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Brigadiar

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  1. While not /Rad, I can highly suggest taking a look at my favorite blaster, Rad/EM and seeing if you enjoy the general blapper-esque concept. I also propose this because Rad's melee attacks are on the slower end, and Energy's animations are much faster. They're also thematically similar. Adison - Blaster (Radiation Blast).mxd
  2. While I'm not going to see myself out because of this, I'm also going to voice my concern as well. The HC team is essentially stealth executing Warshade and Peacebringer's ability to somewhat meet par with the modern game, and to do it in a fun way. I strongly believe this choice is insane, clownish, and frankly; needs to be revisited. Doing this without also shipping a functional rework of the Kheldian Archetypes is quite literally just making them unusable for people that want to play the game's harder content. Kheldians are bad. The Changeling playstyle made them both feel better and perform up to modern standards; why it was even a secret in the first place is beyond me.
  3. Only one song fits Ashley Rylia Thorne, otherwise known as Lunares, the lycanthrope heroine. And it sounds like a bar fight, but you're winning. https://youtu.be/_wctYnmYhj8
  4. I fall into an odd slot here as I tend to acknowledge my character's own abilities within the context of gameplay as a representation of roughly what they're capable of. Say, my Crabbermind who folds GMs and AVs in half like origami cut-outs. They're dangerous as hell, but have a limit. They can't do things like soloing Hami, for example, and probably can't stop a full-blown invasion on their lonesome. But that's the thing, right? There's obviously going to be gameplay and story segregations. One of my characters is a werewolf, and I tend to play her as the 'weakest' of my list, despite her build(s) in gameplay actually being relatively speaking very strong. And that's where I tend to settle. Sometimes undersell, sometimes go entirely with what gameplay represents. Ultimately, that's my own personal barometer. I'm very much someone who comes from a tabletop environment, so I like to use mechanics as a grounding element to RP.
  5. I'd be really interested in seeing the slotting on that fire/fire. I've never been able to build one I'm satisfied with.
  6. That makes sense. I'm just a big fan of how savage plays, and I've been wanting to re-invent my Savage/WP brute as a Savage/Fire brute for a couple of reasons - some related to me playing on Everlasting and being a roleplayer, but that besides. I know this is the tank forums, but do you think you might have been able to improve the damage output of Sav/Fire with the addition of Dark/Gloom? Or would that have been too much on end? Also, out of curiosity - again - how did you handle Blood frenzy? Stack to four and spend on Rending, or did you do a chain with five stacks of Blood Frenzy as the focus instead?
  7. Out of curiosity, did you ever try Fire/Savage any further with this? I imagine it might make a better brute, but I'm curious.
  8. I'll admit that I'm particularly curious about your exemping friendly build since it's one of my favorite things to do, and I've recently fired up a dark/dark dom.
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