Arboreal Animist RVR Guide

 

Considered gimped by fellow realm mates, overpowered by enemies and neglected by mythic, Animists are the most difficult caster class to play in the game. They are specialists to the very definition, with abilities that range at the extremes of the game.

 

 

  It’s pretty simple to see that we have to stick to what we are good at; else you’re really cruising for a bruising.

 

I play an arboreal animists “Ghowick Gurnisson” on the Guinevere server. I pretty much run in pick up groups, but I do occasionally gank in proper 8 man teams. I decided to play an animist because I believe they are the saviors of Hibernia in the next 12 months, they can hold off Albion zergs single handedly given the right situations and can easily turn the tide of battle. The following is a collection of tactics and ideas that I thought I should share with the animist community.

 

Know your role

 

Animists are casters, plain and simple. They are extremely slow and fragile, but should you give them a bit of time, they can surge more damage faster than any class in the game. Obviously you HAVE to know what you’re doing.

Notes:

 

Speed

 

This is the most important trait of an animist. Unlike other casters, Animists receive Dexterity as a tertiary stat and Constitution as a secondary stat. If you examine the arboreal spec lines, the animist spells are extremely slow, bombers are cast at 3.0 seconds and pets are summoned at 5.0 seconds. This in conjunction with significantly less dexterity means that animists are the slowest casting class in the game - Animists are dreadful against enemy casters.

Remember for every 10 points of Dexterity above 50, your casting speed is increased by 1%. This is why animists are absolutely awesome with red spec buffs, no class benefits more from these spells than an animist. Also Mastery of the Arts is the most important realm ability for Animists IMO. Each level increases casting speed by 3%, that’s equivalent to 30 Dexterity. Fully buffed, an animist with MoAIII like Ghowick has the equivalent of 400 Dexterity (35% faster casting speed), capping his bomber speed at 2.0 seconds and turrets at 3.25 seconds. Buffed animists can stack 4 bombers onto someone before they know what’s coming!

 

Turrets in open field combat

 

Practice makes perfect. Nearly every new level 50 animist I see RvRing favors turrets in all situations. I see them showing off by spamming shrooms, then when the opponent arrives, suddenly they line up in the stand off and forget about the shrooms. Shrooms are severely overrated. Do the math, 5 seconds to cast a shroom that takes 3 seconds to cast a level 44 spell at a level 50 opponent. That’s 8 seconds before 1 guy gets hit for 150 or so damage, and they get a 3 second noise warning to move out of the area. I’m not saying avoid them totally in open field combat, but just don’t make it a primary role for yourself.

Important notes about shrooming

Notes:

 

 

Bombers and life tap

 

Mythic has blessed us with a DD spell and a bomber - Use them both! Do NOT underestimate the lifetap, try and favor it in all situations until you are used to using bombers! With a lot of practice, you will know when to use lifetap and when to use bombers.

Notes:

 

TIME IN SECONDS

1

2

3

4

5

6

7

8

SPELL IS CAST

-

B1

-

B2

 

L1

 

L2

SPELL HITS

 

 

 

 

 

L1+B1

 

L2+B2


B1 – Bomber1      B2 – Bomber2    L1 – Lifetap1 L2 – Lifetap2


 

This is an ideal combo, although it takes 8 seconds to cast the spells, all the damage is frontloaded within 3 seconds. This is because bombers have travel and explode times that delay the actual damage done whilst life tap does not. You can also mix in Con debuff shouts before the lifetaps to increase the damage, but I think this isn’t worthwhile. Another thing that helps is not directly facing your opponent, they will think your targeting someone else until the bombers change direction and home in on your target. If the enemy is running around, you can increase it to 3-4 bombers and 3-4 life taps, by running they are merely giving you more time to increase the stacking size.

 

AE Bomber

 (The Bowling ball)

 

Ok, for all you animists out there, here is our most uber spell. You may be asking what’s so good about it? Check out its stats.

-         178 Damage delve (About the same as a caster baseline single DD spell!)

-         3 Second cast time. Fastest AE range spell in the game

-         Stackable

-         Level 50 spell (less resists)

Although it does half PBAE damage, you have to realize that the target is ALWAYS in the direct centre of your blast, and also most importantly, you can do it safely from distance. Note that you should only use this spell when you’re not assisting or shrooming and when you have permission from your leader.

Here is an important key to using it - DON’T target softies, go for tanks! Tanks are always assisting and they will be stacked. Also you want your target to live the longest so the bombers explode on him and spread onto the others. Its always funny watching people drag the AE bombers back into the fray as they retreat. It’s great for tight packed entrances to keeps/mile gates.

 

Keep/Mile gate Defense

 

This is the Animists domain. No other class in the game is more effective at keep defense than animists, not by a long shot. There is hundreds of tactics for keep defense; here are my favorites.

 

Keeping assassins off walls

One of the main tactics of assassins on keep takes is to climb a wall, perf a caster and jump off while taking minimal damage. You can stop a lot of assassins doing this by planting 2 shroom points. One on your side of the wall within reach of all climb points, and the other about 15 yards off the wall on the ground. Any assassins climbing the wall that gets revealed by any Light GTAE/PBAEs will be unstealthed in the middle of your garden. Also any assassin perfing a mage up on the wall will get blasted by your shrooms on the wall and when they jump off, your other shroom point will continue to blast them. Eventually a smart assassin will learn to keep away from the climb points.

 

Keep the guys off the doors

A well planted shroom field can push people off doors. Here is a picture of me helping keep 90 albs off the doors at Beno for 3+ hours against us 30 Hibs. I have selected a ground target that has Line of sight and range to the door. Although I cant see the door, my shrooms can blast anyone on it. Start off with your controllable turret and be persistent, continue summoning turrets.

 

Keeping Rushers out of the keep

 

Realm abilities

 

 

Other tactics

 

 

 

mailto: mailto:aal04@bigpond.net.au