Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

View Stats:
Abrakadabra Apr 26, 2019 @ 3:57pm
Figher/Mage multiclass dual wield gear
I wanne take belm off hand but not sure what I will take this time around as main weapon. Would you take foa or cf. I never tried to max dmg output. Last time I used dakkon zerth blade in offhand for ac bonus and for more stone skins. In main hand I had cf and it wasnt too bad. But this time around I want a bit more dmg and belm or kundane are great for that.

I also like to combine blades and blunt weapons. Would you take cf or foa as main weapon or are there other good options combined with belm or kundane when dual wielding?
< >
Showing 1-11 of 11 comments
Tasi Apr 26, 2019 @ 4:20pm 
Flail of Ages +3/+4 is very good pick. Since you can later have HLA Whirlwind, you could even switch to Flail of Ages +5 as main and different weapon as off-hand weapon (even Crom Faeyr if you wish).
Damn_Monkey Apr 26, 2019 @ 4:36pm 
Foebane main hand, Belm off hand.
Flail of Ages +5 when GWW is used (remove Belm).
Abrakadabra Apr 26, 2019 @ 4:52pm 
Originally posted by Damn_Monkey:
Foebane main hand, Belm off hand.
Flail of Ages +5 when GWW is used (remove Belm).

Can you elaborate why I would remove belm before using gww?
red255 Apr 26, 2019 @ 6:02pm 
GWW gives you 10 attacks per round, Belm is just a +2 scimitar without the extra attacks so its not adding more than your main hand and its +5 enchantment.

if you have points in single weapon style at that point it would hit 10 times and have increased crit chance.

Abrakadabra Apr 26, 2019 @ 6:10pm 
Originally posted by red255:
GWW gives you 10 attacks per round, Belm is just a +2 scimitar without the extra attacks so its not adding more than your main hand and its +5 enchantment.

if you have points in single weapon style at that point it would hit 10 times and have increased crit chance.

How many points should I put into single weapon style? Initially I need 3 for dualwieling, 2 for hammers, one scimitars.
Damn_Monkey Apr 26, 2019 @ 8:20pm 
To clarify further, with GWW your attacks per round are set to 5, then the Round timer is cut in half for 10. Similar to how Improved Haste works.

So if you have FoA+5 in MH and Belm in OH, you will attack with FoA 8x, and Belm 2x. Removing Belm will give you two extra attacks with FoA.

As a Fighter/Mage, you will cap out at 12 weapon Pips if I recall correctly.

So, if going for max damage build, I would put
2 in Bastard Swords,
2 in Scimitar
2 in Flails
2 in Two Weapon Style
1 in Single Weapon Style
2 in Long Sword (or Daggers, or Hammers, or Halbards).
1 in Short Bows

The reason for only 2 in Two Weapon Style is because you only ever get 1 APR with your off hand. And it will be a +2 weapon that's primary use is to buff your main hand. At two pips you max out the benefit for your MH weapon (zero THAC0 penalty). Having that extra -2 THAC0 for a weapon you only swing once per round and won't even hit some of the later bosses is kind of meh.

My reason for 1 in Single Weapon Style is that that extra pip only gets you -1 AC. By the time you get GWW, most of the things attacking you have such a low THAC0 that one less AC wont matter. And since you're only going to have it for the duration of GWW, it's even less important.

I suggested 2 into Long Swords just because there are a lot of them that have various uses in game and having options before you get Foebane is nice. You can pick any weapon really.

The 1 in Short Bows just gives you a range attack with some powerful options in game. If you don't feel like using spells and can't reach them via melee you can just shoot them down with an arrow. If you don't feel like this is an option you want to ever use, then feel free to toss that pip into Two Weapon Style for a little bit more damage potential.

Last edited by Damn_Monkey; Apr 26, 2019 @ 8:22pm
red255 Apr 26, 2019 @ 8:37pm 
from what I recall at level 9 I had grandmastery as a fighter, and 2 pips in style? so 7 pips.

4 million XP is fighter 24
so pip at 12, 15, 18, 21, 24

looks like 12 pips yeah, but the last one is at 8 million XP.

I do agree on one point for single, its for HLA so not important for 2 pips. you could also possibly consider instead a 2H weapon to swing with GWW< like a ravager halberd for the same effect.

Vs bosses you might not want to use belm, you could offhand the defender of easthaven for 20% physical damage reduction, combine with hardiness. works best on paladins or rangers though with their hardiness and shield of faith.

the three pips in dual wielding is for the lower levels where your off hand matters.

but you'll have 7 pips at level 9, 2 in weapon 1 2 in weapon 2 3 in two weapon fighting. is 7 points.

plenty of time to stick a point in single weapon style before getting to HLA territory.
Last edited by red255; Apr 26, 2019 @ 8:48pm
Damn_Monkey Apr 26, 2019 @ 11:21pm 
Ravager+6 would be a good option for GWW. I like FoA+5 better.

While Ravager+6 has a higher top damage at 35, compared to FoA+5's 22, Rav's bonus damage can be resisted. And the 10% instakill will be useless on most majour baddies.

FoA's elemental damage will go right though a lot of mage protections and the slow has no save.

Both get the same 10% crit chance if you use the right weapon style.
Abrakadabra Apr 27, 2019 @ 2:11am 
Thx guys. Thats great advice and insight.

Now I know how Ill start and which weapons Ill switch to later on.


theworld Apr 27, 2019 @ 2:02pm 
Use Vorpal, Luke. It cuts through MR and Stoneskin.

https://steamcommunity.com/sharedfiles/filedetails/?id=216013511
red255 Apr 27, 2019 @ 4:00pm 
aside from the vorpal silver sword all the vorpal weapons are in throne of bhaal no?

if hes using korgan with the vorpal axe of the unyielding, and Dorn with the silver sword. he could use ravager. that said Mr ToB has harbringinger assault which is pretty much also a vorpal hit.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Apr 26, 2019 @ 3:57pm
Posts: 11