null1fy
Dalayan Elder
The Shaman
It is my hope that through this thread the current status of shaman may be evaluated for favor or opposition of adjustment. I'd also like to request we keep discussion and debate civil and to try to best discuss with little to no drama or rudeness. With your assistance, we can create this thread to provide testimony as to the 'Shaman State of Affairs'. Let's begin with what I believe a shaman new to Shards of Dalaya might expect.
We shaman eat ourselves because we like it
Shaman in Shards of Dalaya are a fairly accurate representation of the Luclin-era shaman of EverQuest proper. With notable few exceptions introduced with Ikisith, one may expect to find all of the basic form and function of the aforementioned shaman from live. As the game evolved and Ikisith introduced, there also was introduced new spells and abilities for shaman to add to their arsenal. In this new age of Shards of Delaya, with those new spells and abilities to select from the shaman's arsenal, he or she must discern when to properly apply those talents (if ever) on the battlefield.
Who are you and why should I listen to you?
I've been playing Shards of Dalaya, off and on, since about 2009 and before that I had wasted far too many years on EverQuest live since it's release in 1999. I've seen a fair bit of this game - everything from level 1 content to Tier 12. I'll be the first to admit I've still got some distance to cover to the very 'end' but I feel as though I have a fair grasp on my class and the game. And if I do have any ill-conceived notions or misconceptions, I'll gladly welcome their correction.
That said, Shaman are one of the few classes in all of EverQuest that I have had a long time love for. They're kind of the maverick jack-of-all-trades-master-of-none class in that you may do just about everything you could wish for in EverQuest, with them. I think Shards of Dalaya has amplified their potential and further, I think that with a small amount of consideration and refocus they can reach that 'just right' level of completeness.
Let's start by listing what spells a shaman may collect to add to their arsenal once they've started the raid game:
Poisons and diseases and remedies, oh my!
The Ancient Spells
Ancient: Gift of Celerity
Mana cost: 210
Cast time: 8 seconds (augmentable)
Recharge time: Instant
Duration 320 ticks (1 hour, 32 minutes; augmentable)
Range: 100
AE radius: 50
Target type: Group
Effects (from parser):
Slot 1: Increase Attack Speed by 50%
Ancient: Slumber of the Beast
Mana cost: 100
Cast time: 6 seconds (augmentable!)
Recharge time: Instant
Duration: 4 ticks (24 seconds; not augmentable)
Target type: Self
Effects (from parser):
Slot 1: Heal Over Time by 350 per tick
Slot 2: Increase Armor Class by 13
Slot 3: Decrease Movement by 100%
Slot 4: Increase All Resists by 25
Slot 11: Decrease Attack Speed by 80%
Mana cost: 210
Cast time: 8 seconds (augmentable)
Recharge time: Instant
Duration 320 ticks (1 hour, 32 minutes; augmentable)
Range: 100
AE radius: 50
Target type: Group
Effects (from parser):
Slot 1: Increase Attack Speed by 50%
Ancient: Slumber of the Beast
Mana cost: 100
Cast time: 6 seconds (augmentable!)
Recharge time: Instant
Duration: 4 ticks (24 seconds; not augmentable)
Target type: Self
Effects (from parser):
Slot 1: Heal Over Time by 350 per tick
Slot 2: Increase Armor Class by 13
Slot 3: Decrease Movement by 100%
Slot 4: Increase All Resists by 25
Slot 11: Decrease Attack Speed by 80%
My take on Gift of Celerity:
I am honestly entirely underwhelmed. In the current game it is surpassed handily by Empower or Glory of Enthann, Enchanter haste spells, which have all larger radius, duration and haste amounts. I would not argue the superiority of the Enchanter line of spells, but I would see no harm in increasing the haste to 60% while also increasing the duration and range. Swift Like The Wind is easily extended through our AAs to over two hours and so upgrading this spell would be merely convenience and not power imbalance.
