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==Tactics== |
==Tactics== |
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+ | ===PVE For either PVE or RVR it helps to be able to set ground targets for your turrets quickly. An easy way is to make macros and use qbind to assign the macros to specific keys not being used for anything else.=== |
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− | ===PVE=== |
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+ | The macro ---/macro 500 /groundset 500 sets the ground target 500 units from you. I find it's handy to have a macro set for 0, 300, 600, and 950. This covers most all situations and lets you drop turrets quickly. I put the macros on the second face of Qbar 1 and use qbind to assign them to keys. /qbind 2 1 1 will assign slot one, Qbar one, face two to whichever key you choose. For the second slot just change the center number as /qbind 2 2 1, /qbind 2 3 1 etc. |
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===RVR=== |
===RVR=== |
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==Realm Abilities== |
==Realm Abilities== |
Revision as of 00:59, 29 July 2011
Animist | ||
Information | ||
Type: | Caster | |
Profession: | Path of Affinity | |
Races: | Celt Firbolg Sylvan | |
Class Stats | ||
Primary: | Intelligence | |
Secondary: | Constitution | |
Tertiary: | Dexterity |
Animists are a Hibernian primary spellcasting class that has an affinity with plants. They are able to animate plant life and other natural phenomena (phosphorescence, etc.) and use it to craft spells that damage their opponents.
Animists are a pure spellcasting pet class that has pets that perform specific tasks in different ways. For example, they have "bomber" pets that are generated, float quickly to their target, and then explode. They also have "turrets", which are stationary pets that cast different damaging spells on any enemy that comes into range. Animists can have several turrets simultaneously, depending on their level.
To become an Animist, characters must choose the Way of the Grove - and become a Forester. Then, Foresters join the Path of Affinity. Affinity classes strive to become one with nature. This differs from other Hibernian nature classes (Bard, Warden, Druid), in that those classes feel they need to protect nature, while those on the Path of Affinity try to BECOME nature.
Starting Races Attributes
When starting an animist one can choose between 3 Races that each have different attributes
Available Races |
Intelligence Primary |
Constitution Secondary |
Dexterity Tertiary | Str | Qui | Emp | Pie | Cha | Resistance 1 |
Resistance 2 |
Resistance 3 |
Resistance 4 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Celt | 60 + 45 | 60 + 23 | 60 + 15 | 60 | 60 | 60 | 60 | 60 | 2% Crush | 3% Slash | 5% Spirit | |
Firbolg | 60 + 45 | 60 + 23 | 40 + 15 | 90 | 40 | 70 | 60 | 60 | 3% Crush | 2% Slash | 5% Heat | |
Sylvan | 70 + 45 | 60 + 23 | 55 + 15 | 70 | 45 | 60 | 60 | 60 | 3% Crush | 2% Thrust | 5% Matter | 5% Energy |
Attributes
The following attributes increase with every first, second or third level up starting at level 6:
- Primary Attribute: Intelligence (45 points at level 50), this determinates your damage and your amount of power (mana)
- Secondary Attribute: Constitution (23 points at level 50), this determinates how much life you have, your hit points
- Tertiary Attribute: Dexterity (15 points at level 50), this determinates the speed at wich you will cast
Which means that any animist once reached level 50 will have the following base attributes:
Lvl 50 Final Attributes | |||
Available Races |
Intelligence Primary |
Constitution Secondary |
Dexterity Tertiary |
---|---|---|---|
Celt | 105 | 83 | 75 |
Firbolg | 105 | 83 | 55 |
Sylvan | 115 | 83 | 70 |
Beside those points, you can have 0 to 101 more points in any attributes by wearing the right armor, weapon and jewelry. We usually try to reach 101 in dexterity and acuity to maximise casting speed and damage.
You can also get more points by realm abilities: Augmented Dexterity, Augmented Acuity, etc...
Abilities
Armor: Cloth
Weaponry: Staves
Miscellaneous: Sprint, Quickcast
Auto Train
Specialization
Arboreal Path
Arboreal Mastery
Creeping Path
Creeping Mastery
Verdant Path
Verdant Mastery
Tactics
PVE For either PVE or RVR it helps to be able to set ground targets for your turrets quickly. An easy way is to make macros and use qbind to assign the macros to specific keys not being used for anything else.
The macro ---/macro 500 /groundset 500 sets the ground target 500 units from you. I find it's handy to have a macro set for 0, 300, 600, and 950. This covers most all situations and lets you drop turrets quickly. I put the macros on the second face of Qbar 1 and use qbind to assign them to keys. /qbind 2 1 1 will assign slot one, Qbar one, face two to whichever key you choose. For the second slot just change the center number as /qbind 2 2 1, /qbind 2 3 1 etc.
RVR
Realm Abilities
This is greatly influenced by the style of play and especially if you are playing mostly for PvE or RvR: some of the below abilities are very usefull in RvR situation but of seldom use for PvE.
Very Common Realm Abilities
- Augmented Acuity
- Augmented Dexterity
- Mastery of Concentration (RvR Friendly)
- Mastery of Magery
- Purge (RvR Friendly)
- Wild Power
Common Realm Abilities
- Augmented Constitution
- Ethereal Bond
- First Aid
- Long Wind (RvR Friendly)
- Mystic Crystal Lore
- Negative Maelstrom
- Physical Defense
- Raging Power
- Serenity
- The Empty Mind
Very Uncommon Realm Abilities
- Adrenalin Rush
- Augmented Quickness
- Augmented Strength
- Lifter
- Mastery of Pain
- Veil Recovery
- Second Wind
Realm Rank 5 Ability:
Name | Fungal Union |
Reuse | 5 minutes |
Effect | Turns the Animist into a mushroom for 60 seconds. While in mushroom form, the Animist is granted a 50% chance of not spending power for each spell that is cast for the duration of the ability. |
Master Level Paths
Useful Artifacts
Weapon
- Traldor's Oracle
- Tartaros' Gift
Armor
- Guard of Valor
Jewelry
- Erinys Charm
- Jacina's Sash
- Bracelet of Zo'arkat
Other Useful Items
Weapons
- Draiocht Animist Staff
Armor
- Ivy Entwined Sleeves
- Sun Scorched Cap
- Ivy Entwined Pants
- Ivy Entwined Gloves
- Lightning Embossed Cloth Sandals
Jewelry
- Choker of the Zephyr
- Cloak of Heavenly Bodies
- Ring of Calm
- Mordom's Mind
Mythirian
- Greater Mythirian of Power
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