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Weapon proficiencies for F/M/T?

What might be the most favored weapon proficiencies for a fighter/mage/thief? Would two-weapon style or single-weapon be preferred? I'm planning on choosing an elf so I'll likely choose longswords at the very least. Thoughts? 
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  • QuartzQuartz Member Posts: 3,853
    What people typically do is make Elven FMTs who dual-wield long swords. Often times when they hit BGII they also start busting out Katanas. It works well.

    That said, do whatever you want.
  • griever0483griever0483 Member Posts: 129
    edited January 2013
    Scimitars are better of longswords in Bg1 (you can use the Defender)
    Better style (in my opinion): Two weapon style (but in the harder battles I suggest you to use Defender + shield)
  • MykraMykra Member Posts: 252
    This is just personal opinion, but I believe 2H to be stronger in BG1, and Dual Wield to be stronger in BG2. It's kind of apples to oranges though as it's more of 'which way looks cooler as you completely ruin the enemy in melee?' Elf proficiencies are kind of wonky in the BG engine as you will gain the THAC0 bonus to pretty much every sword in the game, not just long and short swords.

    When it comes to the actual proficiencies I'd say it's all about how you plan to use the Mage class. If you are going to use your spells to enhance your fighting (Invis, Detect Invis, Haste, Slow, etc...) pick a melee weapon. Having the ability to Invis and then backstab is a really cool thing. If you plan to be more of a spell turret (Ranged magical damage) then pair that up with either a short bow or a long bow and mow down the enemies.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    I'm currently doing a elf F/M/T solo run, and chose the following proficiencies:
    ** Two-handed sword
    ** Longbow
    and plan to put one in quarterstaves and one in twohanded weapon style with my eventual additional pips.

    Longbow because of elves' +1 to hit, and because bows rock in BG1. Two-handed sword, again because of elves' +1 to hit, as well as to use Spider's Bane (the free action seemed like it would be extra useful in a solo game where being incapacitated is especially deadly). Also I preferred using a 2H weapon over dual wielding so I could have a bow equipped.

    The quarterstaff is for backstabbing, and also for taking care of enemies like skeletons that are resistant to piercing and slashing. I debated over putting a second pip in quarterstaves, but figured that it only gave a +1 extra damage over 2HWS, so it wouldn't make too much difference for backstabs, and 2HWS will also give bonuses to 2H sword, which I'll be fighting with a lot more than quarstaves.
  • PantalionPantalion Member Posts: 2,137
    Elves gain a bonus in all swords, including Scimitars - the best overall weapon choice in the game.

    A two-weapon fighting style F/M/T 2 pips in Longbows (Or slings, which are still amazing for elves), 2 pips in Scimitars and 2 pips in two weapon style is exceptionally viable.

    If you're looking long term, it might even be in your best interests to go with Daggers instead of Bows, since in BG2 Throwing Dagger becomes arguably much more viable than bows, racial bonus or no, and there are some good weapons you can use that are daggers.

    Depending on the rest of your party long term into BG2 you may either go into Katanas or Flails for your final (at least for 90% of the game) weapon choice to enjoy the amazing weapons available to either in the sequel.

    If you wanted to go with Longswords or something instead of Scimitars or one of the other above, then you'd have a lot of solid options available, and can attribute pips accordingly, but the most important thing is to have Specialisation in your Primary hand weapon, your offhand can be merely 1 pip "proficient", since your offhand doesn't give extra 1/2 attacks for specialisation.

    So if you pick a single weapon type to be your primary weapon and specialise in it, then you can cover a number of other proficiencies with a single pip to ensure you have a lot of choice in your offhand weapon.

    Concerning weapon style, the actual difference between a Two-Handed Sword and a Scimitar is about 1 point of damage per hit, 3 with a pip in Two Handed Style. Meanwhile, the average damage of a single +2 scimitar off-hand hit with Specialisation and 19 Strength is 12.5 damage, plus any bonuses your offhand weapon might give, such as the Defender's +2 AC bonus. It's superior to single weapon style for the classes that can handle it, but generally Two-Weapon style is better throughout.
  • AnduinAnduin Member Posts: 5,745
    edited January 2013
    I may have got this wrong as I am doing my first multiclass now... Always went single class or dual before. (Progression I think is easier to work out) I believe you get a pip every time your fighter gets one which is every 3 levels so...

