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Character Comparisons- Combat Proficiency
#1
A topic chain I've been thinking about for a long time is how a person can compare and contrast their characters according to certain traits such as strength, appearance, intelligence, and so forth. This is mostly from how I noticed some players have characters with very similar traits and would differ only in race and gender, or how one player can have a very wide range of different personalities to the point you can't tell if that player is actually playing that character.

As a player who has been RPing for about 10 years, I often encourage players to step out of their comfort zones and RP characters who would be different from their own personalities or outside their fields of real life knowledge and experience (with accuracy, of course). At the same time, there is nothing wrong with a preference in an RP style or character archetype. For instance, I tend to favor comical characters with a hint of tragedy as well as the other way around, and I have a higher preference for short and concise emotes over flowery purple prose.

In this particular Character Comparisons thread, we'll take a look at a popular issue: Combat proficiency.

In the case of your characters, I'd like to see you describe their areas of expertise, strengths and weaknesses, and above all, how proficient they are. By "proficiency", I'm describing competence and ability, not if "they're number 6 of the best fighters in Azeroth". If you do want to list your characters in order of ability, do so starting with your strongest to your weakest of your own set of characters. Bear in mind that a combat-weak character doesn't mean that they can't throw a punch. Magic users can be really weak in throwing punches but can explode with power (literally even) with their own proficiency.

PLEASE REFRAIN FROM DEBATING ABOUT OTHER PEOPLES' CHARACTERS' COMBAT PROFICIENCIES IN THIS THREAD. Leave that to PMs and have changes be applied through edits on your own posts. Don't feel pressured to do EVERYone in your account, especially among you altoholics; do only ones you feel whose combat proficiency is part of their character.

To start off, I'll do my own characters. I'll only list those with notable proficiency and leave out characters who won't make it to the restart (you're free to include yours if you wish). Most of my characters combine magic with melee, so I won't bother to separate the two types of fighters when comparing their ability to last in combat.


COMBAT PROFICIENCY SCALE OF 10 (use according to class)

1- I can't punch a cardboard cutout to kill it!
2- I can at least push down the cardboard cutout to knock it down.
3- I can punch a hole through this cardboard cutout! But my punches to a -person- isn't anything really noteworthy.
4- My punches hurt, but I can't dish anything out to a trained fighter.
5- I have the proficiency of a beginning trainee in combat.
6- I can fight a civilian and win, but I still have ways to go with a trained fighter.
7- I can enter tournaments and battles and come out victorious! (the closest you can have to an "average" level-capped WoW character in a PvE/PvP server).
8- Civilians and other fighters fear me! But I still have weaknesses... you just have to know them and take advantage of them if you hope to beat me.
9- I wrestle bears for breakfast!
10- Giant two-headed ogres are cardboard cutouts for me! But don't expect me to break the rules and defeat a powerful lore character.



1.) Pulla Hotbolt (8 ) (Arms Warrior). As a warrior, Pulla is very competent with a very wide range of weaponry, though she personally favors hammers and maces. As a gnome, she combines nimbleness and agility in her small stature with her noteworthy gnomish wit and intelligence, making her a worthy opponent for many an experienced fighter. She is a "dish heavy damage as fast as you can" type of fighter, often aiming for high burst damage in the shortest amount of time before she tuckers out (her surname "Hotbolt" comes from this, as well as her temper). Her notable weaknesses, however, is, well, as a gnome, even if she wears plate armor, she still wouldn't be able to take a good swing of a hammer from a tauren. Also, due to a leg injury she attained from the Second War, she cannot strafe well, and must rely on front-back and up-down as directions of evasion in combat, which would make her range of movement easy to exploit if you pay well enough attention and can manage to outwit her.


2.) Asul'Na (7) (Beast Mastery Hunter). As a huntress, Asul'Na highly favors sniping and kiting as her combat style, relying on her pet to keep her opponents busy while she takes them out from afar. Her aim is excellent but not perfect, and she is knowledgeable in what kinds of bows and arrows are best for certain kinds of purposes. Of course, as a ranged fighter, she's weaker up close, and she can't take hits very well; for this reason, everytime her opponent gets too close, Asul'Na just runs, avoiding melee combat as much as possible, though she can last a bit in that respect too.


3.) Bastos Pyreblade (7) (Subtley Rogue). Bastos combines stealth and wit, naturally, as a rogue, though ever since Coria took out his eye, he has become more careful in how he approaches his enemies (before, he used to be a Combat sorta guy). Now, he relies on remaining hidden and sniping people out with poisoned throwing daggers, and right now, he's thinking of how he can use blowdarts to save up on daggers, as well as brushing up on his firearms. This type of combat style has turned to his favor, as it makes him less vulnerable to... well, losing another eye. Face-to-face, he can last well in a fist or knife fight, but the chances of him winning are a rough 50/50. He'll stick to being invisible and stabbing/sniping from behind for now.


