When to dual-class?
Onslaught
Member Posts: 7
Hello,
I've been trying to find when it's best to dual class my flail/morningstar Fighter into Cleric and why. I know there are some "good levels" (when you get more proficiency or additional attacks/round) and some levels that are "lost".
So... can someone enlighten me when should I dual class my fighter?
Btw I'm playing IWD:EE at insane difficulty.
Thanks!
Edit: Edited so it can be more clear
I've been trying to find when it's best to dual class my flail/morningstar Fighter into Cleric and why. I know there are some "good levels" (when you get more proficiency or additional attacks/round) and some levels that are "lost".
So... can someone enlighten me when should I dual class my fighter?
Btw I'm playing IWD:EE at insane difficulty.
Thanks!
Edit: Edited so it can be more clear
Post edited by Onslaught on
0
Comments
Anyways I'd say Level 9. The reason being that is the first level you can get grandmastery in a weapon. The game treats proficiency points for dual classing from a warrior differently than BG2, BGEE, BG2EE or IWDEE. Once you dual class you can't get any weapon proficiency higher than * (other than the ones you put towards before you dual classed). So if you dual class with **** in long swords you'll never be able to get ***** in it.
The trade-off, of course, is that the higher in level you go, the more XP you need. For that, it's important to realize that XP is not completely linear - you need very little XP for levels 1-9, but a lot more from lvl 10 on. Specifically, you need 250,000xp total to get to lvl 9, but then ANOTHER 250,000xp (for a total of 500,000xp) just to get to level 10 and for every level thereafter. That means that dualing at lvl 1-9 is more XP efficient, even considering you get more XP at later parts of the game.
Personally, I would be of the opinion that in IWD you should dual a fighter either at lvl 7 or at lvl 9. If proficiency really works the way @elminster describes (I have too many mods to tell) then lvl 9 is a clear winner. If you can actually get to GM on a lvl 7 dual, then it's much closer, especially if you're dualing from a Berserker (Kensais get a passive damage bonus at lvl 9). Lvl 13 dual is probably not a good plan because it takes HUGE amounts of XP not just to get there but to regain the levels as well, and the 1/2 APR you gain can be wasted under certain circumstances (namely if using a +APR weapon).
So, TL;DR: dual at 7 or 9. If GM can only be gotten before dualing, go with 9. Otherwise it's a choice largely dependent on personal preference. Do not dual at 13.
You can totally dual at 13. Beware the so called 'down time' will be long, but if you enjoy changing up your play style for a bit, dualing later can be quite fun. A 10th level Cleric is hardly useless to a party of 15th levels, but if you are gonna dual more than one character, watch that you don't get stuck with 3 or 4 characters that are below the curve.
Using +Apr weapons isn't mandatory unless you're using a shield. Make sure you use Rigteous Wrath of the Faithful though... if you have a party that shares alignments, its incredibly powerful, adding substantial bonuses and an extra apr for everyone. You will cap at 5 though, so if you've got 5 already due to using a +apr weapon, make sure you equipa better weapon while you're using the spell.
If you want to dual more than 1 or 2 characters at a similar level range, try grinding XP for a bit to clear the lower levels. Yetis and Cold Wights are popular.
Note, high levels duals are slow, but tend to be unbalancedly good when they work right, which tends to make the game less enjoyable when the game starts being too easy later.
Anyway, due to the confusion I caused (sorry guys!) I edited the opening post so it's clear that I'm playing IWD:EE the way it's sold.
Well... I guess it'll take time, but I'll do it at Lvl 9.
Sorry for the stupid question, but... What is a +APR weapon?
Anyway thanks for all the help, guys
An +APR weapon (APR stands for "Attacks per round) is also known as a "speed weapon". Basically it gives you an extra attack per round (which because of the way the game works is actually given to the weapon you are using on your main hand). An example would be a Long Sword of Action.