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1Sascha Offline OP
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I've been trying to figure this one out for a few days now (as you can tell by the length of this post, lol!), but I'm still not quite sure what the best option is. I wish some of the items in the game would have more detailed description and that the to-hit and damage calculations on the inventory/character screen would work a bit more reliably and transparently.

On that side note: While experimenting with Jaheira's weapons, I seem to have run into a minor bug where the damage/to hit values under your weapons (in the inventory/character/equipment screen) don't update correctly. I put the Legacy of the Masters gloves on her (+2 for attack/damage) and their description suddenly included a line "Wondrous Gloves Bardic Inspiration Depleted" (or something like that) and the damage/to hit shown on the character screen was "reversed"... meaning when I put the gloves on her, it would show the value she would have without the gloves' bonus and taking them off would show the values with the bonus. Hovering over the numbers would still show the correct calculations in the pop-up. Question is: What calculation would be applied once she hits an enemy...?

But I digress.. :

I'm going for a Spore Druid 7 / Fighter-Battlemaster 5 build and I do want her to be a dual wielder. I'm trying to stay close to her lore, both current and "historical", while avoiding Wildshape, so this seemed like a good way of doing that. I'm currently on Druid 7 / Fighter 4, so she received her two only feats - first one was WIS improvement to 19 (does get boosted to 20 late-game with Khalid's Gift), second was Dual Wielding so that she can use her staff and Belm at the same time.

This is where it gets a bit confusing and complicated...

I did give her some but not too much DEX, since there are weapons for her that will use WIS instead of DEX. I think she's sitting at DEX 16, which I wanted her to have for the +3 AC bonus, because she's wearing the amazing Sporekeeper Light Armor. Can't run a Spore Druid and not use that armor, IMO. But she doesn't really need DEX for her attacks:

Sylvan Scimitar and Flame Blade both use WIS instead of DEX for attack rolls. A staff or club in her main-hand with Shaleighladafgdfgzertt on it will also use WIS. And then there's her personal scimitar Belm which, under certain circumstances, also seems to use WIS. I've experimented for way too long on this last night, and here's what I think happens - do correct me if I'm wrong here:

When Belm is in the off-hand it will use whatever the main-hand weapon uses for attack - and even for damage type it seems. But only when you use Belm's special, bonus-action attack (the one that pops up to the right of your main UI). After I leveled her to Druid 7 / Fighter 4, I gave her the Dual Weapon feat, put the staff from her basement in her main hand, Belm in her off-hand, cast Shillelafgfhgtt on the staff and started to beat up an armourless Karlach. In that setup, Belm's special bonus attack did use WIS and it did deal bludgeoning damage. Using it normally (regular dual weapon attack or regular off-hand attack) it would use DEX and deal slashing damage as per Belm's item-description. It also seems that for whatever reason, when I had Belm enchanted via the Dragonbreath Glaive in this configuration that 1d4 from the enchantment would not be applied. Perhaps I would have to put the enchantment on the main-hand weapon and then Belm would "copy" that too on its special attack, but I haven't tested this.


The staff's knock-back/stun ability doesn't seem to trigger all that often, so I'm not sure I'll keep her wielding it. The options with this setup eventually seem to be:
1. Main: Flame Blade, Off: Belm - Main will use WIS for attacks. Added bonus of being able to upcast Flame Blade for more fire damage. Con: Near useless against fire-resistant enemies, can't cast Flame Blade in preparation for a fight (blade will vanish once the fight starts and you have to cast it again), costs a spell-slot and a Bonus Action.
2. Main: Sylvan Scimitar, Off: Belm - same mechanics as 1. with less micro-management involved, plus you save a bonus action and a spell-slot. Possibly lower damage overall?
3. Main: Any late game staff with Shalleiglaghgrghrgr applied to get it to use WIS on attacks, Off: Belm. Pro: Gaining the staff's added features (like Arcane Battery), Con: Need to spend Bonus Action to enchant staff, looks weird, need to "waste" a feat to make it work, makes Belm deal bludgeoning damage (not sure if that's a con).

Note: On all of these you will have to switch off dual wielding, then do a main-hand attack (Action) and follow that up with Belm's special attack (Bonus Action). If you keep dual wielding active, she will swing both weapons, spending an Action and a Bonus Action and, more importantly, making Belm use DEX and not WIS. Which isn't ideal for min-maxing since your WIS will certainly be higher than your DEX.


I'm planning on a Minsc/Jaheira heavy run in the late game with a Swords-Bard Tav and Shadowheart for support. So I won't have room for staff-users and I would've liked to have Jaheira use the Arcane Battery one. But I'm not sure I'll keep her like that. Multiclassing means she only gets two feats and the benefits from Dual Weapons don't seem to be *that* high. Especially since all the feat does in this case is to let her dual wield with a staff. And no: I don't want her running around with a staff in each hand. laugh

I *think* I might respecc her to give her a different feat, then go back to options 1 or 2, both of which seem to deal similar amounts of damage and don't require the Dual Weapon feat.

Or am I missing something here?

Has anyone found another way of making her deal a bit more damage as a dual wielding melee attacker?


S.

