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==Tactics==
 
==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.===
===PVE===
 
  +
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===
 
===RVR===
 
   
 
==Realm Abilities==
 
==Realm Abilities==

Revision as of 00:59, 29 July 2011

Animist
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

Celt 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Firbolg 60 + 45 60 + 23 40 + 15 90407060603% Crush2% Slash5% Heat
Sylvan 70 + 45 60 + 23 55 + 15 70456060603% Crush2% Thrust5% Matter5% 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.

Symbol vote yes2 Very Common Realm Abilities

  • Augmented Acuity
  • Augmented Dexterity
  • Mastery of Concentration (RvR Friendly)
  • Mastery of Magery
  • Purge (RvR Friendly)
  • Wild Power

Neutral 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

Symbol vote no2 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

Convoker Stormlord

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