My take on Slumber of the Beast:
This spell is an all-star. It is testimony of early game design genius carrying through to modern day. It still holds a candle in complementing its best friend, 'Cannibalization'. The fact that your AA shorten the spell cast time to 3 seconds is incredible. My only qualm is in the 100% movement speed reduction. I think that the efficacy and overall power of the spell would be better aligned with 50-65% movement speed reduction so that the shaman is at least allowed to walk a bit more akin to our Runic 1. With so many later game fights contingent on movement and positioning, I can understand the risk-reward design for choosing to use Slumber but it feels like an unfair punishment to be as crippled as you currently are when it is cast. That said, if no change were to ever take place, I would still use this spell 10 times out of 10.
The Relic Spells
Relic: Ancestral Focus
Mana cost: 500
Cast time: 8 seconds (augmentable)
Recharge time: Instant
Duration: 1800 ticks (3 hours; augmentable)
Range: 100
AE Radius: 100
Target type: Group
Effects (from parser):
Slot 1: Increase Max Hit Points by 455
Slot 2: Increase Current Hit Points by 455
Slot 3: Increase CHA by 70
Slot 4: Increase ATK by 35
Slot 5: Forced Spell Stacking Slot 1: Max Hit Points
Slot 6: Forced Spell Stacking Slot 1: CHA
Relic: Essence of Tarhansar
Mana cost: 300
Cast time: 4 seconds (augmentable)
Recharge time: Instant
Duration: 1200 ticks (2 hours; augmentable)
Range: 100
AE Radius: 100
Target type: Group
Effects (from parser):
Slot 1: Increase STA by 80
Slot 3: Forced Spell Stacking Slot 1: STR
Slot 4: Increase STR by 80
Slot 8: Ultravision
Slot 10: Waterbreathing
Relic: Essence of the Wild
Mana cost: 300
Cast time: 4 seconds (augmentable)
Recharge time: Instant
Duration: 1200 ticks (2 hours; augmentable)
Range: 100
AE Radius: 100
Target type: Group
Effects (from parser):
Slot 1: Increase AGI by 80
Slot 2: Forced Spell Stacking Slot 1: DEX
Slot 3: Increase DEX by 80
Slot 9: See Invisible
Slot 10: Increase Hit Points by 8 per tick
Relic: Scourge of Life
Mana cost: 500
Cast time: 3.5 seconds (augmentable)
Recharge time: Instant
Duration: 4 ticks (24 seconds)
Range: 200
Target type: Single
Effects (from parser):
Slot 1: Increase Poison Counter by 15
Slot 2: Decrease Current Hit Points by 275
Slot 3: Decrease Hit Points by 550 per tick
Relic: Woundbane
Mana cost: 285
Cast time: 3.75 seconds (augmentable)
Recharge time: Instant
Range: 100
Target type: Single
Effects (from parser):
Slot 1: Increase Hit Points by 1650
Mana cost: 500
Cast time: 8 seconds (augmentable)
Recharge time: Instant
Duration: 1800 ticks (3 hours; augmentable)
Range: 100
AE Radius: 100
Target type: Group
Effects (from parser):
Slot 1: Increase Max Hit Points by 455
Slot 2: Increase Current Hit Points by 455
Slot 3: Increase CHA by 70
Slot 4: Increase ATK by 35
Slot 5: Forced Spell Stacking Slot 1: Max Hit Points
Slot 6: Forced Spell Stacking Slot 1: CHA
Relic: Essence of Tarhansar
Mana cost: 300
Cast time: 4 seconds (augmentable)
Recharge time: Instant
Duration: 1200 ticks (2 hours; augmentable)
Range: 100
AE Radius: 100
Target type: Group
Effects (from parser):
Slot 1: Increase STA by 80
Slot 3: Forced Spell Stacking Slot 1: STR
Slot 4: Increase STR by 80
Slot 8: Ultravision
Slot 10: Waterbreathing
Relic: Essence of the Wild
Mana cost: 300
Cast time: 4 seconds (augmentable)
Recharge time: Instant
Duration: 1200 ticks (2 hours; augmentable)
Range: 100
AE Radius: 100
Target type: Group
Effects (from parser):
Slot 1: Increase AGI by 80
Slot 2: Forced Spell Stacking Slot 1: DEX
Slot 3: Increase DEX by 80
Slot 9: See Invisible
Slot 10: Increase Hit Points by 8 per tick
Relic: Scourge of Life
Mana cost: 500
Cast time: 3.5 seconds (augmentable)
Recharge time: Instant
Duration: 4 ticks (24 seconds)
Range: 200
Target type: Single
Effects (from parser):
Slot 1: Increase Poison Counter by 15
Slot 2: Decrease Current Hit Points by 275
Slot 3: Decrease Hit Points by 550 per tick
Relic: Woundbane
Mana cost: 285
Cast time: 3.75 seconds (augmentable)
Recharge time: Instant
Range: 100
Target type: Single
Effects (from parser):
Slot 1: Increase Hit Points by 1650
My take on Ancestral Focus:
I don't have much to say. The spell is still very good and it actually is used in raids over Ward of Nature once priests and casters have enough worn flowing thought. Those who need it will take the buff slot for it and those who don't, aren't missing out.
