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weapon choices..help

Making a half orc wizard slayer atm and can't decide between bastard sword/axe or bastard sword/scimitar. I hear alot of praise regarding belms extra attack. Would I be at a great disadvantage if i used say...foebane/unyielding axe?

Comments

  • abacusabacus Member Posts: 1,307
    Use what's right for the character. Sure there are more powerful combos, but most weapons have decent options available anyway.. And you can always throw a pip or two somewhere else for "+5 required" enemies later.
    But for gods sake, don't play Wizard Slayer... It's like a supergroup made from the members of Wizzard & Slayer... Sounds interesting but is inevitably terrible.
  • GamingFreakGamingFreak Member Posts: 639
    simply putting one pip into Scimitars would offset the penalty for using an off-hand belm with any main-hand weapon that you're a grandmaster in. The thing with dual-wielding two bad ass weapons like Foebane and Axe of Unyielding is the fact that your off-hand weapon will only get 1 attack per round. No exceptions. That's the reason why most people off-hand a weapon that grants them some other type of bonus, like off-handing crom faeyr to set your strength to 25, or off-handing belm or kundane to get an extra attack on your main-hand weapon (which is why people recommend those two for dual-wielding).

    You can most definitely get a lot of pips in both Axes and Bastard Swords and just switch between Foebane and Axe of Unyielding as you please. Hell, you can even just dual-wield both of those weapons without worries and you'll probably still do fine.
  • DragonspearDragonspear Member Posts: 1,838
    I'm running a dwarven wizard slayer myself atm through BGEE (all I have left is durlag's and then killing the final boss).

    Here are some tips I have:

    First of all, pick weapons you like. If you go bastard sword, it'll be helpful in BG2, same for Axe. Personally for a half orc (me being RP picky here), I'd go with 2 points in a 2her (sword ideally), 1 pip in a ranged weapon (xbow if good, bow if evil), and 1 point in 2H Weapon specialization.

    If instead you're going dual wield, pick ONE weapon at the start, get your max pips in that and 2 pips in two weapon fighting. Don't make the mistake I did (I started with 2 points in axes and 2 points in hammers) thinking you'll be able to tank, as others will do the getting hit on better.

    Example: (Fresh from my game)

    Artin
    Dwarven Wizard Slayer 8

    Weapon proficiency:
    Axe ++++
    Hammer ++

    Thac0 4 (With the best weapon I have. An Axe +2, I also have the Golden Axe +1 which has a chance on hit dispel)
    96 Health, 13-20 Damage, -6 AC (-4 Missile, -4 Slashing, -3 Piercing), 8 Magic Resist
    Saves top to bottom are 4, 6, 10, 11, 7

    Items of Note:
    Full Plate
    Boots of Speed
    Golden Axe +1
    Returning Throwing Axe +2
    Axe +2
    The +2 Warhammer with 1 lightning damage
    Helm of Balduran

    Yeslick:
    Dwarven Fighter 7/Cleric 7
    Weapon Proficiency:
    Hammer ++
    Mace ++
    Sling ++

    Thac0 9
    72 Health (I have 3 Con on him though), 12-17 damage, -8 AC (- 8 Missile, -3 Piercing, -4 Slashing), 25 Magic Resist
    Saves top to bottom -1, 3, 6, 8, 4

    Items of Note:
    Cloak of Balduran
    Ring of Protection +2
    Ring of Sune
    Helm of Glory
    Gauntlets of Dexterity
    Big Fisted Belt
    The Frost Embrace (boots +50% Cold resist)
    Greenstone Amulet
    The Stupifier
    Sling +1
    Full Plate

    If I just let Yeslick go in first, I could DW axes instead, give Yeslick the Warhammer +2 (since honestly stupifier is nice in theory, but at this point if yeslick hits it, its not living for long anyway) and gain that extra APR/damage for the cumulative spell failure chance.

    (If you're curious btw, I am building towards DWing Axe of the Unyielding MH and Crom Faeyr offhand by the end of SoA).

    So ya, whatever you do, build your damage up more and leave the getting hit on to others. WIthout some of the items you can pick up and equip, others will do the tanking job better, ESPECIALLY fighter/clerics in BG1.

    Fun Note: If you're a fan of web based strategies, the two-handed sword Spider's Bane is the only way for a wizard slayer to gain free action in BG1 before your divine casters get free action as a spell. Also unlike the spell, Spider's Bane doesn't impair your character from being hasted for an extra attack.


    Now..........can I bring myself to EE keeper my character at this point =/
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