Grink's Low-End Spell Suggestions - Shaman

Grinkles

Developer
Staff member
DISCLAIMER:
If you spot a mistake or faulty reasoning, pipe up! Do the same if you have a superior idea. Suggested names for new spells may be changed as seen fit by staff. Also, if you'd rather not wade through the whole thing, simply look for the lines of
BRIGHT YELLOW TEXT.

Like many classes, the Shaman has inherited a spellbook that is full of inconsistencies, "orphaned" spell lines, and several spells that simply never get a chance because they are (rightly or otherwise) perceived as useless. I have combed through the lower end of the Shaman's spellbook and have come up with the following proposals in order to add diversity and flavor to the class. If any staff members find the ideas worthy of pursuit, I'll be thrilled, but I have fun thinking about this stuff anyway even when nothing comes of it. ;)

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SHM Proposal #1:
Introduce group stat buffs much earlier on by converting existing single-target buffs and doubling or tripling their mana cost.

Why?
Given that a main feature of this class is its knack for stat buffs, it seems unfair to withhold group versions until the late 50s. There are already oddball spells that break the mold for no apparent reason, such as Talisman of the Beast (9) and Tumultuous Strength (39). What harm would it do to "groupify" STR/STA/AGI/DEX/CHA buffs earlier on, such as in the late teens or 20s? Adept raids would be thrilled with this change.

NOTE:
Tumultuous Strength (39) is superior in every way to Furious Strength (39) despite that they come at the same level; the former is more mana efficient, grants higher STR, bears a faster cast time, and applies to the whole group. With this in mind, Furious Strength may be due for removal or repurposing....

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SHM Proposal #2:
Replace Burst of Flame (1) with the level 1 Wizard spell Shock of Frost.

Why?
The Shaman never, ever receives another Fire-based nuke. The class's primary DD line is Cold-based. This simple change would establish continuity while also differentiating the Shaman from its "sister" class, the Druid (who also uses Burst of Flame and who actually gets a full array of Fire-based nukes).​

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SHM Proposal #3:
Create two follow-ups to Inner Fire (1): single-target Rising Fire (14) and group-target Crest of Fire (24).

Why?
Inner Fire is the Shaman's one and only "HP Type One" buff. Furthermore, the Shaman's ability to directly buff HP disappears all the way until Talisman of Tnarg (34), leaving a big gap. Creating follow-ups to Inner Fire would aid the pre-34 Shaman while also expanding upon an orphaned spell. Lastly, it would create a smooth progression leading up to the Talisman line.

NOTE:
Beastlords receive Inner Fire at level 9. It might be prudent to carry this change over to that class.

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SHM Proposal #4:
Change Flash of Light (1) to the level 1 Druid spell Dance of the Fireflies or replace it with a new Shaman equivalent (e.g. Summon Seer Stone) to summon a light source.

Why?
SoD's iteration of Blind is useless to Shamans. What a beginner Shaman might find handy, on the other hand, is a summoned light source superior to the torch from The Dream. This would particularly benefit Barbarians. If Dance of the Fireflies is considered too "Druidic," an equivalent can be invented, such as Summon Seer Stone. Stats or other effects on such an item, if any, can be determined by staff.

NOTE:
Beastlords receive Flash of Light at level 9. It might be prudent to carry this change over to that class.

This would "orphan" the follow-up Blinding Luminance (39); I address this spell in Proposal #6 below.

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SHM Proposal #5:
Assign a unique texture to each of the three bear form buffs.


Why?
There exist three bear form buffs. There also exist three bear textures - brown bear (00), black bear (01), and polar bear (02). This is a natural fit that could differentiate the spells from one another. The textures could be assigned as seen fit or according to player demand.

NOTE:
Form of the River Keeper is named after a big bear in Plane of Earth whose coat is brown/black, making the polar bear a poor candidate for the best bear form buff. This is unfortunate, as most people seem to think the polar bear is the coolest of the three!

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SHM Proposal #6:
Convert Spirit Quickening (50) from a pet haste into a pet buff that grants the Shaman's pet an appreciable chance to avoid riposte damage; also, replace Blinding Luminance (39) with a precursor called Lesser Spirit Quickening.


