Whats the best Thief kit...
toolarg
Member Posts: 180
...and why is it the Bounty Hunter?
Goddamn I love this guy so much. Scout the place, set the traps, backstab a sucker and let the rest chase you, hear that nice SNAP sound and watch everything explode.
Stand aside ASSassins and swashies, Bounty Hunter is king.
Goddamn I love this guy so much. Scout the place, set the traps, backstab a sucker and let the rest chase you, hear that nice SNAP sound and watch everything explode.
Stand aside ASSassins and swashies, Bounty Hunter is king.
3
Comments
I mean, look, I'm not arguing that bounty hunters *aren't* awesome. They are. It's just... so are the other thieves.
Of course, Nightmare Mode may be a different story. Will have to try things out there.
Assassin's powers come too late into play and then in TOB hes reduced to nothing.
Shadowdancers: L-O-L
The Bounty Man doesnt need any special items to shine, he relies on his own innate skills to survive, the true sign of a good kit
Assassin's primary power is Poison Weapon, not the backstab bonuses. Poison Weapon deals poison damage every hit, save for partial damage (not save for none), and is stackable. So, no. The Assassin's powers come into play immediately, not late into play. In TOB? No, not reduced to nothing. Poison Weapon gets stronger with levels, and only a small number of enemies are immune to backstab.
Bounty Hunters are pretty awesome. But Swashbucklers and Assassins and even plain thieves are quite versatile. If you judge the other kits based on whether they have Special Snare, then they will indeed fall short. If you judge them on their own merits, they are quite excellent.
In general, if you're saying something is useful, you're probably right. If you're saying something is useless, you're probably wrong.
I think Assassin is the most fun kit.
I never felt the need for Bounty as the standard traps are already super powerful and the special ones seem slightly redundant except for their special effects (which don't matter when everything is dead).
I don't like Shadowdancer as I love my traps and I love big backstab numbers, neither of which this kit has.
That and the fact that the BH traps can be thrown. The Bounty Hunter isn't there for extra trap damage; it opens up tactical options.
In EE I believe the throwing traps thing is nerfed to require no enemies to be near the trap (I think - only played a bounty in my no-reload IWD party which is waiting until I can upgrade to 1.4).
Southpaw the Thief Master has spoken.
For Shadowdancers :
1 : Use HiPS
2 : Use HiPS
3 : Abuse HiPS
4 : Watch how the AI can't do anything to harm you even with SCS (exept for Liches)
5 : ???
6 : Profit
Piping away 3 damage at a guy for 10 minutes to kill him is not fun.
With any other thieves you are limited to around 4 backstabs per any given fight assuming you have the initial stealth move, 2 rings of invisibility and a cast invisibility from your mage/whatever. A shadowdancer can HiPS unto eternity. No limits to how many guys he can backstab. Saying the modifier is too low is crap.
Oh wa...
Thief's kits are distinct and well balanced(even the SD, although she's getting a lot of slack). In this case, you're literally choosing a playstyle, not a "pros vs cons" ratio.
P.S Although, in my opinion, the Assassin is not very well suited for BG1; the fact that the poison stacks on itself, coupled with the low-level world, makes the kit almost "gamebreakingly" strong.
That is outweighted by his intense lack of skillpoints and the fact that in BGEE, you have tops 2-3 uses a day. Assassin is good (having played him in party and solo through BGEE)...however lacks skillpoints if the only thief in group.
http://forum.baldursgate.com/discussion/34607/theft-robbery-and-occasional-murder-or-a-short-guide-to-thieves-solo-or-in-group#latest
Assassins and Swashies are great but need some fighter levels to get the most out of them (dual class preferably and kit with Shadowkeeper). A Fighter (9) / Swashbuckler is a hideously awesome tank, unbelievable AC (wear full plate since you don't need stealth) and loads of damage on every hit.A Fighter (9) / Assassin is a brilliant backstabber.
My favourite of all is effectively a Swashbuckler / Assassin, which you can simulate with the Duelist fighter kit (sword and fist or just shadowkeeper with a plain fighter). I'm currently playing a Duelist (10) / Assassin. +2 to hit and damage and +3 AC from the Duelist, and a further +1 to hit and damage as an Assassin. The backstabs are insane, level 21+ and even with just a katana +1 regular backstabs do around 100 damage and I've hit 240 with a crit. Once I have better weapons and the right equipment I reckon I could do 350 on a crit
Anyway I haven't even got to that yet, 240 best so far. Besides it's just a personal target to gun for. There's practically no difference between a 150 damage backstab and a 350 damage backstab...nearly anything vulnerable to a backstab is dead anyway.
In any case if you think that's bad, just wait until Improved Haste and Assassination HLA .
It's not a tripwire or a a pressure plate or an actual bear trap, which an enemy would have to step on to trigger. Bounty Hunters sacrifice their thieving skills to dabble in magical doodads, hence the weird effects: a trap wouldn't slow a target, or paralyze them, or trap them in a Resilient Sphere, or Maze them, unless it had some magical stuff in it. A motion-sensor ability on a Bounty Hunter trap would make conceptual sense, considering the other magical properties they have, allowing a Bounty Hunter to throw them somewhere, rather than setting them up.
Don't forget you can backstab every hit with Mislead once your thief gets UAI for scrolls. And you get automatic hits during Time Trap, so even low AC enemies can be brought down reliably with Assassination.
I guess when I think of a trap, even if it is some kind of magical device, I think about something that has to be prepared, that take time to set properly and which needs to be disguised so it catches enemies unaware. "Throwing" them near enemies makes no sense to me...how come the enemy can't see it or take action to avoid it? You get saving throws against nearly everything in this game but not against some piddling trap that you can see thrown in your face?
That doesn't make sense to me as I would only ever use traps in an area where nobody can see the trap being set and where you would lead the enemy to, rather than in the enemy's own face. Each to their own though, as you yourself noted in the no-reload thread, everybody has the right to interpret the game in their own way and I wholeheartedly concur.
BH: "Hey! Look over there!"
*Irenicus turns around*
Jonbon: "What? What am I looking at? I don't see nothing."
*Bounty Hunter runs away*
Jonbon: "I'm gonna stop looking soon..."
*Bounty Hunter throws a trap*
Jonbon: (pointing at the Tree) "Wait, is that it?"
*Trap goes off*
See? Makes perfect sense! Yeah!
Don't get me wrong, though, you can play how you want to play. No judgement here. I just find it very strange to take two probably-not-intended mechanics and call only the less powerful one cheesy.