Question about my Fighter/Illusionist
Tad_Has_A_Cold_Olive
Member Posts: 183
So, after a few false starts, I've decided to try going through the entire Baldur's Gate Saga a go. Lurked a bit, mainly to decide if I wanted to go with a dual-class or multiclass character. Eventually decided on Multiclass, mainly because I want to be a spellcasting butt-kicker from the get-go. Went with a gnome, because of the kit, the saving throws, and the fact that a green beard isn't really out of place on one. Specializing in wielding hammers, 'cause I've heard that there are some good ones in both games.
Anyway, a lot of the time, I see people advocating dual-wielding as the way to go. I wanted to try going with the single-weapon style, because I like the AC benefits early on and because I'll admit I'm a sucker for the "weapon in one hand and spell in the other" mental image of the character. Will that weaken my character unnecessarily?
Thanks in advance for the responses.
Anyway, a lot of the time, I see people advocating dual-wielding as the way to go. I wanted to try going with the single-weapon style, because I like the AC benefits early on and because I'll admit I'm a sucker for the "weapon in one hand and spell in the other" mental image of the character. Will that weaken my character unnecessarily?
Thanks in advance for the responses.
1
Comments
I wouldn't recommend it for BG:EE. To make best use of dual wield, you need 2-3 pips in "Two Weapon Fighting" and a decent base thac0. (In the first game, your base thac0 will be too high to effectively offset the penalty to your offhand.)
As a fighter multi, you'll eventually have plenty of pips, but it's a bit rough at the start. You can still invest one in "Single Weapon" for the first game without too much worry but bear in mind that you probably won't be using that skill to much in the second game.
An alternative is to get proficient in a ranged weapon as range rules BG:EE. (This is part of the hassle in this series. Ranged weapons are borderline OP in the first game, but much less important in the second).
Another option is to choose a range prof that allows you to carry a shield (slings, daggers, axes). You'll still be able to cast spells, and you'll get the AC benefit without spending additional proficiency points.
By not using a shield you're going to miss out on a lot of AC and some nifty effects that the shield come with.
By playing a F/M(Illusionist) you'll be so powerful already that you won't need either of them.
So no you don't need them playing your class combination.
So starting out with * Single Weapon Style ** Warhammers * Longbow (or shortbow) would be fine. You'd still have enough to take ** in two-weapon style in BGEE and even give yourself a proficiency point in something like a speed weapon (or take another point in bows) once you've played a bit into BG2EE (when you start getting access to speed weapons). Either way warhammers are useful enough that I wouldn't worry about it.
The only case to which the above doesn't apply would be a decision to predominantly use 2h weapons. In that case you'd be better off investing one skillpoint in 2h weapon style and the remaining five in bows, staves, 2h swords.
I guess my biggest question is how big the disparity is. Single-weapon style doubles the amount of crits I do, so how does that measure up to the extra attack that dual-wielding gives me?
The double damage you deal on a crit (and only on a crit) with single weapon style is offset by the extra attack or, in case of a speed weapon in the offhand, extra 2 attacks.
You could use a speed weapon in you main hand, single weapon style, as well, but those aren't the most damaging weapons (and have the disadvantage of not going beyoind +2 enchantment for a Fighter/Mage, which means that various foes will be immune to them).
Besides the damage issue, having an offhand weapon can also be advantageous defensively, because many weapons have nice equipped defensive effects (such as immunities) that make them less useful for a mainhand damage weapon, but perfect in the offhand.
It would be different if you played a backstabber. Those do benefit a lot from (a pip in) single weapon style fighting.
I do have to admit that I love being able to switch between melee and ranged weapons on the fly, but from what I understand, longbows become less useful as I get further along in the game.
As a matter of fact,
- at level 1, a FM with 2* in DW and 2* in whatever weapon you want will have 2.5 APR VS 1.5 APR for single weapon.
- The THACO (assuming 18/51 STR) would be 17 for the main hand and 21 for the off hand.
