Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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Blastom Apr 1, 2019 @ 5:24am
Dual Wielding Fellblade
The skills of the fellblade is said to count as a regular attack, but didn't work with DW when I tried.
Is it intended?

Currently I think the only working build for DW is akimbo gunner with one for all
or crit build (dual Know Weakness) with character class as lesser one - not possible to obtain expose weakness as well.

DW regular melee is quite underwielding as being too fragile.

Is there any other way to build a good DW character?
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Showing 1-11 of 11 comments
Darkstranger Apr 1, 2019 @ 5:38am 
DW didnt give 2nd attack with skills that counted as regular attack. But status effects applied from both hands.
On Fellblade you can use 1 dagger with “Mute” + 1 dagger with “Cripple”.
So with 1 skill you can inflict 3 status.
For example: Poison for damage (cause this daggers haven't a lot AT); and your target cant cast spells (mute) and cant use any skills (cripple).
Last edited by Darkstranger; Apr 1, 2019 @ 5:44am
Darkstranger Apr 1, 2019 @ 5:44am 
Also 2 Flash daggers give you + 66 speed total. DW daggers can be good choice for all buffer classes (especially for Gambler) or for Peddler with his traps and items
Last edited by Darkstranger; Apr 1, 2019 @ 5:45am
Darkstranger Apr 1, 2019 @ 5:52am 
Also make very fun DW build with 2handed hammers. (each hammer have good HP bonuses and make character not so fragile) And their basic attack is very good.
Blastom Apr 1, 2019 @ 6:25am 
Originally posted by Darkstranger:
Also 2 Flash daggers give you + 66 speed total. DW daggers can be good choice for all buffer classes (especially for Gambler) or for Peddler with his traps and items
:steammocking: Has ti give this a try. I'm just not smart enough to give my best support (gambler main + gadgeteer) daggers.
Blastom Apr 1, 2019 @ 6:27am 
Originally posted by Darkstranger:
Also make very fun DW build with 2handed hammers. (each hammer have good HP bonuses and make character not so fragile) And their basic attack is very good.
This will have no crit, but well, haven't tried boon yet.
BOOM! Expoit your weakness!
Oop, seems run out of passive slots...
Last edited by Blastom; Apr 1, 2019 @ 6:28am
Blastom Apr 1, 2019 @ 6:38am 
Originally posted by Darkstranger:
DW didnt give 2nd attack with skills that counted as regular attack. But status effects applied from both hands.
On Fellblade you can use 1 dagger with “Mute” + 1 dagger with “Cripple”.
So with 1 skill you can inflict 3 status.
For example: Poison for damage (cause this daggers haven't a lot AT); and your target cant cast spells (mute) and cant use any skills (cripple).
I tried a nail gunner as long range debuffer and he's pretty good at strike chaos among the enemies. But in the late game, I prefer more on picking them one by one with focused fire and the enemy has a decent sustain healing built up, while the harmony device is too good with malice.
Darkstranger Apr 1, 2019 @ 6:49am 
Originally posted by Blastom:
This will have no crit, but well, haven't tried boon yet.
BOOM! Expoit your weakness!
Oop, seems run out of passive slots...
I tried it on Reiner secret class.
It can be good without any crit. You can use as 2nd passive "Attack Expert" for even more raw ATK.
Also i try strong crit build with Mercenary\Ranger. (with ranger crit buff + 1 crit passive its more than 50% crit)
You can make good Mercenary frontliner with mystic shield as 2nd passive.
Also in game there is a good hammer, that apply 3 on-hit effects. (thats why we want to deal regular attacks with hammers)
Last edited by Darkstranger; Apr 1, 2019 @ 7:01am
Blastom-

I think it was already mentioned in this thread, but just so it's clearly said:

Originally posted by Conan The Librarian:

Originally posted by Darkstranger:
How "dual wielding" works with skills, that count as "regular attacks" (like Fellblade "Chaos Slice"?)
Will it hit twice? Or may be once, but with attack bonus from both weapons? Will it apply debuffs from both weapons?

