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+ | {{Box/Class Page Header |
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− | {{classbox |
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− | |realm= |
+ | |realm = Hibernia |
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+ | |||
− | |type=Caster |
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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. |
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− | |profession=Path of Affinity |
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+ | |||
− | |races=[[Celt]]<br/>[[Firbolg]]<br/>[[Sylvan]] |
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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. |
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}} |
}} |
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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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− | {{stub}} |
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+ | |Specialization Points = 1.0 |
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+ | |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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+ | |Base Class = Forester |
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+ | }} |
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− | {{class|animist}}<br /> |
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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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+ | 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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⚫ | 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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+ | |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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⚫ | 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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+ | {| 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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+ | |- |
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+ | |Effect |
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+ | |} |
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− | ==Races== |
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− | [[Celt]], [[Firbolg]], [[Sylvan]] |
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+ | *Traldor's Oracle |
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+ | *Tartaros' Gift |
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+ | *Guard of Valor |
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− | Armor: Cloth |
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− | Weaponry: Staves |
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− | Miscellaneous: Sprint, Quickcast |
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− | ==[[Auto Train]]== |
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+ | *Erinys Charm |
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+ | *Jacina's Sash |
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− | Arboreal Mastery |
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+ | *Bracelet of Zo'arkat |
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+ | *[http://darkageofcamelot.wikia.com/wiki/Tablet_of_Atlantis Tablet of Atlantis] |
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− | Creeping Mastery |
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+ | *[http://darkageofcamelot.wikia.com/wiki/Crocodile%27s_Tears_Ring Crocodile's Tears Ring] |
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− | Verdant Mastery |
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+ | *Draiocht Animist Staff |
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+ | '''Armor''' |
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+ | *Writhing Blackthorn Robe |
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+ | *Cloth Cap |
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+ | *Ivy Entwined Sleeves |
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+ | *Sun Scorched Cap |
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+ | *Ivy Entwined Pants |
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− | === {{neutral}} Neutral Realm Abilities === |
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+ | *Ivy Entwined Gloves |
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− | === {{con}} Useless Realm Abilities === |
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+ | *Lightning Embossed Cloth Sandals |
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+ | *Choker of the Zephyr |
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− | ==Master Level Paths== |
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+ | *Cloak of Heavenly Bodies |
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+ | *Ring of Calm |
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+ | |||
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+ | *Mordom's Mind |
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+ | |||
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+ | |||
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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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