When to dual class my character, a fighter to fighter/mage?
gorris75
Member Posts: 60
I would like to dual class my human, lawful good fighter to a fighter/mage, and do it at the level best for making a strong, capable and dangerous character.
Could not find any answer in forums or walkthroughs, so I would appreciate any thoughts.
thanks,
gorris
Could not find any answer in forums or walkthroughs, so I would appreciate any thoughts.
thanks,
gorris
0
Comments
On the other hand, if you want a F->M who can still contribute usefully to physical combat throughout BG2, then I'd probably hold out until level 13 for the dual; level 9 seems to me a rather unsatisfactory compromise, neither one thing nor the other.
(On the third hand, I'm more sympathetic to the level 9 dual for a F->T than for a F->M, but that's not what this thread is about.)
also if your fighter level hits level 9, your mage level can hit level 30, which is the highest level a mage needs to be to get all of their spells ( or maybe its level 29, don't remember, all I know is that if you have your fighter hit level 13 than dual over to mage, you will be missing some spells)
Since this is the BG1 forum I assume you mean for that game: level 7 is the best choice since you will hit level 8 of mage and unlocking fighter again.
If you choose to hold off until BG2 or SoD, there are some benefits to doing so - mainly that if you know the game well enough you can get yourself quite a lot of quest XP and skip some of the early mage levels essentially right to start bg2 lol. Ultimately, I like to have my mage spells sooner rather than later so 7 pleases me best.
Also you could take Xan, and then have *two* magic + sword fellows in the front of the party
Level 10 Fighter
Level 30 mage
It just looks better
If you want to dual to a mage, dual at level 3. The biggest benefits you get from a fighter are given to you at level 1, and level three provides the biggest boost to weapons effectiveness for your character. That what the fighter is for, putting damage on target.
Level 7 may be good if that extra half attack means a lot to you, though. I personally think it's a terrible trade-off, as it doesn't really come into play until the final stages of the game if you have a party with you. Tales of the Sword Coast content can help with this issue, admittedly.
Also be warned that you cannot reach grandmastery with a mage dual... well not comfortably. Only thieves, clerics and druids will attain grandmastery from a fighter class, as their profs come in at 4 and 8, so you get two if dualing at 3, and one more if dualing at 6 or 7.
You get 0 from a mage unless you dual at level 3, as the mage proficiency coincides with the fighter level 6, and you need at least one proficiency from a higher level to add to the previous class' proficiencies. But if you dual at level 3, you give up on grandmastery all together, AND the extra 1/2 attack.
A mage dualed from a level 7 fighter will have to avoid leveling up to lvl 6, and wait all the way until there is enough XP to attain level 8 if you want that precious proficiency point to add to your fighter side's high-mastered weapon. In this case I think it's better to dual at level 6 fighter, forgoe the 1/2 attack, then make up for it when leveling up from level 5 to 7 as a mage, and adding that last proficiency point to the mastered weapon.
Or you could just forget about grandmastery.
The unpopular truth is that the half attack that comes in at fighter level 7 is not necessary for dualed characters because they can attain grandmastery, where a single class fighter cannot. Attempting to get both that 1/2 AND grandmastery is undermined by the introduction of Haste after the cloakwood mines. A hasted level 7 fighter/mage with GM (2.5 APR) has the same number of attacks as a hasted level 3-6 fighter/mage with GM (2 APR). They both have 3 attacks.
Dualing at level 3 is quick, easy, and gives you loads of options as a fighting mage. A bit light on the fighting and THAC0 side, but definitely worthy of the title "capable and dangerous". Your mage will have access to heavy Xbows, longbows and thac0 boosting items from their fighter pedigree, and haste will make up for not dualing at level 7.
If you are dualing in BG2 or beyond, then just dual whenever you achieve what you want from the fighter. 9 or 13 are typically the most popular options. If you are impatient, go with 9 in Irenicus' dungeon. If you are willing to wait, go with 13. Be mindful that 13 is only really attractive to the most ardent of ass-beaters. Improved Haste and partymates all negate the importance of that extra half attack. Even non-optimized parties will deliver enough attacks to handle most situations, and I see little reason to wait an extra 1000000 XP for a half attack that is just gravy in the first place.
Mixing in evil characters + Ajantis for added fun.
gorris