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Swords are good to dual wield since they give good energy replenishment, but sword + dagger is also valid. Or dagger + dagger/whatever.
Edit: Also should mention here that Dual Wield Training gives you +20 offhand efficiency when using attack skills for mixed weapons, which is actually kind of huge (normally offhand efficiency drops to 50 for dual wielding). Having mixed weapons could mean juggling more weapon skill trees though.
I would recommend investing heavily into Athletics as it has some very all-around great abilities. I don't personally like Armored Combat much, but you could take it if you have points. Warfare you may not particularly want unless you plan to use the Tactics, which are quite good. I think just about every character will benefit from taking Pathfinder and Ever Vigilant in Survival.
You can also mix in Seal of Power with either Electromancy or Pyromancy for some added damage. If you do that, you should definitely get Seal of Reflection (and maybe Seal of Cleansing) later on.
So something like: full on daggers and dual wield, heavy into athletics. Or heavy into daggers or swords, some into another weapon, heavy into dual wield, Dash from Athletics. Maybe with a sprinkle of Survival as mentioned.
My personal tips that worked for me (Maybe not min/maxing but T5 able)
-) Focus on from the shadows and double lunge at dagger tree then go the left side first for the 2 nice passives, after that you can go right if you want
-) Flurry of strikes and deflect are also very nice. You can time deflect for heavy attacks to avoid them almost completly most of the time.
-) I preferred dual dagger as the -5% to fumble helps a lot. My experience was that with the many slaps you deal the lower damage is offset by this. Also you have to think about that every hit counts independently. So dagger hits reduce cooldown by 1, if you wear two you have 2 hits per turn. You practically gain the stacks faster.
-) you want to hit things. accuracy and low fumble is important. So agility is nice. I went for the 30 to offset debuffs from enemies to fumble and have high counter/dodge. Rest into persception for accuracy and crit chance. With 2 assasins dagger you get nice crits.
-) You also get hands efficiency with concentration of dual wield
-) Whirlwind is one the most fun skills in the game. You can delete whole packs of enemies if they align nicely adjacent. If you kill something it gets repeated the same turn. This is the perfect carnage.
-) You should kill most things in max 2 turns, but I think dash is also as often with dodge builds a nice lifesaver. You also get a buff when using it offensively.
-) Elusiveness was a must have for me
-) Battleforged and hard target helped as well
-) Gear stack dodge and counter and crit
For even higher damage you can go the meta with seal of power, jolt and residual charge as well. Takes longer to set up the encounter.
Hope that helps, have fun with dual daggers.
It depends if you want to build crit, dodge or damage.
Sadly, the best way to play is to do doge and jolt/magic seal with elusivness.
Athletics is your only option sadly.
The curent skill trees lack proper damage and somehow the devs messed up giving the biggest bonus to damage in the 2 skills electro and 2 skills magic:)
Does "hard Target" work only agains ranged or all strikes
@spriggan: Hard Target is protecting against shots (so range). "Strikes" are melee hits. Its just a good way to increase your dodge while fighting melee and beeing shot at and avoid beeing gunned down.
There are only 2 disadvantages with going DW daggers:
1) lack of maneuverability aka. charge skills, same as DW maces really;
2) 10 AP for the whole tree as opposed to 8 AP for the other trees.
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But there are several advantages with DW daggers (I'm just going to list a few here):
1) Skill spam: DW daggers combined with Quick Hands can cool skills down faster than any other tree. When you combine Flurry of Strikes, it cools even faster. You don't even need the whole tree if you don't want to.
2) Daggers don't have a lot of weapon dmg, but the skill tree makes up for it. Double Lunge and Deadly Trick, as well as the Painful Stabs stance make up for some of the difference. You obviously don't aim to brute-force through enemy defenses like you would with DW axes, but with buffing crit chances etc, you can burn enemies' energy really quickly and render them weaker when they retaliate against you.
3) Daggers naturally have low fumble chance. This may not seem like a big thing but when you combine the fact that you counterattack quite a bit, you have 20 Agi minimum (most DW builds have 20 minimum Agi), Berserk Tradition and Enough for Everyone gives you even more counter chance, and even Counterattack Mastery of dagger tree gives you +33% weapon dmg on counters; this means both your daggers will receive this bonus and they even stack with Quick Hands on top of it all. As icing on the cake, if your Flurry of Strikes don't miss or fumble, you get a total of 6 hits, all of which work extremely well with Quick Hands. (I mean, this is basically what "skill spam" means but most people don't have a clue how exactly this all works.)
4) Daggers can output a tremendous amount of dmg within the first 3 turns. With the aforementioned Double Lunge, and then From the Shadows, and if you use the Shout lure (you should), you can gain a huge advantage against your enemy right at the start.
For example, you shout lure an enemy into an adjacent tile without them knowing you're hiding there (there is a trick to it but hard to explain it in words). With Pathfinder you can pinpoint the enemy's location. Just before he arrives at that time, activate Concentration. When the enemy shows up with "??" on his head, hit him with Double Lunge. Then Flurry of Strikes. The enemy is probably dead by then, or he would be spending a turn using a bandage and you'll hit him with Deadly Trick.
