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|Realm = Hibernia |
|Realm = Hibernia |
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+ | |Cloth = true |
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+ | |Staves = true |
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+ | |Sprint = true |
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+ | |Quick Cast = true |
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− | '''Armor:''' Cloth<br /> |
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− | '''Weaponry:''' Staves<br /> |
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− | '''Miscellaneous:''' Sprint, Quickcast<br /> |
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− | ==[[Auto Train]]== |
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− | ==Specialization == |
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==Tactics== |
==Tactics== |
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|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. |
|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. |
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− | ==Master Level Paths== |
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==Useful Artifacts== |
==Useful Artifacts== |
Revision as of 01:24, 5 August 2011
Animist | |
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.Attributes & Races
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 |
Abilities & Specialization
Abilities | Specializations 1.0x | Equipment | Advanced | Tradeskills |
---|---|---|---|---|
Magic |
Master Levels |
Alchemy |
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
Primary Realm Abilities | Secondary Realm Abilities | Useless Realm Abilities |
---|---|---|
Augmented Acuity |
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Concentration |
Adrenaline Rush |
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. |
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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