Unknown2007-02-13 17:10:36
I'd like everyone to answer without doing any research first (just your perception of which guild you think has the highest power needed for defenses).
Then, four days from now; Saturday at Noon EST by my count (5pm GMT), and enough time for everyone to answer if they are going to; I'd like everyone to start posting their guild requirements, and their total requirements.
The second part would be as follows:
10p UberskillOfDeath (Guild skillset of Uberness)
8p Second UberskillOfDeath (Guild skillset of Uberness)
6p Maxi def-up skill (Guild skillset of invincibility)
5p Mini def-up skill (Guild skillset of invincibility)
2p Mostly worthless skill (Optional Guild skillset of worthlessness)
1p Competely worthless skill I use anyway (Optional Guild skillset of worthlessness)
My guild skills cost me 32p to def up.
3p Aunty Estarra's legendary speedy knitting skill (Common skillset of knitting)
2p Some weird skill I don't understand (Common skillset of strangeness)
My total skills cost me 37p to def up.
Then we can all see what the general perception of various guilds power requirements are, and what the actual ones are.
Note: There might even be more then one top guild as well, as I'd like non-permanent def-up skills (as well as optional def-up skills, like summoning beings on their plane costing less) listed in a range format, so if you have Lowmagic Yellow and that is your only non-permanent or optional def-up skill, added to those made-up skills I've listed your total range would be:
My total skills cost me 37p - 40p to def up.
Then, four days from now; Saturday at Noon EST by my count (5pm GMT), and enough time for everyone to answer if they are going to; I'd like everyone to start posting their guild requirements, and their total requirements.
The second part would be as follows:
10p UberskillOfDeath (Guild skillset of Uberness)
8p Second UberskillOfDeath (Guild skillset of Uberness)
6p Maxi def-up skill (Guild skillset of invincibility)
5p Mini def-up skill (Guild skillset of invincibility)
2p Mostly worthless skill (Optional Guild skillset of worthlessness)
1p Competely worthless skill I use anyway (Optional Guild skillset of worthlessness)
My guild skills cost me 32p to def up.
3p Aunty Estarra's legendary speedy knitting skill (Common skillset of knitting)
2p Some weird skill I don't understand (Common skillset of strangeness)
My total skills cost me 37p to def up.
Then we can all see what the general perception of various guilds power requirements are, and what the actual ones are.
Note: There might even be more then one top guild as well, as I'd like non-permanent def-up skills (as well as optional def-up skills, like summoning beings on their plane costing less) listed in a range format, so if you have Lowmagic Yellow and that is your only non-permanent or optional def-up skill, added to those made-up skills I've listed your total range would be:
My total skills cost me 37p - 40p to def up.
Xavius2007-02-13 21:13:23
I think a lot of that depends on how you look at power requirements. A Blacktalon ecologist can spend a lot of power in a month to get completely set up (won't post the numbers, but did the math and my jaw hit the floor), but a lot of that lasts a week. If you're talking strictly about what you do at login, it's a completely different story. How do you want those things compared?
Unknown2007-02-13 21:23:47
I guess I didn't think about that. I was considering the per-login value, or "every time I die I need to waste this much power again" If you want to make additional notes in your information afterward that's fine though, I'm quite interested in it all, and I'm sure others will be too.
Gandal2007-02-14 00:11:24
Aquamancers don't use power much in day-to-day life except for maybe 1p flood, 1p turtle, 1p staff,...3p sweetfount I guess, 10p liquidform? 10p maelstrom? But core 2-5 + flooding, I guess. I use about 0 power a day, as I mostly bash and don't really want to flood random places, and 1 power every 2 1/2 weeks or so for staff. Also 10p vitae. So..
12p for basic, I guess (turtle+staff+vitae)
12p for basic, I guess (turtle+staff+vitae)
Vix2007-02-14 00:40:12
QUOTE(Wesmin @ Feb 13 2007, 11:10 AM) 382945
Then, four days from now; Saturday at Noon EST by my count (5pm GMT), and enough time for everyone to answer if they are going to; I'd like everyone to start posting their guild requirements, and their total requirements.
