Item Combos
Item Combos
What Item Combo do you like?
I like putting the Axe of the Unyielding +5 in the main hand with the Equalizer or the Answerer +4 in the off-hand. Then I add on Boots of Speed and the White Dragon scales and any enemy is QUICKLY taken out (even quicker if the deccapitation is successful ). I just like the scales because they look cool.
I like putting the Axe of the Unyielding +5 in the main hand with the Equalizer or the Answerer +4 in the off-hand. Then I add on Boots of Speed and the White Dragon scales and any enemy is QUICKLY taken out (even quicker if the deccapitation is successful ). I just like the scales because they look cool.
Boo will have clean wood shavings you evil bastards! -Minsc
Luke Schenn will make you pregnant with a glance. Caution is advised.
Luke Schenn will make you pregnant with a glance. Caution is advised.
- Philos
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For a Paladin
My Paladin has a good combo carrying Carsomyr, wearing the cloak of magic deflection/repelling (can't remember correct name) but basically causes any magic damage like magic missle, flame arrow, a beholder/gauth's cause serious wounds spells to fizzle, ring of Kangaxx (+2 protection, 10% magic resistence and regenerate 1hp/3 sec), and necklace of 10% magic resistence. He is 70% magic resistent, any damage spells that get past that fizzle, and any physical damage regenerates so quickly I very rarely need to use any healing spells/potions. He also has a set of Boots of Speed so if he is getting whacked hard he can run around and let the ring heal him and then charge back in.
My Paladin has a good combo carrying Carsomyr, wearing the cloak of magic deflection/repelling (can't remember correct name) but basically causes any magic damage like magic missle, flame arrow, a beholder/gauth's cause serious wounds spells to fizzle, ring of Kangaxx (+2 protection, 10% magic resistence and regenerate 1hp/3 sec), and necklace of 10% magic resistence. He is 70% magic resistent, any damage spells that get past that fizzle, and any physical damage regenerates so quickly I very rarely need to use any healing spells/potions. He also has a set of Boots of Speed so if he is getting whacked hard he can run around and let the ring heal him and then charge back in.
UNCOMMON VALOR WAS A COMMON VIRTUE
axe of unyielding + belm/crom fayer (the ultimate combo imo)
foeband + belm (an awesome combo for any warrior)
flail of age + crom fayer (best combo for fighter/cleric)
answerer + purifer (more offensive type of paladin's combo)
hindo doom + scrinlat/belm (ultimate backstabbing combo for fighter/thief)
mace of disruption + daystar (the undead slayer combo)
foeband + belm (an awesome combo for any warrior)
flail of age + crom fayer (best combo for fighter/cleric)
answerer + purifer (more offensive type of paladin's combo)
hindo doom + scrinlat/belm (ultimate backstabbing combo for fighter/thief)
mace of disruption + daystar (the undead slayer combo)
Got Question from BG series? NO PRoblem, ask BG_DaDDy, YAh.
About combos with dual wielding there was an interesting faq at gamefaqs explaining which weapons should o shouldn't go to off hand
The first thing is to acknoledge that the off-hand weapon only does one attack per round always. Say you have 10 attacks per round thats 9 main hand and 1 off hand, even belm or the scarlet ninja-to give their +1 attack to the main weapon. (Isnt it a pitty that there are so few +1 attack weapons? And NONE for a cleric...)
Like for example , good off hand weapons , think of effects that are not DAMAGE based
Scarlet Ninja-to
Belm
Purifier
Equalizer (i read here the bonus somehow aplies to BOTH weapons and gives inmunities)
Argunvadal & cromfaeyr (strength bonuses)
Maybe Blackrazor (just for the regen and inmunity to fear) ¿?¿?
Any weapon that gives an particular inmunity in a particular moment (say proteccion from negative plain againts undead)
The answerer has no sense as an offhand weapon, as it will hardly ever hit enough for its effect to be worthy.
The realy pitty comes when using a full cleric (say viconia) Because even if you can improve there thaco to -5 and 25 strenght or so they still have 1 attack per round (pathetic) oh wait with ring of gaax and it's improved celerity its 2 per round (still sucks). Theres no combo that'll make here a decent fighter so shes better off just casting spells.
By the way if you use black razor as main weapon you end up with 25 strength LOTS of times (for a short period but anyway you keep draining levels and it keeps up)
Another thing with using mr items with carsomyr. Unless you patch carsomyr every time you touth it it sets your mr to 50% EVEN IF YOU HAVE MORE. Thats a bug and there is a fix somewhere but i just leave the paladin with carsomyr and no other mr item.
