Question about Dual-Classing
Lewis244
Member Posts: 26
Ok, confession time; I've never dual-classed before. This may have o do with the fact that I've never been a fan of playing boring old humans. But I've currently got a bard at level 11, and was wondering if I were to dual class him to something else when he reaches level 12, will he still be able to use his bard abilities? Or would I be wasting my time?
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"Characters not allowed dual-class status include Bards, Paladins, Sorcerers, Monks, and Barbarians."
But when you do dual,you lose your original class abilities until you reach in your second class one level higher than you were in your first class when you dualed.
So f you could dual your bard at 12th level, you would lose your bard abilities until you reach 13th level in your second class
It is amazing how fast things die when 4+ characters in your party have grandmastery in their mainhand weapon and improved haste.
I kind of throw out most RP flavor when in HOf mode.
If you multi class divine spell casters even in HOF I just feel they dont get to high level spells in large numbers quick enough. And you dualing a Fighter over to Druid/Cleric after level 7 or 9 is extremely easy. By end game they wont even be behind any other characters levels.
Dualing out of a Thief Class is pretty easy as well.
Since IWD is more a dungeon crawl then anything else.
HOF doesn't take anything away from the game only adds to it.
In the case of the Bard, for example, you need increasing amounts of experience until you reach lvl 11. After lvl 11, EVERY new level needs the same amount of experience, 220,000.
What @Wowo said is correct however in that early levels ultimately take so little experience that you'll catch up to them VERY quickly. It's entirely possible to have one character dual at say lvl 6 and another character of the same class not dual - and by the time the dual reaches lvl 7 in their NEW class, the other character (that did not dual) will STILL be level 7 (though further ahead on the way to 8) [numbers only illustrative examples, though not that far off].
Since experience progression doesn't reach high values until around lvl 10 (see above), it's usually very easy to dual at these levels. Consequently, since experience does get a bit steep from lvl 10 on, it is usually much more difficult to dual characters at higher levels (though by no means impossible or entirely unfeasible). Dual-classing is a fairly complicated mechanic though, so don't worry if it all seems a bit confusing at first.
I've nothing against having a "hard" mode, the problem is having a hard mode that makes a mockery of the rule-set that the game is based upon. It was a rushed afterthought, a cop out that substitutes for an actual hard mode, with more powerful, smarter, more numerous enemies who preserve the feel of the PnP rules and the atmosphere of the setting.
We can only hope there actually will be a mod like SCS for IWD (which I am not tiring to suggest should be called Ten Towns Tactics and nothing else).
Dualing effectively is very much a function of personal preference. If using a seperate skill set bothers you terribly (it bothers most people around here), try to dual at a low level (ie Berserker dual out at 7th). If it sounds interesting to try 'something new' for a bit, dual at higher levels (Kensai 13). If you're interested primarily in late game power, dual pretty late, but this is much more relevant to BG2 than IWD. A Cleric to Wizard dual would be a reasonable fit for this.
THAC0 is generally less key in IWD than ToB, so a kensai 13 to mage is more competetive. No HLAs too makes this a pretty scary melee build compared to the multi.
For the record, if you can get +3 damage, there is no way you can hit hard enough to make 5 better than 4.5 mathematicly. Kensai using the Axe of the Minotaur Lord and a +5 Axe is better for damage dealing than one using a Longsword of Action to nab 1/2 an attack extra. We're talking Kensai Mage here remember. Cleric has much higher modifiers after several rounds prebuff to get 25 str, this build caps at 20 str iirc while DWing.
Maths:
Lvl 9
3 + 2 + 8 + (4.5+4) = 21.5 LSoA in offhand
3 + 5 + 8 + (6.5+4) = 26.5 Axe of Minotaur Lord, best Kensai weapon.
21.5 + 26.5 * 4 = 127.5 average
Lvl 13 with only 4.5 apr (which is easy to buff to 5)
4 + 5 + 8 + (4.5 + 5) = 26.5 Young Rage offhand
4 + 5 + 8 + (6.5 + 4) = 27.5 Axe of the Minotaur Lord
26.5 + 27.5 * 4.5 (or 5) = 150.25 (or 164 with 5 apr)
You can't get GM in 2 weapon types and 3 pips in TWF anywhere remotely useful, and other than the Longsword of Action, Longswords aren't spectacular after Dragon's Eye, especially as a Kai with AotML does base 16 damage. Which isn't getting topped.
Feel free to counter, you were profoundly unconvincing for Clerics, and clerics are an easier arguement as they can buff str more and have limited weapon choices.
21.5 + 26.5 * 5 = 154, or 10 less than the 13th lvl kensai with buffing.
Whether you consider it 'worthwhile' is utterly moot, just talking objective numbers.
BTW, his argument was never about fun. It's about the cost of dualing at a later time, which you never obviously understood. This is objective (it is an actual difference in XP requirements to gain abilities), though quantifying its meaning isn't easy.
If you want to disagree, just post numbers.
Opportunity cost is the big, big, BIG keyword.
9/x: 21.5+26.5*4= 127.5
13/x: 26.5+27.5*3.5= 122.75
The gap is quite small but APR will generally win. I've had similar thoughts myself and I'm quite happy with my 4.5 APR kensei 13/Mage as all of the best fast weapons are used already.
With charged battle axe +2 and incinerator +3 unbuffed she does:
25.25+24.5*3.5=111
If I swapped the Incinerator +3 for a bastard sword of action +1:
21+24.5*4=119
These numbers will have a larger gap once you add buffs like courage, hope, IH, RW, kai etc.
So, even though my kensage is off handing one of the best mainhand weapons in the game she is still better off mainhanding a +1 fast weapon if she can find it.
The other consideration is that stun procs in the above example be slightly higher with the inferior damage combination until she gets the axe of the Minotaur Lord with it's superior stun proc chance.
Finally, you can sometimes get important resistances or immunities on an offhand weapon so it is easier to consider equipping alternative weapons if you have the 4.5 base APR to drop down to rather than dropping to 4 if you feel you need a defender or something similar in the offhand.