I´m thinking about creating a character with dual-wielding, and don´t really have any ideas about what weapons are good to specialize in. I never really played the game much, but I thought that I´d change that. I´m prone to use swords of any kind, but would it pay off more to focus on other kinds of weapons, like axes or such? What are the best weapons in the game? I´m not really asking for spoilers or anything, just a hint of the type.
I had an idea about getting a Monk or Rogue to level 20, and mix it with levels of Fighter and Weapon Master, perhaps 15 levels of Weapon Master and 5 levels of Fighter or so.
Best weapons in the game?
- Darth Malignus
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- anarchistica
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Monk? Use the Kama, it allows you to keep your "unarmed fighting" bonuses.
Rogue? Go with 3 Levels, 4 Levels in Fighter and the rest divided over Weapon Master and Fighter. It depends on what you're playing, the Original/Official Campaign or SOU/HOTU. In the OC you can get to Level 17, in SOU to Level 27. This means that you need more than 4 Fighter levels in the OC to get all the feats required. In the expansion campaigns you get more than enough feats from the Weapon Master.
Weapon of choice for the Weapon Master is always something that is related to critical hits. If you go with Fighter/WM, Strength and Scythes are the way to go. For a Rogue/Fighter/WM, Dexterity, Weapon Finesse Feat and small weapons are the way to go. This means Kukris. With 7 WM levels, Keen Kukris and all other relevant critical-related feats, you will be getting critical hits on 10-20. Half your attacks will do multiplied damage but more importantly, they will hit regardless of AC. The Kukris will only do 1d4+6+Dex modifier X 3 damage at this point (or something along those lines), but in HOTU you can get weapons doing elemental damage. Lots of Attacks + half always hit + D6/2D6 elemental damage = awesome.
Rogue? Go with 3 Levels, 4 Levels in Fighter and the rest divided over Weapon Master and Fighter. It depends on what you're playing, the Original/Official Campaign or SOU/HOTU. In the OC you can get to Level 17, in SOU to Level 27. This means that you need more than 4 Fighter levels in the OC to get all the feats required. In the expansion campaigns you get more than enough feats from the Weapon Master.
Weapon of choice for the Weapon Master is always something that is related to critical hits. If you go with Fighter/WM, Strength and Scythes are the way to go. For a Rogue/Fighter/WM, Dexterity, Weapon Finesse Feat and small weapons are the way to go. This means Kukris. With 7 WM levels, Keen Kukris and all other relevant critical-related feats, you will be getting critical hits on 10-20. Half your attacks will do multiplied damage but more importantly, they will hit regardless of AC. The Kukris will only do 1d4+6+Dex modifier X 3 damage at this point (or something along those lines), but in HOTU you can get weapons doing elemental damage. Lots of Attacks + half always hit + D6/2D6 elemental damage = awesome.
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Playing: Fallout 2 | Icewind Dale** | Icewind Dale II
- Darth Malignus
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Well, I figured that since Monks get such nifty feats, immunities and so on, that I´ll probably go for that lvl 20, and then get at least 4 Fighter levels. What would the distribution of Fighter vs. Weapon Master levels be to be most effective?
By the way, seeing that Monks can use Kamas with their unarmed Attack Bonuses and such, that still doesn´t make them able to use Stunning Fist, Quivering Palm while wielding them, right?
Oh, I´m planning to use Robes with this character, and boost Dexterity as far as possible. Any recommendations for or against this?
By the way, seeing that Monks can use Kamas with their unarmed Attack Bonuses and such, that still doesn´t make them able to use Stunning Fist, Quivering Palm while wielding them, right?
Oh, I´m planning to use Robes with this character, and boost Dexterity as far as possible. Any recommendations for or against this?
ambidexterity
I am pretty vague about ambidexterity, for example can a monk use both fists? Anyway, my opinion about
I am pretty vague about ambidexterity, for example can a monk use both fists? Anyway, my opinion about
I played a monk with kama but then I thought about it, if his fist is a better weapon then why bother to use kama?Monk? Use the Kama, it allows you to keep your "unarmed fighting" bonuses
- Fiberfar
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Been quite a while since I played NWN now, but I remember having builds that got 10 attacks per round with kamas, and "only" seven with his fists.mistered wrote: I played a monk with kama but then I thought about it, if his fist is a better weapon then why bother to use kama?
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
IMHO, the best weapon to Weapon Master (WM) in the the Dwarven Axe. Good damage and crit multiplier. Without WM, it's on par with the Bastard Sword on avg dmg statistically.
Because the Weapon Master +2 to crit threat, this statistically raises the Dwarven Axe avg dmg when compared to the Bastard Sword.
Basic: 19-20/x2 = x3.
Keen: 17-20/x2 = 19-20/x3.
Imp Crit: 15-20/x2 = 18-20/x3.
But with WM: 13-20/x2 < 16-20/x3.
Dual wield to max out your chances to crit!
Other weapon lack dmg di(c)e / threat range / crit multiplier or are simply too large to dual. Double weapons give you a better to Hit for less avg dmg, but if you can make WM, your to Hit shouldn't be too shabby to take another 2 penalties to attacks and still hit often enough!
Because the Weapon Master +2 to crit threat, this statistically raises the Dwarven Axe avg dmg when compared to the Bastard Sword.
Basic: 19-20/x2 = x3.
Keen: 17-20/x2 = 19-20/x3.
Imp Crit: 15-20/x2 = 18-20/x3.
But with WM: 13-20/x2 < 16-20/x3.
Dual wield to max out your chances to crit!
Other weapon lack dmg di(c)e / threat range / crit multiplier or are simply too large to dual. Double weapons give you a better to Hit for less avg dmg, but if you can make WM, your to Hit shouldn't be too shabby to take another 2 penalties to attacks and still hit often enough!
- Svinfylking
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