    My F/M/T

    Going all out attack (two weapons of slashing type, we kill Drizzt in this scenario for the big shiny swords...)

    Fighter Level 1
    Scimitar **
    Two weapon style **

    Fighter level 3
    Scimitar **
    Two weapon style ***

    Okay now we need to diversify club or staff for crushing or shortsword or dagger for piercing... Elves get a bonus for shortswords so...

    Fighter level 6
    Scimitar **
    Two weapon style ***
    Shortsword *


    Fighter level 9
    Scimitar **
    Two weapon style ***
    Shortsword **

    Choose a favourite...

    Fighter level 12
    Scimitar **
    Two weapon style ***
    Shortsword **
    Katana *

    Fighter level 15
    Scimitar **
    Two weapon style ***
    Club **
    Katana **

    Now I have it in front of me... Two weapon style sucks a lot of points at the start... Perhaps

    Fighter Level 1
    Katana **
    Quaterstaff **

    Fighter level 3
    Katana **
    Quaterstaff **
    Shortsword *

    Fighter level 6
    Katana **
    Quaterstaff **
    Shortsword **

    Fighter level 9
    Katana **
    Quaterstaff **
    Shortsword **
    Two weapon fighting *

    Fighter level 12
    Katana **
    Quaterstaff **
    Shortsword **
    Two weapon fighting **

    Fighter level 15
    Katana **
    Quaterstaff **
    Shortsword **
    Two weapon fighting ***

    Hmmm... Too many options...
  • PantalionPantalion Member Posts: 2,137
    @Anduin - It's worth noting that the benefit from Two Weapon Fighting is mainly at 2 pips, not 3. At 2 pips, you're at -0/-4, at 3 it's only -0/-2, so you're spending a proficiency on a single attack per round, with no bonus to damage or number of attacks.

    BG1 cap: 6 pips total.
    BG2 cap: 7 pips total.
    ToB cap: 10 pips total.

    Shortswords are generally not worth the investment compared to Scimitars, but generally if you end up with:

    Level 1:

    Primary 1 Handed Weapon (Longsword, Scimitar or Flail) **
    Two Weapon Style **

    This sets you up for melee against pretty much everything.

    Level 3:

    Primary 2-Handed Weapon (Staves give you a powerful one handed weapon in BG1 in the form of the Staff Mace, Two-handed Swords is a longer term benefit since it opens the way for Carsomyr) *

    Level 6:

    2-handed style (Staves, again, gives you the Staff of Striking, and the extra 1/2 attack is irrelevant, it's all about the backstabs, and 1 pip of 2-handed style gives a direct damage boost and a crit boost, perfect for the Backstabbing) *

    Level 9:

    Primary 2-Handed Weapon second pip.

    Level 12-18:

    3 pips freely allocated into Flails, Daggers, Axes, Two Handed Swords or whatever else you wanted.
  • AnduinAnduin Member Posts: 5,745
    @Laniarty
    Laniarty said:

    Don't forget as part of scimitar proficiency you get access to wakizashi, which do piercing instead of slashing damage. That free's up your shortsword pips for a crushing weapon.

    That is pure genius. This is what the forums are all about. Pointing out the obvious! Why did I not see that! This makes the scimitar pips more worthwhile than the others.

    @Pantalion I have only just killed Drizzt on this run, I am following your advice.

    I am changing my ways, and going two handed backstabbing. The other pips will go on what fits best for the team... I must admit I do like running around with two katanas... But for sake of deadliness... I will run around with a staff of wood as this will hurt more when backstabbing. Everyone knows how nasty splinters can be...

    The way of the Pantalion with Laniarty claw style is the way forward!