My take on Essence of Tarhansar and Essence of the Wild:
Essence of Tarhansar, and its sister spell Essence of the Wild, are the crux of the shaman's talisman line of spells which are ultimately statistic buffs increasing stamina and strength, and agility and dexterity for the spells, respectively. The spells have an adverse scaling effect: as player worn gear becomes more powerful and AA/tomes with statistic bonuses more plentiful, the statistics provided by the buffs worsen. By late tier 10 to tier 11, the statistics provide a negligible amount (in the margin of 30 points or less) to a player's character where, at that point, raw hitpoints obtained by item effects (such as combine buff) or other utility spells beat the statistic bonuses. They do however, provide added utility in the addition of ultravision, waterbreathing provded by EoT as well as see invisible and 8 hp/tick on EotW. EoT's bonuses is perhaps the strongest with the inclusion of waterbreathing where there are encounters that have dispell effects and having raid-wide waterbreathing has its uses. Ultimately, that is about as far as the usefulness of the spells amount to and they are in dire need of a (minor) face lift. Further discussion follows later in the thread.
My take on Scourge of Life:
The last in the line of shaman's poison affliction spells, this is by far the most powerful. The spell has a -25 resist adjust which is very noticeable and scales well into the endgame with the addition of AA, Glyphs, worn poison modifiers and affliction enhancement through tomes and worn items.
My take on Woundbane:
-The- shaman heal spell. Every other heal (which there are not many usable in the shaman's arsenal) pales by comparison in either efficacy or practicality. With a cast time of a little over 3 seconds it is the heal a shaman will cast 90% of the time. I have the suspicion that Chloroschock has the potential to beat-out Woundbane with the right combination of items and tomes but I think there may be 3 to 5 shaman in the entire game that can achieve this possibility. And, further, I just don't have the first-hand experience or data to show for it. On point: the spell is solid and needs no consideration for revision.
The Archaic Spell
Archaic: Spirit Sleep
Mana cost: 265
Cast time: 3 seconds (augmentable)
Recharge time: Instant
Duration: 55 Ticks (6 minutes, 30 seconds)
Range: 200
Target type: Single
Effects (from parser):
Slot 2: Decrease Attack Speed by 55%
Slot 3: Increase Disease Counter by 20
Mana cost: 265
Cast time: 3 seconds (augmentable)
Recharge time: Instant
Duration: 55 Ticks (6 minutes, 30 seconds)
Range: 200
Target type: Single
Effects (from parser):
Slot 2: Decrease Attack Speed by 55%
Slot 3: Increase Disease Counter by 20
My take on Spirit Sleep:
Slow is a weird thing to consider and I have really wanted to spend some time analyzing parses in depth to see how effective attack speed reduction scales later in the game. As tiers progress, the speed in which monsters attack seem less devastating opposed to the quantity in which they do it. For example: Mistress Saitha may, and very well can, attack the tank 3 to 4 times for upwards of 6000 each hit in quick succession. The frequency of her attacking is mitigated by slowing her attack speed however, the round (her hitting the tank three to four times) is never mitigated by the slow - at least that is what I believe to be the case since a triple attack or quad attack is an innate proc/trigger. Essentially, what I'm getting at, is that the 10-20% a shaman has over other classes in slowing probably has marginally slim to no difference the harder and higher tier encounters become. After a certain break point (I'd imagine 40% and higher) I would wager all slows work to similar effect in most encounters that last less than 7 to 8 minutes.
