Weapon choice for a kensai
#1
Posté 05 mai 2012 - 12:37
Specifically, I would like to reach +4 in the course of BG2 (before ToB) for lich-killing purposes. But when I'm in ToB, I don't want to be stuck with a sub-par weapon.
I remember something about an axe (of Unyielding?) being the most powerful. But are axes worth it before ToB? In general, does anyone have a good weapon recommendation?
#2
Posté 05 mai 2012 - 01:02
The axe of unyielding is a long way into Watchers Keep, and the upgrade can only be done once in Throne of Bhaal.
Most (but not all) weapons are covered here mikesrpgcenter.com/bgate2/weapons.html
Modifié par Gate70, 05 mai 2012 - 01:03 .
#3
Posté 05 mai 2012 - 01:48
In fact, the list seems to indicate that axes are a good pick, with three really good axes, one of which can be gained relatively early. The only bad thing about axes if that you don't get the elf +1 bonus to THAC0, but I'd say the insane advantages of the Axe of Unyelding outweigh that by far.
#4
Posté 05 mai 2012 - 01:58
A few items hit as +4 (or should, and perhaps do with the fixpack). I can never remember the details but something like the Daystar long sword springs to mind.
You can't dual-wield throwing axes. There are a few +4 weapons available early (staff of rhynn).
#5
Posté 05 mai 2012 - 02:17
termokanden wrote...
The only bad thing about axes if that you don't get the elf +1 bonus to THAC0, but I'd say the insane advantages of the Axe of Unyelding outweigh that by far.
I'm not a fan of instant death weapons because you don't get the loot... IMPO "Foebane +3/+5" would be the better pick for an Elf Fighter... Yes, the health effect does stack with itself.
#6
Posté 05 mai 2012 - 02:25
#7
Posté 05 mai 2012 - 02:33
I don't get what you mean by health effect. Do you mean the extra damage against certain types effect?
Ah, still scratching my head over this one. Scimitars are cool too. Early on you can get Belm with +1 attacks. Then you have Usuno's Blade with 2d10 extra electric damage. I guess most weapon categories are pretty good.
#8
Posté 05 mai 2012 - 02:42
morbidest2 wrote...
The standard answer is duel wielding katangas. In ToB you eventually get +5 weapons in every category and even a few +6. But SoA is over twice as long as ToB, and only has a few +4 quarterstaffs and a paladin +5 2HS. There is nothing wrong with choosing axes - particularly if you are going to be a good PC so you can use Azuredge - or longswords since there are so many good ones, but initially you have to decide how many skill points you are going to put into (1)dual wielding, (2)your main, right hand weapon and (3)your left hand weapon -short sword or scimitar or ...- which gives your right hand weapon that extra attack which makes dual wielding worthwhile. There's no pat answer to these questions, but think it out before you start creating your PC. Being a Sword Saint ain't easy!
Yeah SoA is longer. That's why it's hard to choose. Otherwise I'd just take the ToB weapon list and pick the best.
It looks like I can get Scimitar +5, Defender from Drizzt (+3 THAC0 but I assume it counts as a +5 weapon) and Belm for +1 attacks already in SoA, plus my bonus +1 for being an elf. So I'm thinking it'll be 2 x scimitar now.
Modifié par termokanden, 05 mai 2012 - 02:42 .
#9
Posté 05 mai 2012 - 04:12
Loot may be lost on chunking (unless you turn off the "Gore" setting.), but I don't ever recall the insta-death effect destroying loot. (But that might be modding kicking in. I'd recommend you cheat yourself a character + equipment and test this in your particular setup.)termokanden wrote...
Not getting the loot is a dealbreaker. I did not know about that.
No, the weapon casts Larloch's Minor Drain on the enemy with every successful hit. LMD adds a little HP to your character's total. (If you have lots of attacks per round you can accumulate an astonishing amount of HP this way. Extremely useful for a Kensai who'll basically get hit all the time.)termokanden wrote...
