Seeking weapon suggestions for my party:
Posted: Sat Jan 07, 2006 5:45 pm
One thing I hate doing in these games is losing out on some great weapons. What makes it a tiny bit easier in IWD is that many great items are random, so I should just go with what I like. One little quirk of mine: I really hate pausing to add a shield and unequip a Bow or Crossbow. So if I'm using an archer, I'd like to use a two handed melee weapon. If not, I'd like to use a shield. Please help me with some ideas on where to place weapons:
Paladin. Well, he gets a longsword eventually, but what should I do for a missile weapon with him? I would like to use a shield, so I'm looking for a 1 handed missile weapon. This leaves me with Axes (nice!), Daggers (the returning dagger is obtained very late in the game), Darts (no boomerang darts I've ever found, but there are powerful ones out there), and Slings (STR bonus to DMG is nice).
F13>Illusionist. When all is said and done, this guy will undoubtedly be the most powerful character I have. I just don't know where I should be placing my proficiency points. I had originally fiddled with the idea of going to GM in Halberds, but I don't remember if there are any great ones out there. There are wonderful Greatswords, and I can combine either with *** in Bows. The Longsword of Action +4 is one of the best weapons in the game, but if I use that I'll be struggling for a single handed missile weapon like my Paladin, since I'll be wanting to use a shield. Of course, becoming a GM in Axes is awesome with that returning axe found in Chapter 2. If I do that, I will just place *** in a blunt weapon not covered in the party.
F9>Cleric. This one I'm set on. GM in Mace, Specialized in Sling.
F/D. Since I can only advance to **, I will start with Missile and Largesword, next will be Clubs (sometimes you find a nice one in Chapter 1), and probably Dagger next.
F/T. Largeswords for backstabbing, Missile proficiency for Slings and Darts. I will also go for either Hammers or Flails later on, for a blunt proficiency.
Bard. He just gets everything else. Since I'm always singing with him, a Bow or Crossbow is useful. I know an instrument in Kuldahar takes up a Shield slot, so I'll probably use a Sling eventually. For melee (which I hope never to enter), I'll hold onto a weapon that grants an AC (or some other) defensive bonus. The only one I can remember right now is an Axe with a +2 to AC.
Paladin. Well, he gets a longsword eventually, but what should I do for a missile weapon with him? I would like to use a shield, so I'm looking for a 1 handed missile weapon. This leaves me with Axes (nice!), Daggers (the returning dagger is obtained very late in the game), Darts (no boomerang darts I've ever found, but there are powerful ones out there), and Slings (STR bonus to DMG is nice).
F13>Illusionist. When all is said and done, this guy will undoubtedly be the most powerful character I have. I just don't know where I should be placing my proficiency points. I had originally fiddled with the idea of going to GM in Halberds, but I don't remember if there are any great ones out there. There are wonderful Greatswords, and I can combine either with *** in Bows. The Longsword of Action +4 is one of the best weapons in the game, but if I use that I'll be struggling for a single handed missile weapon like my Paladin, since I'll be wanting to use a shield. Of course, becoming a GM in Axes is awesome with that returning axe found in Chapter 2. If I do that, I will just place *** in a blunt weapon not covered in the party.
F9>Cleric. This one I'm set on. GM in Mace, Specialized in Sling.
F/D. Since I can only advance to **, I will start with Missile and Largesword, next will be Clubs (sometimes you find a nice one in Chapter 1), and probably Dagger next.
F/T. Largeswords for backstabbing, Missile proficiency for Slings and Darts. I will also go for either Hammers or Flails later on, for a blunt proficiency.
Bard. He just gets everything else. Since I'm always singing with him, a Bow or Crossbow is useful. I know an instrument in Kuldahar takes up a Shield slot, so I'll probably use a Sling eventually. For melee (which I hope never to enter), I'll hold onto a weapon that grants an AC (or some other) defensive bonus. The only one I can remember right now is an Axe with a +2 to AC.