Best dual wield build.. or two handed build?

muzaca

New Member
Aug 31, 2017
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0
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Hello. Just another guy that can't play anything else other than barbarian/warrior type characters here.

Trying to figure out dual wield build, but when I look up guides, most of them don't use any of the cool-looking dual wield abilities like dual blitz or eviscerate.. Trying to find a build where you can use those abilities. I'm using them either way. My stats are str/vit/dex. I'm using dawnsword and sanctified gladius for dual wield build.

But when I use two hander build I use songblade, almost fully upgraded, with talents like-steady strike, bull rush, assassinate (for oneshots) and cleave. At will is either furious strike or guard stance. I get a feeling it's probably not the best build since I'm not really doing damage

Help!
 

PalletTown

Well-Known Member
Sep 10, 2015
457
612
wings of asira is a great off-hand choice as well because it confers disarm immunity.

Guard stance isn't really good for dps builds. If you have the dawnsword as primary then you can use the deflection at-will. Charge weapon is also good even on a spellpower dump build.
 

muzaca

New Member
Aug 31, 2017
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0
27
wings of asira is a great off-hand choice as well because it confers disarm immunity.

Guard stance isn't really good for dps builds. If you have the dawnsword as primary then you can use the deflection at-will. Charge weapon is also good even on a spellpower dump build.
Hey yes I use deflection when I'm using dual wield build. I used guard stance when I was using two handed build. Now I actually switched to furious strike for two handed, but I might use charge weapon instead for two handed build too. And I've been winning all of the matches in colosseum with both dual wield and two handed build (especially with the new eastern greatblade from the vendor there)... I just think dual wield is not as OP since it deals kind of mediocre damage and a lot of my eviscerate attack misses. I actually really hope Savin adds either ultimate for dual wield or more attacks/stances for dual wield build.

p.s I really wish I could use ashelander with dual wield build. She's just sitting in my bag all the time lol
 

SeveringCrisis

Well-Known Member
May 24, 2018
62
20
It should be noted that your stance isn't removed after swapping weapons, you can equip dawn sword for at-will and switch to greatblade without issue.
 
It should be noted that your stance isn't removed after swapping weapons, you can equip dawn sword for at-will and switch to greatblade without issue.

I just checked and this is incorrect unfortunately (It Would Be Great if you could min/max like that).
Your stance will be greyed out unless you switch back to [Dawn Sword]
 
I get a feeling it's probably not the best build since I'm not really doing damage

There's an unfortunate truth in CoC2.
Fighters do terrible damage by just smashing.

There are a lot of enemies that combine high armor with high resistance to physical aka [Penetrating] damage.
Ghosts are just flat out immune to physical dmg. Arona has nightmares about this fact.

The few weapons that do pure elemental damage are caster wands.

As you can see the deck is stacked against martials.
After all this is a game that revolves around fucking making love, not war. The fighting is just foreplay to the sex.

You can get around the problem of low damage by building your fighter as a Spellblade to incorporate magic dmg into your attacks.

There is one incredibly good power (8)Lunge - that ignores armor, gains +300 atk power, and applies [Sundered], but until the level cap is raised to 8, it's obviously not an option.

If you can stomach a longish read, I've written up a dual-wield build that revolves around boosting your basic attack with (2)Blessing and elemental damage so that your [Dawn Sword] counter attacks hit like a Mack™ Truck - in addition to the normal damage you'd do. (You may have already read it)

I enjoy trying different setups with all the classes and I find this build to be one of the best against the final boss of the Colosseum on Dark Difficulty.

Sorry to be the bearer of bad news but pure physical damage is handicapped in CoC2.

If you have more build related questions, feel free to ask.
 
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SeveringCrisis

Well-Known Member
May 24, 2018
62
20
I just checked and this is incorrect unfortunately (It Would Be Great if you could min/max like that).
Your stance will be greyed out unless you switch back to [Dawn Sword]
really? does the game remove the stance upon switching now? In the past I just started an encounter with dawnsword equipped for the auto-stance and immediately changed weapon afterward
 

nyukuriaa

Member
Nov 23, 2023
7
12
21
Your stance will be greyed out (i.e you can't toggle it on and off) but it will still remain active if it was previously.

