth, leather, hide): Unlimited drawing of weapons or items. Tossing them aside as a free action when you're done with them seems thematic. Also a useful boost to initiative, though it doesn't stack with a Warlord.
Hedge Wizard's Gloves (4, AV1, hands): At-will Mage Hand, but it takes up your hand slot.
Deep-Pocket Cloak (7+, AV2, neck): Draw or stow as a free action once per round. Takes up your neck slot and doesn't offer much else.
Bracers of Speed (13, Dr386, arms): Draw or stow once a round. Takes up the coveted arms slot.
Dantrag's Bracers (18, Dr386, arms or feet): You'll have to ask your DM for these unique Bracers of Speed. They're expensive, but you can wear them on your arms or feet, The feet power is very nice, especially coupled with a Staff of the Traveler. The arms power is great for E-classes and MBA-focused characters.

Racial


Thri-Kreen:

Who is this guide for?


This guide is primarily designed for arcane casters, but can be used by a wide array of characters. Choices desgined for weapon uses and leaders will have their own section.

This Handbook will use the following system for ratings:


Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.


Current implements "complete":



  • Orb

  • Rod

  • Staff

  • Tome

  • Wand

  • Most weapons


Proficiency


Weapons need not be proficient.
To use the powers and the properties of a magic implement, you must be able to wield that implement.
phb2 pg220, phb3 pg219
See Also:
Rules Compendium 274: "Unlike Weapons, an implement doesn't grant a proficiency bonus.  Instead, an adventurer must have proficiency with an implement to use it at all.  In the hands of a nonproficient user, an implement- magical or nonmagical- is effectively a bauble."

RC 283: "Because an adventurer must have proficiency with an implement to use it, an adventurer cannot gain an implement's enhancement bonus or benefit from any of the implement's other characteristics (such as properties, powers, and critical hit effects) unless he or she has proficiency with the implement."

Item Rarity


Most players play with the original rules of item rarity. The new rules would probably prevent you from getting any of these items so this guide assumes you use the original system like 95% of CharOp. Due to this you are limited to 1 daily item usage/day in heroic, 2 in paragon, and 3 in epic. I have labeled each item to reflect this. It will say 1/enc if it has an encounter power or 1/day if it has a daily item power.

Rules Disputes


Free Action Limitations


Based on the rule on Free Actions PHB pg267 this is RAW: You can take as many free actions as you want during your or another combatant’s turn
More Free Action Limitation discussion

More of this discussion can be had from page 3-6.
Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant’s turn. There is an exception to that rule: A creature can take a free action to use an attack power only once per turn. Creatures don’t normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn.
    In certain circumstances, the DM might decide to limit the use of free actions further. For instance, if an adventurer has already used free actions during a particular turn to talk, drop things, and use a class feature, the DM might rule that the adventurer can use no more free actions during that turn.



JRedGiant1 has made the argument:
This is further discussed by the dev team in the podcast here:www.wizards.com/DnD/Article.aspx?x=dnd/4...

They say at 16:35 "The only powers in the game that can mess around with timing are powers with triggers, and the triggers basically tell you when you get to break a rule....because it doesn't say that (referring to the daily power of Dwarven Armor) you have to use this as a discreet action not interrupting other actions."

"So it can't take place in the middle of another action"

"Exactly."
Though zelink551 made the arguement:
106458049 wrote:
I would argue Mearls' grasp of the rules is below many of the CharOp regulars. And in the podcast when discussing just this topic, I felt they were musing, not talking about rules. Podcasts are at BEST RAI and not RAW. The only time I would use is when they are clarifying the post on the compendium about Divine Oracle, and that was an electronic error, not a rules publication.




Drawing/Sheathing/Retrieving/Stowing


Drawing/Sheathing/Retrieving/Stowing discussion

There is an argument that drawing an item does not allow you to draw a weapon. Yet dropping an Item is not specific between weapon/item. Because of this I am of the understanding that
Retrieve/Stow an Item can get any item other than shields(including weapons).
Draw/Sheathe a weapon can get only weapons.
Any further debate is welcome, but that is seemingly the easiest way to read it, and will be the stance of this thread for now.
game rules from Rules Compendium

Draw or Sheathe a Weapon:



  • Action: Minor Action.

