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Pure Kensai

Considering how much DR gear there is kicking around, any reason Kensai wouldn't do fine pure? Starting out would be rougher, but Barkskin/armour spells can cover until you get the right gear. The sheer damage would be handy, and with a vanilla bard, you can probably manage 50% DR vs everything, and depending on if you get the Bonebelt, you can probably bump to 100% vs slashing. Can you still throw axes? Would be useful early.
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  • FardragonFardragon Member Posts: 4,511
    Kensai can't throw axes in IWDEE.

    It's worth noting that Skald song gives an AC bonus from level 1.
  • DreadKhanDreadKhan Member Posts: 3,857
    Hmm, but you can still buff AC with Barskin/Armouring spells, throw in both Skald and Vanilla bard and that Kensai can compete until he gets geared up.
  • kensaikensai Member Posts: 228
    Yep, I'm currently playing with half-orc kensai in my party. He is best damage dealer here (and this is in melee focused party of berserker, paladin, f/m and duskblade) and has a 30% of kills which is pretty impressive! I'm playing on insane and he is 9 lvl now with -5 AC.
    Barskin definitely a great spell for him, also he has potions of defense which sets ac to 0 for 10 hours, cards of blur (which can be found in dragon's eye), wolf's amulet and ring +2.
    If you want to give him a bonebelt then you probable should set his alignment to Neutral (I made a mistake here ;( )
    Overall he is pretty hardy, I can't call him a glass cannon.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Is a pure Kensai more damage than, say, dualing it to Cleric for DuHM/Righteous Magic?

    Going from 19 (Half-Orc) STR to 25 (DuHM+RM at lvl 9) is +4 thaco/+7 damage. You'd need a 21 Kensai to get that damage (or was it 22 I can never remember...). Of course it's not permanent, but then again you also get a ton of other buffs you can use.

    Haven't tested either (yet), but just going by the numbers... Hm...
  • kensaikensai Member Posts: 228
    Yep I personally think that kensai\cleric has even more potential of greatest melee damage dealer.
    Pure kensai can cast many buffs too, from cards of blur and buffs, from potions of strength, yet still is outmatched by duals.
    But pure kensai's is still good and surprisingly hardy damage dealer in IWD:EE
  • DreadKhanDreadKhan Member Posts: 3,857

    Is a pure Kensai more damage than, say, dualing it to Cleric for DuHM/Righteous Magic?

    Going from 19 (Half-Orc) STR to 25 (DuHM+RM at lvl 9h) is +4 thaco/+7 damage. You'd need a 21 Kensai to get that damage (or was it 22 I can never remember...). Of course it's not permanent, but then again you also get a ton of other buffs you can use.

    Haven't tested either (yet), but just going by the numbers... Hm...

    Kensai cleric has heavy weapon restrictions, though there are very good maces, hammers and morningstars, and iirc, a hammer and morningstar are about the best DR weapons. Obviously, if you're going to dual, you should just take Berserker, unless you dual pretty late. If you don't dual late, you can loose out on apr. Is yhe Morningstar of Action available? If not, the Kensai would have an edge.

    Iirc, there is the odd str boosting item (I remembrr a ring), so your hardest hitter will have at least 20 str. The pure Kensai is also going to have more profs to play with, so his off hand will probably hit harder for what its worth, if its a different.

    For max damage, a Kensage using Iron Body dualed late would hit pretty hard iirc.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014
    DreadKhan said:

    Kensai cleric has heavy weapon restrictions, though there are very good maces, hammers and morningstars, and iirc, a hammer and morningstar are about the best DR weapons. Obviously, if you're going to dual, you should just take Berserker, unless you dual pretty late. If you don't dual late, you can loose out on apr. Is yhe Morningstar of Action available? If not, the Kensai would have an edge.

    Those weapons also happen to be crushing, which is the best damage type as there's a lot of slashing/piercing resistance around (the latter in particular). But you're right, the most damaging weapons are mostly swords. I think the best cleric-allowed weapon is the Fire Flail+3? I guess it's not THAT far down the list.

    I do believe there is a Morning Star of Action, at least it's in the game files. It may be part of a random treasure, I haven't checked. My knowledge of the original game is limited.
    DreadKhan said:

    Iirc, there is the odd str boosting item (I remembrr a ring), so your hardest hitter will have at least 20 str. The pure Kensai is also going to have more profs to play with, so his off hand will probably hit harder for what its worth, if its a different.

    OH extra proff is such a marginal increase it's statistically almost irrelevant. I left out the +1 STR in the comparison because there's also the first two Kensai bonuses from being lvl 7+ when you dual, and that just about cancels out.

    Gotta look into the weapon selection issue more, I am not completely versed in all the endgame options. I'd really love a spot for another crushing damage dealer, but I'm not sure how much you lose out on by not being able to use swords.
  • GamingFreakGamingFreak Member Posts: 639
    edited November 2014

    Is a pure Kensai more damage than, say, dualing it to Cleric for DuHM/Righteous Magic?

    Going from 19 (Half-Orc) STR to 25 (DuHM+RM at lvl 9) is +4 thaco/+7 damage. You'd need a 21 Kensai to get that damage (or was it 22 I can never remember...). Of course it's not permanent, but then again you also get a ton of other buffs you can use.

    Haven't tested either (yet), but just going by the numbers... Hm...

    There's a difference in that equation you haven't figured in yet: Fighter/Cleric Half-Orcs can't get grand-mastery; they can only specialize. So not only would a Kensai get a +3 to hit and +5 to damage (more than a Fighter/Cleric multi's +1 to hit and +2 to damage), they also get an extra attack in the round over them. On top of this the kensai is a singular class that would level up faster than a multi-class, so really if the Kensai loses out on anything, it wouldn't be for long.

    Point being nothing tops Kensai damage in the long run. Not to mention at epic levels they can literally hit anything without even trying.

    But if you're talking about Kensai/Clerics... I wouldn't bother. Sure you can make up for most short-comings with spells, but you limit the kensai's massive weapon selection for DuHM... and why even bother with righteous magic when Kai can basically do the same thing but without the HP buff? Really you'd just be a fighter cleric who can't wear armor and has a bit of a to hit and damage buff from kensai levels. A berserker/cleric is much better
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014

    There's a difference in that equation you haven't figured in yet: Fighter/Cleric Half-Orcs can't get grand-mastery; they can only specialize.

