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

However, it has not received a rating. Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

Metacapecategory
Flux This build is significantly affected by the Flux: Meek Shall Inherit.
See the build's talk page for discussion and ramifications not noted here.  

Meek Shall Inherit spear warrior builds for GvG. Both of them can be used for offensive splitting, base defense, flag running, spiking and pressuring at main team. Depending on skill choiced their main focus shifts between split and main team usage.

Attributes and Skills[]

Your attack skills gain 16% armor penetration.
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Variable skill slot

  • Merciless Spear Merciless Spear – allows to finish off characters more easily. Ideal for a pure split and base defense approach.
  • Spear of Lightning Spear of Lightning – increased general damage output, better spiking abilities. Ideal split/main team mix.
  • Wild Throw Wild Throw – removal of stances. Gives you a bit of edge against rangers in skirmish situations, but works best for spiking in main team.
  • Spear of Redemption Spear of Redemption – minor pressure increment. Allows to shake off blindness if you keep the adrenaline ready.
Variant: Main Team Spike Caller
Your attack skills gain 16% armor penetration.
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Template code

Equipment[]

PvTemplate Main equipment: Pk5RRP5nBlaikpWDsInJK90MnJKDFpiJK5SHnJKJrLnJKDL
Cripple shield: PgZSkmaVw

Weapons

Runes and insignias

Usage[]

  • Use Sprint to move around the map quickly and cancel flail if needed.
  • Activate Flail to improve your damage output. Keep in mind that this slows your movement down.
  • Cast Lion's Comfort as soon as you need healing.
    • If you need to move large distances across the map, use it after 20 seconds to preserve your adrenaline.
  • Join spikes with Blazing Spear and, if brought, Spear of Lightning, Spear of Redemption or Wild Throw (save for stances).
    • You can add more damage to your spikes with disrupting throw.
  • Interrupt key skills like Healing Burst, Avatar of Balthazar, Apply Poison, Guardian or Death Pact Signet with Disrupting Throw. Note that your target needs to suffer from a condition for this purpose.
  • If you are in main team, spread bleeding with Barbed Spear.
    • Also snare warriors with Maiming Spear and consider covering crippled with a new bleeding.
  • For 1v1 situations and skirmishes, use sprint, get into point-blank range of your foe, inflict bleeding with Barbed Spear, crippled with Maiming Spear and, if possible, cover crippled with a new bleeding in case of monks.
    • The snare allows to flail for a short while.
    • The snare prevents that your foe dodges spears.
    • The snare allows easier collapses.
    • Most characters lose the 1v1 against this warrior with the exception of elementalists with Blinding Flash, dedicated split dervishes and dual stance rangers.
    • If you attack the opponent's base and push the monk into his pit, lure him out a bit with a knight and inflict crippled on him. Now you can sprint to one of the outer archers in the base and kill them before the monk arrives. If you catch the monk outside of his base, you can apply the same tactic to get the body guard or a pit archer instead.

Variantbar: Main Team Spike Caller

  • Use "Go for the Eyes!" (PvP) after Vicious Attack while the spear is still mid-air to likely inflict a deep wound.
    • Call midline spikes.

Counters[]

  • Blind on split.
  • General anti-physical hexes.
  • Snares.
  • Dual stance rangers in 1v1.
  • Split dervishes.

Notes[]

  • "Arbalest" increases your damage output by roughly 16%.

See also[]

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