Additionally, the fact that this spell is an archaic lends to an awkward dilemma of the shaman class. Until the archaic is completed, there are few other spells to use to slow encounters with, which either have terrible cast times and/or resist types. The irony is that shaman are very much hobbled in slowing efficiency and time management prior to obtaining the spell when slows have higher effect in the lower tiers.
Ultimately the shaman archaic slow really seems to only have others beat because of how "un-resistable" it is and how fast you may cast it and not by the percent in which it slows.
The Runic Spells
Runic: Spiritual Attuning
Mana cost: 950
Cast time: 6.6 seconds (augmentable)
Recharge time: Instant
Duration: 4 Ticks (24 seconds)
Range: 100
AE radius: 60
Target type: Group
Effects (from parser):
Slot 1: Heal Over Time by 500 per tick
Slot 3: Decrease Movement by 50%
Slot 11: Decrease Attack Speed by 20%
Runic: Spirit Graft
Mana cost: 30
Cast time: 1 second
Recharge time: Instant
Duration: Instant
Range: 90
Target type: Single
Auto Cast: Spirit Graft Recourse
Effects (from parser):
Slot 1: Increase Hit Pints by 1500
Slot 1 (on shaman): Decrease Hit Pints by 2500
Mana cost: 950
Cast time: 6.6 seconds (augmentable)
Recharge time: Instant
Duration: 4 Ticks (24 seconds)
Range: 100
AE radius: 60
Target type: Group
Effects (from parser):
Slot 1: Heal Over Time by 500 per tick
Slot 3: Decrease Movement by 50%
Slot 11: Decrease Attack Speed by 20%
Runic: Spirit Graft
Mana cost: 30
Cast time: 1 second
Recharge time: Instant
Duration: Instant
Range: 90
Target type: Single
Auto Cast: Spirit Graft Recourse
Effects (from parser):
Slot 1: Increase Hit Pints by 1500
Slot 1 (on shaman): Decrease Hit Pints by 2500
My take on Runic: Spiritual Attuning:
A group heal! The long-time gripe that we shaman had was that there were no group heals available to the class. With the implementation of Ikisith runic spells, shaman now are provided just that - albeit a very neutered version of one. The caveat is that no character with any desire to output physical damage would want to be on the receiving end of a 20% slow for 24 seconds. Further, because the spell belongs to the Torpor line of spells, there is also a 50% movement reduction (far superior to 100% on our Ancient). In total, what is left after the drawbacks is a very, very nice caster group heal over time spell (that may either be cast into the group, or cast within the group with the shaman in it - which isn't always the case).
Many have challenged the development staff for years to provide shaman with a zero-drawback group heal, but it just isn't a functionality that they intend to design for us. This spell is a 'fair' work-around that has its applications and, for that reason, I don't intend to bite the hand that feeds.
My take on Runic: Spirit Graft:
Where to begin: The design over-redundancy? A 2500 self-nuke? Its incredibly narrow window for use? A 2500 self-nuke? That it is a poor successor to Chloroshock that fails to replace the spell and instead crowds the spell gem bar further? ... Did I mention it does 2500 un-resistable damage to the shaman?
With the addition of Spiritual Attuning and the Murk spell River Keeper, Spirit Graft truly failed as the pièce de résistance to the Ikisith adventure. As far as I can tell, no playing Shaman has gladly welcomed it and further no one now has a huge desire to obtain it for any other reason than to have it for completion and testing it out. A few have vouched that it serves useful when two-box farming, but is that really it? Shouldn't the culmination of months of work and effort pay out a little better?
