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  • Reasons why pre-50 Dual Weild isn't all that.

    First off, I know someone's going to flame me, so let me open up saying this: I bear no hatred for WAR/NIN. I may've retired my WAR job for now, but I DID use WAR/NIN in situations that called for it. I'm not trying to flame or bash or troll with this post. I'm here for an intelligent discussion about the cons in particular of dual weild. Why the cons? Because I'm sure you're all familiar with the pros. There used to be a time where WAR/MNK was the default, and WAR/NIN was rarer, almost exotic; it was seen as optional, and not many knew of what it could really do. Those times are long gone now, however. WAR/NIN seems to have taken over as the default job combo, leaving MNK as optional once you hit 30. In the high levels, WAR/NIN can do some very impressive things - I'm not going to deny that. The problem arises when newer WARs try to replicate endgame WAR/NIN DoT as low as level 20, when it simply isn't possible. So I'm going to try to dispel a few myths about Dual Weild, and put it in perspective to other options. I mainly write this from a DDing point of view, because nowadays the terms "Dual Weild" and "DoT" seem to be almost interchangeable. WAR/NIN can mitigate damage very well under the right circumstances, I won't deny that either. But please, if you disagree with me, back yourself up with logical arguments. There's nothing more frustrating than someone simply posting "your whole post is wrong. I'm right. That's all." I don't pretend to be always right, but PLEASE, if you disagree, I want you to *argue,* not flame. And once again, remember: this applies mainly to Dual Weild I and the pre-Rampage levels! When I say Dual Weild, I'm most likely NOT talking about Dual Weild II unless I say otherwise.

    Now that that's taken care of...let's begin. First of all, Dual Weild does NOT increase your TP gain. Yes, it reduces your Delay by 10%. In fact, let's emphasize that: it reduces your Delay by 10%. TP-per-hit is based on the Delay of your weapon. When Dual Weild reduces your weapon's Delay, it also reduces the TP you gain per swing. The average axe has a delay of 276 and gains 7.25 TP each time it hits. With Dual Weild, the Delay of the average axe gets bumped down to 248; however, the TP gain also gets bumped down to 6.59. Single-weilded, the average axe reaches 100 TP in 14 swings. Dual-weilded, a set of average axes will reach 100 TP in 16 swings. Single-weilded, 14 hits would take 64.4 seconds (60 delay = 1 second.) Dual-weilded, 16 hits would take 66.08 seconds. Hell, the single-weilder got 100 TP first; not that it really matters, it's a very marginal difference, marginal enough to be disregarded. So, on average, we can say single-weilding and dual-weilding gets TP at the same rate.

    Of course, now I'm just making it sound like Dual Weilding is bad! What about the increased attack speed? Oh, it's there. Just keep in mind that it's still pretty close to being twice as slow as single-weilding. It's a 10% reduction in Delay. Like I stated earlier, the average axe would go from having 276 Delay to having 248. During the course of a 2-minute time period, a single-weilded axe would've swung 26.09 times, while the dual-weilded axes would've swung 29.03 times. However, keep in mind this - Utsusemi: Ichi has 4 seconds of casting time. The delay of each axe when dual-weilded is 4.13 seconds. If you're backup tanking, (which is very probable - if you've got both shadows and Provoke, you're most likely going to be expected to use them,) for every time you cast Utsusemi mid-fight, you've pretty much forfeited one of those extra swings. If you're duo tanking, which is a pretty common scenario with WAR/NIN, you're going to be casting Utsusemi: Ichi as fast as you can, and I'm sure you know it's on a 30 second timer. And yes, you technically do have more chances to Double Attack because of the increased speed, but that's IF you're not slowing yourself down with Utsusemi, and also keep in mind that Double Attack has a roughly 10% proc rate...in the long run, you'd need around 10 extra hits to get an extra Double Attack.