- Against an AC4 monster (reasonnably low for BG1), that would result in a 33% increase in damage output (VS 5% for the double critical range from single weapon).
- Even against a AC of 0, the damage increase would be 15%.
- Below AC 0, it become worse (+66% from -3)
As a FM is would probably do either
- 2* in axes or long swords or scimitars
- 1* in dual wielding
- 1* in bow
at level 3 i would put a second pip in DW and never go back.
The only point of single weapon (over DW or using a shield) as explained by elminster and jackjack are :
- for single class thieves (even then i could argue that a staff with 2H weapon PIP is better)
- to avoid swapping weapons between range and melee (here a throwing weapon + shield would be better as would be a 2 hander with 2H PIP)
Anyhow, as stated by SionIV, the FM is anyway so powerful than taking a PIP in single weapon will not gimp you in a significative way
Now, if you have played through before, then you may ignore that advice I just gave cause I fully understand the desire to have things go a specific way on subsequent play throughs.
I would advise you to use spells or other items :
Early game :
- shield spell (level 1). Sets your AC to 4 (2 against missile which is very nice for some parts of the game). The duration is sufficient for 1-2 fights. Also protects from magic missile (very nice against some mages).
- armor spell (level 1). Sets your ACto 6. Very long duration (enough for 1 whole map). I prefer shield however since the granted bonus is much better and i can live with the shorter duration
- blur (level 2) grants an additionnal bonus of 3. I think mirror image is a better pick though
- shield amulet : 10 charges (50 if you sell and buy back), as per the shield spell. Cheap item, available in the nashkel festival.
Later-on :
- the armor spells of level 3 and 4 are not bad but i think better picks exist at these levels.
- robe of the archmagi : sets your AC to 5 (plus some other minor bonus). very expensive thoug (like 20k gold). Available in high edge.
Using some basic items (+1 ring) and 18 dex you will reach :
AC 0 for robe of the archmagi. Enough for most basic fights
AC -1 for shield amulet (-3 against missiles). To use for harder fights (especially against lots of range attackers)
It's not great but, combined with mirror image and (later on) stoneskin it will be more than enough for almost anything in the game. For the few remaining fights a potion of defense will do.
A shield is a good idea early on, when Armor Class is more important. I don't expect you'll be using one halfway through BG1 though, and definitely not in BG2 where two-weapon style is definitely king.
Especially at low levels, against an opponent with decent ac, swp is preferred, since the main benefit of dw is that extra crit possibility, which swp grants anyways. 2 ac isnt nothing early, but becomes meaningless i
later in bg2.
Also even at level 1, a mere 1-2 AC will help your kensai survivability a lot less than killing things before they can hit you.
I happen to love 2h, but fota is better than the +6 weapons. Needs gww though, to hell with belm!
"i strongly disagree that a lvl 1 kensai, which can be dropped by a couple arrows from hobgobs doesnt want more ac"
Getting 2 extra AC will do what? you will get an AC of 4. You will still get slaughtered by any range-attacker. The key is to use crowd control : the wand of sleep is available from the start and will work very nicely against all early range-attackers..
Later on, range attackers are not a problem anymore thanks to shielding amulet, elven bane girdle and the boots of avoidance which will anyway make you unhittable(unless for crits).
"Let me guess, you favour dwing at lvl 1?"
For the record, i successfully completed a no-reload solo kensai run (without abusing basilisks or grinding). So no, you cannot really say that i favor dying.
"More missing AND getting hit more?"
Both wrong :
- The THACO with a 2-hander wil be exactly the same. Even the crit range will be the same.
Actually since you can get a+3 staff very early in the game, you will hit more with a 2 hander.
- Against range attackers, your extra AC will count only prior getting the shield amulet/elven bane. And anyway the extra 2 will not be enough to be safely relied upon
- Against melee, the extra range from the 2 handers will allow for melee kiting which is a much better defense than AC.
Regarding FOA :
- you will get the fully upgraded FOA for 3 fights at best. Before that, the 2-handers (staff of ram, ravager) are better.
- the 19 crit is also obtained on 2 handers.