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Warrior or rouge for dual weild?


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30 réponses à ce sujet

#26
Sharog

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song increase dmg roughly by the same amount as flaming wpn last time i checked, and it also increase Crit and Att rating, and unless u hit 100% of the time, u always need more att rating.

and the setup is for testing purpose, not for its effectiveness, cuz then i would just have 3 mages.

Modifié par Sharog, 22 novembre 2009 - 08:00 .


#27
Zenthar Aseth

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Cunning rogue uses daggers.. those have significantly lower damage than say, dualwielding the best sword&best axe in the game.

#28
WillieStyle

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Sharog wrote...

song increase dmg roughly by the same amount as flaming wpn last time i checked, and it also increase Crit and Att rating, and unless u hit 100% of the time, u always need more att rating.


By late game, my strength rogue basically never missed. I assume this would be the same for a warrior.

and the setup is for testing purpose, not for its effectiveness, cuz then i would just have 3 mages.


I assume you were trying to maximize the effectiveness of your rogue/warrior not your party as a whole. You said yourself that those were the best buffs a dual-wielder could get.  Are they really though? If I'm not miistaken, song of courage gives roughly: +6 attack, +6 damage and +X crit.
Flaming weapons, on the other hand, gives roughly +20 damage.  Unless the additional crit chance X is fairly large, it seems an elemental weapon enchant would be better even for a warrior.
Of course, I could be wrong about these numbers, I don't have the toolset and the in-game tooltips are basically useless.

#29
Sharog

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looking at the scrolling combat text i have never seen +20 popping up from flaming wpn during a hit. most is like + 9 something. also looking at my overall hit rate, with 150 hit rating buffed im only hitting 93% of the time on my war. so i believe more att rating stilll helps.

#30
DrekorSilverfang

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Sharog wrote...

looking at the scrolling combat text i have never seen +20 popping up from flaming wpn during a hit. most is like + 9 something. also looking at my overall hit rate, with 150 hit rating buffed im only hitting 93% of the time on my war. so i believe more att rating stilll helps.


My mage with 111 spellpower(I think) gives +20-21 on flaming weapon.

#31
Discobird

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Sharog wrote...

what i ment is a similar ability to tainted blood, in this case it is called blood thirst. i believe it is very similar to tainted blood for rogue in term of dmg increase. hence should nullify that particular benefit.


Blood Thirst improves attack speed and crit chance right?  Not a straight damage boost like Tainted Blood.  I'm presuming the attack speed buff doesn't stack with Momentum since nothing else seems to.  And I also assumed you already took the crit chance boost into account when you said warriors can reach 40% crit chance "with buffs."  So I don' see how Blood Thirst helps the warrior any more than I've already accounted for.

The reason one would use paralyzing runes is at any given moment fighting an enemy archer or caster they are likely to not have higher agro towards ur tank than ur rogue which is trying to backstab them, due to the slow attack speed on ur tank it is unpractical to wait for him to engage an enemy ranged unit first since u could already have killed it by then.

Like I said, you can't rely on the paralyze proc anyway in such a situation.  Combat Stealth is usually enough by itself to reset aggro and get the archers to target your tank.  If that doesn' work, Dirty Fighting is a lot more reliable than the paralyze rune.  One activation gives you enough time to kill an archer or caster (especially if you have Coup de Grace).

due to how fast mobs die in DAO, it really shrink rogues dmg by a large amount due to the travel distance to get in to a flanking position.

The travel distance isn't that much more than for a warrior, it's usually just another second or so to move from face to back.  Sometimes it takes longer if you're fighting in a really cramped space or the enemy's in a corner, in those cases yeah the warrior has an advantage I agree.

You're right that mobs die fast, this is why I usually have my rogue attack an off-target while the rest of my party focuses a different one.  This way I don't waste time moving to a target that will be dead before I get there.
 

not to mention against ranged units it is even impossible to backstab unless u get in to stealth first. which slows down ur movement speed even more.

Dunno about you but I lead with my tank when I expect to fight, and if the archers see the tank first they never seem to switch targets to the rogue, at least when the rogue has light armor and the tank doesn't.  Even in the situations where your rogue gets aggro first (*cough* cutscene ambushes *cough*) or gains it during the fight, you can just flick stealth on and off to lose aggro.  In any case rogues get a passive Power of Blood talent that increases stealth movement speed so it's not that much slower than regular running.
 

and against melee unit, area effect attacks favors warriors by a large amount.

I'll give you that, warriors have better Whirlwinds and DW sweeps since those can't backstab. 

PS: In a group environment, a DW warrior can be put in to auto-script and still melt face, while a rogue in auto-script is worse than an archer pre dex fix.

If we're assuming min/maxed rogues we can assume proper micro too :P