Animist Nerf

Started 5 Aug 2018
by taylorj91
in Suggestions
So I don't play animist my buddy does. He wanted to help level my champ today and it pretty much went no where. I was a little annoyed but understanding of the damage nerf to the turret pets, but now this custom nerf is way over done. He pulls 3-4 orj/yellow mobs and can't even kill them due to the turrets dying so fast and the pets now being able to be interrupted. I don't understand why this custom nerf is even a thing if you want a more classic feel of the game. There is already a zone cap on animist turrets not even an individual cap to the caster which is broken due to the fact that you can't kill anywhere near any other animists let alone pull multiple mobs because all your pets will be rupted and drop so fast. I do believe this custom interrupt nerf needs to go away because as it sits right now the class is just garbage to play when you compare it to the theurg pet's and the fact they can cast still or the fact that a necro can still cast his lifetap while it's pet is being hit or even a bd. This 1 faction custom nerf isn't right in my opinion and needs to be fixed.
Sun 5 Aug 2018 4:16 PM by Quik
I was wondering if Theurg pets and Necro pets were affected in a similar manner?
Sun 5 Aug 2018 5:35 PM by relvinian
Animists are supposed to be extremely powerful if they are weak, that too is an issue.
Sun 5 Aug 2018 5:41 PM by Wilfu
Thuerg can only cast on one mob at a time and uses an insane amount of mana to do so making their solo/pl capabilities low. Necro is the same, they can only cast on one mob at a time and on the fact of the necro being able to LT while the pet attacks so can the animist and the thuerg. The nerf is what it is and will be adjusted if seen as to much but pre-nerf the animist was far to powerful in pvp and pve making them outpace the other realms.
Sun 5 Aug 2018 6:20 PM by Quik
Oh I'm not saying something doesn't need to be done, I'm just saying it seems a little odd in this way. To pick one class and put a restriction on just them seems a bit unfair when done in this manner.

I am never a fan of cherry picking an effect like this. Every other class would just have some kind of restriction on the DPS of the pet or increased mana cost or something.
Sun 5 Aug 2018 7:09 PM by gruenesschaf
The interrupt part was added after testing on live -> hitting the shrooms there interrupts them
Sun 5 Aug 2018 7:11 PM by Quik
If it is WAI then anything else is moot.
Sun 5 Aug 2018 9:21 PM by Prometheus
you are right, it looks like shrooms can be interrupted on live, though not 100% interrupted.

https://www.youtube.com/watch?v=DOeAVJDXOvU&feature=youtu.be
Sun 5 Aug 2018 9:22 PM by Quik
I would think shrooms would use the animists dex to maybe check for interruptions?

No idea just seemed logical to me but currently I think every hit is interrupting them.
Mon 6 Aug 2018 12:53 AM by Geek
Wilfu wrote:
Sun 5 Aug 2018 5:41 PM
Thuerg can only cast on one mob at a time.

That's not entirely true. I have a theurg alt and cast on multiple mobs with ice pets. Unless you're talking about something else.
Mon 6 Aug 2018 3:53 AM by taylorj91
You guys are sitting here and saying shrooms can be interrupted on live, but yes it's not 100% also they do way more damage on live because they configured them differently. As well the main issue is the nerf to just animist thuergs with their pets are still GG a good thuerg can cast multiple pets on multiple targets easily and if you spec your ra's properly plus pots you can keep your mana high easily just saying.
Mon 6 Aug 2018 4:00 AM by taylorj91
I just don't understand how this can be considered ok. I don't even play an animist but it's made to were they are useless to play since first off they are zone capped for pets not even individual caster capped. 2nd the damage gets changed/nerfed by 50%ish and now 3rd and final the pets can be interrupted not even by x amount of % but what seems to be 100%. This is just a nerf hammer to one class and killing it completely which makes no sense to me at all when if people are complaining about them in rvr learn to use a cc and aoe mezz them it's pretty simple to counter they don't move for crying out loud lol.
Mon 6 Aug 2018 10:01 AM by gruenesschaf
The interrupt will be made a chance and not a guarantee on every hit, like on live.

