Kensai/Mage versus Berserker/Mage.
serialthrilla
Member Posts: 26
I am torn between the two. Can anyone share their experiences playing either of these dual-classes? I plan to solo on insane difficulty and dual to mage at 13, if that helps.
On a side note I'm a little underwhelmed with the 'kai' ability. Am I underestimating its usefulness (especially compared to the berserker's 'enrage') or is it not as good as people make it out to be?
On a side note I'm a little underwhelmed with the 'kai' ability. Am I underestimating its usefulness (especially compared to the berserker's 'enrage') or is it not as good as people make it out to be?
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I think it has some cheesy uses (you can for example use Kai before backstabbing for crazy damage), but in general I'd much rather have berserking.
But Kai isn't why a kensai is good anyway. It's the passive boost to THAC0/damage.
With the Berserker you get gloves (+1/+2) and enrage (+2/+2) which works out to +3/+4, even higher than a 9 Kensai's passive +3/+3. If you're using say the FoA, Kai will get you an extra 2.5 points of damage on average on top of that so the Kensai does 1.5 more damage/hit compare to the Berserker. It's a nice bonus, but I think I would favor the convenience of Enrage over such a small boost. But note that you can replicate the immunities with spells... I just can't be arsed to buff every time.
edit: oh I see you're dualing at 13, in which case the Kensai gets +4/+4 and +1/+2.5 over the enraged Berserker with Kai up. Could be worth it...
Kai has it's uses for sure, but it isn't as useful as the Berserker Rage - not all abilities are equal. At high level try Kai with Shapechange: Iron Golem.
FOA deals 8-13 damage plus bonus (let's say other 16 average) means that with kai you deal 29 damage per attack, 8 APR means 232 damage per round always hitting. In 3 time stopped rounds you can deal 696 damages.
Nevertheless I still prefere berserker-mage, mostly because you can use helmets and bracers.
Still having high level on kensai (15-21), will restrict your character's combat abilities at big portion of the game. It's only recommended if you plan to run solo and/or harder difficulties after each completition of the game. But after that point, i doubt that you will find anything challanging :P
Edit: Actually, in that case fighter/mage/thief is even more powerful, (or just mage/thief) due backstab + mislead exploit. (in my opinion, it's an exploit)
EDIT: Oh, I guess there are the Bracers of Blinding Strike. That's basically a triple Greater Whirlwind with a good base APR. That could be pretty deadly paired with berserker rage.
And as i remember number of attacks can't go beyond 10. About helmets, i think Kensai mage can use circlet of netheril and some good stones as helmets. +1 thaco and +%10 max hit points comes to mind.
Could also pair it up with other HLA's, but I would think that Assassination is the only one that's useful for this, and you're obviously not gonna get that one with these builds.
Edit: Fixed typo. I do that a lot :S
There isn't really a major difference in power once you reach the the higher levels. You're still going to be ridiculously powerful regardless. Early to mid game, berserker's rage will indeed, be more useful than kensai's kai, considering that being disabled is pretty much a game-ender on a solo-run.
Later in the game, you'll likely be too busy casting off all your other spells that you'll rarely be using your rage (or even kai for that matter). Improved invisibility usually saves you from most major disables that your highlevel saving throws wouldn't shake off at that stage (not to mention timestop makes you invincible against everything altogether). Not to mention, there exists a certain staff that grants you invisibility right upon equipping it, rendering even enemy True-sight useless (Although, if you intend on capitalizing on that, you'd probably want to avoid dual-wielding for convenience sake). At this stage, kensei's innate +4 damage at level 13 would make you slightly stronger than a berserker-mage. But me thinks, if you got a bazooka, you don't really need to add spikes to its rockets.
BERSERKER KIT: BERZOOKA
Pros: Berserker Rage ability causes a detonation on every successful hit, dealing 6d6 fire damage to a 30' radius area (save vs. spell for half).
Cons: Berserker Rage ability causes a detonation on every successful hit, dealing 6d6 fire damage to a 30' radius area (save vs. spell for half).
http://www.geek.com/wp-content/uploads/2010/11/RPC1-560-x-271.jpg
Berserker: Can't be imprisoned, can't be charmed, can't be stunned, can't be charm, can't be held, can't be frightened, can't be confused, can't be level drained...
Who cares about damage? Imprisonment bypasses MR, has no save, and instantly game overs you. There are scores of ways to increase your damage, there are a handful of ways to easily and conveniently face off against Illithids, Elder Orbs, Demiliches and the like, and none of those ways begin with a K.
passive +4/+4 is not good as Balduran helm + Gauntlets of Extraordinary Specialization.
kai ability in fact is plain +4 dmg, berserker ability is priceless
Also obtaining mind shield is not an issue if you reached far as that in game. +1 thaco and +%10 hp gem is better than helm of balduran in my opinion.
I used to like Fighter/Mage duals but now I just feel lazy and want to go Multi-class if I ever roll with it again. Downtimes make it incredibly boring.
But you are a mage, so why be scared of Imprisonment? SI:Abjuration! You're probably already using it to block Dispel Magic.
And yes, Elder Orbs can cast Imprisonment. It's easy to notice when they're about to do it - they'll move into melee range of the character in question.