Fighter Mage- Dual Katanas or Staff?
RagingOrc
Member Posts: 63
Hey people,
I'm interested in how people usually play their fighter/mage or kensai -> mage regarding weapon proficiencies.
The main styles i've seen have been:
Katana+ dual: Dak'kon's Zerth Blade and Celestial Fury
Staff: Staff of the Magi or Staff of the Ram?
Which weapon set is considered the 'most effective?' in terms of dps, usefulness and commanding the battlefield in your opinion?
If anyone knows of a different setup that is more powerful than the ones listed please feel free to share.
I can see the benefits of both to be honest but I'd like to see the communities opinion for feedback
Cool, thanks
I'm interested in how people usually play their fighter/mage or kensai -> mage regarding weapon proficiencies.
The main styles i've seen have been:
Katana+ dual: Dak'kon's Zerth Blade and Celestial Fury
Staff: Staff of the Magi or Staff of the Ram?
Which weapon set is considered the 'most effective?' in terms of dps, usefulness and commanding the battlefield in your opinion?
If anyone knows of a different setup that is more powerful than the ones listed please feel free to share.
I can see the benefits of both to be honest but I'd like to see the communities opinion for feedback
Cool, thanks
0
Comments
Your main hand can be anything, really. The only issue is availability; to choose a weapon type that has both viable early/mid game options as well as late game.
My recommendation is Flail of the Ages. Even the +3 version has great damage, plus the slow and elemental damage (which goes through Stoneskin and physical damage resistances). You can upgrade it twice, and the last version is perhaps the single most powerful weapon in the game.
Another contender is Crom Faeyr, which is right up there with FoA in terms of power. Keep in mind that it's especially good with low base STR (<=19), but loses a little of its effective gains the higher your STR. The downside is that there are few good hammers early in the game; the upside is that you can get Crom Faeyr before ToB, and it will remain one of the best weapons until the very end.
Celestial Fury is a great weapon, but only because of the stun. Its damage is not impressive. The stun does however help tremendously at times, and make some fights very easy (like the Chromatic Demon in WK). Note that bosses and "massive" enemies like dragons are usually immune to stun. The big upside of CF is that it is available fairly early in the game.
Another weapon I've grown to like is Daystar. If you don't mind a smash-and-grab, it's available pretty much right at the start of the game, and it has quite decent damage. The majority of enemies you face are evil, essentially making it a weapon+4 - and there are also a number of undead in your path, where Daystar becomes a truly impressive tool of righteous destruction. It's also a Long Sword, arguably the weapon category with the widest selection of choices throughout the game. One of them is Angurvadal, which in its final version is in the Top 5 of the most damaging weapons in the game.
[NOTE: Can anyone confirm how Daystar works, exactly? It says 1d8+2, +4 vs. evil - does that mean it's 1d8+4 vs. evil, or is it 1d8+6?]
Hope I could help, and feel free to ask more questions!
The mainhand options as given above are all good. The F/Illusionist I ran through BG:EE with a few months back has ++ in 2 weapon style, scimitars and flails at present at level 7/7.
Also note that your offhand attacks are not very important, as they are capped at 1 per round (2 under Improved Haste), i.e. only 20% of your attacks. That means you don't need a lot of pips in the offhand's proficiency, 1 (= no penalty) is often enough already. Try to get 2 pips in Two Weapon Fighting before you go for the offhand's weapon type.