    Actually...if you're using Utsusemi constantly, you're actually SLOWING DOWN your TP gain. You'd be hitting pretty close to the same ammount of times as if you were single-weilding, but you're hitting for less TP. As I said earlier, over the course of two minutes, you'd hit 26 times single-weilding an axe. Hitting 26 times while single-weilding will give you 188.5 TP (yes, the decimal counts.) Hitting 26 times while dual-weilding, on the other hand, will net you 171.3 TP. That's a 17.2 TP difference. Why is it that WAR/NINs seem to have such a great TP gain in the higher levels, then? Well, at level 48, there's Viking Axe. It gives +10 Accuracy. When you're dual-weilding them, you have a 20 Accuracy advantage over other DDs. Most WARs will eventually replace this on their main hand, but keeping one in your offhand for the accuracy is a common practice. WAR also has Aggressor, which gives Accuracy+25 for 3 minutes, working in their favor. At 60, many DRKs and SAMs and in a few rare occasions even MNKs and DRGs (depending on the WS they'll use) will start using THF sub to SATA big WS numbers onto the tank. This implies losing Double Attack from WAR sub, and that hinders their ability to gain TP. This doesn't hurt SAM nearly as much, of course, but it does hurt the DRK, and we all know how much competition there is among DDs. At 70 it's possible to use a Joyeuse, which by its very nature gains TP faster than other weapons (except Ridill, but this is much harder to come by.) This also skews TP in WAR/NIN's favor. There's a pattern here, though - it seems to me that Dual Weild's real value isn't coming so much from the Haste as it is from the bonuses your off-hand weapon has. Unfortunately, pre-50, there aren't any weapons with major bonuses.

    Ah, but what about WS? Dual-weilding gives you an extra hit in your WS. That's an improvement! Well...this is true, but if you were to Sneak Attack your one-handed Axe WS you'd get similar, if not higher numbers. You COULD argue that noone's going to use Sneak Attack with a one-handed Axe - but that argument still works against Dual Weild, because SA Sturmwind will blow DW Raging Axe/Avalanche Axe away in damage, and SA Shield Break will still do numbers equal to or slightly better than DW Raging Axe/Avalanche Axe. Not only that, but Shield Break gives Evasion -40. Because Accuracy and Evasion have an inverse relationship, that's like giving the whole party a 40 Accuracy advantage. That's a bigger bonus than Sushi will give you at these levels, AND still allows you to eat attack food. It's the best of both worlds. That alone offsets any advantage dual-weilding at these levels may have due to two axes having a slightly higher combined DMG than a Great Axe (and, may I remind you, that dual weilding axes with DW1 is only 8 delay faster than the average great axe...the difference in speed is marginal, and you're still slower than just about everything that isn't a Scythe.) Not only this, but Shield Break gives the whole party an accuracy advantage, not just the person who used it, which makes it incredibly valuable, and ends up raising every melee's total damage...if you were to take the sum of the increases in damage of every DD, the increased damage produced as a result of using Shield Break would be quite hefty. I'll elaborate even more, just to make sure it isn't overlooked - when you're using Shield Break, you can perform at your best. You can max out your Attack without sacrificing Accuracy. You can tell the BRD to give you Attack + Haste songs instead of Attack + Accuracy. You can replace sushi with meat. But like I said, it's not just you - the other DDs can too. When all the DDs take advantage of the free accuracy they've been given, it's a sight to behold. I'd say Great Axe has the edge when it comes to DoT at these levels.

    What about atypical situations? You're not always going to be EXPing. Shields can block a substantial ammount of damage simply from the act of shielding, and some shields have some nice bonuses too. Strike Shield gives Attack +5, Balance Buckler gives Accuracy +3. Light Buckler gives Shield Skill +5, Hard Shield is probably the only kite-type shield WAR can use, and as such should block damage quite well. Lantern Shield, while moderately expensive, gives you Attack+5 as early as level 20. You don't need A+ shield skill for it to make a noticeable difference. Of course, you could've been using Utsusemi to reduce damage - but who says just because you're playing WAR/NIN you HAVE to Dual Weild? Dual Weilding is an option, not an obligation. You can take advantage of both Utsusemi and shielding for long, drawn-out boss battles; Utsusemi doesn't grant invulnerability...sometimes you don't have a second blink tanker or backup voker, or the mob swings extraordinarily fast, or has abilities that wipe shadows...whatever the occasion, there ARE times when we must fight without the aid of Utsusemi and have to take hits the old-fashioned way. What about Ballista? Single-weilding not only gives you the advantage of reducing damage by shielding, it also gives you another advantage - by having a shorter ammount of time between swings, it's much harder for the enemy to cast Utsusemi. With an Axe, he'd have to time it pretty well; with a sword, there's no way unless you're slowed, paralyzed, or miss. Dual Weilding pre-50 may give you two swings at a time, but also gives ample time to recast Utsusemi in between attack rounds...7 to 8 seconds, actually.