I don't get what you mean by health effect. Do you mean the extra damage against certain types effect?
termokanden wrote...
Ah, still scratching my head over this one. Scimitars are cool too. Early on you can get Belm with +1 attacks. Then you have Usuno's Blade with 2d10 extra electric damage. I guess most weapon categories are pretty good.
You'll want Belm (or Kundane, the short sword) in your off hand anyway (it adds +1 attack to the main weapon, you see), but your character will only attack once with the off hand -- so you don't really need proficiency.
Modifié par AnonymousHero, 05 mai 2012 - 04:14 .
#10
Posté 05 mai 2012 - 04:13
termokanden wrote...
Yeah SoA is longer. That's why it's hard to choose. Otherwise I'd just take the ToB weapon list and pick the best.
It looks like I can get Scimitar +5, Defender from Drizzt (+3 THAC0 but I assume it counts as a +5 weapon) and Belm for +1 attacks already in SoA, plus my bonus +1 for being an elf. So I'm thinking it'll be 2 x scimitar now.
Unless you've modded the game you don't actually get to keep Drizzt's equipment very long...
#11
Posté 05 mai 2012 - 04:19
I guess I will cheat myself a character and try out a few things like you suggested.
#12
Posté 07 mai 2012 - 05:38
Loot is only destroyed by disintegration, petrification + shattering and freezing (possible with any effect doing 10 cold damage or more). Vorpal weapons, melee damage, fire, electricity and acid can perma-kill characters but don't destroy items (although, realistically they would be more likely to do so than freezing).AnonymousHero wrote...
Loot may be lost on chunking (unless you turn off the "Gore" setting.), but I don't ever recall the insta-death effect destroying loot. (But that might be modding kicking in. I'd recommend you cheat yourself a character + equipment and test this in your particular setup.)termokanden wrote...
Not getting the loot is a dealbreaker. I did not know about that.
Modifié par polytope, 07 mai 2012 - 05:39 .
#13
Posté 07 mai 2012 - 07:17
If halberds don't float your boat, you have to go 2-handed swords, Lilarcor to start, then Harbinger, and finally Soul Reaver.
As for ranged damage, Azuredge is unbelievable, you should one-shot half the undead you target. Go one pip in 2-handed weapons for the critical hits, 5 to halberds or swords, and the rest in axes.
#14
Posté 07 mai 2012 - 08:18
A few enemies (a handful really but worth considering) require blunt damage. Could be a real pain if no proficiencies in suitable weapons.
For a kensai I would be looking at dual-wield, with offhand features to help in certain situations. e.g. weapons that increase attacks per round, grant immunities etc. Two sets of immunities can really help at times (e.g. fear and level drain against vampires, particularly as a kensai can't use a helmet, amulet or shield that other classes/kits could).
A non-proficient character will still benefit from these immunities and this can give a kensai a much better chance in many encounters. Also a non-proficient offhand scimitar still gives +1 attack per round with the main weapon, offsetting the reduced THACO with the single offhand attack. Kensai can only really maximise 2-3 weapon choices so brief non-proficient moments may be better than compromising the other 90% of your run.
Kensai can use throwing axe/daggers as ranged items, dwarf kensai can add a throwing hammer.
Another useful link is below. Each item has it's own page but better descriptions and a more complete list.
www.gamebanshee.com/baldursgateii/weapons.php
Modifié par Gate70, 07 mai 2012 - 08:23 .
#15
Posté 07 mai 2012 - 03:06
Ravager +6 does not allow a save. However, the most important enemies (basically all "bosses") are immune to its insta-death effect. It also comes very late in the game. (Though it is indeed extremely powerful.)The Potty 1 wrote...
I think 2-handed weapons make a lot of sense for a kensai, and rather than the inevitable swords, why not try halberds. The Ravager +6 is your final target for ToB, although the insta-death allows a save so perhaps a bit overrated.
