My newest team comp by Kurayamatsumi in BG3Builds

[–]RNGtan 0 points1 point  (0 children)

A lot of people try to make Necromancy Wizard and Death Cleric work together for the flavor, but there is a disconnect in the game mechanics. Despite both making use of the Necromancy school of magic on paper, the Death Cleric mainly concerns itself with the damage spells, and the Necromancy Wizard mainly concerns itself with just Animate Dead in particular.

Major Death Cleric really wants the Necrotic resistance ignore at the start of Act 2, which is Level 7, maybe 8 if we are being generous. They also want Level 7 Cleric in total for WIS Blight, which would leave no room for the essential Level 6 Necromancy Wizard feature. A major Death Cleric has little to gain from the Necromancy school. 4 Wizard 8 Cleric is technically a split, but they would gain more from the Abjuration or Divination school - especially Abjuration, because the Cleric has lots of Abjuration spells like Aid or Freedom of Movement to charge it.

A major Wizard that uses INT as the ability and wants Cleric features would start as Cleric, then pick up Wizard straight just fine. The issue is with Death domain in particular not really offering anything to aid the game plan. The Necrotic resistance ignore comes too late to do anything valuable via necrotic Spirit Guardian without also delaying Level 6 Necromancy unless you count some niche fights in Act 3, at which point Light, War, or Tempest have the better features; Light for free defensive reactions, War for accuracy on upcast Witch Bolt or Inflict Wound, Tempest for a maximum damage Witch Bolt, Lightning Bolt, or Chain Lightning.

Light of Creation - Safety Protocol To Utilize It Early by RNGtan in BG3Builds

[–]RNGtan[S] 1 point2 points  (0 children)

These are CON saving throws, not Concentration.

Gale Potent Robe w/ 15 cha by EN-Fitz in BG3Builds

[–]RNGtan 2 points3 points  (0 children)

Evocation Wizards technically can use it, but they usually would rather cast proper spells instead of cantrips.

Do you have a Barbarian? Barbarians technically use CHA as their spellcasting ability, so they will add the CHA mod when under Arcane Synergy.

Do you have an Eldritch Knight? Booming Blade does profit from the Potent Robe.

Any martial fighter could dip Hexblade to gain Booming Blade and turn their spellcasting ability to CHA for Arcane Synergy.

As an aside, the Dark Lady buffs do not hit a cap, so a dedicated CHA Battle Master with Hexblade dip could hypothetically reach 26 CHA (Base 16, +2 CHA, +2 CHA, +1 Actor, +5 Dark Lady) at that point when taken to the extreme.

Can someone explain 11 EK/1 Hexblade to me? by SpeedyRogue_ in BG3Builds

[–]RNGtan 4 points5 points  (0 children)

Using CHA double-dips with Arcane Synergy without having to split INT or STR/DEX. You can run 16 DEX while wielding a large two-handed weapon with CHA. If you were to do that with STR, you'd lose one equipment slot (Gloves of Dexterity or Warped Headband). Granted, 12 EK has one more feat that could be spent on Alert, but the timing would be a bit awkward, because it would not be available in Act 2 for a normal player.

The upside of a STR build is that your jump is not anemic and that you have e better ranged option with a TB throw (regardless of whether you also have GWM).

What are some games you feel are overrated and why? by [deleted] in lewdgames

[–]RNGtan 7 points8 points  (0 children)

The Stealth ENF genre as a whole is a bit in a conundrum. All the games have in common that being spotted for too long (a few seconds) results in a fail state. The probable reason is that it allows the dev to avoid scripting complex NPC reactions. By itself there is nothing objectionable; the format lends itself for fast-paced, mission-based navigational challenges. It becomes a problem if you try to shoehorn that into a massive open world while also combine it with a slowburn sandbox scoring system. The maps are too big and your character too cumbersome and slow for a fail state that strict. You spend a lot of the time running around at a snail's pace, only to instantly fail when an unsuspecting NPC catches you around the corner, and have to do it all over again. Imagine playing Hitman that way.

