View Full Version : What to Animate?
zhelas
08-21-2006, 01:25 PM
Okay I am in the Landing/Solhaven/Icemule area vacationing from Teras and I am looking for a good creature to animate. Currently I have been hunting in either Stronghold or Darkstone depending on the the Adventurer's guild.
I am able to animate Harbs(63) but to me it does not seem worth the hassle of getting into Darkstone and then getting back to the landing to prepare it for battle. And besides, I think Harbs are terrible animates (What are they evil paladins?). They don't use any of their spells when in combat. Duration stinks. At 63 trains and 74 ranks of necro, troll kings blood and an uncut diamond it might last 1 hunt if I am lucky.
Thought about trying to animate a troll king. If they can be animated. Would be interesting if an animated troll king limb was cut off. Would it grow into a troll king? Take it to town. Blow off the arms and legs and suddenly you have 4 troll kings growing.
So I am using Shan Warriors which really aren't too bad once I spell them up and knock down the creatures they are swinging at. It will last 2 hunts. They are fairly entertaining to watch.
Are our choices for weapon wielding animates in the area that limited? What have other Necromancers used?
Fallen
08-21-2006, 01:48 PM
Creatures that cast magic are fairly useless unless you are trying to gain their defensive spells.
The best animates are creatures that swing 2 handed weapons, preferably fast. I would name specifics, but I didn't really animate any creatures until I came across Supplicants in the Temple Wyneb. Once i've the skill, I will likely start animating Ithzir Scouts or Janissaries. They are fast, and adept with weapons.
I've heard good things about Shan.
Celephais
08-21-2006, 02:08 PM
Just kind of curious, I know nothing about animates, what happens when you have one and you die? Has anyone tried animating a creature that can rez, is it possible for them to raise you (I doubt this, because it's clearly not the same spell that clerics use)? That would be quite a feat (although personally I would hate to be field rezzed).
zhelas
08-21-2006, 03:10 PM
Just kind of curious, I know nothing about animates, what happens when you have one and you die? Has anyone tried animating a creature that can rez, is it possible for them to raise you (I doubt this, because it's clearly not the same spell that clerics use)? That would be quite a feat (although personally I would hate to be field rezzed).
99.9999% sure the animate will collapse since you are the one controlling it. Would be a nice feature if your animate could life keep you and raise your dead behind.
I am still curious though has anyone ever tried to animate a Troll King? And will an amputated limb grow a troll king? Might have to test this theory tonight.
zhelas
08-21-2006, 03:24 PM
Creatures that cast magic are fairly useless unless you are trying to gain their defensive spells.
The best animates are creatures that swing 2 handed weapons, preferably fast. I would name specifics, but I didn't really animate any creatures until I came across Supplicants in the Temple Wyneb. Once i've the skill, I will likely start animating Ithzir Scouts or Janissaries. They are fast, and adept with weapons.
I've heard good things about Shan.
The shan warriors are pretty good. I do have to laugh when they try and disarm and tackle the Illoke shamans and mystics. Just isn't happening. With Claid or an ebladed Flamberge they seem to keep the casters stunned while they are on the ground.
I heard the Trali and the Black Forest Ogres are good in EN but that is a bit of a distance. The Pyro did okay against the fire mages once the defenses were down. I can't wait to get a Supplicant but that will be a while.
It feels good using the Shan dogs as animates. They used to kick my butt before I knew how to hunt them right.
Doughboy
08-21-2006, 04:03 PM
99.9999% sure the animate will collapse since you are the one controlling it. Would be a nice feature if your animate could life keep you and raise your dead behind.
I am still curious though has anyone ever tried to animate a Troll King? And will an amputated limb grow a troll king? Might have to test this theory tonight.
You can, and they did regenerate at one point. I believe this was fixed though after Jenovadeath basically invaded Solhaven with one animate and a ton of grown limbs.
zhelas
08-21-2006, 04:09 PM
You can, and they did regenerate at one point. I believe this was fixed though after Jenovadeath basically invaded Solhaven with one animate and a ton of grown limbs.
LMAO!!! I wish there were some logs of this. I would have love to have witnessed this invasion.
Artha
08-21-2006, 04:19 PM
I'm pretty sure there's a log of it on these boards.
Liberi Fatali
08-21-2006, 05:26 PM
LMAO!!! I wish there were some logs of this. I would have love to have witnessed this invasion.
I'll see if I can get around to posting them since the switch to the new forums messed them up. I had quite a few troll kings. I only managed to take out a few people before GS-BRAUDEN became a dick and sent in some warrior with a 1000 AS/DS/TD and killed all of my kings -- as well as me. Prior to that moment it was awesome, though.
Fallen
08-21-2006, 05:39 PM
Animated Undead used to have Sheer Fear until some asshole kept bringing his to the Small Park. People always ruin things.
zhelas
08-21-2006, 05:53 PM
Animated Undead used to have Sheer Fear until some asshole kept bringing his to the Small Park. People always ruin things.
