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Fighter/thief vs fighter->thief

I've never played one and I think it would be interesting. Not sure if I want dual or multi though because fighter hla seem pretty vital but the dual gets grand mastery and can be a kensai/berserker.

I guess I can always EE keeper in a kit on the multi and then that might be better. If I do that would I rather do berserker, kensai, dwarven defender or assassin?

I don't think grandmastery alone is worth losing fighter hlas...

I'd probably go with staff, 2 hand swords and halberds since I never played a 2h fighter...
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Comments

  • FinneousPJFinneousPJ Member Posts: 6,455
    Kensai/thief multi would be quite interesting if you're willing to keeper it. I think it'd be worth it over the dual, too.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    It depends on how do you want to play, going with THS with a F/T is the best choice, since with Use Any Item you'll be able to use Carsomyr, and it is a lot better to multi-class this combo, since you'll get Fghter HLAs, and you'll need a staff to backstab, and it will be better to do multi-class.
  • karl_maulderkarl_maulder Member Posts: 133



    1. The most powerful combination would be a Kensai->Thief dualed at 13. Take UAI as your first HLA to offset all Kensai penalties.

    Actually it's Kensai 24 dualed to thief. However this build won't be able to see it's prime before very late in ToB
  • jackjackjackjack Member Posts: 3,251
    Never saw the point of such a late dual, makes me wonder if the PC is going through a midlife crisis - still, to each his or her own!
  • ItstucktwiceItstucktwice Member Posts: 182
    edited January 2014
    Dualing at 24 is just...I mean sure. If you want to play 90% of the game as a Kensai and the last 10% as a Kensai->Thief. I guess that is an option. A dual at 13 vs a dual at 24 is marginally different. Either way you are going to wreck anything you come across. One way just takes a lot longer to achieve.

    As has been said several times, to each their own. I don't even have the patience for a lvl 13 dual a lot of the time.
  • kamuizinkamuizin Member Posts: 3,704



    1. The most powerful combination would be a Kensai->Thief dualed at 13. Take UAI as your first HLA to offset all Kensai penalties.

    Actually it's Kensai 24 dualed to thief. However this build won't be able to see it's prime before very late in ToB
    LOL? Serious dude, r u crazy?

    Answering the OP, from what i remember the choice between Dual Class and Multi Class resume in this conflict of advantages below:

    Dual Class - Can go for Grand Mastery (even if it's 2 lvls in fighter)
    Multi Class - Can take HLA from both classes.

    Dual Class - Longer to become useful and in BG2:EE need to reach 3.000.000 with the second class to achieve HLAs.
    Multi-Class - Can't take kits here and take longer to level up.


    If you were going for a fighter/druid combination, i would say Dual Class for sure, cos Druids get the best of their level 7 spells at level 15 in fact, and with multi-class you need 6.000.000 divided between both classes to reach that, however as a fighter/thief, multi-class is pretty useful.
  • ChildofBhaal599ChildofBhaal599 Member Posts: 1,781
    i think multi is better for fighter thief. these are two classes that don't have too much endgame stuff to really want the class to progress alone. thieves will get all the thieving points they need and fighters will just get APR and thaco. it feels better to not go through the dual time and get both sets of HLA, unlike mages where you want to progress solely in that class and give up fighter. i think it also depends on if you want to be a human or not. both are good, so think about what race you want. i wanted to be a half elf myself so I went with a multi. if you want to be human then dualing will be what you have available.
  • HandofTyrHandofTyr Member Posts: 106
    The advantage of a dual class is the kit and grandmastery. Particularly if the kit is kensei, that gives a much more powerful backstab than a multiclass, about as damaging as an assassin's. It should be noted that the multi can use critical strike to guarantee critical backstabs. The other advantage of dualing is that you can control your level split, whereas you cannot in a multi. As others have hinted, that's not nearly as important for a thief as it is for a caster, as thieving abilities hit a usefulness cap anyway.

