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  1. #1
    Community Member Charononus's Avatar
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    Default The Beast yes following the naming idea of the juggernaut and picking an xmen name.

    Had an idea so I threw it into a character builder.

    The idea is to have a 2h melee build with many shot and self healing.

    The cons compared to juggernaut
    no trapping ability
    no deadly weapons ability
    not immune to level drain
    harder to get the umd for tensor's ext.

    The pro's compared to juggernaut
    no wf heal amp issues
    easier to throw a heal to others in some situations even though the build is not a "healer"
    75% more fortification than a juggernaut so you don't need exceptional fort items and it frees a twist slot.

    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page

    Level 25 Lawful Neutral Half-Orc Male
    (2 Monk \ 2 Ranger \ 16 Druid \ 5 Epic)
    Hit Points: 432
    Spell Points: 1488
    BAB: 15\15\20\25\25
    Fortitude: 21
    Reflex: 15
    Will: 16

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (34 Point) (Level 1) (Level 25)
    Strength 18 32
    Dexterity 14 19
    Constitution 16 20
    Intelligence 10 14
    Wisdom 12 17
    Charisma 6 10

    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15

    Starting Feat/Enhancement
    Base Skills Modified Skills
    Skills (Level 1) (Level 25)
    Balance 2 31
    Bluff -2 5
    Concentration 7 32
    Diplomacy -2 5
    Disable Device n/a n/a
    Haggle -2 5
    Heal 1 8
    Hide 2 9
    Intimidate -2 5
    Jump 6 26
    Listen 1 8
    Move Silently 2 9
    Open Lock n/a n/a
    Perform n/a n/a
    Repair 0 7
    Search 0 7
    Spot 1 8
    Swim 4 16
    Tumble 4 14
    Use Magic Device 0 16

    Level 1 (Druid)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Selected) Toughness
    Enhancement: Orcish Melee Damage I
    Enhancement: Druid Eminence of Life I
    Enhancement: Druid Toughness I


    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Undead
    Enhancement: Ranger Devotion I
    Enhancement: Druid Energy of the Locus I
    Enhancement: Druid Eminence of the Sun I


    Level 3 (Ranger)
    Feat: (Selected) Power Attack
    Enhancement: Orcish Strength I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I


    Level 4 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Enhancement: Orcish Power Attack I


    Level 5 (Druid)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Druid Beastial Nature I
    Enhancement: Orcish Brute Fighting I
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Druid Eminence of Hoarfrost I
    Enhancement: Druid Wisdom I


    Level 6 (Druid)
    Feat: (Selected) Point Blank Shot
    Enhancement: Racial Toughness II
    Enhancement: Druid Strength I


    Level 7 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Enhancement: Druid Eminence of Hoarfrost II
    Enhancement: Druid Eminence of the Sun II


    Level 8 (Druid)
    Enhancement: Druid Season's Herald I


    Level 9 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Dodge
    Enhancement: Orcish Strength II


    Level 10 (Monk)
    Feat: (Monk Bonus) Mobility
    Enhancement: Druid Energy of the Locus II
    Enhancement: Druid Toughness II


    Level 11 (Druid)
    Enhancement: Druid Beastial Nature II
    Enhancement: Druid Spring's Resurgence


    Level 12 (Druid)
    Feat: (Selected) Manyshot
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Druid Eminence of Hoarfrost III
    Enhancement: Druid Eminence of Life II


    Level 13 (Druid)
    Enhancement: Druid Strength II


    Level 14 (Druid)
    Enhancement: Druid Energy of the Locus III


    Level 15 (Druid)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Enhancement: Druid Beastial Nature III


    Level 16 (Druid)
    Enhancement: Druid Season's Herald II
    Enhancement: Druid Eminence of the Sun III


    Level 17 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
    Enhancement: Druid Crown of Summer
    Enhancement: Orcish Power Attack II


    Level 18 (Druid)
    Feat: (Selected) Quicken Spell
    Enhancement: Druid Vengeful Hunter I
    Enhancement: Orcish Power Attack III


    Level 19 (Druid)
    Enhancement: Druid Vengeful Hunter II


    Level 20 (Druid)
    Enhancement: Druid Vengeful Hunter III
    Enhancement: Orcish Brute Fighting II


    Level 21 (Druid)
    Feat: (Selected) Great Cleave


    Level 22 (Druid)


    Level 23 (Druid)


    Level 24 (Druid)
    Feat: (Selected) Overwhelming Critical


    Level 25 (Druid)

    this will play the same as a standard jugg just with no trapping ability. I think the survival and dps could be potentially greater though as you'd have hamp to help you, better utility buffs, weak dots, firewall ice storm, and aura of the sun for a mobile aoe while melee. I'm not seeing a dps let down other than battle engineer so I'd loose +2 on the weapon, and deadly but crown of summer is 2d6 light damage and 15% hamp which could replace deadly for heroic levels. Can anyone see a big downside besides less umd and no trapping ability with this build? Tensors would be hard to umd but the +2 str from horc enhancements and +2 from druid enhancements equals the benefit of tensors with no spell cooldown.