The damage "nerf" was a fix or does anyone really consider ~300 damage per fnf pet nuke with a pet cap of > 5 reasonable? For reference, current live has a 5 shroom cap with the pets doing a bit more damage per nuke than our pre nerf pets.

However, I also don't like that the current area cap is the same as the per animist cap
Mon 6 Aug 2018 5:46 PM by Wilfu
Geek wrote:
Mon 6 Aug 2018 12:53 AM
Wilfu wrote:
Sun 5 Aug 2018 5:41 PM
Thuerg can only cast on one mob at a time.

That's not entirely true. I have a theurg alt and cast on multiple mobs with ice pets. Unless you're talking about something else.

The animist pets attack everything in their attack range after being cast. The theurg can only casts pets on one mob at a time. At the same time that these animist pets are attacking the animist is able to cast an AE spirit to do damage on top of the shrooms. They are extremely op in comparison to other classes and were majorly nerfed after this patch on live. It is a needed nerf and well deserved.
Mon 6 Aug 2018 7:14 PM by Quik
Wilfu wrote:
Mon 6 Aug 2018 5:46 PM
Geek wrote:
Mon 6 Aug 2018 12:53 AM
Wilfu wrote:
Sun 5 Aug 2018 5:41 PM
Thuerg can only cast on one mob at a time.

That's not entirely true. I have a theurg alt and cast on multiple mobs with ice pets. Unless you're talking about something else.

The animist pets attack everything in their attack range after being cast. The theurg can only casts pets on one mob at a time. At the same time that these animist pets are attacking the animist is able to cast an AE spirit to do damage on top of the shrooms. They are extremely op in comparison to other classes and were majorly nerfed after this patch on live. It is a needed nerf and well deserved.

To be fair though, shrooms still only attack one mob per shroom. 5 Shrooms could be attacking 5 different mobs.

At least Theurgs can pick and choose who exactly they want their pets to attack.
Tue 7 Aug 2018 8:32 AM by FrackinReavers
Shroom nerf is dumb. Born of stupidity.
Tue 7 Aug 2018 10:29 AM by sebbo
At least, low level animists cant kill lvl 50 enemies within 5 seconds anymore. i like those salty tears
Tue 7 Aug 2018 10:38 AM by Chaskha
I hugely dislike the path taken for animists. Sure something had to be done as a permanent 30% of all the hib population was animists and a good portion of them going solo destroying yellow camps, easily getting eggs and task items *but* the nerf on shrooms per area and now the interruptable FnF and lowered damage is way too much.
I think have multiple times the same class in a group should still be a huge benefit versus loosing the unique class bonus.

At this point, I think it should be decided if you want animists in the game or not. This is a class I've had so much fun with on Uthgard 1, I was really eager to play it again, hid my shrooms behind a tree or side of the bridge and try to lure people hoping that the plantation does not die before someone jumps me. Maybe that would be the direction of the nerf, make FnF die after 90s instead of 120 - add a RA that keeps FnF alive longer... I mean something fun instead of the current state.
Tue 7 Aug 2018 12:15 PM by gruenesschaf
If the damage is indeed too low it can be increased again but did anyone actually compare the damage numbers or are you just assuming this was a random 30 - 40% damage nerf down from what it was supposed to be?

If you think it is too low, test it / find videos or whatever and it will be changed.
Tue 7 Aug 2018 12:25 PM by heardstheword
Chaskha wrote:
Tue 7 Aug 2018 10:38 AM
At this point, I think it should be decided if you want animists in the game or not.

That's a bit of an extreme exaggeration.

Animists are still super strong. They're just not /groundset and sit 1-50 anymore.
Tue 7 Aug 2018 12:47 PM by Chaskha
heardstheword wrote:
Tue 7 Aug 2018 12:25 PM
Chaskha wrote:
Tue 7 Aug 2018 10:38 AM
At this point, I think it should be decided if you want animists in the game or not.

That's a bit of an extreme exaggeration.

Animists are still super strong. They're just not /groundset and sit 1-50 anymore.

I meant it in the sense that the animist mechanic seems problematic and disliked. I happen to enjoy 2/3 animists groups with 40 shrooms just destroying everything. I think however that this new mechanic presents issues and if needed should be fully revamped or plain removed/replaced.

