Fighter/Thief - Single Weapon Style Worth it for Extra Crit Chance?
shylaman
Member Posts: 173
I am (re)starting a trilogy run with a dwarf fighter/thief. Amongst the mods I have installed are Rogue Rebalancing, Song & Silence, and Item Revisions. One of the components of Item Revisions reduces the backstab multiplier of larger weapons, making backstabbing a little more realistic.
So, no doing the usual backstabbing build with QS and one pip in two-handed weapon style for the extra chance to crit. Ultimately, my plan is to duel-wield clubs to mix things up and use some weapons I never use.
Is adding a pip on SWS for the extra chance to crit worth it for backstabs, if I will start out ranged with the Xbow and then transition to melee while dual-wielding? I still planning on plenty of backstabs either way.
For starting proficiencies I was thinking either:
Option 1 - I would get the extra crit chance for backstabs and then a pip in daggers for Dagger of Venom.
Level 1: **Clubs *Xbow *SWS
Level 3: *Dagger
Level 6: *TWF
Level 9: **TWF (late SoD or early SoA)
OR
Option 2 - I would get move into melee and dual wielding sooner and then specialize in dagger for Boomerang and Firetooth in BG2.
Level 1: **Clubs *Xbow *TWF
Level 3: **TWF
Level 6: *Dagger
Level 9: **Dagger (late SoD or early SoA)
Level 12/15 for both builds I was thinking two pips in short sword. I know Katanas and Scimitars are more powerful for backstabs and Celestial Fury is a beast, but I don't know if I "see" a dwarf, especially a dwarf rogue, using a big ass katana or scimitar. Kundane or Scarlet Ninja-to (same category as short swords with IR) would give me access to a speed weapon if I find clubs too mundane late game.
- Daggers, Short Swords, Wakizashis, Ninja-Tos, and Clubs
- No Penalty
- Long Swords, Katanas, and Scimitars
- -1 Backstab Multiplier
- Quarterstaffs
- -2 Backstab Multiplier
So, no doing the usual backstabbing build with QS and one pip in two-handed weapon style for the extra chance to crit. Ultimately, my plan is to duel-wield clubs to mix things up and use some weapons I never use.
Is adding a pip on SWS for the extra chance to crit worth it for backstabs, if I will start out ranged with the Xbow and then transition to melee while dual-wielding? I still planning on plenty of backstabs either way.
For starting proficiencies I was thinking either:
Option 1 - I would get the extra crit chance for backstabs and then a pip in daggers for Dagger of Venom.
Level 1: **Clubs *Xbow *SWS
Level 3: *Dagger
Level 6: *TWF
Level 9: **TWF (late SoD or early SoA)
OR
Option 2 - I would get move into melee and dual wielding sooner and then specialize in dagger for Boomerang and Firetooth in BG2.
Level 1: **Clubs *Xbow *TWF
Level 3: **TWF
Level 6: *Dagger
Level 9: **Dagger (late SoD or early SoA)
Level 12/15 for both builds I was thinking two pips in short sword. I know Katanas and Scimitars are more powerful for backstabs and Celestial Fury is a beast, but I don't know if I "see" a dwarf, especially a dwarf rogue, using a big ass katana or scimitar. Kundane or Scarlet Ninja-to (same category as short swords with IR) would give me access to a speed weapon if I find clubs too mundane late game.
0
Comments
That being said, fighter/thief should generally speaking eschew backstabs as a tactic. Because of the extra attacks per round that fighter gives you, the time it takes to position for backstabs is coming at the cost of quite alot of regular attacks. Fighter/thief is actually best as either an archer type or a secondary tank, especially if you choose a shorty like you have with dwarf. Same would be true of halfling too. Maybe you backstab as an opener in a fight, but that should be it. Even in BG2 where your multiplier climbs.
In fact, it's worth considering putting points into weapons that thieves cannot use, and reducing your thief aspect to their non-combat skills. Clubs are terrible. But warhammer means you can use Crom Faeyr and, imo more important, the +3 dwarven thrower in BG2. A super clutch item that can be used to bring down terrifying enemies like iron golems. And Ashideena in BG1. Don't get me wrong, you might want to couple that with a backstabbing weapon as well, but you'll have enough points to do that, with say daggers. So, it's worth it to think a little outside the box on this build. I definitely wouldn't get clubs at all if you're also getting dagger. Get warhammer or flail instead.
Unless youre deadset on backstabbing for roleplay reasons, of course. I'm merely suggesting what's effective in the combat system.
For efficiency you could combine that with daggers and easily max out your needed weapon proficiencies at an early level. Using throwing daggers for ranged. Two in dagger, two in staff, one in two-handed style, two in two-weapon style -- seven total needed so you'd be done by level 9 as you note with your other builds.
I like to go for tactical flexibility on my (multiclass) fighter/thieves; they're tanks sometimes, archers sometimes, and skirmishing backstabbers sometimes. And all it takes to switch between roles is an equipment shuffle, if you build them right. Never quite as strong as a dedicated specialist in a given role, but always appreciated when you need more of one particular thing.
I'm just not sure it's great advice to say "hey this works... if you have ToB levels and top end BG2 gear". Sure, every kind of tactic works once you have that stuff.
And that's what makes a fighter/thief multiclass so good. You can take advantage of those opportunities when they come up, and just fight straightforwardly the rest of the time. That run's protagonist Magpie normally wore heavy armor and played as a tank. But all she had to do was take the armor off for a moment, and she could open that fight with a backstab.
F/T is not good, is redundancy. Either play pure fighter or pure thief.
Clubs ? for F/T. Okay club them to pulp but if you doing no death run you will probably not select clubs as much better options exist.
Crossbows ? For F/T ? Again redundancy. You go xbow with archer class. This is the most powerful class in BG1, not even berserker comes close as how easy it is to play, powerful, dps, safe class for main character.
I have done no-death run (perfectionist all dlc all quest no save scum) with a barbarian with full fighter party no mage no basilisks cheese the real hardcore rpg stuff. Hardest battles are Sarevok and the demon after Durlag in Ulgot Beard is a very difficult fight and Karoug, it is recommended you do Karoug after Durlag because you cannot go unprepared to that fight without + 3 weapons and so on support (although I have seen solo cheese tactics there). Also duke fight is tricky without mage but clerics have a good stun at higher level. The duke fight is solo nightmare if not playing a mage/sorcerer virtually impossible. I can't see how F/T can do that battle unless extremely lucky.
It requires a lot of metagame knowledge to do a no death run. I am currently transitioned to playing Civ 6 sometimes till crazy morning hours and I often would google some information like bgee .... instead of civ 6 .... by habit because I played BG like crazy a month ago. I dropped the game in SoD although I like it but my understanding of the mechanics is that the game becomes quite a hog the more levels you get, it becomes a bunch of buffs constantly and that puts me off as a mechanics