    You're right of course, Half-Orc means no dual class. I was obviously not trying to talk about multi-class, but a Kensai->Cleric dual, which of course means she must be a human, and thus limited to 18/xx STR. While it's true that does throw off that particular example, it doesn't actually matter in the long run because DuHM/RM add an extra point of STR once you get to Cleric 12, putting you once again at maximum (I was only using lvl 9 as an example to show how much earlier you get to that damage with a K->C compared to a pure K). You could also argue that the +2 dmg/thac0 you get from being a 7 Kensai (assuming dual at 7) about evens out with the +1 STR gain of the Half-Orc, in that particular example I gave anyway.

    Point being nothing tops Kensai damage in the long run. Not to mention at epic levels they can literally hit anything without even trying.

    The question becomes, what is "the long run" exactly, and how is overall power distributed across the entire timeline. The game is, after all, not all about lvl 20+, the arguably vast majority of the game you're lower than that. Plus, at endgame you tend to have so many tools at your disposal already that further gains are proportionately less of an impact, whereas gains at early/mid game can be more substantial overall increases. A difficult issue to assess, certainly, and by no means obvious. This warrants further discussion, I believe.

    But if you're talking about Kensai/Clerics... I wouldn't bother. Sure you can make up for most short-comings with spells, but you limit the kensai's massive weapon selection for DuHM

    This is a real concern, but I'm not sure yet how real. Going by average weapon damage, the top 3 of 1h weapons (excluding the Pala-only Pale Justice) is this:

    12 avg. damage: Bhaal's Fire+3 (1d8+3+2d4) - Long Sword
    11 avg. damage: Fire Flail+3 (1d6+4+(0.5*2d6)) - Flail
    10.35 avg. dmg: Skullflail+4 (1d6+4+1d4+(0.1*1d6)) - Flail

    [if I missed something/screwed up math/the list, let me know!!]

    As you can see, two weapons there are cleric-allowed, and the crushing damage + the large elemental component on Fire Flail is actually quite attractive considering damage resistances. The actual issue, I believe, arises from the off-hand, as it's still not clear to me whether/where you can find the Morning Star of Action - it's in the game files, but either I didn't find it on my first playthrough or I was stupid and missed it (curse the game for having all the same graphics on everything!).

    ... and why even bother with righteous magic when Kai can basically do the same thing but without the HP buff?

    Kai doesn't add 1 STR/3 levels, which RM does. That's actually the more important part, the max damage is just icing on the cake. With DuHM + RM you get to 25 STR very easily, which (as I mentioned earlier) is quite the thac0/damage increase.

    Really you'd just be a fighter cleric who can't wear armor and has a bit of a to hit and damage buff from kensai levels. A berserker/cleric is much better

    Yes, you essentially trade armor for some damage/thac0 buffs, and the ability to Kai in between RM uses. That's not a WHOLE lot, but neither is the ability to wear armor, considering it doesn't increase your damage (bracers do, but I don't think there are enough of them to not be able to use them on someone else instead and retain overall damage parity). Berserker Rage, on the other hand, doesn't do a whole lot in HoF because the fight lasts so long you spend practically all your winded period fighting (essentially negating the damage gain), and hardly ever come across effects that the immunities would matter against (since casters are trivially easy to interrupt in IWD, and fairly rare to begin with).
    So the question is, how much do you intend to rely on your armor? Can you tank well enough with your tank/your summons to keep the Kensai from taking too many hits? And is the effort of doing that worth the +2 dmg/thac0? I'm uncertain, but I think it's something worth exploring.
  • GamingFreakGamingFreak Member Posts: 639
    True, you can't use DuHM as a Kensai but you can still use strength boosting potions, of which I hear are sold in Kuldahar (the frost giant version, which is 21 strength), on top of being able to dual-wield katanas with grand mastery and haste/improved haste (That's like, what, 4-8 APR with 2 weapons that deal a base of 1d10 damage + enchantments?)

    By the time they hit level 9 Kensai already get a +3 to hit and +3 to damage, which is ideal to dual-class at in most scenarios. This means that a kensai/cleric would presumably have this same boost. However come level 12 the Kensai gets a +4 to hit and +4 to damage; with that boost, plus a potion that can boost your strength to 21/25 (based on which you use), the overall difference becomes miniscule when compared to a fighter/cleric or a kensai/cleric of the same level; which means that for the kensai/cleric to get more powerful you have to level up higher, but the kensai gets more boosts as he levels up higher too, which again, makes the differences miniscule. I'm not even taking into consideration the +3/4 longswords that boost your APR here, which no form of fighter/cleric can use because of their ban of edged weaponry. Along with the lack of armor this really hurts the kensai/cleric in the long run. You'd basically have to do what a normal kensai has to do, which is have magical armors constantly cast on you for fights or use defensive potions, which other than Stone Form I have yet to encounter any.

    And then we compare this to the berserker/cleric. The berserker/cleric gets roughly the same bonuses as a level 6 kensai, can boost his strength with spells, and gets invulnerability to practically half the status-ailments in the game (if not more). On top of the AC and HP boost while raging, and the ability to wear plate armor, they already have more survivability than a Kensai/Cleric. On top of it all? Early levels they can use missile weapons. Not even Kensai can do that (pretty sure they took out throwing weapons from the Kensai's available weapons list). So Kensai already suffer heavy competition compared to a berserker/cleric of the same level. The only choice then would be to dual-class at level 13 Kensai, where his hit and damage boost double that of a berserk/cleric when he's raging.

    This means that by the time you get those levels back, a good stretch of the game is already cleared up, unless you force grind. Is it worth it? Doubtful.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014

    on top of being able to dual-wield katanas with grand mastery and haste/improved haste (That's like, what, 4-8 APR with 2 weapons that deal a base of 1d10 damage + enchantments?)

    Katanas are 1 single damage point better on average than Long Swords, and 0.5 damage points better than Morning Stars. The base damage is really not that relevant, what matters are the bonuses you get from good magical versions - of which Katanas have none. They are hardly an argument, there are several cleric-allowed weapons that are better than the best Katana (Solemn Duty+3).

    By the time they hit level 9 Kensai already get a +3 to hit and +3 to damage, which is ideal to dual-class at in most scenarios. This means that a kensai/cleric would presumably have this same boost. However come level 12 the Kensai gets a +4 to hit and +4 to damage; with that boost, plus a potion that can boost your strength to 21/25 (based on which you use), the overall difference becomes miniscule when compared to a fighter/cleric or a kensai/cleric of the same level; which means that for the kensai/cleric to get more powerful you have to level up higher, but the kensai gets more boosts as he levels up higher too, which again, makes the differences miniscule.

