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So they are normally build around the 'Frightening' mechanic by having a very high persuasion skill and following the intimidation feats line.
I'm not a expert in it but i thinks it's something like this
Weapon focus > Dazzling display > Shatter Defenses > Power attack > Cornugon Smash > Dreadful carnage
Intimidating prowess(if you have good strength)
Skill focus persuasion
I did love Thug at first but now i hate it because of Frightening. That is a pain to use and it break formation because you are running after monsters all over the map..... i prefer the base rogue because of it.
As for the dexterous melee class, anyone can be it that's why we have fencing/slashing grace feats which add dex to damage, Rogue is just the classe that comes with a similar feature in-built. You even have at least 2 prestige classes for dexterity melee if you're not satisfied with the base classe (Duelist and Swordlord).
Thing about the rogue is that:
- It needs to target an enemy thats engaging a party member
- Kinda needs Two-Weapon Fighting to make up for the lack of damage compared to other classes by triggering multiple sneak attacks, otherwise it only has a 3/4 BAB + 2 extra attacks (lvl 8/15) while a martial classe(fighter, barb, etc) is rocking a BAB = to its level and unlocking an extra attack at levels 6/11/16
- Thug however begs for a persuasion build around Dazzling display > Shatter Defenses > Power attack > Cornugon Smash > Dreadful Carnage to make use of its main feature, which moves it from a damage dealer to more of a debuffer with some damage
The difference is that fencing/slashing grace requires you to have an empty hand, it doesn't work with dual wield. Also I don't think there is another way to add your dex bonus to an Elven Greatsword other than Finesse Training, unless of course the weapon is Agile, which is not rare in this game.
Also a Rogue more than makes it up for it's 3/4 BAB with his 10d6 sneak attack and the Debilitating Injuries, unless the target is immune to precision damage, but those are very few I believe.
Dual wield is a bit of a corner case, given that it works as long as you have bonuses to add to your hits even with low strenght. (Bards, Inquisitors, Rogues, etc)
Mathematicly not really, as flat damage bonuses will always be superior to a dice roll. Assuming both have the exact same fighting style, what would you rather have... The 1d6 + 45 damage per hit up to 7 attacks as a fighter or the rogue with its 1d6 + 15 + 10d6 damage per hit up to 6 attacks?
Neither is a bad build, but 1 is far more consistent than the other despite the latter having a bigger damage potencial
I think a dw dex Rogue in the end will get more damage on average than, lets say a dw str Fighter, but that's only if you don't count the crits and that's a big deal.
I have played a full playthrough with a dw str Fighter and only half with a Rogue, so I cannot say much about it's endgame damage. But in db_kck's case, his char is probably just too low a level for the class to shine. When he get's around lv 10 with 5d6 sneak + 1d6 from feat, his Thug will more than contribute to the party.
I'm replaying with a Reach Rogue build similar to Arcane Agent's one, except that I went with Thug. (look at the first comment for the full build)
https://www.youtube.com/watch?v=LYqUQHBNU80
This is my feat list for my Human Thug. Most even levels are Rogue Talent (Combat Trick). I don't have the stats in front of me, but high STR.
1 Power & Cleave (H-Orc: just Power Attack)
2 Cleaving Finish (H-Orc: Cleave)
3 Great Cleave (H-Orc: Cleaving Finish)
4 Intimidating prowess
5 Exotic Weap Prof (Fauchard) <- I want to use a specific late-game weapon
6 Corigan smash
7 Weapon Focus (Fauchard) <- Focus whatever 2-handed reach weapon you want
8 Dazzling Display
9 Shattered Defences
10 Crippling Strike
11 Combat Reflexes
12 Double Debilitation
13
14 Dispelling Strike
15 Dreadful Carnage
16 Opportunist
17
18 Imp Crit (Fauchard) <- Imp. Crit whatever you focused
19
20
As for dazzling display and fear, I find it wasteful to spend a full round with that. Its better to have a support caster perform CC roles, and a dmg dealer focus on dishing out dmg.