In fact you don't even need to meet the conditions to activate the stance to have it auto-activate and remain active throughout battle.

Try it out with the dawnsword: equip dawnsword -> equip deflection ability -> equip 2H weapon or replace dawnsword.
There's an unfortunate truth in CoC2.
Fighters do terrible damage by just smashing.

There are a lot of enemies that combine high armor with high resistance to physical aka [Penetrating] damage.
Ghosts are just flat out immune to physical dmg. Arona has nightmares about this fact.

The few weapons that do pure elemental damage are caster wands.

As you can see the deck is stacked against martials.
After all this is a game that revolves around fucking making love, not war. The fighting is just foreplay to the sex.

You can get around the problem of low damage by building your fighter as a Spellblade to incorporate magic dmg into your attacks.

There is one incredibly good power (8)Lunge - that ignores armor, gains +300 atk power, and applies [Sundered], but until the level cap is raised to 8, it's obviously not an option.

If you can stomach a longish read, I've written up a dual-wield build that revolves around boosting your basic attack with (2)Blessing and elemental damage so that your [Dawn Sword] counter attacks hit like a Mack™ Truck - in addition to the normal damage you'd do. (You may have already read it)

I enjoy trying different setups with all the classes and I find this build to be one of the best against the final boss of the Colosseum on Dark Difficulty.

Sorry to be the bearer of bad news but pure physical damage is handicapped in CoC2.

If you have more build related questions, feel free to ask.
 

nyukuriaa

Member
Nov 23, 2023
7
12
21
Secondly, I disagree with your thesis that martials are handicapped compared to mages in COC2. Perhaps I'm just not playing mage correctly, but regardless I have been able to complete the entire game on dark difficulty (including Colosseum) using a solo warrior.

A couple tricks that made this possible:
1. Thrown weapons allow offhand weapons to inherit the ranged property.

A lot of ranged abilities are extremely strong but are balanced by the fact that you need to use ranged weapons, which unfortunately don't have many good options and are all 2-handed.

The ability triple threat for example allows you to make 3 attacks with a ranged weapon with -25 accuracy each, which is frankly already an absurd ability: with just 100 base attack power you are doing (100 + 100) x 3 = 600% base damage, equivalent to assassinate for a recharge ability. It also gains triple effect for enchants, charged weapons etc and the accuracy penalty is mostly negligible by level 7.

It gets ridiculous when you do something like using flame dagger mainhand + flame dagger/sanctified gladius/dawnsword offhand: now you are hitting for near 1200% base. I was able to 1-hit Eyslaine on dark with no setup using this + some lucky crits.

2. Gear swapping does not consume your actions. Abuse it.

This is more for the hardcore/challenge-mode players as it is somewhat time-consuming, but if you are willing to spend the time, it is well worth it.

Carry multiple armors with different resists/effects and swap to the most suitable one during battle. For example I carry kunoichi bodysuit (phys res + eva), dreamplate (focus), giant plate (pen/crush res) and dragonscale (armor + pen/fire res). Generally I find you want to maximize resistances (mostly phys res) and eva if you can pump them high (70+) as every additional point is more effective than the last, and armor/ward/focus otherwise.

You should also take advantages of changing weapons during battle: for example equipping kunai in your offhand before cleaving to bleed all enemies, or equipping a shield during a turn where you do not attack.

3. You can prebuff for most fights, and you can give allies certain boons.

This one is a bit more straightforward, but you can buff each character with 1 of the following before each fight: brazenbury ale, steadfast tonic, naptha, blood iris, conj. concotion- these can provide a much needed boost for hard fights, especially if you match the enchant with the enemies weaknesses. Secondly you can use a pupperidge ale/bento box to max the entire parties toughness/willpower, and then overwrite your buff to the boon you want with Garth or another barkeep.

