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Beginner looking for a specific type of main character


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Hi everybody,

 

it's been a while since I've played a cRPG (BG1 & 2, IWD, etc.). Because of that I have no idea what to do resp. choose in the character creation. In general (in other RPGs) I aim for a melee brawler type of character, heavy armor and either dual-wielding or two-handed weapons. I want to be some sort of leader of a party, in fights and dialogues. So, a pure weapon specialist with nearly no intellect isn't my cup of tea. I'd go for a Barbarian but I'm not sure if he'll be able to achieve the goals I set for my primary character.

I plan to recruit the standard companions and don't want to create custom ones (in my first playthrough) in case it matters.

 

So, which class, attribute allocation, etc. would you suggest to me?

 

Thanks in advance.

Edited by Dank Rafft
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You can try out a 17-3-4-16-20-18 barbarian Fire Godlike tank. A bit low on HP (though that helps us enable the fire special faster) but great damage (for a tank) and you can do a lot in the quest conversation. Take the int-based debuffs for him, defensive talents and, most importanlty, One Stands Alone. Barbs must be 4ever alone to work properly.

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Thanks for your reply, gkathellar.

 

Fighter, paladin, monk, and tanky chanter can all fill this role adequately.

Fighter and Paladin sound/look a bit dull to me. Furthermore I don't like the religious/devout/faithful nature of a Paladin. Monk and Chanter though seem to be more interesting.

How would you describe the differences between these classes concerning my preferences?

And what's the main difference between these classes and a Barbarian? How would a Barbarian perform as the sort of frontliner I've described in my first post?

 

If you're wearing heavy armor, stick to two-handed weapons or sword-and-shield.

I don't like sword and shield. Why do you suggest these two weapon types? Why is dual-wielding inferior (?) in heavy armor?

 

You can try out a 17-3-4-16-20-18 barbarian Fire Godlike tank. A bit low on HP (though that helps us enable the fire special faster) but great damage (for a tank) and you can do a lot in the quest conversation. Take the int-based debuffs for him, defensive talents and, most importanlty, One Stands Alone. Barbs must be 4ever alone to work properly.

Thanks, NerdCommando. That sounds really awesome. But does your last sentence imply that I'd have to play solo for this build to work properly?

Would you recommend two-handed weapons or dual-wielding for that?

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Armor gives you a penalty to recovery time that deprives TWF of its main strength - attack speed.

I assume "TWF" is "two weapon fighter", isn't it?

Does it affect dual-wielding more than a two-handed weapon or sword and shield? If not, I don't get why the penalty is worse on two one-handed weapons.

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Armor gives you a penalty to recovery time that deprives TWF of its main strength - attack speed.

I assume "TWF" is "two weapon fighter", isn't it?
Does it affect dual-wielding more than a two-handed weapon or sword and shield? If not, I don't get why the penalty is worse on two one-handed weapons.

 

The math looks like this, according to one of Sensuki's posts:

For two-weapon fighting with a pair of fast weapons, attack time is 20 frames and recovery is 24 frames (that's per weapon, and they switch back and forth).  If you wear brigandine with 10 DR and 50% recovery penalty, you're looking at adding another 12 frames on top of that.  Which means you're attacking 27% slower.

For a two-handed weapon, attack time is 30 frames and recovery is 56 frames.  Brigandine adds another 28 frames, and so you're attacking 32% slower.  Yep, that is actually a slightly worse effect.

The important thing is that heavy armor lowers your DPS, regardless of weapon style.

 

Armor provides damage reduction, which is more effective the more *frequently* you are hit -- it doesn't do very much against a few bigger hits.

Let's say you're hit 10 times for 10 endurance each.
- If you have 0 DR, you take 10 * 10 = 100 endurance damage.
- If you have 5 DR, you take 10 * 5 = 50 endurance damage.
- If you have 10 DR, you take 10 * 2 = 20 endurance damage (the minimum 20%).

On the other hand, if you're hit 1 time for 100 endurance: 
- If you have 0 DR, you take 100 endurance damage.
- If you have 5 DR, you take 95 endurance damage.
- If you have 10 DR, you take 90 endurance damage.

So DR isn't very good insurance for non-tank characters against big hits.  But it's great for a tank with high deflection (because of stats and a shield) who's getting grazed a lot.

My opinion:  if you're making a tank, go all out.  Heavy armor, shield, high PER/RES, and don't worry about DPS.

If you're going for DPS, use either two-handed or two weapons, let the tank engage first and move in for the kill; wear light armor (or cloth) that has good bonuses on it but little to no recovery penalty.  The hits you will take don't justify wearing heavy armor, unless things go very badly.  (If you need to off-tank on a regular basis, it might be worth some compromise.  Though you might consider having two sets of armor and choosing the one that seems most appropriate for any given battle.)

As far as two-weapon vs. two-handed goes:  

-- big weapons punch harder through enemy DR .  They also tend more toward overkill when attacking enemies that don't have much endurance.  Some have reach, and that can be useful.
-- small, fast weapons trigger more frequent on-hit effects (like Barbarians' carnage).
-- attack speed is important to both styles.

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DON'T take chanter. their abilities bug out your savegames to enourmously long save time

I see the dreams so marvelously sad

 

The creeks of land so solid and encrusted

 

Where wave and tide against the shore is busted

 

While chanting by the moonlit twilight's bed

 

trees (of Twin Elms) could use more of Magran's touch © Durance

 

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Skimmed the responses, but "Meta Gaming"  (SPOILERS).

 

You get special abilities on your main character, almost all of these abilities are point blank AoE's.. meaning that if you ever want to use them, you have to get in melee range.  This IMO is why you should always make your main character some kind of "Tank'.

 

Yeah.. you dont want to "be" a tank.. but look at your main character as just another NPC in a story, when you get to the first INN make the character that represents YOU but treat the "main" as a forced tank slot.

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DON'T take chanter. their abilities bug out your savegames to enourmously long save time

 

???

 

I'm using the chanter NPC and have had no problems.  I also started a chanter character and didn't go terribly far with it, but didn't have problems either.  Is it a specific ability?

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Skimmed the responses, but "Meta Gaming"  (SPOILERS).

 

You get special abilities on your main character, almost all of these abilities are point blank AoE's.. meaning that if you ever want to use them, you have to get in melee range.  This IMO is why you should always make your main character some kind of "Tank'.

 

Yeah.. you dont want to "be" a tank.. but look at your main character as just another NPC in a story, when you get to the first INN make the character that represents YOU but treat the "main" as a forced tank slot.

You can ignore those abilities if you want to play something else, they're not that great.

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DON'T take chanter. their abilities bug out your savegames to enourmously long save time

 

???

 

I'm using the chanter NPC and have had no problems.  I also started a chanter character and didn't go terribly far with it, but didn't have problems either.  Is it a specific ability?

 

Okay, now that I have heard about this elsewhere:  it's the Rime and Frost ability, there's a bug that permanently saves it as lots of objects in the save file and creates a lot of bloat.

 

I haven't used that one yet, and now I know to avoid it until it's patched. :)

 

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