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Dual Weilding: What are the best "off-hand" weapons?
Posted: Mon Jun 28, 2004 5:49 pm
by krunchyfrogg
An offhand weapon will only make 1 attack per round, so I figure the best thing for an offhand weapon are additional bonuses besides just the plusses (+).
The weapons that immediately come to mind as awesome off-hand weapons are Belm and Crom Faeyr. What else makes a really good off-hand weapon?
Posted: Tue Jun 29, 2004 2:53 am
by lompo
There are many threads regarding the subject so you can check ther efor a wider range of answer.
Anyway this IMO are other very good offhand weapons: Kundane (s.sword +1 attack/rnd), Def. of East. (flail +AC and dmg resist.), Equalizer (l.sword immunities), Arbane (s.sword immunities), Dakkon Zerth (katana AC+extra spells), MoD (mace immunities, bat good main hand too against Und.), Mauler arm (mace str. 18); in ToB Purifier (b.sword almost as good as Carsomyr, pally only), Angurvadal (l.sword str.22 + immunities), Hindo's Doom (katana immunities and resistances).
But also don't forget that a shield can give you some good benefit and you would scrify dmg for AC: s.of Harmony is a very good one, but there are other option too.
In my opinion a good off-hand weapon/shield should complement well with the rest of your equipment: a fighter with already lot of attack/rnd and G.W. doesn't need and extra attack as other builds, a tank would benefit from DoE for the AC and dmg red., extra str. can be gained through belts and immunities can be obtained through armour and jewels. A f/m would prefer Dakkon for AC and extra spells, or a weapon that grant extra attacks etc.
So it all depends of the other piece of equipment you have, the role you want for your Char. and the equipment of the rest of the group.
Posted: Tue Jun 29, 2004 4:06 am
by mbz
Also, according to Userunfriendly, if you are multi or dual classed fighter(and other kits)/mage, you can wack people from off the screen using your off-handed weapon by using MMM(3rd level mage spell).
In this case, the stronger the weapon the better.
Posted: Tue Jun 29, 2004 9:34 am
by nephtu
Off-handers...
lompo has summarized very nicely, so not much to add there, except that - of course - Mods will change the off-handers available (Sanchuudoku, *drool*). Oh, and dragon slayer, with fear immunity, is another nice offhander. The nice thing is that you don't really need skill in the offhand weapon, just the ability to equip.
When using the MMM trick, you want an off-hander with a good poison, or other damage over time effect, like the scarlet ninja-to.
Good luck!
Posted: Tue Jun 29, 2004 10:07 pm
by Nightmare
Crom Faeyr, hands down, in my opinion.
Posted: Wed Jun 30, 2004 5:47 pm
by Luther
I say anything you feel like really. I like dual wielding because it gives you a chance to use different weapons that you normally wouldn't use. I go for themes, like Celestial Fury and storm star mace. Slashing, blunt and electricity. Or double-scimitars like water's talon and belm. I even like using dual daggers because there are some cool daggers out there, although enemies take forever to kill this way.
Posted: Wed Jun 30, 2004 6:05 pm
by Sularius
I like axes. with stonefire axe in offhand, and axe of the unyeilding in main hand.
Posted: Fri Jul 02, 2004 8:49 am
by Luis Antonio
In SoA I used to dual my barbarians like this:
FoA main hand, **
Dragon Slayer (peridan) **, *** dual, off hand or
Equalizer **, *** dual, off hand.
FoA gives me slow and stoneskin mage elemental punch, and DS(p) and Equalizer will boost my immunities. So I was a Barbarian, faster, wich slowed the enemy, and was immune to lots of stuf...
And, when running a Blade, I'd use long range or this dual:
Arbane main Kundane off or Equalizer main Arbane off. Cause Web, web, web, web... then spells then wack those who are still up.
Posted: Fri Jul 02, 2004 4:47 pm
by Shadrach
Crom Faeyr.
Posted: Fri Jul 02, 2004 5:04 pm
by Dueller
My all-time favourite duel-weapon combo is the Answered and Blackrazor. The Answerer ruins an opponents armor class, and lowers their magic resistance. Blackrazor heals 1 HP every 5 seconds, makes you immune to charm and fear, and has a 15% chance of draining 4 levels from an opponent while healing, hasting, and raising the user's strength. I use this combo on dragons - with the help of Valor's helm the poor beasties stand little chance.
If I don't need fear or charm immunity (like when wading through a sea of monks and mercenaries), I switch Blackrazor for the Axe of the Unyeilding - a vorpal weapon that improves your AC.
Posted: Fri Jul 09, 2004 11:42 pm
by Ekental
Purifier/Answerer combo is also very good for a pally, more offensive than just using Carsomyr
Posted: Fri Jul 09, 2004 11:58 pm
by Pepsimax_x5
I like the Equalizer and the Answerer. If ur fighters good enough then 1 attack/round is enough to take advantage of The Answerers abilities. Equalizer is good 4 main hand cuz it does ****loads of damage vs. Chaotic Evil opponents (most of them).
Posted: Sat Jul 10, 2004 12:01 am
by Ekental
Hmm... but it only hits @ +3 and there are other weapons that do as much dmg as equalizer to chaotic evil and does that dmg to everything else too
Posted: Sat Jul 10, 2004 12:07 am
by Pepsimax_x5
like that londsword in watchers keep. But watchers keep is hard as hell unless u do it late in TOB. U can get the Equalizer in Chapter 6.
Posted: Sat Jul 10, 2004 8:50 pm
by Ekental
watcher's keep isn't that bad if your party can cast lvl 9 spells, very likely if you do all the quests by lvl 6. (Wish, timestop) makes watcher's keep much easier.
I've always done it in Ch 6, dunno if it scales down difficulty depending on party level
Posted: Sun Jul 11, 2004 8:36 am
by Thrain
it does scale down on the first level, and you lose the sword on one of the statues if your level is too low (can't for the life of me remember the sword, but it is a good one)
Posted: Sun Jul 11, 2004 12:17 pm
by Ekental
That would either be "Foebane" (The main sword my Kensei uses event. Minor drain!) or "Usuno's Blade", I always managed to get both by ch 6
Improved Alarcity makes the place easier too!
Posted: Mon Jul 12, 2004 2:59 pm
by Dueller
[QUOTE=Ekental]watcher's keep isn't that bad if your party can cast lvl 9 spells, very likely if you do all the quests by lvl 6. (Wish, timestop) makes watcher's keep much easier.
I've always done it in Ch 6, dunno if it scales down difficulty depending on party level[/QUOTE]
Both party level and size usually determine the difficulty. I once tested level one of Watcher's Keep with a solo sorceror, and there were hardly any statues that came to life, with far fewer shadows and mists lurking about.
Posted: Mon Jul 12, 2004 6:51 pm
by Ekental
I see... For me ALL the statues came to life, and annoyingly they all cast insect swarm, gah what a pain
So thats only lvl 1 yes?
Posted: Mon Jul 12, 2004 8:13 pm
by JackOfClubs
Yeah, I usually do Watcher's Keep right after getting Imoen back. Except that I save the last level for ToB because I want Sarevok to be able to buy Firetooth and I don't like to have to lug it around in SoA. But I usually kill the big D with traps so perhaps that isn't a fair test of difficulty.
But I have never had the case where some of the statues didn't attack on level 1.