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The ultimate dart-flinging build

I'm thinking of playing again with a dart-focused build. There are a lot of interesting darts available for sale in BG1, and the crimson dart can be acquired early in BG2 - although that is as good as it gets (other than 5 darts/day from the cloak of stars).

But how should I configure the PC?

Option 1 is a straight fighter, taking grand master in darts to effortlessly hit the 5 APR cap at level 13. As a straight fighter, I can pick any race, so probably go with a halfling for shorty-saves, dex bonus and theme, a half-orc for the 19->20 con in BG1, or a dwarf for similar reasons, with shorty saves, but a dex penalty? Halflings are my preferred choice, as this is a combat build that does not suffer unduly from not having a strength bonus.

Why unkitted? Kensai are not allowed to use darts, berserkers are not allowed to specialize in darts, and Wizard Slayers do not get to use Legacy of the Masters/Gauntlets of weapon mastery, that are important for a +2 damage component.

Option 2 is more interesting, a swashbuckler -> fighter dual class. Dual means I must be human, but Swash gets me some nice bonuses. If I dual at 5, I get +1 to hit and damage on each dart, and +2 AC compared to a regular fighter, AND I get to regain my abilities in BG1. I also get 125 skill points, which should max a useful skill or two.

Dualing at 10 means I complete BG1 as a thief, and dual for the start of BG2. As above, but with an extra +1 on each bonus (+3 AC, +2 to hit/damage) and complete 100% on all the interesting skills. Given the lack of STR bonus or other ways of boosting damage/dart, that is sounding quite nice, and may be the sweet spot for the change-over? Although it will be interesting to see how SoD plays into xp caps.

Dualing at 15 is more of the same, I can complete 100% on all skills, but don't get my Swash bonus back until level 16 as a fighter, which is a combined swash/fighter xp total of 3,100,000 - essentially right at the end of SoA for a party of 6 - although potentially much sooner if soloing (I always play party-of-6 though).

Dualing at 25 is the ultimate, if we didn't have to play all the way through. +6AC, +5 to hit/damage, and use-any-item HLA. Why does that matter? We have enough pips coming as a fighter to get grand master 2-handed sword, and both pips in 2-H weapon style, in addition to grand master darts - so we can fling 5 darts/round, and then switch up to Carsomyr when something bigger than +3 crimson darts are required. This requires 7.8 million xp to recover the Swash bonus though, which means you won't actually have that bonus for almost the entire game, and it is not clear that a party of 6 will reach that xp total by the end of ToB. Not sure if you could get this soloing in SoA, which might make it a worthwhile effort, just to say you did it?

Option 3 looks back at the swash dualing early, and tries an assassin instead. Assassin gets +1 to hit/damage, so is as good a way to pump darts as a swash until level 10, although no AC bonus, and lower thief skills. The trade-off is that you get poison weapon ability - do you get the 3rd dose at 8th or 9th? Either way, it is a tough call between Swash 5, and assassin in the 4-9th level range.

Option 4 does it the other way, and starts with a fighter 13, and then dual into a class that will benefit from darts. Dual into mage is the obvious, although by the time you get your mojo back, the mage-casting should outweigh the dart contribution. Dual-into-thief feels underwhelming compared to dual-from-thief-kit. Clerics don't get to play with darts, but IIRC, druids do. Dual into an unkitted druid? That has potential, but 14th level druid is a huge xp barrier after 13 fighter levels. Druids do add interesting versatility to the mix though, with Iron Skins for extra durability, the inevitable killer bees when darts aren't hitting the spell casters fast enough, a switch-up to energy blades as a HLA, and other assorted fun. On balance, I prefer options 1-3 though.

Option 5 - do Ranger Archer kit bonuses apply to darts? Missing out on grand mastery hurts, but +1/3 levels to attack/damage helps, potentially reaching +11 at 33rd, more if the opponent is a favored enemy. You can get regular weapon specialization for darts from the start of BG1 for +1/2 APR, +1 APR for 13 level ranger, the full 5APR will require gauntlets of extreme specialization from the lowest levels of Watcher's Keep. Plus you get called shots, and the option to be an elf (+1 dex, bonus with some swords). Down side is no running around in full plate armor, and the nagging feeling that you really should be using a short bow instead. Also, no specialization in your back-up melee weapon.

