Dual-wielding or shield for a F/M?
MrFixit
Member Posts: 2
A long-time BG player here, but this is my first time trying out the Enhanced Edition. A simple question really, though one that is giving my OCD side some problems
I rolled up, legitimately and with much clicking, a multi-class F/M elf with STR 18/00, DEX 19, and CON 17 in an install with several mods, including Sword Coast Stratagems (though not with all the crazy difficulty-increasing options enabled). I know that in BG2 dual-wielding rules supreme, but I wonder if it's true for BG1 as well (save importing into the next game doesn't concern me). Simply put, I can't make up my mind between these two options:
(1) at lvl1 putting 2 points in longswords and 2 points in dual-wielding with the 3rd point coming at lvl3 and a point in longbows at lvl6;
(2) ignoring the dual-wield option altogether and going for 2 points in swords and 2 in bows right at the beginning with additional points at subsequent levels into something else.
My reasoning: I like dual-wielding for the obvious extra attack, giving me 2.5 instead of 1.5 att/round (at lvl7 increasing to 3 attacks instead of 2). On the other hand, since my F/M will be of lower AC due to limited armor options, I fear that the additional lack of a shield will only compound the problem. Also, in BG1 ranged weapons are fantastic, and I'd also miss out on longbow specialization. I imagine that with THACO values not going into stratosphere in BG1, I imagine the off-hand would still miss quite often with its -2 penalty.
The second scenario would somewhat limit my melee DPS, but it would substantially boost my ranged DPS and my AC.
Any opinions would be greatly appreciated.
I rolled up, legitimately and with much clicking, a multi-class F/M elf with STR 18/00, DEX 19, and CON 17 in an install with several mods, including Sword Coast Stratagems (though not with all the crazy difficulty-increasing options enabled). I know that in BG2 dual-wielding rules supreme, but I wonder if it's true for BG1 as well (save importing into the next game doesn't concern me). Simply put, I can't make up my mind between these two options:
(1) at lvl1 putting 2 points in longswords and 2 points in dual-wielding with the 3rd point coming at lvl3 and a point in longbows at lvl6;
(2) ignoring the dual-wield option altogether and going for 2 points in swords and 2 in bows right at the beginning with additional points at subsequent levels into something else.
My reasoning: I like dual-wielding for the obvious extra attack, giving me 2.5 instead of 1.5 att/round (at lvl7 increasing to 3 attacks instead of 2). On the other hand, since my F/M will be of lower AC due to limited armor options, I fear that the additional lack of a shield will only compound the problem. Also, in BG1 ranged weapons are fantastic, and I'd also miss out on longbow specialization. I imagine that with THACO values not going into stratosphere in BG1, I imagine the off-hand would still miss quite often with its -2 penalty.
The second scenario would somewhat limit my melee DPS, but it would substantially boost my ranged DPS and my AC.
Any opinions would be greatly appreciated.
0
Comments
You could probably get away with never becoming proficient in a single ranged weapon, even, doing something like 2 in longsword, 2 in dual wield, a 3rd in dual wield at 3, and at level 6, a point in another weapon type (Warhammer, perhaps, for crushing damage and Ashideen?)
That being said, I offer one scenario which I consider possibly the most FUN to play almost across the board, that being a Bladesinger-y, two weapon, juggernaut of destruction. To heck (heck I say!) with a ranged weapon or a shield. Save those things for other playthroughs and experience them in a more robust incarnation such as an indestructible Dwarven Defender or dead-shot Archer. If you want a jack-of-all-trades, build one, but with that double ought STR roll, I say build this guy for one purpose and one purpose alone.
Start with 2 pips in long sword and two weapon as you referenced, then the third two wep at level 3. At level 6, my choice is short swords, the most underrated and neglected of off-hand weapons. You retain the elf sword bonus with them, can acquire an outstanding end game quality one mid-way through SoD, then
Arbane almost immediately in BG II and Kundane for the extra APR a little later. The pip at 9 can be used for a blunt one hander or second short sword depending on how your crew is set for blunt damage. I usually go mace for Mace of Disruption, which (with the extra Kundane attack) will turn you into as good of an undead killer as any build. Ignore if not planning on BG II.
Devote all spell slots to the self protective buffs like Armor, Shield, Mirror Image etc. until you get Stoneskin and become like unto a god. Let others do the fireballing and whatnot, you are a proud Bladesinger unafraid to walk the darkness or challenge the mighty. Have fun.
For some clarification: I am playing a full good-aligned party. Will probably look something like Jaheira, Yeslick/Branwen, Kivan, Coran, Imoen dual-classed into mage. I don't have SoD at the moment and I am not concerned with importing into BG2. So this F/M is strictly intended for BG1EE. I use mods, most notably SCS.
I lean towards dual-wielding myself, but I kinda want to witness the artillery awesomeness that is Kivan - Coran - bow-specialized Charname.
Gaaah, decisions, decisions!
as for your F/M , his AC will be on par with Fighters due the Spells "1Armor, 3Ghost Armor and 4Spirit Armor" and the hits you get will be absorbed by Stoneskin and Mirror Image making a F/M more tanky than a Fighter ever could be.
you also WANT a blunt weapon , consider Quarterstaff's , the Staff-Mace is excellent , and should you import to BG2 you can swing staff of the magi for those big magic wielding bosses where APR matter little and you fling spells anyhow, just adding that odd magic dispel attack in between casts.
Totally unrelated, but did anyone notice Quayle having too many spell slots, at least as far as I understand 2nd edition rules (and I did play it back in the day)? My 2nd level version of the guy has 4 mage spells slots and 3 cleric spells slots when these numbers should be 3/2 (+1 mage spell for specialization, no bonus cleric spells due to WIS10). I used a mod (SCS or NPC Project, can't remember which one) that moved him to Nashkel fair, but nothing that should interfere with his spell progression.