4.) Diawata (7) (Elemental Shaman). For this bitchgoat, most of her abilities lie in staying a distance and not punching people (much to her chagrin. She'd suck as enhancement XD). Because of her long history of being harassed and ambushed frequently by Horde (read: ganked and camped on a weekly basis if not daily), Dia is all about spamming lightning bolts and flame shock/lava burst combos as fast as possible. If there is such thing as a "magic beserker", that's her. Her hot temper and uncontrollable anger is her strength as well as her weakness, leaving her open to attack if you can manage to avoid her spell spamming.... granted she didn't root you to the ground with her Earthbind totem.


5.) Urameil Sol'burn (7) (Demonology Warlock). Ura pretty much relies on his demons (usually a Felguard) to do the fighting for him, and fights last depending on how well his opponent can last against a demon; meanwhile, Ura, like Dia, would spam his opponents with flame-based attacks (I have yet to demonstrate this ICly in the Torr storyline mostly to due to confusion while managing events). Unlike Diawata, however, his attacks are slow yet damaging over time, and it's usually his demons who do tons of the dishing out. Worth noting that, if you strip the guy of his power and leave him to his fists, he can throw a mean punch. But all in all, he'll let demons do the fighting for him, and he's very good at keeping his demons under control.


6.) Kentado Starseer (6) (Feral Combat Druid). Although Kenny finished his druid training, he's still a bit of a novice in shapeshifting, meaning while he can shift well, his control of his altered form is still in the works. When faced in combat, he usually picks his Bear form, relying on powerful swipes and bites as typical of a bear. And... that's pretty much it. Usually fights can be deterred anyway when people see a huge bear in front of them, thus the bear form over a cat.


7.) Jami Al'Salma Rivermouth (6) (Arcane Mage). Ever since withdrawing from the use of arcane since becoming a Blood Elf, Jami has fallen out of practice in spellcasting as a mage, only recently retaking it. Though remembering the actual spells isn't that hard, how and when to use them is another issue altogether. She currently remembers enough to kill beasts and defend herself should she be attacked, but she otherwise is nothing special.


8.) Mahen'Tosh Bloodcry (3) (Talentless Warlock). Well, he's old, and he has fallen out of fel use since he was captured and bound during the internment period. Recently he's been dabbling again, but mostly in hopes to track other warlocks should danger come. Mahen, even for his age, can throw a good friendly punch and last a bit in an arm wrestling match, but that's it. When real danger comes, Mahentosh is most likely to run and hide, as he hopes to avoid using fel magic again. IF, by any chance, Mahen decides to take up fel again, his skill level would shoot up to a 9.5, having been a warlock since the Old Horde. But don't count on him returning to warlockery today.


9.) Kapre (3) (Enhancement Shaman). Kapre CAN throw a punch, but the problem is that he seems to derp it up every single time. As my weakest fighter, Kapre has the least amount of damage absorption while being the least proficient in dealing damage... which is a headscratcher for his class specialization. This can be explained by the fact that, prior to leaving the Exodar, he spent his time after the crash sulking and mourning since abandoning paladinsm (and he was just a trainee when he quit); all that bulk and muscle he had then was just from mining materials for his jewelcrafting at the Azuremyst and Bloodmyst Isles, and his studies in shamanism was done moreso through texts and mentoring than application in combat. But why enhancement and not the more passive restoration? He still hopes he can fight... if he has the heart to. Bear in mind he's not a fail!shaman by any means (in fact, sometimes I joke that Kapre is a better shaman than Diawata)--he's just a derp.


Why the hell did this take more than 3 hours to type up? Goddamn.
[Image: 3HQ8ifr.gif]
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#2
I generally don't like magic-related combat...

1.) Spiligrack (8 ) (Homicidal Death Knight) Spiligrack is generally good with weapons. What makes him even better, is the deployment of devices to confuse, ensnare, or simply maim the opposition. If he's disarmed, or unarmed, it's generally not a problem, there's always something up his sleeve. Or robe. Or pants. You get the idea. Being a Death Knight he has the capacity to carry said things relatively unhindered. Just don't expect acts of acrobatics. His hindrance? His size. It's not hard to pin him to a wall with your boot. He usually chooses not to fight, being more amused by watching others suffer.

2.) Veron (9) (Hammer-toting Chief) Veron has trained for years, and now as the leader of his Tribe, he must show himself to be a pillar of seemless might. And that he does. Not invincible, he has a tendency to fly into blind rages under stress for short bursts leaving him too tired afterwards to continue fighting. His feats of strength include riding a dragon from it's tail, and wading through a sea of undead. His simply gigantic hammer is his best asset in battle, not many things can stand up to a pounding from a block of stone that large. If you can stand up to that hammer though, you deserve to defeat Veron.