For a better dmg dealer, go with Vivisectionist, with Feral Mutagen + Feral Wings feats, you can dual wield just as well but get an extra bite attack for SA, and the buffs for self and team (Infusion) is so so good.
Edit: In fact, you can also do a STR based 2h reach Vivi and it still is superior due to spells and the extra bite atk. Against enemies u can't SA, the STR + 2H combo still dish out respectable dmg.
You might be right... let me check the math:
Lets say starting 19(17+2) str, 13 dex, 14 con, 10 Int, 10 Wis, 14 Char. +5 to strenght from lvl ups bumping it to 24, dex requirements will come dex/str belt so thats another +6 (though you could bump dex to 16 without any dump stats if wished)
so for 1h weapon: 15 STR +12 Power attack + 5 weapon enchantment + 4 Weapon Specialization + 4 Fighter Weapon trainning = 40 damage bonus
2h weapon would be: 15*1.5 STR + 12*1.5 Power Attack + 5 weapon enchantment + 4 Weapon Specialization + 4 Fighter Weapon trainning = 53.5 damage bonus
You're right my initial 1h calculation was off by 5 points, but christ that 2h bonus...
I was not taking into account archtypes just the fighting style of a regular fighter vs a regular rogue
But yes, it would be a ridiculous +67 damage bonus
With Piledriver in 2H fighter, they can also trip enemies as a free action while smashing them for huge dmg. So you got dmg + CC combo.
Oh, you were computing Power Attack. But there is also Piranha Strike, which when it comes to 1h it works the same way as Power Attack, but for finesse weapons. Also there is the issue with half bonus to off-hand, so I think it's better to compare dw with dw while ignoring Power Attack / Piranha Strike.
For my Fighter at least it was: 16 STR + 5 weap enc + 4 weap spec + 6 weap training (with Gloves of Dueling) = 31
Thug has lower BAB, using -BAB abilities for +Dmg is a no go in general, only viable against weak low AC stuff.
Actually Piranha Strike on a rogue will only give +8 damage vs the fighters +12 since rogues never reach 16 BAB for a +10 and definitly not 20 BAB for the +12, but PhoBoChai said the biggest downside of all better:
When your damage is reliant on the on-hit effect instead of the damage bonus, that -4 from piranha strike + Two weapon fighting\Improved\Greater penalties are going to hurt your dps on a 3/4 BAB.
Doesnt make much sense for a rogue to use it, thats why i didnt account for it
Fighters on the other hand can afford the penalty with a full BAB and its still 4 attacks for +40 damage bonus and 3 more with a +34 damage bonus
I agree, my fighter after lv 10 or so was killing everything pretty much on his own. But there is no point if everyone is talking about how strong a fighter can be, there would be no real comparison. It feels strange defending Rogues, because I always have to defend fighters.
It's not that lower. 5 less BAB and no weapon training, but has Debilitating Injuries which is a -8 AC when it counts. Also my dw fighter at the end could reach something like 65 attack and was attacking most things Flat-Footed with Greater Invis, which was major overkill to say the least. I don't think Piranha Strike will be much of a problem, at least around Pitax when all the insane items start appearing.
@Orange Yeah, I forgot that it will be only +8, but still cannot be ignored if PA is taken into account. I talked only about 1h because if you start comparing dw with two handed, it get's a bit messy. Also then you will have to deal with different available weapons.
At least when talking about potential and not mid game, I don't think the attack bonus is the main argument in favour of Fighters, because very few enemies have that high AC and even then Greater Invisibility is a thing. It's the critical hits, that PhoBoChai also mentioned, which make the difference. Including Weapon Master, that's in most cases a 40% bonus damage that a sneak build will mostly miss out on.
Edit: There is also the increased size spells that benefit the str Fighters more, which where included in the str bonus, but not in the size bonuses the weapons get. With a +2 size bonus with have 1d4 -> 1d8, 1d6 -> 2d6, 1d8 -> 3d6 and 1d10 -> 3d8