Gram sword of the grief affects Bosses so switch ravager to it before fight one.+10 attacks per round sounds good to me.
Has anybody used sword of mask+5 as main weapon? I'd like to know if its worthwhile. The 15% chance of stunning, affects bosses? Is it withouth save?
For backstabbing, the best weapon is... (absurd but it is) Staff of Ram+6
Combined with assasination and there you go
The first thing is to acknoledge that the off-hand weapon only does one attack per round always. Say you have 10 attacks per round thats 9 main hand and 1 off hand, even belm or the scarlet ninja-to give their +1 attack to the main weapon. (Isnt it a pitty that there are so few +1 attack weapons? And NONE for a cleric...)
Like for example , good off hand weapons , think of effects that are not DAMAGE based
Scarlet Ninja-to
Belm
Purifier
Equalizer (i read here the bonus somehow aplies to BOTH weapons and gives inmunities)
Argunvadal & cromfaeyr (strength bonuses)
Maybe Blackrazor (just for the regen and inmunity to fear) ¿?¿?
Any weapon that gives an particular inmunity in a particular moment (say proteccion from negative plain againts undead)
The answerer has no sense as an offhand weapon, as it will hardly ever hit enough for its effect to be worthy.
The realy pitty comes when using a full cleric (say viconia) Because even if you can improve there thaco to -5 and 25 strenght or so they still have 1 attack per round (pathetic) oh wait with ring of gaax and it's improved celerity its 2 per round (still sucks). Theres no combo that'll make here a decent fighter so shes better off just casting spells.
By the way if you use black razor as main weapon you end up with 25 strength LOTS of times (for a short period but anyway you keep draining levels and it keeps up)
Another thing with using mr items with carsomyr. Unless you patch carsomyr every time you touth it it sets your mr to 50% EVEN IF YOU HAVE MORE. Thats a bug and there is a fix somewhere but i just leave the paladin with carsomyr and no other mr item.
Gram sword of the grief affects Bosses so switch ravager to it before fight one.+10 attacks per round sounds good to me.
Has anybody used sword of mask+5 as main weapon? I'd like to know if its worthwhile. The 15% chance of stunning, affects bosses? Is it withouth save?
For backstabbing, the best weapon is... (absurd but it is) Staff of Ram+6
Combined with assasination and there you go
The answerer is a nice offhand weapon since you usually doesn't need to get your opponents AC lower than 4-6 anyway. And MR 30-45%. So a few hits cuts it, so to speak. Anyway, it's usually not worth it.
In the vanilla game I'd say that Angurvadal, Crom Faeyr, Purifier, Belm... Oh well, pretty much what CEO said, except that Blackrazor goes in main hand.
An interesting weapon combination is Sword of Mask(enc)/Blackrazor for a sweet leveldrain combo. Or, talking items I'd say that Rift Device+Ring of the Ram and SotM+CoN-D is some pretty sweet combos.
In the vanilla game I'd say that Angurvadal, Crom Faeyr, Purifier, Belm... Oh well, pretty much what CEO said, except that Blackrazor goes in main hand.
An interesting weapon combination is Sword of Mask(enc)/Blackrazor for a sweet leveldrain combo. Or, talking items I'd say that Rift Device+Ring of the Ram and SotM+CoN-D is some pretty sweet combos.
*sigh* everyone is talking about Belm..sure, the extra attack per round is great, but it's not good if you hit once or twice out of 10 attacks. I prefer having a weapon that can help me out in the long run, and that can get autokills (like the Axe of the Unyielding) or has some good protection abilities (like the equalizer) or both (like the axe again). Everyone is entitled to their opinion, but I think Belm sucks.
Boo will have clean wood shavings you evil bastards! -Minsc
Luke Schenn will make you pregnant with a glance. Caution is advised.
Luke Schenn will make you pregnant with a glance. Caution is advised.
[QUOTE=Berethor]*sigh* everyone is talking about Belm..sure, the extra attack per round is great, but it's not good if you hit once or twice out of 10 attacks. I prefer having a weapon that can help me out in the long run, and that can get autokills (like the Axe of the Unyielding) or has some good protection abilities (like the equalizer) or both (like the axe again). Everyone is entitled to their opinion, but I think Belm sucks.[/QUOTE]
the main purpose for off-handed weapon is to enhance the main hand. since off-handed weapon only does one attack per round so it doesnt really matter if u hit with it or not. when choosing off-handed weapon u should focus on its ability rather than dmg.
