Animists :) how do they fare in rvr?

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o_O

Guest
Would the con debuff and AE abs debuff be of any use in a gank group?

Abs debuff will increase spell dmg allso right?

Anyone have any experiance playing one in rvr? are they only good for keep/mg action or can they be of use in regular rvr groups allso?
 
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adari

Guest
say you get into a fight, the change you will be able to cast a 5s spell is low, i guess, apart from that the turrets are stationary and have to cast a spell as well whichs takes what.. 3 seconds? so say you get one up anyway and it starts casting so in around 10 seconds youll have a turret that has casted an ae abs debuff, who says you wont be ganked by a savage train, mezzed or interupted before those 10 secs end. and besides the turrets can get mezzed as well ><
 
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Sichama

Guest
The animist is a very potent character in the right hands, i have peronaly witnessed a 47 lvl Animist take down soloers, duo's, and trios constantly but at a time where RvR was more or less dead, and only the occasional enemies where about.

I have absolutely no idea of other aspects of the class :)
I just shared what i saw :)
 
F

foolou

Guest
Animist rvr requires different strategies than the usual group rvr has.

I always wondered if a group of 6 Animists a bard and a manament would totally own if they plant their nukeshrooms at hidden places with gtassist, so that a group that runs across gets nukes by like 30 highlvl shrooms at once.
(would they all go for the same target and insta-kill it ? if it's that way it could be that hib got the uberfotm advantage already not knowing about it)

But I ain't got the time and will to try it out anymore :/ so someone else plz do and tell the outcome.
 
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squalion

Guest
5 animst, bard,druid, ment :D wanna test it out :p
 
A

Amadon

Guest
vnboards seem to think animists fit well into a caster type gank group

their bombers are the highest delve 'nuke' in the game

havent seen anything other than a few posts about it tho
 
C

Coccas

Guest
Originally posted by adari
say you get into a fight, the change you will be able to cast a 5s spell is low, i guess, apart from that the turrets are stationary and have to cast a spell as well whichs takes what.. 3 seconds? so say you get one up anyway and it starts casting so in around 10 seconds youll have a turret that has casted an ae abs debuff, who says you wont be ganked by a savage train, mezzed or interupted before those 10 secs end. and besides the turrets can get mezzed as well ><

well the turrets are gimp so the grp would probably die if someone starts casting turrets instead of bombers/lifetap
 
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horank@thebaron

Guest
Originally posted by Coccas
well the turrets are gimp so the grp would probably die if someone starts casting turrets instead of bombers/lifetap
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i dont think .
when the group stay fight in the range off shroom
it will help lots . ofc its not all time posb , but when you got 2 enemys on you run dir shroom range and not the other dir.
:)
most off time mages and healers can stay in shroom range.
 
O

o_O

Guest
Originally posted by adari
say you get into a fight, the change you will be able to cast a 5s spell is low, i guess, apart from that the turrets are stationary and have to cast a spell as well whichs takes what.. 3 seconds? so say you get one up anyway and it starts casting so in around 10 seconds youll have a turret that has casted an ae abs debuff, who says you wont be ganked by a savage train, mezzed or interupted before those 10 secs end. and besides the turrets can get mezzed as well ><

the abs debuff is an AE bomber tho, no shroom requiered.

anyone know if there are any tests on that? how mutch dmg will increase once abs debuffed or smt? think its close to a 20% abs debuff... wich is a reversed bof?
 
J

justintime

Guest
With ToA gear and high end buffs, an animist can cast shrooms in <2s. That ain't gimp imo.

On inc, break /stick to avoid the worst of the mez. Pop a creeping controlled pet. Maybe one or two l50 f&f pets, then hit /assist and start chucking out bombers and lifetaps.
If somone is on a healer you can try a tangler or two, and you should be able to kite any (individual) tank that trying to kill you.
MoC life tap should be fun too (shame it's not as good as the cabby lift tap).

If somone kills you, so what wait for the rez, press mcl and dump a load of f&f shrooms, rez sickness doest matter for that.

I rekon they'd be good fun to play, although there are quite a lot of bugs...
 
O

o_O

Guest
so noone knows about the abs debuff bombers :/ ?

bummer, I recon they are good both for caster and tank groups tho...
 
O

old.Aldias

Guest
Originaly posted by o_O
so noone knows about the abs debuff bombers :/ ?

Doesnt worth if u think that ur highest spell does only -15% and ofc u know in gank grp u dont expect from tanks to kill any1 who is fully healed. They just finish mage's targets. So if u concinder that the main dmg to kill some1 is magic. So this debuff is useless coz applies to melle.

About animists: i got a 50 animist. Didnt played a lot in rvr coz already some guys said here doesnt fit to current hibs grps.

Main weapon of animist is their pets. So if u need a mage class to nuke hard and kill loads go for the 3
  1. mages. I am full Creeper spec... maybe one the less in our realm, but i strongly believe is much better from arbo when u r in proper grp. When i say proper grp i mean 6animist at least and rest healers.

    Instead of abs debuff use ur single nuke which debuffs resists also and cast the pbaoe debuffer which works for ur grp as deffence.


