Just briefly, can someone list the following zerg weapons for DRK in order from best to worst and reasons as to why or why not they're good or bad. Thanks.
Fortitude Axe
Kraken Club
Mercurial Kris
Ridill
Bahamut's Zaghnal
Rune Chopper
Ferrara
Just briefly, can someone list the following zerg weapons for DRK in order from best to worst and reasons as to why or why not they're good or bad. Thanks.
Fortitude Axe
Kraken Club
Mercurial Kris
Ridill
Bahamut's Zaghnal
Rune Chopper
Ferrara
Kraken Club - Occ. hits 2-8
Mercurial Kris - Occ. hits 2-3, low delay
Ridill - Occ. hits 2-3
Bahamut's Zaghnal - Occ. hits 2-3
Fortitude Axe
Rune Chopper
Kraken, Kris, Ridill and Zaghal are the ideal zerg weapons because they are multi-hit. Because of the recent haste cap on weapon delay Chopper isn't as good as before.
in before blitz ring
1. Kraken
2. Mkris due to delay
3. ridill
4. baha scythe or apoc?
5. rune chopper
6. ferrari only belongs to F1
ps. im using 4. because i refuse to use 1-3 even i have it.
DRK APOCALYPSE PRIDE!!!!!!!!
kclub>oclub at 72 with proper gear>mkris>ridill>zaghnal>chopper>ferrara
I forgot, what's the margin of difference between Kris and Ridill?
I think they are within a couple thousand damage of each other (ridill + Kris). Considering Ridill is free (minus the time spent at aery...), it's not a bad alternative to Kris, as well as benefiting from higher base accuracy.
Lists above are accurate. Multi-hit weapons are going to beat out any others first and foremost. Fort axe should likely be your min for zerging. It's also very easy to get one, tier 1 jailer with a Great Axe wars likely care nothing about![]()
many difference.
1. Kris lower delay = more swings. btw DMG doesnt matter much for SE/BW really.
2. Kris can be bought in AH easily.
3. Ridill need camping without life in aery and outroll 5-100 people?
4. to be continued by next poster
assuming you have the backup to make points such as accuracy (SV mad, feint) and haste (spell, SV march) not being focused on:
1) Kclub: 2-8 hits wins due to sheer number of hits, low delay
2) Oclub: only at 72, suffers from some lack of gear choices but again sheer number of hits
3) Mkris: 2-3 hits, very low delay
4) Ridill: 2-3 hits, higher delay than kris, higher damage, but free if you have from another job
5) BZ: 2-3 hits, can use DB to cap haste, decent base damage
6) Fort axe: 2 hits, haste cap, decent base damage, easy to get
7) Chopper: Don't even bother, you'd be better off using a republic dagger or something
?) why is ferrara on this list
Basically to reiterate what everyone else said, because of the haste cap at 80% 2h weapon delays are not going to lower anywhere near the speed of multihit weapons anymore. The general idea behind DRK zerg is the more hits, the more damage. Since you can be doing 0 base damage and pumping the SE boost onto it, the only factor is how many times you can swing that weapon before BW (or SE) wears.
Due to that, the margin of damage tiers is now quite stark between the kclub/oclub, ridill/kris, and 2h weapons. The 2h weapons mostly (and ridill to a point) get a nice bonus from higher damage which helps add up, but if you're swinging twice as slow and only doing 50 more damage a hit it's not nearly going to compete with the bonus 200+ SE damage, especially when each actual round carries the possibility of multihit procs.
TL;DR: Clubs > 1h weaps > 2h weaps; and multihit onry.
Noted ive only used my drk zerg style about 20-25 times , I personally find using drk/nin with ridill M.kris having better results with an optimal build/setup then kc only or mkris/ridill only /drg /mnk /war. This info is from various parses on lolAVnerfed, DL, Bahamutv2.
Oh I know that, but my point was the only quality determining a good zerg weapon is the multihit aspect. Back when haste was uncapped, haste+ on a weapon worked as well in rune chopper's (or apoc's) case because the amount of total haste attained allowed it to swing at a delay around 33.7, quicker than onehand 2-3 hit weapons even go off. With that being unavailable now, if absolutely zero multihit weapons are unavailable, the next best thing would be to focus on lower delay to maximize total hits, in which case you wouldn't even look at 2h weapons.
In ferrara's case, 387 * 0.2 at capped haste would give you a 77.4 delay, while the above lolRepublic dagger with capped gear/magic haste ends up being 52.4, still hitting faster. Yeah it's a lower skill base and there's 1h vs 2h stat acc, but as I mentioned in most zerg situations your acc/haste should be capped and thus don't matter in comparisons. The main thing to focus on is number of hits, so any multihit will turn out higher than any non-multihit. If fort axe isn't available, the next best thing to try for is purely delay, which while I can see where you were coming from with ferrara, just doesn't stand up even compared to crappy daggers.
Just thought I'd clarify since my above dismissal of ferrara wasn't very clear on why.