    If you're willing to keeper anyway, the multi kensei/thief would end up more powerful than the standard kensei-> thief duals at levels 9 or 13. The extra handful of kensei levels make up for the difference between specialization and grand mastery damage wise, though you'll still be a half attack a round lower than a 13 dual. To compensate for this though, you get whirlwind, which is super useful if you want to use 2h weapons as you can't otherwise get to 10 attacks per round with them. Also, having played a kensei 13 dual to thief, the downtime is really annoying.

    As for which kit to use- kensei is the standard power choice. Super strong backstabs, good toe to toe ability, no downsides once UAI hits.
    Dwarven defender is new and sort of interesting, but the abilities are obviously designed for a tank. The defensive stance slowdown (or is it a root in place?) makes it much harder to run behind corners to re-hide for more stabbing.
    Wizard slayer is a less powerful but more interesting alternative to kensei. With UAI you once again get to ignore all downsides, and with a few items you would enjoy 100% magic resistance. The magic failure chance may or may not be useful. In my kensei -> thief dual game most wizards got a nice backstab chunking before they could cast much anyway, but the ability might be useful for backstab immunes.
  • kryptixkryptix Member Posts: 741
    I've been playing with SCS and on insane difficulty, so I need to powergame a bit to make it through the game. I was thinking 2 handed weapons because I've been dual wielding a lot.

    The problem is that with SCS, most mages start out buffed so unless I just play a lot of hide and seek, its very hard to deal with them without all of the magic defense removals etc. Each mage has like 5-7 PfMW while they just gate in pit fiends etc...

    With the multi, I would get UAI probably in chapter 3 or at most chapter 4 if I take a 5 man party (and pick up imoen, where I would save all of my scrolls for her to scribe with just charname in the party).

    If I do do this, should I blitz Watcher's keep early for the staff of the ram? Otherwise, am I using staff of rhyn from ribald for backstabs until at least chapter 6?

    Is this viable without defender of easthaven late game tanking wise?

    I figure once I do have UAI, Carosmyr + whirlwind will take care of any mages outside of the massive battle in ust natha once you agro everything and the waves of drow spawn...
  • nanonano Member Posts: 1,632
    I think berserker is better than any other kit for this combo. You're not a mage with spell immunity so being able to block imprisonment/maze/etc is extremely valuable. I don't believe you can use the amulet of power either until UAI so the NPP is nice.
  • kryptixkryptix Member Posts: 741
    nano said:

    I think berserker is better than any other kit for this combo. You're not a mage with spell immunity so being able to block imprisonment/maze/etc is extremely valuable. I don't believe you can use the amulet of power either until UAI so the NPP is nice.

    I thought being a thief multi lets you use it but I'll have to check (I thought it was only pure fighters who couldn't)...

    I personally am usually more of a fan of berserker than kensai for those very reasons actually.
  • nanonano Member Posts: 1,632
    You have to be some kind of spellcaster to wear it (rangers and paladins count)
  • kryptixkryptix Member Posts: 741
    nano said:

    You have to be some kind of spellcaster to wear it (rangers and paladins count)

    Ah, that's why I've always been able to wear it, I've never had CHARNAME be a thief (always powergamed too hard) and my fighters are always dualed/multied so they get to use it too...

    I figure most of the major bosses etc are going to be immune to backstab though right?

    For HLAs, I figure I'll need 4-6 GWW, at least 1-2 Critical Strikes (for crit backstabs), and 3-4 hardiness to survive. Of the rest, should I be getting things like time trap or things like assassination?
  • FinneousPJFinneousPJ Member Posts: 6,455
    I think critical strike, GWWA and assassination have a similar function in battle, so I might not get them all. I'm assuming assassination does not affect backstab immune enemies..?
  • kryptixkryptix Member Posts: 741

    I think critical strike, GWWA and assassination have a similar function in battle, so I might not get them all. I'm assuming assassination does not affect backstab immune enemies..?

    Yeah but I was thinking that with improved haste, 6-10 attacks all counting as backstabs, I could kill 3-5 trash enemies in a round which is more mileage than GWW or Critical Strikes (and I assume a F/T would have a ton of HLAs).

