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Opinions Please

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
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Venge
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Opinions Please

Post by Venge »

I know this is one of those open ended questions but pleae bear with me.
If one was to start the game with a single classed fighter (as the PC) what weapon skills would you assign?
Based on the fact that the game is all stock, and using the provided NPCs found during the game to fill out the party.
:)
Now that I have tried the game a bit I want to start over and apply what little I have learned.
:D
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Astafas
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Post by Astafas »

RPG-wise, my choise would probably depend upon what race I had chosen for my Fighter. Axes or Hammers for a Dwarf, Long Swords for an Elf etc.

Overall, I'd like to recommend Dual Wielding (very effective) Long Swords (there are plenty of really nice ones). Good luck!
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Mini Me
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Post by Mini Me »

dual wielding longswords OR dualwielding Axe +hammer
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VonDondu
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Post by VonDondu »

How much do you know about the game already? For example, do you know which NPCs you want to have in your party and which weapons you would like for your party members to use? For example, if you want to have Minsc in your party, I'd give him the best two-handed swords in the game and give your main character a different kind of weapon, such as warhammer or longsword. Your party composition should determine how you distribute weapons, which in turn will determine how you distribute proficiency points.

To take another example, if you want Aerie in your party, you don't need another Cleric. Here's why that might affect your weapon choices. There's one really good flail, one really good warhammer, and one really good mace in the game. Chances are, you wouldn't want to put Aerie on the front line, so instead of giving her one of those weapons (which are all useable by Clerics), you could give it to your main character. But if you chose one of the other Clerics instead of Aerie, I'd put him on the front line and give him one of those weapons instead of giving it to your main character.

You also need to consider your own playing style (like Astafas suggested). Do you want your character to use big two-handed swords? Do you want him to wield two weapons at a time--one in each hand? Or do you want him to carry a shield and wield a weapon in his other hand? There are no "right or wrong" answers.

Off the top of my head (without making a comprehensive list of all the possibilities), I think that putting three proficiency points in katanas and three proficiency points in scimitars would give you lots of flexibility. Later, you can add proficiency points to Two Weapon Style (which becomes more effective as his THAC0 improves) or put points in a third kind of weapon, such as longsword or warhammer (depending on how you want to distribute weapons among all of your party members). I don't recommend putting any points in Sword and Shield Style, and three proficiency points in each weapon type is probably optimal.

If Minsc is in your party, make sure you give him points in Two-Handed Weapon Style if you want him to wield a two-handed sword. He can also wield the really nice mace I mentioned earlier. I can't remember what proficiency points Jaheira has, but a quarterstaff or a scimitar (with shield) would be a good choice for her. There's also a really good spear in the game and you might consider giving it to her. Like everyone else, she benefits from two proficiency points in Two-Handed Weapon Style if she wields a two-handed weapon.
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Shin Jaon
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Post by Shin Jaon »

There are two ways I control Minsc, advance him in the following areas with level up; mace, two handed, two weapon and two handed fighting style. when you don't want to use two handed weapon switch him to two maces in each hand, and vice versa. Makes him very powerful when he gets on up in levels. Also if you wish, there are some very nice enchanted Katana's out there. The one you get for razing the house in the temple district, celestial is the best out there, hard fight at low levels. You just have to see what works for you.
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Post by Jyrran »

My preference has been to have my human fighter dual-wield a long sword and a bastard sword. There are several good long swords and bastard swords, and having proficiency points in two-weapon style fighting gives you a nice bonus.

I generally give Minsc the two-handed swords. Jaheira has proficiency in scimitars (I believe) and clubs, so she gets those.

Those are the main characters I adventure with that I would consider worthy of weaponry. The other NPCs tend to rotate in and out as needed.

Good luck!!
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Post by nephtu »

My two gold worth...

For my money, I'd ditch longswords entirely for any serious melee characters. With the exception of Blackrazor, there are no compelling longswords for normal combat in SoA at all, and the bastard swords are little better, axes are much more promising. Katana is a style for one, maybe two party members - no more. Scimitar is a style I've never been much keen on.

On the blunt side, there's a variety of nice flails/morning stars and some good clubs, but precious little in maces, other than specialty weapons. Hammers are more problematic, because Crom Faeyr is awesome, but (unless you're a dwarf) there aren't a lot of other good hammers untill ToB.

Two hand swords gives you the marvelous sword Liarcor early along with others, and a variety of good staves exist. One party member should be able to use spears and/or halberds, (one of each if you're melee heavy) though it's not critical immediately.

In the ranged weapons, there's a ton of good longbows, some solid shortbows, and some other decent missile weapons (including throwing weapons). I'm very skeptical of crossbows and slings because of their low rate of fire.

On overall weapon styles, I'd balance dual wielding and two handers - don't dual wield unless you can put two stars into the skill. Sword and shield or single weapon skill slots are only worthwhile for priests & thieves, IMAO.
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Shin Jaon
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Post by Shin Jaon »

You'll notice the mace of disruption and the club of the undead, is that right, will be very good weapons, for undead or not.
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Post by nephtu »

Well..