3.) Bolgron (6) (Travelling Dwarf) Jack of all trades; master of none. Bolgron can fight and used to do so very well in the company of his bear, Polaris. But with her demise his prowess has tumbled. No more can he ride into battle and perform spectacular manoeuvres that take Vrykul to the floor with double attacks with Polaris. His axes have not been bloodied in a long time. He's getting too old to learn any new tricks now.

4.) Harg (7) (Honourable Warrior) Harg has been trained to be a warrior, his choice weapons being a sword, or his fists. Quick movements rather than strong hits usually give him an advantage over his opponents as long as he doesn't become tired. Aimed shots to the enemies tendons to disable them before attacking more viciously is more to his style; opposed to the Orcish norm of hitting things with axes or clubs.

5) Harthor (7) (Enhancement Shaman) Harthor's attacks are limited elementally to fire or earth related attacks. He is capable of so much more, but specialises in these elements due to his once more...volatile nature, while using other elements. A more mellow individual than he once was; Harthor has given up on using maces. He finds that binding earth together around his fists into claws to be more effective for his fighting style. Harthor uses acrobatics to fight his enemies, turning the momentum of their attacks against them into crushing counterattacks, wherever possible. Problem is, he isn't as young as he once was. His increasing frailty means he stand up to fewer and fewer attacks as the years go by.
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#3
1) Vyndus Sunstone (8) (Combat Rogue) Vyndus has been tossing around knives since he was a kid. He doesn't buy the whole 'hide in the shadows' aspect and enjoys combining swords, explosives, and a variety of hidden weaponry into his fighting style. He has decades of combat experience and doesn't hesitate to fight dirty if the situation calls for it. He's most experienced when wielding throwing knives and swords, lacking enough experience to aim and shoot a gun properly. One of his main weaknesses is not being able to reign in his temper if goaded properly, even if he's maimed in the process he will continue to fight until he literally drops.

2) Erick Fleischer (9) (Frost Spec Death Knight) Erick is brutal, and he doesn't bother hiding it. Where others would be content to deflect a blow, he would willingly let it hit him if it meant he could break a bone or maim the opponent. His deadened nerve cells are also an added bonus to his fighting style, allowing him to ignore injuries that would usually make a warrior falter. Main weakness being not knowing when to stop, Erick will continue to fight with no regard for his own safety. His lack of self preservation is the main reason why he has to visit Acherus so much in order to repair his body.

3) Kostus Brightwood (6.5?) (Retribution Paladin) Kostus is skilled...but he's a complete wimp. The numerous accounts of bullying and teasing from his peers and clasemates have taken the toll on this young Blood Knight. His fighting ability is severely hampered by his own fear of getting injured and recieving critcism from others. That's not to say he can't fight though, when backed into a corner he reacts in a way most animals do: by lashing out at whatever's nearest to him. In this state, he can't differentiate friend from foe and anything that's within mace-range is a potential target.
Spoiler:
[Image: 2wd92y0.gif]

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#4
1.) Teldris (7) (Bearcat Druid) Teldris prefers peace over senseless battle with others, but if it gets serious and he needs to battle for some reason like being attacked by bandits, protecting someone and so on, he may turn into a giant and ferocious bear or a stalking and deadly-sharp nightsaber, with his instincts to back him up. But his skills of druidism have more room for development.

2.) Bezington (7) (Psychognome) Living with his 8 brothers and being youngest of them all taught him that he needs to use any means possible to survive. He bribed his brothers with candy and gizmos that he got in exchange for security from bullying, he used his intelligence to plan out escape routes from his school to survive the older students. He started practicing swordsmanship and engineering. He uses his sharp wits and cunning moves to plan out where to hit, how hard to hit and whit what to hit. He fights dirty and the essence of craziness that looms his mind whisper to him that it's for his own good. Though he is a gnome, and not so strong to other races.

3.) Ardwynn (9) (Arrogant Frost Death Knight) Since his childhood he has been interested in becoming a paladin, so he trained and trained his strength and mind and became a young paladin. After a few decades of paladinship, he was slaughtered in the attack of the Scourge on Lordareon. He was revived as a death knight, with his nice soul turned into bitterness. He spares lives, but one single provocation will lead the one to death. He uses two-handed swords and frost.

4.) Gramsha (1) (Softie Tank Druid) Gramsha once hit his head as a baby, which rendered him lack of intellectual capacity. With him being intellectually impaired, he is a complete scaredy-cat, even being the weight 350 kilograms and standing 2.30 meters high, he refuses to fight and considers everyone as a friend. The only reason he survived to this day is his menacing size. He is also easy to manipulate into doing dangerous things.