Granted, I may go drama-queen on this :p
Tue 7 Aug 2018 1:35 PM by heardstheword
Chaskha wrote:
Tue 7 Aug 2018 12:47 PM
I meant it in the sense that the animist mechanic seems problematic and disliked.

The mechanics are the exact same; the only difference now is that you're no longer able to take on as many mobs at once.

I'm not tracking on how any mechanics are different. Less powerful? Yes, but they are not different mechanics than they were a week ago.
Tue 7 Aug 2018 1:38 PM by relvinian
heardstheword wrote:
Tue 7 Aug 2018 12:25 PM
Chaskha wrote:
Tue 7 Aug 2018 10:38 AM
At this point, I think it should be decided if you want animists in the game or not.

That's a bit of an extreme exaggeration.

Animists are still super strong. They're just not /groundset and sit 1-50 anymore.

If this quote is true, then there is a problem. I have leveled many a toon sitting somewhere making shrooms. That is the job description.
Tue 7 Aug 2018 1:41 PM by relvinian
I'm pretty sure on live if someone, say a reaver, aoes a shroom pile, they will make him explode.

How is it here, can u use a reaver and twist the aoe chants x3 and just constant interrupt shrooms?

I would level up a reaver and test it but im damn tired of leveling toons to test classes in a beta.
Tue 7 Aug 2018 1:44 PM by heardstheword
relvinian wrote:
Tue 7 Aug 2018 1:41 PM
I'm pretty sure on live if someone, say a reaver, aoes a shroom pile, they will make him explode.

How is it here, can u use a reaver and twist the aoe chants x3 and just constant interrupt shrooms?

I would level up a reaver and test it but im damn tired of leveling toons to test classes in a beta.

The easy fix is to not place shrooms on top of each other. Spread then out and they won't be interruptible by a single Reaver.
It is a % chance to interrupt rather than a guarantee.

relvinian wrote:
Tue 7 Aug 2018 1:38 PM
If this quote is true, then there is a problem. I have leveled many a toon sitting somewhere making shrooms. That is the job description.
You still can do this. You just can't chain 5-6 oj's solo while you do it. Play a little smarter and the job is still the exact same. Animists are stil extremely strong in the farm game. We're not talking like they're useless now. Hence the dramatization.

It's like the futbol flops trying to get the Phoenix Devs to give a yellow card.
Tue 7 Aug 2018 2:01 PM by Chaskha
Mechanic for me is: spam an area with shrooms, the more they are, the more they hit. Spread them to avoid AoE (although in PvE who cares). Be able to spam your shrooms even if you have another animist accross the camp or in your group. Sit & spam again when you see fit .

I get the limit of shrooms per area to prevent the server to explode (that's why I said the mechanic might be problematic) but the fact that shroom teams can destroy camps is part of the fun. The fact that you can lure a solo on the bridge to jump after you and explode when your plantation sees him, it's part of the fun.
Just like in 1.65 a SB could go behind a wizard sitting for regen and one shot the poor dude, just like my chanter exploded everytime that stupid savage trolless with a 2h hammer was after me. DAoC is not a game of moderation.
Tue 7 Aug 2018 2:49 PM by heardstheword
Chaskha wrote:
Tue 7 Aug 2018 2:01 PM
The fact that you can lure a solo on the bridge to jump after you and explode when your plantation sees him, it's part of the fun.

Absolutely, and this is still a thing. In fact I was melted all of 2(?) days ago by a solo animist in CG. Got my perf kill, but the shroom farm got sight of me and insta 100-15% health, then 15-0 in the next cast wave.
Tue 7 Aug 2018 2:52 PM by relvinian
"Play a little smarter and the job is still the exact same."

How do I play smarter? Can you help me with your experience with some tips?
Tue 7 Aug 2018 3:22 PM by heardstheword
relvinian wrote:
Tue 7 Aug 2018 2:52 PM
"Play a little smarter and the job is still the exact same."

How do I play smarter? Can you help me with your experience with some tips?

People are upset that the pets damage was tweaked a little down. Rather than trying to continue playing the character the exact same way, as in pulling the same amount of mobs of the same level. Start slower, try with 1-2oj's and chain those rather than 5-6oj's at once and see how it goes.