    And you are suggesting to chug STR potions for the entire game, which cost a lot of gold and last 2 hours, i.e. fall off not only every time you travel or rest, but also after a while of fighting? How do you sustain that, in any way that is comparable to the uptime of DuHM/RM? Can you even buy enough of them, assuming you have the gold to do so in the first place during early/mid game?

    I'm not even taking into consideration the +3/4 longswords that boost your APR here, which no form of fighter/cleric can use because of their ban of edged weaponry.

    As I've been saying, there *is* a Morning Star of Action in the game files, which also gives +1 APR. I'm just not sure where to get it; does anyone know? One would guess it's around where you get the Long Sword of Action+4 as well, i.e. HoW, i.e. moot point in the comparison.

    Along with the lack of armor this really hurts the kensai/cleric in the long run. You'd basically have to do what a normal kensai has to do, which is have magical armors constantly cast on you for fights or use defensive potions, which other than Stone Form I have yet to encounter any.

    That is a fair point, you do have to do something to avoid taking damage. My suggestion would primarily be smart tanking, which preliminary trials suggest for me to be working out alright. There isn't a whole lot of incidental damage from what I can tell, and what there is is likely to be unaffected by armor anyway.

    And then we compare this to the berserker/cleric. The berserker/cleric gets roughly the same bonuses as a level 6 kensai, can boost his strength with spells, and gets invulnerability to practically half the status-ailments in the game (if not more).

    If by roughly you mean "not at all", then yes. Berserkers gain no passive bonuses, all they gain is their Rage which in HoF very often turns out to be net parity because you spend time fighting winded and it's exactly the same values/durations (+2 for one turn vs. -2 for one turn). This isn't BG2 where fights are over in 45 seconds max, HoF encounters can last quite some time, especially during early/mid game. As for the immunities, could you please tell me the situations you encounter where your damage dealer gets hit by an effect Rage would protect against? Because I can't really come up with one. Again this isn't BG2 where CC is thrown at you behind every corner. Everything that is flung in your face you can block with your tank, or stop from happening easily (e.g. interrupt a caster). The STR buff is obviously not an argument since we're comparing two clerics here and they can both cast the same things.

    Early levels they can use missile weapons. Not even Kensai can do that (pretty sure they took out throwing weapons from the Kensai's available weapons list).

    Yeah, they can. DO you, though? I never saw a need. Ranged weapons aren't particularly good unless you dedicate yourself to them, and I sure hope you're not suggesting spending points there in the beginning just to make killing two goblins marginally easier. And yes, they did stop Kensais from throwing this time around ;)

    So Kensai already suffer heavy competition compared to a berserker/cleric of the same level. The only choice then would be to dual-class at level 13 Kensai, where his hit and damage boost double that of a berserk/cleric when he's raging.

    This means that by the time you get those levels back, a good stretch of the game is already cleared up, unless you force grind. Is it worth it? Doubtful.

    No, I am absolutely not advocating a 13 dual. It's not a very good plan even in HoF, for various reasons. I would suggest dual at 9, which is quite easy to regain in a timely fashion (7 for Berserker). That trades you +2 thac0/damage and 3 uses of Kai for the ability to use armor - and that I believe is a trade-off that may be worth making if you plan to min/max.
  • DreadKhanDreadKhan Member Posts: 3,857
    I've heard Morningstsr of Action isn't available, and I know HoW made Bhaal's Fire unavailable. IWD had a disproportionate amount of stuff that isn't actually available. The old fixpack though iirc replaced a duplicste Axe of Caged Souls with Benorg's Truth. Not sure if this was included in EE, if yes, thats a very good weapon.

    Kai boosts Katanas by 2 points more than Longswords/Morningstars. I doubt Katanas sre going to be better long term, when magic items get stronger.

    HoF fights don't have to take more than a turn unless you didn't bring any caster support. Bah, I'm off topic in my own thread! Berserkers immunities and use of ranged trumps Kensai for low levrl dualling, and ffs, a Kensai is supposed to melee in HoF without DR gear and NOT get killed in less then a turn?? I seem to be missing something.

    Nah, dualing a kensai at 9th in HoF is terrible. You tripping over XP, and 13th is subdtantially stronger than 9th, while a berserker dual is just plain better at lower levels. Pure kensai wielding DR weapons is better in HoF than 'high damage'.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    DreadKhan said:

    HoF fights don't have to take more than a turn unless you didn't bring any caster support.

    Well I must be doing something wrong then because I can't kill 20 Cold Wights in one turn when I get to Dragon's Eye. How do you do it?
    DreadKhan said:

    Berserkers immunities and use of ranged trumps Kensai for low levrl dualling

    Why? What is there that you need the immunities for, in the entire game, let alone the early part. Name an example, please, that you cannot avoid with absolute minimum effort. And why do you need ranged when you can avoid getting hit by most anything but archers - which would hit you regardless even if you were ranged.
    DreadKhan said:

    and ffs, a Kensai is supposed to melee in HoF without DR gear and NOT get killed in less then a turn?? I seem to be missing something.

    HoF is all about controlling the fights, i.e. proper tanking with a tank and/or summons. That's the whole reason I'm even contemplating the K->C thing, because I get the feeling you can avoid a LOT of damage very easily (unlike BG2 which has a ton of incidental/hard to avoid damage).
    DreadKhan said:

    Nah, dualing a kensai at 9th in HoF is terrible. You tripping over XP, and 13th is subdtantially stronger than 9th, while a berserker dual is just plain better at lower levels. Pure kensai wielding DR weapons is better in HoF than 'high damage'.

    Why is 13 substantially stronger? Because of the extra +1 dmg/thac0? If you're right and the MSoA is not available (and it might be, I'm still not convinced it's a code remnant) then it could be a different story, but only then. With a +1 APR weapon, the fighter 13 APR is wasted, and that is really the biggest reason for going that high. Also, while HoF does provide lots of XP, it's far from "swimming in it". 13 needs FIVE TIMES the XP you need for 9, PLUS the ton of XP needed to regain levels. All that for marginal gains at best, even with the +APR I doubt it's worth it in terms of efficiency (unless you're like a 2-person party or something). Heck, even in BG2 I don't dual at 13 and you have ridiculous sources of XP there.
  • GamingFreakGamingFreak Member Posts: 639
    13 gets an extra Attack Per Round. More attacks per round = more damage. Clerics don't get any bonus APR, so what you had as a fighter is what you're stuck with. This isn't counting APR boosters such as weapons or haste. As for the winded berserker comment, Berserk generally lasts about as long as most fights would last; most of my fights are over in quite literally a minute. Longer drawn out fights are generally just the ones where you're stuck killing small hordes of weaker enemies, or bosses which are hardly a threat if you target them first. I also want to point out you level up significantly faster in this game. Generic mobs can wind up getting you 5600XP in just as early as Dragon's Eye, and that's from just abusing rest in hopes of getting ambushed.

