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Your Guide to the ADC Examination: Mastering the ADC Part 1 Exam

If you’re a dentist trained overseas and looking to practice in Australia, passing the ADC examination is a crucial step in the process. The Australian Dental Council (ADC) conducts assessments to ensure that all dentists practicing in the country meet the required professional standards. This comprehensive guide focuses on the ADC Part 1 exam, the first major milestone in achieving dental registration in Australia.
What Is the ADC Examination?
The ADC examination is a three-stage assessment process for overseas-trained dentists. These stages include:
Initial Assessment
ADC Part 1 Exam(Written Examination)
ADC Part 2 Exam (Practical Examination)
Each stage must be successfully completed in order to proceed to the next.
What Is the ADC Part 1 Exam?
The ADC Part 1 exam is a computer-based written examination that tests your theoretical knowledge of dentistry. It is designed to assess your understanding of clinical and technical dental topics, ensuring you meet the academic standards expected of dentists in Australia.
Format of the ADC Part 1 Exam
Duration: Two days
Structure: Four papers in total (two per day)
Question Type: Multiple Choice Questions (MCQs)
Total Questions: 240 (60 per paper)
The exam covers topics such as general dentistry, oral surgery, radiology, periodontics, prosthodontics, endodontics, and public dental health.
Who Is Eligible for the ADC Part 1 Exam?
To be eligible for the ADC Part 1 exam, you must first complete the Initial Assessment. This step involves submitting your qualifications, work history, and other documentation to confirm your eligibility. Once approved, you can apply for the Part 1 exam.
How to Prepare for the ADC Part 1 Exam
Preparation is key to passing the ADC examination. Here are some tips to help you succeed:
Use ADC-Approved Resources: Study from textbooks and materials that align with Australian dental guidelines.
Practice MCQs: Focus on time management and practice with sample questions.
Join Study Groups: Collaborate with other candidates for discussions and mock tests.
Attend Prep Courses: Enrolling in specialized ADC preparation courses can significantly improve your chances.
Important Dates and Application Process
The ADC conducts the Part 1 exam several times a year. Applications must be submitted online, and places are limited, so early registration is advised. Always check the ADC official website for the most up-to-date information on deadlines and exam dates.
Conclusion
The ADC Part 1 exam is a challenging but achievable step toward practicing dentistry in Australia. With thorough preparation, a clear understanding of the format, and a commitment to study, you can confidently take on the first stage of the ADC examination journey.
#adc part 2 exam preparation#adc part 2 exam#adc part 1 preparation course#adc coaching#adc exam coaching#adc part 1 exam#adc practical exam#australian dental council exam
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ADC Coaching in India | Atlas Dental Scholars – Premier Dental Exam Preparation
The Australian Dental Council (ADC) examination is a crucial step for internationally qualified dentists aiming to practice dentistry in Australia. With its rigorous structure and high standards, passing the ADC exam demands thorough preparation, the right guidance, and expert coaching. In India, Atlas Dental Scholars has emerged as a trusted name for premier ADC coaching, offering world-class training tailored to the unique needs of aspiring candidates.

The ADC coaching in India divided into three main components:
Initial Assessment
Written Examination (Part 1)
Practical Examination (Part 2)
Each part of the exam assesses different competencies – from theoretical knowledge to clinical skills – and requires dedicated preparation. Many candidates struggle due to the lack of structured coaching and access to reliable resources.Here, Atlas Dental Scientists fill in the gap.
OET coaching in india for nurses and doctors are provided at ADC.

Why Choose ADC Coaching in India?
India has become a hub for ADC aspirants due to several advantages:
Cost-effective coaching programs
High-quality faculty with international exposure
Access to updated materials and mock exams
Supportive peer network and study groups
Atlas Dental Scholars stands out in this competitive space with its student-first approach, commitment to excellence, and proven track record.
About Atlas Dental Scholars
Founded by a team of experienced dental professionals, Atlas Dental Scholars specializes in preparing students for international dental licensing exams, including the ADC, NDEB (Canada), and ORE (UK). With a focused curriculum, interactive teaching methods, and personalized mentorship, Atlas has helped hundreds of candidates successfully clear their ADC exams and move one step closer to practicing.
Key Features of Atlas Dental Scholars' ADC Coaching:
1. Comprehensive Course Structure
Integrated theory and clinical practice sessions
Regular assessments and feedback
2. Experienced Mentors
Faculty with ADC qualification and mentoring experience
Insight into exam trends and question patterns
One-on-one guidance and doubt-clearing sessions
3. Flexible Learning Options
Online and offline courses available
Self-paced recorded lectures and live interactive classes
Weekend batches for working professionals
4. Exclusive Study Materials
Updated notes aligned with ADC guidelines
Mock tests that simulate the actual exam
Access to a digital library with reference books and case studies
5. Supportive Learning Environment
Small batch sizes for personalized attention
Peer discussions, forums, and study groups
Motivation and emotional support throughout the journey
Success Stories from India
Atlas Dental Scholars has been instrumental in shaping the careers of many Indian dentists. Students from across the country – Delhi, Mumbai, Bangalore, Hyderabad, and beyond – have enrolled with Atlas and successfully cleared the ADC exam on their first or second attempts.
Review from best students of ADC:
“Atlas Dental Scholars provided me with everything I needed – clarity of concepts, practical training, and the confidence to face the ADC exam. Their mock exams were a game-changer!”
— Dr. Neha S., Mangalore
If you are planning to appear for the ADC part 1 keep the following tips in mind:
Start Early: Give yourself at least 6–12 months for comprehensive preparation.
Follow a Study Plan: Stick to a daily and weekly schedule .
Take Mock Tests: Regular testing helps in time management and identifying weak areas.
Join a Coaching Program: Enroll in a trusted institute like Atlas Dental Scholars for expert guidance.
Stay Updated: Follow official ADC updates and changes to exam patterns.
Enroll with Atlas Dental Scholars Today
ADS unmatched expertise and commitment to student success, Atlas Dental Scholars is your ideal partner for ADC coaching in India.
Whether you're just beginning your preparation or retaking the exam, Atlas offers personalized support to help you succeed.
Contact Info:
Gmail:[email protected]
Phone No:+91 95926-98895
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Best OSCE and ADC education center is Dental101 in Melbourne. They have full course which includes OSCE Mock exam and preparation courses for exam Melbourne.
#ADC Part 1 Preparation Course#adc part 2 exam preparation#australian dental council exam preparation course#adc clinical exam preparation
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5e Ezreal, the Prodigal Explorer build (League of Legends)
(Artwork by Suke “hugehugesword” Su. Made for Riot Games.)
In my constant and continued effort to deny Ezreal’s existence I finally had to get around to building him. Again it’s not that I don’t like him... I mean I don’t. But I kinda forgot what I was going to build him as. Lol.