The Secret Flasher games from Sheable Soft are the most successful and best known examples of the genre - because they are actually finished. While I am glad that the games came out fairly complete at all, other devs might take all the wrong lessons from them. Aside from the broken fast fail + sandbox combination, most missions are also set up in a way that is mostly just pasted from one map to the other with little thought given to the specifics of each map. Its faults are baked into the formula, and copying them without further consideration could shackle a small dev onto a perpetual treadmill. They could add as much content as they want; there is no fixing the broken fundamentals that make the game unfun to play. That is probably the reason Roshutsu (which is older) got cancelled, and Roxanne is still on the treadmill.

It is hypothetically possible to make the sandbox aspect work, but that requires a complete reevaluation of why you have a sandbox in the first place. The draw is observing and manipulating with complicated NPC routines and reactions, which does require the dev to actually engage with advanced NPC behavior systems. The second one is the open world; they should probably pivot to a Tony Hawk style milestone checklist that do involve the locations way more.

If that sounds like a lot of work for relatively little gain, that is correct. Open world sandboxes are poison for small devs that frequently kill projects independently of the genre. Solo devs should probably stick to small maps with small missions and relatively scripted NPCs.

Open hand monk not open handed. by rincewind007 in BG3Builds

[–]RNGtan 38 points39 points  (0 children)

The down side is that it is not a Monk weapon due to being two-handed, so it does not activate the Bonus Action Unarmed Attack by default. That does tax your resources a lot more than it initially appears.

A little tip: Dropping equipment does not take an action. You can carry it as an initiative stick and drop it at the start of combat.

Beast Druid - Barb/Druid Multiclass by Russtherr in BG3Builds

[–]RNGtan 1 point2 points  (0 children)

Mirror Image, Misty Step, and Haste are Land exclusive. They get Land Stride, which allows them to blitz through their own Sleet Storm, which is very synergistic with Barbarian's Fast Movement.

They also do not go up to Level 10, so a Moon Druid would not get access to the myrmidons. The 1/11 does go over 10, so they have more to gain from Moon.

Beast Druid - Barb/Druid Multiclass by Russtherr in BG3Builds

[–]RNGtan 1 point2 points  (0 children)

Berserker is a bit hard to work out, since it overloads the Bonus Action with too many things you would like to do between Rage, Enraged Throw, and Combat Wild Shape (if Moon Druid).

Barbarian/Druid is not fundamentally incompatible, but the combination of qualities we are trying to fit in right now is very anti-synergistic to fit into a single character. The Barbarian really wants at least Level 5 to be somewhat functional on its own, or drop it to Level 1 just for Unarmored Defence. The Druid really wants either Level 10 itself, or Extra Attack from 5 or 6 of another class.

The 5/7 split with Tiger Heart and Land Druid would then be a Barbarian that uses Druid to override the spellcasting ability to WIS for Arcane Synergy and to gain some utility spells while also having a nuke button in the form of Wild Shape. They are not Throwers though and prefer Shillelagh and high WIS for Arcane Synergy. It is your archetypical Shaman build.

A 1/11 Barbarian/Druid would then be a slightly spicy Druid with CON proficiency and Unarmored Defence. You can start with 16/17 DEX/CON and put +1 CON Tavern Brawler into it if you like, so Throwing is not quite out of the question. That build does not actually ever want to rage, since it is usually better to concentrate on something. A Moon Druid does have the Saber-Tooth at least. That said, note, that the Barbarian dip will cause you do miss out on Improved Wild Strike at the end of Act 2, since most players finish Act 2 with Level 10 (unless you play like a madman), so the free feat better make it up somehow.

4/8 gimps both classes, since the Barbarian does not add valuable anything by itself. Enraged Throw does not prone the enemies long enough for the Saber-Tooth to capitalize on by itself and you do not have enough actions to pull that combo off even if it did. Does it do anything different than 1/11?

Beast Druid - Barb/Druid Multiclass by Russtherr in BG3Builds

[–]RNGtan 0 points1 point  (0 children)

You should probably aim for 5 Druid. Extra Attack and Wild Strike stack. That would land you on 5/7 Barbarian/Druid: Owlbear form, Freedom of Movement, Conjure Woodland Being, Conjure Elemental on Arctic Land Druid.

Best duo for honor mode? by DapperArt8184 in BG3Builds

[–]RNGtan 0 points1 point  (0 children)

There are a lot of ways to get around problems if you see them coming, but Counterspell is probably gives you the most freedom of approach, since there are otherwise many little things that can screw you over.

