Lvl two weapons + my thoughts on weapon choice.
I can just barely cap both Axe and G.Axe through normal leveling. Having 2 weapons lvld gives you more skillchain options - and in the case of G.Axe, serve a unique role with Breakers.
What 2 weapons should you lvl? Weapon choice depends on your plans. (Yes, you can always go back and skill up weapons you missed...if you have the time.)
G.Axe/Axe
Strengths: War's best weapons. Keeping Axe leveled for the inevitable switch to War/Nin.
Weaknesses: No Distortion. No "Spirits Within" Weaponskill.
G.Axe/G.Sword (or Polearm)
Strengths: Early ability to make Distortion skillchain. No Shield = Parry Skillup?
Weaknesses: No Axe is bad for /Nin. No "Spirits Within".
Axe + Sword (/Nin only)
Strengths: "Spirits Within". Dual Wield stat bonuses.
Weaknesses: No G.Axe, but this is offset well by dual weapons.
Some Wacky Choices:
Axe + Shield/Sword + Shield?
Strengths: Shield Skill Up for tanks (G.Axe/Axe yields lower shield skill up) "Spirits Within".
Weaknesses: No G.Axe!!!? Also be warned, you may be called gimp for whipping out the sword + shield =D
Axe + Kraken Club. (lvl63)
If Emnity+ counts for the multiple hits, Kraken Club would be ideal for Tanking. 15 mil for k.club is =OOO
Axe + Stun Knife (lvl65)
Another interesting (and afforadable) Weapon Choice for tanks. Emnity+ with "dagger speed" is interesting in theory. Stun is useful. Damage potential lost by equiping a dagger in the off-hand, is not as critical to a tank.
Edit: Can a veteran poster please clarify, are Wars using "Spirits Within" reserved only for certain HNMs fights? I'm wondering if other Weapons and Weaponskills are more useful than "Spirits Within" in normal EXP parties. In other words, would be be OK to ignore lvling "Spirits Within" until you are rdy for these kinds of HNM fights?
I can just barely cap both Axe and G.Axe through normal leveling. Having 2 weapons lvld gives you more skillchain options - and in the case of G.Axe, serve a unique role with Breakers.
What 2 weapons should you lvl? Weapon choice depends on your plans. (Yes, you can always go back and skill up weapons you missed...if you have the time.)
G.Axe/Axe
Strengths: War's best weapons. Keeping Axe leveled for the inevitable switch to War/Nin.
Weaknesses: No Distortion. No "Spirits Within" Weaponskill.
G.Axe/G.Sword (or Polearm)
Strengths: Early ability to make Distortion skillchain. No Shield = Parry Skillup?
Weaknesses: No Axe is bad for /Nin. No "Spirits Within".
Axe + Sword (/Nin only)
Strengths: "Spirits Within". Dual Wield stat bonuses.
Weaknesses: No G.Axe, but this is offset well by dual weapons.
Some Wacky Choices:
Axe + Shield/Sword + Shield?
Strengths: Shield Skill Up for tanks (G.Axe/Axe yields lower shield skill up) "Spirits Within".
Weaknesses: No G.Axe!!!? Also be warned, you may be called gimp for whipping out the sword + shield =D
Axe + Kraken Club. (lvl63)
If Emnity+ counts for the multiple hits, Kraken Club would be ideal for Tanking. 15 mil for k.club is =OOO
Axe + Stun Knife (lvl65)
Another interesting (and afforadable) Weapon Choice for tanks. Emnity+ with "dagger speed" is interesting in theory. Stun is useful. Damage potential lost by equiping a dagger in the off-hand, is not as critical to a tank.
Edit: Can a veteran poster please clarify, are Wars using "Spirits Within" reserved only for certain HNMs fights? I'm wondering if other Weapons and Weaponskills are more useful than "Spirits Within" in normal EXP parties. In other words, would be be OK to ignore lvling "Spirits Within" until you are rdy for these kinds of HNM fights?
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