Dual Wield is only good for boosting spell power by 250 thus boosting a Templar healer's HPS in a pinch.
lolo_01b16_ESO wrote: »Advantages of DW:
- Higher Weapon Damage, so class skills / fighters guild skills / ultimates hit harder.
- High AoE Damage with great range
- One additional piece of gear that can provide a set bonus
- Ranged attack
So in generall I think that both weapons can be usefull, depending on the situation.
nikolaj.lemcheb16_ESO wrote: »DW has no gap closer, no self heal, no buffs, no stun, basically no utility and still it does far far less dps than 2h?
nikolaj.lemcheb16_ESO wrote: »I just switched from DW to 2h, 2 days ago at last. And seeing the difference is shocking.
The damage output is no less than 30% better, you have effective damage shields, gap closers, buffs, self heals and at the same time far superior damage.
DW has no gap closer, no self heal, no buffs, no stun, basically no utility and still it does far far less dps than 2h?
Isn't it time to redesign dw? Shouldn't it has far better damage output than 2h when it has no utility, cc or support? It just look weird that the one weapon line that is only damage and nothing else, does far less damage than utility lines?
nikolaj.lemcheb16_ESO wrote: »I just switched from DW to 2h, 2 days ago at last. And seeing the difference is shocking.
The damage output is no less than 30% better, you have effective damage shields, gap closers, buffs, self heals and at the same time far superior damage.
DW has no gap closer, no self heal, no buffs, no stun, basically no utility and still it does far far less dps than 2h?
Isn't it time to redesign dw? Shouldn't it has far better damage output than 2h when it has no utility, cc or support? It just look weird that the one weapon line that is only damage and nothing else, does far less damage than utility lines?
You want that DW is same as 2H which is kinda not going to happen. There is a reason why there are 2 different skilllines and not only 1. And DW is everything else as crap
DW has highest AoE output in the game with Steeltornado. (Steeltornado can crit for 15k on low health enemies)
DW gives highest spell and weapon power ingame.
DW has very good passives.
I don't think anyone interested in being strong (not maximized, just viable) ever uses dual wield, it is an absolutely horrible skill line. To make matters worse, in 1.6 they actually nerfed Rapid Strikes damage by some 11%, as if it was doing too much damage.
That blade cloak is a horrible skill, no one ever uses it, it has no purpose whatsoever. In small fights people don't use aoe against you, and in zergs it doesn't matter one bit if you take 15% less damage from the aoe spam. It's as if they just threw this skill in there for flair, rather than thinking about whether it would be actually useful.
To be anywhere near useful it would have to provide 80% aoe protection at the very least, otherwise no one is ever going to use it. You can always make exceptions or reduced effect for some specific boss aoe attacks and siege weapons.
nikolaj.lemcheb16_ESO wrote: »I just switched from DW to 2h, 2 days ago at last. And seeing the difference is shocking.
The damage output is no less than 30% better, you have effective damage shields, gap closers, buffs, self heals and at the same time far superior damage.
DW has no gap closer, no self heal, no buffs, no stun, basically no utility and still it does far far less dps than 2h?
Isn't it time to redesign dw? Shouldn't it has far better damage output than 2h when it has no utility, cc or support? It just look weird that the one weapon line that is only damage and nothing else, does far less damage than utility lines?
You want that DW is same as 2H which is kinda not going to happen. There is a reason why there are 2 different skilllines and not only 1. And DW is everything else as crap
DW has highest AoE output in the game with Steeltornado. (Steeltornado can crit for 15k on low health enemies)
DW gives highest spell and weapon power ingame.
DW has very good passives.
exiledtyrant wrote: »Looking at duel wiled you would think that the 300 extra weapon power was a big deal until you look at the base damage and scaling between DW and 2 handed. 2handed base damage and scaling far out paces duel wield skills. Wrecking blow without empower is leaps and bounds stronger than any other duel wield skill single target or otherwise except flurry, but flurry is out damaged by wrecking because it takes less time to use. Even worse flurry is not actually a 1.3 seconds channel but more like a 3 second channel. Wrecking on the other hand appears to get faster the more you spam it. Brawler is less damage than whirlwind but offers far more survivability. Even the slaughter passive is weeded out when 2handed is given almost the exact same effect with executioner.
There's a lot of things that actually need cleaning up with duel wield. I made a thread about it a few weeks back actually:
forums.elderscrollsonline.com/en/discussion/158876/dual-wield-discussion-and-feedback#latest
Aett_Thorn wrote: »Replace Blade Cloak with something like "Parry" or "Riposte" is my idea.
Parry:
When toggled, this ability gives dual wield users an x% chance to dodge attacks.
Morph 1: Riposte
When toggled, this ability gives dual wield users an X% chance to dodge attacks. When a melee attack is dodged, damage attacker with Y physical damage.
Morph 2: Strengthening Parry
When toggled, this ability gives dual wield users an X% chance to dodge attacks. When an attach is dodged, heal the user (or give damage shield) for Y.
cazlonb16_ESO wrote: »The only real issue is Rally.
It either needs to be nerfed to the ground or moved out of the 2h tree into something neutral like Fighters Guild, just like ( the overall much worse but equally mandatory for magicka based builds) Entropy.
Dual wield as such could use a minor tweak here and there, what doesn't, but that's it.
- Both the Ruffian and Dual Wield Expert passive skills need to be changed entirely into something else. Who cares that 50% of your light attacks do 6% more damage, this must be one of the worst passives in the game, and Ruffian needs to either be replaced or include Snared as well as Off-balance, since those are the only CC debuffs Dual Wield can apply, yet they are exactly the ones not included.