    Now that all that's been said, I want to restate my take on all this - I'm not anti-blink tank (hell, I'm a PLD, but I won't deny that there are some things that are simply blink tanked better, period) or anti-WAR/NIN or anti-Dual Weild. However, I do think there are too many myths about Dual Weild, and some of its truths have been exagerated, or only apply to very specific situations. I'm not trying to say Dual Weild is bad - I'm trying to say it's not always the best. Remember, 90% of your power comes from the fact that you're a WAR. you have many tools for destruction at your disposal. Dual Weild is a way to enhance your destructive potential, but it alone ISN'T your destructive potential. Oftentimes Shield Break will be of far more value. Sometimes shielding will be of greater value. You CAN do similar damage even just single-weilding. Sometimes you WANT to single-weild. Sometimes your shadows aren't getting used and you could've been doing better damage with /THF sub. Keep your options open! Use your different subs and weapon combinations to your advantage! WAR is one of the most wonderfully versatile melee jobs throughout the whole game. Don't solve everything by simply equipping two weapons and bashing it until it's dead. I think that's all I wanted to say...I typed quite a handful of text, so there's a slight chance I missed something, but oh well.

    P.S. I know I've said it more than once, but I'll say it again - before you start taking my post apart, please remember that the great majority of this post is relevant to the pre-50 levels. I KNOW things change post-50/60/70. I know Rampage can do big numbers. I know level 3 skillchains do big numbers. I know Breaks start losing value as levelling becomes more and more about doing big numbers and doing speedy kills and constant chaining. This post is about the levels BEFORE WAR/NIN becomes the destructive monster that's made the job combo so infamous!
    Last edited by Armando; 01-07-2006, 07:17 PM. Reason: Typo

  • #2
    Re: Reasons why pre-50 Dual Weild isn't all that.

    wow, you really did your homework. good job, you've explained things out in a clear and concise manner. i have absolutely no arguements whatsoever with you, i agree whole-heartedly.

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    • #3
      Re: Reasons why pre-50 Dual Weild isn't all that.

      lol I dunno if that is concise... :p
      My Signature. Now with 50% more processed ham product than those other leading signatures.

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      • #4
        Re: Reasons why pre-50 Dual Weild isn't all that.

        Hey, thanks ^^ You know, this is the first time I post something like this and have someone actually agree.

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        • #5
          Re: Reasons why pre-50 Dual Weild isn't all that.

          I find most WAR/NIN and even fullout NIN tanks i PT with dont really have too much trouble getting TP if their equippened right. Most WAR/NIN i know on asura arent tanks, their DD. WAR/NIN is as amazing DD IMO.
          Originally posted by Blood Red Poet
          InuTrunks is just mad, because I ate his baby.

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          • #6
            Re: Reasons why pre-50 Dual Weild isn't all that.

            Well...like I said, it's ok...but not as good as it could be. It's hard for a WAR to do below low damage because they already have what most DDs need regardless of their sub...Berserk, Double Attack, and heavy DMG weapons. But I'm sure if a DRK subbed NIN and started dual-weilding axes, or if a SAM subbed NIN and started dual weilding swords, it'd raise a few eyebrows. It's not the damage they do that bothers me, but the mediocricy of so many WARs lately. Sneak Attack and Shield Break blow dual weilding out of the water because most weapons are simply normal below 50 and don't have any super effects like Attack+30, Accuracy+10, or usually hitting more than once.
            Last edited by Armando; 01-07-2006, 06:21 AM.

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            • #7
              Re: Reasons why pre-50 Dual Weild isn't all that.

              WAR/MNK, WAR/SAM and WAR/THF are strong DDs too. WAR have good str, good atk, and some really powerful weapons with excellent WS, and they have berserk and double attack regardless of SJ. And aggressor, which most DDs don't get at all (monks get focus which is similar).

