![]() ![]() Again, being one-handed weapons, they allow for the use of shields in the offhand.īroadswords are great for crowd control and are second in damage only to handaxes, but their shortcomings are that you can’t wear a shield and you still have to stay at melee range, The fact that they add fatigue with every attack will kill a lot of early decks. They are usually stronger than daggers in the early game, when you may not be able to attack multiple times in a turn and have to settle for big, single hits. In the middle are standard swords, which have no special advantages or disadvantages. They add fatigue after every strike, making them best for fatigue decks or decks where you expect to only occasionally strike enemies for heavy damage. On the other side of the spectrum, handaxes are a single-handed weapon with the heaviest initial damage bonus of any archetype. Lastly, because the dagger-archetype are one-handed weapons, they also allow for the use of shields in the offhand. ![]() Since some cards and mechanics synergize with bleed, I find it’s usually better to stack bleed than to have higher flat damage. My favorite weapons tend to be daggers and fist weapons (which are essentially upgraded daggers.) They tend to have slightly less attack than swords, but they make up for it by stacking bleed on opponents and synergize with builds that expect to attack multiple times in a turn. That being said, some of them definitely require specialized builds to use, and others are more general-purpose. Each of the weapon types offered are viable choices depending on your build, and all of them have at one time or another been the best strategic choice for a build I’ve run. ![]() Before we begin the guide proper, I’d like to say a word about the game’s weapons. ![]()
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