    And yes I do use missile weapons early in the game for any class if I can. They give you roughly the same thac0 number at low level as a melee weapon you specialize in will give you. AND you get to keep your distance away from enemies AND abuse the fact that some enemies have to rush your face; There's a reason why archers are so powerful in this game.

    You also mentioned immunities, and the biggest ones would be stun and hold. Also heard that level drain *IS* incorporated in this game, so there's that too. Not sure of how many enemies spam confusion or charm later on, but so far it's just an issue that's a "better safe than sorry" deal. Some enemies also use feeblemind, which is another immunity that raging grants; something that my own kensai has been struck by a couple times.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014

    13 gets an extra Attack Per Round. More attacks per round = more damage. Clerics don't get any bonus APR, so what you had as a fighter is what you're stuck with.

    Yes, I know. Which is why I said, it depends on the MSoA being available or not. With a +APR weapon, the 1/2 APR you get from 13 is useless:

    fighter lvl 7+ = 3/2 APR, +1 from dual-wielding = 5/2 APR, +3/2 from Grand Mastery = 4 APR, +1 from APR weapon = 5 APR = maximum.

    It's only without the +APR weapon (or ring) that you end up at 9/2 APR in the end.

    As for the winded berserker comment, Berserk generally lasts about as long as most fights would last; most of my fights are over in quite literally a minute. Longer drawn out fights are generally just the ones where you're stuck killing small hordes of weaker enemies, or bosses which are hardly a threat if you target them first.

    I can recall several parts that take longer to do, like the aforementioned 20-Wights in Dragon's Eye, or several parts of the Severed Hand, or the rooms with trolls and spider in Dragon's Eye. I suppose you could always kite everything to the zone entrance and zone out every time your Rage ends, and wait a minute between each fight for winded to wear off - which in turn reduces your overall efficiency. And that's the whole point about min/maxing, isn't it? Doing the most in the shortest time possible? Because obviously it's possible to beat the game even in HoF with pretty much whatever you want, if you're just persistent enough. That's not why we discuss these things though, right?

    I also want to point out you level up significantly faster in this game. Generic mobs can wind up getting you 5600XP in just as early as Dragon's Eye, and that's from just abusing rest in hopes of getting ambushed.

    Oh, so you only need 223 * party size of those mobs to get to lvl 13. Piece of cake. That's about as high as XP goes, 5k-8k; nothing compared to BG where monsters can give upward of 10k and there's things like per-character quest xp, scroll xp, trap/lock xp, etc. And even THERE I don't dual at 13 because it's horribly XP-inefficient for what you get from it.

    And yes I do use missile weapons early in the game for any class if I can. They give you roughly the same thac0 number at low level as a melee weapon you specialize in will give you. AND you get to keep your distance away from enemies AND abuse the fact that some enemies have to rush your face; There's a reason why archers are so powerful in this game.

    The reason Archers are powerful is because their damage actually scales upward as you level; and they are in fact not THAT powerful considering the tons of missile resistance all around, and the fact that there is a dearth of good ammo (barely enough for one, hardly for more). Anyway, before we digress, the reason you use ranged is so you don't get hit, BUT you can achieve the same result by having a proper tank. I have no trouble going through most of early game taking minimal hits, it's pretty easy to tank things in this game (even easier once you get summons).

    You also mentioned immunities, and the biggest ones would be stun and hold. Also heard that level drain *IS* incorporated in this game, so there's that too. Not sure of how many enemies spam confusion or charm later on, but so far it's just an issue that's a "better safe than sorry" deal. Some enemies also use feeblemind, which is another immunity that raging grants; something that my own kensai has been struck by a couple times.

    Where do you actually get hit by these things though? "Safe than sorry" is an argument to guard against unpredictable situations, but this game is scripted and predictable to the extreme. You know exactly what you face where and when, there is no need to have tools ready just in case when you know you can't be surprised. That's like saying you're making a certain move in chess just in case a piece suddenly teleports around - it just doesn't happen, unless you let the opponent do it :P That's pretty much the same here, casters will cast Hold Person ONLY if you let them, and it is absolutely trivial to not let them. I have literally not had it cast successfully against me EVER in this game. There's also some undead who have touch attacks that can paralyze etc., but you can tank those easily with someone either immune (like a B->C tank) or irrelevant (like a summon). To have a damage dealer get hit by an unavoidable/difficult to avoid CC effect... that is something that I just have not had happen. Anywhere. If you have, please elaborate! As for Feeblemind, Heal cures that no problem; and it happens in like one place (Dragon's Eye) and only if you're not careful AND miss the save (not to mention you'd have to get your Berserker hit in the first place and not someone else AND have Rage up already).
  • OlvynChuruOlvynChuru Member Posts: 3,079
    Kensai is a very fun and balanced class when not dual-classed. I wouldn't call it great for powergaming, but I just like how it can do incredible things without being overpowered.
  • DreadKhanDreadKhan Member Posts: 3,857

    DreadKhan said:

    HoF fights don't have to take more than a turn unless you didn't bring any caster support.

    Well I must be doing something wrong then because I can't kill 20 Cold Wights in one turn when I get to Dragon's Eye. How do you do it?
    DreadKhan said:

    Berserkers immunities and use of ranged trumps Kensai for low levrl dualling

    Why? What is there that you need the immunities for, in the entire game, let alone the early part. Name an example, please, that you cannot avoid with absolute minimum effort. And why do you need ranged when you can avoid getting hit by most anything but archers - which would hit you regardless even if you were ranged.
    DreadKhan said:

    and ffs, a Kensai is supposed to melee in HoF without DR gear and NOT get killed in less then a turn?? I seem to be missing something.

