Dual wield skill Line.
I like dual wielding warriors. I was going to play a nightblade but that class is all black and red shadows all over my character and my weapons, so I went for a DK.
Little did I know that once I would wield two blades in my hands, I would not be able to watch my character cut down anything effectively, BOTH in PvP AND PvE equally. I hope that this section will bring the dual wield that this great game deserves.
I will include damage amounts at my current 4,434 Weapon DMG where a comparison is needed.
Structure as follows:
A)Skill description, 1)morhph, 2)second moprh
B)Comparison to other relevant skills
C)Critisism after analysis
D)Suggestion
Twin Slashes.
a) Slice twice dealing dmg and inflicting DoT.1)+dmg +slow. 2)heals for DoT duration/dmg
b)Lowest initial dmg from all other stamina weapons. Less effective than Unstable Flames(DK). No particular reason to use after all. I do not see it useful to a stamina SOrc or a stamina NB or a stamina Temp or a Stamina DK
c)Any DOT skill(especially this weak skill) is not useful if not used by a build that is made for prolonged encounters. This skill line is not made for tanks(I got 30k HP in Cyro and high defence) so the application of 2k dmg and 9k DOT is not very useful since I don't have a shield to block with and avoid dmg, while my enemy is hurt by the DoT. I also don't have any barriers since I am a stamina char and I use a STAMINA SKILL LINE. How do I survive while my enemy is hurt? Unless I am an invisible NB. But then again NBs don't have to wait for such a weak skill to do get the job done.
d)Since it is casted instantly a serious increase of dmg would be a must to help find this skill a place in this game. The stamina cost should match it's dmg.
**Heal over time covers my character in colours like many other skills like momemtum cloak obsidian shard, dragon blood and such. It is not very aesthetic in my opinion. I wanna be able to see the colours of my armor and the face of my character. Some skills could do without those special effects.**
Hidden Blade
a)Deals ranged DMG+ 10sec Major Brutality. 1)Hits 3 targets 2)+DMG + range
b)Least effective Gap Closer.(Maybe dual wield does not need a gap closer in the name of diversity). 10 seconds of Major Brutality for a non tank build means that u have to re apply very often, while u have to break free from a cc and roll from grounding effects and maybe apply ur own cc and heal in order not to die. There is no time to deal damage so that u can get the enemy on the defensive.
c)This skill deals a very good amount of dmg. One could say that it is the most effective dmg dealing skill from this line in PvP but in a game where everybody can use a staff and there is even a Bow Skill line there is no reason for the mighty dual wielder to be force to use this skill in order to deal some dmg. This skill line is supposed to be about characters that love closed combat and intense fights, not throwing knives and stand next to all the other magika builds. What is this? Call of Duty?
d)In order to address all these problems of this skill I suggest the following
Reduce damage(mb cost) in order for dual wielders to resort to other skills for true dmg. No more ranged attacks needed.
Either Increase Major Brutality to 30 seconds or
Make this skill cause DoT and give Major Brutality Buff to another skill. If TWIN SLASHES are remodelled to the ideas I posted above, a 10 second Major Brutality would work well with a skill that is used often to deal true damage.
Flurry
a)Hit a target with 6 consecutive strikes for 5x1.1k and lastly deal 3.3k 1)+dmg per hit 2)chance to offset a targets balance.
b)strongest skill for single target attacks. A stamina Templar though would not use this skill but instead he would use the spear which heals him and sets his enemy off balance. A NB would use his single target attack for instant dmg or any of his other skills before resulting to any of the dual wield skills for damage no doubt. A sorce does not use stamina as much and if he did he would not use Dual Wield for attacking. A stamina DK like myself would love this skill if he was using Dual Wield. However..
c)In PvP and PvE this is my main damaging skill since I am a Dual Wielding Stamina DK. As I explained above no other class has any use for it even though it deals the highest maybe amount of dmg on a single target when the target is sitting there to get hit buy it. This skill deals 1.1k dmg per hit for 5 hits and then it deals 3.3k. An enemy player can easily avoid or block or disable me when I attempt to hit him. As a result he will not take most of the first 5 hits and will definitely avoid my last hit. One more thing is the waving attacks which everybody has learn to do. While I use Flurry I am not able to wave light attacks so my enemy is saved from this extra dmg. The continuous attacking is cancelled(without my stamina being refunded of course) should I move during Flurry.
d)This skill if unchanged is useless for PvP no doubt. Nobody will take on the damage unless they are disabled and have no more stamina left to go anywhere. I don't see how that would be possible thought for a stamina dual wielder to manage. Should however the ideas for the other skills become a reality Flurry would become the least effective skill in the line, and I would gladly keep using it for PvE only.
Steel Tornado
For steel Tornado I do not have move to say because it is a well designed skill. However given the current weakness of the skill line it could be improved and match the Two Handed Executioner Power since the current up to 100% dmg increase towards weakened targets means that you need to lower the target. Executioner is hands down the winner in this case and everybody would use over Steele Tornado. Yet again if the Dual Wield Line improves maybe there is no need for it to exist. Maybe a 2handed sword fits better the image of executions and we can leave it at that.
Blade Cloak
I don't use blade cloak because it' makes my character white as a ghost and I don't like it as much. I believe that those colours should only be for class skills in order to bring out their special characteristic just like a NB is a shadow and DK uses draconic powers. Templars are blessed and Sorcerers are using magic. As a DK I don't want to look like a ghost and I really dislike wholesome colouring of the characters for the whole duration of a skill.
As for it's functionality yet again it is the barrier with the less duration time, meaning that u have to re apply. When u see sorcerers with class survivability skills and barrier with higher duration, NBs Templars and DKs it makes you think that as a DPS with dual wield, you don't have time to apply a skill all the time. Why not then Increase Blade Cloaks duration time.
Passives
All stamina classes use Dual Wield as an AOE and buff bar for their Class Line buffs. I can only see NB using dual wield for more than that and that is the passives of this skill line in conjunction with their stamina Class Lines.
if I could change anything about dual Wield it would be to give a better chance at Sword passive. Critical Armor Penetration are hands down the winners. What remainds is the DoT effect and the lame Sword passive. How about we through in the mix stamina regen or cost reduction (or maybe both and get rid of DoT Axes) and replace the Sword passive. Any more ideas for weapon style passives?
I will copy past this post in a couple of Forum Categories as I believe that it is important. Should moderators that happen to read this want to delete a few and more it to the appropriate section, please inform the game developers of the need for a change in Dual Wield Skill line.