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{{Box/Class Page Header
{{classbox
 
|realm=hib
+
|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.
|image=Animist.jpg
 
  +
|type=Caster
 
 
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.
|profession=Path of Affinity
 
  +
|races=[[Celt]]<br/>[[Firbolg]]<br/>[[Sylvan]]
 
 
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 ==
  +
{{Box/Attributes
  +
|Primary = Intelligence
  +
|Secondary = Constitution
  +
|Tertiary = Dexterity
  +
|Celt = true
  +
|Firbolg = true
  +
|Sylvan = true
  +
|Elf = true}}
   
 
== Abilities & Specialization ==
{{stub}}
 
 
{{Box/Abilities
  +
|Specialization Points = 1.0
  +
|Realm = Hibernia
  +
|Cloth = true
  +
|Staves = true
  +
|Sprint = true
  +
|Quick Cast = true
 
|Magic 1 = Arboreal Path
 
|Magic 2 = Creeping Path
 
|Magic 3 = Verdant Path
 
|Convoker = true
 
|Stormlord = true
  +
|Base Class = Forester
  +
}}
   
 
==Tactics==
{{class|animist}}<br />
 
 
===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===
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.
 
   
 
==Realm Abilities==
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.
 
 
{{Box/Realm Abilities
 
|Class = Animist
  +
|Augmented Acuity = +
  +
|Augmented Dexterity = +
  +
|Ethereal Bond = -
  +
|Mastery of Magery = +
  +
|Serenity = 0
  +
|Wild Power = +
  +
|Mystic Crystal Lore = 0
  +
|Raging Power = 0
  +
|Augmented Constitution = 0
  +
|Mastery of Focus = 0
  +
|Physical Defense = 0
  +
|Concentration = 0
  +
|Purge = +
  +
|Mastery of Concentration = +
  +
|Augmented Quickness = -
  +
|Augmented Strength = -
  +
|Lifter = -
  +
|Long Wind = 0
  +
|Mastery of Pain = -
  +
|Veil Recovery = -
  +
|Adrenaline Rush = -
  +
|First Aid = -
  +
|Second Wind = -
  +
|The Empty Mind = 0}}
   
 
=== Realm Rank 5 Ability: ===
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.
 
  +
{| border="1" cellpadding="1" cellspacing="1" style="width: 500px; "
  +
|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==
==Races==
 
 
'''Weapon'''
[[Celt]], [[Firbolg]], [[Sylvan]]
 
   
  +
*Traldor's Oracle
  +
*Tartaros' Gift
   
==Attributes==
 
   
 
'''Armor'''
   
  +
*Guard of Valor
== Abilities ==
 
Armor: Cloth
 
Weaponry: Staves
 
Miscellaneous: Sprint, Quickcast
 
   
==[[Auto Train]]==
 
   
 
'''Jewelry'''
   
  +
*Erinys Charm
==Specialization ==
 
Arboreal Path
 
   
  +
*Jacina's Sash
Arboreal Mastery
 
   
  +
*Bracelet of Zo'arkat
Creeping Path
 
   
  +
*[http://darkageofcamelot.wikia.com/wiki/Tablet_of_Atlantis Tablet of Atlantis]
Creeping Mastery
 
   
  +
*[http://darkageofcamelot.wikia.com/wiki/Crocodile%27s_Tears_Ring Crocodile's Tears Ring]
Verdant Path
 
   
 
==Other Useful Items==
Verdant Mastery
 
 
'''Weapons'''
   
  +
*Draiocht Animist Staff
==Tactics==
 
===PVE===
 
   
  +
'''Armor'''
   
  +
*Writhing Blackthorn Robe
===RVR===
 
   
  +
*Cloth Cap
   
  +
*Ivy Entwined Sleeves
==Realm Abilities==
 
   
  +
*Sun Scorched Cap
=== {{pro}} Useful Realm Abilities ===
 
   
  +
*Ivy Entwined Pants
=== {{neutral}} Neutral Realm Abilities ===
 
   
  +
*Ivy Entwined Gloves
=== {{con}} Useless Realm Abilities ===
 
   
  +
*Lightning Embossed Cloth Sandals
   
=== Realm Rank 5 Ability ===
 
Fungal Union - 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.
 
   
 
'''Jewelry'''
Reuse: 5 minutes.
 
   
  +
*Choker of the Zephyr
==Master Level Paths==
 
[[Convoker]]
 
[[Stormlord]]
 
   
  +
*Cloak of Heavenly Bodies
==Useful Artifacts==
 
'''Weapon'''<br/>
 
'''Armor'''<br/>
 
'''Jewelry'''<br/>
 
   
  +
*Ring of Calm
==Other Useful Items==
 
  +
'''Weapons'''<br/>
 
  +
*Mordom's Mind
'''Jewelry'''<br/>
 
  +
'''Mythirian'''<br/>
 
  +
 
'''Mythirian'''
  +
  +
*Greater Mythirian of Power<br />
   
 
{{Classes}}
 
{{Classes}}

Latest revision as of 01:01, 6 October 2014

Animist
Animist class icon
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.

Attributes & Races[]

Celt 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Firbolg 60 + 45 60 + 23 40 + 15 90407060603% Crush2% Slash5% Heat
Elf 70 + 45 40 + 23 75 + 15 40756060602% Slash3% Thrust5% Spirit
Sylvan 70 + 45 60 + 23 55 + 15 70456060603% Crush2% Thrust5% Matter5% Energy

Abilities & Specialization[]

409s Sprint
400s Quick Cast

Magic
Arboreal Path
Creeping Path
Verdant Path

Armor
104s Cloth

Weapon
209s Staves

Master Levels
2635s Convoker
2608s Stormlord

Sub Classes
0s Guardian
0s Magician
0s Naturalist
0s Stalker

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft

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[]

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Acuity
Ras Augmented Dexterity
Ras Mastery of Magery
Ras Wild Power

Ras Augmented Constitution
Ras Long Wind
Ras Mastery of Focus
Ras Physical Defense
Ras Serenity
Ras Toughness

Ras Augmented Quickness
Ras Augmented Strength
Ras Ethereal Bond
Ras Lifter
Ras Mastery of Pain
Ras Veil Recovery

3006s Mastery of Concentration
3010s Purge

3005s Concentration
3008s Mystic Crystal Lore
3026s Negative Maelstrom
3009s Raging Power
3007s The Empty Mind

3001s Adrenaline Rush
3000s First Aid
3002s 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

  • 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