  • Requires Free Hand to Draw: The creature must have a hand free to draw a weapon.

  • Ready for Use: A creature can take a sheathed or otherwise slung weapon and make it ready for use by taking this action

  • Sheathed: A sheathed weapon in a sheath at the creature's belt or on its back, or otherwise slun out of the way so that the creature's hands are free to hold or manipulate objects 




Drop a Held Item


  • Action: Free Action.

  • In the Creature's Space: A creature can use this action to drop an item it is holding. The Item lands in the creature's space. (text about where it drops..)




Retrieve or Stow an Item


  • Action: Minor Action.

  • Easily Accessible: A creature can use this action to retrieve an item from someplace on its own person, most commonly in a belt pouch or a backpack, or to stow an item in such a location.





Interpreting that RAW has 2 options:
Option #1:
All shields and weapons are items, use the higher most action for any conflict (IE: Shields are a standard to equip/stow, weapons are a minor, but can be drawn as items - the same way they can be dropped as items).
Result:
Retrieve/Stow an Item can get any item other than shields.
Draw/Sheathe a weapon can get only weapons.

Option #2:
All shields and weapons are items, so the shield and weapon rules are specific exceptions to the general item rules.  So you can retrieve or stow an item as a minor unless it's a weapon or shield.  If it is a weapon or shield, you follow the rules for weapons and shields.
Result:
Retrieve/Stow an Item can get any item other than weapons and shields.
Draw/Sheathe a weapon can get only weapons.

Option 1 makes more sense to me.
If it is RAW questionable here is a good argument for RAI Option #1:
58121678 wrote:
The reason sheaths and thongs exist is because warriors needed a way to quickly access these weapons in a dangerous situation. In a fantasy milieu, wands and totems have the same need. I would absolutely houserule that anything that allows you to draw a weapon as a free action should be allowed to draw an implement as well.


In the end it's not definitive, but imo clear enough - at least by RAI if not RAW. Good enough for me.

Props to:


LDB for being awesome.
Alcestis for commonly posting smart things in threads I browse.
Nausicaa for her Wizard guide (items).
Belile for his Psion guide (items).
Malkonnen for his Warlock guide (items).
GelatinousOctahedron for his Shamn guide (items).
Lazy Ninja for his Bag of Blades guide. I discovered it after making this thread. Sorry for semi-stealing your thunder!
Misc Bonuses
Aegis Blade (2, AV2): Close burst 3 mark 1/day. Even better for swordmages.
Architect's Staff (5, AV): Increase zones by 1.
Battlecrazed Weapon (4, AV): Quick way to bloody yourself 1/day I guess - maybe some build uses it.
Blood Fury Weapon (4, AV2): Consider yourself bloodied until EoNT 1/enc. Could be very useful.
Medic's Weapon (4, AV): Requires Channel Divinity. Ally regains Cha mod +1 on Channel divinity use.
Mnemonic Staff (2, AV): +2 monster knowledge. Swap powers for spellbook 1/day as minor.
Orb of Indefatigable Concentration (13, AV): Free sustain minors for a single power for several rounds 1/day, which scales with enhancement bonus. That's a minimum of three rounds, so higher-level versions likely aren't worth the extra cost.
Orb of Judicious Conjuration (3, AV): Sustain minor as a free action 1/enc.
Orb of Karmic Resonsance (13, AV): 1/day force a failed save or end a condition on you or an ally. You also fail a save. Indispensable if you're packing Sleep or Slumber of the Winter Court.
Orb of Nimble Thoughts (3, PHB3): NERFED in june. Enhancement to init. Shift = int mod as a move 1/enc.
Orb of Temporal Dissonance (13, Dr365): Whole party rolls initiative twice 1/day.
Quicksilver Blade (2, AV2): Bonus to Initiative. Much better options.
Staff of Tongues (2, PHB3): Read/write/speak Supernal
Staff of Sleep and Charm (3, AV2): +1 to hit with charm powers. Works in the Off-hand!!!!!!!!!
Staff of Unparalleled Vision (4, AV): Increase the range of ranged or area arcane powers.
Totem of the Night (12, AV2): Gain Low-Light/Darkvision. Great, but expensive.

