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Character Concepts - Barbarians
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<blockquote data-quote="malcolm_n" data-source="post: 5199258" data-attributes="member: 63154"><p>Hehe, yeah. I started to build hulk as a Rageblood barbarian, but the powers generally require a two-handed weapon, and hulk is all about the smashing with his bare hands. I also liked how the full disciplines gave hulk the movement abilities he should have regularly. Hulk loves to grapple with his enemies or just pound them over the head. This made a perfect fit for the hybrid stonefist|brawler.</p><p></p><p>The easiest way to think of it is not as an ascetic, but as a professional wrestler. Try busting him out in an encounter; he feels like Hulk when you play him. It's probably a good point to make that I built him as "all-the-time" hulk, not change to banner and back hulk (though making him banner-esque when you take away his "gear" could be an interesting role play opportunity). He has some of his latent intelligence and can parse his way through things, but when he really gets going (uses his daily rage), watch out.</p><p></p><p>The problem I'm having with monk, now, is I don't want it to become my default for fist-fighting heroes. I put off working on a spiderman build until I can find a better way without just defaulting to monk for the crazy movement + unarmed fighting. Granted, I guess I could make him centered breath, since there's more controller in Spiderman than striker; but then what about Beast, Thing, or Colossus? Then there's the blend into other martial-arts characters whom I really want to put off building until we get more builds for the class.</p><p></p><p>/end rant though. Monk's just a great fit for character concepts when you consider any real movement based hero can benefit from the class in some way. Now, add weapons, and you can easily go barb, fighter, or even ranger for an easy fix; but none of those classes (easily) support unarmed combat as well as they may (or may not) support the movement aspect.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 5199258, member: 63154"] Hehe, yeah. I started to build hulk as a Rageblood barbarian, but the powers generally require a two-handed weapon, and hulk is all about the smashing with his bare hands. I also liked how the full disciplines gave hulk the movement abilities he should have regularly. Hulk loves to grapple with his enemies or just pound them over the head. This made a perfect fit for the hybrid stonefist|brawler. The easiest way to think of it is not as an ascetic, but as a professional wrestler. Try busting him out in an encounter; he feels like Hulk when you play him. It's probably a good point to make that I built him as "all-the-time" hulk, not change to banner and back hulk (though making him banner-esque when you take away his "gear" could be an interesting role play opportunity). He has some of his latent intelligence and can parse his way through things, but when he really gets going (uses his daily rage), watch out. The problem I'm having with monk, now, is I don't want it to become my default for fist-fighting heroes. I put off working on a spiderman build until I can find a better way without just defaulting to monk for the crazy movement + unarmed fighting. Granted, I guess I could make him centered breath, since there's more controller in Spiderman than striker; but then what about Beast, Thing, or Colossus? Then there's the blend into other martial-arts characters whom I really want to put off building until we get more builds for the class. /end rant though. Monk's just a great fit for character concepts when you consider any real movement based hero can benefit from the class in some way. Now, add weapons, and you can easily go barb, fighter, or even ranger for an easy fix; but none of those classes (easily) support unarmed combat as well as they may (or may not) support the movement aspect. [/QUOTE]
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