              It's really rare to see the old WAR/SAM style - break, meditate, SC - anymore. Anyone have an idea why that is?

              Edit: And you're neglecting the usefulness of 2h weapons in breaking through high VIT mobs like crabs and beetles, which are extremely common exp targets. One 2h weapon hit will significantly outdamage two 1h weapon hits on those types of mobs. 2h weapons typically have stronger WS, too. (My WAR is too low to personally test Rampage/Calamity vs. Raging Rush, but I can say from experience that Sturmwind > any 1h axe WS at its level, even if it *isn't* SA'd.) Of course you can sub NIN and still use a 2h weapon, but NIN is a gimp sub if you're not using DW or Utsusemi.
              Last edited by Karinya; 01-07-2006, 07:33 AM.
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              • #8
                Re: Reasons why pre-50 Dual Weild isn't all that.

                Originally posted by Karinya
                It's really rare to see the old WAR/SAM style - break, meditate, SC - anymore. Anyone have an idea why that is?

                Shield breaks arent too hot now. They're element based.

                Also... calamity is a joke, lol.

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                • #9
                  Re: Reasons why pre-50 Dual Weild isn't all that.

                  I suppose WAR/SAM is gone because everyone prefers to spam Rampage (isn't that ironic?) I neglected the STR/VIT issue because a good WAR can easily get a LOT of STR...of course, crabs are pretty high on defense too, but the defense will affect two-handers and one-handers equally. Though if the WAR isn't building up his STR and is using Balance Rings and the likes, he IS going to do some sad, sad damage (reminds me of all the level 30 WAR/NINs I see lately in Jeuno dual weilding a pair of Centurion's Swords.) I also failed to mention that SA on a one-handed axe, because of its additional damage and consistency, will counter the extra hits from dual weild (assuming the dual weilder is making minimal use of Utsusemi.) I wouldn't say NIN is a gimp sub if the person isn't dual weilding though. I mean, sometimes you need a second WAR/NIN for duo blink tanking...and I'd rather use my Great Axe than my Axes. Personally I think, unless you've got a powerful off-hand weapon (which is mainly in the higher levels only,) a WAR/NIN should be used for its shadows, not for its "DoT." And yes, Sturmwind will outdamage DW or SA Raging/Avalanche Axe (I did a lot of experimenting with my axes and great axes and subs back in the day.)

                  EDIT: They may be element based, but unless you're fighting bones or ice elementals, I can't think of many EXP mobs which'd be resistant to ice. As long as the mob isn't resistant, it should stick.

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                  • #10
                    Re: Reasons why pre-50 Dual Weild isn't all that.

                    Your main point is solid, especially since, you know, I've made it myself a few times.

                    One thing though...

                    Now that that's taken care of...let's begin. First of all, Dual Weild does NOT increase your TP gain. Yes, it reduces your Delay by 10%. In fact, let's emphasize that: it reduces your Delay by 10%. TP-per-hit is based on the Delay of your weapon. When Dual Weild reduces your weapon's Delay, it also reduces the TP you gain per swing. The average axe has a delay of 276 and gains 7.25 TP each time it hits. With Dual Weild, the Delay of the average axe gets bumped down to 248; however, the TP gain also gets bumped down to 6.59. Single-weilded, the average axe reaches 100 TP in 14 swings. Dual-weilded, a set of average axes will reach 100 TP in 16 swings. Single-weilded, 14 hits would take 64.4 seconds (60 delay = 1 second.) Dual-weilded, 16 hits would take 66.08 seconds. Hell, the single-weilder got 100 TP first; not that it really matters, it's a very marginal difference, marginal enough to be disregarded. So, on average, we can say single-weilding and dual-weilding gets TP at the same rate.
                    Dual wield works like a haste coefficient in that it doesn't reduce your TP per swing. The base delay calculates the TP gained, after which your time between swings is calculated with passive and active haste buffs. So yes, Dual wield war/nins get statistically faster TP for this and two other reasons: the TP/delay calculation isn't linear, lower delay weapons have an advantage in that they get more TP per point of delay on the weapon. Also, the passive haste gives you a slight advantage with double attack procs.
                    Until Rampage, I always say WAR/THF ftw. WAR/NIN is popular for aesthetic appeal and ignorance.

