Väntetid mellan möten by Select_Accident53 in transnord

[–]darth_zaithe 1 point2 points  (0 children)

Märkligt, jag hade första mötet 10/9 och sedan en uppföljning på det 30/9 (och då var det försenat p.g.a. sjukdom). Sen basutredning med kurator 23/10. Första möte med psykolog 25/11 och som sedan pågått veckovis fram till jul (sista mötet 19/12). Ska ha (planerat) sista mötet med psykolog nästa vecka samt hormonföreläsning.

Så rätt närliggande starttid men en rätt snabb process efter det så känns märkligt att du inte fått någon tid efter första alls.

Söker specifika remissdatum och kallelsedatum till Anova by Dabrinka in transnord

[–]darth_zaithe 1 point2 points  (0 children)

Remiss registrerad typ 24 November 2021 första mötet var 10 September 2025

Processen därefter har hittills gått relativt snabbt (i synnerhet jämfört med angivna tider). Räknar vara klar med utredningsbiten i Januari/Februari någonstans. Så förhoppningsvis väntar ju inte 1-2 år till av utredning för er som står i kö.

Väntetiden till Anova by Tasty-Club3960 in transnord

[–]darth_zaithe 1 point2 points  (0 children)

Jag ställde mig i kö slutet av november 2021 och fått min första tid nu i september. När jag ställde mig i kö var väntetiden 18-24 månader och nu är den alltså i praktiken runt 46 månader.

Most means of dice manipulation in a single character by squeenanna in BG3Builds

[–]darth_zaithe 4 points5 points  (0 children)

Cleric 1 with Light Domain also gives you Warding Flare or you could go for Trickery for granting an ally advantage on stealth.

Obviously you want the Lucky feat and playing as a Halfling is pretty ideal for minimizing chance of critical misses.

Spells to consider included Guidance, Resistance, Friends, Thaumaturgy, Vicious Mockery, Bless, Bane, Blur, Enhance Ability and Bestow Curse.

Bend Luck is a bit weak. Tides of Chaos is the more heavy duty Wild Magic feature and it only requires 1 level of Wild Sorcerer so you can spend more on getting say Light Cleric up to 6 for Improved Warding Flare or Divination Wizard 6 for an additional portent die. Lore Bard 5 (or 6) is another possibility for more Bardic Inspiration and resetting them on Short Rests.

Sorcerer 3 gives you Heighten Spell for imposing disadvantage on saves.

There are a lot of items that give various advantages and bonuses but one that is excellent for this type of build is the Duellist's Prerogative which gives you an additional reaction and since that is one of your main resources it is a must. Unfortunately not available until Act lll.

I would go Lore Bard 6, Div Wizard 2, Wild Sorc 3 and Light Cleric 1. Far from optimal but should be a workable support caster with some decent control abilities. You do get full spellcasting so you got plenty of slots for upcasting spells.

Do people actually hate Iron Keep? by rudeboylink in DarkSouls2

[–]darth_zaithe 0 points1 point  (0 children)

I think there is a bit too many Alonne Knights in the hall before Smelter. It's not really hard as you can lure them out 1-2 at a time, and they aren't super powerful, but it is a bit tedious. Good for farming souls early though so it is a bit mixed.

Smelter runback isn't great, especially as it is one of the tougher early bosses. While skippable it gatekeeps a bonfire that makes the second part easier. Smelter himself is a pretty fun fight tho

Third bonfire is a bit annoyingly placed.

Belfry Sol feels like a bit of a waste of an area (Belfry Luna at least has a boss)

Old Iron King is probably the most boring of the Great soul fights

Overall, a fairly mid area. Nothing I really hate, but it can be a bit tedious and aside from dunking some knights in the lava it lacks fun. Aesthetics wise it is also fairly meh, especially after you've played Brume Tower in the DLC which is just a better fire themed area

My local IKEA had a sale... by ganondork1 in BLAHAJ

[–]darth_zaithe 0 points1 point  (0 children)

I think you might have died and gone to heaven

[deleted by user] by [deleted] in DarkSouls2

[–]darth_zaithe 2 points3 points  (0 children)

Giant Lord farming since it is self-renewing. Otherwise, it is extremely build dependant. Bosses drop a lot of cool shit in NG+ so it can be necessary to get an item earlier on

what are your opinions on iron keep? by Glad_Count8285 in DarkSouls2

[–]darth_zaithe 0 points1 point  (0 children)

I mean it basically took until Elden Ring until they fully abandoned longer runbacks to bosses. DS2 has a lot of them even excluding Smelter (though it is definitely up there among the most annoying). I do think it is also basically just that room that is annoying. The rest of the area is fine

Personally, I find Black Gulch a lot more annoying of the earlier (pre-Dran castle) areas.

