Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
If that's the case, then it makes things much more bearable. But seeing as how there's no in game explanation that I've currently been able to find which clarifies it, it's been confusing and frustrating.
Like, for example, why does my character default to using Versatile weapons with two hands if I don't have a shield / secondary weapon equipped? I was trying to use the Dueling style with a long sword, which requires a free hand to use properly, but they keep using two hands to wield their weapon.
As a battlemaster fighter, you have an extra attempt per round to use your tactical dice.
Needless to say due to optimally taking the two weapon fighter instead of your ASI at lvl, it is easier to make when rolling for stats vs buying... but the difference other than than what it looks like on paper is not that great. It can all come together by lvl 4, though those first three quick levels using 1d6 weapons do not seem that bad, as you get your modifier for the bonus attack.
There is a button in game that determines how you are holding your weapon, it is very small next to the melee/ranged boxes. I'm not 100% certain this will help you at all but it did me, when I was testing the dual wield build in game (no champion subclass yet... boo!) and it was forcing all my attacks at once regardless if the creature died on the main attack.
The things that threaten you the most have either a lot of hit points, or you want to one shot and never give any sort of chance to threaten you back. Dual wielding is terrible. It uses your bonus action, The only use ive used personally in tabletop 5e is an extra chance to land a sneak attack on a rogue.
https://postlmg.cc/CZ7qwMwz
https://postimg.cc/mt1C7Gy5
https://postimg.cc/PPWnZSYQ
Every time classes get another weapon attack, the more two weapon fighting falls behind. Implying I dont know what im talking about is much different than saying it's just a different playing style, because I agree. Just because something isnt optimal, doesnt mean you shouldnt play it.
EDIT: Just want to say, in Baldurs gate 3, your bonus action will be very useful, and the rogue can get multiple bonus action swings, so it sounds pretty decent.
And focused attacks from 2WF come pretty close to the GWM, especially if you chug a Potion of Giant Str/apply poison - which you get double benefit from.
****
I've noticed that BG3 hands out magic items which grant extra bonus actions. I haven't looked at them closely, but in principle this benefits 2WF.
I would suggest that Thief may also be a good choice for duel wielding. They get an extra bonus action, which lets you make 2 attacks with your off hand weapon. Alternatively, you can make two strikes, then use an item or whatever, which the secondary attack would normally disable.
Dude, the Duergar are easy, especially when you take into account that you can convince them to let you walk around freely, and thus get into proper positition to fight them before hand.
The hardest fight in Act 1 is without a doubt the Githyanki Patrol.
For one thing, Lae'zel's armor is probably the best in the game, with the exception of the Adamantine that you can craft at the very end. And everyone in the Gith patrol is wearing a set. Not only that, but they aggro almost immediately unless you pass an exceptionally difficult check. Lae'zel also turns on you if you dare to attack them first.
In other words, the Gith Patrol is designed to heavily stack the odds in the enemy's favor. To the point where even at level 4, you can get wiped out in seconds unless you know exactly what you're doing.
Do you mean the button that switches between using a melee weapon, or a ranged weapon? Because otherwise, I don't see what you're talking about.
I used to think that, but then i figured out that may Cha14 noble fighter could interrupt Lae'zel and talk directly to Kith'rak Voss. The only difficulty there was the Detect thoughts he cast, but by then I've got 3-4 inspiration. I've passed the encounter without fighting the last two play-throughs.
I don't think I've ever lost that encounter. The approach has so many clues; the dragon, the spy, the Flaming Fist getting slaughtered.
First time, I did serious inventory management beforehand (didn't then realize you can use items in other backpacks) and re-selected spells. I'm sure someone went down several times.
****
Frankly, I don't really think it matters too much which fighting style you choose. My MC uses plain-Jane sword and shield just fine. Lae'zel two-handed. Astarion duel-wielding. Heck, even Shadowheart chugs a potion of giant strength to use a mace when required.
I remember doing Grym with my daughter hurrying me up, wanting me to show her, so I equipped the trash items I had at hand. Lae'zel had a magic greatclub while MC used a dinky mace. Still took Grym down by carefully managing initiative order.
Not showing off, just highlighting there's built-in overshoot in 5E where characters can often be stronger than required.
The differences between Dex or Str based two-weapon fighting largely boil down to how you've already built your character, meaning that if you put your points into Str for a Str build, then use the best Str based weapon you find, if you put them into Dex then use some Finesse weapons. Which you choose will likely come down to your character concept, and yes, Dex is the 'god stat', but there are reasons to have at least one Str based character in every group, so if you find yourself building a Str based character and want to go for dual wielding instead of two-hander or sword and board, then you'll end up using Str based weapons instead of Finesse.
If you're intentionally building around dual wielding, then you want to focus on proc effects and getting more bonus actions. Currently, the Thief is actually the best dual wielding due to the extra bonus action they get at level three. Every bonus action is an extra attack, and if you were building a dual wielding Fighter, for example, an extra bonus action on top of multiattack at level 5 would mean getting a total of four attacks per round instead of three. And if you get more bonus actions from items, then you can attack even more times (plus potions of speed). The other thing is proc'd effects, including poison and fire obviously, but also any effects triggered by magical items. For example, if you can Jump as a bonus action, and were wielding Hamarhraft as one of your Str based weapons, then you could deal it's Thunder damage more with extra Jumps or something, but mostly you just want those extra bonus actions to keep proc'ing more damage effects or CC effects if you have them (or I suppose healing effects if there are any weapons that do that).
The more effects you can stack on each swing, the more effective it becomes, regardless of whether the weapon is Str only or Finesse. Just remember that when you build your character to look out for the best weapons you can wield based on your build, whichever stat you main, and focus on those bonus actions + proc effects. Luckily, fire and poison also apply to both weapons when you're dual wielding, so you don't have to use an action to coat/apply each weapon individually. This is more cost effective in terms of actions than a single or two handed weapon as you will get an extra d4 from the action.
Two builds, Fighter-2W uses two shortswords with fighting style, whereas Fighter-2H uses greatsword with fighting style. Both have starting Str16, improving to 18 then 20. They're attacking AC13 goblins. No feats, no magic items, no buffs.
Fighter-2W, DPR
Level 1 = 8.8
Level 5 = 17.4
Level 11 = 29.6
Fighter-2H, DPR
Level 1 = 7.8
Level 5 = 19.3
Level 11 = 35.3
No real surprises. Question is just how do you want to fight? Heavy hits or a bit more AC and carefully placing the hits?
[Edit] Forgot to mention, Action surge favours 2H weapons. No extra bonus action.
Right now in EA it's kinda hard to even start talking about dual wielding. If nothing else it's better then in table top. We just gonna have to wait and see cos one item, feat - homebreaw whatever can change everything...
Not to mention some fools want attunement to be added. IF that happens that alone can ruin it. IF that happens even if unlikely, we will ALL be hugging those greats swords like idiots once again.
Right now it's not that bad as is, but it could get abit more love just to be sure it's not bad at release after all Frenzied Strike exist and so on... So it could do with some love and it would only get better with multiclassing. But we do have that badly designed sneak attack that's just ♥♥♥♥....
So who knows how things will be at full release. probably busted heh one way or the other IF EA is anything to go by.