These last two are ironic. (Good Paladin to Bi***y and Arrogant DK and Giant, yet Softie)
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#5
1.) Saiyuu (7) (Nursing Priestess): Not much of a fighter but Saiyuu knows how to defend herself. She's not particularly dedicated to fighting though, the strength of her skills lie in her healing and support abilities. Saiyuu is a bit of an example of someone that can barely damage you, but that you also can barely damage her.

2.) Djim (7) (Arcane/Fire Mage): Djim is young but at the same time skilled. He counts with his small, fragile appearance to sometimes catch enemies by surprise, making them think of him as inoffensive. He prefers to use blink, in the arcane tree, and fire spells, on the other school. Prone to fail when facing large numbers.

3.) Epsilon (9.5) (Blood Spec Death Knight): Epsilon is probably the deadliest of my chars. She lost her memories of when she was a human, most of it at least, and was taught a handful of new attitudes and guidelines by her death knight companions. She's rather peaceful until provoked. Once angry, the safest thing to do is pack up and run. She tends to try to overwhelm her opponents by number of attacks, hence why her signature attack pattern is with two spears and a lot of summoned chains clattering around her. While destructive, the pattern is predictable after a while and Epsilon will be easy to understand until she changes the pattern, which might leave an opening for an attack.

4.) Celes (9 ) (Arms Tinker Warrior): Celes' strength lies in her high agility, in compensation for little arm strength. She kicks, she dodges, runs, charges. If there was a Rogue class for Draenei, she'd probably be one. Along with her natural agility, she improves her other aspects by employing trinkets in armor, her suit being part of her inventions (or of her wish to attract men, according to some people). Like other draenei she might hesitate to kill if her opponent hasn't earned the right of it, being a draenei taught her that taking one's life sometimes might not be her task.

5.) Nirana Dawnmist (8 ) (Spearwoman): Nirana actually has very few abilities with the Light, for a paladin. Her strength lies in her being unpredictable. One moment she will stab you with a spear, the other she will throw sand at your face, or cut you down with a sword, anything that might distract her opponent is valid. Her weakness is considerably visible when facing mages.
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#6
This looks pretty fun! So I think I'll give it a try.


Relon (9) (Frost Mage) - Relon has pretty much mastered frost magic, to the point of losing emotions to it's corruption. He doesn't really care about anyone, but is extremely tactical when it comes to making friends in high places, and making sure he's in a good position when it comes against enemies. In combat, he's pretty skilled, before becoming a Ley Walker he was already a 'smart' fighter. Not always relying on himself 100%, but won his victories through tactical decisions and wits. But after becoming a Ley Walker, that only allowed him to further his strength with his spells. Making him more self-reliant. He's been a mage for thousands and thousands of years.

Faelion Sunsong (6.5) (Survival Hunter) - Faelion's not much of a 'real' hunter. He's trained with his bow, but not for much time. Maybe, six months in total, but he's fought with a sword for most his life, from when he was a kid where he'd enter sparring competitions and win. But now in his later life, with his fel-addiction, and depression issues. He's lost most of his edge, he can fight someone with a sword, but don't expect him to be a trained fighter with just a bow. For that I gave him a 6.5. He's pretty much on the borderline of being a trained fighter, but not able to beat 'everyone'.

Ralzi Fanbolt (2 or 1, Depending on the size of the cutout.) (Apprentice Mage) - Ralzi has no skill anywhere, he was orphaned when Gnomeregan was taken, and has lived that way ever since. He's a very nice person regardless. But he has no spine, and probably wouldn't be any kind of force anytime soon. He's only began training, a little under eight months ago, and that's been on and off, with the Aula Arcanum. Probably only having three full months of training. He can cast maybe three or four spells, and that's that. Being a gnome, he's not much help on the physical side of things. He lacks muscle and fat, living off of little food with what he has. Pretty much, you couldn't expect much out of him other than a good friend, and a big heart.
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#7
Interesting. I've always compared my characters to each other in power, but never thought to use a 1-10 system like this.
Neat.
I'll just do a few that I use the most.

Anaiya Sorrowleaf, Survival Hunter (8 ): Anaiya's been around the block a few times. She's a veteran of more conflicts than she (and I) can count, and has more than enough combat experience to be very difficult to beat. Having been around for over a year and a half OOC, and gotten into her fair share of fights, it's saying something when she's suffered no permanent injuries/death. She's not weak, but neither is she a towering, muscle-bound orc. Her close combat style revolves around redirecting opponents' attacks, rather than full on blocks. She can assess a battlefield or gauge an opponent's strength very quickly, and has the sense to know when she's outclassed. She has absolutely no qualms about turning tail and fleeing if things start to go badly. If she knows a battle is coming, however, or where it will take place, she goes up to a 9; having first strike on terrain of her choosing makes her even more deadly.
Expect caltrops, pitfalls, and explosions.

