Best specialisation to pick?
GawainBS
Member Posts: 523
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!
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!
0
Comments
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.
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
Notes
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).