I guess it depends on how much you want the second boost from the weapon (or how often you deal extra elemental damage with your weapon, since I guess the weapon skills would boost that as well). Not to mention, you tie yourself down to one weapon type, whereas a character without a weapon skill can swap between one-handed, two-handed and dual wielding as the situation (and equipment) changes. Second off, when is it a good idea to get Weapon combat abilities? Warfare boosts physical damage by 5% and stacks multiplicatively, whereas weapon skills stack additively, making their 5% damage much weaker. First off, whats the practical difference between dual-wielding strength weapons, a two-handed strength weapon, and a spear? I know the spear uses Finesse instead of strength, but I'm just curious as to why you'd go for any one of those "Both hands are dedicated to damage, and I'm not backstabbing" setups. This whole "need to consistently crit" issue is bigger in the early access given the fact that you won't get many levels before you run out of things to do that give you experience, but that should be more easily overcome once the game releases.Īgain, this is my take on your questions, I might be wrong, you should take them with a grain of salt.Couple of questions on weapons. I don't know it might be worth a shot, I think the tiny radius on grenades is probably the biggest downside to trying this in DoS 2. Ambidextrous, glass cannon, and the pawn. Not taking into account skills, if you can consistently crit while dual wielding axes (or swords or maces) you should be able to deal more damage than by wielding daggers. You'll need at least 3 talents to make it work if you want to move, throw a couple grenades, and restealth on the same round. In general, daggers have lower base damage than strength 1-handed weapons (axes, swords, maces) of the same level, but have the backstab ability (plus you need them for many of the scoundrel skills). Regarding dual wielding vs two handed weapons, my take is that two handed weapons do more damage due to the +critical multiplier bonus (assuming you invest a bit into wits), and dual wield is better for survival due to the enhanced dodge from the dual wield skill + parry master talent. I can't talk about single handed (with a free offhand) vs dual wielding, I actually never tried single handed with no shield, I (probably wrongfuly) just assumed there were no benefits other than the sucker punch ability. I might be wrong, but here's my take on each of your questions: Most skills are Dynamic-based, and scale with your main-hand weapon. There weren't any real synergistic talents, either. Scoundrel skills in Divinity: Original Sin 2 are very specialised in Status Effects and usually require a dagger to be equipped. Range wasn't any value, they didn't have any quirks that put them above anything else in any other way, etc. I could never find any benefit into using this setup over daggers or larger weapons. Dual Wield-1-Fin/Str: 1.8m-Shields Up: Restore the Physical Armour. Many of them are acquired during Character Creation or can only be used by certain Companions. On a similar note, is dual-wielding axes actually viable now, or are they still outclassed by both two-handed weapons and dual daggers (which can auto crit due to backstab)? I've always loved the idea of creating a berserker-type character with axes, but my main issue was that I simply wasn't beating out two-handed weapons, and I had to put more effort into finding good weapons. Special skills in Divinity: Original Sin 2 are a collection of different but strong skills. I remember reading something about this being changed, but I'm just confirming if dual-wielding still beats single wielding.Īdditionally, I remember something about a rage nerf, so which does more overall damage - dual wielding or two-handing a weapon? My dualie rogue went 2 scoundrel for adrenaline, cloak and dagger, backslash and the damage ones, 2 polymorph for spread your wings and chameleon, then I went ham on dual wield and finesse for raw damage. ago Leveling dual wielding also removes the dual wield damage penalty. Before I stopped, the state of dual wielding was that a single dagger (with no shield) was better than two daggers because it had the same overall (even slightly higher) damage, you only had to find one good weapon rather than two, and your AP usage was far better overall.
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