Aharu Windstrider, Feral Druid (5.5/6): Aharu never got to finish his drood training; he's a natural at shapeshifting, but the more complex (to him, anyway) spells elude him. He can manage a few meager cantrips when the need arises, and when pushed to it can heal some injuries (Someone knows exactly what I'm talking about), but he when he's pushed to fight he does so in cat form, which is...a cat. A druid cat, certainly, but still a cat.

Zalthiel Nightwhisper, Evil b***h/Unholy Death Knight (9.5...ish): Zalth OP. Nerf Zalth.
Zalthiel is the strongest character I've ever rolled/intend to roll, and I try to RP her as such without being OMGWTFBBQ OP about it. She's powerful, ruthless, and cunning.
Also a dirty rotten cheater. Don't expect a fair fight.
She prefers to sit back on Calamity, her deathcharger, and simply watch as her berserker ghoul, Eyestealer, charges into the fray. Firing off spells as the opportunity arises, she analyzes an opponent's style very carefully as they deal with her ghoul. When she has discovered a few chinks in an opponent's defenses, she generally absorbs whatever energy the ghoul has left, detonates the new corpse (usually right next to the opponent) and begins to attack in full. Disdaining physical combat, she focuses on her powerful magic to inflict damage. Her repertoire of horrifically potent plagues and diseases weaken and cripple enemies before she moves in to finish them off.
Sometimes she just leaves them there to die, wracked with terribly painful and debilitating sickness. Someone always manages to come along and find them, though...
Casters have a particularly difficult time against her, and she takes great delight in shutting their powers down at every opportunity. She fares much worse against similarly unliving opponents, as the majority of her spells have no effect on them.
Good thing she only despises living people on principle.
Light magic also is a giant pain in the behind and can swing the course of a fight very quickly. She is also very, uh...sensitive, about her facial scars. Insults about them tend to make her fly into a murderous rage, which really messes with her tactics. Prevents her from being a 10, in my mind.
And if the battle starts to go against her, well...Calamity carries two saddlebags full of corpse dust. The deathcharger, and the instant reinforcements it carries, is never far away. If it doesn't tip the scales in her favor, the sudden horde of ghouls charging is enough of a distraction to allow Zalthiel to slip away.

Edit: I make spelling mistakes when my laptop is screaming at me that there's only a minute of battery life left.
Edit 2: Apparently I can't even catch them all the second time through. Also added the blurb about light magic, which I also forgot.
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#8
Maya, Engineer Support character (8): she does not do anything in combat that is considered damaging, but she is very good at what she does. This falls along the line of using energy shields (on herself and other players) as well as using an array of alchemical concoctions which she can inject via projectile needle (once again, on herself and others). One on one someone can expect her to fire off a tranquilizer and run for the hills, or hide behind a shield. In a crowd though she can really shine through, hitting people with potions, steroids and other enhancements. She is not an offensive fighter in the least; she lets other people do the hard work.
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#9
Bragdana -- (7). I'd have to say that he's pretty damn old, internally, for an Orc. However, combine this with his experience, hell, his experience with his old axe alone, and you have someone who can still put up a fight.

Danalthar -- (6.5). Danalthar is good with melee, for a Paladin. But, his main weakness lies in the weakness that he still has wielding the Light. Yes, he can beat some trained fighter, but if they know how to get rid of his shield, he's fucked.

Sylthanal -- (4). Sylthanal, despite being a Balance Druid, doesn't like fighting. This's caused her to not be that good at casting, unless she's in a death situation.

Grace -- (9.5). This character has been raised to be deadly since her pubertal years, partially by someone who was raised to be deadly since she was born and partially by someone who was a Bounty Hunter for 60 years. Put this together, and you have someone with an ironic name.
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#10
I'll stick to the characters that are coming over in the restart and how I intend them to be

1.) Kerana -- (4) (Protection Warrior). Kerana is very strong from spending countless hours smithing. If she lands a hit, you'll know she hit you. However, outside of a few tips and tricks from customers (and comfort holding a hammer in her hand), she doesn't have real combat experience outside of possibly chasing suitors off with a stick. She is tough enough to take a few hits before she goes down, though.

2.) Yvakara -- (8) (Blood DK). Yva is powerful from her conditioning as a Death Knight, and is more recently starting to fully grasp the abilities at her disposal. As a mother in a nomadic tribe, improvisation was one of Yvakara's key traits, and it carried over in death, so she can do very imaginative things in combat despite her lack of combat experience in life (such as using her Death Grip for a boomerang effect on her runeblade). Despite this and her sheer physical size and strength, she is prone to rages, which while making her a hard-hitting combatant, also makes her prone to lack accuracy as well as often nullifies her innovation.

