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Gaian Tenkaichi Budoukai

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Gaia's world martial artist tournament that pits the best fighters against one another for the title of Gaia's Best! 

Tags: tenkaichi, budokai, battle, tournament 

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Truest Valor

Aged Gaian

PostPosted: Wed Feb 13, 2013 3:58 pm


Yummybiscuits


We need to have a discussion before this fight starts costing both of us more logic points than it already has.
PostPosted: Wed Feb 13, 2013 4:01 pm


Xerowingz
Good luck with that...

They who live by the wand shall die by my blade!

Trenchant Cogency

Anxious Lunatic


Zou Kraze

Unsealed Aggressor

PostPosted: Wed Feb 13, 2013 4:45 pm


I agree with Darth and Kuro...


You need to be more specific about what it is you are trying to counter or rather what your overall goal is with the character.

Being able to "charge" through spells just makes you a very specific juggernaut, not an anti-mage imo.
PostPosted: Wed Feb 13, 2013 5:32 pm


I'm gonna take a break from this fight for a bit.

Truest Valor

Aged Gaian


Fierach

Dangerous Sex Symbol

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PostPosted: Wed Feb 13, 2013 5:35 pm


I'll post when I get home.
PostPosted: Wed Feb 13, 2013 5:42 pm


No hard feelings Sokoya, but I gotta demolish your team in HoH.

Knight Breaker


Fierach

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PostPosted: Wed Feb 13, 2013 5:43 pm


I enjoy using bloodseeker versus antimage. Rupture and if he blinks he dies. This was back in wc3 though. Seeker windrunner and slardar and dwsrven sniper were my favorites.
PostPosted: Wed Feb 13, 2013 5:55 pm


You know what I find hilarious.

There was this whole thing about Tres spitting out a wad of slippery liquid that evaporates in about 12 seconds.

And like

6 people in this tournament essentially have flame throwers.

I don't understand...

Tres Ecstuffuan

Aged Gaian


Vintrict
Captain

Omnipresent Poster

PostPosted: Wed Feb 13, 2013 5:58 pm


The Female of the Species
Mana Burn.

25% resistance

Going for a light weight gear set up to lean towards avoiding their powerful attacks or sticking close to them to disrupt them.

Edit: Lord Cameron's character s**t on Sokoya cause he just spammed clones with mana burn and shut her down.

lol I remember this.
PostPosted: Wed Feb 13, 2013 6:00 pm


I've noticed a bit of the Rosa Effect as well, but, I try not to worry about it too much.

Knight Breaker


Grim Skies

PostPosted: Wed Feb 13, 2013 6:29 pm


Destructive Forces
I ask this because I'm working on a character who's essentially a mage-hating knight with magic-resistant armor.


The other guys pretty much touched on the "anti-magic" aspect itself, but I'd like to add that if you're considering this for tournament RP then the character concept is already very unbalanced from what I can tell.

I assume the anti-magic armor is just that; armor. Meaning you'd have good physical defense, good magic defense/negation. Knight type so probably uses some kind of weapon, possibly the kind of weapon that really ******** a dude up. Plus the physical strength to wield the weapon and move around in the armor. So that gives you great offense, defense, and reach over an unarmed character.

The only thing relatively lacking would be speed and range, but speed in the tournaments is kind of irrelevant. That leaves range, but you can soak up a lot of damage and ranged weapons/attacks are generally nerfed.

If this is for general RP, then I suppose none of that really matters. You will still have people arguing exactly what qualifies as "magic" for any anti-magic countermeasures.

I also personally believe there should be some degree of scale to it. It's kind of shitty if you face a character who is supposed to be an ancient, grand master wizard and your anti-magic can completely negate his strongest spells. I think that's a big problem with anti-magic anything. Often times it is used to fully negate magic. I prefer it to go along the lines of resistance, and that it has less of an effect on stronger spells so long as those spells require some degree of effort (charges, cooldowns, etc.).
PostPosted: Wed Feb 13, 2013 7:03 pm


Make it like a SWAT guy with an anti-magic kevlar vest. And a knife. That's cool.

