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This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Metacapecategory

Simple spirit spammer build that uses defensive spirits to provide powerful defense and support to the party.

Attributes and Skills

12 + 1 + 3
Creatures you create have 60% more Health, and weapon spells you cast last 60% longer.
 save
Template code

Optional Optional

Offensive Support

  • Strength of Honor Strength of Honor
  • Edge of Extinction Edge of Extinction Area of Effect damage support.
  • Great Dwarf Weapon Great Dwarf Weapon
  • Frozen Soil Frozen Soil Resurrection denial.

Defensive Support

  • Earthbind Earthbind Knockdown foes that are normally immune. (Such as Giants, Titans, & Wurms.)
  • Spirit's Gift Spirit's Gift
  • Signet of Binding Signet of Binding
  • Serpent's Quickness Serpent's Quickness
  • Death Pact Signet Death Pact Signet Hard resurrection.
  • Flesh of My Flesh Flesh of My Flesh Hard resurrection.

Energy Management

  • Signet of Creation Signet of Creation Energy management when dealing with heavy enchantment removal.


Equipment

  • +60HP Staff, other staff upgrades don't do much. Inscription is up to your choice because the build doesn't really benefit that much from them. "Aptitude not Attitude" is the best choice, but not necessary.
  • Full Blessed/Shaman's
  • Vitae runes, best vigor you can afford.

Usage

  • Cast spirits before battle. Keep in mind Soul Twisting can be queued easily.
  • Avoid using Displacement if attacks aren't a threat.
  • Always use Shelter before Union.
  • Armor of Unfeeling should be used after spirits are summoned.
    • Maintain your spirits' health with Summon Spirits for as long as possible while they are under the effects of Armor of Unfeeling. If they die and need to be recast, the new spirits will not benefit from a previously cast Armor of Unfeeling.

Variants

  • Additional offensive Communing spirits.
  • Bringing only 2 defensive spirits (usually Shelter + Displacement) can save space and help not to run out of ST charges.

Counters

  • Spirits affect minions, making the use with a minion bomber inadvisable.
  • Enchantment removal.
  • Spirits dying from AoE.

Notes

  • This build should not be combined with a Minion Bomber hero, as they will interfere with each other's builds:
    • Low-level minions will cause Shelter to die very quickly, potentially leaving the party exposed.
    • The spirits' protective effects will delay the minions' death and thus damage from Death Nova.
  • Superior/Major/Minor runes can be swapped per player preference, but is not recommend since this weakens your spirits. Make sure you always hit the break point (12 Spawning Power) for 3 charges on Soul Twisting when using a 3rd attribute line.
  • An easy way to get familiar with the maximum spirit range is to summon a spirit and walk until you lose it's effect.

See also

Protective builds from other professions
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