The right Dragon’s Dogma 2 Mystic Spearhand build gives your Arisen a skill rotation that, if executed properly, ends with a high chance of dealing extra damage in most encounters. Mystic Spearhand is a tricky vocation to master, as an attack in the wrong direction or a foe that refuses to flinch could throw your whole plan off course.
Our Dragon’s Dogma 2 Mystic Spearhand build guide explains how the Mystic Spearhand works and how to get the most from their skills. If you’re wondering where the Spearhand falls in the hierarchy of vocations, check out our Dragon’s Dogma 2 Vocation tier list.
Mystic Spearhand is Dragon’s Dogma 2’s glass cannon, a combo-heavy class with high damage potential–if you stay alive long enough to carry out your attacks. Spearhand skills leave you vulnerable to counterattacks depending on where and when you strike, but if you pull them off effectively, you’ll deal extra damage with follow-up attacks.
Using the Magick Strike strong attack on flinching or downed enemies has a high chance of triggering a follow-up attack, where your Arisen pins a single enemy with their spear for a second and detonates a magic explosion. Successfully executing these follow-up attacks takes a lot of trial and error, but if you want to get the most out of the Spearhand, you’ll learn how to weave follow-ups in with your combos and advanced skills.
Mystic Spearhand’s skills are a mixed bunch, ranging from essential to rather pointless. Exciting as Seching Blade and Humble Offringe sound, don’t be fooled. The former deals such a low amount of damage that it’s not worth the bother, and wonky physics keep the latter from functioning properly.
Dragoun’s Stabbe
Dragoun’s Stabbe is the Spearhand’s starting skill, and it’s an excellent one. You lunge forward and stab a single enemy, and you can use it while jumping to get an advantage against harpies and other flying monsters. The downside is that, like most Dragon’s Dogma 2 skills, you can’t target anything, so you need to be aware of your surroundings before using this. A poorly judged Dragoun’s Stabbe could see you flying past an enemy or sailing right off a cliff.
When the attack does connect, though, it sometimes makes enemies flinch, rendering them vulnerable to follow-up attacks.
Mirour Vesture
Mirour Vesture is your only defensive skill, and while its short effect period requires careful timing, it can save you and your party in a pinch. Mirour Vesture generates a shield that covers you and any nearby allies. It only lasts for about a second, but it blocks all damage from any foe while it’s active. The advanced version extends the shield’s range and duration, so upgrade as soon as you hit rank six.
Skiedragoun’s Fangtooth
Skiedragoun’s Fangtooth sees you leap into the air and plunge your spear into a target, with a decent chance of making smaller enemies flinch. You can use it to position yourself on top of large enemies as well. It bounces off enemies with shields and helmets, though. Use Dragoun’s Stabbe from behind in those situations.
Magick Sperepelote
This one’s pretty basic, but it gets the job done. You consume stamina to charge and release a powerful magical blast, and it does more damage if you use more stamina while charging. The magical charge is aligned with whatever element infuses your weapon at the time of casting, so bear that in mind.
Swift Charge
Swift Charge uses health and stamina to instantly charge Forbeding Bolt. It’s a tricky balance between getting an advantage over multiple foes within seconds and leaving yourself vulnerable, but if you’ve got plenty of restoratives on hand, it’s worth the risk.
Mystic Spearhand’s core skills mostly center on your Redoubting Bolt and give it new powers, most of which are highly useful and make pulling off the vocation’s combos a bit easier.
Foreboding Bolt
Foreboding Bolt adds a stun effect to your Redoubted Bolt, and the stun lasts longer if you fully charge the attack first. It won’t stun boss enemies, but stunned smaller enemies are, in my experience, more likely to flinch and be susceptible to follow-up attacks.
Winding Cut
Winding Cut keeps your basic attack going until you stop pressing the attack button. It won’t deal the kind of damage your other, stronger skills can dish out, but it gradually weakens enemies and keeps them from attacking while you press the advantage.
Quik Fot
This one is a strong mobility skill that’s safer than Dragoun’s Stabbe. Pressing the jump button immediately after stunning an enemy with Foreboding Bolt teleports you to that enemy, which makes it easier to land successful follow-up attacks or just finish off a weak foe.
Ferrene Bolt
Ferrene Bolt is pretty basic, but it’s essential if you use Redoubted Bolt at all. It increases the bolt’s range, which, combined with Quik Fot, means it also increases the amount of space you can cover with just a button press.
Mystic Spearhand’s augments aren’t that great, but you do get a few nice ones to choose from.
Opulence
Opulence unlocks at rank four and increases the amount of gold you get from pouches. We’re not sure whether that counts toward gold you get off dead enemies, but since gold pouches aren’t exactly rare, it’s worth sticking this augment on your Arisen anyway.
Polarity
This one unlocks at rank six and boosts your strength during the day and your magic at night. It’s situational, but any strength-based class would benefit from it.
Athleticism
Athleticism is a rank nine augment, and it reduces the amount of stamina consumed when you dash. If you’re keeping stamina restoratives for battle and don’t want to use them while exploring, this one’s for you.
We’ve got more Dragon’s Dogma 2 build guides to help in your chosen vocation, including one for Warrior and for Sorcerer.
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