    That said, with assassination, do you still have to use a weapon you can backstab with? IE can I "assassination" with a ranged weapon and just pop off a whole bunch of enemies that can't run away with tuigan?

  • nanonano Member Posts: 1,632
    I wouldn't bother with GWW if you have access to IH. Remember you can scroll cast so if you're not above some cheese you should be able to pull off some crazy stuff. Simmy from helm to recycle your scrolls, scroll cast black blade of disaster, scroll cast mislead = huge backstabs without assassination. Time trap and scroll cast protection from magic to dispel mage protections while time stopped, then chop them up. Even if they survive they can't cast.

    I might be wrong about some of these as I don't use it myself but on paper I think it will be ridiculously powerful. With the right three scrolls in your quickslot you can replicate many of a F/M/T's abilities without the exp penalty.
  • kryptixkryptix Member Posts: 741
    nano said:

    I wouldn't bother with GWW if you have access to IH. Remember you can scroll cast so if you're not above some cheese you should be able to pull off some crazy stuff. Simmy from helm to recycle your scrolls, scroll cast black blade of disaster, scroll cast mislead = huge backstabs without assassination. Time trap and scroll cast protection from magic to dispel mage protections while time stopped, then chop them up. Even if they survive they can't cast.

    I might be wrong about some of these as I don't use it myself but on paper I think it will be ridiculously powerful. With the right three scrolls in your quickslot you can replicate many of a F/M/T's abilities without the exp penalty.

    I'm assuming you would have to do all of the fighting with the simulacrum then right because those spells would affect the image rather than yourself?

    That still sounds pretty powerful though.
  • nanonano Member Posts: 1,632
    Yep, simmy only. I'm not sure how time trap interacts with the sim actually, it's probably frozen now that I think about it. Maybe if you have it drop its own traps?
  • kryptixkryptix Member Posts: 741
    nano said:

    Yep, simmy only. I'm not sure how time trap interacts with the sim actually, it's probably frozen now that I think about it. Maybe if you have it drop its own traps?

    Does this work with SCS? I wasn't able to drop spike etc with hexxat while I was in combat...

  • nanonano Member Posts: 1,632
    I think that's just the nature of traps, you can't drop them in combat; at least not within sight of enemies. I also just remembered that SCS has the component that prevents the sim from using items. I have it installed but I forgot that you probably have it too.
  • kryptixkryptix Member Posts: 741
    Back on topic:

    From the suggestions, I'm kinda leaning towards either a berserker/thief or a dwarven defender/thief... I think since it should be legal PnP, its not that big of a deal to do it using Keeper, and it just adds a bit more flavor than a vanila character would allow. I guess I'll take it through BG1 as well...

    I'm debating if this would be viable to combine with the shorty party I wanted to do, which would be Mazzy, Korgan and Jan... I guess I'd have to install at least one mod in BG2 for a cleric of some sort to make it viable unless I take Viconia. Mage fights without a pure mage with high level spells will also be tough I think because Jan won't get any level 9 spells or HLA spells until well into at least the underdark.
  • MitchforkMitchfork Member Posts: 390
    Playing with a single multi-class Mage is definitely doable, and the fact that Jan is a specialist will make him a bit better. Level 8-10 spells are really not required through Shadows of Amn, and the only level 7 spells that I memorized were Ruby Ray/Warding Whip/Mordenkainen's Sword. In my experience you probably won't get to the HLA spells until ToB (although you'll get to pick Thief HLA's much earlier- Underdark sounds about right for a 4-man band).
  • HandofTyrHandofTyr Member Posts: 106
    Just a random note with black blade- I was toying around with it and it doesn't seem to grant the full grandmastery bonuses to a multiclass fighters. It did for duals and non-fighters (minus the attack).

    Between the two, I would go berserker. You have tanks in mazzy and korgan, and berserker is the slightly less tanky of the two kits.

    Don't worry too much about party composition- remember that people have soloed the game as nearly every class I think, though that sometimes entailed exploit based tactics or skipping some fights.