Dorans & Dragons also made a build for Ezreal back in like... early 2020. Christ that’s before the world went to shit, ain’t it? Well regardless they also made their build before Tasha’s Cauldron came out and I think I can make a build that is different enough to warrant my build existing alongside theirs.
In short: this is an elaborate excuse for me to make another Artificer build.
GOALS
Gawk at this! - We need many a glowing projectile to spam at foes before blowing them up. Ezreal isn’t the type to just autoattack.
I always know a shortcut - Flash on a 15 second cooldown is nice. We’ll need to be able to blink around constantly throughout the entire fight.
Time to show 'em who's best - Nothing’s more dangerous than a well-placed Trueshot Barrage sniping through the entire enemy team.
RACE
Back to good ol’ Variant Human. As a Variant Human you can increase two of your ability scores by 1: increase your Intelligence and your Charisma, to be the hot smart twink you are. You also learn a Language of your choice along with a Skill of choice. You spent plenty of time studying The Void so Abyssal would make sense as a language, and for your skill Perception would help you spot traps or incoming ganks... as long as you remember to ward.
For your feat we’re going to be grabbing Arcane Shift as fast as possible with Fey Touched so you can start Flashing. (Not like that!) You can increase your Intelligence score by 1 and also learn the Misty Step spell. You can also add a Divination or Enchantment spell to your list and a little Heroism never hurt anyone. You can cast both of these spells once without spending a spell slot, and can then spend spell slots on them after the fact.
ABILITY SCORES
15; INTELLIGENCE - Archeology is a lot of history and facts... If you do it the boring way, that is!
14; DEXTERITY - Repeat it after me: “something something Medium armor.”
13; CHARISMA - You’re a pretty boy twink who got at least two girls on the Rift to fall for you.
12; WISDOM - Traveling through ancient temples and traps takes a degree of common sense. Not necessarily common sense you have, but a bit of boost never hurt.
10; CONSTITUTION - You’re an ADC, which means you’re squishy.
8; STRENGTH - Twink.
Feel free to swap Constitution around with another stat for better health but worse roleplay.
BACKGROUND
“Archaeologist” is just the nice way of saying Tomb Raider, which is the mean way of saying Adventurer! You get proficiency with History and Survival (hey you’ve gotta tough it out in the desert sometimes!) You also get proficiency in a language of your choice (I went for Dwarvish because Dwarves seem to have built most ruins) and proficiency in either Navigator’s Tools or Cartographer’s Tools... “Who needs a map?”
You spent enough time in ruins to pick up some Historical Knowledge on ancient dungeons and temples to know who made them. And if you find anything that belongs in a museum you know how much it’s worth to the museum!
(Artwork by Sangsoo Jeong. Made for Riot Games.)
THE BUILD
LEVEL 1 - ARTIFICER 1
Starting off as Artificer to “borrow” a few inventions. But also because you get training in Arcana to know your magical artifacts, Investigation to find said magical artifacts, and Calligrapher’s Tools to slay Ascended and Darkin alike in one blow. You also get Magical Tinkering to wave that gauntlet of yours around on some Tiny objects, making them glow or play sounds or do all sorts of things that Prestidigitation would probably do better. But at least you can play your own theme music too!
But of course the main appeal of being an Artificer is the Spellcasting. You can learn two cantrips from the Artificer list like Message to coordinate with your support and Guidance to help yourself find treasure! (Or help others I guess.) You can prepare a number of spells equal to your Intelligence modifier plus your Artificer level (rounded down.) Cure Wounds will let you summoner spell Heal yourself or your Support. Faerie Fire will serve as a more basic version of your Essence Flux, making an enemy easier to hit (therefor making them take more damage!) And Feather Fall is always useful in a pinch!
Also yes you don’t have your gauntlet yet so you’re going to have to use a Light Crossbow for now. Feel free to take a combat cantrip if you want but you don’t really need it.
LEVEL 2 - ARTIFICER 2
Second level Artificers can make Infusions, special definitely-not-stolen magical treasures that make them more awesome than everyone else. For a little more AD an Enhanced Weapon is useful to have. You can also put those goggles on your head to use by making Goggles of Night to see with your dumb human eyes. A Mind Sharpener may feel like a cheat, but I’m not going to say no to keeping Concentration in check. And for your final infusion? A Rope of Climbing might be useful? Honestly the more impressive stuff comes after you’ve done a bit more exploring.
You can also prepare another spell like Alarm, just in case someone’s planning to steal your... legitimately earned treasure.
LEVEL 3 - ARTIFICER 3
Third level Artificers get to choose their specialty and Armorers don’t have to wear an entire suit of armor; just a gauntlet! Along with proficiency in Smith’s Tools you can turn any suit of armor you find into Arcane Armor. The armor has a variety of benefits: no Strength requirement, the inability to have your armor removed against your will, the ability to take it off or put it on as an action, and some replacement limbs. But notably it works as an Artificer spell focus!
There’s two different Armor Models and we’ll be going for the Infiltrator variant for a Lightning Launcher. This makes your Gauntlet a weapon that deals a d6 of lightning damage, with a regular range of 90 and a long range of 300 in case you want to go for long ranged snipes. Additionally once per turn you can pop Essence Flux to do an extra d6 of damage on hit! And I didn’t even mention the best part: this works off your Intelligence! So no more need for the crossbow.
You also get your boots for Powered Steps, increasing your movement speed by 5 feet. And thanks to your Dampening Field you can hide in bushes with free Stealth advantage! I’d recommend trying to get a Breastplate because that’s the best armor you can get that doesn’t also impose stealth disadvantage, but even with Half Plate you can still be sneaky! Heck, you can even wear Platemail if you want! "And my boots are not waterproof. Fantastic."
Oh and you get some Armorer Spells! Magic Missile will autoaim for you like your Arcane Shift projectile, and Thunderwave is helpful for some self-peel.
LEVEL 4 - ARTIFICER 4
4th level Artificers get an Ability Score Improvement: seeing as we have uneven Intelligence take the Observant feat for +1 Intelligence and a boost to your passive Perception and Investigation to watch the minimap for people to snipe! Additionally you can spy on the bad guys if you want and read their lips to gain knowledge of all their secret plans!
More Intelligence does also usually mean more spells prepared but I’m going to wait for...
(Artwork by Xu “Crow God” Cheng. Made for Riot Games.)
LEVEL 5 - ARTIFICER 5
5th level Armorers up their Attack Speed with Rising Spell Force, gaining an Extra Attack with the attack action!
You also get Mirror Image and Shatter added to your list of Armorer Spells, and can prepare spells like Rope Trick for a safe place to rest for awhile, and Heat Metal to really lay in that Essence Flux.
