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What Weapon!

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
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Promil
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Post by Promil »

My old kensai (half-orc) use greatswords +++++, hammers+++++
I think it is right ;-)
THACO -12 or even better , I use crom fayer , lilarcor(+3), war blade(+4) and darts( poisoned )
Could you answer me why my kensai or archer<bowman;-)>
when attack with fists can knockdown enemy( if is near death)
is this bug or something????
My monk can't do that!!!!!!
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nephtu
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Post by nephtu »

More stuff...

Hey, could you throw in a few more exclamation marks, please? I couldn't catch your emphasis ;)
Originally posted by Promil
I didn't write that weapon speed means number of attacks!!!
I never said you did - you conflated the two arguments in your examples, however.
Originally posted by Promil
But have you ever fight with strong opponent and in final of the battle you and he were near death?????
Those who hit faster will win whole battle( and with high weapon speed you will lose)
That is why I write speed is importand (especially with "single battles" with strong opponents)
Actually, almost never have the results been close. One hit would only make the difference IF the monster in question were about to kill either the PC or virtually everyone in the party in one go. That's a VERY rare circumstance, and even in that situation, a high speed weapon won't guarantee you first hit - initiative resolution is more complex than that, and I would certainly never rely on weapon speed factor to get me through a fight. Certainly, all other factors being equal, a speed 0 weapon would be preferable to a speed 10 weapon - but the other factors are almost never all equal.
Originally posted by Promil
My old kensai (half-orc) use greatswords +++++, hammers+++++
I think it is right ;-)
THACO -12 or even better , I use crom fayer , lilarcor(+3), war blade(+4) and darts( poisoned )
Nice THAC0 at level 19! The proficiencies seem a bit out of whack, assuming at least one point in darts, and two in 2H weapons, but that's a nice skill set - do you dual wield the hammers? Crom Faeyr + Runehammer is a wicked combo.
Originally posted by Promil
Could you answer me why my kensai or archer<bowman;-)>
when attack with fists can knockdown enemy( if is near death)
is this bug or something????
My monk can't do that!!!!!!
Hmm... I'll take a guess here - it MAY be a strength related thing, but if not I have no clue, sorry.
You're not using a special ability or anything, right? Sorry I can't help much on that one.

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Numinor
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Post by Numinor »

Originally posted by Promil
Could you answer me why my kensai or archer<bowman;-)>
when attack with fists can knockdown enemy( if is near death)
is this bug or something????
My monk can't do that!!!!!!


That's because the monk has very special fists ;)
All classes except monk have very low damage with their fists (I think 1D2) and don't kill automatically with them.
If the target is "Near death" and is hit by fists it will go unconscious (sp?). The monk's fists however are treated as weapons by the game (the damage increases up to 1D20 at high levels), and so they kill just as if they were normal wepons ;)
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lompo
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Post by lompo »

My suggestion is that 2H swords and flails are the best option to start with in SoA.
No other class of weapon offer you such good option from the beginning.
2H swords: Lilacor +3 and Joril dagger +3 right at the beginning (and then other good ones later on);
Flails: FoA and Defender of Eastheven +3 (great off-hand weapon) also at the beginning.
Only axes give you a double +3 option at the beginning (but they are not good as the flails).
Taking a * in scimitars or s.s. could be a good option for the extra attack from Belm and Kundane.
When you get to ToB any option is good, but you should not have any problem with proficiency to add any other weapon class to the previous.
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Kaitsuburi
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Post by Kaitsuburi »

For some cheesy fun, try a Kensai-Thief dualled at 13 with grand mastery in 2-handed swords. When you get UAI you'll be able to wear the heaviest armor and use Carsomyr. Backstabbing is nice, but combine Grand Mastery Kensai Carsomyr with Kai and Improved Haste (e.g. from Ring of Gaxx) ... mwahahahaha :D :D :D

IIRC, one of Weimer's mods lets you combine Carsomyr with Soul Reaver for a really deadly weapon.

-Kaitsuburi
~~ aim low, deliver.
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nephtu
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Post by nephtu »

More blab about weapons...
Originally posted by lompo
...SNIP...Only axes give you a double +3 option at the beginning (but they are not good as the flails).
...SNIP...