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My current thought on my Jaheira is Belm in primary hand and Thorn Blade in off hand. My action is normally spent with a spell and I'll just melee attack with the bonus action. If I have a concentration spell running I'll attack with the Thorn Blade for the bonus poison damage, if not I'll use Belm for the better to-hit and damage.

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In my Game i made her 7 druid,3 thief and 2 fighter and man.. im actually slash like a god.. i even gave her that cape yu get from the vendor outside harpers.. that cape will make her a Beast in melee
for the Swords just Get her legendary Sword from the old Games in her House and the other one yu can Chose bro..
for armor i always gave her in my games the armor yu get from minsc quest she get so strong that i never need a Mediun armor and for bracers and helmet i always go with the one yu get from the Ogre in act 1 to make her spells stronger and the Bracers yu Buy in the Cresch to put her dex 18 without spend points... she became a Beast i my game i was playing as a Hexablade Lock Fighter and she was like a demon on my side.. hauhauha
the Boots be free to choose what yu want.. but in the end game i always gave her the Miststep boots when i get the Gortash teleport better ones.
and fun fact she is the High Harper.. the Set looking all blue LOOOKS AMAZING>>>haha
yu can even get the Boots taht gave plus 1 Acrobats in act 3 if yu save the Thieflings until yu gave her the Mist step ones.. they works pretty well too
they stay outside the Place when they are recieving the donations next to when yu get the Shadowheart quest.. yu can miss then pretty easy
But if yu want just gave her the Mediun armor yu get from act 1 ironforge haha works pretty well too yu just will loose the Amazing bonus yu get from dex..

Actually my favorite Party in this game is Her, Minsc and Shadowheart.. i wipe the flor with Rafael and Sarevok huahauh
i always make minsc a Fighter, Hunter its REAAAAAALLY strong for single targets...

Last edited by Thorvic; 17/10/23 05:40 PM.
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Hobozone has a flameblade focused druid/paladin build, that goes for really big flame hits. Not dual wielding, though. Video here.

Last edited by Talismina; 18/10/23 03:08 AM.
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1Sascha Offline OP
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I've tried multiple things again with her, but - for now - I have her set up like this:

Sporekeeper armor (free Haste-Spore grenade once per long rest - these things are hard to come by from vendors)
Main Hand: Sylvan Scimitar for the ability to use WIS modifier - buffed by Dragonbreath Glaive's Elemental spell for an added 1d4 damage.
Off-Hand: Belm

Head: Hood of the Weave for more spellpower/protection against magic
Cape of Protection for more AC
+2 attack and damage gloves (forgot their name)
Boots of Evasion for another +1 to AC
Plus Khalid's Gift for +1 to WIS
Rings: Coruscation Ring to mark/debuff multiple enemies and Mental Inhibition to further mass-debuff - alternatively replaced by Strange Conduit Ring because that will up her melee damage while concentrating.

Stats are pretty good now, thanks to the Mirror of Loss
The important ones are now DEX 18 and WIS 20 (including the +1 from her pendant). Since Kahlid's Gift will only ever push her WIS to 21, I left it at 19 (+1 = 20 overall) and went for a DEX boost at the Mirror. Reason being that it increased her DEX-bonus to AC.

I've stayed away from Wildshape and only ever used her for her spores and melee ability. She's a 7 Spore Druid / 5 Fighter, so Action Surge and Second Attack make her pretty deadly up close. The Spore-Armor's other effects I practically never use - they don't seem to be *that* impressive and Haste-Spores are just too good. Alternatively, I could put her into either the Light, shield-equipped Uber-Armor from the Counting House (best light armor in the game, IMO) or Yuan Ti or the Medium Armor of... err.. Agility? which my Tav currently uses. All of which would push her AC much higher - I think she's at 19 or 20 now with the Spore-Armor on her - but I'd lose those sweet, sweet Haste-Grenades.

I also always try to give her a Supreme Arcane Elixir to give her another level 4 spell-slot. Although Bloodlust or Viciousness might also work nicely on her for a more melee focused direction.

I usually start off by throwing down Haste Spores where everyone can reach them (in bigger fights), then open with an AoE/crowd control spell like Ice-Storm or Confusion. Worked pretty sweetly in the House of Grief fight where Insect Plague from Shadowheart and Hypnotic Pattern from Jaheira kept one entire section of enemies in place while they were getting eaten alive by locusts.. laugh

Depending on the situation, I then usually take her into melee, keeping her within range of her spore-cloud if I can. I *think* switching off dual wielding and attacking with her main hand until she's out of actions, then using her bonus action for that special attack with Belm works best. I double checked the behavior of the weapons and if you use Belm as a regular off-hand weapon or with dual wielding enabled, it will scale off DEX, not WIS.


Overall the only drawback to this build is her relatively low AC (you do want her to keep those temp-HP to keep her fungal-mode going). And the fact that she's now a truly viable option for the party and has been on my active team for all of Act III. Her and Minsc are just too entertaining to not have on the team, but I do sometimes miss Gale's abilities and Karlach for her sense of humor and ability to go on endless killing sprees.


S.

Last edited by 1Sascha; 20/10/23 11:52 AM.

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