    HoF is all about controlling the fights, i.e. proper tanking with a tank and/or summons. That's the whole reason I'm even contemplating the K->C thing, because I get the feeling you can avoid a LOT of damage very easily (unlike BG2 which has a ton of incidental/hard to avoid damage).
    DreadKhan said:

    Nah, dualing a kensai at 9th in HoF is terrible. You tripping over XP, and 13th is subdtantially stronger than 9th, while a berserker dual is just plain better at lower levels. Pure kensai wielding DR weapons is better in HoF than 'high damage'.

    Why is 13 substantially stronger? Because of the extra +1 dmg/thac0? If you're right and the MSoA is not available (and it might be, I'm still not convinced it's a code remnant) then it could be a different story, but only then. With a +1 APR weapon, the fighter 13 APR is wasted, and that is really the biggest reason for going that high. Also, while HoF does provide lots of XP, it's far from "swimming in it". 13 needs FIVE TIMES the XP you need for 9, PLUS the ton of XP needed to regain levels. All that for marginal gains at best, even with the +APR I doubt it's worth it in terms of efficiency (unless you're like a 2-person party or something). Heck, even in BG2 I don't dual at 13 and you have ridiculous sources of XP there.
    Killing Cold Wights is pretty easy, in vanilla they were my favourite xp farm. A solo fighter with decent equipment can kill them at no risk. HoF doesn't make them much better, they still can't hit often, so they sre no threat. Killing them in 1 turn though is easy forma party, just use casters. 4 Fireballs a round kills them very, very quickly. But you can play HoF as a melee/summon game, your choice.

    ...what? Yeah, you are going to be short of XP if uou jusy 'avoid' threats. This is fine in BG, with xp caps being low, its standard fare for solos. Having immunity for a tank is very, very handy vs Undead especially. No clue where you are going with this actually, can you elaborate??

    13th gets extra +1s, 1/2 apr and proficiency. I know IWD has lots of removed equip. Just check with with an editor (NI?) but I don't think its there. Could be, but I'd still prefer 9/2 apr doing more damage vs 5 doing less. Ymmv, but the math isnt exactly on sided.

    HoF has ridicilous xp levels. Plenty to do a 13th level dual. Both our positions on this are pure opinion, so frankly arguing it is silly.

    You can be confused by Myconoids iirc. Umber Hulks. Etc. Dorn's Deep had plenty of infuriating enemies a Berserker will make less tedious/dangerous.

    @OlvynChuru‌ yeah, thats exactly what I was thinking. Kensai sounds more viable in IWDEE than BG, and thus more fun.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014
    DreadKhan said:

    Killing them in 1 turn though is easy forma party, just use casters. 4 Fireballs a round kills them very, very quickly. But you can play HoF as a melee/summon game, your choice.

    How do you deal with ambushes while resting, after expending all your Fireballs to kill those enemies. Do you just go to a safe zone every time? Cross your fingers? Whittle them down with whatever other spells you have left? Considering the high chance of ambush while resting in IWD it seems a bit unrealistic that you'd always have enough proper spells left, even with a full Sorcerer party. And once you start using bad spells, well, that's where you lose the efficiency and the melees catch up again ;)

    Not to mention that answering "just use all spell casters" is not exactly helpful when the discussion was about finishing in time for Rage not to wear off :P Obviously not talking about a tank here, but a damage dealer. Seems a bit at odds with chain-fireballs, too...
    DreadKhan said:

    ...what? Yeah, you are going to be short of XP if uou jusy 'avoid' threats. This is fine in BG, with xp caps being low, its standard fare for solos. Having immunity for a tank is very, very handy vs Undead especially. No clue where you are going with this actually, can you elaborate??

    Not sure where the "avoiding threats" part comes from, I was talking about avoiding getting HIT, not skipping sources of XP. And I'm talking about a K->C as a damage dealer here, obviously, not as a tank. For tank I'm using a B7->C for sure (it would be sort of stupid to tank without armor wouldn't it).
    DreadKhan said:

    13th gets extra +1s, 1/2 apr and proficiency. I know IWD has lots of removed equip. Just check with with an editor (NI?) but I don't think its there. Could be, but I'd still prefer 9/2 apr doing more damage vs 5 doing less. Ymmv, but the math isnt exactly on sided.

    It does seem like the MSoA is not in the game for some reason (but two of the same SWORDS of Action are...). That is annoying for sure, but it's a 1/2 APR loss only and not THAT big a deal. It still doesn't make me want to go 13, 1m XP is too steep a price for the fairly minor gains.

    [EDIT: As it turns out, while the MSoA is not in the game, there ARE two +1 APR Flails available. So a K->C *can* in fact use an APR offhand]
    DreadKhan said:

    HoF has ridicilous xp levels. Plenty to do a 13th level dual. Both our positions on this are pure opinion, so frankly arguing it is silly.

    I don't think elaboration is wasted on that topic. It's something that is important to lots of people, and presenting the arguments properly can help them make their own decision (whichever it may be). I stand by my opinion that the gains are not worth the VERY steep XP cost. 1m XP to get to 13 plus another odd-million to regain levels puts you very far into the game, even in HoF (like... Upper Dorn's or something thereabouts? Depends on party size, possibly even later with 6). Considering that endgame is already made easier by having access to powerful equipment and spells, I think it's inefficient to go for fairly small gains in that bracket. Why do you disagree with that? What benefit do you believe you are afforded by dualing at 13 that makes the cost worth it (I mean, not what do you gain, I know what you gain, but why do you think gaining that is good enough to warrant the XP cost).
    DreadKhan said:

    You can be confused by Myconoids iirc. Umber Hulks. Etc. Dorn's Deep had plenty of infuriating enemies a Berserker will make less tedious/dangerous.

    All of those can be eaten by the tank, simply by walking into sight with her first. If your damage dealers get hit by a confusing gaze attack from those enemies, you're not paying attention or you're not scouting. The same goes for pretty much every other such effect I've ever seen in the game - and it's no surprise, given that to be able to block something with Rage you have to pre-empt it, and if you pre-empt it then you can also avoid it pretty much every time.
  • DreadKhanDreadKhan Member Posts: 3,857
    I didn't say use all spellcasters, I very clearly referred to using 4 casters capable of throwing around AoE damage spells. No secret that some of those casters can easily do double duty as fighters,or thieves, and even clerics. 1 could be a bard, even 2. One could be a sorcerer. Using a pure Kensai with DR gear, or a fighter thief with evasion willmallow you different strategies. Most 'spawn on rest' enemies in IWD are easy, and the Cold Wights are, as noted, my favourite xp farm. Not hard to kill those spawns, and they give sweet XP. The only areas I hesitate to rest in are Remorhaz lairs and outdoors on Burial Isle. *shrug*

    You seem to be underestimating how many spells per day you can drop with 4 arcane casters. You can also tripple up on webs, or Chaos spells, or use Delayed Blast Fireballs, or Horrid Wilting, etc. Incendiary Cloud works well, Cloudkill, etc. It works, but you might not like it.