    About casting pets fast: when u got some realm ranks put pts to MoA = Mastery of Arts which lets u to cast faster. i know a guy who cast pets in 2secs.
    Besides the <special> RA for animist is very good as well. Is a pet lvl 50 which got 3mins life and follow ur target. With other words moves and kills whatever enemy u got in ur target
 
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ydraliskos

Guest
no, absorb aplies to spells also . Proof is that after the eld con/str debuff (that on mobs debuffs the absorb) nukes hit harder.
 
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o_O

Guest
Originally posted by ydraliskos
no, absorb aplies to spells also . Proof is that after the eld con/str debuff (that on mobs debuffs the absorb) nukes hit harder.

yes thats what I thought allso and yes the spell delves as 15% but u have to muultiplu it by 1.64 and then it ammounts to somewhat of a reversed bof... wich is realy good imo :p
 
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Steffan-

Guest
Well, i started out as 50 creeping. Found it fun for soloing, cause u'r able to take out nearly entire groups with this spec, but u do need some time to set up a garden before the inc.

As in groups with the 50 creep spec. Well if i were in a tank group i would assist the ma tank and then throw a abs. debuffer at the target, which would allow the assist train to do nearly (remember "nearly") cap damage on any target.

The best thing about the creeping line is the snare/dd control able shroom, it's great if u got time setting it up in a fg vs. fg fight, cause u just pick out the enemy tanks that's either on yourself or a group member and let the shroom do its magic snare attack. Or else u can use it on the damn sprinting enemy healers/casters to slow em down allowing your assist train to deal with them. So u can pretty much say that the creeping controlable shrooms works like a toned down prevent flight, and it's also really uber for kiting tanks when u solo ;)

I'm now 50 arb. speced, and the reason why i respeced out of creeping was because the shrooms toke an insane amount of rps (if u plan on playing your animist in a tank group were u only use the abs. debuffer bomber and the odd nuke once in a while, it shouldn't be any problem, just remember that if u also would like to solo as a creeping speced u got to have a shroom garden up which takes a shit load of rps, but if u'r lucky u can kite some classes with the controlable shroom, but that doesn't happen that often).
I also respeced out of creeping because of all the bugs in that line (well as an animist u will get bugs in any of your spec line, thrust me :p) hated that the turrets picked targets that weren't in their line of sight, which would result in the shrooms spamming their dd's at a target that they couldn't hit but in the mean time u could have a enemy on u that they would first start to hit after they got him/her into their randomly generated target.

But tbh take whatever line u think sounds fun and matches your play style. Haven't tried the verdant line yet, but i reckon that if u were a full verdant animist u would act like a buffer/bladeturn bot.
 
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VodkaFairy

Guest
I'm thinking of speccing my animist Creeping to start with, but I don't really see how this spec has dmg output at all.

Can you explain how I should solo with this spec? There's no dd, so I have to rely on the shrooms and nothing else?

Tho I think in rvr this class would be very nice against mid/alb tank groups, debuff the abs of the enemy assist train, aoe root it, place a dps debuff shroom somewhere in the middle of the fight, and a snare DD shroom. This spec really has the capability to cripple enemy tanks afaik
 
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old.Reno

Guest
Originally posted by VodkaFairy
Tho I think in rvr this class would be very nice against mid/alb tank groups, debuff the abs of the enemy assist train, aoe root it, place a dps debuff shroom somewhere in the middle of the fight, and a snare DD shroom. This spec really has the capability to cripple enemy tanks afaik
Yes it can, but both the abs debuff and the ae root are bombers.
Bombers have pathing problems on all but the smoothest ground. Expect them to be stuck on some grass clump when you really cant use that.

As for solo xp as creep.
Find a camp which has no wandering mobs around it. Place your main turret somewhere with absolutely no wandering mobs in about a 1200 radius and just outside aggro range of the camp, damageshield the pet for good measure.
Stack fnf's on top of the turret, use high and low lvl fnf's.
Pull with con debuff, run back past your shroom stack and have your controlled turret attack the mob.
This first mob will die very fast. Immediately repull again, Baf will kick in now.
Keep running around your shroom pile, chased by a bunch of mobs, while having the controlled pet snaring any mob that gets close.
This gets a lot easier if you group up with a bard/menta with confuse ( the low lvl confuse, so you dont loose xp on mobs attacking each other) and have them confuse every incoming mob.
The mobs will only attack your shroom pile then, due to the number of shrooms the confuse will hardly be resisted.
Add another animist a pb and a shield user if you want to do big red/purple camps.

Danita
 
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Steffan-

Guest
Originally posted by VodkaFairy
Can you explain how I should solo with this spec? There's no dd, so I have to rely on the shrooms and nothing else?

The way i soloed when i were full creeping were by camping milegates mostly. I would then setup a garden here, the best way to do this imo is to stand either on top of the wall or mid way up the stairs (that little platform....) then i would make 3-4 low lvl fnf shrooms or more so the high lvl fnf shrooms would do more damage and wouldn't get resisted much, because of the "bugged" attackers code. Mostly i made all the low lvls close to the gate (not in the middle of the gate, but by the side of it, so u couldn't see them from the other side), i would then make the high lvl fnf shrooms and control able shroom on the platform.

And your right, there arn't any high damage dealing spells like dd's or bombers in the creeping line, so when i weren't camping i mostly kited, if u want to know which tactics i used for this, say so and i will post them :)

And remember to use that ae root that u get under the creeping line, cause it is really worth it if u get jumped by multiple enemies :)
 

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