    Excellent info. Top insightfulness. Thank you. :)
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Laniarty said:

    Don't forget as part of scimitar proficiency you get access to wakizashi, which do piercing instead of slashing damage. That free's up your shortsword pips for a crushing weapon.

    I don't think it's all that important to have an option for every damage type. The only one I think that it's important to have would be blunt, as it's the least resisted and no armour other than splint has modifiers against it. If I were to rate the overall effectiveness of damage types, from least to most, I'd probably go:
    missile
    piercing and slashing (roughly tied in my books)
    blunt
  • Guigui_le_YoyomeGuigui_le_Yoyome Member Posts: 15
    edited January 2013
    I agree with Pantalion : ++ in longbow for shooting and ++ in scimitar for melee, along with ++ in 2-weapon fighting, is one of the best choices you can make... Especially if you're planning to kill Drizzt and use his 2 scimitars, two of the best melee weapons in BG1.

    Moreover, 2-weapon fighting is, IMHO, the best fighting style in BG 2 : Celestial Fury in right hand (or another high end weapon) and Crom Faeyr in left hand, and you're king of the Realms. With magic missiles, fireballs and the like, you don't need to shoot ennemies from far away. With speed boots, you can catch them in a second. So you can build your F/M/T as a full melee fighter. The only problem is that in BG1, you have low AC and hit points during the 1st half of the game (say, until you reach Cloakwood), and being an elf with Dex 19 gives you an excellent ThAC0 with bows. So you can shoot n' run everything that is too big for you (wolves, ogres, spiders, tough melee fighters and the like).

    Before, when the two skill systems were different, you could make your character a archer in BG1, then a melee fighter in BG2, since you could redispatch your weapon proficiencies at the beginning of BG2. But with BG:EE and BG2:EE, you probably won't. So you have to make your choice at the beginning. Before BG:EE, I used to choose longsword as my melee weapon (for Greywolf's +2 sword, very easy to get), but there are not so much good longswords in BG2 : SoA. On the contrary, scimitar proficency gives you access to two easy-to-get +2 scimitars, Rashaad's Talon and Belm, which is really great with its additionnal attack. With those two, you can wait confortably for Celestial Fury (taking katana prof. at level 9 and 12, then hammer at lvl 15).

    Hmm... It makes me think : did anyone try to use Xan's moonblade by naming Charname "Xan" ? Because if it works... It's equivalent to a +3 longsword with 50% resist fire and +1 AC. Not bad...

    EDIT : got the answer : only works if you have the same class and (rotten) stats than Xan. Forget.
  • ar057ar057 Member Posts: 9
    Thanks for the in depth answers and the good discussion!
  • I would note, just for the sake of it, that scimitars are only really awesome in BG1 if you kill/pickpocket Drizzt. If you leave him alone for roleplaying reasons, scimitars are still good, but it takes you longer to get the good scimitars than some other weapon types.

    Longswords are interesting because they're good in BG1 (in all likelihood your first +2 weapon will be a longsword and it gets bonus elemental damage), and good at the beginning of SoA, but then proceed to fade into the background. That said, since you can't go past 2 pips in them anyway, it's not like you can't shift to another type later on. Likewise, Katana is a proficiency that has good points out of the gate in SoA (and the +1 Katana you can get in BG1 is nothing to sneeze at), but lacks good endgame options.

    Maces are, in my opinion, an underappreciated weapon type. Stupefier is a fun weapon you can get very early, and having mace proficiency means you can effectively use the Mace of Disruption in SoA (and Skullcrusher is a dependable weapon in its own right). Even in ToB, Storm Star is a respectable main hand weapon with its electricity damage and chain lightning proc. You can't backstab with maces, though. If you want a crushing weapon you can backstab with, you're limited to clubs and staves. Staves are awesome, and you can dual-wield with the staff-mace (otherwise it's a 2-handed weapon). There are good (even great) clubs, but you're pretty limited in choice, especially once you hit ToB.
  • moopymoopy Member Posts: 938
    edited January 2013
    If this hasn't been said.

    The best weapon in BG:EE is the Stupidfier.