    Length of battles can be adjusted obviously by killing swarms more quickly, hence making the 1 turn length low troublesome. This seems pretty self evident.

    Just checked an admittedly old source, but Fast Flail was a random loot, dunno if a 2nd was added that is not random. Either way, its a +2 item, so yeah, the one offhand swing isn't doing much damage, I still prefer 1/2 less attack for much better damage or better equipped abilities. The Defender hammer is much better offhand.

    The reason its a silly argument imho is that the big counter of 'it takes too long!' is weak, as you are still getting a useable character as long as you don't dual to fighter. By level 5, a mage has useful spells, a cleric can Animate Dead, and a Thief can use his skills to some effect. Its like playing a new PC. Hitting the recovery level will again be like playing a new PC. I agree it can go too fsr (very high level duals are too much usually, unless they sllow a very cool new build), but 13th isn't too high.

    Really? Eaten by the confused tank? Not always, I've had those fights go south. Confusion is very powerful, so is stun. Most people HATE things like Bombardier Beetles for a reason. Berserkers are the easy button for lots of infuriating combats, and unlike Barbarians, can dual.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    DreadKhan said:

    You seem to be underestimating how many spells per day you can drop with 4 arcane casters. You can also tripple up on webs, or Chaos spells, or use Delayed Blast Fireballs, or Horrid Wilting, etc. Incendiary Cloud works well, Cloudkill, etc. It works, but you might not like it.

    Am I missing some source of scrolls? Where are your non-Sorcerer hybrid casters getting all those spells? How do you not run out? Webs and Chaos and what not are great for CC, but you need to actually KILL things, and there aren't that many efficient spells to do that. FB and Skull Trap are great, but waiting for a HoF pack to die off Cloudkill is not a plan, I don't think.
    DreadKhan said:

    Just checked an admittedly old source, but Fast Flail was a random loot, dunno if a 2nd was added that is not random. Either way, its a +2 item, so yeah, the one offhand swing isn't doing much damage, I still prefer 1/2 less attack for much better damage or better equipped abilities. The Defender hammer is much better offhand.

    One of the flails is random, one isn't. The enchantment level hardly matters, OH swings are a minuscule part of your damage output. And I doubt you'll get "much better damage" out of an offhand, it really is a tiny fraction given the bad OH thac0s and 1 APR hard cap. The gain from more MH swings alone will far outweigh any extra damage on the OH - if you think you know an OH that is more powerful than the +APR by the damage value of 1/2 MH swing at least, I'd very much like to hear which one.
    If you prefer defensive OHs, you're getting hit more than you should. I don't want to rely on damage reduction because I don't plan on taking damage I can't handle. As I said, sooo much damage is actually avoidable, it seems a waste to be lazy and take safety items over more damage. Even as a poor naked Kensai you can take the odd hit or two if you really can't avoid it, but I can't remember a source of unavoidable damage significant enough to warrant use of a defensive OH.
    DreadKhan said:

    The reason its a silly argument imho is that the big counter of 'it takes too long!' is weak, as you are still getting a useable character as long as you don't dual to fighter. By level 5, a mage has useful spells, a cleric can Animate Dead, and a Thief can use his skills to some effect.

    Again, you're mistaking the intent of min/maxing. It's not about being "usable", it's about is A better than B, and why/how. Sure you're not completely useless during downtime, that is never and has never been the question. The question is, is the hit in performance while getting to 13 resp. 14 worth the gains afterwards. I argue it is not, largely because the 1/2 APR is wasted due to the availability of a cleric-usable +APR OH (see above). If you think you know of an OH that adds more damage than a +APR, please tell me which (also see above).
    DreadKhan said:

    Really? Eaten by the confused tank? Not always, I've had those fights go south. Confusion is very powerful, so is stun. Most people HATE things like Bombardier Beetles for a reason. Berserkers are the easy button for lots of infuriating combats, and unlike Barbarians, can dual.

    "Lots of" seems a gross exaggeration. There may be a FEW fights that can POTENTIALLY go wrong. During my first playthrough there was a SINGLE time I got hit by a CC effect I didn't intend to eat. All the Umber Hulks, Myconids, etc. I could perfectly bait into firing on the tank, as they are quite predictably scripted. Where do stuns come in, by the way? I can't really remember any, anywhere. Some paralyze from undead, yes, the aforementioned confusion hits... but stuns? I might just be forgetting...
    Anyway, I do see the value of Berserker Rage - on the TANK. I think that on a damage dealer, it's better to go for the Kensai. Doubly so now that it's clear you can use a +APR OH on a K->C, and I'm also getting a lot better at tanking. I'm currently testing a new setup including this combo, and have had no trouble at all not getting hit by things I can't handle. The odd arrow here and there, and that's it. So it really is pretty much free damage, just waiting to hit someone!
  • kensaikensai Member Posts: 228
    Wow guys, tired of reading your walls of text, just want to mention that I found Morningstar of Action in Dragon's Eye, instead of Bastard sword of Action. Maybe they are related and you receive one of them by random.

    As whole thread goes off topic, I have one question: are enemies in how vulnerable to web spells and such, as in original?
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014
    @kensai: are you sure it was a Morning Star of Action and not a Fast Flail (also gives +1 APR)? The Flail is supposed to be in Dragon's Eye, the Morning Star is a +4 weapon and should be in HoW (but apparently isn't).

    As for Web, it appears that it only works on creatures with a unit circle no bigger than your own. Anything with a bigger circle is considered a "large creature" and immune to Web.
  • kensaikensai Member Posts: 228

    @kensai: are you sure it was a Morning Star of Action and not a Fast Flail (also gives +1 APR)? The Flail is supposed to be in Dragon's Eye, the Morning Star is a +4 weapon and should be in HoW (but apparently isn't).

