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  1. #1
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    Question TWF - your best combo of weapons

    This is not about weapon type used, but about weapon damage type used. (ie +4 Wounding weapon of Puncturing).

    Hoping that people can give me an idea of the types of weapon damage combinations they run with and why.

    Obviously, different designed builds will use different combinations of weapons and usually for certain situations.

    I am interested in players posting the combinations of weapons that works best for them.
    Last edited by Mr_Nobby; 01-24-2010 at 09:23 PM.

  2. #2
    Community Member Ninetoes's Avatar
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    Quote Originally Posted by Mr_Nobby View Post
    This is not about weapon type used, but about weapon damage type used. (ie +4 Wounding weapon of Puncturing).

    Hoping that people can give me an idea of the types of weapon damage combinations they run with and why.

    Obviously, different designed builds will use different combinations of weapons and usually for certain situations.

    I am interested in players posting the combinations of weapons that works best for them.
    +2 Shock Warhammer of Pure Good
    +2 Holy Shortsword.


    Why? They were cheap.
    Last edited by Ninetoes; 01-25-2010 at 02:48 PM. Reason: Holy not holy BURST.
    Quote Originally Posted by Uskathoth View Post
    As opposed to the very sensible killing of hobgoblins and magical wizards. In Pretend-Land.


  3. #3
    Community Member Captain_Wizbang's Avatar
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  4. #4

    Thumbs up

    Okay serious answer, RanII rapier, fire, holy burst, Int+2 and a +5 bodyfeeding short sword of Pure good. Or a bodyfeeding rapier of Puncturing.

    Wizards know how to fight, It is web and kill right?

    But Ferd has the right idea!

    Quote Originally Posted by ferd View Post

  5. #5
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    Thanks for the replies. I have heard people saying that running with two vorpal weapons is good at certain levels - i have also run with players using paralysers to good effect.

    I am trying to get an idea of different wepon damage types to combine and use at different levels.

    For instance what is the real benefit of dual weilding wounding puncturers over say twin vorpals etc.

  6. #6
    Community Member Geonis's Avatar
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    +1 Para rapier of Enfeebling and +1 Bodyfeeder rapier of Enfeebling on a Tempest Rogue with Crippling Strike.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  7. #7
    Community Member gwlech's Avatar
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    Dual Bodyfeeder Rapiers with IC pierce are actually quite useful for soloing alot of stuff.

  8. #8
    Community Member KingOfCheese's Avatar
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    In theory, there are dozens of sets that make sense to have. But the main ones I use are:

    1) boss dps set
    2) trash dps set (could be the same as boss set)
    3) duo vorps (generic trash, high hp trash)
    4) duo con damagers (high hp mobs)
    5) duo str damagers (beholders, spells)
    6) duo dex damagers
    7) blunt set (duo warhammers--ideally with good undead kickers)
    8) construct damagers (mainly for portals)
    9) slime damagers
    10) combo paralyzer/dps or combo paralyzer/vorp
    11) troublesome enemy-specific sets (greater undead banes; construct banes)
    12) on rogue: radiance, coupled with dps weapon
    INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)

  9. #9
    Community Member Krag's Avatar
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    +5 Holy Composite Bow of Righteousness -> marilith
    Dual vorpals -> very tough trash mobs
    Dual +5 Holy Warhammers of PG -> skelly beaters
    Dual Muckbane -> oozes
    Dual Everbright Rapiers -> rusties
    Dual Banishing Rapiers -> Vale on normal/hard
    +3 Anarchic Burst Bastard Sword of GCB/+3 Heavy Mace of GCOB -> portal beaters
    Off-hand +5 Bodyfeeder rapier of PG -> reducing damage
    ...


    And I haven't even started mentioning Greensteel.
    Osmand d'Medani, Stonebearer Eric, Wardreamer

  10. #10
    Community Member JeffreyGator's Avatar
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    damage mitigation:

    (improved) cursespewing of shattermantle (you are the enervation step for the oneshot caster)
    paralyzing (of backstabbing or pure good)

    level dependent of course.

    at high levels this will be improved cs of sm and para of +5/+8 BS

    at level 8 this may be paralyzing (rr) and CS of SM

    unless you have Sneak attack though you'll have pretty mediocre dps personally

    Dual vorpals work best when there is an extra dps for you (really high str, Sneak etc)


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  11. #11
    Community Member Bolo_Grubb's Avatar
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    Dual vorpals (vorpal of PG, vorpal silver of Righteousness -> very tough trash mobs
    Dual disrupters of PG -> skelly beaters and all undead
    Dual Muckbane (muckdoom if you have) -> oozes
    Dual Everbrights -> rusties
    Anarchic Burst GCB would be ideal, but not easy to find -> portal beaters

    Forgot my favorite slayer group set up Paralyze in one hand and Improved curspewing in the other
    Last edited by Bolo_Grubb; 01-25-2010 at 04:43 PM.

