Setting up a solo FMT
![Klorox](https://forums.beamdog.com/uploads/userpics/254/nDJOFPKJZKZEZ.jpg)
Which option is better for a trilogy solo run?
Going with two handed weapons (staff and xbow in BGI, UAI w/ Carsomyr in BGII) or dual wielding (flail of ages/belm or Crom Faeyr are great combos)?
LMK what you think!
Going with two handed weapons (staff and xbow in BGI, UAI w/ Carsomyr in BGII) or dual wielding (flail of ages/belm or Crom Faeyr are great combos)?
LMK what you think!
0
Comments
If you do choose to do both setups, I'd say start with scimitar and longbow/crossbow in BG1, and then transition into staves and dual wielding as the game goes on.
If you can get around the Haste-penalty, FoA + Belm/Kundane/SNT is a ridiculously powerful combo. If not, you can go for Club of Detonation+5 in the mainhand and stack fire resistance, or go for Crom Faeyr.
You can switch in other weapons as needed. Celestial Fury for stuns, Carsomyr for dispels, Staff of the Magi for invisibility. World's your oyster, thanks to UAI.
** Hammer
** Flail
rest is open for preference.
That being said, if you want to maximize effectiveness, then you can consider what you have access to at what point in the game.
Before Underdark: FoA+3, Carsomyr+5, Celestial Fury+3, Daystar
After Underdark: Crom Faeyr
WK: Foebane+3, Angurvadal+4, Purifier+4
Those are the most important weapons (hope I'm not forgetting any).
Flail is a very good choice, both because FoA+3 is available extremely early and because it is a truly amazing weapon even at +3.
Crom Faeyr is the next obvious choice. 25 STR is ridiculously powerful, and the damage of the hammer itself is actually quite high.
I therefore echo @FinneousPJ in his opinion and would go for ** Hammer ** Flail ** Two-Weapon Fighting to start with.
As for the rest of the points, I'd probably fill those with pips in utility weapons that actually need to hit, namely the anti-undead ones (Azuredge or Mace of Disruption). Katana for Celestial Fury is another option, if you want to stunlock certain enemies (works very well vs. Chromatic Demon, for example). Or you could go for a backstab weapon, eventually maybe even Staff of the Ram+6 for maximum value (if BS is your thing).
Most of the other utility weapons can be equipped briefly if and when they are needed, without worrying much about proficiency points.
Offhand is obviously a +APR weapon, ideally SNT once you can use it. Don't be afraid to use shields every now and then (and not just the Shield of the Dairy Farmer), especially early game. Can be quite useful.
What's the shield of the dairy farmer? LOL
Pick your one or two main damage dealers
Pick your secondary weapons for which APR or THAC0 is relevant
Do not worry about fringe weapons or off hands
Assign pips
Thanks guys!
I always thought the Flail of Ages was the best one handed weapon in the game.
You have fighter levels, so you only lose 2 THAC0 for non-proficiency, and being an Elf offsets that by 1 for these weapons.
-1 THAC0 is pretty easy to work around with buffs and equipment.
I can hardly remember how to deal with beholders without that shield.
As a solo character, you should already have a very high natural Strength:
18+ at the start of BG1
19 at the end of BG1
23 at the end of BG2 if you take the evil path
Plus the DUHM Bhaalspawn power that you will have for a good portion of the game (even longer with some mods if you get them back in ToB)
Therefore I would not pick Hammers, plus there is only one great hammer for a F/M/T which is Crom Faeyr and you get it pretty late.
If you need a solid blunt weapon I would recommend to go for Flails only for the obvious FoA that you get right from the start.
Scimitars are going to be your best bet for BG1 with Drizzt's Scimitars and in BG2 with SNT and the very early Usuno's Blade+4. Later on you will be able to use Spectral Brand +4/+5 which is invaluable for a F/M/T thanks to the permanent Level Drain immunity and cold damage on every hit to interrupt spell casters if needed.
Use a shield if needed, contrary to the popular belief they aren't bad and they get better the later you are in the game.
Am I wrong?
