Animists Bomber speed in RvR

Started 14 Jan 2019
by Frigzy
in Hibernia
Just wondering whether the bomber speed makes animists viable. It seems quite slow to me, relatively easy to outrun and thus predict damage. Any opinions?
Mon 14 Jan 2019 11:30 AM by Thinal
Traditionally, to the extend that animists are even able to participate in RvR, they have used lifetaps. Perhaps because of this to some extent, but mostly in that in original 1.65 dynamics, bombers don't interrupt.

If you're thinking that animists are good for keep takes / defense, then the first obvious response is that in any situation where mushrooms are appropriate, bomber speed is probably going to be less of an issue.

Slow bombers are AWESOME in PvE. They allow us to stack some appreciable damage in the queue before the target gets a chance to even notice. And given that animists are awesome at PvE and meh at best in RvR, then any attempts to speed up bombers won't go over well. When arrows were made instant in beta there was a bit of grumbling, and arrows had moved much faster than bombers had.

If you want an RvR hibbie pet class, I suggest rolling mentalist or enchanter. The lack of a stun or mez, and the fact that the vast majority of its potential isn't portable, makes the animist less than other hibbie casters for RvR.
Mon 28 Jan 2019 8:42 PM by Rherdcore
I dont know if it was either fixed or i have fell in the troll so there be no more animists around, but the truth is ive wanted to play it alot as a main in PVP and didnt create animist in the first place cause i've read those complains about the bomber slow speed from arboreal line, and thought it wouldnt just be viable to pvp without bombers runig properly at their speed...


The thing is I decided to try it, cause my other options didnt seem fun (skald and bd) and as i test those complaints, surprise:

- The arboreal bomber spirit speed seems pretty much OK and not close to be "5% above player run speed" or "i can /dance 3 times before it gets to my target at maximum range";
-You CAN cast shrooms inside of trees, opposite to someone spreaded somewhere in the forum;
-the fnf do NOT attack grey con mobs as someone else stated;

i've playied ANI in live and it seems pretty much the same, in the similar version of it. Of course it is not ideal for a solo pvp'er and occasionally group pvp (which one might find difficult to join a grp in the first place) but i will give it a try, hopefully it works fine as i expect. Animists seem very dynamic caster compared to the other ones, if you play it well:

main nukers of the realm is like: nearsight, nearsight, nearsight, stun (or root) nuke nuke nuke ...
pet classes simply forget their pets or use for trivial stuff like interrupting or breaking cc, then press stun button and pretty much the same DD over and over, cept for eventually a debuff
BD and thurg are different like animists IMO, this is why my heart is dividing in 3 and each of them have a piece of it. But for now, i just want to find out that animists are NOT the crap some people been saying in this forum, just like ive found out there are not these stuff ive forementioned.

Tyvm,

Veganfood.
Tue 29 Jan 2019 8:01 AM by Thinal
They in fact did boost the bomber speed substantially, far too much for my taste for PvE. They travel almost as fast as arrows did before they made arrows instant, another bad design decision.

I don't know who told you they would attack greys. One can get the controlled to attack a grey by specifically targeting it and using the attack command, but they won't choose greys on their own.

Precisely where mushrooms can be placed is very specific. I've had several cases of my /groundset xxx refusing to place onto specific terrain that looked fine to me. Do bear in mind that if you place one where it's flatly impossible for a melee to reach, it can be considered an exploit. Being *hard* for a melee to reach it isn't an exploit, just if impossible.
Tue 29 Jan 2019 10:59 AM by dudis
I havn't actually tried it on this server but from what i can remember, bombers move a little faster than a sprinting player on live servers. Bombers should also be affected by speed buffs.

You should be able to cast 3-4 bombs before the first one reach your target, which is perfect for backloading damage and start lifetapping. The best part about playing animists is that you can be your own assist-train
Tue 29 Jan 2019 2:26 PM by Rherdcore
I have spoke to the top #1 RP animist yesterday, he said it was bugged still... yet i leveled animist up to the 3rd bomber in arboreal and the speed is pretty much good

Can anyone else confirm they fixed the animist bomber speed?
Tue 29 Jan 2019 10:04 PM by Thinal
dudis wrote:
Tue 29 Jan 2019 10:59 AM
You should be able to cast 3-4 bombs before the first one reach your target, which is perfect for backloading damage and start lifetapping.

Unfortunately, they've sped up bombers to the point that the first one will make contact from max range before your followup is done casting. Maybe if I invest more in dex I can get the second in the air before the first one connects, but definitely no longer the 3-4 en route I used to be able to do.
Fri 1 Feb 2019 1:14 PM by Bendix
Hey,

I was thinking about rolling ANI as main for RVR. i played one in cathal on live and liked it really much. Is it apreciated in rvr grps as nuker? do bombers work well? Or do i better roll ench / eld for dps caster in rvr grps?
Fri 1 Feb 2019 1:32 PM by Koljar
Thinal wrote:
Tue 29 Jan 2019 10:04 PM
Unfortunately, they've sped up bombers to the point that the first one will make contact from max range before your followup is done casting. Maybe if I invest more in dex I can get the second in the air before the first one connects, but definitely no longer the 3-4 en route I used to be able to do.
So people asked for faster bombers, got them and now they're too fast? Wtf?

Would be like bolters asking for slower flight speed of bolts (so both can be in the air before the 1st one lands) then realizing that might result in targets running out of range before the 2nd one hits.
Fri 1 Feb 2019 2:50 PM by Thinal
Koljar wrote:
Fri 1 Feb 2019 1:32 PM
So people asked for faster bombers, got them and now they're too fast? Wtf?

Don't lump me into "people." I've been vociferously opposed to any speed up to animist bombers since long before the devs confirmed they were even considering such nonsense. They were fine before.
Fri 1 Feb 2019 5:26 PM by Ebenezer
Fast bombers has always been a problem. People asking for them are fools.

Doesn't matter if it's PvE or RvR, if you are acting as your own assist, you want to get 3 in the air, switch to lifetap, and then have bomber+lifetap hit the target 3x in a row.
If someone is assisting you, they can see your bombers go out, grab the /assist, and add their own damage in about the same time the bombers start hitting. If you are assisting someone else, just use lifetaps.

Sure, occasionally someone will kite your bombers. Barring SoS/charge, they are going to hit him eventually, and if he turns at all, the bombers are going to cut the corner and bunch up, making it even harder to get a heal inbetween them. If he doesn't turn, then he kited himself all the way out of the fight, and might as well be dead as far as his groupmates are concerned.

The only flightspeed complaint I've ever had about bombers is the root bomber. Cast the bomber, have it fly to target, then the short delay for it to actually fire, and it's too late. (which is why it was changed to direct-fire on live).

On ToA live I often asked the grp bard to NOT wear CTR, as aoe speed hitting my bombers meant I couldn't get a near-guaranteed kill on a CCed target.
Sun 3 Feb 2019 7:22 PM by Toss
I think you are wrong. I played quite some Animist and sure you have a point about stacking up. But soooo many times people can just outrun your damage is just ridiculus. So the way it is now is good! Aka Fast bombers.

Earlier you could SPRINT away from the bombers, didnt even need speed...
Mon 4 Feb 2019 1:50 PM by dudis
If you chose to kite the bombers you are basically CCd, thats a good thing

Bombers should catch up to a sprinting player but only just. Not being able to backload damage on an animist is a huge nerf. Being able to cast 3 bombers and then start lifetapping is almost equal in damage to two assisting casters.

Playing an animist in a hybrid group, being my own floating assist train is among the most fun I've had in this game
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