Overfocus on dual wielding Rogue

Yeah but that’s their class fantasy :). More on a serious note… if you go more into detail like in your last post about what you dislike and what you want to see more and put some effort and work into it about how that should work I’m sure the devs will read it with great intrest.

Dual wielding, crits, dots and speed/maneuverability are the main themes for the Rogue, like shields are for the Sentinel or undead minions for the Acolyte.

And that’s totally fine!

It’s more like a wishlist thing, so I’m just waiting to see what archetype the falconer caters to besides traps and pets.

That said, unless there’s a programming limitation, I think it’s easy enough to set up a single-wield option similar to what they’ve done with the blade dancer passive that grants different benefits based on what weapon combinations are being wielded.

A possible baseline would be some kind of buff that brings a single-wielded weapon to be numerically equal to a two-hander when used with no off-hand or provide a defensive benefit similar to a shield, possibly going with the glancing blow or dodge angle instead to add some variety.

If we’re talking rogue fantasy, I do feel like the stealth element is a bit missing. We’ve got shadows, but those are more like a resource or attack multiplier. They’re not really decoys or a way to drop aggro. We’ve got mirage, but that one’s kind of a non-mechanic currently.

Would also like to see positionals (aka backstab or flanking), but that one’s probably be a bit hard to pull off outside of boss fights, and will eat up a lot more CPU power than the game already does.

Anyway, that’s my short wishlist for a new mastery while dicking around in the falconer waiting room lol

After the patch I dropped a set Shield with a bonus for a Bladedancer. I guess dual wielding has its limits… :wink:

This thread makes me feel like trying out double-handed rouge build.

It’s unlikely to end well (been there, done that, killed the Dragon Emperor, still get mocked by the other CT’s for it).

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Haha, how about new unique and new 2 hander implicit? Do they help?
Also, I do feel LE need throwing weapon type. Melee weapon only give melee damage implicit. Adaptive spell damage helps but rogue using wand feels wrong.

Maybe, give it a punt!

Might give it a try if one drop. I don’t know any unique old or new, and new implicit that hasnt dropped for me yet. Prefer the game to give me inspiration

I completely understand if a min-max build is going to be dual-wielding, but there are passive nodes for generic swords alongside dual-wielding nodes, which made me assume that there would be something for 2h builds for a little variety. Even the fact that dual-wielding is a passive point you need to spec into made me think that perhaps it wouldn’t be so heavily favored. It really just is a fantasy of mine to play a female character swinging around a big sword, being a fan of the manga Claymore and all. I do hope the devs give something to that sort of playstyle in future patches.

I don’t think there’s anything stopping you from using sword/board or 2H, the problem is that the currently available master classes are for bow use or dual wield so you’re basically stuck using only base rogue skills. When falconer comes along, I’m sure it will allow for non-bow/dual wield rogue viability with at least one more bow-or-melee hybrid attack skill.

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I looked into Leviathan Carver due to the the patch note in case I missed it from mono boss. It made me recall this thread. Full crit, Sync strike, lethal mirage build… hmm… hope it drops for me.

You are right that there isn’t anything hard stopping players from choosing different options, but they don’t seem particularly viable given how supported dual-wielding is. You lose access to a lot of what blade master provides by doing anything other than dual-wielding. I think choice is important in ARPGs, and having different and still viable options is apart of that.

There really isn’t THAT much that is specific to dual wielding, plenty of room to make a good non-dual build. You have a bit less skill choice, but the passive tree still has plenty of room.

Most (but not all) of the damage passives are for dual wielding, Weapon of Choice doesn’t have any options for non-DW though there are only 2 melee skills that require dual wielding (Shadow Cascade & Dancing Strikes), though Shadow Cascade can be “cast” via Shift without needing dual wielding.

Still use weapon stats and work the same way? The “cast” is throwing me off lol

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Yup. Normally Shadow Cascade requires you to be dual wielding, but if it gets proc’d by the node in Shift then it doesn’t.

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Alright… gonna attempt to hurt Llama’s brain, and likely fail. But!

With my newly found knowledge… 2h Rogue with the EQ 2h mace… Good fire flurry rogue, amirite? amirite?! Disregarding the EQ proc since it is basically worthless, the weapon itself is fire! (ha!) If not, would a good rare really be better? (If this conversation has no interest to you, no need to respond. Thanks anyway! :smiley: )

I’d probably say yes. You’re right the “base” damage of the EQ weapon is very good, but you could get more on a rare plus some defensive options (reduced damage taken from crits & chill for example, which would then free up some suffixes on other items). And the free shred is nice too, would stack very quickly if you use flurry.

It’s probably a good weapon, which didn’t exist when I tried a 2h melee Rogue.

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