![]() 6.9K Baldur's Gate II: Enhanced Edition.426 Planescape: Torment: Enhanced Edition.88 Persistent Worlds & Multiplayer for NWN (not EE).411 Custom Content & Community Exp Pack.there's not a lot of them but after getting hammers and flails you don't have much more to pick on cleric since maces are garbageĭruid: if you at any point find a solid club, get him a club proficiency otherwise stay with the stuff i mentioned after that you could go clubs if you don't clubs on your druid. Priest: after you got flails and hammers covered you can either go sword and shield style if you prefer him tankier. Swashbuckler: i covered that, I'd go daggersīlade: you can go flails (the ee version put flails and morning stars into one proficiency and now it's the best covered weapon along with long swords) bastard swords are okay, too but i think bastard swords dont drop early on. Paladin: two handed sword, halberd, two handed weapon style are all solid choices. overall i feel that there's better 1 handed weapons (there's a couple of really strong twohanded ones but most of them depend on luck) you won't get a good quarterstaff early on but you can get lucky and get a scimitar in vale of shadows and even if you don't you can buy the lucky scimitar from conlan.įor cleric i'd go sword and shield or two weapons, overall i prefer two weapons to twohanded style in iwd but that might be personal preference. Yeah the flails + hammers combo is best since vale of shadows gets you either a hammer or a flail if i recall correctly. Once you got a point in slings I'd give him a point in quarterstaff and/or spear and twohanded weapon style since there's a decent quarterstaff in the game and some nice spears later on. Scimitars are best for sword and shield style but you will rely on the +2 scimitar from conlan for most of the basegame. Hammers are solid but you might want to start with Flails since they're stronger (until lategame, when you get possibly access to an op hammer) and more plentiful. Long swords good on the archer because he's an elf and because theres a lot of em but in the end it wont matter anyways since you will max out Bows and just kill everything in your path. I'd add Daggers once you get the chance as well.Īxes for Blade are best choice imho since there's a good deal of solid Axes in the game, although they tend to be on the good but not awesome side. both of the weapons in the spoilers are lategame items but until then you'll have enough good long swords to wield.įocus on Short Swords on the Swash is solid, too. The Pale Justice and then the long sword when you get back to easthaven. Would the above setup work for that, or should I look into alternate weapon proficiencies? Are there even any reliable Katanas in the game? It's ok if the Archer doesn't have great melee options early on as the Cavalier takes the best Long Swords, but I'd like to have decent options for all the other characters, and also have decent options in the late game. 12th/15th level: 1x additional Melee weapons 3rd/6th/9th level: 3rd/4th/5th Longbows 1st level: 1x Long Swords, 2x Longbows, 3x Two Weapon Style 12th level: 1x Crossbows (or maybe earlier, depending) 4th/8th level: 2nd/3rd Two Weapon Style 1st level: 1x Axes, 1x Two Weapon Style 16th level: 1x Shortbows (or maybe earlier, depending) 1st level: 1x Short Swords, 1x Two Weapon Style 12th/15th level: 2x additional Melee weapon 6th/9th level: 2x additional Melee weapon 1st level: 2x Long Swords, 2x Two Weapon Style I'm thinking something along the following: Likewise, the Archer is going to focus on maxing out that Longbow. ![]() However, the Swashbuckler and Blade are going to take quite a while to max out their starting setup, and then probably want to expand into at least 1 Ranged weapon just in case. The Cavalier, Cleric and Druid get enough pips to max out additional weapons as they level up, so it's okay if they start with weapon type A, and then switch over to weapon type B midgame. The Cleric and Druid obviously aren't going to be Dual Wielding.Īre there any good recommendations for weapon proficiencies that allow my characters to pick up some magic items relatively early in the game, and still have relevant items in the late game? Naturally, it's not going to be the Archer's primary focus, but it's easy to pick up, as he starts with 4 pips, can only place 2 pips in a ranged weapon, 1 pip in a melee weapon, and only needs 1 more pip to max out Dual Wielding. I want to support Dual Wielding on the Cavalier, Swashbuckler, Blade and Archer. However, as I'm building my party, I'm stumped over the options for weapon proficiencies. It's been ages since I last even tried IWD, let alone IWD:EE, but I'm thinking about heading in.
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