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Best specialisation to pick?

Hey all,

I've always picked Mage at lvl 7 & 12, but I wondered if it wouldn't be more beneficial to pick Fighter? That actually grants you unique abilities (extra weapon proficiencies, resulting in extra attacks).
I do realise that the INT & WIS from Mage are superior attributes in PS:T.

What's your two cents on this?

I remember Quinn fixing TNO keeping his extra attacks from Fighter lvl 7 & 13 when speccing as something else, but I haven't seen this mentioned in the EE version of the mods. Could anyone tell, please?

Thanks in advance!

Comments

  • randomZOMBIErandomZOMBIE Member Posts: 1
    I would say fighter it unlocks 4 and 5 weapon proficiency and as far as I know fighter 7 and 12 are the only way to get those, while the extra attributes from mage can be made up elsewhere.
  • jsavingjsaving Member Posts: 1,083
    edited May 2021
    Guides typically say to double specialize as a mage, but I personally agree that it's better to grab the unique bonuses offered by double specializing as a fighter. Another minor benefit beyond those noted so far is the fighter-only tattoos, which if memory serves are usable by both Dak'kon and Annah.
  • LaelapsLaelaps Member Posts: 10
    edited June 2021
    Mage is the best because it favors intelligence and wisdom, which allow you to unlock pretty much the entire game content and quests in one playthrough. You shouldn't care about combat, it's pretty easy in Torment anyway. Mage with two proficiency points in daggers (Ravel's Fingernail) and 9 strength / constitution with minimal spellcasting to help can take on pretty much anything in the game (I was playing on Insane difficulty and never had issues) - of course with the help of some tank team member.

    I usually start the game with 18 WIS (for bonus to XP gains), 17 INT and 14 CHA, then after slightly pumping WIS, CHA and INT you pretty much can unlock every quest and interaction. Also being a mage unlocks some interesting dialogue options in several places; being a fighter pretty much gives you much less in terms of the game content.
  • ZaxaresZaxares Member Posts: 1,337
    As with many things in PS:T, I would say it all comes down to your personal preferences. I vastly prefer playing as a Mage (spellcasting is just my thing, plus I adore the extra XP and tons of other hidden secrets/dialogue you can unlock with high Int/Wis), but it is true that unlocking the Fighter specializations gives you a unique advantage in that you can pump extra weapon proficiencies beyond 2, AND these proficiencies remain even if you swap back to Mage, so theoretically you could have a Mage TNO with Grandmastery in Daggers. Couple that with buff spells that increase your effectiveness in combat like Power of One, Zerthimon's Focus etc. and you can have a Mage that can sling spells and still be extremely lethal in a fight.
  • Shipwreck_JonesShipwreck_Jones Member Posts: 2
    edited October 21
    Double fighter specialization is, imho, the best for fighters, rogues, and priests (mod only). For mages, it depends on play style.
    1. the strength bonus allowing you to go straight from 18 to 19 without having to invest in exceptional strength (it takes 6 attribute points to go from 18 to 19 strength if you do it through attribute points granted at level up)
    2. it's the only way for TNO to put 5 proficiency points in weapons (which is even better if you use the Tweaks Anthology mod component that changes grandmastery to grant the bonus of the PnP ruleset). Note that you retain invested weapon proficiency points regardless of class. Not that important for a mage, but it can make you more useful when trying to conserve spells and it can really help thieves shine.
    3. Maximizes HP because you only get the "big" HP bonuses the first time you reach a level in any class, and Fighters get the best HP progression (whenever your reach a level in a new class that you've already obtained in another, you only get +1 HP).

    The +1 to luck by the second thief specialization is cool, but it wouldn't be able to compete with fighter even if there weren't other ways to increase luck (note that Wisdom grants +1 to luck at 15, +2 at 18, and +3 at 25). Moreover, I consider the thief specialization tattoos to be that essential. Thus, even if you wanted to main a thief, I'd still level up first to level 12 as fighter before switching over.

    The second mage specialization is unique in that it gives +3 attribute points (instead of +2), but an additional attribute point is greatly overshadowed by not having to spend points on exceptional Str), and the +5 lore bonus is so bad that it seems like a troll. I know another poster says he prefers double mage because the mental attributes are the most important attributes in the game, but I have to disagree with him. While I do think he's spot on about mental attributes being more rewarding, I prefer raising those attributes through other means. As for those that want to main a mage, the best choice depends on how you play them. If you are more judicious with your spell usage, you should probably get double fighter specialization so that you can be more effective in melee combat. If you like letting the spells fly and resting more frequently, then you should probably go with double mage specialization so that you can get access to Fell's special tattoos for mage specialists.