It's a suggestion to re-evaluate how you play a class and re-figure the class' current standpoint after a major change.

"The job is the same"
is a reference to the fact that any animist still dumps a ton of shrooms down and pull mobs to them to be melted. So it's the same mechanics. It's the approach that is different. 1-2 steady flow versus 5-6 in batches. I don't know which is better now with these changes.
Tue 7 Aug 2018 5:29 PM by relvinian
I literally leveled an animist to 50 on live on uthgard 1 and 2 and genesis and I leveled an animist here to 33 to test it.

I distinctly remember getting to 50 with one button.

wait groundtarget 0, 500, 1000 and shroom button.

I stand corrected.
Tue 7 Aug 2018 5:48 PM by heardstheword
So what's the problem?
Is the issue that we can't go 1-50 by using only one button?
Tue 7 Aug 2018 7:15 PM by FrackinReavers
$1 says the Dev that decided this nerf was a good idea plays a toon that ganks XPers in CG and got killed by Shrooms after a kill. Salt is a strong motivator.

On second thought, my apologies. It's a beta. Things are suppsoed to tweak and change. However, this is a change that just doesnt work out well.
Wed 8 Aug 2018 7:41 AM by Druth
Speaking only from a PvE point of view.
Should be noted, that Mids have celerity/aoe stun, albs have necro/caba pets (both much stronger than other realms counterparts) and theurgs (which I really don't know are strong here), hibs have shrooms.

And while shrooms might have been to strong, they are the PvE strength of hibs. And with epic encounters being more about surviving now (due to insane boss aoe), and not so much about spike damage, hibs are at an even greater disadvantage with shrooms being nerfed again.

Even hibs hate anaimists, when they put a shroom-stack in the middle of spawn, but Hibernia as a whole needs something in PvE, and right now animists are mostly good for pulling to much in boss encounters. But with how BG/epic encounters are coded now, Hibs are like Midgard but without celerity.
Wed 8 Aug 2018 12:09 PM by heardstheword
Druth wrote:
Wed 8 Aug 2018 7:41 AM
Speaking only from a PvE point of view.
Should be noted, that Mids have celerity/aoe stun, albs have necro/caba pets (both much stronger than other realms counterparts) and theurgs (which I really don't know are strong here), hibs have shrooms.

And while shrooms might have been to strong, they are the PvE strength of hibs. And with epic encounters being more about surviving now (due to insane boss aoe), and not so much about spike damage, hibs are at an even greater disadvantage with shrooms being nerfed again.

Even hibs hate anaimists, when they put a shroom-stack in the middle of spawn, but Hibernia as a whole needs something in PvE, and right now animists are mostly good for pulling to much in boss encounters. But with how BG/epic encounters are coded now, Hibs are like Midgard but without celerity.

Pretty well said. I don't have any first hand experience of this exact difference and how it affects personal gameplay. I'm just basing my opinion on the changes on paper.

That said, if it does drastically reduce an ani's ability to provide as a top-tier PvE class, then it may have to be around for a few weeks before the data shows it really is an issue. Balance is purely objective, and if they're looking for a certain DPS, then if they're at the desired level, there isn't much to say.
Wed 8 Aug 2018 12:28 PM by gruenesschaf
Like I said earlier, I really don't like how a single animist is using up the entire area cap. Our problem basically is that due to the higher mana regen it's super easy for a single animist to keep 15 shrooms up.

The two potential solutions are basically to either increase the area cap or to increase the shroom damage by 2 - 3 times but reduce the per animist cap to 5, the latter option is basically what live did.
Wed 8 Aug 2018 1:56 PM by Chaskha
gruenesschaf wrote:
Wed 8 Aug 2018 12:28 PM
Like I said earlier, I really don't like how a single animist is using up the entire area cap. Our problem basically is that due to the higher mana regen it's super easy for a single animist to keep 15 shrooms up.

The two potential solutions are basically to either increase the area cap or to increase the shroom damage by 2 - 3 times but reduce the per animist cap to 5, the latter option is basically what live did.

