Its muzzle keeps it from speaking - but its eyes make no secret of its dark designs.
Barbend may be the longest-serving inmate in the history of the Ancient Prison. The "may" is only a technicality - all of the dragons who lived long enough to escape the prison testify that from the day they first arrived, Barbend was already lurking in a corner, surveying the newcomers with unblinking amber eyes. Yet, this testimony can never be corroborated by Barbend itself, for its metal muzzle will not allow the beast to speak, or even open its mouth.
No one has ever heard the dragon's true name. "Barbend" is only a moniker the inmates have been using for so long that none remember how it started. Some say it is from how the dragon unrelentingly thrashes at the iron enclosures in the prison until they dent - others that it stems from the barbed armor that tears at its flesh. Even if Barbend were able to tell of its past, none would dare to ask. The unfettered malice in Barbend's eyes tells onlookers all they need to know.
Legendary Dark Hunter
Legendary Spells
- AGGRESSION PARENT - Active| White | 0 Rage
Cycles between one use of Aggression and one use of Aggression: Unchained
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- AGGRESSION - Active| White | 1 Rage
Cast upon a target area. Disables targets in area for duration until it is damaged. Duration: 12s, Cooldown: 0.
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- AGGRESSION: UNCHAINED - Active | 0 Rage
Increases breath damage by 200% of modified attack Duration: 4s, Cooldown: 2s.
- TORMENTING ARMOR - Active | Blue | 1 Rage
Dragon slows down by 50% and cannot be hit by tower attacks for 4 seconds. Ammo generation rate increased by 150%. Duration: 4s, Cooldown: 0.
- FERAL INSTINCTS - Active| White | 1 Rage
The dragon’s breath attack uses (75)% less ammo. Duration: 5s, Cooldown: 4s.
- DESPERATE RESOLVE - Active | White | 0 Rage
The dragon gains (2) rage immediately and heals for 30% of its modified max HP upon destroying towers during the spell’s duration. Duration: 4s, Cooldown: 5s.
Legendary Runes and Glyphs
Mythic Dark Hunter
Mythic Spells
- SAVAGERY PARENT - Active| White | 0 Rage
Cycles between one use of Savagery and one use of Savagery: Unchained.
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- SAVAGERY - Active| White | 1 Rage
Cast upon a target area. Disables targets in area for duration until it is damaged. Duration: 12s, Cooldown: 0.
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- SAVAGERY: UNCHAINED - Active| White | 0 Rage
Increases breath damage by 200% of modified attack. Duration: 4s, Cooldown: 2s.
- MADDENING ARMOR - Active | White | 1 Rage
Dragon slows down by 50% and cannot be hit by tower attacks for 4 seconds. Ammo generation rate increased by 150%. Duration: 4s, Cooldown: 0.
- CHANNELED FEROCITY - Active | White | 1 Rage
The dragon’s breath attack uses 75% less ammo. Duration: 5s, Cooldown: 4s.
- DETERMINED RESOLVE - Active | White | 0 Rage
Gains 2 rage on cast. The dragon heals for 30% of its modified max HP upon destroying towers while spell is active. Duration: 4s, Cooldown: 5s.
Mythic Runes and Glyphs
Design Intent and Strategy:
Barbend is a vicious creature that eviscerates towers in a flurry of attacks. There is no time for hesitation if you are flying Barbend - you either overwhelm your opponents with violence, or you take serious damage from acting too slowly.
Barbend’s typical attack sequence begins with its signature spell, Savagery. On the first cast, Savagery will disable towers in the target area for a moderate duration. The spell then transforms into its Unchained version; on the next cast, Savagery: Unchained drastically increases Barbend’s attack power. The spell will continue alternating between the Chained disabling effect and the Unchained boosting effect.
To maximize its damage output, Barbend can activate Channeled Ferocity to reduce its consumption of ammo. This lets it launch a sustained barrage of empowered attacks without wasting time to reload.
When empowered by Savagery: Unchained and Channeled Ferocity, Barbend is a massive threat, but like other Hunters, it is fragile. To find opportunities to launch its assault, Barbend must use its cloaking spell, Maddening Armor, to evade dangerous super shot attacks from towers. Furthermore, while under its effects, Barbend will regenerate ammo more quickly.
Barbend’s spells are rounded out with Determined Resolve, which immediately gives Barbend two rage and will heal it for any towers destroyed during its duration. Frequent casting of Maddening Armor will take a toll on rage, and while Barbend is on the offensive it is defenseless, so correctly timing Determined Resolve is critical to make sure that Barbend always has sufficient rage and health to complete its combo.
Flights with Barbend will be most successful when the flier is decisive and uses their spells in quick succession to maximize the duration for which they overlap. Determined Resolve is particularly crucial to the dragon’s long term success- if it is not active when Barbend finishes towers, Barbend’s survivability greatly decreases. It is also important to try and cast Savagery: Unchained as soon as possible after it is available, so that Barbend is ready to disable towers once again with the Chained form of Savagery.
Even though Barbend has finally escaped the Ancient Prison, it could not escape its welded iron muzzle, or its painful barbed armor. Centuries of suffering have left nothing behind this dragon’s eyes but profound anger and a thirst for retribution.
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