Wondering which set of weapons I should splurge credits on. Interested in both bashing to dragon and PK. Will do a bulk of PK in groups for a while, as I'm just returning and won't have lots of time until the summer months.
Yah, morningstars for bashing, morningstars for pulp. The normal path for pulp lines up on 8sec of balance with forged so if you skip a beat on the finisher or have to follow a tumble through a wall you whiff entirely. Flails lift your mangle margin and provide the biggest safety net you're going to get with fast leg break expends, you can realistically kill with damage and you also get some real funky timings with the higher level flails. No matter how big your flails though, the very echelon of health pools will outsize the standard mangle paths.
Morningstars. Flails are stong as hell, yeah, but the morningstar speed will help you out with kill routes and faster balance times for hunting.
Hm. I always thought forged stars were plenty fast enough to pursue kill routes and would have went with flails personally, but I may be forgetting something here.
I tested it with someone.. @Mindshell maybe? A couple months ago. Having lvl2 morningstars instead of forged changed the window from about 0.5s for pulp, to just over 2s... or something like that. Don't have logs, so I can't promise that is accurate, but I distinctly remember my testing showing that forged stars was a little too slow in an actual fight, most times. But that's just my two cents.
I tested it with someone.. @Mindshell maybe? A couple months ago. Having lvl2 morningstars instead of forged changed the window from about 0.5s for pulp, to just over 2s... or something like that. Don't have logs, so I can't promise that is accurate, but I distinctly remember my testing showing that forged stars was a little too slow in an actual fight, most times. But that's just my two cents.
Fair enough. I never got to test with artifact stars. So I only know what I was able to do with forged.
Flails will be so much better in groups, the burst damage they do and quick limb breaking will be more beneficial than morningstars. As for single combat you can easily pull everything off with forged stars, having artie morningstars increases your margin for error and might make you hate rebounding a little less.
Artefact flails can also help in 1v1. You'd be suprised how many people (arties or not) die to damage, and being able to manglelock the majority of the population adds a lot!
It's really up to you, both strategies work with their forged counterparts, it's just a question of strategy do you want to be easier to pull off.
Yeah, I should have added: If you mostly care about groups then you can go flails and smash things with basically no regrets; morningstars are a duelist's weapon.
Talking to a few folks and digging around, I've seen arguments for both. I'm almost ready to get a lvl 1 set of both, but will likely pick up morningstars.
Answers
got gud
Flails are mainly a damage option that you go to when you want to hatefuck some poor squishy bastard's health bar and/or manglelock somebody.
As a retirement baby, I have L2 morningstars and L3 flails.
As for single combat you can easily pull everything off with forged stars, having artie morningstars increases your margin for error and might make you hate rebounding a little less.
Artefact flails can also help in 1v1. You'd be suprised how many people (arties or not) die to damage, and being able to manglelock the majority of the population adds a lot!
It's really up to you, both strategies work with their forged counterparts, it's just a question of strategy do you want to be easier to pull off.