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General Fighter Dual Classing question

Given that fighters typically don't get anything fantastic past the extra 1/2 apr at level 13, other than kits is there ever a good reason to NOT dual-class a lv. 13 fighter if the option is available? It seems like you stand to gain substantially more than you might lose.

Comments

  • LateralusLateralus Member Posts: 903
    Not really. HLAs maybe, getting them sooner would be cool.


    Also.

    I find it pointless to dual over from fighter after hitting level 7. In another thread I crunched all the numbers and it is a mere pittance next to the mountain of XP you have to climb to not only go from 7 to 13 but from 1 to 14 in a new class.

    A brief summary as to why 7 > 13

    *You got 70 hit points already, plus what your news class brings before you ever hit level 13 as a fighter.

    *You're gonna be a spell caster or a rogue, at level 7 you have an insane thac0 to compliment either of those classes.

    *You get 2 APR with specialized training. Another .5 APR would be nice, but it's not a critical need. 3 APR with 2wS is good enough.

    *You can activate your fighter class before the first game is finished. WAY before it's finished if you do a solo run to power through levels.


  • SionIVSionIV Member Posts: 2,689
    7 -> APR
    9 -> Last health boost
    13 -> Last ½ APR.

    In a 5-6 man party you want to dual class at 9.

    In a 3 man party or less it's worth waiting to 13.
  • elminsterelminster Member, Developer Posts: 16,315

    Given that fighters typically don't get anything fantastic past the extra 1/2 apr at level 13, other than kits is there ever a good reason to NOT dual-class a lv. 13 fighter if the option is available? It seems like you stand to gain substantially more than you might lose.

    Fighter HLA's, better permanent health, possibly slightly better saving throws (depends on the type of saving throw), no weapon/armour restrictions (with the exception of very specific items), more proficiency points, and not having to wait until your first class (fighter in this case) re-activates.
  • lamaroslamaros Member Posts: 139
    SionIV said:

    7 -> APR
    9 -> Last health boost
    13 -> Last ½ APR.

    In a 5-6 man party you want to dual class at 9.

    In a 3 man party or less it's worth waiting to 13.

    I agree with this in general.

    It should be noted that the THAC0 values are as follows:

    7: 14, 9: 12, 13: 8

    Assuming you're dualing to thief or mage you will better these THAC0 values in your second class as follows:

    Thief level 15/19/never.
    Mage level 22/never/never.

    THAC0 is not a huge thing, but it does help and maybe keep it in mind.
  • SouthpawSouthpaw Member Posts: 2,026
    I'd say, that fighter's best ability isn't THAC0, but Specialisation and (even better) Grand Mastery in weapons. GM in a weapon will get you more than several levels of other classes.
    (I too prefer to dual-class at 7)
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