The value of the last pip of Two-Handed
kaffekoppen
Member Posts: 377
I'm playing my fighter/thief at the moment in BG1 and I'm going for a specific build (at the bottom). I want to save the least important for last since the last pip will be at the very end of ToB.
Now maybe I'm missing something here, but if Staff of the Ram already has a speed factor of 1, there isn't any real value in that last 2H pip. I could see the value perhaps for the Ravager (speed factor 6), but that one can't backstab anyway.
Build I'm going for:
TWF ***
Scimitars **
Quarterstaff **
Halberd **
Two-Handed **
Now maybe I'm missing something here, but if Staff of the Ram already has a speed factor of 1, there isn't any real value in that last 2H pip. I could see the value perhaps for the Ravager (speed factor 6), but that one can't backstab anyway.
Build I'm going for:
TWF ***
Scimitars **
Quarterstaff **
Halberd **
Two-Handed **
0
Comments
Pretty well no value for Two-Weapon Fighting Style either, the offhand weapon is never very impressive.
Have you considered spending both such pips on another specialisation, perhaps one handed?
@Pantalion: I have, but I do consider the -4 to -2 upgrade valuable early in the game when I'm mainly dual-wielding (and in most of SoA for that matter). Takes a while for a F/T multi to get good THAC0. I'm planning to go for the Spectral Brand +5 / Scarlet Ninja-To combo, which I think is pretty great without needing other 1h weapons.
Have you considered ranged weapons? You can go sling, dagger or axe quite easily.
Funny, the first point adds huge benefits, the second point adds so little. I have to admit I was also a bit surprised that some 2H weapons have such low speed factor.
@Pantalion: I think the offhand will always matter (Scarlet Ninja-To is also better than Belm), but I see your point. Perhaps I will either postpone or replace the third pip of TWF.