I plan on dual classing my Kensai into a mage (much like the rest of the world) but had an idea about gaining my Kensai abilities back. Since experience is always gained, what if I let my Kensai reach Lv 12 (that's the level I chose, not 9, sorry) then just keep him like that for awhile? Then, when I dual class much later, I have enough exp to be a 12th level mage and have no down time for my Kensai?!!! This'll work, right?
Let's say it would work, what's the combined exp. total for a 12th level Kensai and a 12th leve mage? Once I reach that, I can dual class, and instant Kensai/Mage! Thanks.
Yet ANOTHER Dual-Class Question
- coolguyclay
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- Joined: Sun Apr 22, 2001 10:00 pm
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Yet ANOTHER Dual-Class Question
Cool Guy extraordinaire
A Monk at The Monastary
Sorcerer at the Council of Mages
A Monk at The Monastary
Sorcerer at the Council of Mages
Hehe,sorry to disappoint you friend,but it just won't work like that.Any extra experience is discarded when you hit the Dual Class button,i.e. you can be a lvl 12 Kensai with 2950000 exp but when you dual class,the Kensai will remain at 1000000 exp (lvl 12) and your other class starts with 0 exp,that's the way it works.Originally posted by coolguyclay:
<STRONG> Since experience is always gained, what if I let my Kensai reach Lv 12 (that's the level I chose, not 9, sorry) then just keep him like that for awhile? Then, when I dual class much later, I have enough exp to be a 12th level mage and have no down time for my Kensai?!!! This'll work, right?</STRONG>
[ 06-17-2001: Message edited by: aVENGER2k ]
There is no knowledge,that is not power...
Might I be so bold as to inquire why 12? 9 gets you a level 17 Mage at the cap, 13 gets you 2 attacks per round...I let my Kensai reach Lv 12 (that's the level I chose, not 9, sorry)
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Personally, I believe that a Kensai, Dueled into a mage is not a good idea. Please dont just ignore this if you dont agree, just keep on reading!
The whole purpose of a Kensai is to chop people up quickly and gaining ac binues every 3 levels. Now, dualing into a mage makes you loose these advantages of AC bonus whilst retaining the restrictions. No armour, no braces.
Isn't the whole point of dueling to be able to wear this stuff? I have been known to throw on a suit of armour when the damn Enemy was too powerful for my mage's abilities. With a Kensai, well, your very disadvantaged.
Low TACH0, High armour class, and no missle weapons! BAh! I hate restrictions!
I reccomend you dual from a plain Fighter, or perhaps a Beserker. Not a Kensai! Anyways, its up to you in the end isn't it?
The whole purpose of a Kensai is to chop people up quickly and gaining ac binues every 3 levels. Now, dualing into a mage makes you loose these advantages of AC bonus whilst retaining the restrictions. No armour, no braces.
Isn't the whole point of dueling to be able to wear this stuff? I have been known to throw on a suit of armour when the damn Enemy was too powerful for my mage's abilities. With a Kensai, well, your very disadvantaged.
Low TACH0, High armour class, and no missle weapons! BAh! I hate restrictions!
I reccomend you dual from a plain Fighter, or perhaps a Beserker. Not a Kensai! Anyways, its up to you in the end isn't it?
The idea is that Mages cannot wear armor either, so the Kensai's biggest disadvantage isn't really there anymore after you dual. You get -2 AC bonus and can wear the Robe of Vecna (no need for the Bladesinger Chain). Not being able to affect your enemies is a good time to cast Stoneskin, Mirror Image, Improved Haste, Improved Invisibility and Tenser's. I'm sure that WILL affect most enemies.
The lack of missile weapons isn't a big deal either; Kensai can still throw axes (Azuredge), daggers (Firetooth) and darts. And, most important of all: Melf's Minute Meteors. Those get the Kensai bonus too (that's five Meteors per round). No bow in the game measures up to the Meteors. The things have a +6 hit bonus, making nearly all hit. This gives you an average of 50 damage per round.
