Questions Concerning Dual Wielding
Nic_Mercy
Member Posts: 420
How many pips is ideal for the offhand weapon if it is different from the main hand?
I'm fairly sure only one attack comes from the off-hand and all other attacks are made with the main hand. So if that is indeed the case, is there any real reason to go beyond 3 pips in your offhand weapon? 3 pips provides as much thac0 bonus as you can get and the 4th and 5th pip will only add a point of extra damage each along with some minus speed factor. I am just wondering if 2 points of damage and a slightly faster swing for only one of your attacks is worth the investment when instead you could max out a different proficiency for main hand use if you wanted to swap weapons based on different foes and maintain your attack rate.
Anyone have any insights into this? Or special methods of min-maxing with proficiency points when dual wielding?
I have a Fighter dualed Thief character that dual wields. He uses a long sword in his main hand and a scimitar in his off-hand for an apr weapon. I am wondering if I should just try to max longsword and scimitar or if it might be worthwhile to save some points in scimitar and grab some in Katana for Celestial Fury in BG2. While I know Celestial Fury has no upgrades in TOB it's still a fairly potent weapon especially though most of SoA. I had intended to use Angurvadal +5 in TOB as my mian hand for 22 str and its other bonuses but I was curious about how the various proficiency levels actually affect the off-hand attacks.
I'm fairly sure only one attack comes from the off-hand and all other attacks are made with the main hand. So if that is indeed the case, is there any real reason to go beyond 3 pips in your offhand weapon? 3 pips provides as much thac0 bonus as you can get and the 4th and 5th pip will only add a point of extra damage each along with some minus speed factor. I am just wondering if 2 points of damage and a slightly faster swing for only one of your attacks is worth the investment when instead you could max out a different proficiency for main hand use if you wanted to swap weapons based on different foes and maintain your attack rate.
Anyone have any insights into this? Or special methods of min-maxing with proficiency points when dual wielding?
I have a Fighter dualed Thief character that dual wields. He uses a long sword in his main hand and a scimitar in his off-hand for an apr weapon. I am wondering if I should just try to max longsword and scimitar or if it might be worthwhile to save some points in scimitar and grab some in Katana for Celestial Fury in BG2. While I know Celestial Fury has no upgrades in TOB it's still a fairly potent weapon especially though most of SoA. I had intended to use Angurvadal +5 in TOB as my mian hand for 22 str and its other bonuses but I was curious about how the various proficiency levels actually affect the off-hand attacks.
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Comments
For non-speed weapons, whatever. If the weapon class has some decent variety, just for that and dual-wield both Axes have some good choices (Stonefire and the cold/acid axe from D'narise Keep are both +3 and reliable weapons for 99% of your journey through BG2). Flails are another good combo, especially for a F/C who can't use speed weapons anyway. Even clubs are are pretty good. Gnasher/Blackblood can easily carry you through most of the game, trading Gnasher/blackblood for Club of Blowing-Yourself-Up and red-dragon shield (and several other +fire resistance pieces/spells) for the +4 and above enemies.
That being said, with a full party you rarely have weapons to switch around anyway, so putting points into many different types shouldn't happen all that often. Just never ever compromise MH proficiency in favor of OH and you'll be fine. WEAK! *Real* men...
In general though there are scenarios where Crom Faeyr is a better offhand, namely when your base STR is very low (and your party would not benefit from a different weapons distribution). I haven't done the math, but The Equalizer may also be better against Chaotic Evil/Lawful Good opponents due to the way it works (bonuses added to MH also).
These are mostly fringe cases, though. In general a +APR OH will be the best bet, simply because the MH is such a big part of your damage output.
Item Upgrade adds two possibilities: Upgraded Daystar and Fulcrum. Fulcrum is utter cheese, pair it with the Club of Detonation for maximum effect. Upgraded Daystar is a bit more reasonable, and could be competitive with a speed weapon in the off hand against evil creatures. Pair it with Angurvadal to be dual-wielding longswords.
If you want to use Longswords especially, though, I recommend Daystar to start with. There's lots of undead to fight, and those enemies that aren't undead are usually evil. It's a pretty good weapon and available very early (if you don't mind a smash-and-grab). Though to be fair, as a F->T you probably have a lot of proficiency points available and can easily max out multiple weapon types.
Keep in mind that these rankings are by damage primarily. There's a few weapons with "special effects" that can be considered even at lower output. The two most prominent ones are Celestial Fury, which stuns on hit (unless save) and can trivialize several fights; and Axe of the Unyielding, which slices through hordes like a blowtorch through butter. Upgraded Daystar is a very good weapon, and quite high on the rankings (#4); the vast majority of enemies are evil, and against undead, well... Fulcrum is only good for characters that can't achieve grandmastery, for all others use Pitchwife instead, it's pretty amazing and available very early. If anything deserves to be called cheese, it's that club...
I'm fairly sold on having the fighter>thief dual wield swords of some sort just for aesthetics. I am not so concerned about min maxing to the fullest. I just want to kick a decent amount of butt and look good while doing it The apr ohand seems to fit that bill just fine and I like the passive benefits of Angurvadal since it frees up a belt slot. But the Daystar is also a longsword too and pointing out its early acquire-ability and potential upgrade along with its overall usefulness has indeed made me consider it more.
So many options! So hard to pick >.<
FoA is nice on the F->C. It would be better on the F/T of course since that enables a +APR offhand, but it's not a huge difference. If you prefer swords on your F/T that's totally fine, and I can heartily recommend Daystar for sure For your C/R I'd recommend Club of Detonation; if you're playing with ItemUpgrade, you can use Pitchwife until then (also a club). For offhands for your clerics I can recommend Defender of Easthaven (for the F->C since it's also a flail), and the upgraded Mace of Disruption (gives Negative Plane Protection). You can also swap in shields as needed (especially Shield of Balduran...). Your Inquisitor will likely want to use Carsomyr, and can bridge the time until then with Joril's Dagger and Lilarcor.
That unfortunately leaves Crom Faeyr hanging a bit; you can still use it if you're too lazy to keep up DuHM or feel yourself dispelled too often. If you can make use of both the belt *and* the gloves, though, I'd strongly consider using the components separately.