Since area cap was decreased I guess it's to reduce the load and not really an option, no?
5 shrooms at 3x damage means the FnF need to cost more mana (my experience of animist is that planting max shrooms cannot be done in one go, you got to sit a bit, regen and then you'll get to the point of max shrooms) unless you go for 2x damages, same mana but then the animist got some mana left to cast bombs and stuff ?
Wed 8 Aug 2018 2:58 PM by gruenesschaf
Serverload is not an issue, the server would be fine even without any cap. The problem really is the stack size you can create and maintain due to the higher mana regeneration and hence the potential damage.
Wed 8 Aug 2018 3:04 PM by sebbo
Druth wrote:
Wed 8 Aug 2018 7:41 AM
Speaking only from a PvE point of view.
Should be noted, that Mids have celerity/aoe stun, albs have necro/caba pets (both much stronger than other realms counterparts) and theurgs (which I really don't know are strong here), hibs have shrooms.

And while shrooms might have been to strong, they are the PvE strength of hibs. And with epic encounters being more about surviving now (due to insane boss aoe), and not so much about spike damage, hibs are at an even greater disadvantage with shrooms being nerfed again.

Even hibs hate anaimists, when they put a shroom-stack in the middle of spawn, but Hibernia as a whole needs something in PvE, and right now animists are mostly good for pulling to much in boss encounters. But with how BG/epic encounters are coded now, Hibs are like Midgard but without celerity.

I heard that there are some awesome PvE-options for Hibs, like Petpull with Ench + HoT from Menta. Ever thought of that?
Wed 8 Aug 2018 3:25 PM by MacPrior
Druth wrote:
Wed 8 Aug 2018 7:41 AM
Speaking only from a PvE point of view.
Should be noted, that Mids have celerity/aoe stun, albs have necro/caba pets (both much stronger than other realms counterparts) and theurgs (which I really don't know are strong here), hibs have shrooms.

And while shrooms might have been to strong, they are the PvE strength of hibs. And with epic encounters being more about surviving now (due to insane boss aoe), and not so much about spike damage, hibs are at an even greater disadvantage with shrooms being nerfed again.

Even hibs hate anaimists, when they put a shroom-stack in the middle of spawn, but Hibernia as a whole needs something in PvE, and right now animists are mostly good for pulling to much in boss encounters. But with how BG/epic encounters are coded now, Hibs are like Midgard but without celerity.

I am sorry, but what for nonsense!

Hibernia has most powerfull casters of all 3 realms, while tanks and heal classes are wonderful too. There are lot of possibilities to farm, to level, to kill high end Bosses.
Also without Animist at all.
Alone the base line stun for PvE and for PvP both - is huge OP.
And for PvE... take an Enchanter and Mentalist - petpul with focus and hot, while last one in Hibernia could replace a main healer in PvE and doesn't pool aggro! Mentalist Pet-Pool with highest charmed pet, buffed and hoted. Hib has two kinds of bombs! Lot of AE damage, fabulous single damage abilities.
Really, Hibernia doesn't need an animist in PvE.

And even for PvP, an Animist stay a very powerfull class even without damage-shrooms at all!
At Live Server Hibernia was my main realm and I had a RR 8 Animist and I know what about I am talkng..
A combination of two torrents and life-leech makes a damage which no healer can heal away ever! Its like a warlock chambers!
Mushrooms still overpowered even if they doesn't make a damage at all - it will be enough if they root, snare and rupt! Even without making damage at all they are out of balance because they still cast through walls and upstairs and downstairs !
Wed 8 Aug 2018 4:21 PM by FrackinReavers
MacPrior wrote:
Wed 8 Aug 2018 3:25 PM
Druth wrote:
Wed 8 Aug 2018 7:41 AM
Speaking only from a PvE point of view.
Should be noted, that Mids have celerity/aoe stun, albs have necro/caba pets (both much stronger than other realms counterparts) and theurgs (which I really don't know are strong here), hibs have shrooms.

And while shrooms might have been to strong, they are the PvE strength of hibs. And with epic encounters being more about surviving now (due to insane boss aoe), and not so much about spike damage, hibs are at an even greater disadvantage with shrooms being nerfed again.

Even hibs hate anaimists, when they put a shroom-stack in the middle of spawn, but Hibernia as a whole needs something in PvE, and right now animists are mostly good for pulling to much in boss encounters. But with how BG/epic encounters are coded now, Hibs are like Midgard but without celerity.

