> > I'd consider h2h, spear/staff or dagger. Possibly whip/flail. Given that you're asking this question, though, I'd avoid whip/flail.
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<br>> > As for legacies, you'll want to avoid anything that has to do with being huge (greeting the avalanche) or using heavy weapons (trapping beneath thunder). Also avoid anything that keys off being intelligent or wise (strike the shadow's footfall, one with shadows), or that is likely to require heavy armor (gates of the forge).
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<br>> > Crashing of waves could work well, or incarnadine wave. People tend to complain about whirlwind of steel not doing anything, but at least on paper it seems well suited to a felar spear/staff or dagger spec. You have naturally high dexterity, along with the means to make your opponents very un-dexterous.
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<br>> > You could take dance on the southern wind and boost your melee defense even more. That's not the most useful thing for PK, but would make ranking and mob-killing easier. So it would be useful *all* the time whereas some other choices are only useful in PK. It would also fit well with dagger.
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<br>> > If you went dagger/h2h, balance of the sisters could be handy since it would allow you to "vital" and possibly "crushing blow" from your off hand. With those specs, crushing hand would be your most common means of lagging someone.
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<br>> > Whispers of the great siege might be useful too, especially as a felar. If went spear/h2h or dagger/h2h you could get people bleeding, then stun them and let them bleed down to half health while you heal up to full health. Then wake them with a nasty impale or underhand.