Weapon/Martial Users


Mage's Weapon (2, AV): Swap Arcane enc power to regain usage of a martial enc power 1/enc.
Parrying Weapon (2, AV): If you have strong MBAs this can be used powerfully to block melee attacks 1/day.
Weapon of Great Opportunity (5, AV2): Deal extra damage when you hit with an opportunity attack 1/enc.

Teleport Bonuses


Incisive Dagger (9, AV2): Increase teleport distance by enhancement. Minor action tele 1/day.
Mithrendain Steel Weapon (8, Dr366): Increase teleport distance by 1. Teleport a creature when you hit 1/day. Works on all teleports.
Rod of Malign Conveyance (3+, AV1): 1/day teleport yourself, an ally, and an enemy 1 square as a move action. Distance scales with level. Not bad if you're in a tight space. Usefulness of higher-level versions will vary with your build. If you just want to be able to teleport yourself and an ally, take a look at the Rubicant Blade instead.
Rubicant Blade (8, Dr385): Increase teleport power distance by 1. Teleport yourself + ally 1/day. Incisive is much better.
Staff of the Traveler (5, PHB3): Teleport in place of every shift. Could be really good for teleport builds. Was told to also mention Evermeet Warlock (possibly kobolds, mark of passage, and Planestrider Boots).
Shadowrift Blade (12, AV2): Teleport on hit w/ CA. At-will.

Leader Benefits


Communal Weapon (4): Ally missed by 1? Fix it. At-will. (limited to Enchancement # per day)
Harmonic Songblade (2, AV2): Grant an ally a bonus to attack 1/day - useful for novas.
Holy Healer's Weapon (2, AV): Minor action to allow ally to use a surge and gain an additional 5+wis 1/day. Also nice for clerics.
Weapon of Shared Wrath (2, PHB3): Grant an ally a MBA when you are bloodied 1/day. Overall this guide is meant for characters who do not get bloodied too much.

Racial Specific Bonuses


Arkhosian Scepter (12+, PHB:D): Scaling bonus to attack and damage rolls of dragon breath. Once a day, make your dragon breath an area burst. The property works even if you're not proficient with rods. If you use dragon breath, there's no reason not to have one.
Offensive Items to Juggle
Controller's Orb/Rod/Staff/Tome/Totem/Wand/Holy Symbol/Ki Focus (13, Revenge of the Giants): Attacks weaken targets. Minor action to activate 1/day.
Gossamer Tome (8, AV2): Really helps the Wizard's Web power.
Luckblade (3, HotFK): Not Useful in the off-hand.
Orb of Fickle Fate (4, AV): Reduce a mob's chance of saving and increases yours/an allies 1/day.
Orb of Impenetrable Escape (6, AV): Make a monster reroll a save 1/day.
Orb of Indisputable Gravity (7, PHB): Bring flying monsters down to the ground 1/day.
Orb of Inexplicable Contention (8, Dr365): Make an enemy attack one of its adjacent allies 1/day. Higher-level versions make the attack slightly more likely to hit but aren't worth the cost. Monster basic attacks often have nasty riders.
Orb of Reversed Polarities (9, PHB): Treat all resistances as vuln 5 for one turn as a minor action 1/day.
Orb of Spatial Contortion (7, AV): Change a blast into a burst as a free 1/day.
Orb of Unintended Solitude (18, AV): Turn any pull, push, slide, or teleport into a completely remove a mob from the fight for 1 round 1/day. Expensive.
Rod of Divine Retribution (9, Dr381): Free action daily stun when you hit a target that has previously attacked you 1/day.
Quickening Staff (14, AV): Use at-will as free action when hit w/ daily 1/day.
Staff of Expansion (2, Dr365): Errata'd to only work with spells cast through the implement.
Staff of Insightful Detection (2, PHB3): Enemies doesn't get concealment/total conceal as a minor action. 1/enc.
Staff of Transposition (14, AV): Teleport allies out of close/area attacks 1/day.
Staff of the Sunburst (14, PHB2): Knock all enemies within 5 prone and deal 5 damage when being hit 1/day.
Staff of the War Mage (3, PHB): Increase a blast/burst size by 1 as a free action 1/day.
Staff of Wind (5, AV2): Minor action to close blast 5 each creature - push and prone. 1/day
Tempest Staff (14, AV2): When you hit do a good amount of lightning dmg to attacker and potentially other enemies as an immediate reaction 1/day.
Defensive Items to Juggle