3.) Dibykali -- (6) (Survival Hunter). Dibykali has spent a good portion of her life hunting and surviving in the wilds of Kalimdor. She is excellent at tracking, hiding, and trapping, and is strong and swift enough to defeat most civilians. However, outside of her natural habitat, she is not as capable, and while still having some strengths, will lose going face to face with a trained melee combatant. She has an animal companion, but does not overly depend on it to get the job done for her. She also usually wears very little armor, so a hit landed on her will hurt a lot.

4.) Dunkhaan -- (8) (Enhancement Shaman). Dunkhaan is very strong and powerful, utilizing the power of storms in his fighting. He will attack from long range using lightning, but is much better and more comfortable in the heart of the battle standing toe to toe with his enemy. He does not look for combat, though, preferring meditation and communing with the elements, but will not hesitate to strike if one of his friends are harmed. The best defense against Dunkhaan is to keep him at a distance, where he has power but not accuracy and control.

5.) Bruhara -- (varies between 6-8) (Demonology Warlock). Bruhara's strength lies in her skills as an alchemist and demonologist. When she is using demons as canon fodder and enhancing herself with her self-made potions, Bruhara can be seemingly impossible to defeat. She is a master manipulator, skilled at psyching out her opponents, and her grudge against the living can give her a determination that carries over on the field of battle. However, when unprepared and caught unawares, she is only a respectable caster, and a well-trained magic user can defeat her with only minor trouble. She is also weak against Light magic, often trying to corrupt Light users in non-combat situations rather than fight them. Her demons of choice are the succubus and the felguard.

6.) Rhodyngar -- (8) (Unholy DK). Rhodyngar has a lifetime of battle strategy and field combat behind him, even before being converted into a Death Knight. He wields unholy magic almost as well as he wielded the Light as a Paladin. And that's the key. He can often try too hard to be what he was that he has not fully learned to use what is available to him now. His skills as a non-enhanced fighter before he turned Paladin is what keeps him as high-rated as he is, but he could be more if he learned to let loose.
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#11
Reigen -- ( 8 )(Mage) Reigen's strength lies in her far-ranged casting, as it's the only thing she can do to keep people at bay. Her frost magic far outweighs any use of fire or normal arcane, save for illusions. Thought she has yet too do so in combat, she sometimes uses illusions to give her a boost pre-combat, even if just to make a decoy so she might escape. She has little in the way of physical strength and has long since given up using any sort of sword, though she does keep a dagger or two around should the situation arise.

She's good at magic, I would have rated her a 9.5 if not for the fact that she has glaring weaknesses. These can only come to play during a trust fight though, and I've had bad experiences playing with people during trust fights. She's suffering major drawbacks from death still and over-exerting herself causes her body to explode in pain. Her body is small and weak, two good punches from someone like Thragash could take her down easy enough. She has an intense fear of fire magic and when confronted with it, would choose to opt out of the fight or flee. If forced to fight, she'd lock up in fear and be an easy target. Same for if there's a dragon around.

[inb4metagaming]
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#12
Guess I'll take a try.

Spoiler:
1.) Rigley -- (n) (Tinker): n for variable, because Rigley really is. His success in combat depends entirely on how tuned his machines are and which ones he happens to be carrying on him at the time. He's best at a range, and when in courters will resort to just bashing defensively with his electrified shield. If the shield gives out he'll usually try to run away!
He's only really threatening if he's protecting someone; ragemode!

2.) Endling -- (2) (Holy Priest): Endling could shove a cardboard cutout over if she tried! She isn't any use in combat if she is called upon to actually fight, though and is in fact a pacifist. She will only defend herself if attacked, and will attempt to flee to an ally; the only way she might damage someone is if an undead is attacking her shield of light.

3.) Wilt -- (7 Kinda) (Janitorial Warrior): In terms of strength Wilt is actually even physicially weaker than Endling, who can at least pull people to safety. Wilt is unable to lift heavy objects and even handle a weapon dexterously because of his useless right arm, and in most cases must tie a weapon onto it to make it viable. He has found a way around this recently with the aforementioned securing via rope, and the use of ranged weapons with a lot of area of effect. He mostly uses flame throwers, since its hard to miss things with them. In this way he is actually pretty fair in combat, but he is very weak and can be toppled with a few hits, if not one good one.

1.) Jovana -- (8) (Desperado Rogue): Jovana is a pretty unassuming foe, being a gnome in a sombrero. She is extremely agile though, and her favor of attacking from a hidden spot in the distance makes her a bad encounter for an ambush. She can manage to bring down some big foes with strikes to the right spots, and being at just the right height to slash at their legs certainly helps. With years of experience under her belt she can even hold up in a straight forward sword fight, given the enemy is not wielding a heavy blade like a two-hander or the like or possesses a huge amount of physical strength.