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                    • #11
                      Re: Reasons why pre-50 Dual Weild isn't all that.

                      Actually, no...I've tested it out myself. It's an easy thing to do and only requires 5 minutes of your time. Pick up your weapon, single-weild it, hit easy mobs 10 times, subtract 2 for each time you got hit. After you subtract the TP that wasn't a result of you smacking the poor mob, divide that by 10 and you'll have your TP per swing. I did this on PLD with Honor Sword, then Dual-weilded a Grudge Sword on the other hand (Honor Sword and Grudge Sword both have 240 Delay, so as far as TP is concerned, I have the same weapon in both hands.) With the single-weilded Honor Sword, I got 70 TP, and got hit 3 times. That left me with 64 TP, which, divided by 10, tells me that I was getting 6.4 TP per hit. I know this is accurate, because if you replace 240 Delay in the TP formula for weapons with a Delay of 181-479, ([Delay - 180]/256)*6 + 5, you get 6.41. Also, I'd gain 7 TP on my third swing. On the other hand, after I dual-weilded, I got 70 TP as well (coincidence,) and got hit 6 times, leaving me with 58 TP. Now, if you multiply 240 x 0.90, the new delay of my longsword-type blades would be 216. Insert 216 in the TP formula, and the product is 5.84. This is also accurate, because I noticed that on my initial attack round, after both swords struck, I had 11 TP. I did this for the sake of my own knowledge, so no screenshots were taken. Like I said, however, you could very easily test this in under 10 minutes, as it only requires you to attack 20 times and do some basic math.

                      However, I will agree that your second argument is valid on paper. Unfortunately, in practice, the difference is negligible. Yes, TP growth isn't linear - there's three TP growth rates: weapons of 180 Delay or less, which all gain 5 TP, and thus, if they increase their speed, they're improving their TP-per-time ratio; weapons with a delay of 181 through 479, which have an increase in TP linearly as their delay increases - roughly 1.41 TP for each increase of 60 Delay over 180; and weapons with 481 Delay or higher, which gain TP linearly at a slower rate, roughly a 0.75 increase in TP per each increase of 60 Delay over 480. However, weapon delays are still independent when TP is being calculated; if you dual weild a dagger with an axe, the dagger will get less TP, and if the axe were to miss, the dagger's TP gain wouldn't be half of the total TP gained when both weapons swing. That being said, the delay of any sword or axe when single-weilded and the new delay with the dual weild "haste" bonus both fall under the range of 181 to 480. So the TP gain/loss is linear as far as dual or single weilding an axe or sword is concerned. Also, if you notice, the TP formula for this range basically builds upon the TP of 180 Delay-or-less weapons - the 5 is a constant, and all the Delay in excess of 180 goes through the formula to determine how much will be added to the 5. This would imply TP is statistically skewed in favor of faster weapons, like you said. However, because the difference between the weapon's Delay and 180 is divided by such a big number, you don't get a big enough variance in TP for that statistical advantage to matter or show.