Option 6 - some other cunning combo I have not considered, Barbarian? (no grand master means low damage)


I'm currently leaning toward options 2 and 3, would definitely go 5 if grand mastery were allowed - regardless of bonus, grand mastery feels like an important part of the flavor of such a build.

So which combo would be favorite here? And if I go option 2 (or 3), at which level should I dual?
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Comments

  • dunbardunbar Member Posts: 1,603
    I like the way you're thinking - making a specialist dart-thrower has been at the back of my mind for some time now, simply because darts are mage-killers.
    My money would be on the Halfling/Fighter option but if you're considering playing Human and dual classing you might want to look at Assassin to Something. I've just dualled an Assassin to Mage (it seemed like a good idea at the time for a silly solo attempt) and although his character description is now Mage/Thief he's still got the Poison Weapon ability.
  • AerakarAerakar Member Posts: 1,024
    On darts beyond Crimson, @semiticgod in an older post mentioned that the Cloak of the Stars +5 darts can be kept permanently if they are: 1) sold to a merchant and then rebought; or 2) kept in the ammo pouch.

    If this works - and if one is willing to use this exploit - it would make darts more competitive in TOB/late game.
  • Personally, I'm a big fan of dart builds with Poison Weapon, as using darts to deliver that effect can ruin anyone's day (but especially spellcasters). Archer is an interesting option if you're looking for the greatest (non-poison) damage possible, though.

    Some mods really add to the possibilities, though. Song & Silence provides the Sharpshooter kit, which can get grandmastery (albeit without the APR bonus) with any Thief ranged weapon, plus Poison Weapon like an Assassin, at the cost of not being able to backstab. Rogue Rebalancing adds a magical returning dart to the game (very handy in BGEE) that is upgradable in BG2EE, plus a variety of useful bucklers to keep in your off-hand while you're tossing darts.
  • AstafasAstafas Member Posts: 448
    I would go for either Assassin/Fighter or Blackguard. Poison combined with darts is just to much fun to miss out on. :-)
  • Lord_TansheronLord_Tansheron Member Posts: 4,211

    Option 5 - do Ranger Archer kit bonuses apply to darts? Missing out on grand mastery hurts, but +1/3 levels to attack/damage helps, potentially reaching +11 at 33rd, more if the opponent is a favored enemy.

    Archer bonus applies to all ranged weapons, but Grand Mastery is only for SBows, LBows, and XBows. Also, the bonuses are actually on diminishing returns and slow down past a certain point (lvl18 I think). IIRC the highest bonus you can get is +9 at max level (under normal XP cap). Still nothing to sneeze at.

    My pick for a Dartist would be Archer or a Thief->Fighter dual, either Swashbuckler or Assassin.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    I generally refuse to use Poison Weapon because, like trap setting, it just wrecks the game like few other things. That said, the Archer dart option is one I hadn't considered, since sling Archers failed to impress me much. I'll see how that goes.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    Well, something special is certainly needed to make Darts worth it, mechanically. RP or preference aside, they are not terribly impressive weapons in BG2. Poison is an argument, as is the Archer kit bonus; Swashbuckler bonuses are alright, too, I suppose, but probably worse than the other two.
  • SkatanSkatan Member, Moderator Posts: 5,352
    I would start by deciding if you want to go for max dmg output or not.

    If you want max dmg you should probably choose:
    * Assassin and then maybe dual to mage to get buffs or fighter for armor access and future HLA's or go with blackguard for saves, debuff aura and the limited spellcasting. Poison and darts are like hotdogs and ketchup.
    * Archer highest raw damage from the kit bonuses.

    If you want to priorize added effects then I guess you should choose from:
    * Archer for the called shot ability.
    * WS for the spell failure effect.