FoA/Defender is certainly a winning combo, but I wouldn't obsess about having to have two +3 weapons - remember, for most people you're arming a party, not just a single character and even for dual wielders, the offhand weapon is largely relevant more for effects (like the free action on Arbane, or immunity to feear on Dragonslayer) than for damage. After all, what makes Defender so awesome is 10% damage resistance, especially if you combine it with Rat form ;)

Axe is almost essential, because of Azuredge (and poor old Korgan can't use it, hee hee) if you plan on playing with them there big bad liches...
Originally posted by Kaitsuburi
For some cheesy fun, try a Kensai-Thief dualled at 13 with grand mastery in 2-handed swords. When you get UAI you'll be able to wear the heaviest armor and use Carsomyr. Backstabbing is nice, but combine Grand Mastery Kensai Carsomyr with Kai and Improved Haste (e.g. from Ring of Gaxx) ... mwahahahaha

IIRC, one of Weimer's mods lets you combine Carsomyr with Soul Reaver for a really deadly weapon.

The item upgrade mod allows upgrades to both, but not a combine, alas. However, your Kensai-thief will probably get more benefit from GM staves if you want to do that, unless you have no one else who can use Carsomyr - with one of the +5 or better Staves, that backstab damage gets really sick.

I spread the proficiencies out with my (12)Kensai/thief, so I was using both - if I was going to start that one again, I'd probably put my points into 2HS/two hand weapon plus maybe axe through 12, staves in thief mode (plus daggers or darts) then start GMing Staves once I got my Kensai abilities back. It's just such a loooong time untill you get UAI :eek:

*Note* Edited to clean up my formatting - no content change!
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Kaitsuburi
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Post by Kaitsuburi »

Re: More blab about weapons...
Originally posted by nephtu
It's just such a loooong time untill you get UAI :eek:
...which sort of balances out what a cheesily powerful melee fighter you'd become ;) You are right though, but at least thieves are the class that levels up fastest...
Originally posted by nephtu
The item upgrade mod allows upgrades to both, but not a combine, alas.
In the documentation it seems to say that you can combine Soul Reaver and Carsomyr to make Soul Reaver +6:
Soul Reaver
Heart of the Damned
Carsomyr
20,000 Gold

Soul Reaver +6
1d12 +6, +1d6 magic damage. 50% MR, dispel magic on hit, target suffers a -2 THAC0 penalty for 120 seconds.


-kaitsuburi
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nephtu
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Post by nephtu »

Oops...

I stand (or, more accurately, sit) corrected :cool:
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lompo
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Post by lompo »

Re: More blab about weapons...
Originally posted by nephtu
FoA/Defender is certainly a winning combo, but I wouldn't obsess about having to have two +3 weapons - remember, for most people you're arming a party, not just a single character and even for dual wielders, the offhand weapon is largely relevant more for effects (like the free action on Arbane, or immunity to feear on Dragonslayer) than for damage. After all, what makes Defender so awesome is 10% damage resistance, especially if you combine it with Rat form ;)

Axe is almost essential, because of Azuredge (and poor old Korgan can't use it, hee hee) if you plan on playing with them there big bad liches...

I know that the off hand weapon is more important for the benefit than the damage, that's why Belm and Kundane are great,
but the analisys as to take into account both the combo: FoA is available very early in the game and is one of the best main hand weapon of both SoA and ToB, thus making a good coice for your "first " weapon selection, plus you have acces very early too to DoE which is a great off-hand weapon (20% dmg resistance and +1 AC).
Long swords have some nice off hand options that give interesting effects (free of action is the best), but they lacks a great main hand weapon (at least in SoA and I don't count Blackrazor).
Regarding axes you have to good (but not great !!!) axes early on, but the real super weapon comes in ToB; regarding Azuredge, it is sure a very nice speciality weapon (agains undead) but doesn't fit well witha dual wielder (you can't dual wield Azuredge), so I usually give it to a Char with 2HW or WS style.
Finally flail is my suggestion for the "first" weapon option for your main char. if you want dual wield (by the way no NPC have proficiency in flails), then you can put prof. pts. where you like to get other masteries, and with ToB you will have a lot of them to spend.
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nephtu
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Post by nephtu »

Aha..

Your point about no NPCs using flails is well taken (and incomprehensible) - I hadn't considered that, as I routinely edit the weapons skill distribution, which is typically iffy. Flails are certainly a good choice, especially if someone is playing the vanilla game - though that would mean no defender. The only other dual wield combo that's as compelling in SoA are Celestial Fury & Sanchuudoku.