If however you consider FoA+5 to work as intended by disallowing haste effects, then Crom Faeyr is your next best choice. Note that which is better can change with various factors, so math it out for your specific case if you want to be super sure. You are partly correct. In the case of GWW, since it sets your attacks to 10 you will want to only be using ONE weapon while it is in effect: whichever weapon as the highest damage per hit. Offhands are largely useless during GWW and tend to waste damage.
However, outside of GWW you can also reach 10 APR. You do this by reaching 5 base APR (the maximum) through dual-wielding a +APR weapon in the offhand as a lvl 7+ fighter with GM, then using Improved Haste to double your APR to 10 (8 main hand + 2 offhand). This has the advantage of lasting a lot longer than GWW, and you can combine it with other HLAs like Critical Strike for even more damage. However, its slightly less damage than GWW is over its duration, and it can also be dispelled by enemies.
It's entirely feasible to still pick GWW and use it in spots where you need great burst. You can definitely do something like use a big 2h (Carsomyr+6, Staff of the Ram+6) while you GWW, which will result in huge hits. Then when it ends, you can switch back to dual-wield with Improved Haste.
My recent F/M/T was already level 9 fighter just a few quests into Chapter 2, and the best Warhammer I had at that point was the one you get at De'arnise Keep while putting the FoA together. Having only one pip in Flails meant I was 1/2 a APR slower until a very long wait for level 12.
As for your backstabbing weapon I went with Long Swords to start, although Scimitars are also a great choice. It all depends on what you prefer in your main hand. My favourite is The Burning Earth, which comes with you from BG1 (although if you bring Varscona instead you can get the Burning Earth in the same quest area as Belm).
When version 2.0 comes out, you'll be able to automatically switch from a bow to sword & shield or two weapon fighting without the hassle of going into the inventory screen and switching it manually. Grab the beta if you can.
After clearing the circus tent in the Promenade I bought myself a Staff +2. Did the Copper Coronet and subsequent Sewers/Slaver Compound. Even with SCS improvements I chewed through everything no problem. Now I've got myself the Staff of Rynn and I'm ready to enter the wider world
In BGI, you'll primarily be cosplaying as Drizzt. He's got the best weapons and armor, and I really only cast invisibility and identify in BGI. You can do well with magic missile against Sarevok, if you so choose.
Level 1:
** scimitar
** two weapon fighting
Level 6:
** flail (I'd buy the +2 one sold in Sorcerous Sundries in case you meet something resistant to slashing)
Note: in BGI, you'd be better off getting *** in TWF, but this way is better in the long run.
Level 12:
** hammer
Level 15:
*** two weapon fighting
Level 18:
* bastard sword
Your primary weapons will be the Flail of Ages and Crom Faeyr. Your best off-hand weapons are Belm (early game), Scarlet Ninja-to, and the Purifier.
------
How's that look? I'm thinking I might be better off taking one away from two weapon fighting and getting ** in bastard sword.
Crom Faeyr is 13 damage per hit on average in itself, but compared to 22 STR with another weapon, it actually is 17 damage per hit on average which is unmatched by any other weapon in the game, except FoA+5 which has that nasty Free Action that prevents haste, and Black blade of disaster.
Since I don't plan on using long or short swords or bows, and charms really aren't all that common, I'm wondering what makes an elf superior to a half elf.
From a trilogy perspective, the stat changes make little difference. It's not just about DEX 18, 19 or 20, you can also get to 21 in Watcher's Keep as an elf (+1 AC). Similarly an elf can still get to CON 19 in Watcher's Keep and recover those HP (the half-elf getting to 20 at that point is worthless - you will have regeneration items that far outstrip natural regen). Not that a FMT should be relying on HPs in any case.
Add in the free bonuses to skill with swords and bows and the half elf has nothing over an elf.
The extra HP of the half elf is awesome because of the regeneration, and it's hard to rely on even 90% resistance of the elf, if failing that save means game over in a no reload.
But 90% resistance *is* pretty sweet. I never realized it applied to all charm effects. For some reason, I thought it was just resistance to the level 1 spell.