LEVEL 6 - ARTIFICER 6
6th level Artificers get more Infusions which is what I was waiting for! A Radiant Weapon is all the fun of an Enhanced Weapon but it also doubles as a flashlight for your dumb human eyes! And Boots of the Winding Path will let you Arcane Shift back to safety in case you accidentally run into danger.
Feel free to swap some of your old infusions around too. A Lantern of Revealing or Cloak of Elvenkind would be helpful... and Gloves of Thievery never hurt anyone.
And finally you can prepare Aid, as your natural awesomeness rubs off on your allies. "Oh, please, don't die. I can't lose a sidekick. Not again."
LEVEL 7 - WIZARD 1
You didn’t think this would just be a pure Artificer build, did you? Even if that would’ve been stronger I’m legally obligated to needlessly stick multiclass levels into all my builds. And Wizard is definitely a good multiclass for more slots to do Spellcasting! You learn 3 cantrips and six leveled spells as a first level Wizard:
CANTRIPS
To help your allies land their shots take Mind Sliver to weaken an enemy’s saving throws.
Prestidigitation will let you do a bunch of simple magic, and if you want you can have your own hero music too!
Finally Friends is good to make friends you don’t mind losing after they tell you where the ancient ruins are.
SPELLS
I basically just took everything with the Ritual tag. Alarm (yes you have it as an Artificer spell but you can swap that out), Comprehend Languages, Detect Magic, Identify, Tenser’s Floating Disk... and sure why not Find Familiar too? Seeing as you can ritual cast at will most of your early level stuff is going to be reserved for Ritual Casting, as you’re probably going to be spending most of your first level slots on Magic Missile and Faerie Fire anyways.
You also get Arcane Recovery, letting you recover spell slots equal to half your Wizard level (rounded up.) So right now you can get a first level spell slot back at the end of a Short Rest! And later on you can get more!
LEVEL 8 - WIZARD 2
Second level Wizards get to choose the school that their parents left them in before disappearing in the jungle, and the School of Evocation has a surprise tool that will help us later. Along with being an Evocation Savant (allowing you to copy Evocation spells into your spell book with half the time and cost) you can Sculpt Spells so that they only hit the bad guys: when you cast an Evocation spell (from any class, not just Wizard!) you can choose a number creatures equal to the spell’s level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. This will be really useful when we get our (pseudo-)Global ultimate; wouldn’t want to fry your pals now would you?
We may as well grab some of those Evocation spells, right? Earth Tremor will let you hit an AoE Mystic Shot because Riot decided that Tiamat should have a cleave I guess, and I mean... Shield is never a bad thing to have?
(Artwork made for Riot Games.)
LEVEL 9 - ARTIFICER 7
Back to the big brain plays: 7th level Artificers can make the biggest brain plays thanks to Flash of Genius, letting you boost an ally’s skill check or saving throw with your own natural perfection. The boost is equal to your Intelligence modifier and you can use this reaction a number of times equal to double your Intelligence modifier.
LEVEL 10 - ARTIFICER 8
8th level Artificers get another Ability Score Improvement? Well seeing as Intelligence still controls just about everything we do it would do good to increase that by 2! That does mean you can prepare more spells (both as a Wizard and as an Artificer) but I’m going to wait for...
LEVEL 11 - ARTIFICER 9
Every ADC dreams of being six-slotted; now you can be with Armor Modifications! Your Armorer armor counts as 4 separate items for the sake of your Infusions: the chest piece, boots, helmet, and the armor’s special weapon can all be infused. Far more importantly however you can have two extra infusions! Those infusions have to be on your armor, but you can put the Radiant Weapon (weapon) and Goggles of Night (helmet) onto your armor and save your other infusions for your allies! Or for yourself; yourself works too.
And we can’t forget the third level spells! You get Hypnotic Pattern from your Armorer Spells for an AoE stun, but far more importantly you get Lightning Bolt which will serve as Trueshot Barrage! And since you’re an Evocation Wizard you can shoot past your friends without blowing them to bits. "Oh, a plan. Yeah, I totally have one of those."
You can also prepare spells like Haste for more DPS (just don’t get stunned), Blink for some Duskblade invisibility, and replace Alarm with Revifify... Ya know: just in case.
LEVEL 12 - ARTIFICER 10
As an ADC it would be good to get six-slotted, and Magic Item Adept lets you get your 4th Legendary item! That’s because you can now attune to 4 magic items at once! (And can also craft Common and Uncommon magic items more easily.)
Speaking of Infusions, we can make more of them, such as a Cloak of Protection or Winged Boots! These are just generally useful but not really Ezreal specific; they’re mostly for your allies. "The gauntlet's for show... the talent's all me."
You can also prepare another spell like Fly which is just universally useful, and holy shit you get another cantrip. Take Mage Hand and maybe try to be a little more cautious when tomb raiding?
(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
LEVEL 13 - ARTIFICER 11
Do you want a lot more Mystic Shots? 11th level Artificers can make a Spell Storing Item and put an Artificer spell of first or second level inside. What’s cool about this is that anyone can use it, allowing them to cast the spell as if they were you!
My recommendation? Give them Mirror Image. It’s an amazing buff that doesn’t require Concentration. Even a low DEX Paladin will appreciate the chance to not be hit, and a high DEX ally can really get value out of Mirror Image. Yeah the Barbarian technically can’t cast while raging, but they can use this before going into a Rage to be very hard to hit!
And speaking of spells you can prepare another one, so how about you grab Create Food and Water to keep yourself sated on longer archeological trips. "Why didn't I eat before I got here...? Ezreal, why?!”
LEVEL 14 - ARITIFCER 12
12th level Artificers get another Ability Score Improvement... we got all we need in terms of stats (Intelligence lol) so now it’s time to really make some impressive trick shots: the Sharpshooter feat will let you attack at long range without disadvantage and ignore cover bonuses, but most importantly you can take a -5 to your attack roll for a whopping +10 to damage! Don’t use this on high AC targets obviously but if you think you’ll hit why not go for the one-shot? "No applause, please. ...Okay, maybe just a bit of thunderous acclaim. ...A little?"
LEVEL 15 - WIZARD 3
I do still want more spell slots, as well as more spells known! Truthfully there isn’t too much I want from second level, so take Locate Object to find hidden treasure and Augry (added to the Wizard spell list thanks to Tasha’s!) to know what to expect in the next dungeon... sorta. "No plan survives first contact with me."
LEVEL 16 - WIZARD 4
4th level Wizards get an Ability Score Improvement: we got all the abilities we wanted really, so why not Get Lucky? The Lucky Feat will give you a bit of anime protagonist power to guarantee that you make the perfect daring escape. Feel free to take Warcaster or just increase your Constitution however; by this point Ability Scores don’t matter too much.
You can also learn two more spells like Melf’s Acid Arrow for another Essence Flux-esque DoT ability and See Invisibility, in case you need a Sweeper Lense to deal with any clowns.
