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Katon
27-03-2008, 05:05
I'm thinking of doing a WW/Double Throw hybrid and seem to be forced to choose between these two skills if I want to make a decent hybrid of this nature. Since I'll be at range a lot of the time, it hopefully shouldn't be a problem having only one of these skills. However, I'd like the expert opinion of the community. I'll probably be WWing about half the time or less. I just need to be able to survive the occasional WW into or out of a pack of monsters. So, will any one of these two be enough?

Spectrus
27-03-2008, 06:19
If you're only using the occasional WW, then defense might not need to be your focus. Also, with judicious use of Howl, you might never need to get bothered by things, especially since you have a ranged attack. So, I would recommend getting BO. Shout also does not help against spellcasting enemies.

synx
27-03-2008, 06:41
Always BO.

Ax2Grind
27-03-2008, 07:09
To be honest, though a hybrid of this type is possible, it's difficult to manage situations properly while having enough damage and protection to do both.

Whirlwind has no synergies, and with one mastery maxed (twenty points) there's still enough to max all three party cries (Shout, Battle Orders, and Battle Command), but even duelers don't put more than one into BCommand, choosing to put the rest into secondary masteries or Battle Cry.

Pure Double Throw requires at least twenty points into masteries with maxed synergy and Grim Ward. The latter creates a safe haven to kill from a range and do the throwback dance with bosses (throw, back up, repeat). I use dual maces and the appropriate mastery to deal with them if they don't get knocked back, instead.

Are you using dual weapons or a shield? (Since you can't use potions, blocking and damage reduction are highly recommended along with defense, yet are two properties unnecessary for throwers.)
Are you splitting twenty points into two weapon masteries or maxing two outright? (You won't survive even the occasional Whirl if you don't do enough damage to leech from.)
Are you using knockback weapons or gloves? (I'm not quite sure how the latter works with Whirl, since you don't necessarily knock them into the direction you're whirling so as to hit them more than three times if single-wielding.)

As for Howl over Grim Ward, even with low frame casting, you tend to have to recast it mid-battle, which can be a pain to rekey in a hurry. Neither works well when whirling, as they'll just continue to run away from you, and having to recast Howl makes me think you're getting surrounded when needing to do it - not good for a thrower. Perhaps someone with more experience with both builds can explain it better.

Katon
27-03-2008, 13:52
What I was thinking of doing for this build was...

20 to Throwing Mastery
20 to Sword Mastery
20 to WW
20 to BO
20 to DS (8% damage synergy for DT)
1 point then to all required/essential skills.

Obviously, I won't be able to max ALL of my main skills like this. If I max all that I can I think one of them will be left at 14 points or so. So I'm probably just gonna do an equal distribution of skills except for the masteries which I will max for sure. Another option I could do instead of WW would be Concentration since with BO it'll already have it's main synergy maxed.

Ax2Grind
27-03-2008, 18:49
Seven prerequisites and one into Double Throw leaves two one-pointers. No corpse cries, nor Taunt to go with Howl (let alone Grim Ward). This would definitely be hard to play, or at least out of my experience. I tend to keep dual-wielders together, and throwing/whirling just seems difficult. Replacing it with Concentrate...

I think I can help with minor things, but others need to contribute to this topic. I'll do some research if I have some time later, but now I need sleep.