Bonuses to Defense and Saves


Aversion Staff (2, PHB3): +2 def vs targets w/ effects imposed by you.
Defensive Staff (2, AV): +1 NADs/(ac). Only applies to AC if you are a wizard with staff of defense class feature. Overall Rhythm blade is better as most attacks will target your AC.
Orb of Mental Constitution (3, PHB3): Use will instead of fort/AC def 1/enc
Orb of Resilient Tenacity (2, AV2): +1 to a save as a minor action 1/day
Rhythm Blade (3, AV2): Increases shield AC/Ref by 1. Stacks with Aversion/Defensive if you're able to get a shield bonus!
Staff of Resilience (3, AV2): tHP = 2x healing surve value as a minor 1/day.
Staff of the Adaptable Mind (4, PHB3): +1 Percep. Resistance to all damage til start of next turn 1/day.
Staff of the Evader (2, PHB3): Bonus to saves vs slow and immobalize. Power to end immobalization and teleport 1/day.
Class Specific Benefits

Warlock Benefits


Pact Blade (3, PHB): Autokills cursed minions that attack you in melee. No reason to get higher level versions.
Rod of Avernus (3, Dr286): Each time you gain your pact boon, slide all cursed enemies. Note that this effect is in addition to, not in place of your boon. Also, 1/day, gain a damaging aura 1 for the entire encounter. It's a bit harder to use than Armor of Agathys, but much cheaper. Higher-level versions scale the damage but aren't worthwhile.
Rod of Brutality (9+, AV1): Makes your Warlock's Curse brutal. Brutal value increases by tier, so only the level 9, 19 and 29 versions are worthwhile.
Rod of Corruption (3, PHB): Move warlock's curse when pact boon is triggered.
Rod of Cursed Honor (2, AV1): +1 to NADs for two rounds every time you use your Warlock's Curse.
Rod of Dark Reward (2, PHB): +1 to AC for a round every time you use your Warlock's Curse.
Rod of Draconic Fury (4+, Dr365): 1/day, forgo your pact boon and burn an immediate action to gain a bonus on your next attack roll. The bonus scales by tier, so only the level 4, 14 and 24 versions are worthwhile.
Rod of Office (2, DSCS): 1/enc, regain your fell might.
Rod of Reaving (5, PHB): Curse deals damage when placed.
Rod of the Feywild (9, AV): Increases the distance of your Misty Step, which scales with level. 1/enc, emulate Fey Step.
Rod of the Infernal (8, AV): More tHPs from pact boon. Gain a good amount of temp HP 1/day.
Rod of the Ulban (25, AV2): Warlock's Curse = Vulnerability to psychic.

Monk Benefits


Ki Weapon (3, PHB): Flurry of blows does 2 extra damage.

Shaman Benefits


ghjg

Psionic Classes


Manifester Weapon (2, PHB3): Regain 1 pp 1/day.
Orb of Psionic Recovery (4, PHB3): Regain 2 pp when an ally misses with an augmented attack 1/day.
Reserved
Reserved

Go ahead and post. Any further refinements of the items that I have posted would be helpful. Also any other methods of being able to draw/stow items.
Nice, should be quite useful! Thanks for doing this.
I like this a lot.

Just a small contribution for if/when you do weapons as implements.  Incisive Dagger from AV2 boosts teleport distance sky high.  
I like this a lot.

Just a small contribution for if/when you do weapons as implements.  Incisive Dagger from AV2 boosts teleport distance sky high.  