  2. #2
    Community Member Charononus's Avatar
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    Default

    Any thoughts or feedback is welcome on this idea as it's on the drawing board for me only at the moment. Also if you want to suggest a different x-men name that works for me too. =P

  3. #3
    2016 DDO Players Council Hobgoblin's Avatar
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    Default

    well 3 cons that i can see -

    1. your self heals may not be as good, but you have acess to restore, heal and other stat neg level removes, without having to umd them

    2. i would think your dps would be less, just from less damage from enhanments

    3. you cant start every raid with answering questions, "cause im the juggernaut b****!"

    3 is by far the most serious
    main toons: hauteur(silly caster) Sttomper (silly barbarian)-jammiee (Silly paladin)
    Quote Originally Posted by Eladrin View Post
    You are still completely free to run around like a jackrabbit on caffeine.
    quem deus vult perdere, dementat prius

  4. #4
    Community Member Charononus's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    3. you cant start every raid with answering questions, "cause im the juggernaut b****!"

    3 is by far the most serious
    =P

  5. #5
    Community Member NovaNZ's Avatar
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    Default I like it

    Here's a dwarf version - just playing round really.

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 Lawful Neutral Dwarf Male
    (2 Monk \ 2 Ranger \ 16 Druid \ 5 Epic) 
    Hit Points: 522
    Spell Points: 1326 
    BAB: 15\15\20\25\25
    Fortitude: 22
    Reflex: 15
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 25)
    Strength             17                    28
    Dexterity            14                    19
    Constitution         17                    23
    Intelligence         12                    16
    Wisdom                8                    12
    Charisma              7                    11
    
    Tomes Used
    +1 Tome of Strength used at level 4
    +1 Tome of Dexterity used at level 4
    +1 Tome of Constitution used at level 4
    +1 Tome of Intelligence used at level 4
    +1 Tome of Wisdom used at level 4
    +1 Tome of Charisma used at level 4
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Strength used at level 14
    +4 Tome of Dexterity used at level 14
    +4 Tome of Constitution used at level 14
    +4 Tome of Intelligence used at level 14
    +4 Tome of Wisdom used at level 14
    +4 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 25)
    Balance               2                    26
    Bluff                -2                     5
    Concentration         7                    35
    Diplomacy             2                    28
    Disable Device        n/a                   n/a
    Haggle               -2                     5
    Heal                 -1                     6
    Hide                  2                     9
    Intimidate           -2                     5
    Jump                  5                    26
    Listen               -1                     6
    Move Silently         2                     9
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                1                     8
    Search                1                    10
    Spot                  3                    29
    Swim                  3                    15
    Tumble                n/a                   9.5
    Use Magic Device      0                    16
    
    Level 1 (Druid)
    Feat: (Selected) Power Attack
    Enhancement: Druid Blood Moon Frenzy I
    Enhancement: Druid Shifting Rake I
    Enhancement: Druid Eminence of Hoarfrost I
    Enhancement: Druid Eminence of the Storm I
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Enhancement: Ranger Skill Boost I
    Enhancement: Ranger Sprint Boost I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Ranger Devotion I
    
    
    Level 3 (Ranger)
    Feat: (Selected) Cleave
    Enhancement: Dwarven Constitution I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Enhancement: Druid Aggravate I
    Enhancement: Ranger Favored Damage I
    
    
    Level 5 (Druid)
    Enhancement: Druid Beastial Nature I
    Enhancement: Ranger Favored Resistance I
    Enhancement: Druid Waxing Hoarfrost I
    
    
    Level 6 (Druid)
    Feat: (Selected) Great Cleave
    Enhancement: Druid Shifting Rake II
    Enhancement: Druid Strength I
    
    
    Level 7 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Enhancement: Druid Hide of the Crocodile I
    Enhancement: Druid Vengeful Hunter I
    
    
    Level 8 (Druid)
    Enhancement: Druid Nature's Warrior I
    
    
    Level 9 (Monk)
    Feat: (Selected) Point Blank Shot
    Feat: (Monk Bonus) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Druid Toughness I
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Precision
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Druid Toughness II
    
    
    Level 11 (Druid)
    Enhancement: Druid Fatal Harrier
    Enhancement: Dwarven Constitution II
    
    
    Level 12 (Druid)
    Feat: (Selected) Manyshot
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Druid Aggravate II
    Enhancement: Druid Eminence of Hoarfrost II
    
    
    Level 13 (Druid)
    Enhancement: Druid Reaving Roar
    Enhancement: Druid Vengeful Hunter II
    
