(→Races) |
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+ | {{Box/Class Page Header |
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− | {{classbox |
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− | |realm= |
+ | |realm = Hibernia |
+ | |text = 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. |
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− | |image=Animist.jpg |
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− | |type=Caster |
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− | |profession=Path of Affinity |
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− | |races=[[Celt]]<br/>[[Firbolg]]<br/>[[Sylvan]] |
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− | |pri=Intelligence |
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− | |sec=Constitution |
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− | |ter=Dexterity |
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− | }} |
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− | |||
− | {{stub}} |
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− | |||
− | {{class|animist}}<br /> |
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− | |||
− | 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. |
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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. |
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. |
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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. |
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. |
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+ | }} |
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− | ==Races== |
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+ | == Attributes & Races == |
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+ | {{Box/Attributes |
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+ | |Primary = Intelligence |
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+ | |Secondary = Constitution |
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+ | |Tertiary = Dexterity |
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+ | |Celt = true |
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+ | |Firbolg = true |
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+ | |Sylvan = true |
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+ | |Elf = true}} |
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+ | == Abilities & Specialization == |
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− | {| border="0" cellpadding="0" cellspacing="0" width="511" |
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+ | {{Box/Abilities |
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− | | colspan="8" valign="top" | |
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+ | |Specialization Points = 1.0 |
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− | <p style="text-align: center;">'''Starting Race Attributes'''</p> |
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+ | |Realm = Hibernia |
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− | |- |
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+ | |Cloth = true |
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− | | width="70" align="center"| '''Available Races''' |
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+ | |Staves = true |
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− | | width="96" align="center"| |
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+ | |Sprint = true |
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− | '''Acuity''' |
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+ | |Quick Cast = true |
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+ | |Magic 1 = Arboreal Path |
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+ | |Magic 2 = Creeping Path |
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+ | |Magic 3 = Verdant Path |
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+ | |Convoker = true |
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+ | |Stormlord = true |
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+ | |Base Class = Forester |
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+ | }} |
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+ | ==Tactics== |
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− | '''Primary''' |
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+ | ===PVE=== |
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− | | width="89" align="center"| |
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+ | 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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− | '''Constitution''' |
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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=== |
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− | '''Secondary''' |
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+ | |||
− | | width="83" align="center"| |
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+ | ==Realm Abilities== |
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− | '''Dexterity''' |
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+ | {{Box/Realm Abilities |
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+ | |Class = Animist |
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+ | |Augmented Acuity = + |
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+ | |Augmented Dexterity = + |
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+ | |Ethereal Bond = - |
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+ | |Mastery of Magery = + |
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+ | |Serenity = 0 |
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+ | |Wild Power = + |
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+ | |Mystic Crystal Lore = 0 |
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+ | |Raging Power = 0 |
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+ | |Augmented Constitution = 0 |
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+ | |Mastery of Focus = 0 |
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+ | |Physical Defense = 0 |
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+ | |Concentration = 0 |
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+ | |Purge = + |
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+ | |Mastery of Concentration = + |
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+ | |Augmented Quickness = - |
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+ | |Augmented Strength = - |
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+ | |Lifter = - |
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+ | |Long Wind = 0 |
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+ | |Mastery of Pain = - |
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+ | |Veil Recovery = - |
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+ | |Adrenaline Rush = - |
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+ | |First Aid = - |
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+ | |Second Wind = - |
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+ | |The Empty Mind = 0}} |
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+ | === Realm Rank 5 Ability: === |
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− | '''Tertiary''' |
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+ | {| border="1" cellpadding="1" cellspacing="1" style="width: 500px; " |
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− | | width="35" align="center"| '''Quick''' |
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+ | |Name |
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− | | width="36" align="center"| '''Str''' |
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+ | |Fungal Union |
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− | | width="33" align="center"| '''Pie''' |
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− | | width="37" align="center"| '''Emp''' |
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− | | width="32" align="center"| '''Cha''' |
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|- |
|- |
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+ | |Reuse |
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− | |'''[[Celt]]''' |
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+ | |5 minutes |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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|- |
|- |
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+ | |Effect |
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− | |'''[[Firbolg]]''' |
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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. |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | 40 |
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− | | align="center" | 40 |
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− | | align="center" | 90 |
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− | | align="center" | 60 |
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− | | align="center" | 70 |
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− | | align="center" | 60 |
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− | |- |
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− | |'''[[Sylvan]]''' |
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− | | align="center" | 70 |
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− | | align="center" | 60 |
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− | | align="center" | 55 |
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− | | align="center" | 45 |
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− | | align="center" | 70 |
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− | | align="center" | 60 |
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− | | align="center" | 60 |
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− | | align="center" | |
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− | 60 |
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+ | ==Useful Artifacts== |
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− | ==Attributes== |
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+ | '''Weapon''' |
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− | The following attributes increase with every first, second or third level up starting at level 6: |
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− | *Primary Attribute: [[Strength|Acuity]] (45 points at level 50), this determinates your damage and your amount of power (mana) |
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− | *Secondary Attribute: [[Constitution]] (23 points at level 50), this determinates how much life you have, your hit points |