Knight Breaker


Techpriest Enginseer

Business Tycoon

PostPosted: Wed Feb 13, 2013 7:05 pm


Destructive Forces
I ask this because I'm working on a character who's essentially a mage-hating knight with magic-resistant armor. I honestly like the idea of playing a character who brute forces his way past magical woo-woo powers but at the same time it's hard to find the line where people stop going "okay I need to work around this" and they start going "OMG ******** MANGINA ICEFROG NERF PLSSSSSS".

Plus considering how massive the varieties of magic are it's pretty much impossible to come up with a method that protects against them all. Soak's osteomancy (for lack of a better term) is pretty much impossible to mitigate supernaturally because all she's doing is spawning extra bones into weapons.

So it's hard to figure out how to make a legitimate counter to mages without making it... faggy.


Before I make my post, a small disclaimer: My main character in a private RP I have been doing for years is the Ertai of anti-magic. He is broken, OP, cheese, faggy, etc. I know this and acknowledge the fact that in most settings he is ridiculous. So when I make this post most of what I say is from experience.

The first thing to consider is does your character want to use magic and magical/power items to meet his goal of kill all mages? The average mage in a role-play is average in melee to help mitigate the magical ability they have. You also run into a lot of magic/power users whose powers are used to enhance their own physical abilities. Any character who comes up against a magic-resistant/immune opponent will if possible start to focus the energy to enhance themselves most of the time. This becomes a big issue when a normal human fighter is pitted against someone whose melee skills are lacking, but is now blinking and moving twice their land speed and striking three - four times a post thanks to hasting ability, and has a supernatural armor or protection to help mitigate and deflect incoming attacks. Your character may have resistances against your chosen range of killing, but those resistances don't typically apply when they are enhancing the physical tools that are gutting you.

So I will write this post under the assumption that your character will have energy sources/items that are supernatural in effect somehow to help reach his goals. I will just s**t out some ideas here, take em or leave them.

If you are looking for something that can help you get in close and quickly, I would suggest abilities/tools that provide distraction. A character who can run and throw javelins can keep at bay most stronger attacks for example since standing in one place or doing light walking while casting would become a liability when charging up larger attacks. Just being in their face alone will mitigate the use of such abilities in most settings.

Smaller blasts of energy like fireballs, ice spikes, arcane blasts, flamethrowers, whatever that most mages/powers can s**t on you in a single post need a bit more care to handle. These kind of attacks for most characters are the bread and butter of the profile, the main striking ability for damage output next to CQC (which is usually avoided). Resistances help but if you are going for a mage killer theme you need a system that helps completely mitigate this using your physical skill, while allowing your opponent a chance to shine without having to resort to improvising s**t on the fly.

On another forum I had a character whose sword had physical cartridges that stored a small charge of energy. These carts were stored in the handle and were 'activated' by pulling a trigger/plate on the handle (think chain sword). During combat, if he was at range and his opponent had fired off an arcane sourced projectile, he could pull the plate and swing the sword in front of him to attempt to knock the projectile aside. The downside to this was his sword could only hold three carts in the handle, and to reload was to take the handle off and manually shove in the carts. This meant that the sword was his oh s**t button in the event he could not close the gap, due to summons/entanglement/whatever.

For abilities used up close you could look to off-hand equipment that allows you to keep up some form of offensive/defense while providing a chance to avoid being destroyed by up close blasting. A device that provides you with a medium sized shield of light on your off-hand wrist that can take only a bit of damage that worked on a cart system could be used since it would require good positioning to allow the arm to get into position, and would only be 100% effective against stuff that you see coming such as a mage constantly backpedaling while holding an arm out and blasting away. It can also help protect you against long term drain/damage effects such as flamethrower style spells. Sure your character will get hit a bit but once the shield is active you can disengage long enough to re-group and get out of the way of the cone attack.

When thinking of ideas remember that at the end of the day just keeping most mages arms busy is the key to success. Staying in close, throwing s**t at them, punching them in the mouth are all viable ways to shut a mage down. Focus on how to get close, and how to stay there without issues and you will find a good, clean system on how to do things. smile
PostPosted: Wed Feb 13, 2013 7:07 pm


Magic shields are best

Patcharoo


Grim Skies

PostPosted: Wed Feb 13, 2013 7:22 pm


Screw psychics, I am going to start an Order of swordsmen and swordswomen.

The Order of the Sword!

The Sworder!
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