Skip to content

Grand Master of Darts?

I'm curious if anyone has used deep munchkin powers to make a Darts-based build.

Specific things I'm curious about:

- Spell Synergy. Can Darts mastery apply to any spells, like Minute Meteors? ... or perhaps Energy Blades?

- A good Magic Weapon. It seems like there are better returning Daggers and Axes than Darts, which don't seem to go up to +5. What am I missing?

- Multi-Classing. Thieves, Druids and Wizards can all use Darts. What's the best level to jump away from being a Fighter?

Comments

  • CrevsDaakCrevsDaak Member Posts: 7,155
    - Spell Synergy. No, Melf's are classified as Darts, but they don't have their proficiency set to Darts, so you don't get the bonus (sadly... Unless you have no skill in Darts), same for Energy Blades.

    - I think Darts are pretty good, but Axes are definitely better and so are Daggers, but Darts' high APR is crucial in early-game.

    - If you're planning dual-classing, then 8 or 13.

    (Everything on this post is from a solo-only player's perspective.) :D
  • JarrakulJarrakul Member Posts: 2,029
    Personally I'd say 7 or 13 for the dual-classing thing. Otherwise I agree with CrevsDaak.
  • ArunsunArunsun Member Posts: 1,592
    Darts have low damage but on an archer, dart of stunning really rock (called shot+ high APR + saving throw each hit is super strong). The real problem is that the best Dart is only +3
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    The Cloak of Stars can give you up to 18 Darts +5 in one day. It's enough to break through SCS2 Improved Mantle or vanilla Absolute Immunity. For demi-liches, you'd have to use a backup weapon. The Crimson Dart will be fine in almost all situations.

    I've used a lot of darts and found them to be quite excellent. Their damage isn't necessarily the highest, but they are much, much better at disrupting spells than most weapons, especially if you use a few Darts of Stunning or Darts of Wounding for problem encounters. A failed save against a Dart of Stunning is a death sentence for almost any enemy, and a failed save against a Dart of Wounding will disable a spellcaster for three rounds. Even for normal darts, however, they tear through Stoneskins very quickly, and usually the hardest enemies are the ones who need Stoneskins taken down.
  • GallowglassGallowglass Member Posts: 3,356

    The Cloak of Stars can give you up to 18 Darts +5 in one day. It's enough to break through SCS2 Improved Mantle or vanilla Absolute Immunity.

    Ermm ... fine against Improved Mantle, yes, but that shouldn't work against vanilla Absolute Immunity. It's meant to be vulnerable only to +6 weapons, not +5 ... although I can't recall specifically testing the Cloak of Stars against Absolute Immunity.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Perhaps it's an EE change. But in vanilla BG2, Mantle blocked +2 and under, Improved Mantle blocked +3 and under, and Absolute Immunity blocked +4 and under--the main reason I and most people never really bothered with it. A +5 weapon bypassed everything but PFMW. SCS2 bumped up Mantle and Improved Mantle by 1: Mantle in SCS2 blocks +3 and under, Improved Mantle blocks +4 and under, and Absolute Immunity blocks absolutely everything.

    I understand that EE adopted a few things from SCS2. Maybe buffing the weapon immunity spells was one of them.
  • GreenWarlockGreenWarlock Member Posts: 1,354
    My take on the dart specialist was a halfling fighter. Quite a bit of fun in the first game, and jumped into Watcher's Keep at the first opportunity for the Crimson Dart. 5 attacks/round without haste is fun, but much more effective at mage slaying in the first game. Luckily, as a straight fighter, you have time to develop a second line in a melee weapon for when the mere +3 of the crimson dart is not enough, or the foe is resistant/immune to piercing damage.

    If I were to do it again, I would probably dual-class. Thinking of a human fighter -> druid, as you can hit 6/10 in the first game, and actually achieve grand mastery to take down Sarevok. Another option is 7/9, where you get the extra half attack, probably better in the long run, although the difference between 4 and 4 1/2 attacks/round is minimal - either way you need haste to get up to 5.
  • YannirYannir Member Posts: 595
    In EE, Absolute Immunity blocks up to +5, so only Carsomyr, Gram, Ixil, Staff of the Ram and Ravager can get past it. No changes to other spells, I think.
  • GallowglassGallowglass Member Posts: 3,356
    Yannir said:

    In EE, Absolute Immunity blocks up to +5, so only Carsomyr, Gram, Ixil, Staff of the Ram and Ravager can get past it. No changes to other spells, I think.

