Two-Hander Viability

Can somebody please provide a logical answer for this as I can’t seem to understand Crate’s logic here:

One of the only viable 2-Handed builds for ultimate is a Fire Strike Commando. When you look at the 2H transmute for Fire Strike, it has + crit damage and a + total damage modifier - by viable I mean efficiently killing end game bosses, not just surviving the difficulty…

I really wanted to try a 2H Forcewave build using the Tremor transmute as I love the Rending Force upgrade and thought it could be a high damage option especially with the +Forcewave 2H Cthonian Maces. However when I look at the transmute for that it’s just completely nonsensical. I fully understand that there has to be some kind of drawback to the skill when you remove the cooldown on it and make it cost less energy, but to gimp the weapon damage by -75% and THEN lower total damage by -18%. The stun decrease is neither here nor there really. What could the reasoning behind gimping the damage of a 2H skill by THAT much possibly be? especially when Fire Strike can receive a pretty heavy buff from it’s 2H node. Any ideas?

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It’s actually Savagery Ultos that is more viable.

2h Fire strike is viable doe to ways you can play with the proc from Sharz worldeater with which i also posted some buildsor, for more burn centric builds, Infernal Brimstone. These builds work due to some quirks but not straight up Fire strike damage. You can even skip fire strike.

So i’m with you. 2h needs more attention. After the savagery nerf (fix) it is half what it used to be and the Searign might transmuter needs looking into

Maybe a skill with huge range and AoE shouldn’t be able to compete in single target dps with dedicated melee Fire Strike?

Transmuted Forcewave with all conversions I tried are perfectly solo Gladiator viable with success depending only on the number of Fabiuses and Maidens that you draw on wave 150 and 120, let alone ultimate…

Have you tried Vitality Forcewave with the Wildblood set ? I’ve wanted to try it, but it just feels like it’d be so bad I’ve never pulled the trigger on it.

Oh I agree with you 100%, my issue is that I think the numbers are slightly unfair in terms of the trade-off.

Thanks for all the replies, I’m just a little sad at how many sword/gun and board builds there are which shine leaps and bounds above 2-Handers

What exactly do you call viable? And we’re only talking melee 2Hs, or ranged as well?

The problem is that the damage gained from sacrificing tankyness in 2H builds is not that much bigger compared to sword and shield builds and in some case sword and shield builds still do more damage while being more tanky. Heck, 1H and Offhand can deal more damage while still being just as if not tankier.

I did specify what I meant by “viable” and yes you can include ranged 2Hs in here as well, the problem remains the same.

Efficiently killing end-game bosses, not just being able to survive.

@Norzan - yes this is indeed the problem I am highlighting, and it is made worse by overkill transmutes

I do agree that the damage penalties to Primal Strike and Forcewave in their transmuters are a little too severe and they could be lowered somewhat.

Aye: http://imgur.com/p0OUbOb http://www.grimtools.com/calc/RZR94jVD
I wanted to find a use for Raise the Dead on top of trying to find a good use for the Wildblood set.

Single target damage is so mediocre that it almost makes the skeletons look good, but it can still face-tank Maiden + Fabius in wave 150 with offense + defense buff & offense banner because of MotA and the ridiculous sustain. Zantarin takes ages too even if he’s not dangerous at all.

Ditching the full set for Bloodfury shoulders and a Girdle of Stolen Dreams on a Witchblade would most likely get better results, maybe an unrealistic Eldritch MI of annihilation to replace the weapon…

You 100% must have such 2H Ultos build :smiley:

Tremor transmute is for a defensive setup. It’s same logic from Markovian’s Defense transmute on Overguard skill.

Do you want more defense? The cost is damage.

If you want an offensive setup, don’t use Tremor transmuter.

Why don’t we make a thread listing all underpower or want to improve.

It’s not only Two-Hander. There’re more than that should be improve and some were discussed.

Two-Hander actually have some good or old good build. The odd thing I see is only 1 component can apply to. It is clearly to think of why don’t you hold DW or S&B or with off-hands to get better and more good component. Anyway two-hander is good for %weapon dmg mechanic and appropriate for bursty dmg.

:confused: Could you elaborate on that plz? I really dont see how skill that makes you drop shield in order to use it and not giving you any defensive bonus can be considered for defensive purposes or is giving you more defense?

Lol.
Please do not say that you do not have the faintest idea.

How is Tremor for defensive setup? It literally only allows 2H weapons, the weapon category that is most common with offense. You pick it because you want to go offensive because it allows you to spam it.

Some 2H specific skills are bad, but 2Hs themselves are fine. Harbinger set, Vortex of Souls…

Also, what are you calling “efficient”? Kill speed is relative to the build itself, the boss, and a little on luck. If I take extra time to, say… Kill Benny with a Harbinger build, well that’s expected. If two Harbinger builds take different times, but one is tankier than the other… Still to be expected.

It’s a relative kind of thing. 2Hs are viable, they can kill everything in vanilla … Are they as good as 1Hs or board builds? Eh, not really in most cases, though there are a few where a specific 2H is better. Could they be buffed a bit? Yes. Will they? Almost certainty not.

I’m not the designer of this game. So, I just can guess. And here is my guess.

From my point of view tremor is defensive because grants spammable stun and the cost is your damage.

So you can stun enemies with no cooldown. And a stuned enemy can’t hit you. So you avoid enemy damage. To me avoid enemy damage is defensive.

Note that I’m not talking about amounts. Maybe -75% Weapon Damage is too much. I don’t know.
Also I know that bosses can’t be stuned but that is another topic.

This would all be a fantastic theory if Tremor didn’t remove Forcewave’s ability to stun.

If you want to go offensive do not use Tremor. If you want to spam it, try Time Dilation.