Shin, I am compelled to disagree:

Except against undead - specifically vampires, the mace of disruption is completely inadequate even in the vanilla game with the improved mace. At least the improved mace has negative planes protection on it, but compared to even vanilla Azuredge (Yes, I know, Azuredge is more restricted) it's a piece of junk. You can one-shot LICHES with Azuredge given a little luck - I don't think the poor old mace o'disruption can even hit them.

For clerics, particularly frail ones like Aerie or Viconia, that 18 STR mace you can buy in the Copper Coronet is a much better choice (especially Viconia, since vampires make great pets for her) - for more robust fighter-cleric types, just give them a real weapon, like the flail of Ages, or wyvern tail -both available fairly early in the game.

The bone club(name?) is ok versus undead, but not really stellar overall compared to blackblood or gnasher, both of which are on stock vendors and available to you much earlier.

Mace is like sling, just not a weapon style worth putting points into, IMAO, unless you have some huge RP reason.
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Post by Galuf the Dwarf »

Venge, one thing that you might want to know for as you go through the game, and experience more powerful enemies is this: +1 and +2 weapons will practically become nigh unto obsolete in later chapters, and weapons with +3 to hit will only let you damage so many opponents/monsters.

The most promising weapons when it comes to capabilities to hit, seem to be these:

Melee Weapons -
1) Halberds (at least 2 of them that are +4, best for either a Fighter or Bard with proficiency in this category)

2) Two-Handed Swords (only 2 later on are able to be equipped by all applicable classes; another powerful one is for Paladins)

3) Quarter-Staff (there are one or two +4 staves out there, and one +5 for mages/sorcerors)

4) Spears (there is a +4 spear somewhere later in the game)

5) War Hammers (only one +5, and it'll take QUITE a bit of work to get; nothing above +3 or below +5 available)


Ranged Weapons -
1) Short Bows (one that you can obtain, through finding pieces of it and getting them forged, is a +4, and would do well)

2) Long Bows (much later, but it may help in a pinch)

When it comes to Crossbows, what does to Heavy Crossbow of Accuracy count as to what it can hit? Is it a +2 or a +5 weapon?

Hope this doesn't spoil too much.
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Shin Jaon
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Post by Shin Jaon »

Nephtu, you are right. I was speaking on a previous experience with facing chapter 6. I should speak in more general terms, as will make much more of an effect.
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Post by Ron_Lugge »

Re: My 2 coppers on this... (very minor spoilers)
Originally posted by Galuf the Dwarf
When it comes to Crossbows, what does to Heavy Crossbow of Accuracy count as to what it can hit? Is it a +2 or a +5 weapon?


IIRC, this is actually determined by what ammo you fire, not the launcher.

edit:

This of course is confused by the fact that some weapons create their own ammo (+4 firetooth anyone?)
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Venge
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Post by Venge »

Thanks for all the input :)
Have to give the game designers a big pat on the back! I used to DM AD&D games (PnP type) and it took a lot to keep the whole aspect of "no perfect way' to deal with weapons and proficiencies. The odd player would work out the maxed out combinations with what weaps to used etc, and I would do my utmost to through curves and keep them guessing.
And in seeing the varied replies to this question just proves to me the game designers have done a great job of making no obvious 'best case senerio' when it comes to proficiencies.
Good on em I say :)
I will just pick what looks good when I make my dwarven fighter.
Hmmm, maybe start out with 2 handed swords, and morph into dual weilding hammers and axes ....
Although I have always enjoyed a good old fashioned long sword too.
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Post by UserUnfriendly »

i would seriously think about kitting your dwarven fighter to berserker...that kit seriously is powerful and very fun to play. if you went human, i would advise dual classing to kensai mage, or even kensai cleric...in fact a much underappreciated dual class is the kensai cleric...or berserker cleric ...draw on holy might, chaotic commands, globe of blades, a mage casting impr haste on you, and enrage makes you into an unstoppable killing machine...

the really good flail and hammer makes you into a pure killer, better than korgan...
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Originally posted by Venge
Thanks for all the input :)
Have to give the game designers a big pat on the back! I used to DM AD&D games (PnP type) and it took a lot to keep the whole aspect of "no perfect way' to deal with weapons and proficiencies. The odd player would work out the maxed out combinations with what weaps to used etc, and I would do my utmost to through curves and keep them guessing.
And in seeing the varied replies to this question just proves to me the game designers have done a great job of making no obvious 'best case senerio' when it comes to proficiencies.
Good on em I say :)
I will just pick what looks good when I make my dwarven fighter.
Hmmm, maybe start out with 2 handed swords, and morph into dual weilding hammers and axes ....
Although I have always enjoyed a good old fashioned long sword too.


My advice even further, don't worry about 2-handed swords w/ a dwarf fighter. Go for max proficiency (at the least, 3 proficiency points) in hammers, along with maybe 1 or 2 in axes. Minsc or Keldorn can be the one to use 2-handed swords. (Keldorn especially, since he can equip that +5 sword I mentioned)

Besides, as much as you could get away with quite a few weapon proficiencies, you wouldn't find yourself doing alot of damage with the weapon that suits you (and whatever combat situation) best. However, the dual-wielding might make things interesting.