Yeah, there is a little bit of mechanical distinction that needs to be made which can clear things up.
  1. "Counts as Regular Attack" lets things such as elemental type and debuffs go through with the attack, but doesn't let the second weapon attack from [Dual Wield] occur.

  2. "Does a Regular Attack" (such as Warmage's [Infused Edge] WILL let the second weapon (with of course on-hit effects included) from [Dual Wield] go through because it's actually doing the "Regular Attack", not just "counting as" one.

So, yes, it is intended that the Fellblade skills which "count as regular attack" don't also double-swing the weapons (but the on-hit effects of the second weapon are still applied).

I would, however, disagree that dual guns are the only good dual wielding use. It's true that dual wielding melee isn't skill-oriented most of the time (due to DW not working with most skills) but they make it up in raw damage. To that point, anything which actually DOES do a "regular attack" is buffed by dual wielding (such as [Infussed Edge], [Counterattack], [One for All]) and combining [Dual Wield] with [Sturdy Grip] can allow you to dual wield two 2-H weapons, which can lead to pretty high damage output. To address your comment, this can be powerful in its own right even without needing crit passives. I agree that dual wielding + crit is a great combo, but it's not "necessary" to make it work well.

Similarly, I don't know why you'd say that dual wield melee units are "too fragile", as they only have "one less" accessory slot. Yes, I get that that accessory could give more survivability, but not by such a large margin that it makes dual wielding users too squishy or something.
Last edited by Conan The Librarian; Apr 1, 2019 @ 8:04am
Blastom Apr 1, 2019 @ 10:06pm 
Originally posted by Conan The Librarian:
Blastom-

I think it was already mentioned in this thread, but just so it's clearly said:

Originally posted by Conan The Librarian:



Yeah, there is a little bit of mechanical distinction that needs to be made which can clear things up.
  1. "Counts as Regular Attack" lets things such as elemental type and debuffs go through with the attack, but doesn't let the second weapon attack from [Dual Wield] occur.

  2. "Does a Regular Attack" (such as Warmage's [Infused Edge] WILL let the second weapon (with of course on-hit effects included) from [Dual Wield] go through because it's actually doing the "Regular Attack", not just "counting as" one.

So, yes, it is intended that the Fellblade skills which "count as regular attack" don't also double-swing the weapons (but the on-hit effects of the second weapon are still applied).

I would, however, disagree that dual guns are the only good dual wielding use. It's true that dual wielding melee isn't skill-oriented most of the time (due to DW not working with most skills) but they make it up in raw damage. To that point, anything which actually DOES do a "regular attack" is buffed by dual wielding (such as [Infussed Edge], [Counterattack], [One for All]) and combining [Dual Wield] with [Sturdy Grip] can allow you to dual wield two 2-H weapons, which can lead to pretty high damage output. To address your comment, this can be powerful in its own right even without needing crit passives. I agree that dual wielding + crit is a great combo, but it's not "necessary" to make it work well.

Similarly, I don't know why you'd say that dual wield melee units are "too fragile", as they only have "one less" accessory slot. Yes, I get that that accessory could give more survivability, but not by such a large margin that it makes dual wielding users too squishy or something.
Will give DW battle mage a run :steamhappy:
Beldr May 3, 2019 @ 10:33pm 
DW demon knight using focused rage as primary attack is good. (The spend all MP to empower a basic physical one)
Last edited by Beldr; May 3, 2019 @ 10:34pm
Tuidjy May 3, 2019 @ 11:23pm 
Originally posted by Blastom:
DW regular melee is quite underwielding as being too fragile.
Fragile, you say?

Are you calling this[i.imgur.com] squishy?

Two very high ATK sword strikes, with a very high chance of critical, and then an elemental bolt with very respectable MND.

Little point in stacking defenses, as few enemies survive the onslaught. Instead, I keep two melee damage dealers, two gunmen built on the same balls out principle, and two Princesses with Blood Magic, Economy, and Mana Shields to remove debuffs, heal if needed, and quicken if there's nothing better to do.
Last edited by Tuidjy; May 3, 2019 @ 11:35pm
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Date Posted: Apr 1, 2019 @ 5:24am
Posts: 11