I’m 101% sure that all vlasses will get duel weilding
I hope that’s not true but sadly I think every class is able to dualwield at the end of the day.
That’s like saying sentinel cant use staffs… No limits
Well, not exactly. One (dual-wielding) is a combat form. The other (a staff) is an actual weapon.
However, that aside, I’m not sure limiting dual wield should be any different then wielding a shield (anyone can do it) but some classes/masteries will have more affinity for one or the other to get bonuses but it doesn’t stop you from using one if you aren’t that class/mastery.
I’m pretty much unsure if dualwield will get extra nodes to be honest. There is no space for that in any class if they don’t get rid of some nodes or streamline the passive tree in any way. Worst case will be that DW attacks just rotate between main and offhand weapon while both weapons benefit from the bonuses we already get. It would be a bummer if DW will be that braindead but so far it looks like the only good way to make DW accessable for everyone.
You could have DW work like that with certain masteries having either mastery bonuses or passives that give benefits while dual wielding (be it increased damage, ailment chance, attack speed, etc).
I hope it isn’t that vanilla.
We haven’t seen rogue yet which could easily be the"primary class for dual wield.
The shamans base profile image dual wields axes. And correct me if I’m wrong but I seem to recall a couple of masteries being very light on high end nodes. And some skills as well.
All in all I hope it’s just not a lackluster afterthought.
I assume that @LizardIRL & @boardman21 are intellectually honest enough to apply the same arguments they use in this thread to ward & how 150k ward is OP & needs to be nerfed again?
Needless to say, I’m sure they are honest & agree that 150k ward is a teensy bit outside the bounds the devs likely set as acceptable? As I’ve said before, ward needs the original nerf refered & an additional term added to the ward decay formula that kicks in around 2-3k & significantly increases decay at the higher values with minimal impact on the lower values. Then give ward on hit it’s own “decay” value so that it’s harder to generate such high amounts in the first place, without crapping on “normal” builds.
I’ll be honest 150k ward is OP. But that build isnt OP. Yes achieving that high should not be possible but its also gone really fast and it is dependent on several things. If minions die (which they do granted that build had 0 minion dodge which makes a difference) then the ward generstion is gone. In a block build it doesnt reply on anything. You just sit there and take hits and hit with vengenace and makes it 2x as far. The necro build is good where its at just cap the number of minions you can hit with rip blood to 10 and revert the ward decay rate
As I said, until you come to a big hit or a dot, then you need to move.
Edit: Though I did say that here, not here…
I’m curious to see how far your other build would go once you’ve min-maxxed it properly, from the sounds of it we’re comparing a min-maxed build (this one) to a not-min-maxed build (your Necro).
Adding dodge to the necro and chosing a few more best in slot affixes I could see it doing 300 but not much higher unless minions get tougher through other means
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