I'd like to see more interaction between weapon types

I thought there was intent to have us embrace weapon-swap, but when I try to find synergy between weapon types/skill-sets, it usually turns out to be garbage, and I find the game heavily incentivizes only using the combos that have been laid out for you within the same weapon's skill-set.

I understand the creators don't want the emergent game-play to get too out of hand, but it seems surprisingly locked down for a title that is known for providing a vast web of options.
Last edited by nonoffensivename1#2572 on Apr 28, 2026, 11:27:14 PM
Last bumped on Apr 30, 2026, 3:21:52 PM
I had a wild crossbow + mace gemling legionairre going in a private league that seemed pretty good, I never "finished" it but it was promising.

Used AP rounds with chain and "gain as phys" and armour explosion support that near-instantly armour break an entire screen and after that you lay down a fat sunder with huge aoe and branching fissures that spans MORE than the screen and use frag rounds to clean up any stragglers. Used bleed and burn from HoA with the "damage against burning enemies" and the crossbow skills would inflict incision and the mace skills would apply bleed.

Bosses get flash grenades and frag rounds and armour break until stunned and rolling slam finishes them off. Uses seismic cry before slam and a jewel for rage.

It would one-slam most +3 bosses after breaking armour/stunning since I had a decent 2h mace.
Who am I to say anything, I don't respect my time either.
"
karsey#2995 wrote:
I had a wild crossbow + mace gemling legionairre going in a private league that seemed pretty good, I never "finished" it but it was promising.

Used AP rounds with chain and "gain as phys" and armour explosion support that near-instantly armour break an entire screen and after that you lay down a fat sunder with huge aoe and branching fissures that spans MORE than the screen and use frag rounds to clean up any stragglers. Used bleed and burn from HoA with the "damage against burning enemies" and the crossbow skills would inflict incision and the mace skills would apply bleed.

Bosses get flash grenades and frag rounds and armour break until stunned and rolling slam finishes them off. Uses seismic cry before slam and a jewel for rage.

It would one-slam most +3 bosses after breaking armour/stunning since I had a decent 2h mace.


Wow cool :). It's not like it's impossible, it's that there could be more possibilities. For example it's a shame that:

Frost Wall does 0.2x it's damage when killed by minions or totems,
Volcano can't be triggered by 'cast on' skills,
Ancestral Warrior Totem can only use mace skills,
Talisman buffs have no effect after shifting,
Thunderous Leap is the only melee skill that detonates Storm Lance.

I'm not going to go through every example, but I Imagine you would want more options, right?
Last edited by nonoffensivename1#2572 on Apr 29, 2026, 4:51:55 PM
Me too. I tried playing around with using quarterstaff in my main set and other melee weapons in the offset but couldnt come up with much for my own build.

Best use I found was having wand+spear/mace would prevent wind dancer from being removed on weapon swap compared to wand alone.

The # of skills allowed felt like a big limitting variable. Couldnt add more than 1 skill of the second weapon type without having huge negative impact on overall build.
"Beidat honored the pact, though Beardat wouldn't take off Doryani’s prototype."
Last edited by Direfell#7544 on Apr 30, 2026, 3:22:38 PM

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