Here are some worthwhile weapons that i think can be used as off-handed:
axe of unyielding
belm
scarlet ninja-to
purifier
equalizer
crom fayer
argundaval
spectral band
the main purpose for off-handed weapon is to enhance the main hand. since off-handed weapon only does one attack per round so it doesnt really matter if u hit with it or not. when choosing off-handed weapon u should focus on its ability rather than dmg.
Here are some worthwhile weapons that i think can be used as off-handed:
axe of unyielding
belm
scarlet ninja-to
purifier
equalizer
crom fayer
argundaval
spectral band
Got Question from BG series? NO PRoblem, ask BG_DaDDy, YAh.
- Crenshinibon
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Monk
Boots of Phasing
Amulet of Power/Sensante Amulet
Gauntlets of Extraordinary Expertise (Why? Because they set my Monk's attack to 9/2.)
Girdle of Fire Giant Strength
Ring of Gaxx *2
Wong Fei's Ioun Stone
Boots of Phasing
Amulet of Power/Sensante Amulet
Gauntlets of Extraordinary Expertise (Why? Because they set my Monk's attack to 9/2.)
Girdle of Fire Giant Strength
Ring of Gaxx *2
Wong Fei's Ioun Stone
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
[QUOTE=BG_DaDDy]the main purpose for off-handed weapon is to enhance the main hand. since off-handed weapon only does one attack per round so it doesnt really matter if u hit with it or not. when choosing off-handed weapon u should focus on its ability rather than dmg.[/QUOTE]
That's true, so that would make The Equalizer the best off-hand weapon seeing as it somehow adds the bonuses to the main hand. Now I bring up another point for destroying evil and undead: Daystar in main hand, The Equalizer in the off-hand-against chaotic evil opponents. That's +6 Thac0, +6 damage in the off-hand, and +7 Thac0, +10 damage in the main hand. Considering the fact that most enemies are chaotic evil, this shouldn't be too bad of a combo. I substitute Daystar with Blackrazor later though.
Now why Belm's extra attack per round is good, Boots of Speed makes up for not wielding it AND MORE. Surprisingly, in TOB my Wizardslayer can use the Amulet of Seldarine and Boots of Speed (even though he's not supposed to) so he becomes a powerful tank. I say drop Belm and take the boots instead.
That's true, so that would make The Equalizer the best off-hand weapon seeing as it somehow adds the bonuses to the main hand. Now I bring up another point for destroying evil and undead: Daystar in main hand, The Equalizer in the off-hand-against chaotic evil opponents. That's +6 Thac0, +6 damage in the off-hand, and +7 Thac0, +10 damage in the main hand. Considering the fact that most enemies are chaotic evil, this shouldn't be too bad of a combo. I substitute Daystar with Blackrazor later though.
Now why Belm's extra attack per round is good, Boots of Speed makes up for not wielding it AND MORE. Surprisingly, in TOB my Wizardslayer can use the Amulet of Seldarine and Boots of Speed (even though he's not supposed to) so he becomes a powerful tank. I say drop Belm and take the boots instead.
Boo will have clean wood shavings you evil bastards! -Minsc
Luke Schenn will make you pregnant with a glance. Caution is advised.
Luke Schenn will make you pregnant with a glance. Caution is advised.
[QUOTE=Berethor]That's true, so that would make The Equalizer the best off-hand weapon seeing as it somehow adds the bonuses to the main hand. Now I bring up another point for destroying evil and undead: Daystar in main hand, The Equalizer in the off-hand-against chaotic evil opponents. That's +6 Thac0, +6 damage in the off-hand, and +7 Thac0, +10 damage in the main hand. Considering the fact that most enemies are chaotic evil, this shouldn't be too bad of a combo. I substitute Daystar with Blackrazor later though.
Now why Belm's extra attack per round is good, Boots of Speed makes up for not wielding it AND MORE. Surprisingly, in TOB my Wizardslayer can use the Amulet of Seldarine and Boots of Speed (even though he's not supposed to) so he becomes a powerful tank. I say drop Belm and take the boots instead.[/QUOTE]
boot of speed doesnt give u extra attack round... it only increase ur movement speed.
u will feel like ur hitting faster, (so as casting spell) but on ur text for number of attack doesnt change.
