Hello everyone, I am currently playing a level 6 Armorer Artificer and I am pretty new to the game. I currently have the choice between 2 magic items. Those 2 items are the Winged Boots and Ring of Protection. In our party I am one of the main front liners due to my high AC of 20 and the Thunder Gauntlets to help support my allies. Which choice do you think would better suit my build? Thank you!
Flight is a pretty campaign-dependent power. How often throughout your campaign have you thought, "I wish I could fly right about now?" Does anybody else in your party have flight?
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Purely based on what's best for you, I'd go with the Ring of Protection. As noted, flying is a fairly situational bonus, and it never hurts to have some better AC and saves as a frontliner.
Flight is one of those things that is universally good. Enemy out of reach of your melee character? You can fly to fight it. Need to climb something? Flying takes away any risk. Puzzles? Avoiding dangers? Just scared of touching tripwires or pressure plates? Flying can often be a solution to that problem.
And that is why I would echo the suggestion of Ring of Protection. While I cannot speak for others, I have never had a player who both had access to unrestricted flying and did not later regret it. It can make so many things in the game easier without any real thought required beyond “and now I fly and solve this problem.”
Meh. My own experiences have been that the power of flight is greatly overrated. Unless you've greatly pumped up your walking speed, the Winged Boots aren't going to let you move fast enough to catch many flying, ranged attackers (and if you're playing the party's tank, doing so leaves the rest of your party vulnerable), and it's honestly not that hard to present puzzles in a way that flight isn't an automatic I Win button.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Your situation is similar to what I faced in our party. I wanted to pick between those same 2 items and I chose the boots. The difference is my character is a Bard, supporting the party, so adding flight to my escape options made sense. You, being a front liner, I feel would be FAR better off with an extra AC and Saves boost. If my character had any intent of being involved in face-to-face fighting, he would have taken the ring for sure.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
To me, Winged Boots are most valuable for a range-focused character. It allows you to always get to the optimal sniping position... you can comfortably stay out of melee range of enemies, and you can focus on achieving movement-based goals while still attacking each turn. For a frontline fighter, you'll probably be able to occasionally fly to keep up with flying enemies, but otherwise you'll be staying on or close to ground level to provide support for your allies and tank attacks from enemies.
Flight is amazing... for someone who doesn't want to be a front liner. In a front line situation, it's only particularly relevant if trying to engage a flying opponent, and often what you really want to do to a flying opponent is... bring them to the ground.
What is your current Saving Throw scenario. You are proficient in INT and CON as an artificer. Do you or are you planning on taking Resilient or War Caster feat? Is there an attribute that you or the party has that provides more buffs to your saves?
At a 20AC, the +1 is not essential in my evaluation, but the +1 to saves could be. If you feel you need to buff your saves, then go with the ring.
Flying has several strong attributes to consider beyond just gaining soaring height. You can pass over difficult terrain; transverse areas were you can't walk, and scale over obstacles. While it doesn't increase your movement; it can decrease the amount of movement needed or conditions to make movement. Depending on the environments you play in, you can hide in areas that require vertical movement to reach. The party can set traps using you as bait (an illusion to cover a pit or the fact you can sail over the trip wires). You can disengage and move to areas that prevent a creature from following you. You can avoid falling. Hover in front of a party member to shield them form attacks: the party member can ready an action and on your turn you first rise up to allow them to fire a range attack and then you lower back down. Ask your party if there are tactics or spells they can not implement that you can avoid the conditions of if you are able to fly in an encounter.
Or you can just go horizontal and deliver a legitimate Superman punch!!!
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Hello everyone, I am currently playing a level 6 Armorer Artificer and I am pretty new to the game. I currently have the choice between 2 magic items. Those 2 items are the Winged Boots and Ring of Protection. In our party I am one of the main front liners due to my high AC of 20 and the Thunder Gauntlets to help support my allies. Which choice do you think would better suit my build? Thank you!
Flight is a pretty campaign-dependent power. How often throughout your campaign have you thought, "I wish I could fly right about now?" Does anybody else in your party have flight?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Our Hexblade Rogue has the fly spell.
Purely based on what's best for you, I'd go with the Ring of Protection. As noted, flying is a fairly situational bonus, and it never hurts to have some better AC and saves as a frontliner.
Good saving throws are always important to a front-liner.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Flight is one of those things that is universally good. Enemy out of reach of your melee character? You can fly to fight it. Need to climb something? Flying takes away any risk. Puzzles? Avoiding dangers? Just scared of touching tripwires or pressure plates? Flying can often be a solution to that problem.
And that is why I would echo the suggestion of Ring of Protection. While I cannot speak for others, I have never had a player who both had access to unrestricted flying and did not later regret it. It can make so many things in the game easier without any real thought required beyond “and now I fly and solve this problem.”
Meh. My own experiences have been that the power of flight is greatly overrated. Unless you've greatly pumped up your walking speed, the Winged Boots aren't going to let you move fast enough to catch many flying, ranged attackers (and if you're playing the party's tank, doing so leaves the rest of your party vulnerable), and it's honestly not that hard to present puzzles in a way that flight isn't an automatic I Win button.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Your situation is similar to what I faced in our party. I wanted to pick between those same 2 items and I chose the boots. The difference is my character is a Bard, supporting the party, so adding flight to my escape options made sense. You, being a front liner, I feel would be FAR better off with an extra AC and Saves boost. If my character had any intent of being involved in face-to-face fighting, he would have taken the ring for sure.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
To me, Winged Boots are most valuable for a range-focused character. It allows you to always get to the optimal sniping position... you can comfortably stay out of melee range of enemies, and you can focus on achieving movement-based goals while still attacking each turn. For a frontline fighter, you'll probably be able to occasionally fly to keep up with flying enemies, but otherwise you'll be staying on or close to ground level to provide support for your allies and tank attacks from enemies.
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Flight is amazing... for someone who doesn't want to be a front liner. In a front line situation, it's only particularly relevant if trying to engage a flying opponent, and often what you really want to do to a flying opponent is... bring them to the ground.
Ring of protection
I didn’t see what you did there.
What is your current Saving Throw scenario. You are proficient in INT and CON as an artificer. Do you or are you planning on taking Resilient or War Caster feat? Is there an attribute that you or the party has that provides more buffs to your saves?
At a 20AC, the +1 is not essential in my evaluation, but the +1 to saves could be. If you feel you need to buff your saves, then go with the ring.
Flying has several strong attributes to consider beyond just gaining soaring height. You can pass over difficult terrain; transverse areas were you can't walk, and scale over obstacles. While it doesn't increase your movement; it can decrease the amount of movement needed or conditions to make movement. Depending on the environments you play in, you can hide in areas that require vertical movement to reach. The party can set traps using you as bait (an illusion to cover a pit or the fact you can sail over the trip wires). You can disengage and move to areas that prevent a creature from following you. You can avoid falling. Hover in front of a party member to shield them form attacks: the party member can ready an action and on your turn you first rise up to allow them to fire a range attack and then you lower back down. Ask your party if there are tactics or spells they can not implement that you can avoid the conditions of if you are able to fly in an encounter.
Or you can just go horizontal and deliver a legitimate Superman punch!!!