LEVEL 17 - WIZARD 5
Ima be honest I kinda just wanted third level for Thunder Step to get an Arcane Shift that does damage. Artificer 18 / Wizard 2 (or even just Artificer 20) would’ve been a fine build for Ezeal too, if you don’t think this one spell is worth a 5 level class dip.
Anyways you also learn another cantrip and I mean... you may as well take Shocking Grasp for some defense up close? You also get one other spell and I’m gonna suggest Galder’s Tower this time which is like Tiny Hut... but awesome. And really small. This is mostly just a way for me to talk about a fun spell and also recommend my homebrew fix for it.
(Artwork by Alvin Lee. Made for Riot Games.)
LEVEL 18 - ARTIFICER 13
You got third level spells as a Wizard, you can now prepare 4th level spells as an Artificer! Fire Shield and Greater Invisibility are both available as Armorer Spells, one of which is far more useful for you than the other one. Bro imagine how crazy Evelynn would be with Evelynn’s passive. But yeah feel free to swap around your prepared spells a bit for more 4th level spells, since you definitely have the slots to do so.
LEVEL 19 - ARTIFICER 14
14th level Artificers are Magic Item Savants who can attune to 5 magic items at once, meaning that along with your boots which are technically magical but whatever you can finally be properly six-slotted! But far more importantly you can attune to any item, regardless of any class or race restrictions tied to the item! "I can't get hauled into wizard court again. Technically I don't have a permit for the gauntlet."
Speaking of more attunement: more Infusions. An Amulet of Health will let you boost your bad Constitution from a 10 to a 19, giving you a solid 76 health boost near max level! Other than that more movement speed is never a bad thing, and Boots of Speed may give you more value than your other magic boots.
But holy shit forget all that because you finally get your 4th Artificer cantrip! Grab Mending because somehow we don’t have that yet; gotta keep your outfit in check! Oh and you can get around to preparing another 4th level spell! Truth be told though the 4th level spells for Artificer are kinda... bad? But at least Tasha’s gave us Summon Construct which is a surprisingly strong summon!
"Last time I was in Shurima, I decoded some glyphs. Something about a jackal head... End of times... The usual. All I wanted was this ruby scarab. It looks great on my mantle."
LEVEL 20 - ARTIFICER 15
Our final level is the 15th level of Artificer for the Perfected Armor Armorer capstone. When you shoot an enemy you mark them with Essence Flux, giving them disadvantage to hit you. In addition the next attack (including your own I’m pretty sure!) has Advantage against the enemy while they’re marked with Essence Flux, and if they’re hit they’ll take an extra d6 of Lightning damage!
FINAL BUILD
PROS
Blast 'em, gauntlet! - With your capstone ability you do 4d6 + 10 damage with your Lightning Launcher, and that’s before using Sharpshooter. Even without your capstone 3d6 + 10 is still really good damage output, especially when you can cast spells for big bursts of damage.
See if you can handle this! - Speaking of spells your slots go all the way up to 7th level, and while you’ll mostly just be upcasting a 12d6 Lightning Bolt is nothing to sneeze at! Not to mention other options like a 7d8 Fire damage Heat Metal or +30 HP Aid.
If anyone asks, I didn't see any of these priceless artifacts for sale - It goes without saying that having two more attunement slots than the average character is massive, especially when you can stick infusions onto your armor to maximize the amount of treasures on your person.
CONS
I wasn't strong enough? - Investing fully in INT gives us maxed out combat stats but it leaves a lot of our other abilities lacking. We’re nowhere near Charismatic enough to sell (somewhat) illegitimately gotten gains, and while Infusions can help augment our health (and even our Strength if you grab a Belt of Giant’s Strength) your Wisdom and even your Dexterity are rather mediocre, which is bad for both skill checks and saving throws.
Impossible comebacks are sorta my specialty - Most of your coolest stuff is tied to spell slots and other Long Rest dependent mechanics, and while you have a lot of spell slots (as well as Arcane Recovery to get some of them back) they are still quite limited. You’re perfectly viable as just an auto-attack and Q spammer, but who doesn’t want to shoot lasers and explosions, ya know?
Never met a problem that I couldn't blast away with magic... that I don't even understand - 5 levels in Wizard give us big spell slots but that’s about it, and yeah a 7d6 Lightning Bolt (that won’t hit your allies) is nothing to sneeze at but for the most part you are more of a Martial character. Just saying that level 18 of Artificer would’ve given you Magic Item Master for a whole 6 attunement slots! And level 20 of Artificer would’ve given you Soul of Artifice, essentially operating as a +6 to all saving throws and a 6 time use Guardian Angel.
But if a teamfight breaks out you’re more than a capable ADC. Artificers are the masters of magic items and it doesn’t matter if you make them yourself or “borrow” them from an ancient tomb; you can be the hero mom and dad always wanted you to be! Just concentrate on your farm in the early game and don’t take unnecessary risks. You may be the perfect man of magic but you’re not immortal, despite what the ADCs I’m forced to support always seem to think.
(Artwork by Jennifer Wuesting. Made for Riot Games.)
#dnd#dnd build#dnd guide#League of Legends#League of Legends Ezreal#you belong in a museum#dnd artificer#dnd wizard#twink
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Dental Career Advancement Program (DCAP) for Australian Dental Council (ADC) Written Examination – Part 1, is a preparatory course which enhances the candidate’s professional knowledge and helps them to prepare for the Australian Dental Council written examination.
This program will provide Internationally registered dentists the opportunity to study content relevant to dentistry practice in Australia, allowing them to review their reasoning skills along with the application of clinical judgement as per the dental practice in Australia
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ADC Exam
To function as a dental specialist in Australia, first it's important to be enrolled with the Dental Board of Australia. To do this there are various choices accessible:
1. Dental specialists prepared in Australia should finish a scholastic preparing prompting a dental degree. This can require as long as 5 years relying upon the college.
2. On the off chance that you are a dental specialist as of now who has been prepared abroad there are essentially three different ways to get enlistment with the Board:
a. Enlisting at an Australian dental school and gain credit for earlier learning
b. In unique conditions the degree can be consequently perceived.
c. Effectively finishing the ADC test.
Programmed acknowledgment of an abroad degree
On the off chance that you acquired your degree in the United Kingdom, Canada or Ireland, you might have the option to get enrollment in Australia. All things considered you should make a beeline for the Australian Dental Council official site to get more data. There are sure pathways you can take to accelerate the interaction.
Dental degrees got in different nations
For this situation you'll need to attempt and breeze through the ADC test. There are various stages for the test:
1. To start with, you need to apply Uttar Pradesh Rojgar Mela 2021 to build up whether you're qualified to takethe test.
2. On the off chance that the ADC considers you're appropriate, at that point you can continue to the main stage: an English test.
