In this post we are going over the Mysterious Merchant gear that got introduced in Neverwinter’s mid-module updates “Shroud of Souls” and “Swords of Chult”. It holds viable item levels, interesting utility and, given a well set up guild or alliance, can fully be farmed with only a time gate attached to it. So let’s discuss the usefulness!
Lebuth might have been a mean dude, but it doesn’t seem that his headpiece is going to help anyone to become an equally dangerous man. Power and Recovery are a combination for some DCs, if not other gear would provide much more of it. Regeneration in the meantime is a wasted stat, which is why neither defensive builds will be able to utilize it.
The only happy thing around this boots is its name. Regeneration, a useless Equip Bonus, Recovery? What the heck?
Same can probably be said about the next boots. Who on earth needs something that procs off getting resurrected. This includes you dying, which nobody likes. What rhymes on likes? Yikes! The only thing the Hydra Boots have going for them is a little bit of Power…
As I’ve stated multiple times in other articles, I’m not a big fan of procs that add to stats you want to reliably cap. Defense obviously is one of those. Even if you are able to achieve a decent uptime, the Equip Bonus doesn’t cut it for me. Overall the stat combination is a jack of all trades without a great fit to any builds.
Chef Melvin’s Ring of Defiance & Ring of the Wily
Both ring additions from the Swords of Chult are salvage fodder because nobody will want them without a second gem slot. But they do admittedly offer some utility for PVP.
Situational to Useful
This was the body piece most DPS had their eyes on going into module 11b. Power, Critical Strike, Armor Penetration AND +5% damage when not facing the enemy? Gimmie! Plus 14 AC is more than squishy classes normally get from their armor. Turns out it was apparently a little too good to be true. The proc is unreliable on multi-hits and selectively deals 5% weapon damage instead of overall damage. Several threads have mentioned the issues.
This one has one of those stat procs that I condemned above. With Power and Critical Strike on the piece however, it’s clearly a DPS item. So the extra Defense is actually a plus in this case. There are better options out there for your feet, but this one is very viable.
The Guise of the Wolf Clan is potentially great for power sharing builds (DC, OP). Guys smarter than me have figured out that it adds to base power, and 2,516 is a competitive value. Depending on the situation Rex Corona (Mod 12) and Jarl’s Gaze can both be better though.
I’m torn on these wristguards. The sheer amount of stats is great, but both Armor Penetration and Critical Strike are stats you normally not only want to cap in single target fights. Maybe a primarily defensive / tanky build that can use but does not absolutely need a tad more offense could find a fit here. Additionally it’s a very nice item to supply to alts.
Lord Roy’s Shirt & Sandy’s Assault Pants
Lord Roy’s Shirt might not be flashy, but name a shirt item that is. +1,000 random stat could very well be more than what you get from comparable items. Plus the shirt is item level 480 and offers nice stats for DPS in Critical Strike and Life Steal.
The same can be said about the pants, even though its bugged reign in PVP didn’t last long. With defensive stats it might still be an option for tanky / utility builds and the control proc fits the theme.
Overall the Merchant gear is an even split. Half the items are not worth getting, the other four could see situational use, although none of them is straight best-in-slot. It’s probably safe to invest your Guild Marks in other stuff if you have access to the superior options, but the Mysterious Merchant gear still remains viable.
How do you like the pieces today? Do you still sport some of them or have you moved on? Share your experience in the comments below and visit the corresponding thread on our message board!
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