Now why Belm's extra attack per round is good, Boots of Speed makes up for not wielding it AND MORE. Surprisingly, in TOB my Wizardslayer can use the Amulet of Seldarine and Boots of Speed (even though he's not supposed to) so he becomes a powerful tank. I say drop Belm and take the boots instead.[/QUOTE]
boot of speed doesnt give u extra attack round... it only increase ur movement speed.
u will feel like ur hitting faster, (so as casting spell) but on ur text for number of attack doesnt change.
Got Question from BG series? NO PRoblem, ask BG_DaDDy, YAh.
Besides, even if they would, what wrong would additional atk/rnd do? I mean, if Equalizer gives you 3 extra damage/hit Belm *still* gives 20 damage/rnd or so, and that's more than the equalizer can match. And that bonus doesn't apply to anything.
It's like saying your paladin can't use Carsomyr *and* Gaxx at the same time, because... well, nothing.
It's like saying your paladin can't use Carsomyr *and* Gaxx at the same time, because... well, nothing.
[QUOTE=Thrifalas]Besides, even if they would, what wrong would additional atk/rnd do? I mean, if Equalizer gives you 3 extra damage/hit Belm *still* gives 20 damage/rnd or so, and that's more than the equalizer can match. And that bonus doesn't apply to anything.[/QUOTE]
You forget that the Equalizer gives you, on top of those nice, extra THACO and damage bonuses, immunity to Charm and Confusion. This saves you the use of the Helm of Charm Protection and allows you to wear, for example, Vhailor's Helm.
It's simply a matter of what you'd rather have: THACO, damage and immunity bonuses, or an extra attack per round.
You forget that the Equalizer gives you, on top of those nice, extra THACO and damage bonuses, immunity to Charm and Confusion. This saves you the use of the Helm of Charm Protection and allows you to wear, for example, Vhailor's Helm.
It's simply a matter of what you'd rather have: THACO, damage and immunity bonuses, or an extra attack per round.
"Sometimes Dreams are wiser than waking"
- Philos
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Carsomyr & MR
CEO,
You said: Another thing with using mr items with carsomyr. Unless you patch carsomyr every time you touth it it sets your mr to 50% EVEN IF YOU HAVE MORE. Thats a bug and there is a fix somewhere but i just leave the paladin with carsomyr and no other mr item.
I've been bugged by that too especially since my main character in my first party was a paladin. But I haven't found it too painful so far to remember to simply take off and put back on the other two MR items my PC has (Ring of Kangaxx and necklace of 10% MR) after I either load a saved game or switch back to Carsomyr after using another weapon.
But if I had an NPC paladin I probably would do the same as you did. After finishing Hell in ToA my paladin has 80% MR to start ToB. He gained an integral 10% in Hell, then add Carsomyr, Ring, and Necklace. Coupled with the cloak of mirroring (finally remembered the name) there isn't much magic that will affect him. He can pretty much wade through a room of gauths, beholders, and elder orbs unscathed.
CEO,
You said: Another thing with using mr items with carsomyr. Unless you patch carsomyr every time you touth it it sets your mr to 50% EVEN IF YOU HAVE MORE. Thats a bug and there is a fix somewhere but i just leave the paladin with carsomyr and no other mr item.
I've been bugged by that too especially since my main character in my first party was a paladin. But I haven't found it too painful so far to remember to simply take off and put back on the other two MR items my PC has (Ring of Kangaxx and necklace of 10% MR) after I either load a saved game or switch back to Carsomyr after using another weapon.
But if I had an NPC paladin I probably would do the same as you did. After finishing Hell in ToA my paladin has 80% MR to start ToB. He gained an integral 10% in Hell, then add Carsomyr, Ring, and Necklace. Coupled with the cloak of mirroring (finally remembered the name) there isn't much magic that will affect him. He can pretty much wade through a room of gauths, beholders, and elder orbs unscathed.
UNCOMMON VALOR WAS A COMMON VIRTUE
[QUOTE=Sytze]You forget that the Equalizer gives you, on top of those nice, extra THACO and damage bonuses, immunity to Charm and Confusion. This saves you the use of the Helm of Charm Protection and allows you to wear, for example, Vhailor's Helm.