    Guess I'm mistaken, sorry.
  • DreadKhanDreadKhan Member Posts: 3,857
    Where do I get scrolls??? I never said 'cast 5 Delayed Blast Fireballs'. That'd be overkill. I listed some example spells that can deal plenty of damage. No kidding waiting for ONE cloudkill to do the job is boring (and it'll just run out), so cast more spells.

    Chaos CAN kill enemies, it causes confusion remember? It can win group fights by itself.

    Wait, you're the one saying HoF fights 'take forever', making Berserker rage pointless, and rely on melee, yet you never, ever, EVER get hit in HoF mode despite not relying on magic??? Somethings not right here. Seriously. You're very self-contradictory, but it could be you're just being pointlessly vague. Either fights drag on endlessly and have a higher risk of getting hit, or they don't, especially if you aren't spamming spell damage. You haven't said much about summons, either.

    As for your silly Speed Weapon for 1/2 an apr: Fastflail averages 6.5 damage. Even the Defender hammer does 7.5, the Morningstar does 9. Both can hit as +4 weapons, so no Weapon Ineffectives. For a stronger hitting offhand, Shock Flail does good damage and can stun, Fireflail does good damage. Demonbreath can clear up mobs quickly. Dualing at 13 means you get another +1 as well. Seeing as you insist I can't use arcane spells to clear out mobs, you shouldn't be buffing your str via spells. If I do allow it, its still only 1/2 an attack. Feel free to offer some actual numbers here, you're the one that lead us off on dual to cleric business.

    ...are you serious? If its an issue of 'which is better', its thr highest lvl dual you can pull off. 13 isn't as bad as you're saying. Being saddled with a gimp off-hand to make up for your rushed DC is absurd. You are arguing your 100% subjective opinion that despite worse numbers, dualing at 9 is better.

    Anyone want to go back on topic with Single Class Kensai??
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited November 2014
    DreadKhan said:

    Chaos CAN kill enemies, it causes confusion remember? It can win group fights by itself.

    You're kidding, right? Even assuming the enemies DO in fact attack each other instead of just standing there or wandering around, it takes AGES for them to actually kill one another.
    DreadKhan said:

    Wait, you're the one saying HoF fights 'take forever', making Berserker rage pointless, and rely on melee, yet you never, ever, EVER get hit in HoF mode despite not relying on magic???

    I'm not sure you even thought about what you were saying here. My point is that you spend time fighting winded because of the long duration of HoF encounters, yes - that is, if you actually keep fighting. Of course you can just stop whenever you're winded and wait for it to wear off, in which case I'll be done with the dungeon while you're on level 2 because you add 1 minute of downtime in between fights. There's plenty of situations where you go from pack to pack in quick succession - that is, where you COULD do that if you so chose. For me, that's the definition of efficiency: finishing a given task in as little time as possible. Berserker Rage is not efficient in that way.
    And as for "relying on magic" - how can you misconstrue this so savagely? I never said I wasn't using any magic of any kind ever. Heck, this WHOLE DISCUSSION IS ABOUT ME SAYING TO DUAL TO CLERIC. Of course I'm relying on magic, THAT'S THE WHOLE POINT OF MY ARGUMENT. The one thing I'm reluctant to employ is DAMAGE spells, because I believe that they're very rarely efficient enough (there are some situations where they are, but not enough in the grand scheme of things). That's not talking in any way about buffs, debuffs, CC, etc., which I use liberally, and in fact based this entire discussion around (i.e. K->C over pure Kensai).
    DreadKhan said:

    but it could be you're just being pointlessly vague.

    I really am hard to offend, but this looks to me like you're just trying to insult me. I think I've been quite specific about things, I've mentioned specific situations, items, numbers. Every time you answer however you go off in a different direction, and *I'M* the one being "pointlessly vague"? Excuse me?
    DreadKhan said:

    As for your silly Speed Weapon for 1/2 an apr: Fastflail averages 6.5 damage. Even the Defender hammer does 7.5, the Morningstar does 9. Both can hit as +4 weapons, so no Weapon Ineffectives. For a stronger hitting offhand, Shock Flail does good damage and can stun, Fireflail does good damage. Demonbreath can clear up mobs quickly.

    Ok so, have you actually done the math as I laid it out or are you just guessing? Because you're simply ignoring that "silly speed" you get, which translates AT LEAST into 1/2 extra MH APR (assuming you compare it to a 13). You know what 50% of a good MH is in damage? About 5. So follow me as I do some simple arithmetic and go 6.5+5 = 11.5, and please show me an offhand that does that much damage, thank you very much. Oh wait, there isn't one. Fancy that. Are you just not even listening to the core of the argument? Do you even know what +APR does, and why it's so good?
    DreadKhan said:

    Dualing at 13 means you get another +1 as well.

    Yes. And you also get some other stuff that's good. You're absolutely right, comparing the values of 9 to 13, 13 has more. SHOCKER! Was that ever the question? Hardly. Because you don't just get those values for free, they come at a cost - a very real, very steep cost. You need FIVE TIMES the XP to get to 13 than you to get to 9, and THEN a ton of XP again to regain the levels. And all that for +1 dmg/thac0? A bargain deal if I ever saw one!
    DreadKhan said:

    Seeing as you insist I can't use arcane spells to clear out mobs, you shouldn't be buffing your str via spells.

    Now you're again just being needlessly misleading and derisive. You can use whatever the hell you want, I'm just arguing that it's less efficient, not that's impossible, or disallowed, or whatever. And how you arrive at the mindboggling conclusion there is beyond my comprehension. I'm saying "damage spells are inefficient", so your answer is "fine, then you don't get to buff either!". How does that translate?
    DreadKhan said:

    If I do allow it, its still only 1/2 an attack. Feel free to offer some actual numbers here, you're the one that lead us off on dual to cleric business.

    What actual numbers would you like? Damage calculations? Damage/time functions? Spell scroll availability numbers? I've mentioned the XP required for 13 dual, I've mentioned the way APR work with 13/APR weapons, I've given comparisons between STR buffs and passive damage... If you have a specific request for numbers, I'll be happy to oblige. But please be specific, don't just go "you don't give numbers!". And while we're at it, could YOU provide some numbers, please? Like, what spells you have on those hybrid casters of yours, and how much damage they deal as a function of the respective caster levels. I'd be very interested in those numbers, as you've obviously had more experience than me using damage spells in HoF.
    DreadKhan said:

    ...are you serious? If its an issue of 'which is better', its thr highest lvl dual you can pull off. 13 isn't as bad as you're saying. Being saddled with a gimp off-hand to make up for your rushed DC is absurd. You are arguing your 100% subjective opinion that despite worse numbers, dualing at 9 is better.

