Weapon Set skill points make a difference?
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Ahoi there, casual player here with no end game experience (lvl 56 Witch running):
Aren't the Weapon Set skill points a bit too few to make a difference? What shining use case for them is there, really? I mean, they won't make my Freeze/Minion Witch into a Chaos/Minion Witch. Or thelike. I even doubt, those 10 points (at my level) would make much of a difference in fighting Bosses or mobs ... What's your insight? Last bumped on Jan 18, 2026, 11:03:41 AM
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Weapon talent and weapon set are bound, and after completing the plot, 24 weapon talent points will be given. Talent can be configured separately, corresponding to weapon 1 and weapon 2. When you switch weapon 1, the talent corresponding to weapon 1 will affect your character, and when you switch weapon 2, talent 2 will affect your character. And the skills are the same. Your skills can also be bound to Weapon (Talent 1) or Weapon (Talent) 2. When you use the skill bound to Weapon Talent 1, it will automatically switch to Weapon 1 state. Weapon 2 is the same. You can set Weapon 1 and Weapon Talent 1 to brush maps and fight monsters, and then Weapon 2 and Weapon Talent 2 to attack and fight bosses
This will be helpful for you when building a BD in another world Last edited by limityt#0828 on Jan 18, 2026, 4:48:56 AM
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I like to use the weapon set points to improve curse and exposure effects for my characters. So I use the points for added utility.
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I don't mess around with weapon set passives until my build is "done", around level 85 or so. Until then, it's too cumbersome to deal with respecing if you decide to make major changes.
As examples, in the most two recent leagues I've played Spark elementalist. Once I get to high levels, I set Weapon Set 1 for crit chance passives, and Weapon Set 2 for curse power/duration. This lets you specialize in two things at the same time, one on each weapon. As limityt#0828 said, you can bind a skill to a weapon set (through the skill gem menu), so when you cast it the game automatically swaps weapons for you. So, I'm walking around casting Spark and I see a rare enemy. I cast Elemental Weakness on it, meaning I press one button and the game automatically swaps from my wand to my staff, deactivating my crit passives and activating my curse passives. When I go back to casting Spark, the game again swaps weapons and weapon-set passives for me. Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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For the most part it is there to make 1 or 2 of your side-skills stronger/better.
For example. I run poison ranger. I need a lot of dex for bow, gems. But there is that wonderul witch curse that helps to lower enemy's poison resistance. But I don't have that much int for that. So I put any wand/focus with int to 2nd slot and also set new tree for 2nd slot just to get more +int nodes. And then I set curse to work only with 2nd slot. Problem solved. Some mages also make their curses stronger by allocating points to certain nodes designed for curses. For for main skills they take only damaging nodes. |
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