I am sorry, but what for nonsense!

Hibernia has most powerfull casters of all 3 realms, while tanks and heal classes are wonderful too. There are lot of possibilities to farm, to level, to kill high end Bosses.
Also without Animist at all.
Alone the base line stun for PvE and for PvP both - is huge OP.
And for PvE... take an Enchanter and Mentalist - petpul with focus and hot, while last one in Hibernia could replace a main healer in PvE and doesn't pool aggro! Mentalist Pet-Pool with highest charmed pet, buffed and hoted. Hib has two kinds of bombs! Lot of AE damage, fabulous single damage abilities.
Really, Hibernia doesn't need an animist in PvE.

And even for PvP, an Animist stay a very powerfull class even without damage-shrooms at all!
At Live Server Hibernia was my main realm and I had a RR 8 Animist and I know what about I am talkng..
A combination of two torrents and life-leech makes a damage which no healer can heal away ever! Its like a warlock chambers!
Mushrooms still overpowered even if they doesn't make a damage at all - it will be enough if they root, snare and rupt! Even without making damage at all they are out of balance because they still cast through walls and upstairs and downstairs !

Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.
Wed 8 Aug 2018 5:00 PM by sebbo
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

Which means the target cant move, cant cast, cant fight back. While root breaks on incoming dmg. Thats why you need powerfull animists, or what? How the hell did hibs survive before animists were introduced then?
Wed 8 Aug 2018 6:44 PM by MacPrior
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

It's just funny! I will always choose stun between root and stun. Besides of that, my dear man with brain, Hibs do have root as well - druid has a root, even instant if he wish. VW has snare which is root too, but it has nothing to say about OP of animist.

For me, shrooms are just out of balance in RvR. it is possible to defend relikeep or even normal Keep against 3 enemy group using just 3 animists and that's is not OK.

I never ask to improve the class I would like to play as main, better if all 3 realms are well balanced. Only in such case it is possible to have healthy population on server and lot of pleasant actions in RvR.
Wed 8 Aug 2018 6:46 PM by heardstheword
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

I would trade all the CC in the world for my RM to have a 9sec, non-spec stun
Wed 8 Aug 2018 7:50 PM by Ceen
heardstheword wrote:
Wed 8 Aug 2018 6:46 PM
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

I would trade all the CC in the world for my RM to have a 9sec, non-spec stun

This is so freddyshouse forum 2003 ^^
Wed 8 Aug 2018 8:49 PM by rubaduck
Ceen wrote:
Wed 8 Aug 2018 7:50 PM
heardstheword wrote:
Wed 8 Aug 2018 6:46 PM
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

This is so freddyshouse forum 2003 ^^


Brings back some good EU Prydwen/Excalibur memories.
Wed 8 Aug 2018 9:34 PM by Druth
sebbo wrote:
Wed 8 Aug 2018 3:04 PM
Druth wrote:
Wed 8 Aug 2018 7:41 AM
Speaking only from a PvE point of view.
Should be noted, that Mids have celerity/aoe stun, albs have necro/caba pets (both much stronger than other realms counterparts) and theurgs (which I really don't know are strong here), hibs have shrooms.

And while shrooms might have been to strong, they are the PvE strength of hibs. And with epic encounters being more about surviving now (due to insane boss aoe), and not so much about spike damage, hibs are at an even greater disadvantage with shrooms being nerfed again.

Even hibs hate anaimists, when they put a shroom-stack in the middle of spawn, but Hibernia as a whole needs something in PvE, and right now animists are mostly good for pulling to much in boss encounters. But with how BG/epic encounters are coded now, Hibs are like Midgard but without celerity.

I heard that there are some awesome PvE-options for Hibs, like Petpull with Ench + HoT from Menta. Ever thought of that?

Sorry, but caba pet with cleric buffs are way stronger than ench+menta duo.
Animists is/were the defining hib PvE strength.
Wed 8 Aug 2018 9:52 PM by Druth
sebbo wrote:
Wed 8 Aug 2018 5:00 PM
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

Which means the target cant move, cant cast, cant fight back. While root breaks on incoming dmg. Thats why you need powerfull animists, or what? How the hell did hibs survive before animists were introduced then?