                      Also, very rarely will you have a weapon that gains exactly 100 TP - simple math will tell you that the ammount of swings needed to reach 100 TP can be obtained by dividing 100 by your weapon's TP-per-hit, and there'll usually be remainders. Because of this, you have slight variances in the time it'll take to reach 100 TP because sometimes a weapon with a moderate delay falls short by just a bit, and needs an extra swing to go over 100 TP, while if the weapon gained just a bit more and TP per hit, it would've met or exceeded 100 TP in one swing less. Such was the case when I demonstrated the similar TP gain rates of a single-weilded axe and dual-weilded axes; the dual-weilded axes fell a bit short of 100 TP on the 15th hit, so an extra swing was required to go over, which is why the single-weilded axe got 100 TP in 2 seconds less. Had the dual-weilded axes had more delay (and thus more TP-per-hit,) they would've saved themselves that swing and thus gotten 100 TP around 4 seconds sooner. Basically, as long as a weapon's TP-per-hit isn't a factor of 100, TP gain will always be unequal, and wether single-weilding or dual-weilding gains 100 TP faster should all conditions be equal could go either way and would be completely up to the delay of the weapons. Also, should Dual Weild fall short of 100 TP because of this remainder issue at the end of an attack round (possible even with this hypothetical set of 276 Delay axes that require an even number of swings to hit 100 TP should the ammount of misses be an odd number,) it'll have to wait nearly twice as long as a single-weilded axe because it swings in sets of two, even though it only needs one more hit, much like Great Axes that fall short of 100 TP by just 2 TP have to wait a full 8 seconds to swing again. Moreover, if you're dual-weilding weapons with different delay, TP gain would be even more erratic if by chance, Weapon A misses more often than Weapon B during a particular 100 TP stretch, and vice-versa. If anything, Dual Weild is more prone to irregularities or additional delays than single-weilding is even if they got TP at the exact same rate. Still, if all weapons had 100% Accuracy and you ignored all other sources of TP, all weapons with Delays within the 181 through 479 range would reach 100 TP at around 65 seconds, with at most a 6 to 8 second difference between extreme cases of two weapons. As seen with the hypothetical axes, the difference was of only 2 seconds, and the difference between the hypothetical single-weilded axe and a dagger of 180 delay is 4 seconds. The difference between the dual-weilded axes and a dagger of 180 delay would be 6 seconds. The further away from 180, and the closer together the delays of two given weapons is, the less of a difference there should be. So the difference is small enough to dismiss, and when you consider that there are probabilities of missing, and probabilities for double attack to go off, these fine lines between the TP gain of one weapon and another that's somewhat slower become completely blurred.

                      EDIT: To further illustrate my point, let's consider the TP-per-second of the single-weilded and dual-weilded axes. The single-weilded axe gains 7.25 TP every 4.6 seconds for a rate of 1.58 TP per second. The dual-weilded axes have a gain 6.59 TP every 4.13 seconds for a rate of 1.60 TP per second. Over the course of 1 minute, the single-weilded axe would theoretically gain 94.8 TP, while the dual-weilded axes would gain 96. The difference is only 1.2 TP. I picked such a small time frame because TP is generally used up shortly after reaching 100 TP anyways. However, like I explained above, this is irrelevant, because we don't get TP in a constant stream, but rather in increments, and even if we did get it in a constant, uninterrupted stream not subject to gaps from missing attacks, the single-handed axe would reach 100 TP only one second later. But again, this isn't a very practical model for how TP is acquired in combat, and if you were to take such a small difference into consideration, you'd also have to take into consideration that our theoretical single-weilded axe exceeded 100 TP two seconds earlier than the dual-weilded axes in my first post. You also have to take into consideration that there's also a margin of error when rounding all these ugly decimals, so maybe that 1.2 TP difference is actually smaller than that.

                      I appreciate the ammount of thought you put into your post, and I also agree with you - before Viking Axes, Dual Weild II and Rampage, most people dual weild simply because it looks cool, or because they're misinformed (and I don't mean to flame any readers with this - when I first started dual weilding axes I myself didn't know all of this that I have posted, after all!) And indeed...WAR/THF ftw ^^
                      Last edited by Armando; 01-07-2006, 08:09 PM.

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                      • #12
                        Re: Reasons why pre-50 Dual Weild isn't all that.

                        Great post, most War/Nin do it for the sexyness factor

                        the fact more wars dont use breaks in xp parties shows how selfish people are in this game...

                        Originally posted by SevIfrit
                        we asked for more wyvern control the give us emotes.... /em slams head off desk...

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                        • #13
                          Re: Reasons why pre-50 Dual Weild isn't all that.

                          Wow, I really wasn't expecting this many positive replies. Not a single flame yet ^^ Thanks! Oh, and I added a bit more to my last post for the sake of completeness.

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                          • #14
                            Re: Reasons why pre-50 Dual Weild isn't all that.

                            All I ahve to say is that tanks suck at this lv (48WAR) and Utsusemi ahs saved my life more times than i could count...

                            Otherwise it looks good but it's so long ; ;


                            Warrior TP Warrior WS

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                            • #15
                              Re: Reasons why pre-50 Dual Weild isn't all that.

                              I get into a lot of warrior discussions pretty much... everywhere I go.

                              Think I'll write down this URL.
                              "And if he left off dreaming about you, where do you suppose you'd be?"

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