That is too bad. Depending on the town you are in folks either glance at whatever slave corpse you bring in or try to get all cute and cuddlely with it. Also what the heck is it with Minor Sanc. Your animate can't enter a sancted room. I would assume that had to deal with the old sheer feer etc. I really need to finish my illusions so i can bring in a demon to break the sanct.
Fallen
08-21-2006, 06:06 PM
From my experiences, you can have an animate enter a sanctuary. You must first move to a non-sanctified room in which your animate is present, then instruct it manually to move into to the sanctuary, then quickly follow behind.
You will receive a message stating, "You sense your animate's hostile instincts halt as it enters a sanctuary."
zhelas
09-01-2006, 05:40 PM
I'll see if I can get around to posting them since the switch to the new forums messed them up. I had quite a few troll kings. I only managed to take out a few people before GS-BRAUDEN became a dick and sent in some warrior with a 1000 AS/DS/TD and killed all of my kings -- as well as me. Prior to that moment it was awesome, though.
http://forum.gsplayers.com/showthread.php?t=11435
Great Idea! Too bad it got squashed.
zhelas
09-01-2006, 05:42 PM
What about these children that run off to these dangerous places? Has anyone animated or tried to animate one of those kids?
Stanley Burrell
09-01-2006, 11:04 PM
What about these children that run off to these dangerous places? Has anyone animated or tried to animate one of those kids?
:yeahthat:
Daniel
09-02-2006, 09:22 AM
Because I'm sure their parents want an undead version of their kid back...
Johnny! stop trying to eat the neighbors!!
Necromancer
09-23-2006, 04:47 AM
Hrm, I'm super late on this thread, but I figured I'd toss out ideas for good animates. Note: good animates don't really start until the 40s for me because Querthose was in his 50s when AD came out
Fenghai (wizard shield, thurfel's ward)
Shan Warriors
Shan Rangers (for mobility and resist elements as well as limited attack utility)
Shan Wizards (Thurfel's Ward)
Dybbuk (spelling) (can use weapons. found in Bonespear)
Forest Trali (not Shamans)
Black Forest Ogres (Mages: Thurfel's Ward)
Black Forest Ogres (Rogues/Warriors)
Muscular Supplicants (ultimate pre-OTF animate)
Emaciated Hierophant (Mobility and Resist Elements; Limited Combat Utility)
Hunchbacked Dogmatists (Spirit Shield, Wall of Force; enjoyable combat utility when used against other Temple creatures)
Moulis (top 5 animate! Strength!)
Dhu Goleras (fun to use in lower level hunting grounds, swings a sword well)
Ithzir Scouts
Itzhir Janissaries (your best animate)
Hope that helps
zhelas
09-23-2006, 10:50 AM
Hrm, I'm super late on this thread, but I figured I'd toss out ideas for good animates. Note: good animates don't really start until the 40s for me because Querthose was in his 50s when AD came out
Fenghai (wizard shield, thurfel's ward)
Shan Warriors
Shan Rangers (for mobility and resist elements as well as limited attack utility)
Shan Wizards (Thurfel's Ward)
Dybbuk (spelling) (can use weapons. found in Bonespear)
Forest Trali (not Shamans)
Black Forest Ogres (Mages: Thurfel's Ward)
Black Forest Ogres (Rogues/Warriors)
Muscular Supplicants (ultimate pre-OTF animate)
Emaciated Hierophant (Mobility and Resist Elements; Limited Combat Utility)
Hunchbacked Dogmatists (Spirit Shield, Wall of Force; enjoyable combat utility when used against other Temple creatures)
Moulis (top 5 animate! Strength!)
Dhu Goleras (fun to use in lower level hunting grounds, swings a sword well)
Ithzir Scouts
Itzhir Janissaries (your best animate)
Hope that helps
Excellent! It looks like most of the best animates come from the Nations. Though a few good ones come from the Solhaven area. I have been taking a Shan Warrior into Stronghold. Except for the stone fisting, it wasn't too bad. On Teras, Pyros aren't too bad. Mainly for RP though. I could get their AS pretty high but against Fire Mages they didn't do much. It is too bad that their shard attack can not be activated when hunting the Mages.
I tried Harbs and they are worthless, not worth the trouble to go into Darkstone.
Fallen
09-23-2006, 11:12 AM
A troll King would be pretty affective, I would imagine.
Necromancer
09-23-2006, 03:12 PM
Neither harbs or MTKs are BCS, so they're both pretty worthless. Harbs won't cast the spells they need to get their AS and DS to where they should be. MTKs won't froth or use weapons, so you get a subpar AS with the subpar DF of nattural weapons. Shan warriors and dybbuk are your best bets in that area of the world honestly. And yes, it is a shame that pyros aren't great against mages, but it can be really hard to get their AS up AND to get a mage out of defensive.
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