It's simply a matter of what you'd rather have: THACO, damage and immunity bonuses, or an extra attack per round.[/QUOTE]
That's what I'm trying to say. Belm gives you one extra attack per round, let's all get shocked and awed by its amazingness . The Equalizer gives you immunity to charm spells, and can have a maximum of +6 to hit, +6 to damage. Meanwhile, Belm is just +2 to hit. So out of the two, I think The Equalizer is much more useful.
It's simply a matter of what you'd rather have: THACO, damage and immunity bonuses, or an extra attack per round.[/QUOTE]
That's what I'm trying to say. Belm gives you one extra attack per round, let's all get shocked and awed by its amazingness . The Equalizer gives you immunity to charm spells, and can have a maximum of +6 to hit, +6 to damage. Meanwhile, Belm is just +2 to hit. So out of the two, I think The Equalizer is much more useful.
Boo will have clean wood shavings you evil bastards! -Minsc
Luke Schenn will make you pregnant with a glance. Caution is advised.
Luke Schenn will make you pregnant with a glance. Caution is advised.
[QUOTE=Berethor]That's what I'm trying to say. Belm gives you one extra attack per round, let's all get shocked and awed by its amazingness . The Equalizer gives you immunity to charm spells, and can have a maximum of +6 to hit, +6 to damage. Meanwhile, Belm is just +2 to hit. So out of the two, I think The Equalizer is much more useful.[/QUOTE]
Well, since not every monster in the game is an chaotic evil entity that will charm and confuse you, it might give you exactly nothing while you always know that Belm will provide some nice extra damage output.
Sure, there's some points when the Equalizer is much more useful, but there's also some where it is as useful as a regular long sword +3. And there's no thoughie to have it in the 2nd slot or equip it in the offhand when that happens.
It's always considered a +3 weapon as well, and the +6 to hit only applies to itself. :s But I guess it's a taste of style and playing style here.
Well, since not every monster in the game is an chaotic evil entity that will charm and confuse you, it might give you exactly nothing while you always know that Belm will provide some nice extra damage output.
Sure, there's some points when the Equalizer is much more useful, but there's also some where it is as useful as a regular long sword +3. And there's no thoughie to have it in the 2nd slot or equip it in the offhand when that happens.
It's always considered a +3 weapon as well, and the +6 to hit only applies to itself. :s But I guess it's a taste of style and playing style here.
Kill Bill vol 3
I still find it too tempting to use Celestial Fury as my right hand weapon - but the left one changes depending on circs - enhanced mace of disruption is handy against undead because of the insta-kill and immunity to level drain - I think the Drinker gives some immunities too, but against non-draining undead, Daystar is still a great weapon - use the light to do widespread damage and then hack away.
my fighter is level 21 now, just entered underdark and with gaxx, cloak of spell turning (or whatever it's called), boots of speed and drow +5 plate it takes a hell of a lot to inconvenience me - I put 5+ in katana and 3 in dualling, and with 2 in longsword - so after I switch from Daystar to Hindo's Doom at +3 (an elegant dualling weapon) I have katana in both hands against normal foes and it just feels 'right' for my little lady ["you wouldn't hit a lady, right?"]. having Anomen summon up a few skeleton warriors to distract some of the opposition, I have been effectively soloing in Underdark, just keeping the party for a bit of company. there are so many good swords by this time, it is difficult to decide, so providing the katanas can damage a particular opporent, I stick with them as a bit of role-playing rather than calculate max damage.
MInsc's 2 mace technique keeps his AC higher than I would like, but he is a good blunt tool, especially if I load him up with anti-undead weapons and set him loose in a graveyard as it were.
the Staff of the Magi is just too good a weapon not to use - when need be, I buff Nalia up and have her bash magically protected enemies to strip their protections - also with Aerie or Imoen using breach as well, even lich are not as tough as they expect to be and if CF stuns them, they can take one hehl of a bashing in a short time.
the mace of disruption is a decent off-hand weapon I find, because of the level drain aspect, but others offering MR or freedom of movement can be equally useful: wandering through a copse of webbed enemies often turns them to a dead forest.
I think as usual it is horses for courses so far as choosing an offhand weapon goes - "do you need protection or greater offense?" is the main issue. that should change during the game and it is wise to anticipate future available weapons when choosing skills. even though I know katanas and long-swords are going to be my regular weapons of choice, I make sure that I give some points to mace/flail/hammer or if not the PC, then within the party.