#16
Posté 07 mai 2012 - 08:52
I'm definitely going to be switching weapons when needed though..
#17
Posté 10 mai 2012 - 06:31
- There are very few good bastard swords. In fact, Foebane (and Purifier for Paladin) is the only one that comes to mind. Therefore, for SOA I would concentrate on a weapon type that has more good options like battle axe and long sword.
- If you have the True Grandmastery tweak installed, a level 13 Kensai dual-wielding a weapon with grandmastery in the main hand will have 4.5 APR without using Belm or Kundane in the offhand (i.e., with any other weapon in off-hand), so I wouldn't worry so much about scimitar or short sword proficiency. Without True GM, it's only 3.5 and belm/kundane are much more important so ymmv.
- Because Kensai are something of a glass cannon, you may often want to choose to use weapons (or at least off-hand ones) that provide particular immunities or resistances that will help keep him alive for the few rounds it will take him to smash everything to bits.
- As a fighter, your Kensai will only recieve a -2 penalty to hit with a weapon with which he is not proficient. With his bonuses on top of the fighter THACO, this is nothing.
- The only possibilities a kensai has for ranged attack are throwing axes, thowing hammers and thrown daggers. Of these, I think axes have the most versatility throughout SOA and remain useful in TOB.
- Regarding +4 weapons, the vanilla game treated weapons that are generally +x with +y vs. specific monsters inconsistently. In some cases it considered the weapon a +x weapon in determining what it could hit and for other weapons +y was used. Either the fixpack or tweakpack changes (or gives you an option to change) this to all weapons using the highest value (i.e., +y). Daystar (+2, +4 vs. evil) would be one of those weapons affected...
Modifié par silenceall, 10 mai 2012 - 06:32 .
#18
Posté 10 mai 2012 - 06:40
Scimitar/short sword proficiency doesn't matter either way. The off hand is set at a fixed 1 APR (2 APR if Imp. Hasted, I believe) and Kensai already have massive to-hit and to-damage bonuses.silenceall wrote...
- If you have the True Grandmastery tweak installed, a level 13 Kensai dual-wielding a weapon with grandmastery in the main hand will have 4.5 APR without using Belm or Kundane in the offhand (i.e., with any other weapon in off-hand), so I wouldn't worry so much about scimitar or short sword proficiency. Without True GM, it's only 3.5 and belm/kundane are much more important so ymmv.
Solo, you are of course completely correct. With a party with a Mage (Spirit Armor) and Cleric (Chaotic Commands) it's a different story.silenceall wrote...
- Because Kensai are something of a glass cannon, you may often want to choose to use weapons (or at least off-hand ones) that provide particular immunities or resistances that will help keep him alive for the few rounds it will take him to smash everything to bits.
K'logarath!silenceall wrote...
- The only possibilities a kensai has for ranged attack are throwing axes, thowing hammers and thrown daggers. Of these, I think axes have the most versatility throughout SOA and remain useful in TOB.
Modifié par AnonymousHero, 10 mai 2012 - 06:40 .
#19
Posté 11 mai 2012 - 04:41
AnonymousHero wrote...
Scimitar/short sword proficiency doesn't matter either way. The off hand is set at a fixed 1 APR (2 APR if Imp. Hasted, I believe) and Kensai already have massive to-hit and to-damage bonuses.silenceall wrote...
- If you have the True Grandmastery tweak installed, a level 13 Kensai dual-wielding a weapon with grandmastery in the main hand will have 4.5 APR without using Belm or Kundane in the offhand (i.e., with any other weapon in off-hand), so I wouldn't worry so much about scimitar or short sword proficiency. Without True GM, it's only 3.5 and belm/kundane are much more important so ymmv.
Agreed. What I really meant is that the high-level, dual-wielding Kensai (or any fighter) with true GM doesn't really need Belm or Kundane.
Agreed on your other points as well.





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