    Finally, the Power of Belief mod allows TNO to become a priest. It's second specialization bonus gives 3 attribute points and 10% magic resistance. While the magic resistance increase is interesting, it's overshadowed by TNO's great saves, HP, and HP regen, and enemy mages aren't nearly as annoying/dangerous as they are in BG2. Thus, I'd personally recommend increasing offense. Of course, Fell's priest specialization Tattoos will increase priest spells, but (1) the majority of them are going to be level 1 and 2 spells, (2) a TNO priest isn't as reliant on spells as a TNO mage to be useful in combat, and (3) the priest spell list is a wee bit underwhelming. So, while I do think that you can make a decent case for double mage specialization for people who main wizards, a similar argument can't really be made for those that main priests.

    And, since I'm at it, here is my power gaming plan for this playthrough.

    Character Creation
    Str 10
    Dex 9
    Con 9
    Int 17
    Wis 18
    Cha 12
    • Pump all attribute points between levels 4 and 11 into Strength in order to hit 18 str on level 11 (+7 from level ups and +1 from the level 7 fighter specialization bonus). Note that the fighter specialization bonus to strength is applied before you can allocate an attribute point from leveling up. Thus, you have to have 18 strength moving into level 12.
    • After exiting the Mortuary, immediately run to the Smoldering corpse bar to (1) talk to O and get +1 Wis and (2) Pick up Dak'kon to help me with early game combat.
    • Buy the Tattoo of insight in order to boost Intelligence to 18 before heading into the Dead Nations.
    • Pump Cha to 17 (level 16)
    • Level freely after that (I personally plan on boosting Con and Dex first in order to make combat easier).
    • Play freely until I can access undersigil, and do some serious XP farming.
    • Play freely after that.

    Notes
    • I won't be able to pass several early game checks based upon physical stats, but I don't think that there's any way to pass them all, and assert that passing the mental attribute checks are more rewarding. Thus, if sacrifices have to be made, I'll sacrifice the physical checks.
    • 18 Int allows me to pass a relatively early game check in the dead nations.
    • 19 Wis is more than enough to pass early game checks, and will give me an 18% bonus to XP for the early game.
    • 12 Charisma is enough to pass one early game check. 17 is required for Xacharia, but he can be done at your leisure. There are also apparently some early game checks that require 16 Cha, but I don't know what they are.
    • Naturally, combat will be harder in the early game (especially since I won't be able to take advantage of the high int by playing as a mage), but I'm one of those players that will happily make things harder for myself early on in order to become even more powerful later.

    There are a ton of secret attribute checks in the game. If you want more specifics, look here.

    There are also plenty of places in the game to permanently gain attributes through dialogue. However, you'll be presented with plenty of checks before you can get them. Thus, you can't really rely on them on helping you pass checks. Instead, they should be factored into your level ups so that you don't waste attribute points. If you go to the previous link, then to each attribute's dedicated page, and then to the "Permanent Gains" section, you can see what all those gains are. However, here is my down and dirty guide for the maximum level you should put into attributes before leaving Sigil (you can always max them out later).
    • I don't think that the Ancient Scroll should be used to increase attributes since they are so easily increased in PST. I suppose you could use it to boost Dak'kon's or Ignus's attributes (scroll is only usable by mages), but by that point in the game, power gamers should be one man wrecking crews, with your party only being there for role playing purposes. Thus, I recommend using the scroll to get the Ring of Thex. However, I can see a case for using it to get the spells scrolls.
    • There are few attribute point increases in the end game, but they come so late that I personally don't concern myself with them. If I want to max out a stat before then, I will.
    • Bear in mind, however, that these numbers don't include attribute bonuses from equipment. Thus, you might not even want to push this far.
    • Note that the first number factors in the late game attribute bonuses, while the second doesn't (and neither number assumes that you use the Ancient Scroll to give a +2 to any attribute).
    • Str: 21-22
    • Dex: 25
    • Con: 24-25
    • Int: 23-24
    • Wis: 20-22
    • Cha: 23
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