Need some advice on what to roll next!
starsky
Member Posts: 44
Hi guys, long time BG gamer/forum lurker..
I've never tried out a kensai and I heard how great it can be to dual (level 13?).
I wanted to try something new and very fun. I finished a BGEE run as a ranger/cleric multi, something I also never done until I read how fun it can be. I might decide to make a swash dualed to a cleric (levl10?) as well... unsure how fun it is.
ANYWAYS! For my next run I'm going to use my Kensai I rolled up.
Stats:
Str: 18/92
Dex: 17
Con: 15
Int: 17
Wis: 9
Cha: 16
I think I have the stats to dual to either a Mage or a thief but I CANNOT decide!
Keep in mind I'm going for pure fun factor, I don't mind that it's cheesy. So should I pick a thief or a mage? or just stick to my ranger/cleric or swash/cleric? or just go with a multi fighter/thief or fighter/mage?
Thanks guys!
I've never tried out a kensai and I heard how great it can be to dual (level 13?).
I wanted to try something new and very fun. I finished a BGEE run as a ranger/cleric multi, something I also never done until I read how fun it can be. I might decide to make a swash dualed to a cleric (levl10?) as well... unsure how fun it is.
ANYWAYS! For my next run I'm going to use my Kensai I rolled up.
Stats:
Str: 18/92
Dex: 17
Con: 15
Int: 17
Wis: 9
Cha: 16
I think I have the stats to dual to either a Mage or a thief but I CANNOT decide!
Keep in mind I'm going for pure fun factor, I don't mind that it's cheesy. So should I pick a thief or a mage? or just stick to my ranger/cleric or swash/cleric? or just go with a multi fighter/thief or fighter/mage?
Thanks guys!
0
Comments
I wish there was a class that allowed you to use something like a Kensai (no or light armour), but allow missile weapons, and then dual-classing into Mage.
Ranger ==> Mage is illegal right?
You can however take the Staff of the Ram and do >>**EPIC**<< backstabs. Yeah, I almost ran out of highlights there...
Longswords or maybe scimitars... Katanas I've done too much
Level 13 best to dual at either way?
As for weapons, it depends on your party setup. There's certainly plenty to choose from.
For powergaming purposes you should max out dex, con and intelligence at the expense of cha or str. Cha is pretty much worthless and str can especially in BG2 easily be buffed with items.
Scimitars are a good call for either class though, as Belm is available early and is one of the best offhands ingame. You can also pick up a +4 ninja-to on the first level of Watcher's keep as a mainhand early on.
Longswords can be appealling, but are far more limited in BG2 than BG1. You're limited to +3 maximum in SoA despite a plethora of +1 & +2 variants, and only get +4s deep in Watcher's keep or TOB.
Weapon selection is difficult in BG2, because you acquire the really good ones at such drastically different points throughout the game. Here's a Top 10 of 1h weapons, by average damage (and assuming 19 base STR):
1) Crom Faeyr (20) [Warhammer; after Underdark; power depends on STR]
2) Flail of Ages+5 (19.5) [Flail; ToB]
3) Club of Detonation+5 (18.5) [Club; Watcher's Keep]
4) Angurvadal+5 (16) [Long Sword; ToB; power depends on STR]
5) Foebane+5 (14) [Bastard Sword; ToB]
6) Stormstar+5 (13) [Mace; ToB]
7) Flail of Ages+4 (12.5) [Flail; Watcher's Keep]
8) Daystar (11) [Long Sword; before Underdark; -4 vs non-evil; double damage vs. undead]
9) Flail of Ages+3 (11) [Flail; before Underdark]
10) Celestial Fury+3 (10) [Katana; before Underdark; stuns on hit]
As you can see, the weapon types vary wildly. The most consistent one is Flail of Ages, which is truly an outstanding weapon. Aside from that, it's difficult to make a choice that holds up in both early and late game. I recommend Long Swords because Daystar is laughably easy to get and undead are quite common (most enemies in the game are evil, too); and Katana, because despite the lower damage Celestial Fury remains a dominating force throughout SoA, and is still useful in ToB. Bastard Swords are not recommended; there are very few viable ones.
Also, of your list only 8, 9 & 10 are available pre-Underdark. Many of the Watcher's keep items begin at +3 and cannot reach +5 until Cespenar in TOB upgrades them.
Edit: FoA +3 and Celestial fury definitely kick arse though.
I think shooting for natural regeneration depends on your style of roleplaying. Obviously, resting for weeks at a time, multiple times, in a single dungeon crawl is unrealistic and potentially immersion-breaking if you dwell on it. Of course, a mage with the endurance of an Olympian isn't very likely, either.
The first time I beat Icewind Dale, I logged over 1,000 days adventuring due to lack of any healer. My party would rest for forty days at a time. I didn't particularly care.