She is pretty susceptible to damage, though, particularly when engaged in melee. She's pretty quick to flee if injured too, and unless she attacks in an ambush or with others she can be defeated with relative ease by larger melee combatants. Other ranged combatants will have a harder time due to the small and fast target, but if she isn't using cover it's an even playing field.
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#13
Hmmm... I have quite a variety. Random sample time!

Sehinu. Rating = 3 Class = Mage.She's almost pure Illusionist. If you manage to outwit her and/or stop the freakish hallucinations she generates, she goes down easily. As a certain other discovered when he broke her nose. (/snicker)

Lene. Rating = 7 or 8. Class = Paladin. She gets into enough trouble that she has experience in most combat circumstances. Practices a lot. And she's got a slightly bloodthirsty streak to boot.

Kenarith. Rating = 5. Class = Rogue. If the fight is a fair one, she's toast. She's a tiny little elf, and so are her weapons. Her acrobatics and walking on the ceiling might save her. Or... she might make her cuteface at her attacker.

Sanya. Rating = 10. Class = Death Knight. Literally has no weaknesses. No blood left in her body, freezes her cells at will to make them stronger, repairs herself with machinery, can create Anti-Magic Zones, and has a mean Death Grip. She's had more experience than any other character of mine with killing people of all varieties. She also has a fortress (read: a cave) and Braindrinker. And a 1.7 ton mech.
But it's OK, since she probably just wants to invite you into her home cave and talk mechanics with you.

Hirane. Rating = 8.5. Class = Warrior. She's been a Sentinel/practicing like a fanatic for most of her life. She has no life.
She's quite a large person, and could simply crush the opposition if she wanted to. Especially if her opponent is Scourge, Burning Legion, Mage, Warlock, or Death Knight. However, points have been taken off for inexperience with various enemy groups.

Queneylis. Rating = 2. Class = Priest. Nobody's going to be frightened when they see a tiny little blonde priestess scampering at them. They may be slightly more frightened when they see her wielding a blade-ended staff and using Light shields as acrobatic landing points. But still...d'awwwww.
She hasn't even left Eversong yet, she has no equipment to fight with, but she does have a way of confusing opponents with her crazy-arse tactics. Hence why she didn't get a 1.
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#14
I'm not sure why people are putting 9.5 by their characters so much, it's kind of funny to see people who obviously want to have mega combat maxed out characters act afraid of it.

Kaghuros (8-10, depending on how much I kiss my dice) (Warrior/Spirit Champion/whatever he's going to be next): Kaghuros has a lot of practice fighting, he's fought his entire life tooth and nail for survival and for the Horde. Being a military veteran and accomplished scout, Kaghuros is known for his mastery of the broad-headed axe style of Orcish combat (from which he gets his name) and his willingness to teach young Orcs how to become warriors. But there are two major points that his war history don't bring to light: The first is that he doesn't like killing people, at least when he's fully aware. He's been in the throes of the bloodrage enough times to really be afraid to let that out, and regrets what he does when it happens. So really, he only likes to fight when it's in a casual setting or when he's duty-bound to do so. The second point is his GODLY LUCK. He wins the vast majority of roll fights I do on him. Kag rates in at hero-killer simply because he can be a hero killer; he seems to have a positively stupid lucky streak whenever he gets close to death in tournaments. Most fights go 1-0 HP, barely eking out a win with lucky crits. It's one of the OOC reasons he's a Spirit Champion, besides the fact that I like shamanism. He calls it the Ancestors' guidance, I call it the luck of the dice gods, they both now make sense in character when he dominates someone or something better than him.
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#15
Sure, why not?

Yui -- (2 Mage) She's not physically strong. She knows very few offensive spells. Really, her reaction to a threat is to turn invisible and get out of there.

Merica -- (3 Priest) While she's really in the same boat as Yui, she can at least use healing spells to support allies, and keep herself alive with protection from the Light.

Ellea -- (5 Druid) Ellea doesn't fight very often. Her abilities revolve around supporting those who actually can fight. If she's in a one on one conflict, she'd likely just get the woods to slow down her foe while she flees.

Paota -- (5 Shaman) The elements are what bring Paota up to this point. She's well rounded in a fight, but inexperienced. If the mother actually engaged in battle more, she would be able to grow into a stronger combatant.

Regis -- (6 Rogue) The man fences for fun. And while he is skilled in that, he has too many issues in a fight to be considered higher.

Mundo -- (6 Warrior) He's a really strong guy, and that's about his only strength. He's slow, has poor eyesight, and age has made certain movements painful for him. If a blow from him connects, it will hurt like hell. But dodging him is simple enough.

