Dual Weilding: What are the best "off-hand" weapons?
- krunchyfrogg
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Dual Weilding: What are the best "off-hand" weapons?
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?
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?
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
- Jackie Robinson
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.
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.
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.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
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!
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!
I have given up all lesser evils as inadequate to my purpose.
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.
- Luis Antonio
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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.
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.
Flesh to stone ain't permanent, it seems.
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.
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.
- Pepsimax_x5
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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).
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- Pepsimax_x5
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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
I've always done it in Ch 6, dunno if it scales down difficulty depending on party level
Tact is for people not witty enough to be sarcastic
[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.
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.
- JackOfClubs
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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.
But I have never had the case where some of the statues didn't attack on level 1.
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