    Also, I don't know if you've used keeper before, but be aware that you might encounter some minor issues when you add a kit to multi. I think the fighter kits aren't so bad about it, but for example I'm trying to work a mage/assassin and I can't get it to only give me 15 thief points per level.
  • kryptixkryptix Member Posts: 741
    @handoftyr

    I heard about the assassin issue and figured if I ever did one I'd just pump the extra points into pickpocket or into over 100 in traps etc to not affect things much, or I'd just edit every level up...

    Do you just create the character in keeper or roll then add?
  • FinneousPJFinneousPJ Member Posts: 6,455
    @kryptix I find it easiest to roll two characters, then copy the abilities. For example, I just made a Wood Elf Fighter/Swashbuckler by first making an elf fighter/thief and an elf swashbuckler. Then I simply open both files, change the kit of the multi to swash and copy all abilities from the pure swashbuckler. That ensures you get it right.
  • HunterOfBountyHunterOfBounty Member Posts: 38
    In a small party or while playing solo a F/M/T seems to beat either thanks to the fact that fighters and thieves don't really have that much worthwhile at high levels except HLAs. It's pretty much the same class, but with easier and earlier access to Improved Haste, PfMW, Stoneskin, etc. In a big party slower progression and scroll availability might be a problem. Then again, playing as a weaker class can often be more interesting due to the extra challenge.
    For the actual classes being discussed it seems like a F/T multiclass will be consistently more powerful than a K->T throughout the entire trilogy. From the outset you get to play as a stronger race. The dual class is easily inferior until the dual-classing process is over, for obvious reasons. Then the K->T has to deal with item restrictions until UAI, meanwhile the F/T is still going strong. When HLAs become available the obvious main weakness of the K->T disappears, but at this point the F/T has levelled higher as a fighter, and should have received a couple of HLAs already thanks to only need 3 mill exp total. At really high levels the F/T again outpaces the K->T again thanks to fighter HLAs and greater versatility in weapon specialisation. Grandmastery makes up for some of the advantages of higher fighter levels, and adds some damage, but only for one weapon type. For a Fighter/Thief it's nice to be able to use different weapons in different situations. The fighter HLA pool is better for stacking HLAs than the thief pool, which, in principle, doesn't benefit that much from stacking thanks to the trap placement limit, resting, and even normal traps. It seems like an easy win for the multiclass to me.
  • abacusabacus Member Posts: 1,307
    nano said:

    Simmy from helm

    Ha... I think you just named my next Cleric run...
  • CorvinoCorvino Member Posts: 2,269
    Fighter/Thief multis are one of the best classes for getting close to complete physical damage immunity IIRC. They can stack Hardiness, the Defender of Easthaven and Jan Jansen's armor for a total of 85% damage immunity - a feat which requires both fighter and thief HLAs.

    Dwarven Defenders can now get to 90% I think, but that puts you into a very specialised defensive fighter class as opposed to a very versatile F/T who can do all that while disarming traps, casting from scrolls and backstabbing.
  • PantalionPantalion Member Posts: 2,137
    edited January 2014
    F 13 -> T
    This is picked as being mechanically superior, despite the delay.

    BG Cap: Fighter 8. 0 Thieving skills. 0 Snares. 0 backstab. 13 THAC0, 6 proficiency pips, 1.5 Attacks. Grand Mastery possible (total of 10 THAC0, 2.5 Attacks).
    Mid BGII (1,500,000): Fighter 13 (Inert) -> Thief 11. 290 Thief Skills. 4 proficiency pips, 1 Attack, x4 Backstab, 15 THAC0.
    BGII "Cap" (2,950,000): Fighter 13 (Active) -> Thief 17. 14 proficiency pips, 2 Attacks, x5 Backstab, 8 THAC0, Grand Mastery possible (this is actually an engine bug, as Thieves cannot specialise, but it seems people can't help but abuse this one) for 5 THAC0, 3 Attacks per round in up to two weapon types, 440 Thief skills.

    Mid-ToB (4,000,000): Thief 22. No HLAs. +1 Proficiency pip, "Enough" Thief Skills for pretty much whatever.
    Late-ToB (6,000,000): Thief 31. 8 Thief HLAs, +2 Proficiency pips.
    End-ToB (8,000,000): Thief 39. 16 Thief HLAs, +2 Proficiency pips.

