Avatar of GreivousKhan
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    1. GreivousKhan 12 yrs ago

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On another topic.

Skalla always did strike me as someone who would go for the nuts. :K
The thing is, all you have to do is couple your deadly surprise attack with a bunch of other movements as a smoke screen and it becomes incredibly difficult to avoid. It's why an illusionist would be such a powerful character, though not many people bother with it, I've been toying with a mana-addicted illusionist for a while since mentioning it in the FAQ thread.


Actually, I ended up winning that match with the ninja because of semi- meta gaming my illusion. See I knew early on people meta game. Often without realizing it. But I needed to think of a way my illusions would still matter in the arena. So I devised that, through use of a single prep, my false image doppelganger could be replaced with a real me if it was ignored.

Aside from thinking of some way to IC punish people who meta game, I'm not sure how well an illusionist would work in the arena.
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He has some lower tier ones, I believe. Hahah, it's just the main ones he likes to use have a bit of strength.

Skallagrim, then that's the goal.


Oi! I'll be the first!

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Yeah, that is more for the players benefit, still I feel like it's only sporting to give your opponent -the chance- to avoid something because they know its going to be dangerous. It's like the first idea I had when seeing Arena, I was pretty much convinced I could beat the majority of people by using a sword that is actually twice the length it seems to be, but the end is invisible and impossible to detect without investing time and energy analyzing the sword, which no one would do without meta-gaming. That would essentially allow you to stab someone from twice the range they think you can, with no realistic way for them to defend themselves unless they for some reason expect to be stabbed by a sword when it's clearly out of range.

Subterfuge powers really aren't what the Arena is about, the Arena is about duelling in a gladiatorial sense in my opinion, because with the limitless scope of magic you could easily defeat any opponent by exploiting what they can't know about your abilities.


I feel the same way, I'm more of a show boater anyway, if my prep does not have some clear signs, at least hand signs. It just doesn't feel quite right. That's why I feel powers for example; that don't make it clear you're manipulating something, like not needing to even move your hand or look in the place you are, say, manifesting the power to control rock or fire. That just feels cheap to me.

Cause than the majority of characters have no chance to even defend themselves. Sure it would be easier to land a hit or win, but the match itself will be lackluster and your opponent would be quite happy with the outcome even more so.

That's partly way I had my Sand wraith still need to move his hands or gesture to manipulate his sand. Since first of all it looks and feels better, and it aids in making the fight longer. I remember one fight with a certain ninja cyborg that lasted hella long cause of that. Was one of my favorite matches.
I think that's because I've been looking at Skallagrims characters for too long. He's a bad influence. All my first RPG characters were all low tier characters. With the exception of the Sand Wraith.

I miss those characters. :K
Just so it's clear, my swordswoman will not be using her guns in this fight, since it's a swords-only thing.


Kool, I will also not be using my pistols.

So who are the "good guys"? Melon and In?


Currently it should be. But if either of them can't join in, it will remain open to any willing.
It doesn't have to do massive amounts of damage, Fury was used as an example of someone with signs showing. For an example of not having signs show, Alphonse charging his defensive ability. Without any energy sensing abilities, it would be hard to tell what he's doing; without it shimmering around him anyway. In most cases though, people have some sort of visual for it.

Ranged weapons have a big advantage over most people, especially if they are close up fighters. Range can keep them back, and many end up with close range abilities anyway. I don't think ranged characters are bad, they just get played on the super difficulty level, because most don't wanna say their shot was off because of atmospheric conditions, hence 'Super Accuracy!'


It's actually T1 rules for prep includes you should have an 'imaginative description of this process' so it is clear you are doing a prep of some kind.
You know Rilla, my entire time in the arena I have never even come close to fighting Skalla, everyone says how good he is but I've never seen it first hand. Come to think of it, we've only had one bout, and that was canceled part way through cause you were lazy. I remember it clearly since it was my first match here ever.

Why do people avoid me? D=






This is a skirmish between two teams whose goal is finding an old Tome of power within The Fortress of Drakonia. This battle is a prelude to the next installment of Arena Multiverse. Note events here will help shape the future story line now in the works. This is an open challenge for another opposing team.

The Flavor/theme for this match is mid tier powered sword fighting. All combatants main form of attack or fighting should be melee sword related. (though a sword my not be your only weapon, but should be main.)

Battleground:

Name: The Fortress of Drakonia

Size: Measuring by the widest point, the Castle has a:

Length of 750 feet or 250 yards

Width: 320 feet or 106.667 yards

Properties: The Courtyard and open areas of the castle are subject to fierce and powerful gale force storms with wind speeds up to 72 mph, roughly the strength of a tornado. Due to this, flying is very difficult but not impossible, though ranged combat that relies on physical objects will suffer accuracy at long ranges. Air magic or powers are also amplified when outside. (by a degree of one prep, but only if there is at least one prep involved, so non prepped attacks still count as not having preps.)

Those who do falloff the edge are considered disqualified from combat, as far enough below the castle proper (about 100 feet) subjects vanish completely. Note that pieces of the castle that have broken off will continue to float under their own power. The narrow halls of the castle themselves are filled with ancient booby traps, spiked pits, falling ceiling blocks of stone, or the classic hidden darts from the wall to even magical dragon statues that breath fire when one walks before them. Most rooms are 10 by 10, with hallways being 5 feet wide to round inter section chambers that can be as wide as 20 feet in diameter.

Also note that the dungeons have fallen away over the years, and one must traverse the underbelly of this castle by moving from floating rock to floating rock. The winds are no less forgiving here. Still, these lower depths once held the magical armory of the castle garrison, and fallen objects of no sentience tend to float up into the dungeons if they have fallen off.

Player Capacity: Up to 4v4 or Free-For-All

Description :

Flavor Text: Built by an ancient people long ago, no one remembers who they were or why they constructed this fortress. Let along why they gifted it the power of flight. The wise men and scholars of these lost civilization however were grand diviners, and their ancient text, so it is told, hold the secrets of the future across many universes. What other powers lie hidden within the fortresses libraries?



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