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Pips and dual

SouplesseSouplesse Member Posts: 131
Oh no, an other pips and dual question :( . I’m very sorry for this.

I actually playing a Kensai dual 7 mage. I plan dagger and Qstaff for good synergy. I never dual before.. don’t like the mechanics but i was thinking of this good synergy:
Level 1 : 2 pips dagger 2 pips Qstaff
Level 3 and 6 : 2 pips dagger
So before dual 4 pips dagger and 2 pips QS
Then dual mage
Level 1 pip dagger and level 6 Qs ... you know what I mean ...
I’m so naive, cause when I pass level 8 mage I didn’t get my additional pips like 5 pips dagger and 3 pips QS but only 4 pips dagger and 2 pips QS ... great great great synergy Yeah !

It doesn’t work like that right? I’m good for reroll for dual at 9 or simple take just a sorceror and forget this « good synergy » stupid things ...
Any advice?
Thanks

Comments

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  • SouplesseSouplesse Member Posts: 131
    Thank you for this clear answer !
    I thought I was so clever aha !
    But I have fun with this throwing dagger :)
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    Yeah, basically the pips you put in while just a mage (level 1 and 6) do not stack on top of the pips you put in as kensai if you choose the same weapon. So you are better off putting those pips into other weapons...which unfortunately for a mage means dart or sling, which are useless when you get kensai levels back!

    A better plan would have been putting 2 pips into dagger and 2 into two weapon style at level 1 kensai, then increase dagger proficiency to 4 at levels 3 and 6. Once you become a mage, put the pip into staff. At level 6 mage put the point into sling or dart (or even better, don’t level up to mage 6 and wait until you have enough XP to reach mage level 8 before levelling up).

    If you avoid levelling up at 6 and wait until level 8, you can put your level 6 pip into dagger 5 when you do level up at 8 (which regains your kensai abilities). Otherwise you wait until level 12 and get your 5th dagger pip then.
  • SouplesseSouplesse Member Posts: 131
    edited February 2019
    Thx Jaheiras_W ! I’m thinking of something like that.
    Maybe dual at 9 for more pips..
    and waiting before leveling is a great idea ! GM with dagger and QS at Kensai9/mage18 ;)
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  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    Interesting. I wonder if that is an EE change because I distinctly recall where I have gone Fighter 7/Thief 8 and had grandmastery at Thief 8.
  • StromaelStromael Member Posts: 195
    @Jaheiras_Witness I imagine that was in Tutu. I had the same recollection and was quite disappointed when I attempted it in Classic BG1 to no success. It's a unique aspect/bug of the Classic BG2 engine that allows F -> X duals to continue putting points beyond Proficiency (1 star). I'm not sure if it carried into the EE. Regardless, it sure made powergamers very happy and everybody else quite confused.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2019
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  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    I guess it depends on your version of AD&D; the classic 2nd edition only has weapon proficiency (1 star) and weapon specialisation (fighters only, 2 stars). Stars above 2 are not even possible except I guess through supplements, so it's not strict AD&D rule.

    That said, I do agree with your point. I would go even further and say a dual classed fighter cannot go beyond the number of proficiencies his new class allows him to put in a weapon (1 in most cases), even once fighter levels are reactivated. So other than weapons that you had already mastered as a fighter, you cannot enhance your skill in new weapons in your new class.

    But that's a tangent and dual classing was always a bit silly anyway, 3rd edition and beyond sorts this mess out.

    I don't mind the EE change at all though it is a bit round the edges.
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