3. The subsequent stage is the fundamental assessment, which is a composed test.
4. At last, given you've finished all the tests referenced over, the last advance to get acknowledgment in Australia is a functional assessment.
Each phase of the test is unpredictable and dental specialists who have been prepared abroad should invest a ton of energy in getting the best arrangement they can get. There are heaps of test questions and aides out there, however really there's no single site or wellspring of data very much organized. At whatever point you attempt to get data from these locales, you end up more befuddled than when you began, so as opposed to zeroing in on reading for the test you sit around attempting to sort out what is the issue here.
What is the ADC?
The Australian Dental Council is an expert body made in 1993 by the State and Territory Dental Boards and the Australian Dental Association. Its fundamental capacities are:
1. To prompt and make suggestions comparable to the accreditation of courses prompting a dental capability directed by Australian dental schools.
2. Survey the appropriateness for training in Australia of people with abroad dental capabilities.
ADC Exam structure
Fundamental Exam
This is the following stage in your appraisal cycle. This test is intended to test your insight into the study of dentistry. This one anyway is planned by the ADC and directed by another expert body called the Australian Pharmacy Council. The significant parts of this test are:
1. This test is just held double a year. The main meeting is generally in the principal seven day stretch of March and in the event that you need to apply for the primary meeting you need to present your application before 1 December. The subsequent meeting is for the most part in the main seven day stretch of September and applications close on 1 June. Like the OET, this assessment happens in different areas around the globe. Kindly contact the ADC straightforwardly for this data.
2. This test is made of two papers, a different decision and a short-answer question segments.
3. It will normally require two days for you to sit the test, yes two days and it's generally Thursday and Friday. On Thursday you'll be doing the initial segment of the Multiple-Choice Question test followed by the Short-Answer Question paper, this day is typically the most extreme. On Friday you'll just need to sit the second piece of the MCQ test.
Clinical Examination
This assessment just happens in Australia two times per year, typically a July arrangement and a November arrangement. It truly relies a great deal upon the quantity of uses and accessible clinical spots.
To have the option to sit this test you need to finish the primer test and have an OET substantial declaration (recollect, this one just goes on for a very long time). Whenever you're acknowledged to take the last test of the year you'll be apportioned a date and a setting for the test.
This assessment reaches out for 6 days. There's a program before the test that permits you to acquaint with neighborhood dental methodology and hardware. The assessment incorporates the accompanying clinical subjects:
1. Moderate dentistry, usable and pediatric dentistry.
2. Treatment arranging including periodontics and prosthodontics.
3. Oral medical procedure, conclusion and radiology.
There are numerous assets to assist individuals with succeeding test. I trust this article reveals some insight into your questions and rouses you to pass your degree evaluation.
Cheers and best of luck
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Ten Tips For Choosing a Good Digital Marketing Course
Are you looking for a course or master to learn Digital Marketing?
The advantages of doing a Digital Marketing Course and managing the online presence of your business or company yourself are undeniable: doing so yourself saves you from paying another person or agency and also controls the development and, if you do well, the result.
Sometimes, when you hire an expert in Digital Marketing, the process becomes somewhat complex because the professional may not understand your goals and needs and thus does not satisfy your aspirations. The result is frustration at having spent your money and not having achieved the stated goal. And let's not fool ourselves, there are times when you do not have the necessary liquidity but you need to start your business, especially in the beginning of your business or entrepreneurial project.
If you have a business or are a freelance professional and still have no presence on the internet, surely you've already asked: How can I learn Online Marketing? How to Choose a Digital Marketing Course in Chennai?
In this article I will list what I consider indispensable requirements when choosing a good Digital Marketing Course that will help you manage your social networks, create Online Marketing campaigns, Design a website, optimize SEO positioning, get subscribers , Earn followers on Twitter, etc:
1. Experience of teachers
It seems obvious, but it is not always so. When you are going to choose a Digital Marketing Course, find out before who your teachers will be. Are they currently employed? Do you manage the online presence of brands? Do you know the ins and outs of the profession?
An experienced professional will know a lot more than the theory that comes in the books: he will give you all kinds of advice, tricks that do not appear in the manuals, recommendations when drawing up a budget to a client and his own techniques that serve to squeeze to the maximum the tools.
Having a teacher who is both online marketing expert or experienced Community Manager and currently managing professional projects really makes a difference.
2. Cost
That a course is more expensive does not mean that it is better. Not much less. The quality of a course is in the people, in the organization and in the enthusiasm with which they transmit their knowledge. At the time of choosing, forget the titles and certificates, in a changing world and live as is the Digital Marketing only serves to decorate a wall. From experience, when I graduated as a specialist in Digital Marketing I realized that there are schools that put expensive courses because they have to pay for their high investment in advertising.
3. References
We are fully engaged in the 2.0 world. Just like when you buy any product you inform yourself on the internet and look at opinions of other consumers, when you look for a course, find out on the internet what people think about the Training center and the course. Use Google to find opinions, search social networks, ask alumni directly. They will better tell you the real value of the course.
4. Practical approach
Analyze the content of the course carefully. What is more important to learn Digital Marketing Training in Chennai? Do you theoretically tell all that you can find on your own by documenting on the internet or that teach you in a practical way to apply the theory about your own real project? It is about learning how to work as an digital Marketing professional, not about getting an opposition.
A course that is not practical will be a frustrating experience: you will have filled your data head but you will not know how to apply them to do your work with guarantees. See if in the course they propose practical exercises, if they send you homework, if you are going to "tighten" the nuts a little. The work of Community Manager and expert in Digital Marketing is learned with practice, with real projects.
5. Resources
To learn Digital Marketing you will need a good amount of resources: tools, graphic resources, images, video tutorials, etc. Without these resources, no matter how hard you try you will not get a really professional result. So make sure the school has a site where you can download resources that will be served during the course and after the course, when you are managing your clients' accounts and yours.
6. Schedule
Look closely at the course syllabus. Is it adapted to current trends? Does it contain everything you are looking for? A good Digital Marketing Courses in Chennai should prepare you comprehensively so that you are not only able to use Community Manager tools, analytics or advertisements, but also to design and plan real campaigns in social networks and manage all aspects of Online Marketing in a practical way .
If the syllabus is huge in proportion to the number of hours of the course, perhaps that is an indicator that there are parts that cannot be dealt with in depth and therefore you will not learn them with guarantees.
7. Monitoring and flexibility
We are people. Aside from the course, you are sure to have other occupations, and it is very important that the school understands that one day you may be presented with any unforeseen, a personal matter or a job to attend. When this happens and you fail to see a class, it would be frustrating if the institute does not offer you alternatives so that you can get back to class or catch up with the class on another shift or even with personalized teacher support so you do not fall behind other colleagues.
A good training center keeps track of your progress and offers you alternatives to get the most out of the course.
