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Best Weapons For Dual Wielding?
Topic Started: Aug 16 2016, 02:42 AM (667 Views)
Pellease
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Greybeard
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Thoughts? Making a caster dual wielder. . . So feats are very limited. However as he will be a Favored Soul I can get away with exotic weapons. So what do you think is best for dual wielding?
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rapsam2003
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Short Swords are probably the most numerous.
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Mick64
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It depends widely on two things : Are you Finessing, and must both weapons be the same (AKA if you're using Fighter levels for Weapon Specilization and such)
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Sinlinara
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I suppose it depends on what you want to fight. You should aim to have an arsenal of weapons with which to cut through enemy resistances and murder them efficiently.


Also, the meme answer is dual longbows. ::troll::
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Pellease
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Greybeard
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Thanks you guys! He isn't going to have the fighter feats, but he will be finessing, shooting for perfect two handed fighting. Figured if you're dumping that much in dex then you better finesse it.
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edmaster44
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Yikes, going to be Feat starved to get perfect fighting, Might i suggest adding 2 lvls of fighters for extra feat?
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rapsam2003
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Even if finessing, you may still want to consider fighter levels. Why? Feats. Especially since you want ptwf.
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Mick64
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An interesting option then that I like is to use a whip in your off-hand. This increases your reach, and there is a whip you grants you 2d6 death attack. The useful thing is that those dice apply to -all- your attacks.

For your on-hand, a lot of good options out there. As mentioned above, some good Shortswords around, with a lot of variety. Dagger has Slowpoke, and that one's pretty good, but until you get one the other daggers are not as nice. I think personally I'd pick Rapier. There are a lot of very decent ones in the loot table, so getting a reasonable one early shouldn't be too hard, and then when you have more money you can have an Abyssal Bloodiron one crafted. Since you're a caster and can use GMW and Keen Edge, crafted weapons become a lot more interesting, even compared to many purples.
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Pellease
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Yeah, his feats are definitely going to be restricted. They're maxed out on bare essentials, but there's no room for fighter.
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Ceremorph
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Really a lot of it depends on your build. For example, a weapon master might want to take kukris because of their extended critical range. On the other hand, if you're not planning to invest in a lot of fighter feats, the old longsword/dagger combination can be quite effective, particularly if the longsword is a holy sword while the dagger is enchanted with multiple save-or-effect debuffs: not a lot of damage, but when suddenly every hit has at least a 15% chance of debilitating an oppontent, you'll have a chance to tear through things.
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Tomekk
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Mick64,Aug 16 2016
04:34 AM
An interesting option then that I like is to use a whip in your off-hand. This increases your reach, and there is a whip you grants you 2d6 death attack. The useful thing is that those dice apply to -all- your attacks.

Does that work? I believe it uses the same animations as Flail, and those can't be dual wielded AFAIK.
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Plaxy100
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Actually if you want the whips reach you need to main hand it. As its your main hand that determines your reach. If it isnt then i see some Monk abuse using kama mainhand to get flurry while Ptwf with whip to have insane reach with your 18 attacks.. heh wel theres ya kari-guriseme build. Which is essentially a kama attached to a whip.
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Neutral Zone
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Sinlinara,Aug 16 2016
05:52 AM
Also, the meme answer is dual longbows. ::troll::

I raise your meme with the offer of dual-wielding quarterstaffs. Monkey grip is awesome. Too bad huge creatures can't dual-wield huge weapons, actually (They should be able to... But they can't).

On a more serious note, if you're going to have sneak attack or death attack, I'd recommend maces. Why? Ace of Mace.

Otherwise, daggers and short swords are a good option simply for the fact that some decent weapons exist.

I'd promote kukris and other high crit-range weapons, but in my experience I've seen very few decent ones on the server.
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rapsam2003
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Neutral Zone,Aug 16 2016
02:19 PM
I'd promote kukris and other high crit-range weapons, but in my experience I've seen very few decent ones on the server.

If we're talking high-crit range, I've seen more useful rapiers than kukris. Rapiers have Critical: 18-20/x2 & do 1d6 base damage. Kukris have Critical: 18-20/×2 as well but do 1d4 base damage. Imho, the only reason to use a kukri is to overcome the offhand penalty as a halfling or gnome. And even then, it probably isn't worth it unless you get one crafted. Why? Because, as I said, I've seen more useful rapiers than kukris. Most races would probably pair a rapier with a dagger/mace if they're going for weapon finesse.
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Plaxy100
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Neutral Zone,Aug 16 2016
12:19 PM
Sinlinara,Aug 16 2016
05:52 AM
Also, the meme answer is dual longbows. ::troll::

I raise your meme with the offer of dual-wielding quarterstaffs. Monkey grip is awesome. Too bad huge creatures can't dual-wield huge weapons, actually (They should be able to... But they can't).

On a more serious note, if you're going to have sneak attack or death attack, I'd recommend maces. Why? Ace of Mace.

Otherwise, daggers and short swords are a good option simply for the fact that some decent weapons exist.

I'd promote kukris and other high crit-range weapons, but in my experience I've seen very few decent ones on the server.

You could also use ace of mace offhand while using a high crit ranges weapon mainhand. The ruins are feats thus universal to all attacks.
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