Further the Blood Ritual tome really just obsoletes this spell by every measure. Chloroshock becomes a 1250 point heal for 20 to 30% of the Shaman's hitpoints by rank 4, and while Spirit Graft yields better results in mana cost, base heal amount and (just barely) self-inflicted damage, Blood Ritual allows for any spell - both offensive and healing - to be cast through it, providing much higher utility. And ultimately, those with Blood Ritual amount the stance as nothing more than an emergency macro to quickly, and very substantially, heal a party member. But at least the tome lends itself to variable use whereas Blood Ritual can never be anything else other than an emergency heal at a very, very high cost.
Other Spells
Spell: Form of the River Keeper
Mana cost: 135
Cast time: 6 seconds (augmentable)
Recharge time: 12 seconds
Duration: 1440 Ticks (2 hours, 24 minutes)
Range: 0
Target type: Self
Effects (from parser):
Slot 1: Illusion Bear
Slot 2: Increase Hit Points by 5 per tick
Slot 3: Increase WIS by 20
Slot 7: Increase Max Hit Points by 200
Slot 9: Add Weapon Proc: Maul
Spell: Crippling Surge
Mana cost: 435
Cast time: 1 second
Recharge time: Instant
Duration: 50 ticks (5 minutes)
Range: 200
AE radius: 80
Target type: Point Blank AE
Auto Cast: Spirit Graft Recourse
Effects (from parser):
Slot 6: Decrease DEX by 75
Slot 7: Decrease AGI by 85
Slot 8: Decrease STR by 85
Slot 10: Decrease Armor Class by 130
Spell: Purification
Mana cost: 225
Cast time: 6.25 seconds (augmentable)
Recharge time: Instant
Range: 100
AE radius: 100
Target type: Group
Effects (from parser):
Slot 1: Decrease Disease Counter by 10
Slot 2: Decrease Poison Counter by 10
Spell: Acumen of Dar Khura
Mana cost: 210
Cast time: 4 seconds (augmentable)
Recharge time: Instant
Duration: 630 ticks (1 hour, 3 minutes)
Range: 100
AE radius: 60
Target type: Group
Effects (from parser):
Slot 1: See Invisible
Slot 2: Ultravision
Slot 3: Decrease Stamina Loss by 5
Mana cost: 135
Cast time: 6 seconds (augmentable)
Recharge time: 12 seconds
Duration: 1440 Ticks (2 hours, 24 minutes)
Range: 0
Target type: Self
Effects (from parser):
Slot 1: Illusion Bear
Slot 2: Increase Hit Points by 5 per tick
Slot 3: Increase WIS by 20
Slot 7: Increase Max Hit Points by 200
Slot 9: Add Weapon Proc: Maul
Spell: Crippling Surge
Mana cost: 435
Cast time: 1 second
Recharge time: Instant
Duration: 50 ticks (5 minutes)
Range: 200
AE radius: 80
Target type: Point Blank AE
Auto Cast: Spirit Graft Recourse
Effects (from parser):
Slot 6: Decrease DEX by 75
Slot 7: Decrease AGI by 85
Slot 8: Decrease STR by 85
Slot 10: Decrease Armor Class by 130
Spell: Purification
Mana cost: 225
Cast time: 6.25 seconds (augmentable)
Recharge time: Instant
Range: 100
AE radius: 100
Target type: Group
Effects (from parser):
Slot 1: Decrease Disease Counter by 10
Slot 2: Decrease Poison Counter by 10
Spell: Acumen of Dar Khura
Mana cost: 210
Cast time: 4 seconds (augmentable)
Recharge time: Instant
Duration: 630 ticks (1 hour, 3 minutes)
Range: 100
AE radius: 60
Target type: Group
Effects (from parser):
Slot 1: See Invisible
Slot 2: Ultravision
Slot 3: Decrease Stamina Loss by 5
My take on Form of the River Keeper:
This spell is incredible and to make it even better there is a tome dedicated to it (Blood Feast), and it rocks! The notable two abilities the illusion adds is 200 flat hitpoints and the weapon proc maul. Maul is 550 base damage that scales with damage increment and with Blood Feast it can cycle a separate proc that places a recourse 1-tick DoT lifetap that heals you the damage dealt. Yes, if you critical the DoT (modified by affliction enhancement, I believe) you are healed for the very same amount. My biggest gripe with the spell is that it has a 12 second recharge time. No other shaman buff has a recharge time placed on it; very peculiar.