Why?
This pet haste is redundant in that the haste bonus, AC, and STR it offers the pet are all inferior to other buffs the Shaman already has by level 50. Repurposing this into a pet-only buff that grants a fixed chance to avoid ripostes would improve the pet's survivability and overall usefulness without unbalancing things like its damage output or HP count. Finally, the Blinding Luminance spell currently serves no purpose for this class, and it could easily be removed and replaced with a precursor in order to make this a two-tiered spell line.

NOTE:
Exact percentages of riposte avoidance of both these proposed pet buffs may be determined by staff as deemed appropriate. If deemed more appropriate, it could be turned into a spell damage mitigation buff instead.

Also note that Clerics receive the Blinding Luminance spell at level 34; take care not to accidentally give that class this new spell in the process!

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SHM Proposal #7:
Create Summon Spirit Weanling (14) and Summon Spirit Pup (24), which summon a small, familiar-style Spirit Wolf pet that will intermittently cast Fleeting Fury (5) and Burst of Strength (14), respectively, on the Shaman during combat.

Why?
Fleeting Fury (5) and Burst of Strength (14) receive little attention; the spell line they represent fizzles off abruptly with no follow-ups. The proposed spells would grant greater longevity and visibility to these two short-duration melee buffs. It would also give the Shaman "flavorful" predecessors to the real (i.e. combat-ready) pet of level 34. Finally, it would encourage the low-level Shaman to melee more confidently rather than retreating entirely from armed combat, as often happens around the "teen" levels.​

NOTE:
This calls for a familiar pet, meaning that it will not melee or defend the Shaman in any way; its only purpose will be to aid the Shaman's low-level melee performance in a minor way. This is to retain the nice bump in power that awaits them with the level 34 pet.
 
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I like the majority of it, except the possibility of changing "flash of light" for the beastlords also. Leave that as is, I recall using that to help maintain aggro at low levels, as your pet then can't tank as well as you can.
 
I like the majority of it, except the possibility of changing "flash of light" for the beastlords also. Leave that as is, I recall using that to help maintain aggro at low levels, as your pet then can't tank as well as you can.

Yeah. I've definitely used flash of light to tank in groups without a proper tank or get aggro when it was important, even at 65+. Leave it on the bst!
 
These are all great ideas (sans taking BST blind) but I am not sure they are necessary ideas.

For better or worse SoD is primarily* a raid server. This is a holdover from live that has been heavily focused on and unlikely to change this late in the race. The level grind was a subscription minded time sink** (if each level was significant/mattered then release would have had 20 levels tops) just as raiding was a development time saving tool. SoD chose which of those to run with long ago. The content before 65 has a few thrills and things to do, but at the end of the day represents a tiny fraction of overall player experience. Creating new spells/quests that most players will not, and cannot (effectively), experience at the opportunity cost of unfixed endgame issues simply runs counter to the nature of the game.

Evidence suggests staff does not entirely agree with what I just said, but how many people (and game hours) benefited from all of those newbie quests last year versus how many people (and game hours) would benefit from introducing a new class tome or fixing some bug? I bet there was a heck of a lot more uncontrollable fapping to a simple Wizard familiar fix than all the Sundering Mountains quests combined.


*not to be confused with "totally", "exclusively", "only" dear nerds already drafting a 17 volume dissertation on all the other things to do on SoD that prove how wrong I am.
**that has been held over into newer games as tradition instead of sane design. GW2 was meta hilarious for having 80 levels which each meant next to nothing whatsoever. Designed from scratch, in a vacuum, there is about 0.0000001% chance GW2 would have had 80 (same as WoW at the time) levels and a fairly low chance of having anything resembling traditional leveling systems but they couldn't break away too much, ya know?
 
Increased shaman pet survivability would be nice even at higher levels. The trusty wolf pet melts when you pour water on it.
 
