Dual Wielding Question
Linkamus
Member Posts: 221
Does dual wielding become pointless once you have access to greater whirlwind? Or are there still some advantages to dual wielding I'm not seeing?
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Also, I believe that most veterans would say that Critical Strike is better than Greater Whirlwind, especially when combined with Improved Haste.
You more or less match the APR of GWW, but on top of that, Critical Strike means that u are more likely to hit (and cause critical hits) AND you get the benefit of whatever buffs your offhand provides.
The only obvious downside is that GWW is one ability, Improve Haste + Critical Strike is Spell + HLA.
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GWW is better for its duration when using a 2-hander or other 1-handers but Belm/Kundane/SNT are better over the course of a prolonged battle. Unless you can use GWW every round then IH + an APR weapon is better, really.
So with that same setup, do you get 2 APR with the offhand with IH? Or does it stay at just 1 APR? (Either way it wouldn't matter against opponents that can't be hit with +2)
VS a TOB weapon in the offhand, you'd get 6APR with mainhand using IH, and 2 APR with offhand? Which is still 8 attacks with TOB quality weapons, plus you get a TOB weapon effect in offhand, which seems worth it to me. If Offhand APR doesn't get doubled with IH, then it would be a total of 7 attacks with IH, which is one less attack than if you were wearing Kundane/Belm. Even in that case, is one less attack per round worth losing a cool TOB weapon effect?
Let me know if my calculations are incorrect.
Belm and kundane are best if you can't gm though ie multi class fighter.
Then again by the end of the game your off hand is usually defender of east haven because hardiness alone isn't enough to tank Melissan .
You have to notice that the top two handers don't actually do more damage per swing than the top one hand weapons which is why it's even comparable. Flail of ages +5 is actually the best gww weapon.
Then again I always have a couple of gww for the times when you can't have imp haste. Usually get 5-6 critical strikes and 4-5 hardiness too.
Monk fists do surprisingly large amounts of damage - d12 at level 9 and up to d20 at 15, so d8+3 can be a step-down. The only real advantages of the SNT to monks is being able to hit opponents that need magic weapons to hit, any THAC0 bonus is offset by lower APR.