After looking at the offensive gear, here are some options to protect the PCs
Magic Armor - Level 1+ Common Armor
Lvl 1 (+1); Lvl 6 (+2); Lvl 11 (+3); Lvl 16 (+4); Lvl 21 (+5); Lvl 26 (+6)
Enhancement: AC
Nimble Armor - Level 2+ Common Armor
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: AC
Property: This armor has no check penalty.
Property: You can use this armor’s enhancement bonus instead of your Strength, Constitution or Dexterity modifier when making Acrobatics, Athletics, Endurance, Stealth, or Thievery checks.
Delver's Armor - Level 2+ Common Armor
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: AC
Property: You gain a +2 bonus to your first saving throw each encounter.
Armor of Resistance - Level 3+ Common Armor
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: AC
Special: When this item is created, choose one of the following damage types: fire, cold, lightning, thunder, acid.
Property: You gain resist 5 against the chosen damage type.
Level 13: Resist 10.
Level 23: Resist 15.
Razor Armor - Level 3+ Common Armor
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: AC
Property: When an enemy scores a critical hit against you with a melee or close attack, it takes 1d10 damage.
Level 13: 2d10 damage.
Level 23: 3d10 damage.
Shimmering Armor - Level 4+ Common Armor
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: AC
Property Your ranged and area attacks don't provoke opportunity attacks.
Juggernaut Armor - Level 4+ Common Armor
Lvl 4 (+1); Lvl 9 (+2); Lvl 14 (+3); Lvl 19 (+4); Lvl 24 (+5); Lvl 29 (+6)
Requires: Chain or higher.
Enhancement: AC
Property You gain resist 1 all.
Level 14: Resist 2.
Level 24: Resist 3.
Bramble Armor - Level 2+ Uncommon Armor
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: AC
Power (Daily)Minor Action. Until the end of the encounter, enemies that hit you take damage equal to 2 plus the enhancement bonus of this armor.
Dwarven Armor - Level 3+ Uncommon Armor
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Requires: Chain or higher.
Enhancement: AC
Power (Daily) Minor Action. You spend a healing surge.
Property: You can use a +4 bonus instead of your constitution modifier when making Endurance checks.
Level 13: +7 bonus.
Level 23: +10 bonus.
Reinforcing Armor - Level 3+ Uncommon Armor
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: AC
Property: When you are hit by an attack, you gain a +1 power bonus to AC until the start of your next turn.
Stoneskin Armor - Level 4+ Uncommon Armor
Lvl 4 (+1); Lvl 9 (+2); Lvl 14 (+3); Lvl 19 (+4); Lvl 24 (+5); Lvl 29 (+6)
Requires: Cloth, Leather, or Hide.
Enhancement: AC
Power (Encounter)Minor Action. Special: You must be bloodied. Effect: You gain 5 temporary hit points.
Level 14: 10 temporary hit points.
Level 24:: 15 temporary hit points.
Invulnerable Armor - Level 5+ Uncommon Armor
Lvl 5 (+1); Lvl 10 (+2); Lvl 15 (+3); Lvl 20 (+4); Lvl 25 (+5); Lvl 30 (+6)
Enhancement: AC
Property You take no damage from missed attacks.
Power (Daily)Immediate Interrupt. Trigger: An attack hits you. Effect: You take no damage from the attack. Until the start of your next turn, you take half damage from attacks.
Ghost Armor - Level 2+ Rare Armor
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: AC
Property:Your attacks ignore the insubstantial trait.
Property: You gain resist 5 necrotic.
Level 12: resist 10.
Level 22: resist 15.
Power (Encounter) Minor action. You gain phasing and insubstantial until the end of your next turn.
Dragon Armor - Level 5+ Rare Armor
Lvl 5 (+1); Lvl 10 (+2); Lvl 15 (+3); Lvl 20 (+4); Lvl 25 (+5); Lvl 30 (+6)
Enhancement: AC
Special: When this item is created, choose one of the following damage types: fire, cold, lightning, thunder, acid.
Property: You become immune against the chosen damage type.
Power (Encounter, Fear): Minor action. Close burst 3. Targets enemies in burst. Until the end of your next turn, the targets gain a -2 penalty to attack rolls and grant combat advantage.
Property (requires extended rest): You gain a +2 item bonus to your healing surge value.
Level 15: +4 item bonus.
Level 25: +6 item bonus.
(A property that requires an extended rest only works if you have worn the item without interruption since your last extended rest).
As usual, any feedback will be greatly appreciated.
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