Tag Archives: guide

The DnD 3.5 Swashbuckler: I’m too pretty for armor

I’d noticed — as I’m sure all of you did, too — that I hadn’t written here for a while. I don’t play that many games that require a processor, other than League of Legends, so not many of my potential topics are particularly newsworthy. So I asked Incontrol what I could write about, and he suggested I do what I did with the bard: pick an underpowered Dungeons and Dragons 3.5 class and make it shine. While I take exception to the implication that the bard is underpowered, I took a look at a class tier list (eyes glazing over the bard’s ranking…) and picked some random schlub from the lower echelons.

Though I chose the swashbuckler (Complete Warrior) by chance, I do have some affection for the class. One of my favorite NPCs was a catfolk swashbuckler — who was quickly killed by Incontrol’s character. Consider this sweet, sweet revenge. Continue reading


LoL Season 2: Digitally Remastered (Han shoots first!)

In the nineteenth century, Kierkegaard defined angst (“awngst,” not that stuff My Chemical Romance sings about) as the profound dread people feel when confronting their absolute freedom. We become paralyzed by the infinite choices before us. We can do ANYTHING, and that is SCARY. So, that’s why I haven’t posted in a while. Since League of Legends revamped summoner spells and completely redid masteries, I have been on the ground, in the fetal position, crying, only emerging to play LoL — which is hard enough at an average of 15 frames per second, but when you add the nonstop veneer of tears, it can make team fights a real bitch.


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Dr. Mundo, MD: Master of Dominion

Of all the champions in League of Legends, Dr. Mundo probably gets the least respect. He’s widely considered underpowered. At least a few times a week, someone on the LoL forums will call for a buff. Could he use one? Damn straight.

Does he need one? No, sir.

I’ve found him viable in Classic and pretty awesome in Dominion.

In the new game mode, a few things have shot up in priority, things that weren’t always important in Classic:

1. Speed. The ability to cap points before the other team can respond, and run away if too many of them come for you.
2. (Usually ranged) deterrence. Either to hack away at point defenders or to make attackers think again before turret diving you.
3. Small skirmish dominance. Five-on-five team fights are incredibly rare in Dominion. So you’ve got to be good in 1v1, 2v2, and, sometimes, 1v2 situations. That could mean a lot of things, so more on that later.

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