spear/staff - Excellent defensive/offensive choice as felar. With low int, it's all a pain to learn, but once you get it all perfected, you're the deadliest defensive spec in the game. Pugil is lackluster, but very useful, as you can easily get a dev-oblit for a normal hit, and an annihilate for hitting a vuln. Finish off with a legsweep or a misdirect.
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<br>Dagger - Most dagger specs will never have the hp you have, so even when you miss, you're not in that much trouble. Dagger specs are en vogue, so this is a sensible choice
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<br>Hand to Hand - At hero, avg 31 weapons you never have to gear for. Since you're low str anyway, this is the premier backup choice. Plenty of options, and the only "flurry-like" skill available for felar.
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<br>whip/flail - If you take hand as a backup, this makes a good choice. Great utility.
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<br>polearm - I tried it with a felar once. Solo ranking was a breeze. Chop was decent (I remember demolishes to oblits were common), cutoff sometimes worked, and the extra claw attacks were nice.
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<br>mace - I actually saw a felar warrior with this one. It makes sense. You've got dent, cranial, boneshatter, and backhand at your disposal.
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<br>sword - makes no sense as a felar, but at least you could one-hand flurry, jab, and riposte, right?
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<br>axe - makes even less sense as a felar, since most of the skills require strength and most great axes are too heavy.
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<br>-=Legacies=-
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<br>I always have trouble picking legacies as a felar. They're like playing Mario in Mario Kart Racing 64. He's great all-around, but doesn't really excel at one thing. You'll find that str-based people will massively outdamage you with fewer but stronger hits and dex/int-based people hit you more than you hit them. Your strengths as a felar (dex and con) limit the useful legacies available to you.
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<br>Dance - if you can maledict their dex, you'll avoid their regular melee a lot better. Most useful for the dagger or whip spec felar.
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<br>Whirlwind - again, maledict their dex and you'll hit them a lot more than they'll hit you
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<br>Fires - Supposedly this is good for felar, but I've studied past logs and didn't see it make any real difference
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<br>Whispers - Great as long as you have good con. If you die a lot, this probably won't be good for you, since your con will slowly start to wane.
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<br>Maelstrom - In PK, this is most useful against people who get rescued out or flee/return from combat and you have a skill that can reinitiate them (like vital area, artery, or impale). Couple this with hand to hand, and you have a situation where you could feasibly "impale 3.;hit 3.;remove spear;stun" to get rid of annoying interlopers
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<br>Fluid Deceptions - one auto-feint per round, double feint with chance to disarm goes great with specs that don't disarm well (like dagger or hand)
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<br>Incarnadine - It's flashy, but may not be the most useful unless you pair it with spear/staff which gives you the chance to lag for a round
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<br>Space between Heartbeats - I think this is based solely on dex, but I believe you get up to three hits every time someone fumbles with something (get, wield, remove weapon, etc). It doesn't always go off, but it can be useful against anyone you suspect has a rearm trigger.
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<br>Harmonious Equilibrium - Highly underrated and underused legacy considering that so much of hero level fighting is command denial.
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<br>Cry of Thunder - great for quick hp regain, more damage, and some cover for maledictions
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<br>Some surefire all-around combos for felar would be:
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<br>Spear/hand whispers/dance - Great hp regen, great defense, a classic combo for hit-and-runners
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<br>Hand/Whip harmonious/cry - build up hand skills early, learn to eyejab, strip weapons, entwine, then go to town with cry
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<br>Spear/Dagger Dance/Whirlwind - This combo is all about getting their dex way lower than yours then finishing off with tripping or misdirect
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<br>Some weird combos that might work:
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<br>Polearm/dagger fluid/incarnadine - One-round disarm and then dirt if they've lagged themselves out with something else, every hit you land with a polearm gives you the chance to lag them for a round, misdirect with a spear, or find that special lagging polearm for a lagging triple threat and cutoff
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<br>Mace/spear maelstrom/space - Boneshatter and impale to make them have to switch weapons around, then wear them down with backhand, you'll always be able to keep a weapon in your hand (there are 3 lb maces out there), cranial or misdirect for lagging