Gravity, as we know, currently does not have a master. What traits do you think a good master has and needs to be successful as a master that you posses? And explain why.
I think I've more or less answered that here, but I'll quote it (in spoilers):
Yes, I think so. From what I've learned by observing War #3 and listening to what veterans have said, there's more to being a Master than being good at PvP games. They also have to be good at PR, at being an active member of the community, and being a good leader overall. The latter has played a large role in the last War -- with the different roles that each member in the Team plays, the Master has become less of a strongman of sorts, and more of a manager able to delegate roles and liaise between them, as well as see the big picture. Although my biggest weakness (IMO) is PvP, I believe that's more than compensated by my strengths in other areas -- and during War, deckbuilding and researching is a team effort as much as anything, so my team members and I would be able to work together to do better than I could ever do by myself -- which is what a good team is: a whole greater than the sum of its parts.
To add to the personality portion: A Master should be a leader/manager type -- someone who can balance different personalities and make them work together as a team. A Master should have the devotion and commitment to pour in time and effort for events like War, but at the same time delegate -- pass roles on to other members of his/her team who may be more suited or able to do the job. A Master is only human, and when other commitments come up, they should be able to adapt -- instead of disappearing from Elements or focusing solely on Elements to the detriment of their other commitments, they should find a way to balance their schedule. Giving their job to someone else on the team who has the time is preferred to just abandoning the job entirely.
So to sum up:
- PR person
- Manager
- Active community member
- Skilled PvP player
- Able to adapt to emergencies/balance Elements with other commitment (couldn't think of a short description)
This is less a question, and more advice from a player that specializes in a similar element.
Both Aether and Gravity have one thing in common:
The lack of positive Attack-Quanta creatures.
With Graviton Mercenary being -1,
Sapphire Charger being -1,
Armagio being -4,
and Colossal Dragon being -3...
Gravity has a tough time doing damage on it's own.
Aether gets around this by using it's powerful arsenal of spells (Lightning, Parallel Universe, Fractal) to do damage using other elements.
In your opinion, is it possible to use Gravity in a similar way in order to circumvent your damage difficulties?
I think so. Cards like Catapult make use of Gravity's high HP, for example, and Momentum is so far the only creature ability that can allow you to completely ignore shields, barring counters like Reverse Time. It's certainly tougher for Gravity than for Aether (Catapult requires that extra one turn, for instance), but it can be done.
Also, general question to all challengers.
Is gravity more technologically advanced than other elements?
And does this mean that it could actually use some more machinery, in combo with ?
Interesting question. That's actually what I thought when I first joined -- I imagined Star Trek-type cards, or at the very least steampunk. But you could still make the argument that it's one of the more technologically advanced elements -- real world catapults, for one, were first invented in the ancient Greeks' era, which is the most "modern" of the cards in the game, apart from Steam Machine (Industrial Revolution era).
And yes, I would love to see more machine-based cards, and something that worked with
and
would be even cooler. It would certainly offset the natural enmity a lot of people see between
and
, even though it's supposed to be the opposite of
.
Speaking of which, IMO there's a lot more to Gravity than has been explored so far -- thematically that is. While gravity can be advanced, it's also one of the most primal elements of all -- next to
and
. This paradox could allow for so many more
-based cards than which currently exist, and could add a whole new class to the element besides cards based on exploiting HP (the mass aspect of Gravity). Similarly, I would like to see more Gravity cards revolving around the concept of Order, which Gravity is related to (and which opposes Chaos, which Entropy is related to).