Ahem.
You might want to edit those bits out until later.
As for me, seems like the guardians use the most power.
Shamarah2007-02-14 00:45:06
Guardians use the most because they have to put up their power defs after EVERY FIGHT, whereas once everyone else puts up the power defs, they're set.
Shorlen2007-02-14 01:05:56
How do you count motes? During an event like Wildnodes or a revolt, I spend 100-200 power before the event weaving motes to embed. I use two per meld room, so 50, before counting in ones I put back after I die or a room is broken, so it comes to about 100-200.
Daganev2007-02-14 01:13:53
I imagine guardians would require the most power, but I percieve wiccans to require the most. Although to be honest, I think they all use pretty much the same amount if they were to max themselves out.
Diamante2007-02-14 01:38:09
Nightkiss-10p
Hexaura-10p
Hex Sense-10p
Channels-10p
Fae 3p/12p (if on ethereal 3p)
Penumbra-5p
Drink-4p
------------------
Guild total-52/61p
If you count a full cauldron, 102/111p
Yellow-3p
Aethersight-3p
Hexaura-10p
Hex Sense-10p
Channels-10p
Fae 3p/12p (if on ethereal 3p)
Penumbra-5p
Drink-4p
------------------
Guild total-52/61p
If you count a full cauldron, 102/111p
Yellow-3p
Aethersight-3p
Xavius2007-02-14 01:51:25
There's another person who can't read! The geniuses that Lusternia elects.
Ildaudid2007-02-14 04:28:40
I would assume wiccans and their fae calling crap or knights who constantly call immunity, surge, serpent, and lich. That can suck a load of power not to mention the numen, trueheal using knights
Shiri2007-02-14 04:45:50
Thankfully most Fae don't cost power anymore if you do them on Ethereal. Only 3 do for Shadowdancers and 2 for Moondancers (maiden is pretty unhelpful so she's not necessary, but if she were it'd be more like 5-6 for Moondancers.)
Athana2007-02-14 05:02:08
Geomancers don't have any power defs aside from wyrm (1 power on earth)....I have aethersight if that counts. Oh and geburah, but I don't need strength points that often.
Unknown2007-02-14 05:23:22
QUOTE(Shiri @ Feb 14 2007, 03:45 PM) 383063
Thankfully most Fae don't cost power anymore if you do them on Ethereal. Only 3 do for Shadowdancers and 2 for Moondancers (maiden is pretty unhelpful so she's not necessary, but if she were it'd be more like 5-6 for Moondancers.)
I find the maiden pretty helpful, if only for the magic resistance. Am I missing something? She also makes you immune to vomiting and adds poison resistance, I think.
Shiri2007-02-14 05:32:19
She doesn't make you immune to vomitting, magic resistance doesn't come up much, especially considering we have mass resistance to it already, and the poison resistance only sometimes comes up. (And you'll know when it does so you can prepare it then.)
Unknown2007-02-14 06:35:28
She doesn't? Hmm I've missread something then. Oh well.
Saran2007-02-14 07:26:29
The preventing nausea thing?
Arix2007-02-14 08:59:42
in an average session where I don't die, I use about 11 power, this being yellow chakra and bonding nature. plus an additional 3 for trying to summon that dumbass raider in Estelbar into a group of guards
Unknown2007-02-14 09:10:00
What I find most annoying is that I need like 10-30p to just put up the most necessary defs -again- if I die. I really do think that things like drawdown (or their night/stag/crow equivalents) and hexaura should last through death. You pay 10p for each, vitae doesn't just fade when you log out either, does it? (or lich for that matter).
Shorlen2007-02-14 09:15:04
QUOTE(Shiri @ Feb 14 2007, 12:32 AM) 383072
She doesn't make you immune to vomitting, magic resistance doesn't come up much, especially considering we have mass resistance to it already, and the poison resistance only sometimes comes up. (And you'll know when it does so you can prepare it then.)
*I* like the magic resistance from Maiden at least