Longspear strategy (or lack thereof)

NorthSaber

First Post
4e has some obviously powerful and cool weapons, like the glaive (heavy blades are awesome), the longsword (extra +1 to attack, the basic weapon for shield-users), the maul (great damage and hammer rhythm rocks), and the scimitar (high crit and scimitar dance) just to mention a few.

One of the weapons that gets the least lovin' is the longspear. You're denied a shield, which is pretty important for a defender; the damage isn't that great for a two-handed weapon; and most of your powers and features don't utilize reach at all. To add insult to injury, the only spear-specific feat Spear Push isn't as useful with a longspear since you can't use Tide of Iron (which requires a shield).

So what good are longspears? I think they're really cool, so I'd like to collect ideas and strategies on how to make longspear-wielding fighters an attractive (if not optimal) choice.

I've played a couple of sessions with my eladrin fighter who wields a longspear and here are a few things I've noticed:

- The paladin with the heavy flail does more damage when she hits, so I've tried to come up with situations where the reach gives me some advantage.

- Reach can be used to attack through an ally (not literally, hopefully), allowing for fighting in narrow corridors and confined spaces, or over an obstacle like a rock, a barrel, or a tree trunk, so that the enemy will be penalized when he attempts to reach you.

- Longspear may be a better choice for fighters who aren't the only defenders of their team, as they tend to favor a strategy where you don't just sit there and take the brunt of the enemy attacks, but move a little bit more and strike the enemy when they can't strike you back as easily.

- Reach can allow you an attack when your move or shift (or charge!) would otherwise fall 1 square short. For example, my fighter used Passing Attack to attack one enemy, shift 1, and then attacked another enemy 2 squares away, marking them both. This allows the fighter to spread the marks around easier, forcing the enemies to accept penalties or concentrate their efforts on you. (It's just unfortunate that if you mark someone at reach, you can't benefit from the Combat Challenge unless they do something really stupid.)

- The longspear has one of the largest power selections of all the weapons, thanks to being both a spear and a polearm. I think only the glaive has as much, and perhaps the halberd. For example at level 3, there's only one power you wouldn't get the extra benefit from.

The benefits of the longspear will become more tangible at paragon levels when you get Polearm Gambit, and there will probably be many strategies that involve forcing the enemy (minion, preferably) to enter your threatened space. It just seems that the glaive can benefit from pretty much all these strategies - and more - but I'll try to concetrate less on comparing glaives and longspears and just finding the best longspear strategies there are.

What are your experiences and strategies?
 

log in or register to remove this ad

The most impresive use of longspears thus far (that I've seen) is a Warlord (party member) using it for commander's strike.
Admittedly it helps 'cos he has my character to stand behind (my fighter had str 20 at level 1).
 

One of the weapons that gets the least lovin' is the longspear. ... most of your powers and features don't utilize reach at all.
Every attack you make on your turn utilizes reach. And while the combat challenge doesn't work vs non-adjacent opponents, being able to mark non-adjacent enemies is pretty useful, since they have to move out of position to attack you (or stand still and suffer the hit penalty).

To add insult to injury, the only spear-specific feat Spear Push isn't as useful with a longspear since you can't use Tide of Iron (which requires a shield).
Well, Tide of Iron is nice since it's at-will, but it's hardly the only push exploit that fighters get. If you invest in the spear push feat, you'd probably want to invest in encounter and daily powers that push your target (and the magic gloves that increase your push distance). There's also polearm gamble. If you could make a push 2+ attack at-will, it would make a rather devastating combo with polearm gamble & combat superiority. Push target 2+ squares (and mark it); target has to use a normal move action to close; if it enters any of your squares you get an OA and stop its movement if you hit. Next round, push the target back again - it would be like a free attack every round if you can block a 3 square-wide passage.

Regarding damage, all the polearms do lower damage than other 2H weapons. That's just the tradeoff for having reach. While the spear options aren't especially thrilling, they're better than the one flail feat (+2 hit vs enemies with shields! woohoo!). And I'll bet we'll see more stuff in the upcoming martial power book.
 


The longspear takes a hit because the paragon spear fighting feat also works with polearms automatically. So there's less value to being both a spear and a polearm at the same time.
 



For some reason, the rest of the party has been greatly opposed to my plate armored Paladin standing behind the rest of the group lashing out opponent with her long spear and offering Lay on Hands while the front line takes damage....
 
Last edited:

I am currently playing an Eladrin Warlord who uses a longspear, javelins, and a longsword.

One major advantage of the longspear is being an eladrin with the Eladrin Soldier feat gives me +2 damage. A glaive or halberd would not.

For warlords, the advantage is range for your powers. Some powers let you attack an enemy then give a free bonus of some type to an adjacent ally. The reach makes it possible for you to have more allies adjacent.

As for Fighters, you can do some good stuff with the maneuvers. Cleave-- hit an enemy in the back rank and the one in the front rank takes damage. Passing Attack-- you can hit two enemies who are 3 squares apart. Reaping Strike-- Any two handed weapon is nice for this, but you can do it to someone 2 squares away & mark him. That is really fun if you have a rank of allies between you!
 

Polearm Gambit is very good.

I'm considering playing a Spear fighter at some point, as you can get a lot of cool powers. Max Strength, but after that, there's a bit of trouble, as Wisdom and Dexterity are both very useful. At least 15 dex for Rain of Blows, and 15 Wisdom for Polearm Gambit and damage from Pit Fighter... But what after that?
 

Remove ads

Top