I still find it too tempting to use Celestial Fury as my right hand weapon - but the left one changes depending on circs - enhanced mace of disruption is handy against undead because of the insta-kill and immunity to level drain - I think the Drinker gives some immunities too, but against non-draining undead, Daystar is still a great weapon - use the light to do widespread damage and then hack away.
my fighter is level 21 now, just entered underdark and with gaxx, cloak of spell turning (or whatever it's called), boots of speed and drow +5 plate it takes a hell of a lot to inconvenience me - I put 5+ in katana and 3 in dualling, and with 2 in longsword - so after I switch from Daystar to Hindo's Doom at +3 (an elegant dualling weapon) I have katana in both hands against normal foes and it just feels 'right' for my little lady ["you wouldn't hit a lady, right?"]. having Anomen summon up a few skeleton warriors to distract some of the opposition, I have been effectively soloing in Underdark, just keeping the party for a bit of company. there are so many good swords by this time, it is difficult to decide, so providing the katanas can damage a particular opporent, I stick with them as a bit of role-playing rather than calculate max damage.
MInsc's 2 mace technique keeps his AC higher than I would like, but he is a good blunt tool, especially if I load him up with anti-undead weapons and set him loose in a graveyard as it were.
the Staff of the Magi is just too good a weapon not to use - when need be, I buff Nalia up and have her bash magically protected enemies to strip their protections - also with Aerie or Imoen using breach as well, even lich are not as tough as they expect to be and if CF stuns them, they can take one hehl of a bashing in a short time.
the mace of disruption is a decent off-hand weapon I find, because of the level drain aspect, but others offering MR or freedom of movement can be equally useful: wandering through a copse of webbed enemies often turns them to a dead forest.
I think as usual it is horses for courses so far as choosing an offhand weapon goes - "do you need protection or greater offense?" is the main issue. that should change during the game and it is wise to anticipate future available weapons when choosing skills. even though I know katanas and long-swords are going to be my regular weapons of choice, I make sure that I give some points to mace/flail/hammer or if not the PC, then within the party.
"All the world's a stage and all the men and women merely players"
While the +6 bonus is only for the Equalizer, the +3 vs. Chaotic evil, chaotic good etc. bonus applies to the main hand weapon as well as the +6 damage bonus.
Belm doesn't deal out as much damage as you think. Most of the time, one extra attack per round doesn't do crap, because on tough monsters you will hardly be hitting with Belm +2 in the offhand. I think the thing that turns me away from it is the measley +2 Thac0 bonus. A pity, because it could have been a decent weapon.
I have a question. What does 7/2 attacks mean, that's my old thaco. Is 4 attacks better than 7/2?
Belm doesn't deal out as much damage as you think. Most of the time, one extra attack per round doesn't do crap, because on tough monsters you will hardly be hitting with Belm +2 in the offhand. I think the thing that turns me away from it is the measley +2 Thac0 bonus. A pity, because it could have been a decent weapon.
I have a question. What does 7/2 attacks mean, that's my old thaco. Is 4 attacks better than 7/2?
Boo will have clean wood shavings you evil bastards! -Minsc
Luke Schenn will make you pregnant with a glance. Caution is advised.
Luke Schenn will make you pregnant with a glance. Caution is advised.
[QUOTE=Berethor]Belm doesn't deal out as much damage as you think. Most of the time, one extra attack per round doesn't do crap, because on tough monsters you will hardly be hitting with Belm +2 in the offhand. I think the thing that turns me away from it is the measley +2 Thac0 bonus. A pity, because it could have been a decent weapon.[/QUOTE]
Don't dismiss Belm altogether. It's not a very powerful weapon in itself, but it grants power to the wielder, because it gives an extra attack with your mainhand. A character, who has no use of the immunities which The Equalizer grants (a Kensai/Mage, for example) and depends mostly on the damage output with its main hand, will find Belm to be quite powerful. Imagine the use of an extra attack with CF (or even two, when the char. has Improved Haste cast upon him/her)! You get an extra chance to stun an opponent and deal a lot of extra damage.
Edit: After reading another post of yours, I see that you're apparently a bit confused about the number of offhand attacks. You only get ONE attack with your offhand. Whenever you equip an extra attack-granting item, the extra attack will be dealt with your mainhand, not your offhand. Hope that clearifies.
For sheer damage output, the offhand weapon means little. However, if you want to improve your character or the attacks he/she deals, the offhand weapons means a lot. You can give yourself an extra attack with Belm, you can give yourself immunities and defences with The Equalizer or Defender of the Easthaven, and you can make yourself stronger by equipping Crom Faeyr in your offhand.