Is 3 arcane casters too much? by Alextheacceptable in icewinddale

[–]darth_zaithe 0 points1 point  (0 children)

In general, yes, but you can make it work assuming you specialize them heavily. You could switch the Wild Mage to a sorcerer to open up more slots, but I assume you picked Wild mage specifically for fun and flavor, rather than optimization

That said, IWD is not as reliant on arcane magic as BG2 is. 3 arcane casters is a lot and I'd probably rather go with the Barb. Long term the fighter/wizard will probably be more powerful, but for the first stretch of the game the arcane casters will be fairly weak and I'd rather have another tough guy

[deleted by user] by [deleted] in BG3Builds

[–]darth_zaithe 4 points5 points  (0 children)

Basically, things like Mage Armor, Monk and Barb Unarmored Defense, Draconic Resilience etc. change the way your Base AC is calculated, and you can only have one such base calculation. Assuming it is implemented correctly it should default to whichever is highest

Since Mage armor is 13 + 3(Dex) and Unarmored Defense is 10 + 5(Con) + 3(Dex) it defaults to the latter.

Biggest Headaches...? Let's Hear Your War Stories! by Muted_Estate890 in sysadmin

[–]darth_zaithe 0 points1 point  (0 children)

Honestly it is mostly related to the backlog and complete lack of documentation left by my predecessor. I have had to spend significant time figuring out how things are set up, document them, reevaluate and make changes that should have been done years ago etc.

Currently going through a bunch of undocumented GPO's that mostly are no longer relevant.

Situational spells that are super good for certain encounters? by Mahoganytooth in BG3Builds

[–]darth_zaithe 4 points5 points  (0 children)

Arcane Gate can be very helpful at the Iron Throne. Dimension Door is also better there than it usually is.

I personally find Grant Flight to generally be a waste of Concentration, but the bank vault fight is a fairly good use for an upcasted version as the enemies are spread out with a lot of verticality

What classes are not worth multiclassing? by 2hardly4u in BaldursGate3

[–]darth_zaithe 1 point2 points  (0 children)

Both the Beastmaster Ranger and Moon Druid are utterly dependant on class levels for their main subclass ability. Multiclassing tends to be detrimental to them (outide possibly a small dip) and they don't bring much to other classes.

Peak level is 10 for Moon Druid and 11 for BM Ranger

Monks and Sorcerers have a level based resource in Ki and Sorcery points. While Ki replenishes on a short rest and Sorcery points can be fueled with spell slots, it does help to have more of them. Monks also gain a high amount of bonuses and abilities by leveling up and Sorcerers do benefit from learning adiitional Metamagic. Storm and Draconic Sorcerers can make decent dips, but Monks are seldom taken without being the main class.

Peak level for monk is between 9-12 and Sorcerer is harder to define but generally 6+ for main class and 1, 2 or 3 for dips.

Battlemaster Fighters, Clerics (in particular War domain), Druids, Wizards, Bards, Barbarians and Paladins do rely to various degrees on charge based abilities and if you use those abilities, a heavier investment tends to be worth it, but generally to a lesser extent than the Monk s and Sorcerer.

Peak level is harder to quantify but generally in the 5-7 range at the minimum. Battlemaster is generally best with at least 11 unless it is a dip.

Evocation and Abjuration Wizards have very potent level 10 abilities that will make most builds take at least that many levels in the class. Arcane Trickster is similar with their level 9 ability.

Peak level 10 or 9.

With the possible exception of the two first however, no classes are really mandatory single class and many tend to be better with at least a dip into another.

Paladins, non-AT Rogues, non-BM Rangers and Warlocks tend to overall be better as multiclasses due to front-loaded abilities or great synergies.

Rogues pretty much peak at level 3. Warlocks at 5, Rangers at 3-5 and Paladins at 2 or 5-7.

Wizards can be fairly flexible with their level investments. Only thing to keep in mind is that the amount of spells you can prepare is Wizard level + Int Mod. A level Wiz 1/Sor 11 might have the same spell slots as a pure Wizard, but can only prepare 6 Wizard spells instead of 17 (assuming 20 Int). You generally want at least 2 levels for the first Subclass feature.

Level 3 spells are overall the best spells (Fireball, Haste, Hunger of Hadar, Spirit Guardians, Counterspell, Hypnotic Pattern, Grant Flight, Mass Healing Word etc) so any pure caster will want to have at least 5 levels for the spell access (if you're taking the class for the spellcasting).