Ya I just realized that my title excluded weapons. How sad.
Well you need proficiency in the implement to access the properties.
Well you need proficiency in the implement to access the properties.

Yup. Edited that. Not seeing the same to be true for weapons unless someone can find a source for that...

Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. To use the powers and the properties of a magic implement, you must be able to wield that implement.

The implement keyword identifies a power that can be used through an implement, and the implement must be a type wielded by the power’s class.

You can use implement powers without an implement, and wielding a nonmagical implement confers no benefit. If you wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it


Orb of Fickle Fate(4): Reduce a mob's chance of saving and increases yours/an allies.



Are you sure this works on a mob?

The card says
Power (Daily): Minor Action. A target within 10 squares of you takes a –2 penalty to saving throws and you or an ally within 10 squares of you gains a +2 power bonus to saving throws (target’s save ends both).

Thats reads to me as a single not a mob?
Mob is a shorthand term for monster.  It's used there in that manner, not in its usual definition of a group.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
thanks for the clarification
Well you need proficiency in the implement to access the properties.

Yup. Edited that. Not seeing the same to be true for weapons unless someone can find a source for that...

Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. To use the powers and the properties of a magic implement, you must be able to wield that implement.

The implement keyword identifies a power that can be used through an implement, and the implement must be a type wielded by the power’s class.

You can use implement powers without an implement, and wielding a nonmagical implement confers no benefit. If you wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it




"Able to wield" != Proficient

Nothing stops someone from wielding something they aren't proficient with, there are generally penalties for doing so listed (which implies that you can, if nothing else does).

Makes some Holy Symbols rather nice for everyone.
Well you need proficiency in the implement to access the properties.

Yup. Edited that. Not seeing the same to be true for weapons unless someone can find a source for that...

Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. To use the powers and the properties of a magic implement, you must be able to wield that implement.

The implement keyword identifies a power that can be used through an implement, and the implement must be a type wielded by the power’s class.

You can use implement powers without an implement, and wielding a nonmagical implement confers no benefit. If you wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it




"Able to wield" != Proficient

Nothing stops someone from wielding something they aren't proficient with, there are generally penalties for doing so listed (which implies that you can, if nothing else does).

Makes some Holy Symbols rather nice for everyone.



Your class description or a feat tells you which implements you can wield, if any.

Nice try, but this sentence means the only the implements listed in the class description can be wielded. Also, the language used in the feats, class descriptions, etc. is "you can wield" the implement, not "you gain proficiency". Even Arcane Implement Proficiency says "you can use", not "you gain proficiency".

Weapons, on the other hand, you just lose the proficiency bonus as far as I can tell (though the section on using monster weapons in the RC says you just gain the damage from that weapon, and no other effects. Can't see a similar rule for general items though), and since staffs and daggers can be used as weapons as well, then they're fair game.
"I am the seeker, I am the stalker, I am the walrus"
Other ways of drawing as a free action include Quick Draw and the Thri-kreen racial power.

Note that several of the items you've listed have recently been errata'ed, for example neither Temporal Dissonance nor Expansion work the way you describe any more.

I've never heard of a Controller's Tome; where is that from?

Finally, the fact that almost everything you list is either blue or skyblue makes me wonder whether you should re-think your rating system. It would be more useful for a guide to give a broader set of ratings. For example, regarding Totem of the Night, I believe you're overestimating the value of low-light or darkvision.
Just like to say that this is an awesome guide you've got going here, I wish I could +rep you or something.
I have a section in my shaman guide with all the good offhand totems.  here are the ones that might be useful for non-shamans.

Olians balance Totem (EPG) 2 +1 to diplomacy and nature checks

Watchful Spirit Totem (PHB2) 3 Item bonus to your perception equal to the enchantment bonus. 

Wildfire Totem (AV2) 4 Get +2 to saves against ongoing fire damage.

Fickle Twilight Totem (EPG) 9 +1 bonus to bluff and stealth.

Totem of Enduring Vigalence (EPG) 9 +1 to arcana and perception.

Totem of the Harrier's Claws (AV2) 12 Creatures taking ongoing damage grant CA.

Totem of the Night (AV2) 12 You get lowlight or dark vision.