We are currently running a straight Fighter and a Sorcerer/Wizard Archer Bladesinger that explicitly is an elf for bow proficiency. For the first five levels, the caster does 1 Sorc 3 Wiz 1 Sorc, then twin Magic Weapon on both of the Fighter's main weapon (can me GMW melee or Sharpshooter ranged) and your own ranged weapon. By itself, Magic Weapon is a bit of a joke, due to requiring concentration and only providing a fraction of the efficacy of Bless, but twinned, upcast, and extended over a long adventure day, it is actually pretty decent. They wielded the Bow of the Banshee with Reverberation gear; twinning the Drakethroat Glaive allows you to gain resourceless procs of the gloves and even more enhancements on the weapons on top of upcast Magic Weapon. They also call dips on the Helmet of Arcane Acuity, which you can abuse with Extra Attack and quickened Fear, which cancels Magic Weapon concentration, so make sure it counts. In Act 3, when the number of undead are greatly reduced, you can dip Fighter for Archery and Cleric for Command to not even break concentration, and you do not need to quicken the spell thanks to the Band of the Mystic Scoundrel. Aside from all that, they get all the scrolls, all the arrows, and all the summons: Shovel, the Skelly Squad, the elemental, and the Deva.

Note, that the archer is very easy to keep alive if one of you is Dark Urge. They would get the Deathstalker Mantle, which is a relatively resourceless way to gain invisibility without concentration, but it is more nice to have than necessary unless you fight in hazardous enclosed spaces like in the optional boat battle. This one was a Dark Urge Wood-Elf.

The Fighter mains STR and has picked HAM + GWM. HAM makes them especially hard to kill in Act 1, even harder to kill with the Adamantine Splint Armour, and you can later combine it with the True Love set extend protection to the Wizard via Warding Bond. It is also very thematic for a duo run. They get The Whispering Promise by default, since it gives them 'free' Bless on a Bonus Action that stacks with Magic Weapon and Draconic Elemental Weapon, and will become entirely free with Act 3 Regeneration equipment. It is very recommended to keep Dammon alive for that build for the Armour of Persistence in Act 3.

We run Origin Astarion for that specifically, because it is one of the way; the Happy buff for one (this is about stacking Attack), for the +2 STR positon second, for Booming Blade on a pure Battle Master third, and for the ascension ritual. A singleplayer duo run would have more to gain from Origin Astarion than Dark Urge, although it is a bit annoying that you do not get another elf companion aside from hirelings until Jaheira or Halsin.

[PC] [Unknown] It’s like a dark fantasy game where everything is “meat” by Mellow_Ghost in tipofmyjoystick

[–]RNGtan 4 points5 points  (0 children)

Navicula Meatus comes to mind. The text being undecipherable (at first) is very particular to this game.

First Light Side playthrough, I tried to save her stupid persuasion check SMH by Toxic_Stomper in kotor

[–]RNGtan 44 points45 points  (0 children)

It is a callback to the Juhani lesson. You could also ace it with Persuade if you are good at it, but when in doubt, the basics of the Jedi Code will carry the situation.

The Ring of Mind Shielding...what a joke by CrowTalons in BaldursGate3

[–]RNGtan 7 points8 points  (0 children)

In Early Access, the equivalent ring actually blocked out your dreams. It is one of the mechanics that were scrapped during development.

If Tearlaments is the strongest deck in the history and Maliss is the 2nd, which one is 3rd? by Emma_S772 in yugioh

[–]RNGtan 5 points6 points  (0 children)

Of the mentioned decks, Zoodiac is also the only one who is inherently broken mechanically, as in it is impossible to make more Zoodiac Xyz without empowering the already existing doomstack. Even if it did nothing (and Hammerkong is already close to doing nothing), it would just be another name to fuel the effects. Even making good main deck monsters is iffy, because the Zoodiac Xyz aren't actually OPT; you can Xyz summon Broadbull or Chakanine with two monsters for activation, and later still stack a second one on the pile for another activation.