SI introduced animists and high level epic encounters.
And I am not talking animists in normal context, because then they are to strong. I am talking about them in a setting where the pets has little effect in epic encounters.
Wed 8 Aug 2018 10:17 PM by rubaduck
Druth wrote:
Wed 8 Aug 2018 9:52 PM
sebbo wrote:
Wed 8 Aug 2018 5:00 PM
FrackinReavers wrote:
Wed 8 Aug 2018 4:21 PM
Dumb. All other realm's casters get long duration roots. Hibs dont. Hibs get short duration stuns. Use brain.

Which means the target cant move, cant cast, cant fight back. While root breaks on incoming dmg. Thats why you need powerfull animists, or what? How the hell did hibs survive before animists were introduced then?

SI introduced animists and high level epic encounters.
And I am not talking animists in normal context, because then they are to strong. I am talking about them in a setting where the pets has little effect in epic encounters.

Correct me if I am wrong, but will not anything attacking/casting on a creature reduce the rate of which a player will miss attacks/resist spells on high level encounters? I recall something like that from when I played albs back on Prydwen and Ywain as a theurgist (earth spec, spamming earth elementals on bosses).

If so, animists are pretty much needed in PvE to help in raid encounters.
Thu 9 Aug 2018 3:56 AM by Sarerishor
rubaduck wrote:
Wed 8 Aug 2018 10:17 PM
Correct me if I am wrong, but will not anything attacking/casting on a creature reduce the rate of which a player will miss attacks/resist spells on high level encounters? I recall something like that from when I played albs back on Prydwen and Ywain as a theurgist (earth spec, spamming earth elementals on bosses).

If so, animists are pretty much needed in PvE to help in raid encounters.


Please see this dev post: https://playphoenix.online/viewtopic.php?f=45&t=850
Thu 9 Aug 2018 4:22 AM by rubaduck
Sarerishor wrote:
Thu 9 Aug 2018 3:56 AM
rubaduck wrote:
Wed 8 Aug 2018 10:17 PM
Correct me if I am wrong, but will not anything attacking/casting on a creature reduce the rate of which a player will miss attacks/resist spells on high level encounters? I recall something like that from when I played albs back on Prydwen and Ywain as a theurgist (earth spec, spamming earth elementals on bosses).

If so, animists are pretty much needed in PvE to help in raid encounters.


Please see this dev post: https://playphoenix.online/viewtopic.php?f=45&t=850

Thanks that cleared up a lot. Then it ain't as needed here.
Thu 9 Aug 2018 4:24 AM by Sarerishor
rubaduck wrote:
Thu 9 Aug 2018 4:22 AM
Thanks that cleared up a lot. Then it ain't as needed here.


I got you, boo,
Thu 9 Aug 2018 7:17 AM by Druth
Again, I think people mix up old daoc stuff, with this server.

The server has a setting where epic encounters are as follows:

1) Boss has a bazzilion hit points.
2) They are incredibly easy to hit (on one my mentalist simply spammed lvl 3 aoe DD, because he was solo and I did not want agro, and all you need to do is damage a mob to get feathers).
3) They do either massive aoe damage or spams adds.

Because of no. 2 and 3, animists strength is redundant. You don't need the pets to break to-hit code, and shrooms will die every few seconds to aoe.
On top of this you also remove the ability to CC, unless all animists do what they are told, which they rarely do.
They do have one major quality, and I admit I forgot this, their BladeTurn spam.

On hib, a class that has always been stapple in any PvE group, I now never see any advertizing for them. Because why would you? You can hit the mobs fine without them, and their shrooms can't assist, plus they are agro magnets and hard to save before they die.

So a class that is not used in RvR groups, now also don't have a place in PvE. And while many classes suffer this fate, animists are hibernias unique class that had a strength no other realms could copy.

And to remove/nerf a realms unique strength is bad, no matter how you look at it.

I stopped playing my animist before the nerfs started to happen, and used menta for farming instead (and mainly played vw), so this is not some crusade to make my favorite class OP. My animist was solely a random choice to begin with, because I knew I needed a farm char to gear up my VW.
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