Please note that new user registrations disabled at this time.

Weapon Master OR Frenzied Berserker?

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
Post Reply
User avatar
Myrr Disparo
Posts: 50
Joined: Tue Aug 30, 2011 5:48 pm
Location: Gijón, Spain
Contact:

Weapon Master OR Frenzied Berserker?

Post by Myrr Disparo »

I cast "summon Scottg"! (Kidding, kidding, any advice wherever it comes would be nice)

I'm creating a new char to go through Neverwinter Nights 2 and MotB, and I'm thinking I'll create another fighter (my feinter gnome bard ended up being a pretty enjoyable experience, by the way). Now, I want something a little more militant this time, so what I'm contemplating is a build based on red dragon disciple/fighter and the obligatory level of bard, but I don't know which fourth class would compliment it the best: Weapon Master or Frenzied Berserker.

With Weapon Master (7 levels, so just 12 for fighter), I'd specialise in rapier and take up a sword'n'board style. It doesn't capitalize on it's sky high strength the way a FB build would, BUT, it gets 10 AC on a tower shield easily (losing 2 AB, but what are you gonna do?, and AB should be through the roof anyway)

With Frenzied Berserker, I'd specialise on Falchion (that's what those 12 fighter levels are there for, are they not?), and pick up Improved Knockdown along the way, which is always super-nice to have. Also, I'd get 14 fighter levels, which is a LOT of epic feats. It would look like [url='http://nwn2db.com/build/?138127']this[/url]

I evaluated getting monk, but there are enough ways to neutralise spell-slingers available in both the OC and MotB, so I didn't worry too much about that. Besides, weapons are cool, are they not?

So, bearing their intention to go through BOTH OC and MotB, which would have the less problems overall?

On another topic, which would be better, going for 16 dex, so as to fill mithril full-plate's dex allowance, or 12 dex, and going for full-plate with some DR? Probably something like 2, or 3, I don't know what you can put there.
User avatar
Scottg
Posts: 1721
Joined: Mon Jul 03, 2006 2:35 pm
Contact:

Post by Scottg »

:eek: WTF? ..how did I end up here..

Oh. :D

Weapon Master is almost always a waste.. (depends on the campaign though, and the build). It just requires to many *nearly* useless feats, when you'll want other feats.


As for how to progress with this.. an RDD is all about strength bonus. With that in mind an FB is a "no-brainer".

Still, to get max utility from the FB class requires a two-handed weapon USED as a two-handed weapon. That cut's back on your AC somewhat, more so at lower levels and again at higher levels.

Race: Earth Genasi, forget about Charisma and Wisdom. Strength, Strength, and more Strength. 14 in Intelligence and Dexterity (..boots of Sun Soul will "pick-up" the other +1 AC bonus with its Dexterity bonus - netting you +3 Dexterity bonus which maxes that bonus with Mithral Full Plate).

Bard at *2nd* level - to avoid pumping useless points into Charisma.

Make sure at Bard level you add-in about 5 points into *Perform skill for your Inspiration of Courage.

1st level feats: Luck of Hero's, Power Attack
2nd:
3rd: Able Learner, Cleave

Skills: *Perform as noted, Listen, Tumble, Diplomacy (16), and Use Magic Device (14). Put points into Heal later in build life as "fill-in". Listen to 33, Tumble to 30.


I'd probably "push" the build for FB 5, and delay RDD (overall). Say 5th level FB around 12 or 13.



Equipment: Full-plate Mithral, Shield Broach (for +4 to Shield bonus), Bracers of AC +8, +5 AC cloak (deflection bonus), +5 AC natural armor bonus necklace, Boots of Sun Soul +5, highest strength belt you can get, Ring of Regen (or rings). Mental immunity headband, etc..

The most important enchantment you should have is immunity to criticals in your Armor. Forget about an AC improvement (..you will have that bettered on Bracers).


Sort of like this:
http://nwn2db.com/build/?138179

Note: Tumble and UMD were causing me grief on the skill selection. Last I remember once you get it "opened up" by the Bard Class you can "shovel" points in as you please (..especially with Able Learner). Don't know though, because Kaedrins changed this for me.
User avatar
Myrr Disparo
Posts: 50
Joined: Tue Aug 30, 2011 5:48 pm
Location: Gijón, Spain
Contact:

Post by Myrr Disparo »

Scottg wrote: :eek: WTF? ..how did I end up here..

Oh. :D

Sorry for summoning you, but building tips were needed, and us mere mortals count on you to deliver :p
Scottg wrote:Sort of like this:
http://nwn2db.com/build/?138179

Note: Tumble and UMD were causing me grief on the skill selection. Last I remember once you get it "opened up" by the Bard Class you can "shovel" points in as you please (..especially with Able Learner). Don't know though, because Kaedrins changed this for me.