    End: 5(8) THAC0, 3(2) APR, 19 Proficiency pips, 990 Thief Skill points, x5 Backstab. 5/4/6/5/5 Saves.

    Endgame Kit benefits/penalties:

    Kensai: -2 AC, +4 THAC0, +4 damage. Kai x3 (Kai meshes decently with Backstab, but is hard to set up). Cannot use Bracers (essentially a -1 to hit, -2 damage penalty for BG), or armour (essentially no Human Flesh) until HLAs (4.25m Exp).
    Berserker: Enrage x3 (Lolimmune to everything for 3 minutes/day, +2 to hit, damage, -& 2 AC).
    Cannot specialise in ranged weapons (a joke penalty).
    Wizard Slayer: 38% MR, 10% spell failure chance in melee.
    Cannot use anything good until HLAs.

    EE Keeper added Kits:

    Assassin: -390 Thief Skills, Poison Weapon x9. Backstab x7. +1 to hit, +1 to damage.
    Bounty Hunter: -195 Thief Skills, Special Bounty Hunter traps (which start awesome and end similarly awesome in a different way).
    Swashbuckler: No backstab. -8 AC, +7 to Hit, +7 to damage (eat your heart out Kensai).
    Shadowdancer: -390 Thief Skills, only x4 Backstab. +1 to all saves. Hide in Plain Sight, 13x Shadowstep.
    Barbarian: No mastery, limited armour use until HLAs, +2 movement speed, backstab immunity, +18 HP max, 10% Physical damage resistance, x3 Rages (not quite lolimmune, but still pretty good, and decent self-healing too).


    F/T

    BG Cap: F/T 7/8 - 215 Thieving skills. 2 Snares. x3 backstab. 14 THAC0, 6 proficiency pips, 1.5 Attacks. Specialisation only (+0.5 attacks, 1 THAC0, 2 Damage).
    Mid BGII (1,500,000): F/T 11/13. 340 Thief Skills. 7 proficiency pips, 1.5 Attacks, x5 Backstab, 10 THAC0.
    BGII "Cap" (2,950,000): F/T 13/16. 415 Thief Skills. 8 proficiency pips, 2 Attacks, x5 Backstab, 8 THAC0.

    Legal Dual Classing is outright better at the SoA "cap" than Multiclassing by 1 thief level and kit bonuses.

    Mid-ToB (4,000,000): 16/19. 6 HLAs (Fighter or Thief). +1 Proficiency pip, 5 THAC0, 490 skill points.

    At 50,000 Exp above the SoA cap, Multiclass has its first HLA, by mid ToB, the only benefit the Dual has are thief skill points and 1/2 an attack for Grand Mastery.

    Late-ToB (6,000,000): 20/23. 14 HLAs, +1 Proficiency pip, 1 THAC0, enough Thief skill points forever.

    F/T now outclasses the dual in THAC0, and has twice as many HLAs.

    End-ToB (8,000,000): 24/28. 23 HLAs, +2 Proficiency pips, 0 THAC0.

    End: -1(0) THAC0, 2.5(2) APR, 12 Proficiency pips, 715 Thief Skill points, x5 Backstab, 3/4/4/4/5 saves.

    Endgame Kit benefits/penalties:

    EE Keeper added Kits:

    Kensai: -2 AC, +8 THAC0, +8 damage. Kai x6. Cannot use Bracers (essentially a -1 to hit, -2 damage penalty for BG), helms or armour (essentially no Human Flesh) until HLAs (3m exp).
    Berserker: Enrage x6 (Lolimmune to everything for 3 minutes/day, +2 to hit, damage, -& 2 AC).
    Cannot specialise in ranged weapons (still a joke penalty).
    Wizard Slayer: 64% MR, 10% spell failure chance in melee.
    Cannot use anything good until HLAs, at which point instant 100% MR is very doable.
    Barbarian: Limited armour use until HLAs (non-issue), no HP change (Fighter/Thief use their own HP progression table). +2 movement speed, backstab immunity, 25% Physical damage resistance, x6 Rages.

