Fighter->mage dual-class options
Thrasymachus
Member Posts: 903
Assuming that one wanted to play a fighter->mage dual-class character, and that one wanted to switch from fighter to mage at level 7 or 9, which of the following options would you recommend?
a. Kensai -> mage. (The 'kensage' seems to be widely recommended, but is it really the 'best'? If so, what weapon should the kensai focus on?)
b. Berserker -> mage. (I'm not sure it makes RP-sense, but going berserk with a quarterstaff seems appealing, as do the berserker immunities. Can a berserker-mage cast spells while berserk?)
c. Fighter -> mage. (Becoming a grand master of a ranged weapon seems like a sensible thing for a mage. Perhaps even darts, for the attacks/round?)
I've left out the wizard slayer, since it makes *no* sense RP-wise, and is a terrible kit in any case.
a. Kensai -> mage. (The 'kensage' seems to be widely recommended, but is it really the 'best'? If so, what weapon should the kensai focus on?)
b. Berserker -> mage. (I'm not sure it makes RP-sense, but going berserk with a quarterstaff seems appealing, as do the berserker immunities. Can a berserker-mage cast spells while berserk?)
c. Fighter -> mage. (Becoming a grand master of a ranged weapon seems like a sensible thing for a mage. Perhaps even darts, for the attacks/round?)
I've left out the wizard slayer, since it makes *no* sense RP-wise, and is a terrible kit in any case.
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Comments
Back to the fighter stuff, those are all good choices. It really depends on what you want.
Kensai->Mage using one of the uber-staves would be world of hurt.
Berserker has a lot of nice resists that can get you through some insta-lose situations.
Vanilla Fighter is always a favorite.
If you solo the initial portion of Shadows of Amn, I am pretty sure it's possible to get to Fighter(kit)>Mage 9>10 by the end of the Copper Coronet sidequest, especially if you memorize lots of spells with money acquired. It's worth noting that soloing the circus at the promenade as a low level mage can be tricky though. But definitely go for level 9, if not 13 (but advisable to have a party then)
Equipment-wise :
Robe of Vecna, Vhailor's Helm, preferred gloves (Blind striking is a good start, weapon specialization a good finish, def not gloves of AC3 because Ghost and Spirit armor do just as good and better)
Boots of speed, amulet of power (so you're well-protected against vampires), Ring of Earth Control (is it? The one in De'Arnise hold that gives 1 AC bonus) to be switched to Ring of Gaxx, Ring of Prot +1, into a +2 and eventually a +3 if at all possible.
A strength Belt if not using Crom Faeyr, Boots of speed for that chasing and the cloak of your liking, I myself going with either Sewers Cloak or the one from the Underwater City.
Kensai>Mage similar, removing the unwearable equipment, perhaps going for speed instead of pure damage, so Scimitars as weapon, possible Short Sword (Kundane) as a secondary, to harness Kai's effectiveness in the best way possible.
In general - if I want a caster with some melee capabilities : Berserker>Mage
If I want a pure hard hitter melee buffer : Kensai>Mage
Never would I use a Kensai>Mage to just cast spells. Likewise, I wouldn't go for pure fighter because the loss of ranged weapon skills isn't that much of a big deal when you got fireballs and horrid wiltings.
@FinneousPJ *COUGHRobeOfVecnaCOUGH* (denying the existence of possible bugs of course)
Also, I'm not primarily interested in which option is the most powerful overall (although I guess I'm somewhat curious about that). Rather, I'd prefer opinions on the different options (e.g., why one might go for a fighter->mage, even if it is not the most powerful option overall).
Sure
I find the Berserker/Mage superior because:
- at lower levels it can use armors, meaning it will be a lot more reliable till dual-class. At that point they will both use a Robe of Vecna. But obviously, in case of necessity, a Berserk can always equip an armor that fits the situation.
- he can use gloves (Gloves of Weapon Specialization partially fills the damage gap)
Note: with Gloves of Superior Weapon Specialization he reaches 10apr (2 base + 1 secondary weapon + 3/2 for Grand Mastery + 1/2 for the aformentioned gloves, all x2 due to Improved Haste), where a Kensai can reach that only by equipping Belm, Kundane or Scarlet Ninja-To (where he probably won't have Greater Mastery).
- he can use helms. There are cool cheesy helms (like Vhailor's Helm)
- gets Rage. Which, epic immunities aside, grants a +2 damage and thac0. Add that to the Gloves of Weapon Specialization and you get a +4. The same of a lvl14- Kensai.
The speed factor of the weapon is not relevant for 2 reasons: 1) it isn't usefull unless you have to hit&run (mainly at lower loevels) 2) by the end of the game, all the weapons will be so enchanted that their speed factor will be around 0 anyway (and consider it can't be negative).
Kai ability is nice, but it's not even comparable to Rage.
To my mind this combo rocks because it is a killing machine AND a 'make myself immune to all that lich has to offer' machine, and whether he is a fighter, kensai or zerker is not that important.
I like a half-elf multi F/M the best. In top of all of the above, greater whirlwind and hardiness. And more importantly, romancing viconia
Kensai/mage does unmatched damage
Zerker has more HP, can wear more armour, and has his berserker stuff, but does less dmg.
WS for innate MR and his strong mage killing passive thingy.
Ring of gaxx alone nets you that 10MR and plenty more. In my opinion much worse than ken, zerker, straight fighter and swash duals
Not the best, but not bad.
I'm going to throw in a plug for the Kit Revisions mod:
http://forums.gibberlings3.net/index.php?showforum=168
The current beta has the Fighters essentially complete and adds some depth to the class.
When the next patch comes out, I'm likely to try one of the following:
(a) a swashbuckler -> mage (switching at level 10)
[for a 'Grey Mouser' or 'Cugel' type of fellow]
(b) a berserker->mage (switching at level 9)
[for an 'Elric'-like soul-destroyer]
(c) a berserker -> druid (switching at level 9)
[for a shadow druid, turned up to 11 in the defense of grey owls!]
I almost never play dual-class characters (in my BGEE games to date, I've been an avenger, a dragon disciple, and a blade), so this would be a rather different experience for me.
I'm planning to run a group of four members: PC + Imoen + Viconia + Fighter-type (perhaps Kivan).
Thoughts?
Very odd RP-wise to dual to mage, but you could maybe be "using their own weapons against them" or something.