8. Facilities
Look for a Digital Marketing Chennai that has good facilities where you feel at ease, because it will be the place where you will spend a lot of hours when you start the course. It has spacious classrooms, modern equipment, projectors where you can see the teacher's screen, wifi connection if you want to take your laptop, spacious tables and comfortable chairs, have outdoor lighting and some recreation area where you can stretch out a little at the breaks And even do some networking with other students, comment impressions, exchange projects, etc.
Also check where it is and try to make sure that the school you choose is located in a well-connected place so that later you do not feel lazy to go very far.
9. Feeling
A Training institute is also a company where people work. Each company has a peculiarity and a spirit of its own that come out of its philosophy and its circumstances. Look carefully at the atmosphere in the school. Before signing up, get to know the people and teachers working on it and look at the details. If you see a teacher, try to empathize and look if you are stressed or on the other hand you feel happy with what you do. A company where people are comfortable and know their function and goals is a happy company. And happiness is contagious and stimulates creativity.
10. Attention after the course
Nothing worse than an institute that will forget you at the end of the course, Ask ex alumni. Has the institute worried about what they have done after the course and has tried to help them achieve their goals or on the contrary have felt like a client more that at the end of the course happens to become a figure and little else?
A educate is more than a company that sells services and must worry about the future of its students, who finish their projects, find a job, get customers, who feel satisfied. Find out if they offer tutorials or some kind of guarantee that you can return when you want to ask questions. The success of an academic center is measured by the particular success of its students.
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The facility is in the heart of Melbourne CBD, 8 minutes walking from the ADC Exam Centre. We are easy accessible by public transport and have ample parking on site.
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5e Kai’Sa, the Daughter of the Void build (League of Legends)
(Artwork made for Riot Games)
Dammit I couldn’t help myself. Sorry mister T B Skyen but Kai’Sa is queen. I just find her fun: I still think her design is awful but man she’s fun to play. Also Kai’Sa is queen of K/DA and Ahri is a thot. Evelynn > Akali > Kai’Sa > Seraphine > Ahri don’t @ me.
GOALS
A moving target lives longer - In order to survive the void you need to improvise. Dodge attacks and keep ready for danger from all angles.
This skin lives on me, and hunts with me - If you want to fight back you need to adapt with a suit that doesn’t just fight with you, but fights as you.
Prey marked - To overcome the void you need to cut it down to size with deadly plasma clinging to them and slicing through their armor.
RACE
Kai’Sa is a Human but being forced to survive against the Void gives you more than a bit of variance. And hey: Tasha’s exists, so how about we use some Tasha’s rules on a Mark of Finding Human! Normally Mark of Finding increases your Wisdom and Constitution but I’d instead suggest increasing your Intelligence by 2 and your Charisma by 1, to learn how the void acts and somehow look great while doing it.
Regardless of your Ability Scores you get Darkvision which humans don’t normally get, Hunter’s Intuition to add a d4 to Perception and Survival checks, and Finder’s Magic to cast Hunter’s Mark once per Long Rest, for a low level Caustic Wounds mark. You can also cast Locate Object once per Long Rest with this feature once you hit level 3 to search for Tears.
If Eberron content isn’t allowed: The reason I opted for a Dragonmarked race is because there aren’t many interesting feats that work for Kai’Sa. However Sharpshooter, Prodigy, Mobile, Alert, Observant (increase Intelligence), and the Tracker feat from Tasha’s are all good.
Elemental Adept is also good if you choose Lightning, however please discuss with your DM the specific wording of this feat! You won’t be using spells with this feat which means that depending on interpretation Elemental Adept may not work!
ABILITY SCORES
15; INTELLIGENCE - Survival is more than just instinct. Yes I am aware that Survival is a Wisdom skill in 5e, but you need intellect to create the tools to survive the Void.
14; DEXTERITY - The life of an ADC is one of constantly running and gunning. 14 DEX will give us enough maneuverability as an ADC for something important.
13; CHARISMA - Apparently the Void does wonders for the complexion, as you’ve got the looks to make it in K-Pop.
12; WISDOM - Hey here’s where that Survival proficiency comes in.
10; CONSTITUTION - You’re an ADC with an ADC’s health bar but you’re still allowed to not instantly die.
8; STRENGTH - The suit does most of the lifting; all we need to do is shoot.
(Something something feel free to swap WIS and CON if you want better HP and worse RP.)
BACKGROUND
There are quite a few backgrounds that would make sense for the daughter of the void, but the most logical one would probably be the Haunted One background from Curse of Strahd. Survival proficiency is a must and you can opt for either Arcana or Investigation proficiency as your other skill. (I personally took Investigation.) You also get a language of your choice (pick whatever you think Shuriman is) as well as an exotic language: Deep Speech is likely what they speak in the Void.
Your feature Heart of Darkness lets everyone know that you have seen the Void, and it is coming. Commoners will extend every courtesy to try to help you, as long as you’ve not proven to be a danger to them. They will even take up arms to fight alongside you, should you find yourself facing an enemy alone. "The monsters are coming. We'll be ready. I'll make sure of it."
(Artwork made for Riot Games)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue because the first step in survival is being skilled. Thankfully you get four skills, so grab Stealth, Insight (important later), Acrobatics, and Performance. Because you need to be able to do the dance numbers after all! You also get Expertise in two skills that you’re proficient in: Survival will help you survive (yeah duh) and Stealth will help you hide (also yeah duh.) And finally you get Thieves’ Cant: a secret code you can speak so that the creatures of the Void don’t listen in.
But of course the main feature of being a Rogue is Sneak Attack. If you attack an enemy with Advantage, or if the enemy is within 5 feet of an ally, you’ll inflict a Caustic Wound to do an additional d6 of damage. You can only Sneak Attack with a Ranged or a Finesse weapon, and you haven’t got the suit yet so opt for a Crossbow until then is my advice.
LEVEL 2 - ROGUE 2
Second level Rogues get Cunning Action to Dash, Disengage, or Hide as a Bonus Action. You won’t be Supercharging your suit to turn invisible yet because... well you don’t have a suit. But if you can’t fight you must take flight. "It's fight or flight, only now I do not run."
LEVEL 3 - ARTIFICER 1
To survive the Rogue you need to make it part of yourself. Artificers don’t necessarily bond with Void symbiotes, but they do create tools for survival with Magical Tinkering. You can apply a bunch of effects to small, non-magical items such as sounds for distractions, smells for distractions, or messages for messages. Read over the ability to see everything you can do.
You also get Spellcasting as an Artificer. You can learn two cantrips from the Artificer list: for a bit of a boost to your abilities take Guidance for the extra bit of human determination. If you want to coordinate a team up with your support Message will let you keep your plans relatively secret.
