do you use it on cooldown? because I rarely see people doing so. and I wondered why
you get the advantages of 2 weapons without its weakness.
even for melee fanatics its probably a huge dps increase (at least it feels like it, I didn't test it... which is why I made this thread to hear opinions)
GS -> Axe/Mace switch .... 20/25/0/0/20 + 5 wherever you want, most likely you want them in the last tree (20/25/0/0/25)
HB > WWA > Mace 5/4 -> axe 2 -> Axe 1 -> Swap when you think HB is off CD and repeat
its just a suggestion, you might want to add a few GS auto attacks because you want to dodge with WWA etc.
you get axe/mace's Vuln stacks, GS HB damage + Might stacks and WWA mobility, Mace knockdown and Axe's autoattack dps
I use it in CoF for example and Axe's 1 actually end up doing 3,2k+ crits (without traiting into it) which I believe to be actually pretty high, considering the level penalty and that I'm using a ~80%/20% Berserker/Knight mix.
HB damage is going to be one of the highest possible, so no problem there either.
You get 3 sigils total, "on swap" sigil might be the way to go - depending on the runes you got in your armor. if you use ruby orb's I'd go for Sup Sigil of Battle for the offhand.
GS > Rifle swap...... 20/30/0/0/20 (x/30/x/x/x) because of both GS and Rifle CD reduction, will lead to a near perfect rotation. but 20/25/0/0/25 is probably cool too
HB > WWA > Swap > Volley > Rifle 4 > Swap ----- repeat
I've never really compared Rifle's volley DPS to other skills but It seems to deal some huge numbers and its a range skill, so you can use it right after WWA.
People use this weapon setup alot but they'll stick to GS unless they really have to go range,
you get a nice melee weapon, a nice ranged weapon, why not use rifle's best DPS skill and switch back right after and gain "on swap" procs/traits
is Volley that bad? because I get "HB'ish" numbers from it.
Edited by KrayZ33, 29 January 2013 - 09:00 PM.