Question about spears/halberds
Question about spears/halberds
I just finished SoA and ToB once as a swashbuckler.
Personally I really like spear/halberds type weapons (mainly spears). I'm trying to make a high damage output character using spear/halberds.
I checked the weapons, it seems that spears are pretty weak. I was thinking about a pure kensai w/ 5 slot in either spear or halberds, then points into two handed.
Can I get some suggestion from you guys? thanks.
Personally I really like spear/halberds type weapons (mainly spears). I'm trying to make a high damage output character using spear/halberds.
I checked the weapons, it seems that spears are pretty weak. I was thinking about a pure kensai w/ 5 slot in either spear or halberds, then points into two handed.
Can I get some suggestion from you guys? thanks.
- Galuf the Dwarf
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You won't see any worthwhile spears until the Throne of Bhaal expansion. I cannot say about any mods, though.iloveoov wrote:I just finished SoA and ToB once as a swashbuckler.
Personally I really like spear/halberds type weapons (mainly spears). I'm trying to make a high damage output character using spear/halberds.
I checked the weapons, it seems that spears are pretty weak. I was thinking about a pure kensai w/ 5 slot in either spear or halberds, then points into two handed.
Can I get some suggestion from you guys? thanks.
For Halberds, there's the Dragon's Breath +4 (+1 point of 4 different types of damage) which can be aquired in Chapter 5. In Throne of Bhaal, there's a +4 halberd that takes some work to get but can be upgraded into a +6 with a chance to kill a target on hit.
If you want highlitable spoilers on the exact locations of these halberds (or the components of the latter) let us know.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
There are a couple of decent spears in SoA; there's the +3, Impaler which does 1D6 +13 damage, it can be obtained in the Kua-toa area after Spellhold and there's the Spear of the Unicorn, also +3 and gives immunity to hold and charm and does 1D6 +3 damage and +3 on saves vs Death. The spear of withering is a +4 weapon, which does 1D6 +4 damage plus 4 points of poison damage, but I can't remember exactly where you get it, in the Underdark?
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- Galuf the Dwarf
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Oh yes, the Spear of Withering! Forgot about that one. :speech:galraen wrote:There are a couple of decent spears in SoA; there's the +3, Impaler which does 1D6 +13 damage, it can be obtained in the Kua-toa area after Spellhold and there's the Spear of the Unicorn, also +3 and gives immunity to hold and charm and does 1D6 +3 damage and +3 on saves vs Death. The spear of withering is a +4 weapon, which does 1D6 +4 damage plus 4 points of poison damage, but I can't remember exactly where you get it, in the Underdark?
That is purchased by a merchant in Ust'Natha. Which one, I don't know, but I'd guess one of the merchants in the big trading area.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
And all forgot Wave...well, this is the first thing that comes to mind thinking about spears/halberds.
Its full force is well-seen while in the Fire Giant stronghold, and makes the place a sunday walk-in-the-woods since it kills almost everything there with a single blow(no save, thanx).
The Wave is not so easily obtained. As I recall, the shaft is in the Planar prison(a tough place),and the blade is in prince Villynaty from the sahuagin, and he cannot be looted that easily. But killing is also an option...
Its full force is well-seen while in the Fire Giant stronghold, and makes the place a sunday walk-in-the-woods since it kills almost everything there with a single blow(no save, thanx).
The Wave is not so easily obtained. As I recall, the shaft is in the Planar prison(a tough place),and the blade is in prince Villynaty from the sahuagin, and he cannot be looted that easily. But killing is also an option...
- Crenshinibon
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Eh... depends on your play style really. I'd suggest going with some combination of a human Fighter and/or Thief, have a kit for one. Kensai or a Swashbuckler. I strongly suggest a dual class over a multiclass but a single class Kensai would also work but it may be worthwhile to make him a half or for the extra constitution and strength early on. Also, sticking a few mage levels in there wouldn't be a bad idea. It would make you more versatile and provide some noteworthy buffs.
“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.”
For maximum damage output using halberds you have to use a pure kensai. +1 damage every three levels is a lot.
After filling halberds and 2-handed I'd consider spending points for quarterstaves since some enemies are only affected by blunt damage, depending on your playing style you could also specialise in daggers or axes for ranged attacks.
After filling halberds and 2-handed I'd consider spending points for quarterstaves since some enemies are only affected by blunt damage, depending on your playing style you could also specialise in daggers or axes for ranged attacks.
1d6 is 1-6, that's 3,5 average. 1d10 is 1-10, that's 5,5 average, 2 more. 18 str adds 3 damage.