You can prepare 3 spells from the Artificer list: Longstrider will keep you in the fight while staying away from danger, and Featherfall will give you and your friends a safe way out in a pinch. And taking Heal is never a bad choice as an ADC, so grab Cure Wounds in case of emergency.
LEVEL 4 - ARTIFICER 2
Second level Artificers get Infusions, which allows you to turn regular items into magic items. To keep the void away your main tool will be an Enhanced Weapon, making your shots just a little more deadly. To make sure you (or your allies) can see any incoming danger Goggles of Night will either provide or improve darkvision. To keep your items on hand a Bag of Holding will allow you to carry everything. And for your final infusion Armor of Magical Strength will help you fight against tanks and knockups. Well, knockdowns anyways. You can also prepare another spell like Disguise Self, because skins equal wins.
LEVEL 5 - ARTIFICER 3
Level 3 Artificers can choose their subclass and it’s Tasha’s time! The Armorer gets a suit of armor that lives with you and fights with you. Tools of the Trade gives you proficiency with Smith’s Tools as well as Heavy Armor, both of which don’t matter because we won’t be using them much.
But you can use your Smith’s Tools to make any armor (not just heavy armor!) into Arcane Armor. The main initial features to note is that you can use the armor as a spellcasting focus, the armor can’t be removed against your will, it expands to cover your entire body (although you can retract or deploy the helmet as a bonus action by pressing F6), the armor replaces any missing limbs, and finally you can doff or don the armor as an action.
But this is all secondary to your choice of Armor Model, and we will be going for the Infiltrator armor. You have Powered Steps for +5 movement speed and a Dampening Field which makes your Armor provide Advantage on Stealth checks. I should mention that if you haven’t already you should grab some Medium armor: a Breastplate would be your best bet without giving Disadvantage on Stealth.
But the best feature is the Lightning Launcher. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet. It deals a d6 of lightning damage, and once per turn when you hit a creature you can deal an extra d6 lightning damage to that target. Now here’s the thing: it may use INT to attack but Sneak Attack works on any ranged weapon, regardless of what stat you use to attack! So RAW you can sneak attack with the Lightning Launcher!
Additionally because I’m obliged to mention it you get The Right Tool for the Job, allowing you to make a set of Artisan’s Tools over the course of an hour. You also get Magic Missile and Thunderwave as Armorer subclass-specific spells, for some Icathian Rain and some support peeling.
(Artwork made for Riot Games)
LEVEL 6 - ARTIFICER 4
4th level Artificers get an Ability Score Improvement but I’m going to instead suggest the Skill Expert Feat from Tasha’s Cauldron of Everything. You can increase an ability score of your choice by 1 (increase Intelligence because it’s uneven and it’s tied to your Lightning Launchers), you get proficiency in one skill of your choice (I opted for Arcana because to defeat the Void you must know it inside and out), and you get Expertise in a skill of your choice. (I went for Insight which will be useful later.)
You can also prepare more spells with more INT but we’re going to wait for...
LEVEL 7 - ARTIFICER 5
5th level Armorers get an Extra Attack, allowing them to attack twice instead of once with the attack action as the name “Extra Attack” implies. More attacks means more chances to Sneak Attack, don’t forget!
You also get access to second level spells. Armorer Artificers get Shatter and Mirror Image innately, for some AP offense and some MR defense. You can also grab those spells I didn’t prepare earlier: for some more defense take Blur to give enemies disadvantage to hit you, and to turn invisible with Supercharge grab Invisibility!
LEVEL 8 - ROGUE 3
Hey remember when we were a Rogue? Third level Rogues get to choose their Roguish Archetype and here’s something out of left field: we’ll be going for the Inquisitive archetype. You have an Ear for Deceit so you can’t roll below an 8 on an Insight check to determine if someone is lying (meaning that with Expertise you can’t roll below a 15) and Eye for Detail lets you make a Perception or Investigation check as a Bonus Action.
But remember when I told you to take Insight expertise? Well Insightful Fighting lets you mark a foe with Caustic Wounds to do more damage to them. As a bonus action you can make an Insight check against a creature's Deception. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage. This benefit lasts for 1 minute or until you successfully use this feature against a different target. This will be how we’ll Sneak Attack while still remaining on the move, which on that note your Sneak Attack damage increases to 2d6.
LEVEL 9 - WARLOCK 1

(Shit meme by yours truly.)
Hi hi ecks dee Warlock time. More specifically an Archfey Warlock for more K-Pop fame.
Your choice of Warlock subclass doesn’t matter too much. Celestial, Fiend, and Great Old One also work well but I felt that Archfey made the most sense given the abilities. Technically any Warlock works, but I didn’t opt for the other Warlocks as they have abilities that Kai’Sa doesn’t have. (Flight, Tentacles, Summoning Ghosts, etc.)
As an Archfey Warlock you have Fey Presence: as an action you can cause each creature in a 10 foot cube to make a Wisdom saving throw against your Warlock spell DC. The creatures that fail their saving throws are all charmed or frightened by you (depending on if you do K-Pop Dances or use your Frightening Void Suit) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
You also get Pact Magic, which is like spellcasting only you have funny meme spell slots! You get two cantrips from the Warlock list: to do some general void shenanigans take Prestidigitation, and for a Void Seeker you’re likely not going to use because your auto attacks are better take Eldritch Blast.
You also get two spells from the Warlock list and the main one we’re here for is Hex to mark your enemies with more Caustic Wounds. Other than that? Eh: Comprehend Languages might be good after being in the Void for so long. Truthfully there’s little in particular that we need from the early levels other than Hex.
LEVEL 10 - WARLOCK 2
Second level Warlocks get access to Eldritch Invocations and man am I happy that Tasha’s made Eldritch Mind available to all Warlocks, because I don’t have space in this build for Warcaster. But Eldritch Mind gives you Advantage on Concentration checks to keep your marks up! Your other invocation doesn’t matter much: I personally opted for Devil’s Sight but we’re going to end up replacing it eventually.
You can also learn another Warlock spell like Charm Person if you need to persuade people to follow your cause.
LEVEL 11 - WARLOCK 3
Third level Warlocks get their Pact Boon and hey wouldn’t it be funny if I took the new and all-around “worst” Pact Boon because none of the other ones make sense? The Pact of the Talisman grants a talisman (yeah duh) that you can wear or you can give to an ally. If the wearer fails a skill check while wearing the talisman they can add a d4 to the check. They can use definitely-not-Guidance a number of times equal to your Proficiency bonus, and the talisman regains all uses at the end of a Long Rest.
I’ll be honest: this item is already pretty bad, and the fact that it only works on failed skill checks just makes it worse. Talk to your DM about potentially just making this a bottle of Guidance. You know what isn’t bad? Second level spells like Misty Step for not Flash.
(Artwork made for Riot Games)
LEVEL 12 - WARLOCK 4
4th level Warlocks get another Ability Score Improvement: cap off your Intelligence for a deadly duo with your armor.
