Unknown2004-11-09 12:47:54
Well, here is how I feel it breaks down. (Note, when I refer to Summer, I'll also be referring to the Highmagic equivalent: Tipheret)
Summer IS faster, if you have balance and equilibrium then writhe. So if you are webbed, you will regain equilibrium from Summer faster then you would writhe free. However, if you are off equilibrium and/or balance, well, you have to wait for the equilibrium to recover, then invoke summer, and wait for that equilibrium to recover before continuing.
In the case of Web, you can initiate it while off balance and equilibrium, and consequently free yourself about the time you regain equilibrium.
I've been contemplating it for group combat as well. Let's say you have a decent set of writhing triggers (I.E. you writhe once and only once if you are webbed, not multiple times for each time someone webs you, or each time you get the restricted by webs message, therefore extending the time it takes to get out.) If you are set to invoke summer when webbed, and say Person A, B, and C attack you. Person A and B are trying to hold you down with web while C kills you. Immediately, your trigger for web fires when Person A webs you, causing you to invoke summer. Person B is a bit slower on the ball, and happens to web you right after you invoke summer (or perhaps they were timing it to be off by a little bit). Well, you just wasted equilibrium, and are still webbed. Now let's look at the second case, where you writhe instead of invoking summer. Person A webs you, trigger for writhe goes off, then Person B webs you. Seeing as you triggers are good, you don't writhe on the second one (which would reset the amount of time it takes to get out). Consequently you writhe out in time, and escape.
So the way I see it, invoke summer is possibly better when combat is one on one, but also looks to be inferior when attacked by a group (Or when you just used an ability that uses a long period of equilibrium).
Further more, is invoke summer affected by racial faster equilibrium? Or is it's equilibrium time set no matter what race you are? I have yet to test that, if anyone could validate it for me. If it were, then Mugwumps conceivably should always Invoke Summer, whereas Tae'Dae should always writhe.
Just a thought, but I'd like to see Invoke Summer and Evoke Tipheret turned into a defense a la Torch tattoo from Imperian. In Imperian, you could touch a torch tattoo, which uses a relatively short period of equilibrium. It shows up as a defense on your defense list. Next time you are hit by a web tattoo, it says something like your torch tattoo flares and burns away the webs that attempt to entangle you, or something of that matter. In which case, your torch defense is gone, and the next web attack will entangle you as normal. This could work with Summer and Tipheret, and would probably be more beneficial and interesting.
Anyhow, I'd like to see your input on the matter. I will most likely trigger when webbed, to invoke summer if I have balance and equilibrium, and writhe if I don't.
Also, since triggering summer can only be done if you have it wait till you have equilibrium and balance, that makes it rather vulnerable to Illusions. A Mage archtype could set several delayed illusions (Say like 10), that all go off about 4 seconds apart from each other or so. If your triggers were set up to wait till you had balance and equilibrium, then invoke summer, you could easily get stuck into a loop of endless: Illusion goes off, wait for equilibrium, invoke summer, Illusion goes off, wait for equilibrium, invoke summer.
Input anyone?
Summer IS faster, if you have balance and equilibrium then writhe. So if you are webbed, you will regain equilibrium from Summer faster then you would writhe free. However, if you are off equilibrium and/or balance, well, you have to wait for the equilibrium to recover, then invoke summer, and wait for that equilibrium to recover before continuing.
In the case of Web, you can initiate it while off balance and equilibrium, and consequently free yourself about the time you regain equilibrium.
I've been contemplating it for group combat as well. Let's say you have a decent set of writhing triggers (I.E. you writhe once and only once if you are webbed, not multiple times for each time someone webs you, or each time you get the restricted by webs message, therefore extending the time it takes to get out.) If you are set to invoke summer when webbed, and say Person A, B, and C attack you. Person A and B are trying to hold you down with web while C kills you. Immediately, your trigger for web fires when Person A webs you, causing you to invoke summer. Person B is a bit slower on the ball, and happens to web you right after you invoke summer (or perhaps they were timing it to be off by a little bit). Well, you just wasted equilibrium, and are still webbed. Now let's look at the second case, where you writhe instead of invoking summer. Person A webs you, trigger for writhe goes off, then Person B webs you. Seeing as you triggers are good, you don't writhe on the second one (which would reset the amount of time it takes to get out). Consequently you writhe out in time, and escape.
So the way I see it, invoke summer is possibly better when combat is one on one, but also looks to be inferior when attacked by a group (Or when you just used an ability that uses a long period of equilibrium).
Further more, is invoke summer affected by racial faster equilibrium? Or is it's equilibrium time set no matter what race you are? I have yet to test that, if anyone could validate it for me. If it were, then Mugwumps conceivably should always Invoke Summer, whereas Tae'Dae should always writhe.
Just a thought, but I'd like to see Invoke Summer and Evoke Tipheret turned into a defense a la Torch tattoo from Imperian. In Imperian, you could touch a torch tattoo, which uses a relatively short period of equilibrium. It shows up as a defense on your defense list. Next time you are hit by a web tattoo, it says something like your torch tattoo flares and burns away the webs that attempt to entangle you, or something of that matter. In which case, your torch defense is gone, and the next web attack will entangle you as normal. This could work with Summer and Tipheret, and would probably be more beneficial and interesting.
Anyhow, I'd like to see your input on the matter. I will most likely trigger when webbed, to invoke summer if I have balance and equilibrium, and writhe if I don't.
Also, since triggering summer can only be done if you have it wait till you have equilibrium and balance, that makes it rather vulnerable to Illusions. A Mage archtype could set several delayed illusions (Say like 10), that all go off about 4 seconds apart from each other or so. If your triggers were set up to wait till you had balance and equilibrium, then invoke summer, you could easily get stuck into a loop of endless: Illusion goes off, wait for equilibrium, invoke summer, Illusion goes off, wait for equilibrium, invoke summer.
Input anyone?
Unknown2004-11-09 20:07:42
I currently don't have Tipheret, and do fine when it comes to writhing. If I had Tipheret, it would definitely be an if needed thing (webbed+Hangman'd, for one)
Thorgal2004-11-10 11:14:26
It really depends on your size, if you're big, use tipheret whenever you can, if you're small, just writhe. Since writhing speed depends on your size.
Unknown2004-11-10 12:30:10
But, large races like Tae'dae are huge.... yet they have level 3 slower equilibrium... which means they should do nothing, because either way they are screwed, heh.
Unknown2004-11-10 16:31:49
I thought that larger sizes writhed out faster. I have a Tae'dae and when we tried this the other day, I writhed out pretty darned fast, faster than the human that webbed me regained eq. This is with level 3 slow balance, mind you. Which is it? Do larger races break out faster, or do smaller?
Unknown2004-11-10 16:48:06
Larger the size=Harder to move
Smaller the size=Speedier writhing
Smaller the size=Speedier writhing