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Old 09-12-2005, 01:46 AM   #1
Tom-Slayer
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Has anyone played through the game with a fighter (and party) and the fighter have a mastery in quarter staves? Im not sure if i should do this with my freshly started pally or if i should start a fighter and do it...

So if you could tell me of your experiences that would be great...

Thanx in advance

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Old 09-12-2005, 04:06 AM   #2
Cam_H
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Tom-Slayer,

I've not ever pushed a character to Mastery in Quarter Staves (so I can't give you first-hand experience).

(A Paladin can only go as high as Specialised in a weapon type.)

Personally I lean towards dual wield for the extra attacks and sometimes extra immunities in kits that can get three points in Two Weapon Style. Given that there are relatively few 'ubber' Quarter Staves, it's rarely a consideration for anyone in my parties to race after Specialisation or Mastery in Staves ...

... of course, no sooner do you make a sweeping claim, than the exceptions need to be noted; for instance, Beastmasters have relatively few weapon choices, and Specialisation in Staves does make a sensible enough option from the game's start. Combination classes involving Fighter and Mage kits can make the most of the Staff of the Magi by putting multiple points in there towards the game start. Combination classes involving Fighter and Thief kits may also go after the Staff of Striking with it's backbash multiplier effect with the view to 'recharging' it via dubious merchants. But otherwise, I think you're just about nerfing your own game if you choose a Fighter and go with three pips in Staves at set-up.

Clearly, as the game moves on, your warriors will end up with more proficiency points than they need, so going after Specialisation (extra half attack per round) makes good sense, especially with offerings including the Staff of the Ram. With UAI, a Fighter kit dualled to a Thief or a Fighter/Thief multiclass might wish to weild the Staff of Cheese for its high enchantment and Dispel Magic effects in melee.
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Old 09-12-2005, 04:15 AM   #3
Tom-Slayer
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"nerfing" Uh little help?
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Old 09-12-2005, 06:00 AM   #4
Cam_H
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It's sort of like handicapping yourself.

I think by choosing a Fighter and putting three pips in Quarter Staff at the game start, given few particularly impressive Staves readily available for Fighters in terms of; extending immunities, delivering elemental damage on hit, extra attacks per round, etc. you're arguably nerfing yourself. The exception being the Elemental Staves' insta-kills, but I'm not sure if they're really worth sacrificing proficiency points that could go in other weapons, and again, none are really 'that' accessible for a brand new party unless you really make an effort to go after one or more of them, as you'll probably have some pretty difficult battles along the way.

With that said;

(a.) there is an expensive +4 staff that is readily available if you need a weapon of that level of enchantment (e.g. nasty lich hunting), and

(b.) there's nothing wrong with nerfing your own game in order to 'up' the challenge a bit or to try something different. [img]smile.gif[/img]
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Old 09-12-2005, 11:11 AM   #5
Armen
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for me a staff specialist in a party is crying out to be a kensai - but that might be just me
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Old 09-12-2005, 03:03 PM   #6
Lignoba
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hmm.... i couldnt see a kensai with a staff... but it might actually work. Dual him to a thief later on and get staff of the striking +6.... wow. Lots of damage [img]smile.gif[/img]
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Old 09-12-2005, 07:06 PM   #7
krunchyfrogg
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Or dual him to a mage and be a grandmaster in the best wizard weapon in the game!
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Old 09-13-2005, 12:29 AM   #8
Tom-Slayer
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Okay thanx for clearing that up for me, and yea i did wanna handicap myself really, u usually go through with a character that could do everything himself thus no need for a party, but with myself being handicapped but not too much i should be right as rain.

Thanx guys.

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Old 09-14-2005, 07:13 AM   #9
Dundee Slaytern
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Definitely doable. I once did a Robin Hood and his Merry Men themed party and had John Little Grandmaster in Quarterstaffs. Even though everybody was restricted to only Chainmail and their chosen weapons, I managed to hack/slash/stab/shoot my way through the game.

Short of certain combinations, Quarterstaffs are also among the most damaging weapons in the game, and it is always satisfying to see enemies blow up into chunks after a Critical Strike.

Quarterstaffs also have great reach, so you can form a second line of great melee whacking, or hit the enemy before they reach you.
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Old 09-15-2005, 10:36 AM   #10
Cam_H
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Quote:
Originally posted by Dundee Slaytern:
Quarterstaffs are also among the most damaging weapons in the game
I'm not sure I get this ... 1d6 damage?

I admit the Staff of the Ram and Staff of Striking each have notable damage bonuses for fighters, especially compounded with strength boosters.
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