Advice on SharTeel build as a single class fighter
Dharius
Member Posts: 665
So I’m running a neutral/evil party for fun, using BG1 only characters, and focussing on SharTeel and Kagain, because I don’t use them often enough (as they’re evil). It turns out they’re both brilliant. So here’s the party:
Me (NE Gnome Thief)
Garrick
Xan
Branwen
SharTeel
Kagain
ST I’m keeping as a single class fighter, because with Me and Garrick I just don’t need another thief, and I don’t want the faff. I know she can get loads of extra weapon pips if she duals, but I can’t be bothered, and I like HPs...
So at level four right now IIRC, she has (I don’t have the game open at the moment, so could be wrong):
Dual Wield ++
Dagger+
Longsword+
Longbow+
I gave her longbow at level 3 because arrows are very common in BG1, more than throwing daggers, and missile weapons are pretty much essential for each party member in this instalment. Besides, composite longbows are just cool... Slings might have been good too, given her strength, but it’s a bit late now.
Question is, where should the final pip go at level six? I’m guessing in dual wield, owing to the abundance of +2-ish daggers and longswords evenly spaced throughout the main game...but what would you choose for her at level six to get the most out of her, given where she is now? Thanks!
Me (NE Gnome Thief)
Garrick
Xan
Branwen
SharTeel
Kagain
ST I’m keeping as a single class fighter, because with Me and Garrick I just don’t need another thief, and I don’t want the faff. I know she can get loads of extra weapon pips if she duals, but I can’t be bothered, and I like HPs...
So at level four right now IIRC, she has (I don’t have the game open at the moment, so could be wrong):
Dual Wield ++
Dagger+
Longsword+
Longbow+
I gave her longbow at level 3 because arrows are very common in BG1, more than throwing daggers, and missile weapons are pretty much essential for each party member in this instalment. Besides, composite longbows are just cool... Slings might have been good too, given her strength, but it’s a bit late now.
Question is, where should the final pip go at level six? I’m guessing in dual wield, owing to the abundance of +2-ish daggers and longswords evenly spaced throughout the main game...but what would you choose for her at level six to get the most out of her, given where she is now? Thanks!
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Comments
I don’t think that a second star in longbows will be any good in the long run (one is enough I think, as I’m only looking for the potential for ranged attacks) ...similarly I keep Khalid at one star for bows, when I use him.
Really, the only question is whether to master long swords or to master daggers. Long swords give you more melee damage, while daggers give you a ranged option; throwing daggers do decent damage, but there aren't any magic ones. They both have their good points, and it really comes down to which weapons the rest of your party isn't using.
Shame there aren’t any really decent throwing daggers out there really. Even some poisoned ones like those in BG2 would be a good start...At least there’s a nice variety of arrows to choose from!
I don't think I ever used daggers with her in EE, to be frank. If I play with Shar'teel it means I go full evil and use Kagain, maybe Dorn, etc and no one else will use Varscona. Her offhand is usually also longsword. DoVenom/Longtooth would be good options I guess, specialization matters less on the offhand weapon since you won't get the APR anyways. You do get the +1/+2 though.
The few times I play nowadays I tend to go 2 pips or no pips, but as said above, 3 pips Mastery is glorious.
The third pip in two weapon fighting won’t do as much for you.