Still, you do whatever floats your boat, Venge. It's your game, after all. ;)
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Post by Screaming Johny »

You have already been given some great advise, but I think a few things have been missed.

First of all, what party formation do you want to use. My personal favorite is 2 wide by 3 deep. This is relevant because all 2-handed weapons have extended reach. A good configuration for a party is to have:
-2 front liners using single handed weapons (preferably dual-weild with a shield on stand-by for when(if) you need one)
-2 people in the 2nd row with 2-handed weapons that reach over the front line
-anybody in the 3rd row can use bows, magic, bard-song, etc.

With this configuration, just make sure your front two have low AC's & some good immunities, as they will take the brunt of the damage.

The other point I haven't seen made is the two dispel magic items. In my opinion your party is best to have one or both of these items. These items can make fighting mages & all the powerful baddies much easier to fight. Both are 2-handed, so good for your second row fighters. Both are considered +5, so good against the really big baddies (demi-lich) as well.

Lastly, elemental damage. It goes through many of the magic protections, and can disrupt spell casting.
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Screaming Johnny has brought up some good points as well.

Elemental damage: One of the two +4 halberds that I mentioned of can cause such. Definitely worth it.

Dispel Magic: I think I know which other 2-handed weapon you're talking about (other than the sword)...

Configuration: I might want to try that. What I mainly do is surround my targets with my warriors have my other guys within attack range, but out of the way of the target's attacks (IOW, with missile weapons, certain melee weapons, magic, etc.)

One thing that I think would work if I had a bard as a PC is to have them be proficient in halberds, crossbows, and whatever else (maybe flail and 'single-weapon style'). They'll be somewhere in either the middle of the back row, using their halberd to damage opponents and also using their bard song now and then (probably have them as a Skald, in that case).

So many strategies, and quite a few choices to make. Amazing, isn't it?
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Post by Screaming Johny »

Slight tangent - with regards to Bard's:
1) If you don't have ToB, don't bother with a Bard. Improved Bard song is awesome. You also get UAI & lot's of Traps.
2) Skald's have a limited range for their song, and it stays that way with the Improved Bard Song. All other Bards have unlimmitted range - that is, you can be on the other side of the map & you are still effected by their song.
3) A Bard should 1) Sing a song to help the party 2) Cast the occasional breach, etc. (if you time it right, you can cast & restart singing without the note disappearing from your party members). & 3) Only if absolutely necessary, get into a fight.
4) As far as what Kit, my preference is Blade. The pick-pocket penalty is broken & you get a regular Bard's pick-pocket. 5 points of Lore a level is still a lot. And who cares if your Bard-Song doesn't improve with level once you get the improved Bard-Song. In exchange for no real penalties, you can dual-weild (the best bonus) & you get your 2 spins (which I almost never use).

Back on the topic of weapons.

5) For immunities, & just in case they get in a fight, a Bard should dual-weild weapons. If they are going to fight, dual-weild swords that give an extra attack. With a sword in each hand that gives an extra attack, that is 4 per round. If you are a Blade, Offensive Spin gives you a 5th. Using ToB ability UAI you can use a nice little Ninja-To that gives an extra attack & does poison damage. Also, if no-one else in the party is using it, I give my Bard the FoA to finish off those pesky Trolls.

Using this weapon strategy, a Blade can be a darn good fighter by the end of the game, but they are still better off giving the song bonuses to the rest of the party.
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Post by VonDondu »

Re: Well..
Originally posted by nephtu
...At least the improved mace has negative planes protection on it, but compared to even vanilla Azuredge (Yes, I know, Azuredge is more restricted) it's a piece of junk. You can one-shot LICHES with Azuredge given a little luck - I don't think the poor old mace o'disruption can even hit them...
The Improved Mace of Disruption +2 can kill demi-liches in one hit. (There's only one demi-lich in BG2: Shadows of Amn, of course.) In fact, it's so effective, it almost takes the fun out of it.

Azuredge, on the other hand, is buggy and does not work properly unless you use an (unofficial) patch. I thought we were supposed to be talking about a "vanilla", unmodified game. If you use a patch to fix Azuredge and make it work the way it's supposed to, then yes, it's a great weapon for a good-aligned Fighter. But unlike the Mace of Disruption, Clerics can't use it, and I don't think it's treated as a +5 weapon to determine what it can hit.

The Mace of Disruption is also useful against monsters than can only be injured by blunt damage (in which case axes are useless). This isn't a great benefit in itself, but it makes the Mace more flexible. For blunt damage and general use, I prefer the Flail of Ages or Crom Faeyr, but if you have proficiency points in Mace but none in Flail or Warhammer, that's just another reason to prize the Mace of Disruption. (If I'm not mistaken, +5 blunt weapons can hit anything in BG2: Shadows of Amn.)
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Venge
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Post by Venge »

I have just installed the unofficial patch and the bonusmerchants from here, seemed to me to be a good idea.
So I have changed that detail from when I started this post.
:o
I am sort of siding with given my dwarf fighter hammers and axes for duel wielding.
Just the mental picture it brings is pretty cool.
:cool:
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