    
    Level 14 (Druid)
    Enhancement: Druid Hide of the Crocodile II
    Enhancement: Druid Eminence of the Sun I
    
    
    Level 15 (Druid)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Enhancement: Druid Beastial Nature II
    Enhancement: Druid Eminence of the Storm II
    
    
    Level 16 (Druid)
    Enhancement: Druid Nature's Warrior II
    Enhancement: Dwarven Spell Defense II
    
    
    Level 17 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    Enhancement: Druid Strength II
    
    
    Level 18 (Druid)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Druid Celerity
    Enhancement: Druid Eminence of Hoarfrost III
    
    
    Level 19 (Druid)
    Enhancement: Druid Vengeful Hunter III
    
    
    Level 20 (Druid)
    Enhancement: Druid Autumnal Susurrus
    Enhancement: Druid Toughness III
    
    
    Level 21 (Druid)
    Feat: (Selected) Overwhelming Critical
    
    
    Level 22 (Druid)
    
    
    Level 23 (Druid)
    
    
    Level 24 (Druid)
    Feat: (Selected) Epic Toughness
    
    
    Level 25 (Druid)
    Last edited by NovaNZ; 04-10-2013 at 04:35 AM.
    Quote Originally Posted by DawnofEntropy View Post
    Who wouldn't want to see Flizik the dwarf jamming to 'Devil went down to georgia' and smoking a pipe ...

  6. #6
    Community Member Kallith's Avatar
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    I have a capped human with this split, still tweaking it a bit but overall I'm very happy with the way the build has developed and it's performance in general. Imho the pro's far outweigh the con's, just in the immunities you get from elemental form, the immunity to stun and crippling makes it more viable ( at least for me ) than a FVS or Cleric version.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  7. #7
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    wouldn't a 17/2/1 version be better? Are druid 9 spells worthless for this build?

  8. #8
    Community Member Charononus's Avatar
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    Quote Originally Posted by cru121 View Post
    wouldn't a 17/2/1 version be better? Are druid 9 spells worthless for this build?
    2 ranger gives rapid shot which is needed, and 2 monk give evasion. The lvl 9 druid spells aren't the greatest. 2 buffs designed for casting which isn't a primary focus, snowslide for winter wolf form which the build won't be in, storm of vengence which is ok but nothing extraordinary, and mass regen. I'll miss mass regen to help out parties but as mentioned this guy won't be healing, I have a pure caster druid and a cleric if I want a more healer role.

  9. #9
    Community Member Kallith's Avatar
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    Quote Originally Posted by cru121 View Post
    wouldn't a 17/2/1 version be better? Are druid 9 spells worthless for this build?
    After trying both splits I found 16/2/2 is far better for this build, the 'extra' feat you gain from 2 ranger is far more worthwhile than lvl 9 spells.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  10. #10
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Charononus View Post
    75% more fortification than a juggernaut so you don't need exceptional fort items and it frees a twist slot.
    Where are you getting extra fort from?

    Two other pros: FotW boosts your druid caster level; and druids have a couple of nice no-save caster DPS options which arties don't (namely Creeping Cold & Ice Storm).

    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.

    Why Season's Herald instead of Nature's Warrior? Seems like Fatal Harrier and/or Reaving Roar complements this build better.

    I would drop Dodge+Mobility for, say, Stunning Blow + Emp Heal.

  11. #11
    Community Member Charononus's Avatar
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    Quote Originally Posted by unbongwah View Post
    Where are you getting extra fort from?

    Two other pros: FotW boosts your druid caster level; and druids have a couple of nice no-save caster DPS options which arties don't (namely Creeping Cold & Ice Storm).

    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.

    Why Season's Herald instead of Nature's Warrior? Seems like Fatal Harrier and/or Reaving Roar complements this build better.

    I would drop Dodge+Mobility for, say, Stunning Blow + Emp Heal.
    The extra fort is from fire elemental form, it provides a stacking 100% fort similar to pm forms. So 75% more than a jugg who would be wf and have the wf 25%

    I don't have any good staves on the toon I'm thinking of tr'ing for this just multiple axes ext (past life barb).

    As far as the prestiges that may be a very good option, I was thinking about crown of summer initially when making it to replace deadly for the times there is no arti in the party but those two options would out do those benefits.

    With the feats it was to add a little more dodge with the monk feats, I don't know if I would want emp heal as I think it would drain sp too fast, I'll have to play around and see if I can juggle the feats for it.