  12. #12
    Community Member 96th_Malice's Avatar
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    One hand !!

    Greensteel Radience II Longbow

    Second Hand !!

    +5 Force Imbued Arrows

    BEST combo out there !!

    hehe ..... Does that count ??

    Later gang

  13. #13
    Community Member rage9's Avatar
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    If what ur really after is to find out what u should be using? Then taking out the obvious green steel weapons 85% of the time ur go to weapons will be holy(burst) of pure good. obviously any greater banes u have to be used against their bane type. Fire against cold, cold agaist fire. for lower to mid range I usually use set of holy(burst) of pure good, and acid/shock(burst) of pure good. Remember those maces for the skellies.

    "Hit points=DPS! You aren't doing ANY DPS when ur dead!"
    and like that,.......he was gone.

  14. #14
    Founder Almerel's Avatar
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    2x +1 Holy of Shattermail Dwarven war axes on my lvl 6


    My last signature was ridiculous...

  15. #15
    Community Member JeffreyGator's Avatar
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    disrupters are great at medium levels but lose a lot of effectiveness post level 14 or so. The DC is just too low - they become the anti vorpal for undead except they roll a 1 vs you rolling a 20.

    broad crit range Smiters are great for golems and such.

    Both smiters and banishers tail off at the highest levels though as things can't be banished from thier own plane or start to always make their saves.


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  16. #16
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    Quote Originally Posted by rage9 View Post
    If what ur really after is to find out what u should be using? Then taking out the obvious green steel weapons 85% of the time ur go to weapons will be holy(burst) of pure good. obviously any greater banes u have to be used against their bane type. Fire against cold, cold agaist fire. for lower to mid range I usually use set of holy(burst) of pure good, and acid/shock(burst) of pure good. Remember those maces for the skellies.
    I appreciate where you are coming from - thats fairly common knowledge. What iam after is what people are actually using and why - you never know someone might have worked out a really awesome combination of weapons.

    Granted this is very situational but will be a handy guide for newer players and it never hurts to see what others are doing

  17. #17
    Community Member Captain_Wizbang's Avatar
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    Some really good combos posted.
    Woot Woot, glad you got some real answers.
    All my TWFs, wield dual frost, holy, acid, fire, mace of smiting, etc...
    I find until level 10, its the easiest way to max out damage.
    After level 10, dual vorpals, disruptors, banishers, etc...
    curspewing & paralyze, followed with a heavy salvo of dps works good also

  18. #18
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    I really enjoy improved cursespewer paired with a paralyzer. The mages in your party are going to be spamming save-or-dies anyways; why not save them some spell points by lowering saves? It also makes mobs less likely to hit any AC builds in the party. Similarly, the paralyzer saves spell points for your healer.

    If you really just want to hose mobs, cursespewer and improved cursespewer do stack to a -8 penalty altogether. Mobs will be both less likely to hit and more likely to fall to a SoD spell.
    -blarg

  19. #19
    Community Member zarious's Avatar
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    Many of my situation weapon sets are incomplete. I carry what ever is the best I could find up to now (this is my first high lvl toon)

    +5 Bodyfeeding Rapier & +5 seeker +4 Rapier of Maiming (when I'm worried about survivability and I'm not using my bloodstone)
    +5 Holy Rapier of Maiming & +5 Thundering Rapier of PG (When I have the blood stone on, this is my max general dps set)
    +1 Vicious Rapier of Maiming & +2 Vicious Rapier of Maiming (For high DR enemies that I don't have the correct weapon to bypass)
    +1 Vicious Pick of Smiting & +2 Vicious Rapier of Maiming (Smitable constructs)
    +3 Metalline Hand axe of PG & +3 Flame Touched Frost Light Hammer of PG (General undead set)
    +1 banishing Light Pick & +3 Sickle of Greater Elemental Bane (Elemental Set)

    I need to work on my weapons sets

  20. #20
    Community Member krud's Avatar
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    radiance II and improved cursepewer on my rogue. It's like a +8AC for me, plus free sneak attacks.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

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