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Old 09-27-2003, 11:28 AM   #19
Nerull
Lord Ao
 

Join Date: May 17, 2001
Location: San Antonio, Texas, USA
Age: 55
Posts: 2,069
Quote:
Originally posted by JrKASperov:
People seem to tend to forget that with a certain fix that should have been implemented in the game(grandmastery fix), fighters blow any other fighter type away. They can easily get to 5 attacks per round (with certain magicalitems/weapons) NORMALLY, meaning, no need for GWW, meaning, critical strike with improved haste. Even when a ranger uses two things to get his resistance up to 65%, don't you think this fighter will hit him so much it does not really matter anyway? Think of the devastation a kensai will bring with this.
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Sure, the fighter will win with their one or two weapons they eventually become good at. That's why I made that point about knowing the game before playing a fighter; if you know where all of the good weapons are, and know which ones you get right away v.s. having to wait for, you can make an intelligent choice about which weapon to get grandmastery in. However, if it is your first time through the game, and you think that you are just going to find two awesome katanas lying around for your dual-wielding kensai, then you are in for a surprise. Sure, you'll find Celestial Fury, but then what else are you going to use? Dak'kon's Zerth Blade? Not very good unless you are a kensai/mage. Hindo's Doom? ToB. Of course, you can always add the item upgrade mod, but if it is your first time through I don't think most players would be doing that.

Rangers don't have that problem that much, because rather than becoming excellent with a couple of weapons they become good with a bunch of weapons. Can't find a good second katana? Then use flails instead. That's why I would recommend rangers over fighters to beginning players, then fighters over rangers for players that have been through the game before. However, without the grandmastery patch, rangers do not lag all that far behind fighters, and with their additional options (stealth, spells, etc.) actually become more useful overall.

And the fighters ONLY real advantage is being able to put 5 slots in a weapon. Not doing so means that you might as well play a ranger or paladin (unless neutral or evil, of course, then you have no choice). That's why I think multiclass fighters are messed up; they only get two slots, but if they were human and dualclassed they can get all 5 slots. Either restrict the dualclass to only putting in two slots in a weapon after they dual over (can put 5 before that if they choose), or give multiclass the ability to go to 5 slots (not the optimal solution, as this can be overbalancing).
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