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Just don't expect DW builds to be standard like, "I'll learn all the skills in my main weapon tree and then the DW tree and I will steamroll the game". No, DW is a highly specialized melee combat build, you end up spending about 18-20 AP (you can go more or less this range) and this is just purely melee combat. Meaning archers and mages you will struggle a bit with, especially as a dagger build. This is why you want to have a build that is fairly flexible in that you're not locked into learning Whirlwind or Coup de Grace to do damage or something.
Interestingly enough, DW daggers is, out of all the DW builds, the best match-up for heavy armors, because when you don heavy armors you lose quite a bit of energy. Other weapon specs will struggle to put out even their standard skill rotations but DW daggers with the right utility skills can make up some of that difference. (This is where daggers having no +skills energy cost has an advantage over any other weapon type.) You will still have some energy issues if you're reckless with skill spams though.
Meaning; no matter what weapon(s) you use in this game, you're not locked into a specific armor type by skill choices alone. So, plan your build accordingly and experiment. DW daggers in heavy armor may not be the most stereotypical build (most people think DW daggers MUST be in light armor) but in Stoneshard, if it works then it works.
Mixing weapons in DW is even more complicated, but if there is a weapon type best suited to any kind of DW mixed weapons, dagger is the chosen one.
Just make sure you learn Dash, because like I said, dagger's weakness...
(Unfortunately, currently there is a bug with DW counterattacks where you get your turn skipped. I've tested with my DW character in the latest version so I'm certain.)
Addendum: Personally I don't recommend magic hybrid with DW. Because you end up overspecialized in melee, and you generally don't need this. Moreover, Seal of Power requires you to cast some spells to maintain the buff, but on the turn you cast spells you're not benefiting the DW portion of your build by attacking. The +20% weapon dmg seems amazing until you realize you're killing melee enemies so quickly yet your most troublesome enemies can hang back and kite you, and you can't do a thing to them about it. (I'd caution against Dashing into mages recklessly, especially Pyromancers.) 18-20 AP is literally almost 2/3rds of your total AP at max level, and you never plan to complete your core build by lvl 30 unless you are desperate. You can still hybrid magic with DW of course, but I don't recommend it unless you're trying out some super niche build, like the infamous Beese build where you don't learn a single weapon skill and max Survival and Vit.
-You don't need to take the whole DW tree if you use the same weapon in both hands. You actually only need the Dual-wielding passive and the 2 prerequisite before Berserk tradition, for a total of 4 points. Everything else is mostly attack skills meant to be used by hybrid builds that can't (or won't) specialize in more than one weapon tree. So don't worry, the Daggers tree has more than enough attack skills for you.
-Forget about magic hybrid, it's much better to simply dip 2 points into the Ranged tree for Take aim and Dexterity and use a crossbow. There's a nice synergy with the daggers passive Quick hands, and both weapons complement themselves quite well.
-Stats wise, there's a lot of interesting options. Willpower is almost useless, and I'm not a huge fan of Strength either, because a percentage-based bonus on the low base damage of a dagger isn't really that impressive. Agility, Perception and Vitality are all solid options though. Agility provides lots of useful stuff, but implies that you play a dodge build. Also, the reduced fumble chance is nice, but later in the game, good jewellery can provide some good fumble reduction too, meaning that I usually stick to 15 or 20 agi, never more or less. All stats provided by Perception are useful provided you dipped into Ranged weapons. And finally, since I always play on Permadeath mode, I usually go to 20 in Vitality with most builds, but a DW build benefits even more from the added health by giving safer health thresholds to Dying fervor and Berserk tradition.
The only skill that probably isn't worth that much is Whirlwind. It is strong, but most of the time you don't need the skill.
If you have 20 Agi, Prc and Vit then EfE is extremely good because as long as you face 2 enemies and one of them has the EfE debuff, you're getting 20% dodge and counter, and -20% dmg taken. With medium armor (or heavy) you are safer than if you 1v1.
Str-spec DW is more for DW swords where Str translates into block chance and block power. But generally speaking 20 Agi/Prc/Vit is the way to go. Other non-DW builds might need 15 Wil, yet DW doesn't need it all because of Unstoppable.
Rags to riches has changed dungeons layout, making it much harder to funnel enemies through narrow corridors and fight them 1v1 in succession, I'll give you that. But it has also made healing much more affordable and efficient through the rework of the Vivifying essence, which can be easily purchased in Brynn and now heals without draining energy. This makes healing skills much less mandatory than before.
I just want to mention to not sleep on "gaping wound" which can do tremendous damage against high hp, high energy using foes.
Another mechanic with the change to elusiveness is that you will have it on you regardless of how long the fight is because each time you dodge you gain turns and you can use Dash and other charges to charge up the stacks.
I really love -10% cd on using a different offhand and i also really love swords keeping distance and onrush.
Taking ranged dexterity and take aim can also be cool but I felt that the constant switcheroo was a bit tedious and instead wanted to make my toon more dangerous at its main job when in the thick.