Yes, AP is the way to go. It gets you the recharge you need to keep the spirits up, plus badly needed energy. You still need more energy yet to keep up with hard fights, so much that both BoC and SS prove necessary.
That pretty much pins down most of your bar:
AP, Shelter, Union, Displacement, Boon of Creation, Spirit Siphon.
Where to go from there is a bit more of a question.
The obvious option since the Great Ritualist Buff is Armor of Unfeeling because it essentially doubles the lifespan on Union and Displacement. You really can't argue with that being a pretty darned good choice.
A less-obvious choice I've been toying around with is GDW+Earthbind. The basic idea is to stretch out spirit life (including Shelter, unlike AoU) by flooring the enemies who would otherwise be making hits that trigger the spirits. Contributing damage to the team is an added bonus.
Couple notes with AP in general:
1. As always, you need a certain level of coordinated killing power on your team to make it work. Use with PUGs at your own risk.
2. As we've learned from other AP builds, heroes really can't use AP reliably because they give it an exceptionally low priority. They *might* do better with this sort of build if you could put them in a situation where everything else was on recharge so they had to use it. Give it a try and see what happens.
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