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Scimitar or if 2 handed, Falchion probably.
Or even better ignore weapon focus entirely it's not like there's nothing else to pick.
Would a Estoc be fine? Or does Estoc get its power from Dex?
Cheers. Will go with longsword then
Don't. There are very few to none midgame Longswords in the game and the ones which exist are all endgame artisan stuff. Just don't pick weapon related feats until late game.
upd. I also forgot cold iron +1 sword you get in act 1 which is quite a bit better than most other weapons you can find at the time and will be useful more than once through the game.
Estocs are very poorly represented. I got 3 +4 ones from an artisan in a row, but that's... up to luck. And very late. There is another great one in the end game dungeon, but again, that's too late IMO. I advise against estocs.
Seconded. Again, you have a very high risk of never seeing the Redeemer. I didn't (but I got Perfection and 3 Divine Intervention scimitars). Perfection - artisan Masterpiece longsword is pretty good too, but its more of a tank weapon then a dedicated damage dealing weapon.
In general I second Shadenaut's recommendation: scimitars are the best general magus weapons. There are 3 end-game worthy models too.
Other noteworthy option IMO include: bastard swords (very high base damage after size increases), dueling swords (good selection, best ones have extended crit range like scimitars, decent base damage), maybe falcatas (not so great magic ones, but great base stats; there is at least a decent one if you have the second DLC).
I literally didn't have a single playthrough when I wouldn't get redeemer shortly after tournament thing. Only thing going for the scimitar is that electric bear thingie is up for grabs with no masters needed imo. I'd honestly take even perfection over any scimitar. 1st of all AC is what str magus really needs and AB is never a bad thing either.
dueling swords are plentiful, but have meh enchants. Same goes for bastard swords tbh. there is martyr's blade I guess, but that's real late.
Falcatas not getting two-handed strength mod must have been a bug, since they are not light weapons. I agree about the terrible representation but their great base stats almost make up for that. And Lion's Claw from the 2nd DLC (if you have it) is actually a good DPS weapon (only +3, but the extended crit range 18-20 coupled with the naturally high x3 falcata crit modifier can lead to a lot of hurt).
For scimitars, besides Thundering Claw of Bear God, there's also Thundercrack for maguses (+5 Shock, Runic Mageblade), similarly available early in Act V. And Divine Intervention from Sahiya (+4 Holy, Fire, allows to cast Divine Power). In Act V I was swimming in very nice scimitars.
As for duelling swords, Bloodhound +5 is pretty good and possible to get very early. Wide crit range benefits maguses who like to use Spellstrike class feature. Stacking damage is nice if not great and having permanent Speed enchantment is never a bad thing in my book. There's even a Brilliant Energy dueling Sword if you're lucky enough to get it.
There are plenty bastard swords (and you can get a +4 one very early if you're lucky), but its true that they have solid but not great damage stats. IMO 4d8 base damage from Legendary Proportions & Lead Blades makes up for it. Plus they look really badass (best looking weapons IMO) and have truly unique models.
exotics are better left to sword saint and keep your feat, imo.
generally speaking I lean heavily towards longswords as redeemer is not as hard to get as some make it to be, but I will concede that longswords might be a bad pick for your first playthrough.
if we are talking exotics there must be an honorable mention of tongi for a pretty much guaranteed good weapon from just doing the quest. Last I checked tongi didn't get str mod either, so yeah.
And her masterpiece is Mastery, a fauchard.
Her other items are random (like I never got the Brilliant energy Dueling Sword... or any tongi for that matter).