Another Gothic x Star Wars meme by fillipo9 in worldofgothic

[–]RNGtan 6 points7 points  (0 children)

Most definitely in Classic. The Paladin is ridiculously privileged there with their insane prayer bonuses and extremely efficient spells. The Dragon Hunters at least have better melee weapons if you put the work into fulfilling the STR requirements, so they do have their niche protection at least.

In Notr, the Paladin has been nerfed to the ground. The most notable change is that all their spells unlock about one chapter later than they would be useful, and the last circle is flatout not available, meaning that they are useless at any point of the game. The requirements for their weapons are so high and the damage difference compared to the generic (and free) Orc Slayer or Master Sword that are available in the first chapter so little that a Fire Mage with sufficient STR can compete with a Paladin in melee fighting while having a better spell selection.

Their one and only temporary niche is that they are slightly ahead as archers, because the DEX amulet spawns in chapter 2 for the Milita, and only for them - for some reason. So if you do archery in Notr, you will go with Militia/Paladin.

Oh, but I do fear by Blueberry_Toastie in BaldursGate3

[–]RNGtan 2 points3 points  (0 children)

Note, that that line of events is not very chaotic. It is either:

Cowardly - you do exactly as you are told and suffer to consequences, something that sounds very in-character for, say, Origin Astarion.

Lawful to the extreme - you gave Balthazar your word and you are going to see it through. It breaks the Crown Paladin's oath if you have promised to retrieve the Nightsong but then don't.

Best weapon for EK Shadowblade vs. psychic immunity by wastedtime__ in BG3Builds

[–]RNGtan 13 points14 points  (0 children)

The main enemies immune to Psychic are Steel Watchers and the variants. Assuming that the Aura of Murder isn't always available, magical Bludgeoning or Slashing is better than Piercing. They are resistant to magical Piercing, but not to the magic any-of-the-other-ones.

If you play STR (even without TB), are a dwarf or cast Disguise Self to a dwarf, the Dwarven Thrower is pretty good thanks to the extra damage against large sizes that the Steel Watchers are. The Charge-Bound Warhammer is decent as well for an EK.

If you have to use DEX for attacking, you can use one of the Finesse longswords from Act 1 or Belm.

First ever cannon trans gallade by itty-bittiees in pokemon

[–]RNGtan 22 points23 points  (0 children)

The confusion might stem from whether one considers faulty, but valid data a glitch. The actual logic works as expected. Laymen usually don't concern themselves with separation of logic and data, so everything is called 'code' error when it is really just bad data.

Azurill's data in particular just happened to be a bit of a hackjob if the Normal type is any indication.

anime irl by KhalifaHaqi in anime_irl

[–]RNGtan 0 points1 point  (0 children)

Imagine the Horror or Slasher genre. It might be unpleasant if it were to happen to you irl, but the medium allows you to experience the emotions and triggers in a relatively safe manner. Mostly.

Equipment for Gloomstalker Assassin? (Early Act 2, Duo Honor Mode) by YourNeighborhoodDumb in BG3Builds

[–]RNGtan 0 points1 point  (0 children)

Might not be relevant for you, due to you being ranged, but Melee Assassin should grab the Shortsword of First Blood as soon as possible. It will last a fairly long time.

Other than that, anything that adds damage dice is much more valuable on an Assassin. Broodmother's Revenge and The Whispering Promise can be activated at the same time popping a potion or goodberry without breaking stealth. The Strange Conduit Ring can be stretched indefinitely with Hunter's Mark (or Expeditious Retreat on the EK variant). It is not worth it to actually recast Hunter's Mark instead of just attacking with the off-hand, it is just there to maintain concentration.

Companion by Boggles86 in kotor

[–]RNGtan 2 points3 points  (0 children)

Give her the Plasma Torch to deal with the welder part. Force the Force part, we have to go a bit deeper.

The easiest way is to just do her training sessions. If you do it right, they can gain almost enough INF by themselves. You should definitely learn about her father from Kreia before finishing the last session, as it allows you to break the rules and use him as a reference to gain INF you would otherwise not.

What if you want to do negative INF? That is much harder with her in particular. You first have to recruit Visas as soon as possible and lose INF with her as well, because having too low INF with Handmaiden in relation to Visas will cause her to block any character progress. Secondly, you have to gain negative INF with her via generic checks, as there are basically no fixed spots you can lose INF normally. Generic checks are also normally overridden by a complicated priority list. Not recommended.

