Page 1 of 1
Dual Melee skills?
Posted: Fri Jul 24, 2009 6:23 pm
by Arkosh Kovasz
Has anyone tried a character with a bladed melee skill in addition to Macing? Using a fast hitting blade such as the dagger to apply poison and disrupt then switching to macing for the chasedown stamina drain?
Re: Dual Melee skills?
Posted: Fri Jul 24, 2009 7:30 pm
by archaicsubrosa77
I encourage you to try, I am sure alot of people have thought about it...I have. Try it. Probably the best thing it would do is save that magic weapon to use in PVP without too much confusion when you switch weapon types.
Re: Dual Melee skills?
Posted: Fri Jul 24, 2009 8:08 pm
by Xukluk Tuguznal
Arkosh Kovasz wrote:Has anyone tried a character with a bladed melee skill in addition to Macing? Using a fast hitting blade such as the dagger to apply poison and disrupt then switching to macing for the chasedown stamina drain?
It's sound. The only reason I've not tried it is because If I'mma have dual weapon skills... I'd like for one to make up for my shortcomingins. Which is lack of range and thusly Archery has been the way to go.
Re: Dual Melee skills?
Posted: Fri Jul 24, 2009 11:58 pm
by Dagon
I thought about doing this, just to try it out.. maybe some day!
Re: Dual Melee skills?
Posted: Sat Jul 25, 2009 5:03 am
by emac
i use to have macing and swords with the same idea in mind, but i ended up just staying on somebody with a katana and never switching out to a macing weapon. the only time i would use macing was in events.
i ended up dropping macing for fencing recently. thought about opening up with a hally hit then switching to a kryss, haven't tried it yet though.
Re: Dual Melee skills?
Posted: Sat Jul 25, 2009 11:05 am
by XaN
Poison dagger/knife, Q-staff and a War Hammer, Hally or Spear... whichever you prefer for your kill hit. Q staff has nice swing speed and good dmg... takes them down real fast, along with there dex. Poison them, QQ, kill.
Re: Dual Melee skills?
Posted: Sat Jul 25, 2009 11:18 am
by Mephistopheles
The swing timer is reset whenever you switch weapons. I think it's, specifically, a 2.5 second delay. Keep this in mind if you're going to specialize in two different melee weapons.
This is why many dexxers opt for Archery as their other weapon skill. It allows you to land that shot when you see them right away and gives you enough time to kite unscathed for the timer after you switch weapons if you're already at a distance.
Re: Dual Melee skills?
Posted: Sat Jul 25, 2009 2:01 pm
by Arkosh Kovasz
Mephistopheles wrote:The swing timer is reset whenever you switch weapons. I think it's, specifically, a 2.5 second delay. Keep this in mind if you're going to specialize in two different melee weapons.
This is why many dexxers opt for Archery as their other weapon skill. It allows you to land that shot when you see them right away and gives you enough time to kite unscathed for the timer after you switch weapons if you're already at a distance.
Youch, 2.5 seconds is a bit long in the heat of battle.
Re: Dual Melee skills?
Posted: Sat Jul 25, 2009 9:23 pm
by RoadKill
This was a common template during T2A. Macing paired up with Swords. I had a character with it here many months ago, but I decided that the 7th skill slot would be better with archery instead of another melee, or with parrying, hiding, or some type of utility skill
Re: Dual Melee skills?
Posted: Mon Jul 27, 2009 9:11 pm
by Coffee
Dual melee is worthless. If you want two weapons, go with archery as a secondary. Otherwise, you're far better off with, as RK said, a utility skill. Parry, hiding, magery, or hell -- even poisoning.
My favorite warrior has always been mage/med. I've tried a bunch of different templates throughout the years, but I always go back to that template. Heavily equipped for versatility and survivability. Make a dress/undress hotkey for added ease in duress.