Castella -- (6 Paladin) Castella is still new to being a paladin, and thus does not have all the tricks in the book down. She's agile, though the heavy armor slows her down significantly.

Izaria -- (6 Hunter) Izzy's a pretty good fighter. But most of this is through simply having had a blade for a long time. She's never received military training or anything like that.

Ainmhi -- (6 Paladin) She is your basic Blood Knight. A trained soldier, but nothing extraordinary.

Randok -- (6 Rogue) He's an orcish assassin. Randok prefers to simply run away and then kill you in your sleep. However, his unorthodox fighting style and agility give him pretty good prowess if he's ignored.

Melline -- (7 Rogue) Melline, despite her fooling around, has honestly earned her position of Ranger Captain. She's similar to Randok in that she prefers to kill someone when they're not looking, but she is stronger at holding her own in a fight than him.

Sindri -- (7 Hunter) Sindri's good. In a fight, she's hard to take on, being a quick and strong woman. However, her arrogance can be her downfall. She takes big risks, and can sometimes show off in a fight if she thinks it's in the bag. If she were more careful she would be a bit stronger. Successfully 1v1'd a boss encounter after everyone else was downed.

Mordeka -- (7 Warrior) Mordeka and Sindri are considered in the same area. Though the dwarf tends to be more serious and less flashy in a fight, he does not have the agility of Sindri. He makes up for this by being encased in armor and being pretty damn strong. ... He also sort of won the Surry Bowl. So that counts for something.

Versich -- (7 Warrior) Versich has a great deal of weapons and trinkets at his disposal. He does not care if he is injured, and has beaten people despite having no arms at the time. If he is disarmed, he can 'ghoul out' people with sharpened teeth and fingers. His armor is enchanted, and even his hood makes removing his head a bit of a challenge. However, he can't really handle magic.

Tal -- (7 Warrior) Tal is similar to Xigo in that she's been fighting for thousands of years. But while she lacks the Light's protection, she does have her blade, which allows her to blink for short distances. This grants her the ability to get in the face of a mage. Coupled with being encased in armor, and its resistances to magic, she can be a challenge to escape. It's her mobility that makes her so deadly, and she is considered a mage slayer as far as her fighting style goes.

Xigo -- (8 Paladin) He's a 10,000 year old vindicator. Morale is something that simply effects him very little, and he has all the powers of a paladin at his arsenal. Without the Light, his martial prowess alone would be quite strong, but with the powers granted by it, he can be rather challenging to deal with. His rating would be higher were it not for his reliance on getting into melee, for it can be difficult for him sometimes.

Vorthus -- (8 Death Knight) Vorthus is a well rounded and strong fighter. He has a minion on hand which can aid him in a fight. He can summon more under certain circumstances. And he's highly mobile when on his steed. He was already a strong knight in life, the powers that come with his state only increase them.

Arianna -- (8-10 Archmage) Arianna by herself is a fairly powerful mage, having access to destructive spells and is intelligent about how to position herself on a battlefield. With her verdant spheres powering her up, her strength bumps up to 9, due to the increased powers of her fire based spells. And while her phoenix is technically its own entity, if it is on the battlefield, there's few things that can really get through the two. Heck, the pair could take on the guy rated '10' on my list.

Dagrim -- (9 Blademaster) While young, and sometimes foolish, Dagrim has a tendency to stop messing around once a serious fight happens. And throughout every fight she's been in, her kill count has increased dramatically. While previously she was a 7, the speed and skill offered from the elements and spirits grants her stupidly enhanced combat prowess, and takes away her glaring weakness of being unable to really do anything against spellcasters.

Ahn'zal -- (9 Mage) While Ahn'zal is an NPC, I enjoy him enough to put him here. The nerubian is a strong combatant on his own, having unorthodox spells at his command. But his true powers come from the artifacts he carries. If he is given time and space to use them, he can make issues for almost anyone due to devastating firepower. The mobility offered by simply being a member of his race grants him access to locations others would find hard to reach, thus giving him time to use these items of power. Though to be honest, he is prone to fleeing and sneaking up on you later.

Ara'Gazhi -- (10 Doomguard) The dude's over 40,000 years old. He has the demonic strength that every member of his race has. He's a devilishly good close-combatant. He is also a pretty damn strong warlock. And he has wings. And his hide is comparable to armor, which is resistant to magic. And he regenerates rather quickly. One might assume being agile could best the demon, but he's rather quick himself. And to top that off, he can slow down other combatants to a crawl with a cripple spell. His blade is forged of some of the strongest materials on Azeroth, and is capable of just smashing through any defenses it might face. Fighting something with this arsenal is not a wise move.

Steve the Mage -- (11 Mage) There is no chance for survival.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
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