Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Neverwinter Nights: Enhanced Edition has been released! Visit nwn.beamdog.com to make an order. NWN:EE FAQ is available.
Soundtracks for BG:EE, SoD, BG2:EE, IWD:EE, PST:EE are now available in the Beamdog store.
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

Revisiting the Shar-Teel F/T Build

grlndbrggsgrlndbrggs Member Posts: 8
F/T Shar-Teel's on the verge of hitting lvl8 (dual-ed @ 3). Currently have her w:
- LS ***
- 2WS **
- Daggers *
- Crossbow *
- SWS *

Figuring out thac0, dmg, speed etc. remains a WIP so...

Would really appreciate some insight into what's advisable re allocation of the last available *

1. Am I correct in thinking (assuming?) that ** in the OH is suboptimal/not worth the typical Prof --> Spec boost? (** might matter if I have to MH vs werewolves)...

2. Guessing 3 *s in 2WS is out...

3. Was the "exploit" that made GM obtainable an option I overlooked or has this been excised?

4. Have read that HM is rather... underwhelming... so a 4th * in LS isn't necessarily a no-brainer...?

5. Tend to have her engage w the crossbow semi-frequently... given the advantages of that 2nd *... would this perhaps be the most versatile way to use her last available *?

Post edited by grlndbrggs on

Comments

  • DreadKhanDreadKhan Member Posts: 3,799
    I've heard you can't reach GM in EE anymore, but I haven't done a build requiring it to check.

    With Shar, I often re-spec her profs to make her more useful, but my favourite was a f to t archer based version. Iirc I went Longswords and longbows, might have used sws for stabbing, but she mostly plinked away with a good bow. Very effective, and not very item dependent, like a kagain archer, or even khalid. Hard to ssy she does her job better than Coran when archering, but she's better in melee.

    Don't bother w/3 ranks in tws, or 4 in LS I'd say. Crossbows might be solid, or daggers if nobody is using the DoV, for your last pip.

    I would avoid 2 pips in sws, since you should be using it only to backstab. If you're worried about WWs, try 2 pips in dagger, that one will BS very hard iirc.

  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 653
    Sometimes when I power play, I let her do a late dual. I let her do the dual at level 7 for the extra 1/2 apr, the extra thaco and hit points.

    You could also let her dual at level 6 instead. The level 7 has (too) much downtime.

    I let her take pips in daggers when I can. There are some cool daggers in BG1, and the throwing dagger lets use her her solid str, whilst keeping her out of harms way - with her somewhat low HP.

    If you want to reach GM in daggers, you should dual at level 6 or 7, level up to level 3 as a thief, and then wait with the last 5 levels to when you can reach level 7 or 8 and unlock the fighter levels.

    As a F7/T8 she had a fine backstapping record with GM in daggers and 18/xx str, using the dagger of weapon and wearing the legacy of the master bracers... Good times

  • grlndbrggsgrlndbrggs Member Posts: 8
    edited July 5
    Def. hear you re prof re-spec. Alas, can't quite... focus... long enough to work out Keeper-ing w the Wineskin I'm running (+ away from the PC for the foreseeable future).

    This is obviously my first deep-dive. Trying to sort of circle the square re power and aesthetics (often semi-sheepishly landing on the latter)

    Realizing I was roughing up most randos w just the Shar/Coran tandem became something of an inflection pt for moving on from Core settings actually. Having put the time/resources into both, they've become mainstays (granted, one's MMV re manhater/deadbeatdad tropes...).

    Glad to see that there're some fairly clear pip choices (ww the inutility of some of those others). I think HM won't even improve the chance to hit. Ought to consider dual-ing her at 6 next time around. Would be nice to max the venomous perks too. Appreciate the advice.

    Have Shar-Teel OH-ing DoV at the moment in fact (w no other would-be wielders). Looks like I'll have to weigh the +/- of crossbow (somewhat big dmg upgrade with that 2nd pip) and dagger advancement.

    Does the OH dmg and thac0 (16-->15) improvement of the latter matter much? As I understand it the per-round remains fixed/limited... so am I banking on the chance to poison more often and take werewolf names more adeptly (when I opt to SW BS)?

    Many thanks for the input.

  • ilduderinoilduderino Member Posts: 177
    That’s tricky, I would go crossbows as that adds some tactical flexibility

  • grlndbrggsgrlndbrggs Member Posts: 8
    edited July 5
    Sort of what I'm leaning towards as well. Ball... I mean stats don't/can't lie... Record shows she's/I'm using/favoring it more than I'd thought would be the case.

    And (as you've pt'd out) there's potentially something to be said for tactical flexibility/versatility... particularly when the build does seem to lend itself to an (at least) decent aesthetic blend of styles while still packing a reasonable punch (IMO).

  • jmerryjmerry Member Posts: 101
    grlndbrggs wrote: »
    3. Was the "exploit" that made GM obtainable an option I overlooked or has this been excised?
    It's technically possible, but it requires jumping through so many hoops that it's not worth it.

    For Shar-Teel to reach GM in long swords (or daggers), follow these steps:

    1. Level up to 6 as a fighter, putting both proficiency points into long swords.
    2. Dual to thief. Your initial two thief proficiency points can go anywhere.
    3. After reaching level 3 as a thief, stop there. Don't hit the level-up button when you reach 5K thief experience, or beyond.
    4. Once you have reached 110K experience as a thief (142K total), level up all the way to level 9 as a thief, all at once. Your level 4 and level 8 thief proficiencies are assigned as a level 9 character with a completed fighter dual, so you can put them both into longswords.

    So, if you really want to play for over 100K worth of companion experience as a level 3 thief with extra HP, you can have the reward of grand mastery at the end.
    Of course, in your case, by dual-classing at level 3, you've locked this option out.

    RAM021
  • DreadKhanDreadKhan Member Posts: 3,799
    She does make a viable crossbow user, but remember Karoug's immunities make dagger or bastard swords almost mandatory to kill him, hence me leaning more towards daggers. I speak of the Silver dagger, which is generally pretty strong vs WWs.

    Dual at 6 is more powergamey, and you need a thief early for utility... maybe arrange things so Shar Teel is becoming viable as a thief roughly when you dual immy? Still, I should try the level 7 dual sometime, she needs the HP. I'd likely have her for stealth and backstabs then, very fitting for such a vicious woman. Its nice she has good enough str/dex, and doesn't need gear to be effective.

  • grlndbrggsgrlndbrggs Member Posts: 8
    edited July 6
    DreadKhan wrote: »
    She does make a viable crossbow user, but remember Karoug's immunities make dagger or bastard swords almost mandatory to kill him, hence me leaning more towards daggers. I speak of the Silver dagger, which is generally pretty strong vs WWs.

    The 2nd pip in dagger does seem to cover more bases. The +1 to hit that Specialization'd supply the DoV with can't hurt. Might also prefer to "honestly" damage WWs vs attempt to bury them under the gluttonous weight of my inventory.

Sign In or Register to comment.