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And as a speculation on my part i think Jonna starts with dual wielding because of the future Wand tree, which could be used in the off hand and with main hand dmg from Dagger, in a possible Venomancer build. I imagine Wands being more a debuff applying weapon not a one handed staff used for casting, but who knows maybe my speculation is totally wrong.
Now getting back to dual wielding, besides getting Vitality to 20 (this is a personal preference, helps me to not get as many injuries and it's NRG regen without rest) i put all points in Agility for dodge and Crit Chance (all weapons have extra "ability" on Crit hit, which i exemplified above when talking about the "random" for each character). Then Enchanted my Armor pieces and Jewelry with Dodge Chance and weapons with Life Leech, not useful every time but when you do get hit you get hit hard and it's important. And as gear if you don't have the supporter pack with Hired Blade Cowl which is fine to use then get a Novice Mage Cowl and later replace it with Exquisite Cowl when your reputation increases. For body Elven Garment then Skaar Garment, which is key and the biggest boost. You can use Ruby Sash or Knightly Girdle both are fine, and from the start of the game get Leather Bracers and Town Shoes. And in the late game or whenever you go fight the Troll be sure to get a couple of Silver Ruby Rings, and i prefer the Hand Amulet from Abbey on all melee builds, but for Dual Wielders it's actually the best.
Stay longer in Osbrook and do more contracts to get to Respect and get the upgrade gear i said from the Tailor. Also it's not worth bringing back to sell stuff that is not valuable because you need little gold for gear, thou you still need some gold for Medicine, mostly Vivifying Essence and i'd recommend always to take the two Hornet Honeys from Trapper and a couple of Antitoxins from the Herbalist when you are going to the Brigand or Shadow Covenant dungeons, Crimson Covenant one is very easy for anyone imo. You don't need to but it's fun and you have to do something with gold anyway. I think that's all. Oh Stone Armor is excellent, but needs more turn investment with Runic Boulder creation. So just use Offensive Tactic and Seize Initiative from Combat Mastery and from Athletics tree the Dash and Elusiveness defensively and Mighty Kick (low NRG cost) to boost Seize Initiative and the occasional Stun if position allows it and occasional denial of stuff like Mighty Swing or other enemy abilities. Actually done now. Enjoy.
How do you deal with skeletons if you don't dual wield maces?
Position:
XXC
DE
XXC
(X are walls, E is the hit enemy preferred position, D is door which i opened and up to where i have vision and buff if i must, C are Character positions if there is nothing there, sometimes there is in both spots so i run a room back where i can better setup)
If it's a shield guy and i happen to not Stun him on first try and he uses his filthy Raise Shield i just Dash away and position favorably to be able to stun again, like in the vicinity of a Pedestal type of object or a Sarcophagus and just let them walk towards me and spend their buff turns. Thou i admit sometimes i activate Elusiveness and try to hit while they have Raise Shield active, which is not optimal since my hits have a high chance to get blocked (also as a side note don't try Elusiveness vs casters cause they hit you anyway with spells or the curse/effect stuff).
And i think the Shadow Covenant dungeon near Osbrook has mostly zombie type of enemies which are easy and don't do too much dmg, so for now i think it's best to just run it more often cause you need the Reputation. That is instead of doing the Mannshire's Shadow Covenant dungeon which has more of the "heavy armored" skeletons that can drop useful (even thou damaged) weapons/helms, because these in reality are not as useful drops for a dual wielder as they are for other melee builds. I feel Mannshire's Shadow Covenant dungeon is more "challenge/reward" favored later on, like lvl 10+ and i personally run them in hopes of rare Jewelry and even gems which i collect, cause i have my own to do list, don't judge me.
When you counter while dual wielding it is 1 hit - just like you would use only 1 weapon.
The handeffeciency system turns dual wielding into a sad joke.
Ask yourself: If I use a sword and a shield, then put away the shield and take another weapon - how does it change the impact of the 1st weapon? It is a nerf system with the only purpose to stop dual wielding from being too good, but makes it actually weaker then any other style.
Ask yourself this: If a 2h weapon can hit 3 or even more enemies - why does dualwielding have to be nerfed at all?
DW used to be even worse when the enemy could net you but you couldn't net them back. At least now you can (lol). Shields get hard countered by two-handed axes as well, each of their strikes lower block chance and block power. While dodge chance get hard countered by Feint Strike (two-handed sword skill). This is why for my DW build I like to take at least Taking Aim, so I can plink some arrows into two-handed sword enemies. Sadly, it also means I kill most things before they get in range...
I really wonder if level 30 will be enough for a level cap if this keeps going, as right now given all the skills and their prerequisites (and how ineffective they are if you only pick a selected few vs if you take the whole tree), there is little reason to make hybrid builds. But once the Medicine and other Utility skill trees come into play, it will be much more difficult to make a proper build including those skill trees as well. Although the devs have mentioned there are other ways to get skill points but probably only a handful more. I don't know if a handful more will really help this situation, but just my thoughts.
The reason I'm saying this is a DW character right now needs a lot of skill points investment. This build is going to need hybridization of some kind. Like right now, I can't get close to enemy archers, so my only ways are to either waste their arrows with high dodge chance, or shoot at them myself. I prefer shooting them since I use bows to pull enemies anyway. And there are some enemies too dangerous to fight up close. But anyway... just my musing.
@Dub Spencer and Trance Hill, next time if you do the bold formatting, make sure you put a "/" at the end. For example: {b} anything you want {/b} (change out the {} for []). Otherwise, everything from the first {b} will be in bold. Somehow it screwed up the {/quote} as well, I don't know why.
Edit: I realized the 'fix'. Basically you used four {b}'s. So, to "close" that format off, I put four {/b}'s at the end, since you opened it four times, kind of like quoting a quote out of a quote out of a quote out of a quote. (If you don't understand, quote this post and look at the string of {/b}'s at the end of your post.) I had to experiment though, but it was fun troubleshooting. :)
Would mace/dagger work better than mace/mace or dagger/dagger? The real change here is whether lacking an additional dagger attack will change how the skills are used over time i.e. dual daggers mean more dagger-specific buffs e.g. dodge chance, and also refreshes dagger skills quicker. But the issue with the dodge chance increase is Feint Swing from two-handed swords hard-counter dodge chance (as well as block chance etc). Also, the Throwing Net item hard-counters it as well. And Immobilization. Therefore, I'm thinking that using a mace will alleviate a bit more of this problem. However, I don't know if there will be enough skill points to make it all worth it.
I feel like sword/dagger would have more synergy between skills and passives:
- more skills and passive with bleed, crit and counter
- Blade Maintenance increases weapon damage, which boosts both weapons
- Fencer's Stance buffs dodge, making it a decent defensive move
- sword tree offers movement skills, which the dagger tree lacks
Part of those hard counters might be mitigated by how you approach combat.
In dungeons, always fight in doorways per DacianDraco's suggestion above. Limits the enemy's ability to swarm and kill you whilst you're unable to dodge. If you get immobilized, you'll take a poke from a spear but it shouldn't be an instant kill.
Sword's Keeping Distance is a decent counter to Greatsword's Feign Swing. Use KD if you get hit with FS and force them to waste your one-turn-of-zero-dodge chasing you. If you're in the doorway setup, move away so that they don't have a straight line to you; they won't use Heroic Charge (if they have it) without a direct line of approach.
In general, I always take Elusiveness with a DW build. Once you figure out the order in which enemies use their skills (ie. shield users use Raise Shield once they're in melee range), you can time Elusiveness to get a few turns of boosted dodge, which should hopefully be enough time for you to stun or kill your target.