Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

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Centurion Apr 29, 2023 @ 7:16pm
Fighter>Dual Grand Mastery
So, here's a question:

It seems as if there is general (not total) agreement on the Fighter>Mage combo as the most powerful in the game. One major benefit of dualling from Fighter to anything is the ability to gain Grand Mastery in at least one weapon. So, my question is, following that logic, what is the best weapon to gain GM in when dualling to Mage, as well as Cleric, Thief, and Druid?

I am especially interested in the Fighter>Mage. I began one 12 years ago (still somewhere on my old WinXP machine) using the original disks (not Steam.) I think I went with 2H-Sword on that one. Tried again on Steam, this time with bows, but that machine melted down and I decided not to transfer the save game. Just started (in BG1) using Quarterstaff with an eye towards the Staff of the Magi.) But now I am curious, before I invest umpteen hours on the full two-game campaign, about what to select for a mage? Just FYI, this character is CE, so Azuredge (e.g., axes) is not a consideration for this run.

I am really interested in the best GM choices for each dual-class combo. Should be a fun discussion?
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Showing 1-7 of 7 comments
wendigo211 Apr 29, 2023 @ 7:53pm 
For a Mage, not longswords. You get GM in longswords by casting Black Blade of Disaster, but only if you don't put any proficiency points in the weapon. After that, if I'm dual classing, I'm not getting Fighter HLAs and I want 10 APR, so I'll need a bonus APR weapon. Unfortunately, none of the bonus APR weapons are +4 or better, so when you need one of those you need to switch to something else (e.g. BBD). My personal preference is Daggers since they give me a ranged and melee option, and the Firetooth Dagger is a really good weapon. Alternatively Scimitars are pretty good choice, you can get Belm early (Trademeet is one the easiest quests) and the Spectral Brand is one of the better ToB weapons.

For a Fighter/Cleric, Flails. You want that Hardiness+Armor of Faith+Defender of Easthaven combo. You don't need hammers since Crom Faeyr's 25 strength is the reason for hammers, and you get a 25 strength with DUHM.

For a Druid, Daggers or Scimitars. Not really a wide selection here and those are the best choices largely for the same reasons as a Mage.

For a Thief you'll get enough proficiency points for GM in two weapons. You also have to bear in mind that thieves can only backstab with thief weapons. Again, Scimitars and Daggers are attractive, but I do like Hammers as a 2nd choice. In a lot of the tough fights, your backstabs won't work anyway and having a good bludgeoning weapon is useful.
Wicket W. Warrick Apr 29, 2023 @ 9:32pm 
Originally posted by Centurion:
So, here's a question:

It seems as if there is general (not total) agreement on the Fighter>Mage combo as the most powerful in the game. One major benefit of dualling from Fighter to anything is the ability to gain Grand Mastery in at least one weapon. So, my question is, following that logic, what is the best weapon to gain GM in when dualling to Mage, as well as Cleric, Thief, and Druid?

I am especially interested in the Fighter>Mage. I began one 12 years ago (still somewhere on my old WinXP machine) using the original disks (not Steam.) I think I went with 2H-Sword on that one. Tried again on Steam, this time with bows, but that machine melted down and I decided not to transfer the save game. Just started (in BG1) using Quarterstaff with an eye towards the Staff of the Magi.) But now I am curious, before I invest umpteen hours on the full two-game campaign, about what to select for a mage? Just FYI, this character is CE, so Azuredge (e.g., axes) is not a consideration for this run.

I am really interested in the best GM choices for each dual-class combo. Should be a fun discussion?
I think that grand mastery is a little overrated. When you reach it, it doesn't make the difference. So also developping 2 weapon can be a good option, consider also that trhere are some lost points until you recevoer the fight levels, depending on when you dualled. Also
MAGE / THIEF
I like katanas, always a good option for celestial fury (and Dak'kon's Zerth Blade as a mage). But starting from BG1, it can be annoying to reach for good weapons so I mix with swords, reaching mastery later.
Staves too, but I tend to take with point during recovery period.