    Assassin: Poison Weapon x7. Backstab x7. +1 to hit, +1 to damage.
    Bounty Hunter: Special Bounty Hunter traps.
    Swashbuckler: -6 AC, +5 to Hit, +5 to damage.
    Shadowdancer: +1 to all saves. Hide in Plain Sight, 9x Shadowstep.

    No thief kit has any penalties in a multiclass, as multiclass F/T has its own Progression instead of a kit progression. This means swashbucklers get full Backstab, and the other kits get full skillpoints.


    And for completeness' sake, the F/M/T

    BG Cap: F/M/T 6/6/7 - 190 Thieving skills. 2 Snares. x3 backstab. 15 THAC0, 6 proficiency pips, 1 Attack. Specialisation only (+0.5 attacks, 1 THAC0, 2 Damage). Level 3 spells.
    Mid BGII (1,500,000): F/M/T 10/11/12. 315 Thief Skills. 7 proficiency pips, 1.5 Attacks, x4 Backstab, 11 THAC0, level 5 spells.
    BGII "Cap" (2,950,000): F/M/T 11/12/14. 365 Thief Skills. 7 proficiency pips, 1.5 Attacks, x5 Backstab, 10 THAC0. Level 6 spells.

    The F/M/T's lack of attacks and thief skills seem severe, but level 12 Mage means Knock, Invisibility, Improved Invisibility, and Mislead, effectively free, and superior, stealth, 100% open locks for free, and an array of other mage spells, buffs and damage spells that give them some serious boosts over a non-mage (like Polymorph Self's 5 APR before using Lesser Sequencer).

    Mid-ToB (4,000,000): 13/13/16. 5 HLAs (Fighter or Thief). +1 Proficiency pip, 2 Attacks, 8 THAC0, 390 skill points. Still 6th level spells.

    Late-ToB (6,000,000): 16/15/19. 14 HLAs, 5 THAC0, +1 Proficiency Pip, 465 Thief skills, 7th level spells.

    End-ToB (8,000,000): 18/17/22. 23 HLAs, +1 Proficiency pip, 3 THAC0, 8th level spells.

    End: 2(3) THAC0, 2.5(2) APR, 10 Proficiency pips, 565 Thief Skill points, x5 Backstab, 3/4/4/4/5 saves.

    Endgame Kit benefits/penalties:

    EE Keeper added Kits:

    Kensai: -2 AC, +6 THAC0, +6 damage. Kai x4. Cannot use bracers, helms or armour (essentially no Human Flesh) until HLAs (3m exp).
    Berserker: Enrage x4 (Lolimmune to everything for 3 minutes/day, +2 to hit, damage, -& 2 AC).
    Cannot specialise in ranged weapons (still a joke penalty).
    Wizard Slayer: 48% MR, 10% spell failure chance in melee.
    Cannot use anything good until HLAs, at which point instant 100% MR is even more doable.
    Barbarian: Limited armour use until HLAs (completely irrelevant), no HP change, no scroll use pre-HLAs (may still scribe). +2 movement speed, backstab immunity, 15% Physical damage resistance, x4 Rages.

    Assassin: Poison Weapon x5. Backstab x7. +1 to hit, +1 to damage.
    Bounty Hunter: Special Bounty Hunter traps.
    Swashbuckler: -5 AC, +4 to Hit, +4 to damage.
    Shadowdancer: +1 to all saves. Hide in Plain Sight, 7x Shadowstep.

    Wild Mage: Level 9 spell access with Nahal's, Wild Surges, +1 Spell / level
    Any other specialist: +1 spell / level.

    No thief kit has any penalties in a multiclass, as multiclass F/T has its own Progression instead of a kit progression. This means swashbucklers get full Backstab, and the other kits get full skillpoints.


    For my money, best to worst:

    Keepered F/M/T
    F/M/T
    Keepered F/T
    Keepered F -> T
    F/T
    F -> T



    Post edited by Pantalion on
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