Edit:
And here are the ones that are good just for shamans and some druids

Totemic Spear (AV2) 2 Spear.  Increases range of spirit melee to 2.  Property lets this be an offhand item.

Totem of the Satyr's Dance (AV2) 8 When you heal ally with a primal power, ally gets 1 speed bonus.

Totem of the Severed Eye (AV2) 9 You can see invisible creatures next to your spirit companion.

Through Juggling you can obtain the benefit of many items that are traditionally used in the off-hand slot. For instance you can switch an off-hand item in response to attack to give you +2 to all defenses(aversion staff).



The italicized is DM dependant. Many DM's, including myself, rule that free actions are not immediate actions. They can happen at any time, however, unless the free action has a trigger, it cannot happen during the middle of another action unless the DM specifically allows it.

By this ruling, if the ogre walks up next to you, you should be allowed to free action switch between his move action and his standard action. But if you don't have the aversion staff out when he starts charging, then you can't take that free action, unless you have something that has an appropriate trigger, such as "Trigger: An enemy charges you."

This isn't house ruling, either, I've heard the developers talk about it. So at best this is a grey area.
Other ways of drawing as a free action include Quick Draw and the Thri-kreen racial power.

Note that several of the items you've listed have recently been errata'ed, for example neither Temporal Dissonance nor Expansion work the way you describe any more.

I've never heard of a Controller's Tome; where is that from?

Finally, the fact that almost everything you list is either blue or skyblue makes me wonder whether you should re-think your rating system. It would be more useful for a guide to give a broader set of ratings. For example, regarding Totem of the Night, I believe you're overestimating the value of low-light or darkvision.


Quick draw is not useful as we are never going to use the off-hand as an attack.

Descriptions are based on compendium - feel free to correct any items that have not hit the compendium and where I can find said update.

Controller's Tome is from "Revenge of the Giants" page 15. Or compendium

My ratings are based primarily on other guides. I tried to refine them, but there are a LOT of good options. Totem of the Night is a bit expensive - lvl12 item. I'll refine that to Blue. Gaining Darvision or Low-light for an item seems really good in later tiers when a level 12 item is nothing.
I have a section in my shaman guide with all the good offhand totems.


Ya that's actually where I got Totem of the Night. Didn't take the time to give you props though. Overall I feel those totem items are generally pretty weak compared to the other options, but I'll add a little Shaman section.

The italicized is DM dependant. Many DM's, including myself, rule that free actions are not immediate actions. They can happen at any time, however, unless the free action has a trigger, it cannot happen during the middle of another action unless the DM specifically allows it.


This is a houserule. By RAW the rules allow it.
Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant’s turn. There is an exception to that rule: A creature can take a free action to use an attack power only once per turn. Creatures don’t normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn.
    In certain circumstances, the DM might decide to limit the use of free actions further. For instance, if an adventurer has already used free actions during a particular turn to talk, drop things, and use a class feature, the DM might rule that the adventurer can use no more free actions during that turn.

 
You can take as many free actions as you want during your or another combatant’s turn.   



You can take a free action on another combatant's turn, but I do believe there was a ruling that free actions only act as interrupts when its necessary for the power to function. I'm at work at the moment so I'll have to look around for it when I get home.
Did you consider an "item combo" section? For example staff of the traveler + orb of nimble thoughts = teleport INT mod squares 1/enc. Having more orbs means more teleport!

Also, did you consider the "severed eye totem" ( i think LV 9+)? It lets a shaman (or MC shaman) see invisible creatures adjacent to the spirit companion. Very useful for locating... invisble or stealthed targets.

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I agree for the most part that the totems are weak.  Watchful spirit can be decent if you are really trying to pump perception and harrier's claws is good for a small number of niche builds. 

Totem of the severed eye and totemic spears can be very useful for actual shamans.  I never got much use out of a totemic spear when I gave one to my shaman, but other people commenting in my guide say it was great for them.  The totem of the severed eye is not useful that often, but it cancels out invisibilty.  I had one of those for a while for my shaman and was glad I had it the few times we faced invisible enemies.
I agree for the most part that the totems are weak.  Watchful spirit can be decent if you are really trying to pump perception and harrier's claws is good for a small number of niche builds. 