    The best 2 weapons to dual wield are the Stupidfier with the Dagger of Venom.

    For JUST BG1:EE

    Go 2 Dagger, 2 Mace, 2 Two Weapon Fighting. Main hand the dagger for backstabs. Poison and stunning left and right. Everything dies.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    Level 1: ** Quarterstaff, ** Club
    Max two weapon fighting next...nothing else matters. Using Blunt will help with your gimp'd thac0 growth since most armors are either weak vs it or have no extra bonus, and if you stick with Staves and clubs, you can still backstab.

    Clubs don't have a lot of variety, especially in BG1 (still a nice choice for squeezing out an extra attack), and are still lacking in BG2, however the Gnasher+2 and Blackblood+3 are pretty damn awesome. Gnasher inflicts targets with bleeding on every hit, for 2 damage per round for 3 rounds, NO SAVE, and blackblood deals an additional +3 acid damage, which is a universal troll-killer and can penetrate most mage defenses except PFMW, or Mantles (the latter of which are extremely rare). There's a Fire based club that can be upgraded to +5, but...while it hits pretty hard (if the target isn't immune to fire damage, the most common resistance in ToB), it has a chance to blow up as a fireball, and tends to hurt you more then it does enemies.
  • moopymoopy Member Posts: 938
    edited January 2013
    @ZanathKariashi

    Why not do mace instead of club? If you go quarterstaff can't you just switch to that for a better backstab than the club would give anyway, so it doesn't matter if the 1 handed weapon choice can backstab or not.

    Edit:

    Mace for BG1 (For Stupidfier) Flail in BG2 (For Flail of Ages) and QS for backstabs.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited January 2013
    Because it's less annoying. Since the difference is actually pretty small, you can save the headache of pausing and swapping weapons. Quarterstaffs when something absolutely must die (especially true for the Staff of striking which is charge based, so it's best saved for HP targets who actually need the extra damage) or has significantly more HP then a club BS can 1 shot, and clubs for general purpose opening, since you can immediately lay into the others without having go into the inventory.

    While the staff of the ram is without contest the best backstabbing weapon, it's better used by a thief, T/M, or C/T, rather then a fighter thief. A thief sucks in direct combat, due to lack of natural attacks, and thus maximizing the damage you deal in that 1 BS hit is important. For stalkers or part fighter Dual/MCs, it's unnecessary, since they can kill or heavily wound in their opening attack and then finish off the other enemies in direct melee, without having to rely on specific equipment and/or haste buffs to do so.


    Now, in fights where backstab is useless, or once you start getting GWW, sure lay into the enemies with FoA or something, since you'll deal more damage in a round overall that way.
  • DinsdalePiranhaDinsdalePiranha Member Posts: 419
    let's roll with BG1 style weapon proficiencies, because... I really, really dislike BG2s extremely restrictive system. my personal choices would be:

    at start: ++ long swords ++ two weapon style
    lvl 3: +++ two weapon style
    lvl 6-9: ++ blunt weapons
    lvl 12-15: ++ flails

    if you're going with BG2 style, then:
    at start: ++ scimitars ++ two weapon style
    lvl 3: +++ two weapon style
    lvl 6-9: ++ probably warhammers (crom faeyr, runehammer), maybe maces (disruption)
    lvl 12-15: ++ flails

    lvl 18 doesn't matter.

    reasoning: scimitars are amazing all throughout the trilogy, and FMT can pull shit off like dual wielding belm and scarlet ninja-to, thus turning into a wood chipper who walks like a man. mace of disruption chunks undead, but it can be used without any prof to a certain degree... crom faeyr on the other hand not so much, since it gives you 25 STR when you don't already have that, turning you into a hulking death machine. final pips go to flails, just in time for FoA +5.
  • moopymoopy Member Posts: 938
    edited January 2013

    Because it's less annoying.


