Yea 100% maxed out on 2hand and 1hand and shield now. And in essentially every way possible, 1hand and shield is better. Just plain unbalanced.
Key core facts:
- 2handers swing slow. And the recovery animation is extremely slow. And it can't be interupted by a wep swap. So if you wanan do a quick 2hand hit and switch modes, forget it.
- 2 handers deal terrible damage. About 15-20% more then 1hand and shield, but swing around 30-40% slower, resulting in plain and simply lower dps for regular attacks. Plain unacceptable. Vs duel wield: ~60% slower attacks per second, (and duel wield hits about as hard feated, with higher damage when mobs low health)
- 2handers put you at a massive disadvantage vs both duel wield and 1hand and shield for one simple reason: Some of the strongest loot bonuses in the game are set bonuses. 2handers mean you automatically have 1 less slot for set bonuses. And the beter sets being 3 piece, means duel wield and sword and board can use a 3x3 setup, while 2hand cannot. Thats a massive 33% loss in effectiveness.
- Obvious stuff: Shields grant additional armor, and 1 more enchant. and offhand wep grants another enchant.
So with all of these huge disadvantages, youd think at least the skills would offer some strong dps to compensate? Nope.
I'll go thru each skill:
-Critical Charge:
It's good. However it's inferior to 1hands charge. As the one hand version has a significant duration knockdown (claims a stun, but its false/bugged). The 2hand can morph to a root.. However your up in the enemies face, so whats the point of a root? Does you 100% nothing useful. Only useful to aid group members under melee assault (who wish to flee). Very RARE situation. Damage wise: The fact it auto crits is really a detriment, since it means you have no ability to power up the skill. It's very weak damage, and it will never change. Also there are SO MANY charges/teleports in the game, that makes it pretty bland.
-Uppercut:
Utterly horrible, and plain inferior to nearly every other CC-type move in the game. Insanely slow swing animation and horribly low damage means more often then not youll die attempting to use this. So bad that I simply never EVER slotted it, in fact I untrained it. Fire destruction staff has a VERY similar move, thats 100% superior, and thats a RANGED skill line, so why does it get plain better melee moves? Makes no sense. (Faster anim, higher damage, better range, etc)
There's a reason this is used by all the VERY EASY WEAK melee trash mobs in the game. It's to cater to the low-skill solo players. Trash skill for trash monsters.
Reverse Slash:
Utterly horrible. It costs a LOT of stamina and deals INFERIOR damage to a REGULAR light attack. Makes zero sense. Why am I spending a precious resource to deal LESS damage? Only deals a bit more when the monster is low health, but at that point its either:
a) Trash mob - gonna die in 1 hit from far superior moves anyways.
b) Boss mob - probably gets more dangerous at low health, in which case you REALLY should be using that stamin to block/dodge, and magicka to finish it off.
Essentially has no purpose. No use.
Momentum:
Ok. Ups weapon damage - a tiny bit - nothing significant enough to change the badness of this line. Morph to remove snares. Best use is using it then switching to weapons that can actually deal dps, as two handers plain don't.
Cleave:
Cleave itself is EXTREMELY weak and not worth using. Deals less dps then regular attacks and cost a lot of stamina.
Once morphed to brawler, it becomes a semi-effective aoe tanking tool. It's the only really decently balanced skill it has. Nothing great, but at least gives two handed some purpose for tank builds. (Which is counter intiutive, since the entire rest of the line has zero defensive qualities).
Also doesn't really scale well damage shield wise. So while I found it decent 1-50, in the VR dungeons the 100xmonsters DR shield gets blown up instantly and you still die rather fast spamming it.
Passives:
All generally quite bland and worthless except arcane fighter. Which is nice to set enemies ablaze with a fire two hander, but otherwise still pretty weak given weapon enchantments 4s cooldown.
Suggestions to fix:
- Massive increase to 2handers base damage. With the incredibly slow swings of a two hander, they REALLY should deal good damage.
- Massive increase to 2handers power attack damage. Currently the best dps is spamming light attacks. We should be rewarded properly for getting in those very slow, very dangerous to use power attacks. Have them automatically proc weapon effects too, regardless of cooldown. They are just so slow, they need all the help they can get.
- Have reverse slash actually deal more damage then a regular light attack.
- Delete uppercut and give us a proper, high cost, high impact DPS skill for mobs above 25% health. Else triple it's animation speed so its not a detriment to use.
- Change critical charges morph to a knockdown like 1hand, increase it's damage and remove its auto crit. (Rename to Devastating Charge). This allows players to actaully work towards scaling its damage up with crits, and gives it proper utility.
- Double momentums effectiveness, but have it go away if you swap to a different type of weapon.
Edited by Axer on 23 April 2014 00:05 Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)