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Weapon Profencies Question

SirHablesSirHables Member Posts: 10
edited March 2013 in New Players (NO SPOILERS!)
I was wondering whether it's a good idea to put all your profency points in one or two weapons, in order to make those weapons very powerful, or spread the points across a large range of weapons, so you are a little powerful with those weapons.
I am a fighter/cleric type build, what do you think? Also, what do you think are the best weapon types to specialise in?


  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Well a fighter/cleric can only put 2 pips into any one weapon, but yeah, you're better off putting 2 pips in a couple of weapons rather than just putting one pip in a bunch of weapons. I'd go with mace, but warhammer and morningstar/flail are good too. I'd also put a pip or 2 in slings.

  • atcDaveatcDave Member Posts: 1,933
    It's always better to be very good at one thing, than mediocre at several. As TJHOOKER said, you can only do two pips per weapon, so that's what I would do. Although I think it's better to figure out if the character is going to be a front or rear rank sort of character. If he's going to be up front (high strength and constitution required), go for two pips in a melee weapon and a style (weapon and shield may be a weak style, but it's still better to get small bonuses you'll use as opposed to bigger bonuses you won't). If he's going to be in back (high dexterity) put your two pips in sling and a melee weapon (for when you do end up close).

  • Awong124Awong124 Member Posts: 2,643
    Unless he's a dual class fighter->cleric, then he can have 5 pips in a weapon before dualing over to cleric.

  • KidCarnivalKidCarnival Member Posts: 3,747
    High con isn't absolutely neccessary for a frontliner. Shar-Teel, for example, has pitiful con, but makes up for it with great str and dex. Dex improves your AC, so it's more important than con. Anyway, I'd put pips in two weapons of choice - one ranged, one melee. For a cleric, ranged automatically means sling; melee can be Mace or War Hammer, there are excellent weapons for both early in the game. Morning Star/Flail is a good choice if you plan ahead for BG2.

  • ZanathKariashiZanathKariashi Member Posts: 2,867
    You want at least 1 weapon specialized if your class is able, since it gives an extra half attack. Other then that though, do whatever. While from a powergaming stand point, it's not a good idea, there's absolutely nothing wrong with spreading your points out so you can use whatever you come across without penalty. And no, this game isn't balanced AT ALL for power-gaming, so doing so will likely make the game very boring. Just play around and enjoy it. If you start down the dark path of high-end optimization, forever will it dominate your playthroughs!

  • CaptRoryCaptRory Member Posts: 1,658
    You should try to be at least proficient in one ranged weapon. There are times you do NOT want to be anywhere near something. Like, brain eating mind flayers. But yeah, you're generally better off maxing out a few proficiencies rather than spreading them out.

  • smeagolheartsmeagolheart Member Posts: 7,297
    edited April 2013
    over the saga, flails, warhammers, quarterstaves, maces, clubs have viable weapons. If you feel comfortable with no shield and not dual wielding, quarterstaves are not a bad choice.

    Don't neglect weapon styles either. Dual Wielding is probably best followed by two handed weapon and possibly even single weapon are good choices. Sword and Shield is mostly worthless and waste of a proficiency.

  • secretmantrasecretmantra Member Posts: 259

    I actually disagree about Sword and Shield--it's quite useful for a frontline char, especially in the first game, with bandit archers running around.

    They can't one-shot you if they can't hit you, and they are a lot less likely with Sword-and-Shield.

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