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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).
BOOM! Expoit your weakness!
Oop, seems run out of passive slots...
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)
I think it was already mentioned in this thread, but just so it's clearly said:
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.
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.