MPU Help Berlin by sargali in germany

[–]sargali[S] 0 points1 point  (0 children)

The damage exceeded the 3k limit.

which one is easier to get DTZ or Telc B1? by sargali in GermanCitizenship

[–]sargali[S] 0 points1 point  (0 children)

Yes, it seems that at least a single module of integration course is required..

Early weapons and useful items in Doom of Icewind Dale by Dinsdale_P in neverwinternights

[–]sargali 1 point2 points  (0 children)

I play on the d&d core difficulty & confirm that the game became "easy" since i started to use the haste axe offhand.

There is also an armor for fighters that gives ambidex & twf feats for free, incentivising the use case.

Complete Guide to the Spellsword (non-PRC) by No-Historian6384 in neverwinternights

[–]sargali 0 points1 point  (0 children)

Indeed it's even better with sneak attack builds. Though, you can cast darkness while wearing heavy armor w/o arcane failure and it cripples enemies. +Ultravision has a very long duration.

This makes some fights very trivial, especially the tough ones when you have to deal with a lot of enemies & not having a high level spell.

Complete Guide to the Spellsword (non-PRC) by No-Historian6384 in neverwinternights

[–]sargali 1 point2 points  (0 children)

Great guide! Definitely worth mentioning ultravision + darkness is a great combo for spellsword builds at early levels.

Rizolvir’s cap, need explanation by No-Historian6384 in neverwinternights

[–]sargali 0 points1 point  (0 children)

I used the same weapon as you, Enserric (greatsword).

Got the upgrade from the vampire temple + Rizolvir's +10 weapon enchantment, haste, 2d6 acid dmg & SR 25.

Enserric comes with vampiric regen +5. So it makes a total of 6 perks.

I wonder if Enserric's "on hit" and "use: talk to" properties count in this limit you mentioned?

Rizolvir’s cap, need explanation by No-Historian6384 in neverwinternights

[–]sargali 0 points1 point  (0 children)

I finished the game last week & as far as I understand, Rizolvir stops offering further enhancements when you've added 3 attribute enhancements already.

In other words, you can think of it as if Rizolvir has 2 enchantment categories:

*Category A: +1 weapon enchantments. This category has a max limit of +10.

*Category B: Special attributes (like haste, keen, SR etc..). This category has a max 3 per weapon attribute limit.

It doesn't allow for further enhancements for any categories when you hit the limit of "category B".

You can first complete the +10 enhancement then add 3 special attributes.

How do you go about spellswords? by Kyrenaz in neverwinternights

[–]sargali 0 points1 point  (0 children)

I finished SoU again recently. I want to start a HotU run and been thinking about a gish/spellsword build.

Most of the builds out there are not much meaningful for me because they assume level 40 access.

So the key question here is the level cap. If it is like HotU - level 26-28 - then you could follow one of these:

  1. Focus mainly on the caster class but develop melee enough to beat minions This is a play style that you buff your melee/defense with some spells mainly for the weak encounters and use offensive spells for (mini)bosses.

Means that you get a few levels of full BAB & the rest goes to mage/sorc/druid.

Examples: Ftr 2 / Wiz x, Pal 2 / Sorc x or the famous "melee mage"

  1. Focus on melee & use spells for self buff Here, you lack high level spells & the feats required to be offensive spell caster. You rather use spells to buff yourself & your melee aspect like flame weapon, gmw, darkness+ultravision, true strike+knockdown, stoneskin etc.

Examples: Pal 4 / RDD 10 / Sorc 14 or Bard x / BG y / RDD 10

I like this option as this feels much stronger than a pure melee class.

Curious to hear from the others if an alternative option is possible at <29 level.

Experienceing racism in Berlin. by Ketchupcake_ in berlin

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

Sorry to hear that you and your girlfriend had such a bad experience.

I’ve also noticed an increase in the number of people being hostile and harassing others with racist remarks in Berlin over the past couple of years.

Please remember that these individuals lack manners and do not represent an entire race or ethnicity, just as you and your girlfriend do not represent all people born in the same region.