    That would be because you're constantly assuming you just get everything for free. I never said 13 was worse per numbers, I was saying it was worse per XP efficiency. The cost to get what you do get is too steep, for reasons I've outlined several times (see a few posts above for my numbers on wasted APR gains). The game is not about what you do at lvl 25, it's about what you do from lvl 1 to the end, and that's a non-linear process with many variables involved. Simply reducing it to simplified assumptions like "you're swimming in XP anyway" and such is at best careless and at worst misleading.
    DreadKhan said:

    Anyone want to go back on topic with Single Class Kensai??

    Isn't this what we're discussing? That was the origin anyway, single class Kensai vs. Kensai->Cleric dual. I'm more than happy to go back to that issue, and my original arguments in the matter still stand.
  • DreadKhanDreadKhan Member Posts: 3,857
    AI might be different, but I've used Chaos to knock off Sarevok and Friends, its the easiest wsy imo, one spell, and as long as Tazok, Angelo or Sarevok fail the challenging save, the fight will be pretty easy. Once an enemy swings at his ally, they typically go hostile to eachother. Maybe I have some mysterious mod? Dunno, but thats how it worked for me. The penalty to the save makes Chaos very reliable.

    As I stated long ago, by far hands down the fastest wsy to clear out a mob is AoE spell damage. One caster can easily deal out more than 2 Fighters can in a round, though it will be spread out. Hence having many casters dropping A-bombs at once. *shrug* I love melee builds, but melee damage is ssslllooowww vs tough mobs. I happen to agree thst vs one big easy to hit enemy, melee is better.

    Its not my fault you feel insulted, blame your inconsistent strategy. You can't argue speedy victory AND argue 'fights take forever'. And no, I am not gallivanting off on tangents. Passive aggressive much? If you're unwilling to add up how much damage a fireball does total for 20 Wights, I'm not sure you are equipped for this conversation. Hint: its more than a fighter can do! See below though, I did some really easy caster math for you.

    On to damage from melee discussion... your making lightmof that extra +1 is funny, because you later say he difference is 'about 5'. Meaning, the 13th level, in addition to a +5% hit rate (assuming you'll miss on a very low non 1 roll), his hits each do +1 damage. Meaning he's pretty near equal on damage even if his off-hand doesn't do ANY more damage on its one attack. Note, I pointed out some strong defensive also cleric useable weapons that did more damage than the fast fail, meaning even with non-offense based weapons, you still come out ahead, not even counting the resistances, which include +15% MR from the hammer. Not exactly irrelevant. If you use a more powerful offensive weapon, like the Shock Flail you will fall further behind. But don't let that stop you, dual where you see fit, its still a question of opinion. I like my characters to be a bit better, you like more challenging weaker ones. Incidently, we both have been forgetting the best Cleric spell in IWD somehow, Righteous Wrath of the Faithful. Which favours those not using a speed weapon obviously. *shrug*

    Whst numbers?? Really? If you want to argue 'X tactic is better than Y', you ought to put numbers up. Thats called proof. Then everyone can pick away st the numbers, and we see whats what. As for scrolls, fine, run 2 Sorcerers. There are plenty of good scrolls for a Bard and two non pure mages. I think you could get by with 1 Sorcerer, but if you think scrolls are THAT rare, fine, you can still use spell damage to do the job. Scroll Availability in IWD was always problematic in the form of not having the desired higher level scrolls soon enough, aka not an issue if you aren't a pure mage. There isn't a shortage of spells a level or 2 below what a pure mage can cast.

    Spell numbers??? These are adjudted only by ~2 items iirc. But hey, if you weren't aware, a level 10 caster's Fireball does 10d6, with a save for half. Average is 35, saved is 17.5. If you have 10 Wights you are catching in that, its 175 if they all save. x5 thats 875. If they don't save, thats 1750, and I don't remember HoF in IWD boosting saves, but I could be wrong. IWD2 boosted them to comical heights. Probably more than 1k though is realistic to expect. You can do much better damsge with better spells btw, Delayed Blast iirc can more than double that damage per caster, same with Horrid Wilting. Dropping Incendiary Clouds and Cloudkills with spammed summons to distract (or disabling,spells first) deal pretty big damage too. Skull Traps will often be better than Fireball at higher levels, but there are fire vulnerable enemies in IWD to make it useful still later. Combat damage can't even scratch that.

    My favourite HoF character was a Fighter 13 to Thief. Wielding Blood Iron, he was nearly unkillable, and ended up well over lvl 20 for thief. I used him as the focal point of boh enemy aggression and my spells, only had trouble with the Remorhaz. I really don't agree that using Cleric abilities for an extra chapter is a huge burden, but this is opinion. Same as yours. There are no wrong opinions. You trying to argue thst my SUBJECTIVE OPINION is wrong is a bit petty. I have regularly tried to point out that despite being mathematically worse, your opinion is very much that, in return you argue. Not sure who you're trying to convince.
  • GamingFreakGamingFreak Member Posts: 639
    edited November 2014
    This is giving me a headache. All the derailing from the original point is just turning into a massive argument with no point, since half the points are basically half-opinionated or conjecture. To officially answer @DreadKhan's initial question, yes it can work out, but it'll be tough for a while, as I've dealt with on my end. I plan on dualing my Kensai to a mage around level 9 but if a pure kensai can manage through BG1 just fine, IWD shouldn't be any less of a problem since your running an optimal party of your creation.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212

    This is giving me a headache. All the derailing from the original point is just turning into a massive argument with no point, since half the points are basically half-opinionated or conjecture.

    If all the answers were readily accessible and easy to see through, we wouldn't have an argument. It is precisely BECAUSE the issue is difficult that we need discussion.

    if a pure kensai can manage through BG1 just fine, IWD shouldn't be any less of a problem since your running an optimal party of your creation.

    If "can manage" is what you're looking for, then we don't need to have a discussion. Even HoF is not nearly challenging enough to disallow ANY conceivable class/class combination. Everything and anything can finish the game. Personally I find that a poor metric to go by as it basically eliminates all need to talk about things, but apparently optimization is not a popular concept.
  • GamingFreakGamingFreak Member Posts: 639
    edited November 2014
    Original question in the first post: "any reason Kensai wouldn't do fine pure?"

    Then we got into this super silly debate with no real meaning behind it. So I answered the original question.
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