Dwarf tank
Chack
Member Posts: 23
Hello everyone,
Long time reader first time poster.
I am planning on creating a dwarf tank from bgee to (hopefuly) bg2ee. In my previous bg2 runs, i uaually went with a dwarf berserker (battlerager i think) or a barbarian for the damage reduction. I think that the new dwarf kit looks pretty cool, same damage reduction as a barb with better attacks with the 4 pips. Also, come bg2 it is a strong candidate for crom faeyr.
I would like to get some feedback or comparision between this three classes from someone more experimented in them. Also, do you think it better to start wil warhammers up to 4 pips (and 2 in dual wielding) and then develop the axes, go the other way or something in between.
Thanks in advance!!! (English is not my native language, sorry for any typo)
Long time reader first time poster.
I am planning on creating a dwarf tank from bgee to (hopefuly) bg2ee. In my previous bg2 runs, i uaually went with a dwarf berserker (battlerager i think) or a barbarian for the damage reduction. I think that the new dwarf kit looks pretty cool, same damage reduction as a barb with better attacks with the 4 pips. Also, come bg2 it is a strong candidate for crom faeyr.
I would like to get some feedback or comparision between this three classes from someone more experimented in them. Also, do you think it better to start wil warhammers up to 4 pips (and 2 in dual wielding) and then develop the axes, go the other way or something in between.
Thanks in advance!!! (English is not my native language, sorry for any typo)
0
Comments
That said I think the fact that Dwarven Defenders get a 5% damage resistance in BGEE (Barbs don't start getting any until level 11) is pretty nice. On top of their innate ability to absorb 50% damage (which they can get 3 uses/day out of in BGEE). Personally I would go with warhammers because of the availability of the +2 warhammer early on. The difference between Mastery and High Mastery (3 vs 4 stars in a weapon) is 1 damage (and a speed factor but thats not hugely important). So instead I would go 3 stars into two weapon style and 3 into warhammers. First things first though is to get the 3 *'s in two weapon (once you can) just to make your thaco better with it.
That said, there's absolutely nothing wrong if you want to dual wield axes and hammers or use a weapon and a shield or whatever. You also might want to throw one dot into axes regardless and make use of throwing axes as your ranged component.
last is medium damage look what is at the bottom
Storm Star 1d6+6, +1d6 elec 5% chance of chain lightning 13+
Club of Detonation 1d6+5, +5 fire 30% chance of +15 fire, 5% chance of fireball 13.5(19.05)
Gram the Sword of Grief 1d10+5 10% chance of 2d12 poison 10.5(11.8)
Flail of Ages 1d6+6, +10 elemental 19,5
Staff of the Ram 1d6+12+1d4 18
Impaler 1d6+13 16,5
Foebane 2d4+5, +4 magic +6 to undead, shapeshifters, extra-planars 14
Crom Faeyr 2d4+3, +5 elec 13
Spectral Brand 1d8+5, +1d6 cold 13
Angurvadal 1d8+5, +1d4+1 fire 13
Carsomyr 1d12+6 +6 to chaotic evil 12,5
Staff of Striking 1d6+9 12,5
Ice Star 2d4+4, +1d4 cold 11,5
Ravager 1d10+6 +3d6 damage (save) 11,5
Spear of Withering 1d6+4, +4 poison 11,5
Warblade 1d12+4 10,5
Psion's Blade 1d10+5 10,5
Dragon's Breath 1d10, +5 elemental 10,5
Runehammer 2d4+5 +4d4+10 to undead 10
Purifier 2d4+5 +5 to chaotic evil 10
Axe of the Unyielding 1d8+5 9,5
I was planning on using both, aou and cf, i guess i will have to try changing tjem from main to off hand, but that is still in the not so near future.
Are there any real interesting axes in bgee? I was thinking in starting with the 2 pips in warhammer and dual wielding and then getting 2 in axes, as there is only one good hammer in bgee i can think of, and in soa, it is way easier to get 2 good axes at the begining. But i don't remember any good axes in the first game (usually playes with sword and bow users).
throw into mages go melee when casting spell is interrupted