Longswords are simply lame through 99% of SoA, no question, Blackrazor notwithstanding - my first PC was GM longswords - BIG mistake :eek:

Finally, never neglect staves - they're NOT just for mages.
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Promil
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Post by Promil »

I have not any master level in darts but THACO Bonuses negates all penalties( and Kensai may still applied DMG bonuses).
I don't remember exactly my Kensai Proficiences because I leave half-orc and start again with dwarf( high spell and death saves).
For Fensai or Cavalier Darts and throwing axe are the best throwing weapon( for ranged attack) , I think.
A propos ! do you think the paladin in 2nd chapter is the strongest fighter( with karsomyr)????
I play only with melee skilled characters( I am weak in magic hehe)
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koz-ivan
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Post by koz-ivan »

Re: Aha..

usually my first weapons are flail & axe, for the aformentioned azure edge & the flail of ages. there are enough good axes to offhand wield until a belm or kundane show up. (and it works out well for a ftr dual to thief, katana, short sword & scimitar are all good choices for a thief weapon)
Originally posted by nephtu
Your point about no NPCs using flails is well taken (and incomprehensible) - I hadn't considered that, as I routinely edit the weapons skill distribution, which is typically iffy. Flails are certainly a good choice, especially if someone is playing the vanilla game - though that would mean no defender. The only other dual wield combo that's as compelling in SoA are Celestial Fury & Sanchuudoku.
first, a dual wield combo does not need to be two weapons of the same type. infact since the off hand weapon only attacks once, it really does not matter much what it is or even if you have even one "dot" of skill in that weapon.

a lot also depends on valygar, if you intened to keep him in your group there is no reason to learn katana, there simply are not enough to supply 2 dual wielders.

Longswords are simply lame through 99% of SoA, no question, Blackrazor notwithstanding - my first PC was GM longswords - BIG mistake :eek:
imho you are being too hasty, to abandon longswords, there is a great variety of them, easy enough to mix and match them. daystar, the drinker, dragonslayer, namarra, roses, ect ect.

certainly none of them are as powerful as the fury or the flail of ages, in the first 6 chapters then again there isn't any chapter two weapons that are in the same class as the foa or the fury.



Finally, never neglect staves - they're NOT just for mages.


imho it's similar to longswords plenty of good ones, not many "great" ones.
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Ekental
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Post by Ekental »

The weapon you choose depends on if you are playing Tob(throne of bhaal) as well as Soa(Shadows of Amn) if you have Tob then get at least:
(Main hand)
**** Bastard Sword (Yes Bastard Sword let me explain)
(Off Hand)
**** Scimatar
*** Dual Wielding
Recommended is 5 in Bsword and Scimatar
If only playing Soa at least:
**Scimatar
*** Dual wielding
x* in whatever you want (Hammer maybe? Flail?)

OK, I don't want anyone to rip on me, these are weapon choices I feel work really well with fighters (esp. kensei who gets the cruddy AC but high attack and dmg)

Bastard Swords: Yes I recommend Bastard Swords because in Tob you get a really nice one called Foebane +5, if you Upgrade it via Cespenar's Forge then it casts Larlochs minor drain every time you hit with NO SAVE (4 hp a cast from target to you).
Foebane also does +6 extra dmg to extraplanar creatures: Demons, Planetars, etc. so though this is just a side bonus.(Foebane is found in watchers keep, must be upgraded by cespenar for the +5 and drain affect, otherwise its +3 and no drain effect... not that good. You need Flafler's scabberd to upgrade, forgot where that was go to Game banshee's item list of BG2)

Scimatar: Since off-hand weapons give you only one extra attack per round there is no real point in getting a super weapon for it... Rather off hand weapons should augment you main hand weapon.
SO.... Get Belm +2, this Uber-scimatar give you ONE EXTRA ATTACK PER ROUND which means that you get an extra attack with foebane. So what if its +2? You only get one attack a round with it anyway.
(Belm is found at a merchants after you save Trademeet and get the trade goods back)

Using this combo you can potentially get 4d4 HP per round as long as you are hitting something. By Tob you can hit anything just fine just as most enemies hit you just fine.

4d4 HP is a lot more HP gained per round compared to the Axe of Unyielding and Ring of Gax (2 hp regeneration per round). Also LARLOCHS MINOR DRAIN CAN RAISE YOUR HP BEYOND ITS MAXIMUM! So you can buff yourself up with lots of HP just before a boss (Melissan, Balthasar esp. Those SOBs)
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