    I would choose (and I have played it) a multiclass eekeepered assassin/mage. The versatility is really good and you can use MMM's to compliment the +5 darts when needed, as well as using Tenser's. Flining MMM's is kiiinda like throwing darts, but maybe you want to play with only darts and not use spells? You will have prolly have a bit of trouble with low THAC0 using this setup though, so the 'easier' route would be blackguard, assassin-fighter or archer.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    On the subject of MMM's, am I the only one who encounters a bug where after running out of them, the caster will still have 5 apr with the weapon they're using afterwards? Because that's kept me away from Melf's for a while.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211

    On the subject of MMM's, am I the only one who encounters a bug where after running out of them, the caster will still have 5 apr with the weapon they're using afterwards? Because that's kept me away from Melf's for a while.

    Known issue, has its own big thread iirc. Probably on the "to be fixed soon" list.
  • OlvynChuruOlvynChuru Member Posts: 3,075
    I'd say go with a basic fighter. With grandmastery and gauntlets of weapon expertise, you can throw 5 Crimson Darts per round for 11-13 damage per hit. If you want to increase the damage further, use a team of skalds. At some point I played Black Pits 1 with a dart-throwing fighter and five skalds. When all of the skalds did their thing, the fighter got +10 hit, damage and AC. If you're doing it in Shadows of Amn, make that +20 hit, damage and AC. Then have all your skalds cast Mislead and have the clones sing along with the real bards for even better bonuses (unless you want to turn all the playable NPCs into skalds, you could do this by playing a multiplayer game by yourself and creating your own skalds).
  • GreenWarlockGreenWarlock Member Posts: 1,354
    Well, I've kicked off a couple of builds to start BGEE, will see how far I take them.

    First out the gate is the Blackguard, with 2 pips darts, and one each in Bastard Sword and one-handed style. This has a strong start, my first time paying attention to poison - which was fun taking down the belt ogre. I just reached level 3 though, and it is dawning on me that giving up grand mastery is really going to hurt damage output. I was looking at it as losing 1/2 APR, and that was not so bad - but the real kicker is the +3 damage on every dart - I am dropping my expected damage output by 20-30%. That is an unfortunate realization before Nashkell, when planning to go all the way through ToB! That said, if darts don't work out in the long run, she is still a capable Blackguard.

    Second out is the elven archer, which is also granted two pips darts. Still to get my first archer bonus, so still plays as a straight fighter with a poor xp curve, and not as capable when the enemy closes me down for melee. This led to an instant restart outside Candlekeep when archer and imoen were assaulted by both a bear and a wolf at the same time - no chance to kite one an engage the other. Restarting (for a no/minimal reload run), I finally made it to the friendly arm to recruit Jaheira and Khalid. I'm optimistic on the potential, and the character is no slacker, as...

    both characters are playing classes that give crazy-high rolls, both have 96 point stat totals. Yay for stat monsters :)

    I'm currently thinking my optimal build is to start over again with an assassin, and dual to fighter at 2nd. Compared to the regular fighter kits, at +1 to hit/damage from the kit is a reasonable bonus, plus poison 1/day. So more slightly better damage output than possible by a straight fighter, even at 40th (when I cap at 39), with the occasional poison thrown in for kicks. Dual at 2nd minimizes the hp loss from taking thief levels, especially noticeable due to the Con bonus, there is nothing really in the assassin kit to merit holding on for more backstab or poison bonuses.
  • AstafasAstafas Member Posts: 448


    I'm currently thinking my optimal build is to start over again with an assassin, and dual to fighter at 2nd. Compared to the regular fighter kits, at +1 to hit/damage from the kit is a reasonable bonus, plus poison 1/day. So more slightly better damage output than possible by a straight fighter, even at 40th (when I cap at 39), with the occasional poison thrown in for kicks. Dual at 2nd minimizes the hp loss from taking thief levels, especially noticeable due to the Con bonus, there is nothing really in the assassin kit to merit holding on for more backstab or poison bonuses.

