I've only tested this on practice NPCs!
It is proving to be too hard to hit with spears.
Stats:
Spawning 11+3+1
Spear Mastery 12
Restoration 6+1
Communing 2+1
Equipment:
Spear
Sundering(20%)
+15% damage while enchanted
+20% longer enchantments
Spawning Focus
Health +45 while enchanted
Armour +5 while enchanted
Ghost Forge Armour +15AL while under weapon spell
Radiant or Vital runes on the extra spaces
[skill=name]Vicious Attack[/skill][skill=name]Spear of Lightning[/skill][skill=name]Mighty Throw[/skill][skill=name]Wielder's Boon[/skill][skill=name]Wielder's Remedy[/skill][skill=name]Vital Weapon[/skill][skill=name]Spirit's Strength[/skill][skill=name]Flesh of My Flesh[/skill]
Another Spirit's Strength build (RT/P)
Redfeather1975
Kais Unduli
I recently capped Spirit's Strength, so I'll give this a shot. Don't have the mods for the spear, so the /bonus spear will have to do for now.
Epinephrine
Wielder's Remedy, Wielder's Boon and Vital Weapon?
That's an awful lot of skill slots invested to get a mediocre heal , a very slight damage bonus and a slow condition removal.
Why not go with Renewing Memories as a cover enchant (making weapon spells cheap) and Vengeful Weapon (which you can spam) providing some damage relief while upping your pressure? Use Remedy Signet to clear conditions. Adjust attributes to make the restoration somewhat useful.
A base 12/10/8 would do it, 12 Spear, 10+4 Spawning and 8+1 Restoration. Even then the Vengeful can reverse 42 damage on any player, fast, and is spammable at 3 energy a use, and in a one on one you do well with it, since you are adding 14 DPS to your output while reducing the enemy's by as much.
Why Mighty Throw? It has a crappy activation time and lousy DPS. You want an IAS skill, somehow. That or an ability to spike. Lightning/Harrier's would work to get a spike off, hitting in fairly rapid succession. If you could run Aggressive Refrain it'd be sweet, but I don't see how with this setup.
That's an awful lot of skill slots invested to get a mediocre heal , a very slight damage bonus and a slow condition removal.
Why not go with Renewing Memories as a cover enchant (making weapon spells cheap) and Vengeful Weapon (which you can spam) providing some damage relief while upping your pressure? Use Remedy Signet to clear conditions. Adjust attributes to make the restoration somewhat useful.
A base 12/10/8 would do it, 12 Spear, 10+4 Spawning and 8+1 Restoration. Even then the Vengeful can reverse 42 damage on any player, fast, and is spammable at 3 energy a use, and in a one on one you do well with it, since you are adding 14 DPS to your output while reducing the enemy's by as much.
Why Mighty Throw? It has a crappy activation time and lousy DPS. You want an IAS skill, somehow. That or an ability to spike. Lightning/Harrier's would work to get a spike off, hitting in fairly rapid succession. If you could run Aggressive Refrain it'd be sweet, but I don't see how with this setup.
Redfeather1975
I thought about renewing memories, but it needs me to hold an item.
I just put the 2 wielder's spells in there because 1 acts as a cover and I thought it would be good to have the ability to heal and remove conditions from not only myself but other people as well. The remedy sig I did think about, but I abandoned it so the build could be more party oriented.
I also opted against vengeful, because I didn't want it to interfere with having a weapon spell on me to activate spirit's strength's damage bonus. Spear attacks against 100AL do roughly 45-90 damage when vital and spirit's strength are on. Also vengeful doesn't reverse damage, it only heals some of the damage by stealing some life. 1 regular attack with vital weapon and spirit's strength on does more damage than vengeful.
I really wasn't sure about the spear attacks and stuck mighty throw in there because it uses no energy, is almost always filled, and with it's triple flight speed, was very good at hitting runners.
I need to mess around a lot and see if there is other skills to use in there. I think I painted myself into a corner trying to use spirit's strength with a Rt/P.
I just put the 2 wielder's spells in there because 1 acts as a cover and I thought it would be good to have the ability to heal and remove conditions from not only myself but other people as well. The remedy sig I did think about, but I abandoned it so the build could be more party oriented.
I also opted against vengeful, because I didn't want it to interfere with having a weapon spell on me to activate spirit's strength's damage bonus. Spear attacks against 100AL do roughly 45-90 damage when vital and spirit's strength are on. Also vengeful doesn't reverse damage, it only heals some of the damage by stealing some life. 1 regular attack with vital weapon and spirit's strength on does more damage than vengeful.
I really wasn't sure about the spear attacks and stuck mighty throw in there because it uses no energy, is almost always filled, and with it's triple flight speed, was very good at hitting runners.
I need to mess around a lot and see if there is other skills to use in there. I think I painted myself into a corner trying to use spirit's strength with a Rt/P.
Epinephrine
Yeah, I forgot about the need to hold item and the need to have weapon spell up. With those restrictions it is tough - it's hard to remember all the fiddly details...
Sight Beyond Sight is a decent cover enchant though, and lets you hit through blindness.
Sight Beyond Sight is a decent cover enchant though, and lets you hit through blindness.
Patccmoi
I'd go for Harrier's Toss for a spear attack. The instant attack allows you to spike really well and it has huge +damage against people moving. Mighty Throw-Harrier's Toss is a very good spike in Spirit Strength.
I'd go for Sight beyond Sight as cover enchant too. Honestly it's just meant to go with Spirit Strength and with all the blindbots around i just can't see why you wouldn't want to run it.
I'd go for Sight beyond Sight as cover enchant too. Honestly it's just meant to go with Spirit Strength and with all the blindbots around i just can't see why you wouldn't want to run it.
Redfeather1975
I tried Harrier's Toss at first, but couldn't land it on the Master of Healing because she runs around so much.
That's when I put the note about it being so hard to hit with spears in the original post. Throwing spears is starting to frustrate me.
I didn't want to use Sight Beyond Sight because I really wanted to be able to perform another role for the group. If I can get a better skill+attribute spread together, I would like to be able to heal and remove conditions on the whole party when it's needed.
I'll have to mess around in game when I have some free time.
Maybe a Rt/P should be more about healing and buffs rather than contributing to damage?
That's when I put the note about it being so hard to hit with spears in the original post. Throwing spears is starting to frustrate me.
I didn't want to use Sight Beyond Sight because I really wanted to be able to perform another role for the group. If I can get a better skill+attribute spread together, I would like to be able to heal and remove conditions on the whole party when it's needed.
I'll have to mess around in game when I have some free time.
Maybe a Rt/P should be more about healing and buffs rather than contributing to damage?
Cambeul
I dont like Mighty Throw b/c of the 3 second cast time...
But other than that looks cool
But other than that looks cool
Redfeather1975
I was fretting over Mighty throw and I think the other one was called Frenzied Javelin? It was just to hit a runner. I might change it back, but I want to change one of the other spear attacks to use adrenaline so that I can take advantage of using adrenaline instead of energy.
I'm gonna look at all the other spear skills and see if I can pick 2 new ones instead and just keep the lightning javelin.
I'm gonna look at all the other spear skills and see if I can pick 2 new ones instead and just keep the lightning javelin.