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: |
Simple spirit spammer build that uses defensive spirits to provide powerful defense and support to the party.
Attributes and Skills[]
12 + 1 + 3 12 + 3 Creatures you create have 60% more Health, and weapon spells you cast last 60% longer. |
Optional slots
Defensive Support | Offensive Support | Healing Support | Utility Support |
---|---|---|---|
Equipment[]
- +60HP Staff, other staff upgrades don't do much. Inscription is up to your choice because the hero 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.
- In tough fights, disable/micro Union.
- Always use Shelter before Union. If the hero fails to do so the spirits need to be micro'ed.
- Set the hero to Guard Mode.
Variants[]
- Additional offensive Communing spirits.
- Bringing only 2 defensive spirits (usually Shelter + Displacement) can save space and help heroes not 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 hero 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.
- Players may choose to micro certain spirits (such as Displacement) depending on the area.
- 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[]
- Build:Rt/any Soul Twisting Prot (the player version)
- Build:E/Mo Ether Renewal Prot Hero
- N/Mo Soul Reaping Prot Hero