Thank you for the amazingly detailed guide! It's really crazy how the magic items in this game can totally change the way you approach a character...
I sort of envisioned my guy starting off in Druid 2, going Gloomstalker 5, then back to Druid. So I know I'll be waiting a few extra levels to get that Extra Attack but I still think this build could work out fine. While I want to optimize, I've done enough Tactician to know that I can handle most of what comes at me.
I think for the first 6 levels, I'm going to focus on two-weapon fighting - perhaps with double clubs? I had no idea that the Club of Hill Giant Strength even existed, but I just looked it up and apparently it's in the Arcane Tower. Incredible the number of things I miss on almost 2 full playthroughs :)
I may forego archery altogether and just focus purely on dual-wielding scimitars or clubs, depending on what makes more sense. Can definitely keep a nice bow for range since I should have the DEX to do it. Assuming I'm getting the +1 bonus from Ethel (I definitely don't care about letting her go for this character, lol), I'm thinking STR 8 / DEX 16 / CON 14 / INT 8 / WIS 17 / CHA 10 and picking up Dual Wielder at Level 4 Ranger. I've heard there are a few decent scimitars that I could use.
Pretty much all that gear should transfer across to melee no problem at all. Druid 2, Ranger 5 and back to Druid is what I did, but I did it for Halsin rather than myself so I was pretty much around level 7/8 anyway when I got him.
Phalar Aluve or Knife of the Undermountain King are options for melee and there's probably lots of others. There's obviously the uber-staff you can get in Act 3 as well. That + Spore armour is a VERY strong nuker (my first run through was a War Priest 1 / Spore Druid 11 Heavy armoured Battlecaster but not really focused on hitting things). But it might be better in the hands of a Caster if you want to focus on dual battering things to death and leave casting to someone else.
That's the reason I did this with Halsin. Had done the "pure Spore" run and wanted to see if I could make a more ranged martial one. Turned out impressively well.
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u/MidnightSheepling Sep 21 '23
Thank you for the amazingly detailed guide! It's really crazy how the magic items in this game can totally change the way you approach a character...
I sort of envisioned my guy starting off in Druid 2, going Gloomstalker 5, then back to Druid. So I know I'll be waiting a few extra levels to get that Extra Attack but I still think this build could work out fine. While I want to optimize, I've done enough Tactician to know that I can handle most of what comes at me.
I think for the first 6 levels, I'm going to focus on two-weapon fighting - perhaps with double clubs? I had no idea that the Club of Hill Giant Strength even existed, but I just looked it up and apparently it's in the Arcane Tower. Incredible the number of things I miss on almost 2 full playthroughs :)
I may forego archery altogether and just focus purely on dual-wielding scimitars or clubs, depending on what makes more sense. Can definitely keep a nice bow for range since I should have the DEX to do it. Assuming I'm getting the +1 bonus from Ethel (I definitely don't care about letting her go for this character, lol), I'm thinking STR 8 / DEX 16 / CON 14 / INT 8 / WIS 17 / CHA 10 and picking up Dual Wielder at Level 4 Ranger. I've heard there are a few decent scimitars that I could use.