Totem of the severed eye and totemic spears can be very useful for actual shamans.  I never got much use out of a totemic spear when I gave one to my shaman, but other people commenting in my guide say it was great for them.  The totem of the severed eye is not useful that often, but it cancels out invisibilty.  I had one of those for a while for my shaman and was glad I had it the few times we faced invisible enemies.


The main "disadvantage" of the severed eye totem is, that it only helps if the enemy is "invisible", but not when it just has any kind of concealment.

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You can take as many free actions as you want during your or another combatant’s turn.   



You can take a free action on another combatant's turn, but I do believe there was a ruling that free actions only act as interrupts when its necessary for the power to function. I'm at work at the moment so I'll have to look around for it when I get home.

That rule is for Triggered free actions. Switching items isn't triggered.


For the Implement proficiency debate... it is worth pointing out that you don't actually wield implements when you use them, you "hold" them. There are multiple conflicting sentences in the RAW when it comes to Implements and "wield" is not defined anywhere, so the idea that it requires proficiency is an assumption.
Mithrendain Steel Weapon
Property: Add 1 square to the distance of any teleport you make.

Rubicant Blade
Property: When a power allows you to teleport, you can add 1 square to that distance.

I've been using the Incisive Dagger and Arcane Wisp plus Ethereal Sidestep to have a movement mode of teleport 4, but after reading this I'm thinking of swapping my Wisp for a Rakshasa Claw for implement juggling and just swapping my main hand for one of the above blades whenever I want to teleport.

Question: If I can somehow afford two Incisive Daggers, can I gain the teleport bonus of both for a teleport speed of 5?
Did you consider an "item combo" section? For example staff of the traveler + orb of nimble thoughts = teleport INT mod squares 1/enc. Having more orbs means more teleport!

Hadn't thought of it. There seems to be a few crossovers. But for the most part I'll let others determine the combos unless some are suggested.

That rule is for Triggered free actions. Switching items isn't triggered.

Awesome, thanks as always Alcestis.

For the Implement proficiency debate... it is worth pointing out that you don't actually wield implements when you use them, you "hold" them. There are multiple conflicting sentences in the RAW when it comes to Implements and "wield" is not defined anywhere, so the idea that it requires proficiency is an assumption.

Is there anything concrete that I can put in the first post? Any RAW quotes showing both sides? I'd prefer to have info that players can talk to their DM about.


Added both weapons, though strictly Incisive is much better. Stack 2x Incisive... I'm not the right person to ask.
I thought I'd seen something like this before and thought it was crazy useful. Here it is:

community.wizards.com/go/thread/view/758...
I thought I'd seen something like this before and thought it was crazy useful. Here it is:

community.wizards.com/go/thread/view/758...


Oh, no!

Well people now have two resources now, each ategorized differently.
I have a section in my shaman guide with all the good offhand totems.


Ya that's actually where I got Totem of the Night. Didn't take the time to give you props though. Overall I feel those totem items are generally pretty weak compared to the other options, but I'll add a little Shaman section.

The italicized is DM dependant. Many DM's, including myself, rule that free actions are not immediate actions. They can happen at any time, however, unless the free action has a trigger, it cannot happen during the middle of another action unless the DM specifically allows it.


This is a houserule. By RAW the rules allow it.
Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant’s turn. There is an exception to that rule: A creature can take a free action to use an attack power only once per turn. Creatures don’t normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn.
    In certain circumstances, the DM might decide to limit the use of free actions further. For instance, if an adventurer has already used free actions during a particular turn to talk, drop things, and use a class feature, the DM might rule that the adventurer can use no more free actions during that turn.

 



Kryx, I changed the emphasis on your own quote to point out why it's RAW, not a house rule. The DM has RAW ability to limit free actions however he likes. If a DM decides you cannot take a free action in the middle of another creature's action, he is doing so as RAW as per the above doctrine.

I was very careful to state that it is DM dependent, but a DM is within his rights to do so, even in an LFR setting, for example.