My take on Crippling Surge:
This spell feels clunky. Cripples that reduce statistics, exclusively, provide little. The biggest boon to this spell is the armor class reduction, where, is 130 AC even that much of a difference on a raid encounter? I suppose instead we ask, 'For what reason was this spell created?'. Given that it is a PBAoE spell it really implies the spell was developed for farming/grouping. And, if this was the case, a new pet would have been very much more appreciated (especially with the prevalence of pet tomes and shaman AA that affect pets).
*Player Edit* It has been mentioned that I am undervaluing the effect of the spell. It provides noticeably better control to encounters in both healing needed and damage dealt.
My take on Purification:
There are encounters where this spell is absolutely necessary and all shaman will immediately know of which I speak of if they have ever attended them. The only reason I mention invite discussion for this spell is that I believe that it is outdated in the age of Shards of Dalaya we now live in. In a world before Tier 10 where debuffs were placed raid-wide on timers, seldom, the 5-odd seconds it took to cast the spell was fine. Today, where encounters deposit a multitude of separate and varying potency of debuffs on the raid, in its entirety, constantly, the spell would require several shaman constantly casting it to effectively cure. Solution: cut down the cast timer a bit, please? There exist items that exist (Orb of Malignancy, Yehenna's Lodestone) with a 1/3rd of the cast time that are almost as effective.
On Acumen of Dar Khura:
Included for reference. It is the only shaman spell (and perhaps exclusive to shaman?) that has a reduced stamina loss modifier which now benefit melee more than ever.
The road not taken? Please, I'm a mystic and I've seen it all
So let's recap: Shaman are pretty good, but could use still a little bit of help. What does the class need, what do the players want, and what can the class practically provide? Here is what has been on my immediate radar for some time:
The first:
If we're not going to get EoT and EotW combined into one buff, let's spruce them up a little bit. Give EoT or EotW the 5 (or maybe 8, or 10!) reduced stamina loss functionality of Acumen. This functionally performs the same as combining EoT and EotW by combining Acumen and one of the statistic buffs. I think that EoT would be best for this because it is a more offensive-oriented buff. On Essence of the Wild, perhaps 5-10% damage reduction could be added to it? It's a more defensive oriented buff, and casters, priests and melee alike would all benefit with something like that.
*Player Edit* Kedrin Made A Post about quality of life revisions and the EoT / EotW topic made it there. His suggestion was to merge the two together (the ideal we all shaman wish for but do not expect). Freeing up a relic slot would allow for a higher level pet that actually survives and could perhaps proc a lower level slow (as I've requested would be VERY useful in xp groups).
The second:
Extend the duration and haste amount of Ancient: Gift of Celerity. I shouldn't have to defend this argument.
The third:
Reconsider the existence of both Blood Ritual and Spirit Graft. The two are non-complementary and one is not needed while the other exists. I would hope that Spirit Graft is chosen to be remade into, really, anything.
*Player Edit* It is not so much Spirit Graft which needs an overhaul, it is rather Blood Ritual that needs to go. Seen HERE you may notice shaman polled entirely dislike the tome.
The fourth:
Revamp Crippling Surge into something like a pet spell, instead. It just isn't a very 'fun' spell and feels like it provides little very impact to an encounter in the same way that River Keeper does. Not everything has to be glitter and gold, but even a little bit of jazzing it up if it has to stay a cripple might encourage us to appreciate it more. And an upgraded pet would be far more useful for grouping and farming than a cripple.
*Player Edit* This spell is probably fine as-is and I was undervaluing it.
This thread is un-bear-able!
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