CLERIC flails

DRUID staves

Staves are good because you have early access to high bonus weapons, but you can't use them for dualwielding, so I usually prefer them as a secondary choice for F->M/T.
6h0$t942 Apr 30, 2023 @ 8:46am 
If you're purely interested in power gaming......

fighter/mage- staff. No competition. infinite invisibility, dispel effects, etc.
F/Cleric- flail.
F/thief- honestly whatever. Backstab is life. My primary game is an EE keeper'd base fighter into an assassin. If you adhere to power gaming its probably clubs. Blackblood club. I guess the really meta power gaming would include scimitar or shortsword as a special/master because each one has an APR bonus. So GM in somethng then secondary would be shortsword or scimitar.
F/druid- I find druids exceptionally dull in bg2. If you use iwdification they are better. I guess youd go scimitar, club, or maybe staff. The really good TOB scimitar is EXTREMELY easy to miss, because if youre actually trying to RP a bit you would never do the thing needed to get it.
thief/mage. Staff i guess?

If you're interested in other things try other categories, almost every category has something. The only ones i wouldnt want to primary in PERSONALLY off the top of my head would be darts, shortsword, scimitars.
Zotliatlicor Apr 30, 2023 @ 10:03am 
Berserker / Mage : If good Axes and Staves, else Long Sword and Staves
Wizard Slayer / Thief : Short Bows & 2-Hand Swords.
Kensai / Mage : Axes OR Daggers (to throw) and Staves
Kensai / Thief: Daggers and Shortswords, + Dual wielding
Berserker / Druid: Scimitars and Staves
Berserker / Cleric : Flails & Maces

For the Kensai Thief you get a massive output of Daggers: Backstabs, and throwing: you take Dennis' dagger that does 2d4+4 (returning). And you are a powerhouse all the way from BG1.
Last edited by Zotliatlicor; Apr 30, 2023 @ 10:46am
Raku Apr 30, 2023 @ 1:30pm 
Personally as a kensai thief i like to take katana and club. Katanas have a high speed factor that you can use to kite enemies (You can hit them before they hit you in melee and run away until the next round) and a thief can also backstab with a club.
With your dual-class fighter-cleric, take the Grandmastery in Flails, but also go all the way and add Mastery of Two-Weapon Fighting. The Slow ability of Flail of Ages really makes it a defensive weapon too, adding to the defensive value of Defender of Easthaven and cleric spells. Not to mention the increased damage output (and the faster you kill an enemy, the less damage it does to you).

If there are a few circumstances where you would really value a lot of extra AC (enemies with nasty touch attacks), it's easy to swap in a flail for a shield (or go with Defensive Harmony). Using a shield doesn't require proficiency slots, and there are so many item solutions for the missile AC bonuses of the Sword and Shield fighting style.

You could start with 2 slots of Flails and 2 slots of Two-Weapon Fighting at level 1. Even if you don't immediately use two-weapon fighting at level 1, the times where you may want to use the Sling are limited, and the non-proficiency penalty for a Fighter isn't that bad (with strength bonuses added in, you'll still be better than a proficient mage at level 1, most likely).

Dual-wielding the Flail of Ages and Defender of Easthaven is something that can be achieved very early in BGII, so it's not a real long-developing plan.
red255 May 1, 2023 @ 3:53am 
Originally posted by Centurion:
So, here's a question:

It seems as if there is general (not total) agreement on the Fighter>Mage combo as the most powerful in the game. One major benefit of dualling from Fighter to anything is the ability to gain Grand Mastery in at least one weapon. So, my question is, following that logic, what is the best weapon to gain GM in when dualling to Mage, as well as Cleric, Thief, and Druid?

OK. So weapons matter I suppose, but

Mage if you dual at 9 we get one GM from the fighter 9 and maybe enough pips to get a second one, so I'd go with axes because you can throw axes as a ranged weapon. if you don't want to use azure edge you can use hanguards axe I suppose. main weapon should be the axe of the unyielding.

daggers are also throwable like firetooth. can pick up one dagger pip while a mage. so sure back up of daggers. and actually throw that.

Fighter cleric, probably flails. or warhammers. you offhand the defender of easthaven for the damage reduction, main hand probably the flail of ages for most of the game. could also go maces but normallly a small amount of pips is fine for the mace of disruption.

Fighter/Druid....Don't really try this class because the stat requirements make this something of a hidden option. Jahiera usually gets Belm and spectral brand.

Fighter thief.

If you take fighter 15, and thief 36 you get something like 3 grandmasterys.

If you MUST backstab, I'm partial to anduval (though staff of the Ram is technically the most backstab Damage)

But use any item gives you access to paladin and monk gear, so you could use bastard swords. foebane and purifier, kundane in the off hand, Blackrazor is an option cuz you are evil. but I'm going to say foebane and scarlet ninja to.
Last edited by red255; May 1, 2023 @ 3:53am
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Date Posted: Apr 29, 2023 @ 7:16pm
Posts: 7