    Not Gram, that's only +5 even when upgraded. But yes, the other four (when upgraded) are +6.
  • BlucherBlucher Member Posts: 110
    The high strength dart-throwing fighter was a rather (in)famous "build" in AD&D2. In 2nd Edition, all missile weapons benefitted from high strength damage adjustments (with the exception of crossbows, and bows had to be specially made).
  • GreenWarlockGreenWarlock Member Posts: 1,354
    One last note - peak performance for the dartmeister is mid to late BGEE. You can have full grand mastery, if dual classing, for 4 1/2 attacks/round, plus items that boost your damage such as gauntlets of weapon mastery (and I think at least one more I have forgotten, but that could be memory). Together with the wide variety of elemental darts that you can easily afford at this point, you are throwing out serious damage. Starting BG2EE feels like quite a power-down, while the difficulty quickly ramps up. I never did quite find the kit to match the BGEE damage bonuses, although an early run for the crimson dart helps - but that is it, peak power.

    Developing a second or support strategy for the second game, going in with a high proficiency in darts, is probably the way to enjoy the game best, although there is definitely a satisfaction comes from taking a halfling flinger fighter all the way the end, just because you can!
  • cbarchukcbarchuk Member Posts: 322

    I recently completed a full-series run with a Darts-based build.

    Rather than dual-classing from a Fighter, he was a single-class Assassin. He mainly used Darts because the Assassin kit's main benefit is Poison Weapon, and the high APR of darts let him poison more enemies more times per round. We're not primarily going for high missile damage per hit, the objective is to get the poison into the enemy quickly and let the poison do the work (while you change target to the next enemy) ... and the Crimson Dart +3 is a brilliant weapon for this guy.

    (Note: of course an Assassin also eventually gets enhanced back-stab, and my Assassin one-shotted some enemies with spectacular back-stabs ... but overall, he did far more damage with his ranged poison than by sneaking around for a back-stab.)

    Hey Gallow, you didn't by any chance record this playthrough did you? I would've loved to see your assassin run. What race did you go with and what other weapons did you use? Also how did your assassin fair in BG2 and ToB? Thanks for any insight you can give. I've always like the assassin kit for some reason.
  • GallowglassGallowglass Member Posts: 3,356
    cbarchuk said:

    Hey Gallow, you didn't by any chance record this playthrough did you? I would've loved to see your assassin run.

    You mean like doing a YouTube "Let's Play ..."? No, sorry, I didn't. Not really my style.
    cbarchuk said:

    What race did you go with and what other weapons did you use?

    Halfling. Generally I don't rate halflings - I've argued in the forum (some while ago) that other races are often more advantageous for the various other varieties of Thief - but halfling is a decent choice for an Assassin.

    Other weapons - in BG1ee, I often used Shortbow (ending with the Eagle Bow +2) rather than Darts (especially when I'd used up all my poison for the day), and for back-stabbing (or when otherwise forced into melee) I used Short Swords (with Single-Weapon Style). In BG2ee:SoA, I used the Tuigan Bow +1 quite often (same APR as Darts, with greater missile damage) when its lower enchantment wouldn't cost hits, used the Crimson Dart +3 when arrows couldn't hit, and sometimes threw the Firetooth +3 dagger (e.g. when fire damage was more useful than poison), while for back-stabbing (and other melee if forced) I built up proficiency in a wide variety of weapons but mostly used a Staff of Striking +3 (with Two-Handed Weapon Style) except when some other weapon had a bonus effect which was situationally relevant. In BG2:ToB, I mostly used the Crimson Dart +3, but switched to the Gesen Bow +4 whenever +3 was insufficient enchantment to hit, and for occasional back-stabbing mostly used the Staff of the Ram +6 (hey, wow, a septuple-damage critical hit striking for around 500 damage will chunk anything!), but normally (i.e. when not in the middle of a back-stab attempt) equipped a heavy shield (under UAI) for better protection.
    cbarchuk said:

    Also how did your assassin fair in BG2 and ToB?

    I reckon he yielded a pretty good performance throughout the series, but especially in BG1ee (where he was gaining around 24-25% of kills and XP). In BG2ee, like other primarily-ranged characters, his relative effectiveness declined a little as the game progressed (17-18% of kills and XP in SoA, around 15% in ToB) - but hey, that's still quite a lot of damage considering that he was my Thief, not a dedicated warrior.
    cbarchuk said:

    Thanks for any insight you can give.

    Well, "I have detailed files" :smile: because I keep a lot of archive saves, but what do you want to know? The main strategic conclusion I formed is to confirm that the enhanced back-stab of an Assassin makes a difference only occasionally; it's the ranged Poison Weapon ability which is the real strength of the Assassin kit.

