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I tend to either save the 1 OP for a counter (if I can Parry) or occasionally take either Kidney Strike or Precise Strike. Favourite 1 hander is probably the Axe, as with the armour by-pass it deals good damage.
My favourite 2-hander is the Great Axe, though currently I only use 2-handers (other than Staffs on casters) with my Ghouls that have Adrenaline Rush. They either hit twice, charge + AR + strike or Strong Blow + AR + strike.
I like Strong Blow for 2-handers if used like that on henchmen. I wouldn't use any skills on heroes as I don't like using AR with them. I'd just rather deal the 3 hits.
1st off 1 handers are split, into duelist and shield users.
Shield users are parry based and are good for henchen like warriors or zealots, even armored warpguards. Most of time, like Kernest, I use that last pill for parry counter attacks.
Duelists (the idea being single weapon and empty off hand for more dodge) however I prefer as heroes, particularly a pair of LGT ghouls I made, as its not worthwhile without more attacks. Keep the off hand empty for that extra dodge, use the more offense pills of LGT heroes, to hit more times and stack disease carrier all the more, and gave them traps. I jokingly call them my ghoul shamans. I also have a smuggler that is a work in process, using off hand, sword, and smuggler skills to create a riposte specialist, with high dodge as backup option (after all there is parry bypass).
2 handers I use as well, but I don't really overspecialize in them. I largely lump 2 hands and dual weild in same category (same point usage, tiring, etc.) but its key to keep in mind the chief differnce between them and why to do one or other.
The good thing on dual weilding, is 2 weapons, means more trait increases from them. A dagger's trait for example is +15% ambush damage, so carrying 2 would be trickstery for an designed ambush unit, but the same theory applies regardless of build or weapon. 2 axes to get that armor pen higher, 2 maces to get that hit chance up more, or even mismatching the weapon to get mulitple benefits (such as making a sword one of the 2, jsut for option to parry as well as dodge).
2 handers, on otherhand, are more simply give damage here. Good and effective 2 hits for a rank 10 hench, 3 for heros. (and of course non tiring impressives you simply don't want to be on recieving end of 4 or more hits from a 2 handed weapon). It also may be better for some spell buffs. I can't be for sure, but visually it looks like weapon of destruction for chaos, only effects main weapon, in case of dual weilders. IF this is the case, then great weapons would be a better choice for recieving such buffs. In either case, Darksouls is one unit I ussually have with a 2 handed weapon. However my favorite 2 handed weapon, is the lesser usable (less units can use it than any great weapon) mighty halberd. Its the only 2 handed weapon that can parry, and is the only acceptable 2 handed weapon choice for a heavily armored champion or vampire lord.
I frankly do not understand the utility of this particular build - though I've seen a lot of folks play this way on Youtube. It seems to me that extra Dodge is the only thing you get. But wouldn't you get more survivability simply via a shield? You are getting potentially 37 percent Melee Resistance on a purple shield, Shield Expertise Skill, and the appropriate Melee Resistance Rune. And the Ranged Resistance - which sometimes comes into play.
Of course - a la Smuggler. But I've seen people use the set-up for even Warriors and other potential shield users on Youtube. That I do not understand.
Well you answered your own question without relizign it. Your basing the logic on use of shield specialist at least in part. Obviously a duelist would not master that, and put those 6 skill points into something that benefits that style more. What that could be varies greatly. Could be quickdraw for switches to a ranged weapon (good for putting shots on an ambusher before setting own), could be simply passive dodge or counter bonuses. Thus its just another option, in a game with lots of options.
Then you need to consider potential injury. A shield specialist, is reliant on actually using a shield. Many high rank shield specialist, have become discardable trash due to losing an arm. Such an injury, effects a deulist much less. They really only lose ability to climb.
Yeah, I guess my point is that it is more a "situational" build - and usually a situational build when you literally have "no choice" (e.g. you can't equip a shield due to loss of arm or class-restrictions). But I don't think it's optimal to go with nothing on the off-hand in most situations.
Sisters get Flails and Sigmarite Warhammers. I'd happily trade my axes and swords on my chaos warband for some Flails and Sigmarite Warhammers.
Sigmarite Warhammers are very nice weapons.
Agreed! Especially when levelling. When you start getting Masterwork items oftentimes that's what you'll be using. While I really like Halberds as they enable Parry, I'm not going to ignore a Masterwork Great Axe in favor of a normal Halberd. It makes sense to diversify the builds a bit, to make better use of drops.
Yep and having flexibility is important developing in itself. Even if you do find the weapon you want of decent quality, losing an arm, just might make the decision for you.
I still remember a darksoul I had once, who went from the meanie with great hammer, to having to use a smaller one instead, for that very reason. The arm was lost in temple district if anyone finds a spare.