Dual Claw vs Claw & Shield:
Really this is a matter of personal preference but there are some benefits and draw backs to both as shall be discussed.
Dual Claw:
One of the biggest advantages of going dual claw is the +skills bonus you can get from that second claw. Claws can have +1 to +2 to all skills or +1 to +3 to one tree of skills then mid level exceptional claws and higher can have by nature +1 to +3 to one to three different skills as well meaning you could get a good number of +skill bonuses from just the one claw. Now going dual claw means using Weapon Block for your blocking, the nice thing about using this is that it's purely skill based, if you have it at a certain skill level the blocking listed when you're level 50 is the same as it is when you're level 99 if the skill level was unchanged unlike with shields which require you to constantly put in more dexterity to keep your blocking up. Other advantages of this skill is that it stays at the listed blocking rate whether you're standing still, walking or running and it can also block at least some magic attacks making it in some ways like added resistance while shields can only block physical attacks. A good number of points to put in is 5 so that means four less points into other skills. If you use a number of different skills this could mean you put one less actual point in four other skills but they then could get boosted by at least 1-3 or more each due to your +skills claw. If you use synergy skills this could mean less points for the synergies but it will boost the base skill level of the skill the synergies are boosting by at least one to possibly six points and a one point boost to the base skill level will typically give you better returns than one extra point in a synergy skill so the trade off in the way of damage can work in your favour with a good +skills claw or two. With range assassins such as trappers you'll be avoiding most attacks simply because you fight at range then you can use Cloak of Shadows and Mind Blast to great effect to keep from getting attacked so blocking will be of little concern to these builds while added skill bonuses could be of a great help. Kicks can use properties on both claws most of the time so if you for instance had mana leech on one while the other had life leech you'd leech both with each kick.
Another advantage you can get is that other than normal attacks and blade skills except maybe Blade Sentinel your base claw speed is averaged between the two claws. What this could mean for you is that if for instance you're using Nat's set if you used a claw with a higher base speed than 0 rather than a shield you will actually be able to attack more quickly than if you used a shield. The three single element charge up skills will actually get a small attack speed penalty versus a normal attack when using one claw but you get an attack speed bonus for using two plus each charge up attack could get you two charges for that skill. Using two with physical damage based builds means you can use Dragon Claw which also gives you an attack speed bonus built into the skill so not only does each swipe do more damage and has a good attack rating bonus but each swipe will hit more quickly than with a normal attack as well.
On the down side though shields can offer added defence and with melee builds you'd be increasing your dexterity throughout the game anyhow so you can get a higher blocking percentage with a shield than with Weapon Block while you're standing still. Some shields will really pile on the resistance too making surviving elemental attacks which you can't block easier. Then some shield can also add extra attack properties like Open Wounds and elemental damage which can't be transfer from one claw to the other in claw attacks. Then while a second claw could increase your attack speed it could also decrease your attack speed as well depending on the claw type used so it can work both ways.
Claw & Shield:
The big advantages of using a shield is the added defence and the extra resistance shields can often offer. If you for instance had Natalya's Odium (Nat's set), a String of Ears unique exceptional sash, popped a Ber rune in your armour, had a Sanctuary shield (rune word) and the three resistance scrolls from Malah your resistance and damage reduction would be maxed or almost maxed in Hell right there. Then with enough in dexterity you'd block most physical attacks that beat your defences so you'd be very well protected from all your attackers. Different properties some shield offer could also then be applied by your claws which could add to your damage potential. Mostly though shields just make holding out while dishing out melee damage to groups of attackers easier.
On the down side though once you start moving your blocking chances drop off by 2/3 of their original value so if your blocking while standing still was 66% once you start moving it drops to just 22%. Builds such as trappers that only use elemental traps have no use for dexterity beyond a point other than if they use a shield and they can avoid attacks very well anyhow making blocking a limited concern plus the better shields need a good bit of strength too so that's a fair number of extra points in two stats for a trapper to use something they don't need very much. Shields can only block physical attacks and sometimes what you're getting attacked with is more magical than physical so your blocking won't help there. Then as monsters are a lot more dangerous in 1.10 melee builds shouldn't be trying to wade into a group of monsters but use Cloak of Shadows, Mind Blast and a shadow to limit the number of attackers which thereby reduces the number of attacks you'd need to block so reduces your need to block attacks.
Last Edit: Jan., 22/2004 |