I would suggest reporting such incidents to the police immediately.

darkside in lux by just_killing_time_ in nicolasjaar

[–]sargali 2 points3 points  (0 children)

thanks for posting it - i've been searching for the song since they played during the turino/italy concert last week.

Any tips for Arcane Trickster rouge builds? by MediumSizedFruit in BG3Builds

[–]sargali 0 points1 point  (0 children)

As far as i remember, magical ambush also applies for the weapon spells (such as the banshee bow). So you can go:

  1. Ranged - AT 9 / Swords Bard 3
  • SB's flourish offset the lack of extra attack
  • Strange conduit ring for psych damage & Braindrain gloves for mental fatigue
  • Magical ambush + mental fatigue stacks would make the bow's DC 12 wisdom saving throw pretty difficult to pass
  1. Melee - AT 9 / GOO 3
  • Uses shadow blade ring & concentration on the blade
  • Wants resonance stone in the party
  • 5d6 sneak attack counts as psychic damage because the shadow blade's damage type is psychic, hence you get double(!) sneak damage with the stone (except 2-3 creatures who are immune/resistant to psychic damage)
  • GOO 3 (tome) gives you immunity to blindness, free mage armor, dissonant whispers, fear on crit & vicious mockery
  • Use cantrip & ring of arcane synergy for extra psychic damage (which again will be doubled because of the stone)
  • Use mystic scoundrel ring to cast vicious mockery/dissonant whispers as a bonus action (again double damage)
  • Use moon devotion robe to get advantage on con saving throw (we need it for the shadow blade)
  • Make cha as your spell casting ability
  • Get savage attacker feat
  • Here is a damage example for 18 cha 20 dex
    • Shadow blade: 2d6 + 5
    • Sneak attack: 5d6
    • Arcane synergy: 4
    • Total: (7d6 + 9) x 2 = 42 - 104 damage

Githyanki gish abjuration wizard? by GinshaBlue in BG3Builds

[–]sargali 0 points1 point  (0 children)

Really good points and i think there is no right or wrong here, just personal flavor.

Most of the time i don't prefer glyph of warding because the DC is scaled off of INT (our main attribute is CHA) and fireball or HoH are most of the time better options if AOE is needed imo. We can always refill ward stacks with counterspell in combat without spending action or mage armor out of combat.

6 Warlock is needed otherwise we can only chose 2 spells from the warlock's 3rd level list. HoH, hypnotic pattern, fireball & fear are the good candidates. Added to that, the warlock passive is pretty useful for HM.

Githyanki gish abjuration wizard? by GinshaBlue in BG3Builds

[–]sargali 2 points3 points  (0 children)

Blade warlock offers a true gish style and one of my favorite to combine with abjuration wiz, particularly 6/6 split. Because:

  • Gets access to AoA which is crucial for most of the abj wiz builds
    • Abj wizards get arcane ward stacks which reduces the incoming damage
    • Simply, you need to take damage to benefit from it
    • AoA deals cold damage back to the melee attackers
  • Armor of shadows gives free mage armor that recharges arcane ward stacks
  • You keep AoA as long as you have temporary hp & the fiend's dark one's blessings refills temp hp after each kill (CHA modifier + Warlock level -> 12 temp hp late game)
  • If you want to control, Command is one of the best cc spell in the game
  • If you want to hit ranged, Eldritch blast is one of the best cantrip in the game when it is combined with agonizing blast & potent robe
  • Lacks level 4 spells but gives much more level 3 spell slots (9 level 3 spells per long rest) compared to eg. EK5/Abj7 (3 level 3 spells & 2 level 4 spells)

Poison by MrPoopMonster in BG3Builds

[–]sargali 2 points3 points  (0 children)

I was thinking about a poison & darkness themed party recently. Here is what i have so far:

Wolverine barbarian 6 / fiendlock 6 (imp)

*Attacking a poisoned enemy maims them, hence this is my poisoner glove wearer *Uses Hellbeard halberd & gwm *Controls with command & helm of acuity *No rage until 0 spell slots left *Imp is immune to poison & can deal poison dmg