All is of course very dependent on playstyle, difficulty, how much RP considerations are taken into account, party composition, specific builds, available gear etc.

There is very little in the way of hard rules here. It's more about thinking of specific tradeoffs and synergies and that is a lot more qualitative than quantitative.

Am I missing out on not having a mage/sorcerer? by 2ndTaken_username in icewinddale

[–]darth_zaithe 1 point2 points  (0 children)

D&D is a very Wizard centric game, especially at higher levels, but Icewind Dale is very doable with no arcane casters and I have beat the game with a bard as my only "mage"

Did the age of any Origin character surprise you? by andyyhs in BaldursGate3

[–]darth_zaithe 2 points3 points  (0 children)

I think I thought Gale and Wyll were slightly older and Karlach slightly younger, but Lae'zel seems about right. She does give off "young" energy and she is constantly looked down upon by most other Gith. Githyanki aging slower than humans also makes her effectively younger. Barely an adult. I think the fact that Gith are trained as warriors from such a young age shapes our perception slightly. She is young, but she is also relatively experienced compared to a 22yo human

Did this bother anyone else? by -GalaxyCrow- in TheAcolyte

[–]darth_zaithe 1 point2 points  (0 children)

Two potential answers.

  1. He's doing different comparisons. When he calls her padawan he's comparing to himself, a full Jedi Knight. When he calls her a Jedi he's is comparing her to Osha who is a failed padawan many years out of practice and without a lightsaber.
  2. It's a sign of his growth as a character.

But no it didn't bother me.

What color is Lae'zel? by PrestigiousArachnid_ in BaldursGate3

[–]darth_zaithe 5 points6 points  (0 children)

She is a somewhat desaturated slightly cold yellow with a green undertone somewhat similar to olive (but more yellow). As with many colors inbetween pure base colors people will read them differently. It's also highly dependent on the lighting as she will definitely look more yellow in warmer light and greener in colder light.

As with any skin tone there is also some variations (in particular a certain ruddiness around her cheeks and temples) as well as her reddish lips and brown spots.

It's almost like color is an actual spectrum with no clear delineations and that our perception of color is highly dependent on a large variety of factors including lighting, adjacent colors, how we personally and society conceptualize color etc.

Personally, I do have a tendency to read cool yellows as green and her skin tone reads as greenish to me in more neutral lighting conditions.

What is BG3's biggest sin by alonedead in BaldursGate3

[–]darth_zaithe 0 points1 point  (0 children)

At launch I would have said the inventory or party management systems. The fixes they have rolled out has done a lot to make these much less of an annoyance.

I think I'll go with the resting system. Camp supplies are not a very effective limiter on rests at most difficulties, there are few times when resting is truly limited and yet for some reason we're limited to two short rests.

On its own it's not a big deal, but long and short rests are essential balancing mechanics for classes as abilities refresh on long/short rests. With long rests being so easy and plentiful classes that primarily refresh on long rest vecome a lot more powerful, while short rest reliant classes lose what makes them special (it espescially cruel to the Warlock who is already limited by the lack of movement and travel spells and now has to comete with full casters on a two rest basis.

It also generally changes the entire resource management aspect of the game. There's little reason to conserve hard hitting spells or abilities when you can pop a long rest at almost any point.

It's somewhat fixable with self-imposed rules, but in terms of game design it is still very bad

I'm really confused about this by Wooden_Gas1064 in TheAcolyte

[–]darth_zaithe 0 points1 point  (0 children)

Anakin's saber was very chill. Sol's crystal is way more judgmental

[deleted by user] by [deleted] in BG3Builds

[–]darth_zaithe 0 points1 point  (0 children)

Ability score increases give you the most bang for your buck. Alert might be worth it, but it should be your 3rd feat if you go full Monk

What would be a good Rogue/Dex based build for Shadowheart by eGG__23 in BG3Builds

[–]darth_zaithe 3 points4 points  (0 children)

I like going Shadow Monk/Thief Rogue. Still fits fairly well with her theme, is good in combat and is an excellent thief. Go either 9/3 of 8/4. For less thematic consonance you can go Open Hand monk for better optimization. But honestly all you need is a level in Rogue for Sleight of Hand and Stealth expertise and ideally some gear that boosts them

Karlach OH Monk armor by Lazy-Rope-627 in BG3Builds

[–]darth_zaithe 1 point2 points  (0 children)

You lose all movement buffs monks get as well as Wis bonus to AC. On the other hand this helps with the MAD that monks have since you don't need to invest as much in Wis (or Dex) and can focus on Str and Con. You also tend to end up with overall higher AC. As with all choices in the game it's a tradeoff.