Admittedly, the Kensai-Mage has some downsides. Not being able to wear Bracers AC 3 or Gauntlets of Weapon Expertise is one of them. Not being able to use helmets is another (Vhailor's Helm is incredibly cheesy when used on a Fighter-Mage).
Good alternatives for Kensai-Mage are Berserker-Mage (better tank), Fighter-Mage (Grand Master in bows), Swashbuckler-Mage (lots less Hit Points, still no helmets and only one attack, but even better AC and gets Thief skills), and Priest of Helm-Mage (less Hit Points and only one attack, but basically Aerie done right).
Phew! Any feedback?
The lack of missile weapons isn't a big deal either; Kensai can still throw axes (Azuredge), daggers (Firetooth) and darts. And, most important of all: Melf's Minute Meteors. Those get the Kensai bonus too (that's five Meteors per round). No bow in the game measures up to the Meteors. The things have a +6 hit bonus, making nearly all hit. This gives you an average of 50 damage per round.
Admittedly, the Kensai-Mage has some downsides. Not being able to wear Bracers AC 3 or Gauntlets of Weapon Expertise is one of them. Not being able to use helmets is another (Vhailor's Helm is incredibly cheesy when used on a Fighter-Mage).
Good alternatives for Kensai-Mage are Berserker-Mage (better tank), Fighter-Mage (Grand Master in bows), Swashbuckler-Mage (lots less Hit Points, still no helmets and only one attack, but even better AC and gets Thief skills), and Priest of Helm-Mage (less Hit Points and only one attack, but basically Aerie done right).
Phew! Any feedback?
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
- coolguyclay
- Posts: 83
- Joined: Sun Apr 22, 2001 10:00 pm
- Location: PA
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I choose level 12 to dual because I'll use him in ToB. Since the levels get really high anyway, I figured on a little better fighter (one more Kai and THAC0). Too bad about the dual classing thingm it could have been THAT much easier. He's with a party, so will be protected.
Now with all these other comments, when you say use a Berzerker to dual to a mage, can they still wear armour and cast spells? I don't think they can, thus being tbe idea of using a Kensai: similar disadvantages. I guess the main reason I choose Kensai/Mage is because everybody and their brother likes the ol' Kensai/Mage. It's really talked about a lot.
Now here comes another question (perhaps the most key question). Do I NEED a mage? I started an evil party to do all the "evil" quests and other such nasties in the game. Anyway, I have a Theif, Barbarian, Berserker (Half-Orc, so no dual...) Priest of Talos and my human Kensai (a good ol' party of 5). Now, if I just leave my Kensai around to chop people to bits, can I get by without a mage. I know I "COULD", but do I want to. There seems to be a lot of benifits when having a mage in the group (neato spells, namely), so I should really dual-class I think. That's still a long way off, so you have plenty of time to talk me out of it.
Heck, after hearing about the level 13 extra attack (thanks Xyx) I might wait till then. If I make him Lv. 13, can I gain my Kensai abilities back before capping? Thanks to all who write.
Now with all these other comments, when you say use a Berzerker to dual to a mage, can they still wear armour and cast spells? I don't think they can, thus being tbe idea of using a Kensai: similar disadvantages. I guess the main reason I choose Kensai/Mage is because everybody and their brother likes the ol' Kensai/Mage. It's really talked about a lot.
Now here comes another question (perhaps the most key question). Do I NEED a mage? I started an evil party to do all the "evil" quests and other such nasties in the game. Anyway, I have a Theif, Barbarian, Berserker (Half-Orc, so no dual...) Priest of Talos and my human Kensai (a good ol' party of 5). Now, if I just leave my Kensai around to chop people to bits, can I get by without a mage. I know I "COULD", but do I want to. There seems to be a lot of benifits when having a mage in the group (neato spells, namely), so I should really dual-class I think. That's still a long way off, so you have plenty of time to talk me out of it.
Heck, after hearing about the level 13 extra attack (thanks Xyx) I might wait till then. If I make him Lv. 13, can I gain my Kensai abilities back before capping? Thanks to all who write.
Cool Guy extraordinaire
A Monk at The Monastary
Sorcerer at the Council of Mages
A Monk at The Monastary
Sorcerer at the Council of Mages