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Training Korgan
Posted: Fri Nov 30, 2007 6:59 pm
by fable
I'd forgotten how specialized Korgan was until I started playing another run-through. So now that I've got a trainning point for him, where should I put it? Double weapons, perhaps? I'm not quite sure who use of double weapons works for a fighter--whether the number of attacks that would have gone to one hand is now split between two. I'd imagine that would be the case, but not sure. So: am I right about how two-weapon attacks are handled? And is that the best course, do you think, for Korgan?
Posted: Fri Nov 30, 2007 8:01 pm
by Crenshinibon
Two weapon style only reduces the THAC0 penalty for your offhand.
When wielding two weapons you get an extra attack and out of all the attacks you make, when not under the effects of Improved Haste, only one of them is offhand. So say when wielding two axes Korgan makes four attacks per round, three of his attacks are mainhand and one is offhand. When under the effects of Improved Haste, he'd make a total of eight attacks, six of which are from the mainhand and two are from the offhand.
What do you have him specialized in?
From axes, only the Axe of the Unyielding is worth using in my opinion and I think Crom Fayer would be very nice in the off hand, as usual, or perhaps a weapon tha gives a bonus attack per round. Also, if you DO suggest taking the fast attack course, I STRONGLY suggest NOT taking Whirlwind and Greater Whirlwind as those two, are only good for shield users in my opinion, which is still a great path to take. It depends on the situation really.
Posted: Fri Nov 30, 2007 8:25 pm
by galraen
Without two-weapon style the penalties are -2 with the main hand and -4 with the off-hand (ignore this sentence, see VonDondu's later post for the correct penalties). I always give him two-weapon style up to 2 stars. The Stone(?) axe you can purchase in the CC is well worth while, especially when fighting Trolls, and the Frost Axe you get in Nalia's Keep is very good as well. Why Cren thinks these aren't any good baffles me. Eventually of course, if you're main character isn't good, or you don;t have certain good people or Druids in the party, then put points into hammer as well for Crom Feyr. Useful for the Dwarven thrower as well of course.
Posted: Fri Nov 30, 2007 9:04 pm
by Klorox
My first * with Korgan always goes into Warhammer. ** is so much better than just *, and there are some monsters that can only be hurt by blunt weapons. Dwarven Thrower is Korgan's best missile weapon in the game.
Since he's already a Grandmaster in the best one handed weapon in ToB, you have a choice: Dual Wield with him, or go with a shield. I suggest dual wielding. After the next ** are in TWF, I'd suggest adding points in Flail. Defender of Easthaven is a great offhand weapon for Korgan if (and only if) he doesn't get Crom Faeyr.
Posted: Fri Nov 30, 2007 10:28 pm
by Crenshinibon
Well, if he is dualwielding axes only, the effects of the two mentioned weapons will only hit once a round, twice with Improve Haste.
Also, in ToB, some enemies are immune to items with an enchantment lower than +5.
Posted: Fri Nov 30, 2007 10:58 pm
by fable
Crenshinibon wrote:Well, if he is dualwielding axes only, the effects of the two mentioned weapons will only hit once a round, twice with Improve Haste.
Are you saying that there will be no increase in the number of attacks per round with two axes over a single one?
Posted: Fri Nov 30, 2007 11:18 pm
by Crenshinibon
I'm sorry if this was unclear. When using an offhand weapon you get one extra attack, which is your offhand attack. If it is a weapon like Belm, which gives extra attacks, the extra one goes to the main hand, however, the number of mainhand attacks cannot exceed four and the number of offhand attacks cannot exceed one, unless you are under the effects of Improved Haste.
Posted: Sat Dec 01, 2007 12:23 am
by Jedi_Sauraus
Train him hammers and dual wielding all the way
![Smile :)](./images/smilies/)
first star should go to hammers for ** the next 2 stars should go into dualwielding then after that max hammers the 3rd dualwielding star is hardly needed
Posted: Sat Dec 01, 2007 1:37 am
by VonDondu
According to the character creation screen:
"A character wielding two weapons without a slot in this weapon class would suffer a -4 penalty with the main weapon and a -8 penalty with the off weapon. With one slot spent on this weapon class, the penalties are reduced to -2 and -6. A second slot gives the character no penalty with the main weapon and a -4 penalty with the second weapon. A third slot spent on the two weapon style reduces the penalty with the off weapon to only -2."