Anyway I realize the OP didn't ask for an essay but a build guide so here's a tldr build;

Gear
fire dagger/any light thrown weapon mainhand
fire dagger/sanc gladius/dawnsword/corr. dawnsword offhand
whatever else for the rest, try to get as much initiative/attack power/armor pen/crit as possible

Abilities
at-will: deflection/equanamity(with silver mask)/intuition(with silver mask)/charge weapon
recharge: any combo of cleave/fan of knives/crowd control (AOE options) and triple threat (single-target)
encounter: eviscerate(extra charge of triple threat)/thunder strike(best with very high crit + eye for weakness)
ultimate: anything besides assassinate
 
It should be noted that your stance isn't removed after swapping weapons, you can equip dawn sword for at-will and switch to greatblade without issue.

I finally had the chance to sit down to play some CoC2 and tested the swapping mechanic, confirming what you stated was correct.

So mea culpa, my mistake, I should have been more thorough in testing.
 
Secondly, I disagree with your thesis that martials are handicapped compared to mages in COC2.

It's fair to disagree with my opinion and you've provided some excellent gameplay tips.

(For the record I've completed the Colosseum on dark difficulty with a solo warrior as well.)
[Mare's Ring + Everblossom hood can easily regen +44hp per turn, with the Everblossom hood providing a tick of healing everytime you're struck]

However I still stand by my statement that CoC2 penalizes melee (martial) characters and I'll reiterate my points.

1. Immunity to [penetrating] & [crushing] damage.

Enemies belonging to the ethereal family (aka ghosts) are immune to physical dmg.
If your team comp relies on physical damage alone, then you're in for a bad time fighting
Dire Wolf Spirit - Spectral Smith - Grungendyr.

Yes there are work arounds but it requires intimate knowledge of CoC2's mechanics that a new player won't have.

Counterpoint: Some enemies are immune to Erotic Warfare however NO enemies are immune to ALL magical elements.

2. Armor & resistances. Sex & Magic > Violence

On average, most enemies and bosses will sport much higher armor combined with [penetration resist] while inversely possessing
elemental & erotic weaknesses.

Examples.

Minotaur Miners - 92 armor/25% pen res vs 7 ward/-75% blight res vs 34 focus/-75% pheromone res

Bruno - 152 armor/25 pen res vs 8 ward/-100% holy res

Queen Alissa Demon of Ice edition - 102 armor/25% pen res vs 12 ward/-100% holy res vs 28 focus/-75% tease res, -50% pheromone res

3. Stances that punish melee. Not an exhaustive listing.

(4)Duelist's Stance users: Lyla, Frost elk/Walrus, Various colosseum mooks
(1)Blade Block users: Captain Eyslaine, Nakano, Faceless Blade, Incubus Blackguard <--- (Technically not a stance. Stun/prone cannot be used to remove Blade block.

Counterpoint: Use range. Combining [Chrysanthenum Petal] + [Kunai] + Sure Shot/Crowd Control applied (pre-nerf) blessing boosted bleeds but this runs counter to what the starting warrior/thief is likely to use -- namely swords/daggers.

4. Disarm vs Silence. Also not an exhaustive list.


Your champion is much more likely to be disarmed than silenced. Nothing however, can stop you from shaking your jelly.
Note some status effects can stack in duration if applied repeatedly.

Sources of Disarmed:
(4)Disarm - used by 8 different enemies
(1)Heat weapon - used by 4 different enemies
(4)Aim: Weapon - used by 4 different enemies
(2)Charge (Disarm on crit) - used by a whopping 11 different enemies

Sources of Silenced:
(4)Counterspell - used by 3 enemies, 2 of which are one time encounters
(4)Garrote - used by 3 enemies but is an encounter power
(10)Silencing Blow - only used by Captain Eyslaine on Dark difficulty

Counterpoint: Carry [Remedy]. Use to remove those pesky debuffs.

Summary

There are numerous mechanics that disadvantage or actively punish physical melee characters.
Yes with knowledge and experience those maluses can be negated but it doesn't change the fact those barriers exist.

Whether this is good design or bad is up for debate,
but there is a logic to a game revolving around sex to encourage the weaponization of hot, slutty assets.

Thanks for reading! 07