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− | *Tertiary Attribute: [[Dexterity]] (15 points at level 50), this determinates the speed at wich you will cast |
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+ | *Traldor's Oracle |
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+ | *Tartaros' Gift |
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− | Which means that any animist once reached level 50 will have the following base attributes: |
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− | {| border="0" cellpadding="0" cellspacing="0" width="511" |
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− | |- |
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− | | colspan="8" valign="top" | |
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− | <p style="text-align: center;">'''Lvl 50 Final Attributes'''</p> |
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− | |- |
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− | | width="70" align="center"| '''Available Races''' |
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− | | width="96" align="center"| |
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− | '''Acuity''' |
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− | ''' |
+ | '''Armor''' |
− | | width="89" align="center"| |
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− | '''Constitution''' |
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+ | *Guard of Valor |
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− | '''Secondary''' |
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− | | width="83" align="center"| |
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− | '''Dexterity''' |
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− | '''Tertiary''' |
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− | |- |
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− | |'''[[Avalonian|Celt]]''' |
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− | | align="center" | 105 |
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− | | align="center" | 83 |
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− | | align="center" | 75 |
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− | |- |
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− | |'''[[Briton|Firbolg]]''' |
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− | | align="center" | 105 |
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− | | align="center" | 83 |
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− | | align="center" | 55 |
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− | |- |
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− | |'''[[Half Ogre|Sylvan]]''' |
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− | | align="center" | 115 |
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− | | align="center" | 83 |
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− | | align="center" | 70 |
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− | |} |
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+ | '''Jewelry''' |
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+ | *Erinys Charm |
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− | 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. |
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+ | *Jacina's Sash |
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− | You can also get more points by realm abilities: Augmented Dexterity, Augmented Acuity, etc... |
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− | == Abilities == |
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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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+ | *Bracelet of Zo'arkat |
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− | ==[[Auto Train]]== |
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+ | *[http://darkageofcamelot.wikia.com/wiki/Tablet_of_Atlantis Tablet of Atlantis] |
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+ | *[http://darkageofcamelot.wikia.com/wiki/Crocodile%27s_Tears_Ring Crocodile's Tears Ring] |
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− | ==Specialization == |
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− | Arboreal Path |
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+ | ==Other Useful Items== |
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− | Arboreal Mastery |
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+ | '''Weapons''' |
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+ | *Draiocht Animist Staff |
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− | Creeping Path |
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+ | '''Armor''' |
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− | Creeping Mastery |
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+ | *Writhing Blackthorn Robe |
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− | Verdant Path |
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+ | *Cloth Cap |
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− | Verdant Mastery |
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+ | *Ivy Entwined Sleeves |
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− | ==Tactics== |
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− | ===PVE=== |
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+ | *Sun Scorched Cap |
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+ | *Ivy Entwined Pants |
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− | ===RVR=== |
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+ | *Ivy Entwined Gloves |
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+ | *Lightning Embossed Cloth Sandals |
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− | ==Realm Abilities== |
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− | 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. |
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− | === {{pro}} Very Common Realm Abilities === |
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− | *Augmented Acuity |
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− | *Augmented Dexterity |
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− | *Mastery of Concentration (RvR Friendly) |
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− | *Mastery of Magery |
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− | *Purge (RvR Friendly) |
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− | *Wild Power |
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+ | '''Jewelry''' |
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− | === {{neutral}} Common Realm Abilities === |
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− | *Augmented Constitution |
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− | *Ethereal Bond |
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− | *First Aid |
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− | *Long Wind (RvR Friendly) |
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− | *Mystic Crystal Lore |
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− | *Negative Maelstrom |
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− | *Physical Defense |
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− | *Raging Power |
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− | *Serenity |
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− | *The Empty Mind |
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+ | *Choker of the Zephyr |
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− | === {{con}} Very Uncommon Realm Abilities === |
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− | *Adrenalin Rush |
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− | *Augmented Quickness |
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− | *Augmented Strength |
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− | *Lifter |
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− | *Mastery of Pain |
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− | *Veil Recovery |
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− | *Second Wind |
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+ | *Cloak of Heavenly Bodies |
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− | === Realm Rank 5 Ability: === |
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− | {| border="1" cellpadding="1" cellspacing="1" style="width: 500px; " |
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− | |Name |
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− | |Fungal Union |
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− | |- |
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− | |Reuse |
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− | |5 minutes |
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− | |- |
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− | |Effect |
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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. |
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− | |} |
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+ | *Ring of Calm |
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− | ==Master Level Paths== |
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− | [[Convoker]] |
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− | [[Stormlord]] |
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+ | *Mordom's Mind |
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− | ==Useful Artifacts== |
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− | '''Weapon'''<br /> |
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− | '''Armor'''<br /> |
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− | '''Jewelry'''<br /> |
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+ | |||
− | ==Other Useful Items== |
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− | ''' |
+ | '''Mythirian''' |
+ | |||
− | '''Jewelry'''<br /> |
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− | + | *Greater Mythirian of Power<br /> |
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{{Classes}} |
{{Classes}} |
Latest revision as of 01:01, 6 October 2014
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 | |
Elf | 70 + 45 | 40 + 23 | 75 + 15 | 40 | 75 | 60 | 60 | 60 | 2% Slash | 3% Thrust | 5% Spirit | |
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 |
Augmented Constitution |
Augmented Quickness |
Concentration |
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
- Writhing Blackthorn Robe
- Cloth Cap
- 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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