If you put a weapon in your off hand, the number of attacks with the main hand will remain the same and you'll get an extra attack with the off hand weapon (plus the equipping effects). As others have mentioned, Improved Haste and items such as Belm confer additional attacks.
Also, you cannot dual wield if you're using a ranged weapon.
By the way, which monsters can only be damaged by blunt weapons? The only ones I can think of at the moment are clay golems. I don't seem to run into many of those.
Posted: Sat Dec 01, 2007 3:13 am
by Saros
The number of attacks for a warrior(bonuses and penalties & cap).
A warrior can have more than 4 atks with his main-hand weapon, but his attacks total may not exceed 5. For instance, I use the True Grandmastery tweak, have GM in Scimitars, and if I wield Belm main-hand, then I get 4,5 attacks per round while holding a shield in off-hand. The moment you equip an off-hand weapon, however, the number of attacks goes to 5(not 5,5).
You always will have 1 attack with the off-hand weapon no matter how skilled you are with it.
A warrior starts with 1 melee attack per round with his main hand, as every other class. At lvl 7 he gets an additional +1/2 attack per round. At lvl 13 another 1/2 APR, so a lvl 13 warrior has 2 attacks per round with his MAIN hand.
If a warrior uses a weapon which he's not proficient with in his main hand, he will not only get 2 THAC0 penalty, but also will have his main-hand attacks be set to 1(-1 APR penalty). So don't equip weapons you're not proficient with in your main-hand. This affects two-handed weapons too, but strangely enough, bows, crossbows and darts do not receive attack reduction penalties in this case. You may consider equipping such a weapon only if it is absolutely needed for survival(for example - a solo warrior in Illithid lair must wield Psion's Blade) and you have enough GWW attacks to utilize the weapon right.
The second star in any weapon gives you an extra 1/2 attack. And that's it. After that, putting stars in the same weapon is utterly useless, since you receive only THAC0, DmG and - to Speed Factor bonuses. No more additional attacks, unless you use the True Grandmastery Tweak(in the G3 tweaks), which actually gives a full extra attack when you spend a fifth star in the weapon.
For Korgan, it is always best to first improve his dual-wielding, and after that think of his hammer proficiencies. I'd say, put ** in dual-wield(two weapon FS_, after that make his WarHammer **. Indeed, the Dwarven Thrower is one of the best missile weapons, since it is the only thrown weapon in the unmodded game that deals crushing damage when thrown.
Not only Clay, but also Sand and Brain golems are immune to all damage types except Crushing damage. Nevertheless, those can be killed easy with magic or proper summons(druidic FireElementals or clerical AerialServants)
The axe sold by Bernard is called Stonefire, it adds +2 fire damage. The Frostreaver is found in Nalia's keep, it adds +1 cold and +1 acid damage. They are essential for Korgan(always dual-wield), since they effectively disrupt spellcasting(elemental damage), and also effectively hit through stoneskins/mirror images. I'd say that Frostreaver must be main-handed, because its elemental damages are way less resisted than the fire damage from Stonefire.
In ToB, the weapon of choice for Korgan is the Axe of Unyielding, obtained early(Yaga-Shura's lair), since it not only is +5, but also has vorpal effect and regenerative, AC and constitution bonuses. And also, if he's the only fighter, I'd give him Crom Faeyr off, because of the strength bonus.
Posted: Sat Dec 01, 2007 12:38 pm
by Crenshinibon
Axe of the Unyielding +3 is found from on Rock's corspe at level four of Watcher's Keep. The Balror's Claw need to upgrade it is found in Yaga-Shura's temple on the corpse of a named Fire Giant mage.