Yeah, the builder is a bit stubborn that way. I like to pump up Spellcraft, too, for saves and good dialogue checks here and there (your fault, by the way).

Couple points: I don't have SoZ, so I would have to lose Steadfast determination and veteran background, I think. It's no big deal, with a headband with inmunity to mental thingamajigs, but it's there. Maybe put Improved Knockdown there instead. The background, I could take Bully, but that demolishes diplo fast

Skill points are tight, but they always are, so no UMD for me (I like having max diplo, max lore, max spellcraft and 30 tumble, plus the 5 perform you need to qualify for the inspiration, that's 134 points right there, no points wasted, I think this build can swing that (barely), but I don't know if it will be there when I need it. I never put points in heal, I've got druids for that.)

Also, no listen? Invisible enemies are going to be a problem, right?

Also, I could go 18 STR and lose two great STR feats. That would lose 3 damage, 2 AB, and grant me 2 extra dex (1 AC) and 2 CON (30 hp at lvl 30) and a couple feats (overwhelming crit and I dunno, epic toughness or something). Overwhelming comes out to a bit more than a point of damage per swing overall (exactly 1.05, assumming always confirming criticals and only to non-immune to criticals), so it's definitely a damage for AC tradeoff. Three damage for 1 AC and 30 (or 60) hp... Uhmmm. It's not great.

Welp, thanks for the advice! At least I'm not trying to build rogues any longer :P
User avatar
Scottg
Posts: 1721
Joined: Mon Jul 03, 2006 2:35 pm
Contact:

Post by Scottg »

Yes, Spellcraft is very nice - but you've played it through already. Try a fighter that's more of a fighter, no? ;) Weakness can be a *good* thing.

Diplomacy isn't needed past 15 *net* for most sequences in the OC. It can augmented from other sources as well - like bardic inspire competence and Greater Heroism along - and a few items as well. It's largely useless in MOTB.

Steadfast Determination.. no big loss. If you are in the presence of spell casters and fear a "finger of death", you can always use Frenzy. You will be "mental immunity" deficient until you get a helm (or craft a certain necklace). Stay away from Ghasts and Slyphs until then.. casters with Daze isn't a picnic either.

Note: with UMD you'll be able to use Anagry's Mindmaze (from Fibba, Docks, chp. II) - which is only a couple of levels later than character level 9. It doesn't look to bad with Mithral Full Plate either. :) (..note: take a companion with you that can cast Protection from Alignment for those earlier levels, particularly the Gith base.)

In addition UMD allows Boots of Sun Soul +5 (which also has the previously mentioned +3 Dexterity which puts your Dexterity bonus up to +3 with a 14 in Dexterity). That's a +6 to AC on an otherwise deficient AC character.. way to much to pass-up IMO for 14 skill points. (..at best you can only net half of that amount with Boots of Hardiness +3.) Then factor-in earlier access to mental immunity via Anagry's Mindmaze..

If you don't like Heal as a skill, no prob.. it can work well though and it is good for role-play with this type of character.

With the loss of Steadfast Determination, I'd probably alter the feats like this as updated:
http://nwn2db.com/build/?138179

Instead of always relying on AC - you've got some good skills to use, and early in the game as well. The fight with Lorne should be particularly interesting with Improved Disarm. (..makes me wonder if you'll net 2 of his Falchions.)

Bully as well.. it's not that hard on Diplomacy. You should be using hats from the general merchant in High Cliff, and later from Deekin - when you need to converse.

Just what I'd do..

Yes, Listen - it's not shown again because I didn't put any points into it because of that skill-point problem. I did mention it in the prior post though. ;)


Whatever you do, have fun! :)
User avatar
Myrr Disparo
Posts: 50
Joined: Tue Aug 30, 2011 5:48 pm
Location: Gijón, Spain
Contact:

Post by Myrr Disparo »

Scottg wrote:Yes, Spellcraft is very nice - but you've played it through already. Try a fighter that's more of a fighter, no? ;) Weakness can be a *good* thing.
...
Whatever you do, have fun! :)
Yup! You're right. So, Pewter Shard, a grey Earth Genasi is alive and kicking ass! Wish me luck!
User avatar
Scottg
Posts: 1721
Joined: Mon Jul 03, 2006 2:35 pm
Contact:

Post by Scottg »

Myrr Disparo wrote:Yup! You're right. So, Pewter Shard, a grey Earth Genasi is alive and kicking ass! Wish me luck!

Good Luck! :)

(..you'll be loving the cleaves with this build (particularly once you have supreme cleave).. pop, pop, pop, pop - everything dies!) :eek: :p
Post Reply