Since you'll have 19 strength, grandmastery and other bonusses to damage it doesn't matter that much, weapon enchantment and weapon bonusses are more useful. You can afford to play a kensai using spears.It's not that important if you do 28-35 or 28-39 damage per hit.
Since you'll have 19 strength, grandmastery and other bonusses to damage it doesn't matter that much, weapon enchantment and weapon bonusses are more useful. You can afford to play a kensai using spears.It's not that important if you do 28-35 or 28-39 damage per hit.
Halberds are better (IMHO the best weapon in ToB is a Halberd), and for maximum damage output an Evil Half-Orc Kensai or Barbarian is best.
If you go with a Fighter/Thief or Berserker you'll still have a devastating character though.
If you go with a Fighter/Thief or Berserker you'll still have a devastating character though.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
*straight out of the eqioment guide, all credit goes to the author*
Baldur's Gate 2: Equipment Guide by Ken J. Egervari / ken@extremephp.org
Ravager +6Baldur's Gate 2: Equipment Guide by Ken J. Egervari / ken@extremephp.org
----------
This halberd is probably the best non-boss weapon in the game. For one,
it's a +6 weapon, meaning it can hit anything even if the enemy has absolute
immunity. The real advantage, however, is that it can decapitate your
opponents 10% of the time with no chance to save, effectively killing them
(this attack causes a ghost to appear from the dead body just like Finger of
Death). Even if this special attack is not made, the weapon does
1d10 +6 +3d6 damage plus whatever your strength score gives you. If you add
in Improved Haste and/or Greater Whirlwinds, your character will be a very
huge threat indeed.
This is a very good weapon and I would recommend someone to wield if it's
possible (such as the main character, Sarevok or Minsc since these characters
as best suited to wield it). In the case of Sarevok, he can make an
Deathbringer Assault, which is a lethal attack that shakes the screen and
does 150-200 damage!. This attack happens in 5% of all hits and when
combined with Ravager +6, you'll have a 15% chance to auto-kill any non-boss
target.
The only real drawback to this weapon is that acts like a standard weapon
when fighting bosses (since they cannot die from the decapitation attack).
Thus, you might want to consider some of the other two-handed weapons
instead, such as Ixil's Spike +6, Gram the Sword of Grief +5 or Carsomyr +6.
Ixil's Spike +6
---------------
The last quality two-handed weapon in ToB is the Ixil's Spike, which does a
modest "1d6 +6" damage but has the ability to stun an opponent for 3 rounds
(and during this period, they take an 3d6+15 damage over these 3 rounds in
addition to your on-going attacks). This spear also provides the wielder
with the Free Action ability (however, this is somewhat of a minor
advantage in ToB).
I would say this is the least effective of the two-handed ToB weapons,
however you can have Cespenar build the Ixil's Spike +6 right after you do
Watcher's Keep (making it a little more appealing). This weapon is probably
best used by Jaheira or a custom Human Kensai(12)/Druid or Beserker(12)/Druid
dual-class character.
What BlueWolf The Druid has to say about Ixil's Spike +6:
This weapon is pure cheese since it makes your enemies fall before
they are dead (due to the impale/unconcious effect). Like Carsomyr
or Gram the Sword of Grief, it works on any foe (such as any of the
Bhaalspawn). Like Ravager +6 or Carsomyr, it is also a +6 enchanted
weapon. This means that it's impaling effect *cannot* be avoided
even by absolute immunity. I impaled Gromnir when he was barely
injured and then he couldn't get up before he died.
Spear Guide (By Majestic)
-------------------------
In SoA, there is a very underrated weapon called "Spear +3: Impaler", which
can be found in the Sahuagin City (Looted from King Ixilthetocal). It's a
+3 spear that deals out "1d6 +3 +10" damage. The extra +10 damage is an
insane boost to your main damage, making this weapon a first choice for
spear wielders until you aquire Ixil's Spike +6 after Watcher's Keep. Even
though it only has a +3 enchantment, it can get you through most of SoA with
ease.
Before getting The Impaler, I'd suggest to use The Spear of the Unicorn
(which can be found in a cave in the Druid Grove, an easily accessible area
at the beginning of the game). It's biggest drawback is the +2 enchantment,
but otherwise grants you immunity to Charm and Hold person spells and has a
nifty +3 saves vs. death ability.
Note: You can easily skip the 'Spear of the Unicorn' if you have enough
other proficiencies, but 'The Impaler' shouldn't be as underrated as
it is.
The Impaler makes a nice alternative to the otherwise
Spectral Brand +5/Belm +2 combination fighter/druids normaly use.