    I would have done the opposite. One level of Fighter will open up the grand mastery option for you, then Assassin for plenty of poison until the end of ToB. No need for HPs, as a ranged fighter should never melee anyway (due to the 4 AC penalty).
  • GreenWarlockGreenWarlock Member Posts: 1,354
    yes, but I cannot dual /into/ a kit (I play without mods) so this seems the neatest trade-off for now. Also, while a range fighter should not enter melee, melee may come to the fighter so it is good to have options to fall back on. The range for darts is not as long as that for bows, so the risk is more pressing.
  • dunbardunbar Member Posts: 1,603
    Along with the Assassin/Mage I mentioned earlier I also rolled an Assassin/Fighter, and for the latter the range issue has become really irritating - having to walk towards the enemy before you can get into dart range means that combat has started before you've initiated an attack, and you're shortening the distance between yourself and any melee opponents (thereby lessening the advantage of a ranged weapon).
    It's still early days (I'm soloing him and he's at level 6/2) but I'm starting to feel that he would be a lot more effective as a mage killing specialist in a party than as a solo one trick pony.
  • GreenWarlockGreenWarlock Member Posts: 1,354
    The other annoying feature of an assassin/fighter is that they are restricted to just two weapon slots. This limits the number of darts I can carry, or at least puts more pressure on the loot spots in my inventory. It also restricts the ability to easily switch between dart flavors from the main UI. Rolled with my Assassin -> fighter yesterday for comparison, and currently 4/2, but with a party of six. That said, I just took down Karkh pretty much as easily as I can remember, with a party of mostly 3rd level, with Dorn and Neera still 2nd as recent hires. Maybe I'm just finally getting the hang of the game after almost 2 decades (on and off)... (Taking down Karkh did take 2 attempts, 1st was very close, and revealed a prot-normal-missiles under the globe of invulnerability. Replaying with PC going melee poison, rather than darts, and with Imoen having just 4 fire arrows, made a huge difference. Dorn's poison probably then the deciding factor).
  • AstafasAstafas Member Posts: 448

    yes, but I cannot dual /into/ a kit (I play without mods) so this seems the neatest trade-off for now. Also, while a range fighter should not enter melee, melee may come to the fighter so it is good to have options to fall back on. The range for darts is not as long as that for bows, so the risk is more pressing.

    That is true. However, you may add a kit to your second class with EEKeeper, so no need for mods. Although you will have to remove 10 skill points manuelly every time you level up. Worth it! :-)
  • GreenWarlockGreenWarlock Member Posts: 1,354
    I count keeper as a mod, I don't even touch the console ;)
  • AstafasAstafas Member Posts: 448
    dunbar said:

    Along with the Assassin/Mage I mentioned earlier I also rolled an Assassin/Fighter, and for the latter the range issue has become really irritating - having to walk towards the enemy before you can get into dart range means that combat has started before you've initiated an attack, and you're shortening the distance between yourself and any melee opponents (thereby lessening the advantage of a ranged weapon).
    It's still early days (I'm soloing him and he's at level 6/2) but I'm starting to feel that he would be a lot more effective as a mage killing specialist in a party than as a solo one trick pony.

    As a dart specialist, I would expect to disengage a lot, preferably using Boots of Speed (or potions/rings/spells of invisibility). Darts of stunning will freeze your approaching enemies, and poison will give them something else to think about. :-D
  • GreenWarlockGreenWarlock Member Posts: 1,354
    Another minor nit - my assassin -> fighter dual just hit 5th as a fighter, so I went looking for Baeloth to replace Neera, having just completed her mission. No luck, it seems that the dual-at-2nd means the trigger does not consider me 5th yet. I see from an old thread that a fighter -> thief dual triggered B at 2/7, so maybe when average level > 4? That would mean I can't recruit him until after the PC has hit the max fighter level for the game. Depending on what you want from a whole play through, rather than end-game stats, that might be a reason to take a thief kit -> 5. That means a second dose of poison for the assassin, and the first weapon bonuses for a swash. Assuming 19 Con from the Tome though, it also means essentially half hit points for the majority of levels with hit dice.

    So from a play-through perspective, if you want an overpowered sorcerer on your team early in the game, dual at 5 makes sense again. Now I have to explain to Neera why we just looted her of her neatest toys...
  • dunbardunbar Member Posts: 1,603
    edited January 2016
    Astafas said:

    dunbar said:

    Along with the Assassin/Mage I mentioned earlier I also rolled an Assassin/Fighter, and for the latter the range issue has become really irritating - having to walk towards the enemy before you can get into dart range means that combat has started before you've initiated an attack, and you're shortening the distance between yourself and any melee opponents (thereby lessening the advantage of a ranged weapon).
    It's still early days (I'm soloing him and he's at level 6/2) but I'm starting to feel that he would be a lot more effective as a mage killing specialist in a party than as a solo one trick pony.

