Re: Close combat ?
Posted: Sun Feb 13, 2005 2:29 pm
You would think that the increased speed would mean a similar DPS But, the damage output of the weapons themselves is just so low...
Another oddity is that the Player's survivability takes a substantial jump upward when the Sword/dagger fighter swaps out the dagger for a decent shield.
Although, thinking about this thread, the tests I've done, for myself, in the past regarding the viability of CC vs. 1 hand and 2 hand have not been at all fair. My CC is standing at 71, with 1 hand at 90 and 2 hand at 86 or 87. That's a fairly big gap, especially at these low levels, to see how one compares to the other. But, I will have to say It is fun in PvP duels and, unlike the original poster, my Actions work very well for the daggers.
I have three standard Melee Actions, all use Acc 5, My SOLO opener only uses Inc Dmg 5 But, attack after parry and attack after Critical both use inc damage 6 as well, and my GROUP opener also uses inc dmg 6 as well as acc 5.
I have currently given up using Bleed or Armor Ignore, just no point in using those for Chain pulls or Soloing 3 - 5 Hit Mobs
But, I'm sure that if I keyed them right, they would help out much more than I think So, nice to have options, and layers of subtelty.
Another oddity is that the Player's survivability takes a substantial jump upward when the Sword/dagger fighter swaps out the dagger for a decent shield.
Although, thinking about this thread, the tests I've done, for myself, in the past regarding the viability of CC vs. 1 hand and 2 hand have not been at all fair. My CC is standing at 71, with 1 hand at 90 and 2 hand at 86 or 87. That's a fairly big gap, especially at these low levels, to see how one compares to the other. But, I will have to say It is fun in PvP duels and, unlike the original poster, my Actions work very well for the daggers.
I have three standard Melee Actions, all use Acc 5, My SOLO opener only uses Inc Dmg 5 But, attack after parry and attack after Critical both use inc damage 6 as well, and my GROUP opener also uses inc dmg 6 as well as acc 5.
I have currently given up using Bleed or Armor Ignore, just no point in using those for Chain pulls or Soloing 3 - 5 Hit Mobs
But, I'm sure that if I keyed them right, they would help out much more than I think So, nice to have options, and layers of subtelty.