Why are 2handers not suited for rogues? I mean - what are the arguments?
Dual wielding has some advantages, but two handers have them, too.
Hours of St. Rumbalt for example has high base damage (as all two handers) which is good for all dmg mods such as Sneak Attack and Deathblows which use weapon base damage. You will punch through high DR very easily.
Then, Rumbalt has Annihilation which adds 50% bonus damage to crits. Again, this is great with the high base damage of two handers. Most rogues will side with the Doemenels and add another +30% crit damge modifier. And last but not least Rumbalt is also Overbearing, meaning it causes prone on crit. Because a rogue has a high chance to do a crit, this weapon is totally suitable for him. Tall Grass is another example of a weapon that works great with a rogue. If you have other sources of afflictions on you (e.g. wear the Binding Rope) you will have instant Deathblows as soon as the target receives a crit.
Tidefall is awesome on a rogue, too, if you max your MIG ad dump your INT (rogues can do that without gimping themselves too much). If you add Runner's Wounding Shot and Deep Wounds you will deal tons of raw damage because wouding and Runner's W. Shot are based on the actual damage roll you did, that includes Sneak + Deathblows + crits and so on (not lashes). Tidefall has great synergies with rogues. The draining also helps a bit with survivability (it doesn't work with +healing modifiers though).
There is a sweet spot when fighting high DR targets where two handers do more dps than dual wielding. I don't know exactly where it is, but against high DR targets a two hander will do more dps than a dual wielding setup (now that sabres base damage got nerfed).
Two Handers are even better for Backstabs. You will get two Backstab attacks if you attack out of stealth. It doesn't matter if you are dual wielding or using a two hander. You will always get two attacks (if you don't get disabled, go k.o. or get interrupted like crazy). Don't ask me why, it's just like that.
Dual wielding is indeed better if you use special abilities which do Full Attacks a lot - things like Blinding Strike and so on. Full Attack means that if you dual wield you will strike with both weapons (also works with bashing shields). If you don't use them a lot, dual wielding is not inherently better.
Another advantage of two handers is that you can get very good unique ones with overbearing relatively early while similar one handers come quite late (except you do the Dozens quest line and craft Cladhaliath early in Act II). The Temperacl, Hours of St. Rumbalt, Tall Grass (also great because it's a reach weapon so your rogue can hide behind the front line), Tidefall can be obtained very early in Act II if you want - compared to Godansthunyr, We Toki, Starcaller and so on. Those are in Act III.
I did some rogue runs and the ones with two handers were not worse than those with dual wielding sabres or battle axes. One time I had one rogue with Rumbalt and another with dual battle axes, both hearth orlans, work as a tag team. At the end of the game both had dealt nearly the same damage.
Edited by Boeroer, 27 March 2017 - 10:14 AM.