In the end, it depends on what your goal is. Do you want protection, better hit chances, or more damage output? With that in mind, one usually decides which weapon he/she uses in his/her offhand.
Don't dismiss Belm altogether. It's not a very powerful weapon in itself, but it grants power to the wielder, because it gives an extra attack with your mainhand. A character, who has no use of the immunities which The Equalizer grants (a Kensai/Mage, for example) and depends mostly on the damage output with its main hand, will find Belm to be quite powerful. Imagine the use of an extra attack with CF (or even two, when the char. has Improved Haste cast upon him/her)! You get an extra chance to stun an opponent and deal a lot of extra damage.
Edit: After reading another post of yours, I see that you're apparently a bit confused about the number of offhand attacks. You only get ONE attack with your offhand. Whenever you equip an extra attack-granting item, the extra attack will be dealt with your mainhand, not your offhand. Hope that clearifies.
For sheer damage output, the offhand weapon means little. However, if you want to improve your character or the attacks he/she deals, the offhand weapons means a lot. You can give yourself an extra attack with Belm, you can give yourself immunities and defences with The Equalizer or Defender of the Easthaven, and you can make yourself stronger by equipping Crom Faeyr in your offhand.
In the end, it depends on what your goal is. Do you want protection, better hit chances, or more damage output? With that in mind, one usually decides which weapon he/she uses in his/her offhand.
"Sometimes Dreams are wiser than waking"
levelling up
I just noticed that it was so little time ago I was lvl21 and I got to lvl25 last night - on the 2 handed business - I used MoD left hand and CF in the right to take out the whole of Bodhi's gang solo. the allies turned up, but I just waded through the vamps and their henchmen, having reformed the group and left the party in the tomb next door - I plan to let them rejoin, but I wanted to do Bodhi's lair alone. the level-drain immunity of MoD is just so helpful - especially combined with an instakill opportunity.
I used daystar in the other slot, as that allows the use of the flare when surrounded. I kept the anti-planar sword with me in case I fancied a change from CF main hand. I have put +++ in longsword so it is not much less effective than katana. solely on the possible need for MoD I put ++ in mace, despite maces not being much of my character.
I like dual wielding so much that I have 3/4 of 6 doing it for the side benefits of the offhand weapon - strength, immunity to confusion, that kind of stuff. Minsc gains 2 AC degrees with weapons in either hand - a mace and the axe each with 1 on AC, which reduces the loss of protection of a shield.
Anomen (maces/Crom Feyr) Minsc (maces/axes) and Imoen (two swords) usually dual and Aerie sometimes does (hammer/mauler's arm) - only Nalia with the Staff of the magi never does.
Jaheira uses Belm and Rashid's Talon if she is not using Arundel's staff. it is a shame that she has less choice of decent weapons for most of the game - I decided that this time round I would keep Anomen and train him up rather than keep Jaheira.
I just noticed that it was so little time ago I was lvl21 and I got to lvl25 last night - on the 2 handed business - I used MoD left hand and CF in the right to take out the whole of Bodhi's gang solo. the allies turned up, but I just waded through the vamps and their henchmen, having reformed the group and left the party in the tomb next door - I plan to let them rejoin, but I wanted to do Bodhi's lair alone. the level-drain immunity of MoD is just so helpful - especially combined with an instakill opportunity.
I used daystar in the other slot, as that allows the use of the flare when surrounded. I kept the anti-planar sword with me in case I fancied a change from CF main hand. I have put +++ in longsword so it is not much less effective than katana. solely on the possible need for MoD I put ++ in mace, despite maces not being much of my character.
I like dual wielding so much that I have 3/4 of 6 doing it for the side benefits of the offhand weapon - strength, immunity to confusion, that kind of stuff. Minsc gains 2 AC degrees with weapons in either hand - a mace and the axe each with 1 on AC, which reduces the loss of protection of a shield.
Anomen (maces/Crom Feyr) Minsc (maces/axes) and Imoen (two swords) usually dual and Aerie sometimes does (hammer/mauler's arm) - only Nalia with the Staff of the magi never does.
Jaheira uses Belm and Rashid's Talon if she is not using Arundel's staff. it is a shame that she has less choice of decent weapons for most of the game - I decided that this time round I would keep Anomen and train him up rather than keep Jaheira.
"All the world's a stage and all the men and women merely players"