I really had no idea that BSTs actually used Flash of Light under any circumstances whatsoever. :eek: Learn something knew every day.
Increased shaman pet survivability would be nice even at higher levels. The trusty wolf pet melts when you pour water on it.
I agree. I liked the idea of Third Shaman Tome making the Spirit Wolf pet always summon with a "guardian angel" puppy spirit that'd follow it around spamming heals on it, but instead it turned into Blood Ritual, which everyone confuses with Blood Feast (the other SHM tome). It probably would've been easyish to code as an invincible swarm pet targeting the normal Spirit Wolf pet, though maybe that'd be more complicated than I realize. The Shaman pet doesn't get nearly as much appreciation as it deserves. :(
 
SHM Proposal #1:
Introduce group stat buffs much earlier on by converting existing single-target buffs and doubling or tripling their mana cost.

Why?
Given that a main feature of this class is its knack for stat buffs, it seems unfair to withhold group versions until the late 50s. There are already oddball spells that break the mold for no apparent reason, such as Talisman of the Beast (9) and Tumultuous Strength (39). What harm would it do to "groupify" STR/STA/AGI/DEX/CHA buffs earlier on, such as in the late teens or 20s? Adept raids would be thrilled with this change.

NOTE:
Tumultuous Strength (39) is superior in every way to Furious Strength (39) despite that they come at the same level; the former is more mana efficient, grants higher STR, bears a faster cast time, and applies to the whole group. With this in mind, Furious Strength may be due for removal or repurposing....

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I agree wholeheartedly with giving group buffs earlier. As I vaguely recall, leveling up I often skipped doing these buffs because it just wasn't worth the time/mana given the single target nature, long cast time, mana used and duration. I don't see any harm in group stat buffs that are double the mana cost of a single. It will also encourage filling out your group instead of grumbling because you have 1 more person to buff =D

SHM Proposal #3:
Create two follow-ups to Inner Fire (1): single-target Rising Fire (14) and group-target Crest of Fire (24).

Why?
Inner Fire is the Shaman's one and only "HP Type One" buff. Furthermore, the Shaman's ability to directly buff HP disappears all the way until Talisman of Tnarg (34), leaving a big gap. Creating follow-ups to Inner Fire would aid the pre-34 Shaman while also expanding upon an orphaned spell. Lastly, it would create a smooth progression leading up to the Talisman line.

NOTE:
Beastlords receive Inner Fire at level 9. It might be prudent to carry this change over to that class.

**********​
Not sure if you were implying it, but makes more sense to change inner fire from a type 1 to shielding to be consistent with later focus spells. I also agree that a group version of this buff (similar to proposal 1) would be in line.
SHM Proposal #5:
Assign a unique texture to each of the three bear form buffs.


Why?
There exist three bear form buffs. There also exist three bear textures - brown bear (00), black bear (01), and polar bear (02). This is a natural fit that could differentiate the spells from one another. The textures could be assigned as seen fit or according to player demand.

NOTE:
Form of the River Keeper is named after a big bear in Plane of Earth whose coat is brown/black, making the polar bear a poor candidate for the best bear form buff. This is unfortunate, as most people seem to think the polar bear is the coolest of the three!

**********​
Heck, I'd settle for a different color for each race. I don't know all of them offhand but I know some overlap.

SHM Proposal #6:
Convert Spirit Quickening (50) from a pet haste into a pet buff that grants the Shaman's pet an appreciable chance to avoid riposte damage; also, replace Blinding Luminance (39) with a precursor called Lesser Spirit Quickening.


Why?
This pet haste is redundant in that the haste bonus, AC, and STR it offers the pet are all inferior to other buffs the Shaman already has by level 50. Repurposing this into a pet-only buff that grants a fixed chance to avoid ripostes would improve the pet's survivability and overall usefulness without unbalancing things like its damage output or HP count. Finally, the Blinding Luminance spell currently serves no purpose for this class, and it could easily be removed and replaced with a precursor in order to make this a two-tiered spell line.

NOTE:
Exact percentages of riposte avoidance of both these proposed pet buffs may be determined by staff as deemed appropriate. If deemed more appropriate, it could be turned into a spell damage mitigation buff instead.

Also note that Clerics receive the Blinding Luminance spell at level 34; take care not to accidentally give that class this new spell in the process!

**********​
Spirit quickening is essentially obsolete when you get it at lv50, and definitely obsolete at lv56 when you get a better haste. I'm not sure how tricky it is to add in code to avoid ripostes, but if the buff did something like add a brief pet enrage for a few seconds that would be similar.

