Weak Aura Design Part Two

In a previous post I looked at design philosophies, and how I set up the core of my weak aura sets with key resource information. This time around I’ll run through the way I approach the HUD section of my sets.

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Weak Aura Design Philosophy

Aka “Bink tries to explain the logic behind how he creates Weak Aura sets”

I’m not a master at making these things, partially because I lack the art skills to make custom images, while also only having rudimentary LUA skills to be able to take something & modify it slightly. However, the things I throw together seem to be semi-popular, by which I mean I get a few likes/replies when posting work in progress & a few thousand views on wago.io.

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