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Apologies, because it seemed to be exactly what you were saying, and i quote:
"Great weapon master also gives you bonus action attacks when you kill or land a crit so dual wield is even worse in that regard."
But ok, i see we are into the number crunching stage, but no need to limit yourself to two attacks, i look at the long term game, so you can count level 12 with 3 attacks if you like ;)
But in your number crunching you go with selecting Giantslayer as your weapon but then fail to choose good weapons for dual wielding.
My point was, you're getting added bonuses on your extra attack from the off-hand weapon as well.
I also don't accept your point about not hitting less with GWM active. Against low AC opponents, sure (and for the moment not considering natural 1s), but higher AC opponents will affect your hit chance, unless you're claiming you never miss (except on natural 1) with GWM active.... i presume you are not making that claim right?
Must admit, I had forgot about the double strength bonus from Giantslayer. Its a case of one weapon being really powerful and outclassing most other weapons.
I'll throw out some nice weapons to dual wield with:
Blade of the First Blood - Increases critical range (not sure if this will affect the other weapon you're holding, would need to test, but it works with the crit reducing bow equipped even if attacking in melee). If wielded in the off-hand, if a creature misses you it gets a free attack against them, which is nice.
Crimson Mischief - Additional 7 damage when attacking with advantage if in on-hand, off-hand it allows ability bonus to be added to damage, so its a way of saving on TWF feat and spend that feat on something else, but you really want to build for it then.
Devotee's Mace - heals you and allies for 1d4 every turn in combat.
Blood of Lathander - blinds nearby demons and undead (hello advantage!) and can heal you from death.
Vicious Battleaxe - when you deal a critical you get an extra 7 damage.
Salami - hah, can't 2 hand a salami!
Sussur Dagger - silences target on hit... good for those pesky spellcasters
Dolor Amarus - plus 7 damage on critical hit
The Adamantium weapons that always do criticals on hit
Tough Sunrises - deals additional radiant damage equal to your proficiency bonus
Staff of Interruption - counterspell
Staff of the Ram - chance to knockback and stun an opponent on hit
Spellsparkler - Gain lightning charges
Harmonic Dueller - great if your character has high Cha as adds Cha to damage.
Those are the ones that caught my eye as i scrolled down the list up to about half way, and doesn't include those that add elemental damage.
Anyway, just started a party of 4 fighters and decided to make them all dual wielders since I'm still impressed by how my dual wielding bard was keeping pace with Lazael damage-wise in my first run.
Need a break from my 4 wizard party that's currently in Act 2.
My Paladin can wield a curved sword for 2-7 damage +2 from duell. No shield allowed. No versatile weapons allowed. no two handed allowed (so you can "duell" with a mace, but not a longsword btw...^^). And he makes 4-9 damage with this feat and curved sword and he must level up to get that feat and chose it over other benefits. With his starting warhammer he makes 2-11 and the feat doesnt count in this case..
Since you can cast spells even with two handed weapons in BG3, I dont get the benefit of this feat. Yes, you can wield a more powerful onehanded weapon, but you also can wield a more powerful twohanded weapon, so in the end it seems pretty useless.
You can use a shield with Dueling because a shield is not a weapon.
So in the end, "duell" is a shield feat because without it makes no sense, which is exactly what I didn't want.
1+8= 9
9/2= 4.5
Please tell me how you arrive at any other result.
Dueling works for versatile weapons when they are used one-handed, with no weapon in the other hand (a shield will not count as a weapon, so it will still apply if you use a one-handed versatile weapon, and a shield). You can try this by dueling, using a longsword & shield. Then, hit any box and check the dice roll in the logs. You'll see a +2 (Duelling) added to the attack roll. As long as you're not using a versatile weapon as a two-hander, the dueling will apply.
I don't disagree, that in fact was my whole point.
Reality vs. what looks cool and feels awesome.
Good thing about fighter is being able to select 2 styles which can either be used situationally or complimentary.
My party of 4 dual wielding fighters is going well enough. Just got them to level 4 so got the dual wielding feat, allowing some fun combinations.
One has two spears, Vision of the Absoloute and The Watcher's Guide.
Fun thing about this combo is the main hand gives a chance to blind and the off-hand, if it misses, makes the next attack have true strike, which will be the on-hand attack which blinds.
Very nice.
Also some fun combos to be had with dual wielding Wizard staves that do all sorts of fun effects.
Shield builds come into their own with the reaction moves....the knock prone is a real bonus, especially with some enemy who like to attack then go invisible.