Of Shadowdancing
Aerich
Member Posts: 273
I want to hear your tips, tricks, experiences and exploits with this class. I have started running one on the premise that a character with the power to become invisible, at will, should be powerful and have many clever applications. So far (in the Vale), the reality has been less than that. Note that I intend to dc my shadowdancer to mage, at a yet-undetermined level over 10. Thoughts on the level to dual are appreciated also. It's a party of 5 on insane (extra XP) with a F/Ill mc, Shapeshifter, R/Cl, and Dragon Disciple.
Here's the issues so far:
1) Damage - a pureclass thief without additional abilities lacks in the damage department. A shadowdancer is arguably worse than a pureclass unkitted thief in this area, because of the lack of set snare and reduced backstab modifier.
2) Hide in Plain Sight - I tried a backstab and HIPS - the backstab worked (but didn't kill the skeleton archer) but I failed to hide three times in succession and then had to run for it. I'm hoping this gets better.
3) Party Role - if only running one thief (which is what I do), the need to put skill points in Hide/Move to use the shadowdancer's abilities properly conflicts with maxing traps and locks.
Here's the issues so far:
1) Damage - a pureclass thief without additional abilities lacks in the damage department. A shadowdancer is arguably worse than a pureclass unkitted thief in this area, because of the lack of set snare and reduced backstab modifier.
2) Hide in Plain Sight - I tried a backstab and HIPS - the backstab worked (but didn't kill the skeleton archer) but I failed to hide three times in succession and then had to run for it. I'm hoping this gets better.
3) Party Role - if only running one thief (which is what I do), the need to put skill points in Hide/Move to use the shadowdancer's abilities properly conflicts with maxing traps and locks.
2
Comments
And this one: https://forums.beamdog.com/discussion/57151/shadowdancer-questions
- the Shadowdancer has potentially infinite backstabs in combat, and can land backstabs more easily and often than any other thief
- it's fun, but not really powergamey
- Shadowdancer gives up damage potential per backstab for survivability
- Hide in Plain Sight "is an outrageous ability"
- syncs well with mage or fighter dual class
- a deadly solo combatant, it can cripple with repeated backstabs and hide from spells
- Shadowdancer is the only thief class that never falls off
- expect the first few levels to be difficult
- Shadowstep is an escape option and can be used to run out the timer on spell duration; it can also be used to run away from successful missile attack rolls before they hit
- "Grum's trick" is to click detect traps/thief skills to start the timer running for re-hiding without becoming visible, backstab when rehiding is possible, and hide again
- The Shadowdancer does not have enough skill points to be the only thief in the party
I've now run my Shadowdancer within its party into Dragon's Eye. Here are my thoughts so far:
It's not possible to expect a Shadowdancer to maximize its combat abilities if also trying to optimize the normal "thief skills" of traps and locks, and pickpocketing. I put points in everything but detect illusion, but I would have been better off reloading for picking pockets and busting locks rather than putting points in those skills. I think an optimal distribution is a bit each in detect traps and move silently, with the bulk of points in hide in shadows.
Club (blunt) and long sword (damage range) are among the best weapons for the backstab. I wish I put my third point into club instead of dagger. I think LS, SS, Dagger, SB, XB, and club are the proficiencies, in some order.
This character is excellent for some solo stealth work and pulling, especially with a ring of free action. it soloed many acolytes in TOFG and pulled the verbeeg, sometimes after softening them up with backstab. The only spell to be worried about is Static Charge, as most clerical single-target damagers can be avoided simply by hiding. With elemental protection spells and evasion, it's also a candidate for running amongst the fireballs. Not that I think anyone should race to use a kitted thief - as opposed to a mc thief - in a small party, but that might be the most viable usage.
I am planning to dc to mage at a medium-high level (10+). I can visualize this character as an outright assassin of mages and mobs (HIPS + acid arrow/PW:Silence/Dispel or HIPS + Sunfire etc), but to a degree it has to function independently of the party for maximum use of its powers. The character does require some micromanagement and timing, and would definitely lose utility in HoF mode except against casters.
The Shadowdancer isn't a candidate for the "max buff, haste, slay, rest" style, but can truly shine in a proper stealth role. If not used that way, it is likely to underwhelm, especially early in the game.