You can also learn another spell and I know you already have Invisibility as an Artificer spell but it doesn’t depend much on your Charisma, so better to take it as a Warlock spell and prepare another Artificer spell. Which by the way: more INT means you can prepare more Artificer spells, but I won’t mention them for now.
You also get another cantrip like Mage Hand for some utility. Who says the suit can’t grab stuff off the high shelf?
LEVEL 13 - WARLOCK 5
5th level Warlocks get more Eldritch Invocations. You know what’s fun for someone with levels in Rogue? MORE Invisibility! One With Shadows lets you turn invisible with an action if you’re in an area of dim light or darkness. The invisibility stops if you move, but if it works for Teemo it can work for you.
You can also learn third level spells like Blink from the Archfey list to make it even harder to hit you!
LEVEL 14 - WARLOCK 6
6th level Archfey Warlocks can Flash and Dash into invisibly with Misty Escape. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn unless you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
You can also learn another spell like Tongues, in case the creatures of the Void want some last words.
LEVEL 15 - WARLOCK 7
7th level Warlocks finally get the Eldritch Invocations we want! Firstly grab Relentless Hex for some Killer Instinct to quickly close the distance with a foe. Is this massively redundant for a ranged build that can Dash every turn? Yeah probably, but it is in-character.
Additionally you can replace one of your other invocations with Protection of the Talisman, giving you another set of d4s that can be added to failed Saving Throws! So now along with being pocket Guidance the talisman is also pocket Bless! But you have a proficiency bonus number of d4s that you can use on Saving Throws in a pinch, which also come back on a Long Rest.
You can also learn 4th level spells and how about we just stop becoming visible entirely? Greater Invisibility from the Archfey list lets you be invisible even if you attack! Yeah it’s unfair, but the Void doesn’t care. You can also get rid of regular Invisibility for a stronger mark thanks to Elemental Bane: make an enemy lose resistance to Lightning damage and take extra damage when you shoot them with your Lightning zappers!
(Artwork made for Riot Games)
LEVEL 16 - ARTIFICER 6
About time we finished upgrading our suit. 6th level Artificers get Tool Expertise, which is exactly what it sounds like: double proficiency when making checks with tools.
But more importantly you get more Infusions: for a better +1 blaster that can be used Defensively a Radiant Weapon can be used as a flashlight, and you can use a reaction to blind an enemy that attacks you. So you can either choose to flash away or fight back. If you need to do more AP damage instead a Spell-Refueling Ring will let you restore a spell slot of third level or lower once per day. Adaptability is key to survival.
And speaking of adaptability: you can prepare some new spells like Invisibility that we ditched from Warlock, as well as See Invisibility for some control wards. The support can’t be the only one warding!
LEVEL 17 - ARTIFICER 7
7th level Artificers can save others after saving themselves. Flash of Genius lets you use your Reaction to give yourself or an ally a boost to an ability check or saving throw equal to your Intelligence modifier. You’ve spent so much time in the Void that you know every step to survive, even if Survival is a Wisdom skill.
LEVEL 18 - ARTIFICER 8
8th level Artificers get an Ability Score Improvement. Hey wouldn’t it be funny if we ignored our secondary spellcasting modifier and just made our blaster better? The Sharpshooter feat gives a number of benefits: you can attack at Long Range without Disadvantage (meaning that you can Sneak Attack from 300 feet away), you can ignore half and three-quarters cover, and before attacking with a ranged weapon you can choose to take a -5 penalty to the attack roll to do +10 damage if it hits. This means against weak foes with low armor you’ll be shredding through them with ease!
You can also prepare another spell like Enhance Ability to further adapt to danger.
LEVEL 19 - ARTIFICER 9
9th level Armorers can get six slotted thanks to Armor Modifications. Each piece of your armor counts as a separate item for the sake of infusions, and you can make two more infusions as long as they apply to your armor!
You can also prepare third level Artificer spells: as an Armorer you know Hypnotic Pattern and Lightning Bolt, one of which is far more in-character than the other. But if you want to just be harder, better, faster, and stronger take Haste. Just don’t lose concentration and get stunned in a team fight.
LEVEL 20 - ARTIFICER 10
Our capstone is the 10th level of Artificer to actually get 6-slotted thanks to Magic Item Adept. You can attune to up to 4 magic items, and you can also craft magic items more cheaply like that matters at level 20.
Being able to attune to more items is good because you can make more infusions like a Cloak of Protection for a bit more protection (duh) or a Helm of Awareness for advantage on initiative checks and the inability to be surprised.
It should also be mentioned that your Enhanced Weapon infusion is now a +2 instead of a +1, so it might be good to replace the Radiant Weapon with something more deadly.
But most importantly you can prepare another Artificer spell like Aid back at second level, because you are allowed to get defensive stats as an ADC. But above all else you finally at long last get ANOTHER ARTIFICER CANTRIP! Take Mending to fix your dance dress and pretend that a new utility cantrip at level 20 is in any way useful.
FINAL BUILD
PROS
This skin is fashioned for survival - Who would’ve guessed that a character in power armor with half a dozen ways to turn invisible or otherwise be harder to hit would be evasive? You’ve got ridiculous mobility by dashing every turn, tons of spells to make it all the harder to hit you, and of course a Breastplate that gives you 16 AC. Which pro tip: RAW you can equip a shield and still use your blaster! Heck, you can equip a sword too so you can defend yourself in melee range!
And honed by instinct - It wasn’t really my intention but you’re quite the little skill monkey, with a good spread of proficiencies and Expertise in some very useful ones like Insight.
Marked by the void - Your damage without aid isn’t amazing, but you have plenty of marks to easily up your DPS without jumping through too many hoops to do so.
CONS
Void rule number one: don’t die - You invested a lot in damage... not so much in the other areas. Sub-par saving throws, bad health, and even if you have a lot of skills you have even more that you don’t know jack about.
Take your time, Kai'Sa - You need a few rounds to get to your full effectiveness. At a bare minimum you need two rounds to buff yourself. Not to mention that all your best abilities are limited throughout the day by spell slots and charges.
Stay alert, stay aggressive - Your kit is rather loaded with many options clawing for your bonus action or reaction, and many Concentration spells that are difficult to keep when your CON saves are at a flat 0. (Even if you have Advantage thanks to Eldritch Mind.)
But you’re not here to be perfect. Your job is to survive and then save the world. Become one with the end of the universe, and then go in to destroy it. Be ready for anything that may come your way, be it giant monsters, little deadly critters, or a potential music label.
(Artwork made for Riot Games)
#dnd#dnd 5e#dnd build#dnd guide#League of Legends#League of Legends Kai'Sa#Kai'Sa#The Void#void#voidposting#k-pop#dnd artificer#dnd warlock#K/DA#k/da kai'sa
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