    Careful planning of thieving-skill development is particularly important for an Assassin, since he earns new skill points more slowly than other Thieves. In BG1ee, you may want to take along another Thief; I built up my protagonist's stealth (for scouting and occasional back-stab attempts) and trap-setting (to be ready for use in BG2ee rather than using it much in BG1ee), whilst mostly leaving locks and trap-finding to a colleague. In early BG2ee, there are various items (rings, etc.) which boost thieving skills, so don't be afraid to rely on these in the early stages to improve partially-completed skills, so that you can invest skill points into other thieving skills (and thereby grow out of needing another Thief). I found it wasn't until early-ToB (when I scored an extra DEX point from the DoMT in WK, giving him natural 21 DEX) that I fully perfected some skills and could permanently retire the skill-boosting rings; he ended the game with unbuffed Thief skills of OL100, FT100, PP145, MS145, HS140, DI100, ST100.

    In BG1ee and early-BG2ee:SoA, wear Shadowmaster's Armor +3. In later-BG2ee:SoA, wear Shadow Dragon Scale or (if Evil, as my guy was) Human Flesh +5. In BG2ee:ToB, wear White Dragon Scale or (if Evil) Human Flesh +5.

    My Assassin had natural 18 CON (after a Tome in BG1ee), so he could (and did) always wear the Claw of Kazgaroth from mid-BG1ee to end-BG2ee:ToB without loss of HP. Excellent item! Note that "shorty saves" are calculated according to natural CON, not penalised by wearing the Claw,
  • cbarchukcbarchuk Member Posts: 322
    edited July 2015
    Thanks for the feedback Gallowglass. I've always liked the concept of the assassin kit but never was able to play it effectively. I'm going to take some of your suggestions and try another playthrough. I think I usually focused more on backstab as opposed to poison weapon. Maybe that was the issue for me. I found my assassin to be pretty useful in Bg SoA but almost useless in Watcher's Keep and ToB. So let me take some of you ideas and put them to good use. ;) Thanks again.

    p.s. What were your stats going into BG2 as well as what NPCs did you go with? Just curious.
    Post edited by cbarchuk on
  • GallowglassGallowglass Member Posts: 3,356
    cbarchuk said:

    So let me take some of you ideas and put them to good use. ;) Thanks again.

    You're welcome. Let us know what happens.
    cbarchuk said:

    What were your stats going into BG2 as well as what NPCs did you go with? Just curious.

    His stats at the start of BG2ee were 18/20/18/11/11/19.

    I rotated through various companions in both games to do their personal quests, but my "permanent teams" were:
    BG1ee - Viconia, Montaron, Tiax, Xzar & Edwin
    BG2ee - Korgan, Cernd, Haer'Dalis, Viconia & Edwin


  • cbarchukcbarchuk Member Posts: 322
    Okay I just completed Chateau Irenicus with a halfling assassin. Hey when you start a fresh game of BG2 do usually give yourself the tome bonuses from BG1 as if you had played through it? Just wondering if I should even do that or if it even matters. Last question...I hope: Did you have any issues landing backstabs with the halfling's naturally low strength? Thanks again.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    cbarchuk said:

    Hey when you start a fresh game of BG2 do usually give yourself the tome bonuses from BG1 as if you had played through it? Just wondering if I should even do that or if it even matters.

    Personally, sometimes I do, sometimes I don't. How much it matters depends on many different factors, certainly it can have a noticeable impact.
  • GreenWarlockGreenWarlock Member Posts: 1,354
    Tome bonuses can be huge, as you get to raise 'mortal' 18 stats to 'godly' 19 stats (in 2Ed rules, 19 stats were the realm of deities and demigods, and not naturally achieved by mortals. Racial maximums came into play to cap the +1 bonus rolls, although various expansions relaxed those with minor races).

    Yes, we are playing a godling, but I prefer to earn those bonuses myself by playing through BGEE rather than just Toming Up at the start of BG2EE. As with all things single-player though, that is purely a matter of choice - what works for you? My conscience would be cleaner if the boosts stayed within mortal stats (spreading my choices accordingly) but I don't keeper stats/classes in the first place, so that's not much of a data point! Conversely, I remember duping the Tomes with save/export when I was much younger, and entering BG2 (pre-EE) with an all 25-s paladin. (My original plan was to actually import/replay repeatedly to reach the Tomes bonus, until the first export/import showed I kept my kit, and could save a lot of time!)
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    RP concerns aside, many 18->19 transitions aren't actually all that impressive. STR is probably the most relevant.
  • GallowglassGallowglass Member Posts: 3,356
    edited July 2015
    cbarchuk said:

    Hey when you start a fresh game of BG2 do usually give yourself the tome bonuses from BG1 as if you had played through it?