  12. #12
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Charononus View Post
    The extra fort is from fire elemental form, it provides a stacking 100% fort similar to pm forms. So 75% more than a jugg who would be wf and have the wf 25%
    Ah, missed this was meant to be a fire-elemental-form build. Are your DCs high enough to keep Body of the Sun useful?
    As far as the prestiges that may be a very good option, I was thinking about crown of summer initially when making it to replace deadly for the times there is no arti in the party but those two options would out do those benefits.
    Interesting. Good thing SH & NW have no feat pre-reqs, so you can bounce between them to figure out which is better.
    Quote Originally Posted by Ape_Man View Post
    You're WF. You'll always be reconstructing yourself. You have NO NEED to slot in healing-amp gear at all.
    The flip side to that is there's no such thing as "repair amp" gear, so you've no way of boosting Reconstruct besides enhs + Recon gear. Whereas druid 15+ gets you Heal + Regen; that plus some heal amp (racial and/or gear) plus maybe Emp Heal provides a lot of heal potential.

    That said, what about making a WF Beast? WF druids don't suffer heal penalty while shapeshifted but keep WF immunities, IIUC; leveling might be a PITA, but once you have fire elem form, you should have 125% fortification w/out gear.

  13. #13
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by unbongwah View Post
    Ah, missed this was meant to be a fire-elemental-form build. Are your DCs high enough to keep Body of the Sun useful?
    As it is a fort save, it's non-evadable. Reduced damage, but non-evadable.
    Ghallanda - now with fewer alts and more ghostbane

  14. #14
    Community Member Charononus's Avatar
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    Quote Originally Posted by unbongwah View Post
    That said, what about making a WF Beast? WF druids don't suffer heal penalty while shapeshifted but keep WF immunities, IIUC; leveling might be a PITA, but once you have fire elem form, you should have 125% fortification w/out gear.
    The downside to this besides leveling is that wf armor doesn't scale up with prr, from my understanding fleshy will give slightly more prr, and since with heavy fort you'd have 200% fort there isn't a big benefit that I can see of the extra 25% from wf since at least as of u16 156% fort would have you immune to every mob with sa levels in the game. Not sure if this changed with egh but even if it did I don't think it would have gone up very far.

  15. #15
    Community Member Kallith's Avatar
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    Quote Originally Posted by unbongwah View Post
    Where are you getting extra fort from?

    Two other pros: FotW boosts your druid caster level; and druids have a couple of nice no-save caster DPS options which arties don't (namely Creeping Cold & Ice Storm).

    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.

    Why Season's Herald instead of Nature's Warrior? Seems like Fatal Harrier and/or Reaving Roar complements this build better.

    I would drop Dodge+Mobility for, say, Stunning Blow + Emp Heal.
    In elemental form you gain 100% fort, personally I didn't bother with creeping cold is without the meta's to back it up its terrible dps. People are taking seasons herald for the caster lvl increase and the heal amp in fire ele form, I ended up using neither pre since 1 is caster based and the other is more aimed at animal form druid, which this is neither.



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  16. #16
    Community Member Charononus's Avatar
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    Quote Originally Posted by Kallith View Post
    In elemental form you gain 100% fort, personally I didn't bother with creeping cold is without the meta's to back it up its terrible dps. People are taking seasons herald for the caster lvl increase and the heal amp in fire ele form, I ended up using neither pre since 1 is caster based and the other is more aimed at animal form druid, which this is neither.
    Roar and harrier though do proc outside of animal form though, but yeah the pre it's self won't be worth much in either case they're more for the other enhancements they open up.

  17. #17
    Community Member Kallith's Avatar
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    Quote Originally Posted by Charononus View Post
    Roar and harrier though do proc outside of animal form though, but yeah the pre it's self won't be worth much in either case they're more for the other enhancements they open up.
    I went with vengeful hunter line which is pretty easy to keep going and is a nice dps increase, other than that I took the toughness lines and the fire/healing line with str 2 and ranger devo 1 since it stacks ( at the moment at least )



    Sloene-Apselar-Panek-Morvian Mitis Mors-Thelanis

  18. #18
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by unbongwah View Post
    Another option if you plan to use staves (Sireth): druid 15 / monk 3; the extra monk lvl lets you add +10% heal amp and gain light finishers for buffs.
    and Jidz if tyou have it.

    This is similar (monk3) to the "Immolator" that HalfOrcCastrator posted in many ways - and something I'll be doing w/ my current WF fighter as well on his next life. His was a "how do I use all this gear like Claw Gloves, Jidz, etc. and still be WF". That split (more monk, fire and amp focus) may work better in that circumstance.

    I like this split for the big cleaving dude.

    I'm not convinced stunning blow on this will remain worthwhile long term.
    Ghallanda - now with fewer alts and more ghostbane

  19. #19
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    Quote Originally Posted by voodoogroves View Post
    This is similar (monk3) to the "Immolator" that HalfOrcCastrator posted in many ways
    Just clarifying: wasn't me.
    ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.

  20. #20
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by HalfORCastrator View Post
    Just clarifying: wasn't me.
    "That guy with the name mostly consisting of C, H, A, O and S but not actually being CHAOS"
    Ghallanda - now with fewer alts and more ghostbane

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