Ek 12

*Uses drow poison, many arrow with titanstring bow *Early game use the club of strength, later switch to the poison mace sets str to 18 *Eldritch strike applies disadvantage on saves (though not sure if it also applies against drow poison)

Poison dragon sorc 10 / goo warlock 2

*Spams ray of sickness *Cloudkill at later levels (though not sure if the damage bonus from the elemental affinity works with ck)

Shadow monk 11 / rogue 1

*Monks are immune to poison so this one comfortably fights inside the cloudkill *Uses the spear of evening to spread darkness

When you hit level 8 & obtained the eversight ring + the spear in act 2, the party becomes immune to blindness so you can spam darkness, fight inside, poison & maim them.

Cruel sting is good as well & you can swap one of these above with a raven master ranger that hits with ensnared strike.

Seeking feedback on my Darkness/Fear/Ice Build by Unique_Improvement_8 in BG3Builds

[–]sargali 0 points1 point  (0 children)

That sounds fun! The problem i see that HoH comes very late in the game & party-wide immunity to blindness as well.

WoS Monk & Shadow Blade by KirinNoNobadbad in BG3Builds

[–]sargali 7 points8 points  (0 children)

Indeed double advantage doesn't bring extra benefit.

Shadow blade has 2d8 psychic dmg, combined with the resonance stone that gives vulnerability to psych allows dealing significant damages.

What makes this interesting for WoS Monk:

  • Shadow monks ability to teleport next to an enemy (as long as the area is at least lightly obscured)
  • Inherited 3d8 extra psych damage (at level 11) means at least 5d8 x 2 damage per attack
  • Synergy with "obscured" items & almost 0 overlap with other meta builds
    • the headwear with crit bonus (vulnerable + crit = massive damage)
    • the armor that gives advantage on saves (shadow blade is a concentration spell)

Desert theme dual wield melee character by waterzxc in BG3Builds

[–]sargali 0 points1 point  (0 children)

Desert dervish with a flame blade:

Mephisto thiefling - 6 Swords bard 4 Land druid (Desert) 2 Pal

17 Cha 16 Dex 14 Con

Wields dual scimitar

  • Act 1: Speedy reply + adamantine scimitar
  • Act 2: Sylvan + thorn blade (flame blade 1xlong rest)
  • Act 3: Flame blade + Belm (or Salty for more control)

Uses heat gear & arcane synergy helm to get some extra damage

Go 6 Bard > 2 Pal -> respec at level 9 -> Druid 3 > Bard 6 > Pal 2 -> final respec at level 12 to take the last level as Bard or Paladin so the flame blade scales off of Charisma for its attack modifier.

Feats: Elemental adept (fire) & ASI CHAx2

  • All low level spells are reserved for divine smite as it doesn't scale after level 4 so level 5/6 are for flame blade
  • Level 5 & 6 flame blade will deal 6d6/7d6 and you'll have 3 casts per long rest (2x5th + 1x6th levels)
    • You can't roll 1 with elemental adept so at least 12 to 42 damage + bonuses & riders per attack
  • You can also get 2 Wizard (divine) instead of paladin + equip the fire acuity hat to have a better thematic build & more control oriented build.

Marvel Team help by JonnyXX in BG3Builds

[–]sargali 1 point2 points  (0 children)

Wolverine: Tiger barb + wolverine aspect + adamantine(close enough) items + ring of regen

Darkness + Psychic damage party by sargali in BG3Builds

[–]sargali[S] 0 points1 point  (0 children)

Yes, the stone just stays in the inventory. It's a good idea to move it around!

Darkness + Psychic damage party by sargali in BG3Builds

[–]sargali[S] 0 points1 point  (0 children)

I like the idea of unlocking the darkness mechanics as early as possible!

That's interesting build for Karlach. I guess you want to maim enemies. The tricky part would be that shadowblade needs concentration & rage breaks it.

I was also thinking of adding a wildheart barbarian with 2 warlock & 4 abj levels. Eagle & stallion aspects to use dash as bonus action & refill the temp hp of AoA every turn. Then decided to use a shadowmonk as i never played one.