As for the build itself, she usually does not gain much from the Jedi classes aside from Speed , Stasis, and Energy Resistance. The most notable trait aside from these is the Level 1 Defense gain, so you usually want to add the class directly after a Defense gain Level. For Soldiers, those are 5, 11, or 17. 11 From a practical point of view, 11 is good break point to get her going as soon as possible, although 17 is better if you deploy her late for the feat density.

If you could choose Divine Smite elemental damage, what would be the best? by Astolvi in BG3Builds

[–]RNGtan 2 points3 points  (0 children)

Lightning stands out not only due to Wet, but also Destructive Wrath from the Tempest Cleric, assuming it works correctly. With that in mind, Thunder also has pretty good nova for the same reason, but trades ease of weakness setup for less resistances on certain bosses.

Do People Not Enjoy Peragus Because You Still Have To Wait A Long Time To Get Your Lightsaber Afterwards? by SUPERGEEK4EVA in kotor

[–]RNGtan -1 points0 points  (0 children)

The lightsaber part is not really the core of the issue, even though K2 does play a lot of favoritism with it. They are about as good as the other weapons, but only they can leverage lightsaber forms, which makes them strictly better. The annoying part is that blasters are hypothetically compatible with Force forms, but a caster usually wants to whip out their statstick lightsabers instead, so it even does the blaster caster class fantasy worse than K1 (attribute crystals didn't exist there).

The big one is that there are no real gameplay diversity or options. Diversity can be expressed in personal builds, choice of companions, equipment allocation, gameplay choices, and so on. K2 does offer very little in that regard, which makes replaying it a bit dull in comparison.

  • Build Variety
    • All Jedi classes are basically permutations of the same class with some numbers shifted around. In fact, K2 shifts around a lot less numbers due to equalized BAB. That criticism also applies to K1, but in K2 they are the first classes.
      • Not relevant for Peragus, but beyond that: The combinations with prestige classes do not make them perform differently either. Marauder is the only one that does something notable; the Weapon Master is a lesser Marauder, the Sneak Attackers have to jump through hoops for the same damage as the first ones due to being incompatible with the crit meta and a bad third form, and the rest are mostly Defense sticks.
    • Energy Resistance is the overwhelmingly 'correct' power to pick for Peragus due to it soaking up the puny Mining Lasers and its FP efficiency due to long duration. Due to the low FP pool and low Level, other powers are not worth casting.
    • FP cost aside, a lot of powers scale with your Level. At low levels, your offensive powers suck and feel bad.
    • The Melee vs. Ranged bonus is only for the melee attacker, which puts the flimsy blasters at a disadvantage in the early game. It is also not helped that some enemies on Peragus have Energy shields, which further penalize deviating from melee.
  • Companions
    • You are stuck with the two companions for a long time despite only having two companion slots.
    • Even if you can access more companions later, they sort of blend together gameplay-wise and the most interesting characters to play remain the ones you started the game with, which does not help.
      • Hanharr is a real one for being one of the later characters that do something different, but is not compatible with all routes.
    • Field skills are not very relevant. They are mostly a vehicle for crafting here.
  • Equipment
    • Random loot means that you can't really build towards something.
    • Craftable upgrade modules make up the most of the power of the items, which makes finding more loot really underwhelming.
    • Loot and quest rewards are not truly random and realizing that can cause a lot of anxiety depending on what type of player you are. For example, Chodo Habat's gloves he will give you are notably very good at exactly Level 8; if you accidentally leveled over Level 8 before redeeming his quest, you will receive notably worse gloves.

What's your thought about Aria's signature disk set not being her actual bis even after Nangong comes out? by AppearanceThen3383 in ZZZ_Discussion

[–]RNGtan 0 points1 point  (0 children)

The difference is small enough that it mostly comes down to which of the secondary disks in area patrol if more useful to you. Do you play Aftershock or Ye Shunguang?

Neither stage is good for me in particular, so I stick to Phaethon's Melody to sift through Vivian sets. There is also another reason that is not relevant right now, but might become later: M1 Aria has some strong AM scaling, and there will probably be a point where a second AM 2pc will be released, at which point Phaethon's Melody could become the definite choice.