    As a dart specialist, I would expect to disengage a lot, preferably using Boots of Speed (or potions/rings/spells of invisibility). Darts of stunning will freeze your approaching enemies, and poison will give them something else to think about. :-D
    I agree, but my problem at the moment is that I'm not even close to getting the boots of speed yet so the whole 'walking closer to attack and hoping the first dart hits' thing is getting a bit tedious (and with only one poison attack per day and a limited number of darts of stunning I need a better hit rate than I'm currently getting).
    Edit: But like I said it's still early days (chapter 2) and lots of useful kit still to find.
  • GreenWarlockGreenWarlock Member Posts: 1,354
    One early piece of kit I found useful was the gauntlets that you can pick up at the Firewine Bridge. I think they are the only non-consumable item in the game that can raise the damage done by darts, and the key benefit of darts is not so much the range, as hitting often - so a damage bonus to every strike is more significant. The biggest boost to hitting, as far as I can tell, is getting level 4. +2/+1 from 3 mastery pips, +1 THAC0 from level, and +1/+1 from recovering Assassin skills, for a total of +4/+2, and +5/+4 if you get those gauntlets at the same time - not bad for 1 level costing only 2k xp! It is all downhill from here ;)
  • DeeDee Member Posts: 10,447
    I really enjoy reading about your discoveries here, @GreenWarlock. I've always thought of darts as being the worst of all available options, and this thread has given me some things to think about.

    Carry on!
  • GreenWarlockGreenWarlock Member Posts: 1,354
    Another thought occurs to me, although not found the item in question yet. Dart flingers get a high APR, and will naturally hit 5APR at level 13 with grand mastery, which is the cap. Even before then though, they gain proportionately less than most builds from haste. It might be natural for these builds to wear the Ring of Free Action (or any other free-action items other than weapons) - although I don't yet know how many more rings will be competing for that slot. Certainly with meta-knowledge it might be a useful item to switch in on occasion. This could be fun, as it goes against the grain of almost all advice for fighter-builds.
  • GallowglassGallowglass Member Posts: 3,356
    @GreenWarlock - when you're fighting unhasted, yes, you might wear Free Action. But with Improved Haste or Oil of Speed or (Greater) Whirlwind Attack, the cap is 10 APR, not 5.
  • GreenWarlockGreenWarlock Member Posts: 1,354
    Did not know about the oil of speed breaking 5 APR, and I believe the GWW will hit 10 APR, even with the ring? And of course, this simply means that I cast improved-haste on the front line fighter(s) in the party (when I get there) as it is not a party-wide effect.

    Generally speaking, the benefit of darts is a high attack-rate, all-the-time, where each attack is more of a nibble than a bite of HP. While extra attacks are (almost) always better than fewer, the items/spells that give that benefit are generally spent on other party members for a larger incremental effect.

    This does leave you character slightly stranded when pressed into using the back-up melee weapon, but I don't think we should optimize around the back-up strategy. Plus, we can always switch out the free action for a haste effect if we need to - but the default is high APR with free action.

    Archers can get the same effect with a speed bow and the super gauntlets of specialization from Watcher's Keep - although by the time you take on the battle that yields them, your build should be pretty stable ;)
  • SkatanSkatan Member, Moderator Posts: 5,352


    Archers can get the same effect with a speed bow and the super gauntlets of specialization from Watcher's Keep - although by the time you take on the battle that yields them, your build should be pretty stable ;)

    Archer don't need the gloves:

    Tuigan "speed" bow: 3 APR
    + ½ specialization in short bows
    + ½ at level 7
    + ½ with GM in short bows
    + ½ at level 13

    You could therefore switch out the tuigan for gesen and use the gloves instead I guess. I've played archers, but never progressed through all of SoA and ToB with one.

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