Highest power requirements.

by Unknown

Back to The Polling Place.

Unknown2007-02-14 10:59:11
QUOTE(shadow @ Feb 14 2007, 08:10 PM) 383114
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).

Yeah it would be nice if the 10p defs lasted. It's a bit of an ouch.
Unknown2007-02-14 10:59:37
QUOTE(Saran @ Feb 14 2007, 06:26 PM) 383091
The preventing nausea thing?


yeah
Aiakon2007-02-14 11:47:46
Coo. It seems it's possible to vote for all the options at once.
Saran2007-02-14 12:11:30
I have a question which may have been answered

What's the point of the second poll? If guild only means skills granted by that guild, so Hartstone is Nature->Druidry, Totems->Stag and Dreamweaving/Runes/Hunting->Ecology, then shouldn't the results be the same as we all have access to the common skills? The only difference potentially is the difference between low/high magic.

As for me

Cudgel: 1-10 power
Stag: 1-10 power
Stagform: 10 power
Bond Nature: 5 power
Medicine Bag: 8 power
Motes: X power (where x equals the amount of motes required)

So 25 power on ethereal or 43 power elsewhere plus the cost of motes. Though I only need to spend 16 - 25 power if the rest didn't decay on me

That's when I actually put everything up, nature can be optional, medicine bag I don't use but probably should, I only summon a stag when I remember or have a reason. Stagform well you can probably do without it. So... yeah
Lendren2007-02-14 20:01:38
It doesn't cost any power for me to raise my defenses. Wish it did, maybe that'd mean I had some good defenses worth spending power on! A magic resistance defense would be nice.
Nerra2007-02-14 22:49:14
when powerblocked/to lazy to get essence- 0p
other times:
Bond Nature (if there is raiding)
I practically live off Dross :S
Unknown2007-02-15 18:30:36
QUOTE(Aiakon @ Feb 14 2007, 06:47 AM) 383120
Coo. It seems it's possible to vote for all the options at once.
Wasn't something I did, I don't think. Anywho, one day until I start trying to collect correct results.
Unknown2007-02-16 20:19:10
OK! I'll start this off with power defenses I normally raise

10p Drawdown (Moon)
10p Shine (Moon)
10p Channels (Wicca)
3-11p Moon/all fae (Wicca)
0-5p Spiritbonding (Totems)
0-5p Harvest (Moon, not permanent)

Guild Specific Power I personally use 33p - 51p

0-3p Yellow (lowmagic, not permanent)

Total Power I personally use 33p - 54p



I know that would be more if I had hexes or as healing doesn't have a single power move in it. I'm also missing various common trans skills that are power moves, so I'm not sure what the maximum potential to use power as a Moondancer is, but that's my requirement at least.
Shamarah2007-02-16 20:27:58
Shadowdancers...

3p fae
10p nightkiss
10p hexaura
5p drink (1p for the shadow, 4p for the skill itself)

That's 28p for guild skills. I don't see why people are counting non-commune fae because who faesummons on prime? And why would you use spiritbond nature when you can get them for free individually?

Other stuff...

3p yellow
3p aethersight

So 36p.

There are other power defs but they're useless unused stuff like powermask.
Caoilfhin2007-02-16 20:41:09
Why does everyone list hex aura as one of the necessary defenses?
Unknown2007-02-16 20:41:17
QUOTE(Shamarah @ Feb 16 2007, 03:27 PM) 383890
And why would you use spiritbond nature when you can get them for free individually?
I don't normally, but I have. There are surprisingly a lot of times when I log on in the middle of a battle. (literally in the middle of the battle zone) In that situation I don't want to run around prime meeting criteria to spiritbond, or even take the required time, around 68 seconds for me, to bond every single one. (Even if it was night/day/forest/river/mountains/ect in the room I logged into, somehow)
Vix2007-02-16 21:01:58
QUOTE(Caoilfhin @ Feb 16 2007, 02:41 PM) 383894
Why does everyone list hex aura as one of the necessary defenses?

Hexaura is the trans skill for hexes which lets your hexes follow you. It really is necessary in many cases.
Caoilfhin2007-02-16 21:05:57
QUOTE(Vix @ Feb 16 2007, 09:01 PM) 383901
Hexaura is the trans skill for hexes which lets your hexes follow you. It really is necessary in many cases.


I’ve found Hex aura to be situational and can be a benefit or a hindrance depending on the situation. It doesn’t appear vital.
Shamarah2007-02-16 21:20:28
It's necessary for jumping people. And it's really helpful in most cases.
Unknown2007-02-16 21:25:23
Hexaura is nearly always a huge help if you're going to be fighting. There really aren't any situations where it is a hindrance; you should control the hexes by unenemying people until you're ready to hit them. In group fights, people will take advantage of enemy status and try to run to you to get rid of some of the hexes and mess up hex combos. Otherwise, I don't know of any real situations where it has negative consequences.
Unknown2007-02-16 22:23:39
Ya, since they removed Steal, hexes don't have any weaknesses like that anymore.
Diamante2007-02-17 09:04:13
steal was absolutely worthless before in 95% of cases anyways. was 6p to steal opponent hexes. I'd rather have the power for doublewhammying back