Technically, a DM can decide you can't take actions because you didn't bring him pie, and it's still RAW (although definitely not RAI.)
Technically, a DM can decide you can't take actions because you didn't bring him pie, and it's still RAW (although definitely not RAI.)

Exactly this. Technically a DM can decide whatever he wants, but by RAW the rule is that a free action can occur at ANY time.

The part you underlined is mainly to prevent a character from using 100x free actions per turn. This is a "bag of rats" fix. It has nothing to do with the current argument unless the player is swapping an excessive amount of times.
Technically, a DM can decide you can't take actions because you didn't bring him pie, and it's still RAW (although definitely not RAI.)

Exactly this. Technically a DM can decide whatever he wants, but by RAW the rule is that a free action can occur at ANY time.

The part you underlined is mainly to prevent a character from using 100x free actions per turn. This is a "bag of rats" fix. It has nothing to do with the current argument unless the player is swapping an excessive amount of times.



This isn't just a matter of a DM deciding to ignore the rules because he's in charge. Sure, a DM can decide, for example, that Twin Strike only lets you attack once, and not twice. That's house ruling. This isn't. In this case, the DM is given specific authority within the RAW framework of the game to decide when it is and isn't logical to allow a free action. In organized play, where DM's are not allowed to willingly and knowingly ignore the game rules, a DM is still well within his rights to say "no, you can't take a free action while the monster is in the middle of his attack".

All I'm saying is that players should probably have a conversation with their DM's about this rules point and how it will function in their campaigns before deciding to invest in off hand implements and feats that might end up not being functional. If their DM allows it, great. But if not, these options a little weaker.
This isn't just a matter of a DM deciding to ignore the rules because he's in charge. Sure, a DM can decide, for example, that Twin Strike only lets you attack once, and not twice. That's house ruling. This isn't. In this case, the DM is given specific authority within the RAW framework of the game to decide when it is and isn't logical to allow a free action. In organized play, where DM's are not allowed to willingly and knowingly ignore the game rules, a DM is still well within his rights to say "no, you can't take a free action while the monster is in the middle of his attack".


I disagree. That snippet is entirely in the context of excessive free actions. It doesn't say "By RAW you can prevent a free action being used an intended because you disagree with it." That would be a houserule. It states by RAW they can limit the number of free actions to prevent excessive use.

I appreciate the challenge - I want this to be within the rules, but that snippet by no means prevents the assumption by RAW.
Oh, no!

Well people now have two resources now, each ategorized differently.

Actually, I was hoping you could include his research with your own to create an all-encompassing one stop shop for all your quick-handed needs. He never quite finished updating his and I like the way you've categorized yours - the teleportation and warlock sections are both a huge help for my teleporting warlock.

Actually, I was hoping you could include his research with your own to create an all-encompassing one stop shop for all your quick-handed needs. He never quite finished updating his and I like the way you've categorized yours - the teleportation and warlock sections are both a huge help for my teleporting warlock.


I'm actually going through it already.

I disagree. That snippet is entirely in the context of excessive free actions. It doesn't say "By RAW you can prevent a free action being used an intended because you disagree with it." That would be a houserule. It states by RAW they can limit the number of free actions to prevent excessive use.

I appreciate the challenge - I want this to be within the rules, but that snipper by no means prevents the assumption by RAW. 



It says the DM can limit the use of free actions further. Full stop.

It then goes on to list one example of how a DM might limit these free actions, which is clearly to prevent excessive use. On this I think we're agreed. Where we seem to disagree is the idea that the presence of this example indicates the only circumstance in which a PC may not use free actions. I don't feel it does.

Ultimately, I think you and I can probably agree to disagree, but for any given player, the opinion that matters is their DM.



It says the DM can limit the use of free actions further. Full stop.

Keyword in this sentence is further. It is a direct continuation of the example above where free actions are limited by time.

This discussion is good.
@JRedGiant-It was saying the DM can limit the use of free actions in terms of number, not WHEN they occur. I side with Kryx here based on the rules. You make good points, but the passage you are quoting is speaking to amount, not occurance.
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