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As for destinies, I think you should just look at the cards and see which stats would benefit your play style the most. It's worth noting that with a dual class, and possibly even the triple class, you'll end up not being able to equip the best gear at times because your gear stat requirements are all over the place. With that weapon set I don't think Might will be netting you much besides some extra defense power (which you might want if you're feeling squishy.)
Personal Preference IMO.
However, the ability point requirements are fairly high so I don't recommend going for a triple until 20ish.
Skillwise... you can max everything if you hit all the trainers & books so the bonus on the universalist destiny is pointless.
The flat damage bonuses are nice, but realistically if you run a dual class you're getting the bonuses that will most benefit your playstyle. Again, its good when you have the points to throw around, but kinda useless before then.
So basically. < 20 dual class, > 20 triple. My 2cents.
You appear to be missing out on the lovely interactions between hammers, weapon crafting, crits, & might.
Honestly, a pure class destiny is going to do what it does really well. The dual class destinies will be slightly worse in both categories in exchange for an interesting gimmick (battlemage gains mana from incoming damage for example).
Universalist is where the real power is though as you can mix & match gear for maximal damage output as well as gain the increased crit chance. And crit is how you boost your damage at endgame.
Nothing in the game really beats out a Relentless Assault + Honed Blades + Bladed Weapon crafted for Crit Chance window. That'll wreck anything on any difficulty. Bonus points for precasting a lightning bolt stun and grabbing the increased stun damage in the might tree for a powerful first hit.
Universalist also allows you to forgo the points in weapon mastery which frees up up to 12 points in each tree for use in other active or passive abilities.
Anyway, you're better off focusing on just 1 or 2 tiers and not all 3. Finesse and Sorcery both pair well with each and with Might. Finesse and Sorcery gets you pretty strong pretty quickly. You want something with range to pair with Might, because Might has no good options for range at all and with how the mobs work in this game you'll want something to give you some range on them or let you take out more than one at a time (like the shadow flare in finesse or using the chakrams from sorcery).
While yes might has few ranged abilities (it does actually have some actives, harpoon for example) you don't really need ranged in this game if you play melee. You need gap closers.
And dodge rolling is an excellent gap closer.
Shadow flare is an excellent ability, but its T1 of finesse. So you can pick it up on any build.
Different playstyles I guess. I wouldn't ever want to play a melee class in this game without Relentless Assault. And I don't really find much damage in the finesse tree useful (aside from honed blades).