    I never start a fresh game in BG2. I always have the Tome bonuses from BG1 legitimately, i.e. because I've always actually played through BG1 first.
    cbarchuk said:

    Last question...I hope: Did you have any issues landing backstabs with the halfling's naturally low strength?

    A Thief's poor THAC0 is much more of an obstacle to back-stabbing success than a halfling's -1 STR penalty.

    However, my Assassin started BG1ee with 17 STR (max for halfling), then boosted it to 18 with the Tome, then wore a STR belt for much of BG2ee:SoA, then boosted STR to 20 by taking the Evil option in Hell (he was already Evil, so this required no change of alignment) at the end of BG2ee:SoA (thereby no longer needing a STR belt), and finally (since I had plenty of STR belts for others) he took the STR point at the MoLtM in WK (early in BG2ee:ToB), so he ended up with natural 21 STR. Thus he wasn't really suffering from "low strength", in spite of being a halfling!

    By ToB, he could land a back-stab fairly reliably. Key enemies are mostly immune to back-stab in ToB, but nevertheless back-stab was sometimes useful for quickly disposing of a minion. In SoA, when the character wasn't yet fully-developed, back-stab was less reliable, but nevertheless I got a few good ones in. In BG1ee, when the character had rubbish THAC0 and lower STR and no enhanced multiplier, I hardly found back-stab useful at all (whereas his poison was devastating).

    Seriously, though, you're usually wasting your time positioning your Assassin for a back-stab, unless it's the first blow of an encounter (i.e. when you've got plenty of time to sneak into position because the combat hasn't yet started). As soon as combat is underway, your Assassin is better off standing back from the melee and rapidly peppering the enemies with ranged poison - this is good against almost anyone, but especially good for disrupting enemy casters. Most battles, I didn't even try for a back-stab at all, I just opened up with ranged poison from the start.

    If you want to make heavy use of back-stabbing throughout the game, then what you want is either a Stalker (Ranger kit) or a Fighter/Thief, not an Assassin. Striking with a warrior's THAC0 makes a back-stab much more likely to hit (especially in SoA), which more than makes up for a lower back-stab multiplier.

    I wouldn't go quite so far as to advise that you entirely forget about back-stabbing with an Assassin, but I'm in no doubt at all that Poison Weapon (at range) is the key ability which makes the Assassin kit powerful.
  • cbarchukcbarchuk Member Posts: 322
    edited July 2015
    Hey Gallowglass,

    So far things have been quite well. I snagged the crimson dart earlier and it's been a different experience concentrating on being a ranged fighter. But I like it! The class feels more like a team player as oppose to the one man wrecking crew I tried to play before in past runs. You are right though poison is extremely effective. Now you stated you didn't backstab that much. I'm actually agreeing with you. I've found it OVERALL more effective to open up with a poison dart throw without having to worry about running away like a little sissy after the initial backstab. Anyways just wanted to give you a quick update. Cheers.
  • This thread has me seriously considering a Sharpshooter->Mage on a future playthrough. It's a thief kit added by the Song and Silence mod that gets poison weapon and the ability to grandmaster thief missile weapons in exchange for losing backstab. Backstabbing can be fun, but I never end up actually doing it much.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    @Kaigen: Made an Archer->Mage dual once, in a similar vein. Can do very silly things with Melfs and Energy Blades + Called Shot (or in your case, Poison Weapon).
  • ArunsunArunsun Member Posts: 1,592
    Even in an unmodded game an assassin/mage is silly as well, just send them 10 meteor (IH+ base 5 from melf meteor) and watch them die slowly but surely. Kensai mage is pretty crazy with Kai+EB crazy APR+Kensai bonus.
  • wubblewubble Member Posts: 3,156
    Any character with Grand mastery in darts needs to be called Phil "the power" Taylor.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Curious to know how OP darts would be if they were PnP accurate?

    In 2nd edition, darts and throwing knives got a full extra attack per 1/2 bonus apr.

    Suffered no close range penalties (those only affected bows/crossbows)

    This means your base attacks with darts at grandmaster was 7 attacks per round before you included Speed enchantment or haste bonuses.

    And all hurled weapons got full strength bonus.
Sign In or Register to comment.