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Posts
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Joined
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Argh I am so mad I missed this last night! Fully enjoyed my first TT on Champion (my home server) the week before on my main, so I made a Tanker on Justice so I can participate on these. Just downright forgot about it yesterday!
So I guess it's time to make another on Victory to join in on the fun! Now I just have to make a Calendar appt. to remind me... -
Just a reminder that tonight's Tanker Tuesday is back on Champion! This will be my first one and I am really excited to see how it will play out.
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Quote:Yeah, I can easily see that and like I said, leaned towards making my origin Magic. However, with my concept it was not just that he was Fae and a "magical creature", just that his abilities that he uses for good are due to his military training. If I made a redcap or sidhe then I would probably make them Magic origin.Well would'nt a Fae creature be of "magic" origin anyway, since Fae are magical creatures?
Quote:That's one of the huge gaps in the Origin system as it stands, I'd have the option to both choose "origin" where your character came from and "Power Source" where your character gets the powers that they use. Also they need an "Alien" origin option.
~Arik van der Sar on Champion.
Playing CoX since 09/28/09 -
Quote:I have to disagree here. To me the Natural definition would have to be closer to "a being with his powers inherent". Whether he was born with them or have to train for them is dependent on concept. For instance, my Natural Tanker is based off a character I had from a tabletop game where he is a big sturdy troll from the fae realm. He could have been Magic origin but I decided that his proficiency with Shield and War Mace were trained abilities. I took SJ as his travel power because I figured it was just his inherent ability to focus his energy and be able to jump that far. What is Natural to him (and other fae) might seem superhuman to others.It needs to be said that this pack has been officially tagged by the modship as the "natural" pack.
Most "natural" concepts that players had have had to grapple with the fact that the only ways to keep up have been to Leap tall buildings in a single bound, run faster than a speeding bullet, fly thorugh the air, or disapear in a flash.
Not a bit of that sounds "natural" by the common definition of " normal human being with no "powers"" some people just ignore that their character is moving beyond human capabilities and use one of the less extreme looking movement powers (Superspeed/Leaping) or, if they're clever and willing to sacrifice a bit, go with slotted out fitness, sprint, and combat jumping.
Another more drastic example would be perhaps an alien that can shoot energy out of his hands. Perhaps his whole race can do such a thing? Or maybe for some strange reason the powers work here on Earth on not his home planet? For him it's not because of Mutations (perfectly normal for his species) or a result of Science experiments, but a normal part of his ability.
I do wish they would have had a broader theme to the Natural Booster Pack, but the extra Martial Arts stuff is neat.
Back on topic, I am really happy that Hurdle and Speed out of the Fitness pool will help with NR. My Dual Blades Brute will likely do this instead of a traditional travel power.
~Arik van der Sar on Champion.
Playing CoX since 09/28/09 -
Well I've been playing for all of about 6 weeks now, and my primary is my Shield/WM tanker on Champion. The first TT is on that server correct? I think I remember seeing that the day after it happened for November, so I was miffed I didn't get to participate. But yeah, I would love to be involved come December!
~Arik van der Saar
Champion -
Quote:I've only been playing the game for a little over a month now, and I find this to be true. My most enjoyable AT are the one's I have a good concept for... name, costume, and powers to match.In my five years of experience, it's the characters with a good name, concept, and costume that I come back to again and again. It's not wasted time.
~Arik
Champion -
Quote:Awesome, that is the same reason why I ended up with /Mace with my tanker, I thought it looked better with concept, but it was a close decision to make with /axe. I might try and roll a BS/Shield scrapper as a kin concept to my Tanker, or create Shield/Axe Tanker. Anyway, I am glad it seems the differences are minor enough to choose on aesthetics over which is "better".Given that it wasn't a big difference, I ended up going with Axe due to concept and costume reasons (Ironblade uses an edged weapon - broadsword; and I think the axes look cooler than the maces).
P.S. Shield/Axe was a fun combo. I was very happy with the character. I IO'ed him and got all his defenses in the range of 49-51%. Got him to 50 in short order and started a new one. My current tank is dark/dark and is level 38. -
Well, I've only just started to play this game (just under a month now, including the 14 day free trial) and my main is a Shield/Mace tanker. I picked it more out of concept and so far found it to be a good combination. That seems to be the main theme for me this game... it doesn't matter what powersets I choose, what matters as far as initial staying power is coming up with a good character with a solid concept that I can get behind.
I almost went with /Axe instead of /Mace, but I liked the Warhammer look with my toon best. The crunch sound you get when you hit is very gratifying!
~Arik Van der Saar
Champion