
Investing in Bows just to unlock battle disciplines isn't the worst idea, but there's no reason to ever put skill points in Sharpshooter.

The trouble with investing heavily in archery is that you'll regret it later on. (The Jade Halberd isn't as good for a spellcaster, since it can't be used with a shield.)īows aren't bad at low levels when Smite seriously risks running you out of MP and your fighters haven't invested heavily in Quick Action yet because they're still unlocking battle disciplines my archer/priest was nearly matching my fighters for physical damage until about level 15. Of course, a dual-wielder can use the Bonding Knife, but then you've removed most of your offensive advantage and deprived a spellcaster of a useful defensive weapon. The dual-wielder will put out more damage, but the pole user has slightly better late-game defensive ability, thanks to the Jade Halberd. If you have more than one dual-wielder, they can't both wield two broadswords until after you get a boat, and that's assuming you do the Dragon's Gate quest as soon as possible - and even then, one of your dual-wielders is stuck with the Flaming Sword, which is only situationally useful.Įven in the endgame it's not quite so cut and dried. If you have one dual-wielder, you can have him kitted out with dual broadswords once you reach the Eastern Gallery. Dual wielders are much less impressive early in the game when you're using a broadsword and a short sword, especially since on Torment they can actually miss things early on. This is really only true in the late game, when your dual-wielder is using two broadswords. On the other hand, AoE spells don't get a uniform boost from battle disciplines, and spellcasters can't load up on Blademaster as easily, for its fatigue reduction. The main issue is being able to cast them over and over, but Magical Efficiency helps with that quite a bit. Magic is great! Area effect spells will do more damage per turn if you need to kill multiple enemies. You might as well invest in priest spells and cast Smite.Ĥ.

But even the Heartstriker just does pitiful damage. The betters throwing weapons may make a good backup attack for non-magic-users, and sometimes it is nice to have a zero-MP, plinking attack. Once skills are developed, melee will do more single target damage than magic to any target that isn't heavily armored, and even then the Flaming Sword evens things out.ģ. Even with the Jade Halberd poles do less than dual-wielded blades.Ģ.

Dual Wielding really is better than Poles, even for Sliths. Here are the results:Ħ Str, 14 Pole, 20 Blademaster, 10 QA, 6 Anatomy, 6 LBĦ Str, 9 Melee, 20 Blademaster, 10 QA, 10 DW, 5 Anatomy, 2 LBġ0 Dex, 20 Bows, 27 Sharpshooter (yeah. Note however that I did not take into account armor, resistance, or the like. The damage figures should provide reasonable ballpark comparisons for most of the mid-to-late game. On the one hand, I didn't account for extra points from items or trainers on the other hand, I also didn't account for points lost to general skills like Endurance or Nature Lore.

(I did fool around with different skill point placement to maximize damage output.) For weapons, I used about the second- and third-best weapon choices, which are available halfway through the game, much earlier than the very best options. I then levelled up brand new characters to level 30, plugged in their traits and skill points to optimize pole weapons, melee weapons, bows, throws, mage spells and priest spells, and looked at the results. I put together a spreadsheet to calculate expected damage output given skill levels and weapon and spell choice.