    So what we need is weapon sets from IWD2 so it wouldn't be annoying.
    Post edited by moopy on
  • moopymoopy Member Posts: 938

    thus turning into a wood chipper who walks like a man

    I want to roll a guy and name him Woodchipper and give him the Scarlet Ninja-To and Belm.
  • _N8__N8_ Member Posts: 77
    Interesting always wins out over 'best'. Don't power game.. your character will always fit a particular mold and be bland. For example I recently made a dwarf fighter with a quarterstaff specialization! He's the strongest fighter in my party.. but he also has a very high intelligence. Kind of reminds me of Friar Tuck. Dual wielding longswords and scimitars? BORING! Do something different! It's an RPG. Play a role you want to play.
  • _N8_ said:

    Interesting always wins out over 'best'. Don't power game.. your character will always fit a particular mold and be bland. For example I recently made a dwarf fighter with a quarterstaff specialization! He's the strongest fighter in my party.. but he also has a very high intelligence. Kind of reminds me of Friar Tuck. Dual wielding longswords and scimitars? BORING! Do something different! It's an RPG. Play a role you want to play.

    Ironically, the best weapon in the game is a quarterstaff.
  • Guigui_le_YoyomeGuigui_le_Yoyome Member Posts: 15
    _N8_ said:

    Dual wielding longswords and scimitars? BORING! Do something different! It's an RPG. Play a role you want to play.

    Hmm... Actually, it's a computer game, not a real roleplaying game. When I want to play a role, I play pen and paper D&D with my friends. I'm not really interessed in playing a role alone behind my computer screen...
    But that's another topic. :-)

  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Quartz said:

    What people typically do is make Elven FMTs who dual-wield long swords. Often times when they hit BGII they also start busting out Katanas. It works well.

    That said, do whatever you want.

    Dual-wielding long swords is a solid choice, I have my fighter/mage in BGEE rocking the +2/+1 cold damage Varscona and the +1/+3 vs. Undead Harrower swords (later will replace with Flame Togue for most fights), 2 pips in long swords, 3 pips in dual wield, 1 pip in Scimitars (mostly for Belm in BG2). No pips in bows, with elf +1 bow bonus and the +3 Deadshot bow, you can still hit quite often, bows are much less useful in BG2 and I didn't want to "waste" points. BTW elves get the +1 THAC0 bonus currently with *all* swords (including scimitars, katanas and two-handed swords), not just the longsword and shortsword they get in PnP

    BTW If going the evil route in BG2EE, you can acquire a *very* nice longsword...
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    BTW if dual-wielding, make sure you always have the best weapon in main hand, as the off-hand always only gets one attack, Also be careful when backstabing - the backstab is made with the fastest weapon, so make sure this is the one in your main hand, to avoid the off-hand penalty
  • SuiboonSuiboon Member Posts: 86
    I would probably go with quarterstaves and two handed swords. Staves for backstabbing, staff of magi and blunt damage. Two handed swords for... well, a ton of swords (including Carsomyr, because you're a thief).
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Pantalion said:


    If you wanted to go with Longswords or something instead of Scimitars or one of the other above, then you'd have a lot of solid options available, and can attribute pips accordingly, but the most important thing is to have Specialisation in your Primary hand weapon, your offhand can be merely 1 pip "proficient", since your offhand doesn't give extra 1/2 attacks for specialisation.

    True, though it's worth pointing out that the off-hand *does* still get the +1 THAC0 and +2 damage from specialisation

  • Oxford_GuyOxford_Guy Member Posts: 3,729
    edited January 2013
    Contrary to popular opinion, there *are* good long swords in BG2:


    http://www.gamebanshee.com/showshot.php?/baldursgateii/equipment/images/blackrazor.jpg

    Although you do have to follow an evil path to get this...


    What's not to like?
  • PantalionPantalion Member Posts: 2,137

    Contrary to popular opinion, there *are* good long swords in BG2:


    http://www.gamebanshee.com/showshot.php?/baldursgateii/equipment/images/blackrazor.jpg

    Although you do have to follow an evil path to get this...


    What's not to like?
    I seem to recall the substantially more evil path was to return the sword, then murder the genie holding it, passing the test in a "good" way whilst nabbing the magic sword o' doom.
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