Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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Build help: is dagger & shield viable?
I've been doing nothing but trying out builds lately but it's hard to tell if they will be useful later on down the road. I'm usually more for rp than minmax but a sucky char is a sucky char and I don't want that. I have been messing with two fighter mage types but I think I want one finesse/charisma character and one full mage. I want to try with daggers and shield as a finesse warrior rather than a plate wearing knight or sneaky sneak thief. I will be concentrating on Dex Spd and Con probably. Is this a possible playstyle? I like leader and all the support skills so I'm going to go with those and crafting. Thanks for your input.
Last edited by Mushy Mushroom; Jul 1, 2014 @ 4:08pm
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Showing 1-15 of 16 comments
Its very possible, however... to get the max damage output of daggers you need to be behind the opponent with backstab. might work on an offtank with stench. The shield will help with ranged aggro which is one of the rogues inherent weakness.

However.... its worth noting that shield has a STR requirment so you will have to increase either by main stat or items. so at level 3 shield defence you get +15% and at 7 str you can equip a 7% shield. 22% block isn't too shabby.
Last edited by s†. Chris†opher; Jul 1, 2014 @ 4:20pm
Mushy Mushroom Jul 1, 2014 @ 4:15pm 
So should I go with scoundrel or man-at-arms? (was going with man-at-arms) Or do I literally just have to stand behind the enemy? (I'm a bit green at the game)
you need to have the trait backstabber, in order to have that trait you need 1 level of scoundrel. essentially all the classes are the same, the only difference is the starting stats and skills. so you will be making a rogue with a shield, even if you start with warrior as a base.

Mushy Mushroom Jul 1, 2014 @ 4:47pm 
Ahh ok. So I put one in scoundrel and man-at-arms and got backstab. Should i invest in str or just find equipment with str on it then? (for the shield bonus)
Syrris Jul 1, 2014 @ 5:15pm 
The primary problem with this approach is that shields require strength while everything else you want to do requires dexterity. It's possible to keep up with both, but that means sacrificing development in other stats. Since you want the finesse style over other concerns, I'd suggest putting an occasional point in strength rather than focusing on it, and upgrade your shield as the opportunity arises. Even if it's well behind the curve, it'll still cut down on the incoming damage.
feliscon Jul 1, 2014 @ 11:56pm 
Also I read on another thread that shields cut your number of attacks with a dagger in half since it stops you from 'dual weilding' it. Wasn't confirmed, but you might want to check that.
Scavenger Jul 1, 2014 @ 11:58pm 
If you just use a dagger, you strike twice. With a shield, you strike only once. That's a huge trade off for defense right there. Personally I'm fine with just dagger since my rogue doesn't plan to be the center of attention anyway.
feliscon Jul 2, 2014 @ 1:22am 
Originally posted by Rilious:
If you just use a dagger, you strike twice. With a shield, you strike only once. That's a huge trade off for defense right there. Personally I'm fine with just dagger since my rogue doesn't plan to be the center of attention anyway.

Apparently is confirmed now :)
Mushy Mushroom Jul 2, 2014 @ 5:57am 
It was a nice idea but I have scrapped it. The attacks were okay even halved but I was wanting to use man-at-arms skills and since they're strength based, they were ineffective. (like -20% starting off) Granted I only got to level three or so, I don't know if it would have gotten better or worse but I was missing a lot.
I really just wanted a flanking warrior with light weapons and armor but I think that's just a rogue in this game. I may make just a sword and board leather wearer in the future though.
Thanks for the replies.
Keyen Jul 3, 2014 @ 8:29am 
With a shield, you strike only once, but with damages doubled. Just an animation issue, no damages changes. The main problems with shield are:
-The reduction of movement
-The str requirements.
Last edited by Keyen; Jul 3, 2014 @ 8:29am
feliscon Jul 3, 2014 @ 8:33am 
Originally posted by Keyen:
With a shield, you strike only once, but with damages doubled. Just an animation issue, no damages changes. The main problems with shield are:
-The reduction of movement
-The str requirements.

I really hope that's not true. The other way is one of those little details that make this game great.
Keyen Jul 3, 2014 @ 9:25am 
Originally posted by feliscon:
Originally posted by Keyen:
With a shield, you strike only once, but with damages doubled. Just an animation issue, no damages changes. The main problems with shield are:
-The reduction of movement
-The str requirements.

I really hope that's not true. The other way is one of those little details that make this game great.
Well, the test is easy to do, start a new game with warrior + thief, give the warrior's shield to the thief, and backstab the warrior.

https://www.youtube.com/watch?v=O2XyHCFlI7Q&feature=youtu.be
Last edited by Keyen; Jul 3, 2014 @ 9:26am
Selvec Jul 3, 2014 @ 9:30am 
Lol,

Originally posted by Keyen:
Originally posted by feliscon:

I really hope that's not true. The other way is one of those little details that make this game great.
Well, the test is easy to do, start a new game with warrior + thief, give the warrior's shield to the thief, and backstab the warrior.

https://www.youtube.com/watch?v=O2XyHCFlI7Q&feature=youtu.be

Lol, technically you did more damage with the shield. (7+8) 15 for the two hits, and 16 for the one hit. Though the absorption rate on the one hit was way higher then with the two hits, so you do more damage without the shield in the long run.
Last edited by Selvec; Jul 3, 2014 @ 9:31am
Keyen Jul 3, 2014 @ 9:33am 
Don't take it literraly, you still have RNG for damages calculations. The point here was how attacks with shield were roughly twice as high as attacks without (when you do only 1 hit against 2).

In the long run, you do the same damages, period. As i said, the shields problems aren't about the damage, but about the movement and the str requierements.
Last edited by Keyen; Jul 3, 2014 @ 9:34am
feliscon Jul 3, 2014 @ 9:45am 
They should make it work the other way, that's much better. (OPINION, no I do not think that my ideas should be followed above anyone elses :p)
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Date Posted: Jul 1, 2014 @ 4:07pm
Posts: 16