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Axes are actually pretty great. I'm using guys with greataxe/longaxe combo all the time. Very effective and versatile warriors. You can round swing when needed, you can split, you can deal massive dmg (axes do double-hit). Axe mastery and quick hands required tho.
Swords are generally easier to use and work better in the formation. Axes have more versatility and dmg potential. Different weapons for different roles. And while I agree most of your guys should probably field swords, you really shouldn't neglect axes.
And most important, hammers. They're what actually makes 2handers the best option late game. As once you have decent hammerers in your team you can much easier control flow of engagements. Stagger is single most crucial effect to have in your arsenal late game. Without it doing gob/orc cities and such locations is just so much more painfull.
Perk-wise I'd say underdog and battle forged aren't really required. I mostly do without them. Both perks are ok, don't get me wrong. Its's just they're definietly not required for 2hander builds. Reach adventage+berk+weapon mastery is all that is really needed. I'd add KF to the mix, as it's just very easy to keep it going due to massive aoe and dmg potential with 2handers. Adrenaline also works well on 2handers, mostly for gobo and gheist fights. Besides that you can pretty much pick what you like and feel works best.
Hammers do not lack versatility. Stagger itself is well enough justification for using them. They also have best ap values and that makes them very effective weapons to take down some late game enemies. They're specilized weapon for specific situations. At the same time still being very useful outside of their comfort zone, due to how good stagger is and aoe attack.
And you don't have to advocate swords to me. They should be core of your 2handers band, mostly due to their ability being most useful (of all 2handers) in tight formation. But without other weapons to complement them one would really be missing out a lot.
Edit:
And to answer the original question, as I somehow missed that in my first post. Using twohanders is basicly about pumping up melee d at lvlups, in combat it's about stacking reach adventage bonus and going crazy with aoe attacks. Sry :)
Student > Colossus > Dodge > Axe or Sword Mastery > Reach Advantage > Berserk > Killing Frenzy > Whatever you want at this point
As to at what point one should go for 2handers. It's much more about stats than perks and gear. You can do light armoured 2hander build, depending on combination of reach adventage stacking and dodge for defence.
Edit:
Also check out this thread:
http://steamcommunity.com/app/365360/discussions/0/135510393197789682/
This has been discussed extensively there. It's also full of other great tips and general observations.
Swords are on the other hand ARE versatile. very small dmg penalty is not important because of that.
You have 2 tile split - the best skill in the game, You have controled 3 tile aoe hit that can be used while you are in formation. Swords have + chance to hit
Axes have greater potentil. Potentil that is never used or leads to death. If you savescum it might worth it but reliability is more important on ironman
2h hammers are peerless at destroying armor and have high armor penetration, but lack versatility of 2h sword split in exchange. Both are good options overall.
Billhooks may lack damage output and fatigue effectiveness of short 2handers, but being able to freely pick targets in radius 2 means they are much more reliable at triggering and exploiting berserk+killing frenzy.
The hunter - 2handed Axe, leather armor, Student, Pathfinder, Dodge, Axe m., Reach advantage, Footwork, Lone wolf (or Underdog), Overwhelm, Berserker, Nimble, Killing frenzy.
The middlefrontline - 2handed sword, heavy armor, Student, Executioner, Brawny, Anticipation, Sword m., Reach advantage, Footwork, Berserker, Head hunter, Battle forged, Killing frenzy.
All my archers have long range 2handed to fight skeleton.