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It seems you're sharing your pre-patch experiences, as shields no longer give as much as they used to without any skill tree investments.
I love dual wield training, but find flurry to be really bad, particularly against armored enemies. 12 energy for an attack that does on paper 3/2 the damage of a basic attack, increases my odds of triggering a counter, and if the enemy has armor it is doing even less damage. I'd rather use my energy on a real skill from the weapons trees, or a stance/maneuver, or just save my energy and use a basic attack.
Concentration is ok, but having to go through flurry to get it is a big minus, and while I could get use out of deflect, my character isn't really built for blocking (I still might take deflect anyways down the road).
The other skills in the DW tree all want me to either be half dead, or fighting multiple enemies, none of which are great strategies for remaining alive. Peak performance makes a lot more sense to me than berserk tradition or dying fervor, as a comparison. If I'm at 50% hp I'm probably already running away.
I'd love to invest in the tree to be full DW/daggers build, but there is so much great stuff in the armor, athletics, and warfare trees that I can't think of any reason to skip those trees to invest in the DW tree.
two weapons = handles attacks from two people, maybe more.
athletics = very controlling, for single target. stuns and staggars work good with maces. why? because if someone runs at you with a giant mallet, doing acrobats, you can bet that angle of attack is going to be precise and thus powerful in its own way.
Also every time it is your turn, you are rolling for an extra hit. The more you put into it , the more devastating it gets.
It's really just the dw tree I find lacking compared to other trees. Maybe that's because I play permadeath, but I don't really like requirements tied to low hp or to specifically multiple opponents at one time.
The thing about Flurry is that it shouln't be treated like your normal attack skill (in a sense that it's always better than an autoattack). It requires some set up to offset its innate penalties and become absolutely devastating. It pairs very well with the Concentration - usually I open with Concentration, 1-2 weapon skills to gain some stacks and then finish off with Flurry. That way not only you deal much more damage, but also are more likely to get some Hands Efficiency bonuses for the next turn.
Enough for Everyone is quite useful when you position yourself in a way that makes the second enemy enter the combat a few turns later, when the first enemy is already battered. You can then "Enough for Everyone" the first enemy to finish him off with bonus attacks, and start focusing the second one. That way you get solid defensive boost for a few turns, HP/MP regen upon killing the first enemy (if "Unstoppable" is unlocked) and don't risk too much by fighting two enemies at once as one's already half-dead.
As for counters - "War Cry" or throwing nets helps with that a lot. War Cry's Confusion -20% Counter debuff pretty much guarantees you won't be countered by most of the normal enemies.
I'm currently at Brynn, and so far it works incredibly well.
Without concentration you are doing 28% more damage than a basic attack, until armor modifies it, using flurry.
With concentration and three preceding weapon attacks (4 stacks) you are doing up to 85% more damage than a basic attack, before it gets reduced by armor.
If I used, for example, double lunge, I am doing 84% more damage than a basic attack, plus some extra body part damage, with zero stacks of concentration, and those hits get reduced less by armor because they are three larger hits. That is without using concentration at all.
Unless this math is wrong or unless you think your daggers tree is horribly broken (my experience is that there are many better builds than daggers), flurry is very weak.
This is on a level 12 character with all points in agility btw. Without the extra 5% hands eff from 10 agility the numbers get worse for flurry. And I don't find myself in very many melee fights that last longer than 3 turns to do what you are describing.
I want to use it but it's just meh.
See above. Double Lunge's power is mitigated by daggers (the weapons, not the skill tree) being kinda bad.
Cut Through, for example, does +10% Damage, +20% Armor Penetration, and +50% Armor Damage, with +15% extra damage per degree of bleeding or injury.
It's good to remove Elusiveness stacks, or to supercharge passives that proc off weapon hits, like Dazing Strikes (Maces), Reprisal (Axes) or Weakening Jabs (Daggers). It'll also give you a fat bonus to hands efficiency on your following attacks.