The flash line of spells is used very rarely but sometimes, I don't feel strongly either way if they are removed/changed.

I agree. I liked the idea of Third Shaman Tome making the Spirit Wolf pet always summon with a "guardian angel" puppy spirit that'd follow it around spamming heals on it, but instead it turned into Blood Ritual, which everyone confuses with Blood Feast (the other SHM tome). It probably would've been easyish to code as an invincible swarm pet targeting the normal Spirit Wolf pet, though maybe that'd be more complicated than I realize. The Shaman pet doesn't get nearly as much appreciation as it deserves. :(
Blood ritual is actually really good in certain situations, said noone ever. It's 99.9% useless and the numbers should be tweaked dramatically or completely changed. I'm pretty sure anything would be better than that. I haven't heard anyone actually think it's good personally. I wouldn't mind the a Blood ritual replacement have something to do with pets. Like have the shaman pet have a chance to spawn some minor swarm pets that don't do much but are pretty look at it and makes you proud of your otherwise pitiful ghost puppy.
 
These are all great ideas (sans taking BST blind) but I am not sure they are necessary ideas.

For better or worse SoD is primarily* a raid server. ... The content before 65 has a few thrills and things to do, but at the end of the day represents a tiny fraction of overall player experience. Creating new spells/quests that most players will not, and cannot (effectively), experience at the opportunity cost of unfixed endgame issues simply runs counter to the nature of the game.
I understand what you mean. I have fond memories of the pre-50 grind (particularly in the 20s and 30s) and have always felt the low end was given short shrift. It probably is naive of me to assume others enjoy it as much as I do.

I also feel a bit silly after realizing your point because believe it or not, I spent hours upon hours going through every class except for BRD and SHD and came up with similarly detailed lists for all those, too. Some lists stretch even longer (such as DRU and ENC). :oops: I get a kick out of revisiting the low end and envisioning how it could be streamlined, rid of inconsistencies, and given "previews" of what's to come later on so newcomers can ease their way into the role they'll ultimately play at 65. This kind of undertaking would probably require a great deal of effort on the part of the developers all to change stuff that most people seem bent on zooming past as fast as possible, so maybe this wasn't worth my while after all. Still had fun thinking it all up regardless!

I agree wholeheartedly with giving group buffs earlier. As I vaguely recall, leveling up I often skipped doing these buffs because it just wasn't worth the time/mana given the single target nature, long cast time, mana used and duration. I don't see any harm in group stat buffs that are double the mana cost of a single. It will also encourage filling out your group instead of grumbling because you have 1 more person to buff =D
Group buffs much earlier on would give greater visibility to a lot of spells that most people never even realize existed in the first place! Plus, rule breakers like Talisman of the Beast at level 9 prove this doesn't unbalance things. Even soloing, I'm sure a SHM would like more group buffs earlier on simply because then they can hit themselves and their pet in one fell swoop!

Not sure if you were implying it, but makes more sense to change inner fire from a type 1 to shielding to be consistent with later focus spells. I also agree that a group version of this buff (similar to proposal 1) would be in line.
I know what you mean about changing Inner Fire from HP Type One to Shielding. It even uses the same icon. However, I was also told that some people enjoy stacking Inner Fire with the early Talisman spells, and I didn't want to mess that up for anyone. Plus, "Inner Fire" doesn't seem like a name that necessarily lines up well with the Talisman line, so I thought maybe keeping them separate and expanding it into a progression of three spells would be more fun. No wrong answer here. :)

Heck, I'd settle for a different color for each race. I don't know all of them offhand but I know some overlap.
That's a novel idea. Barbarian would no doubt be best suited to the Polar Bear form, which I'm sure the other races would envy. However, I don't know if this is possible in the same way Beastlords are given race-specific pets. I assume the latter works on some kind of flagging system that wouldn't have any equivalent for a buff spell.

Spirit quickening is essentially obsolete when you get it at lv50, and definitely obsolete at lv56 when you get a better haste. I'm not sure how tricky it is to add in code to avoid ripostes, but if the buff did something like add a brief pet enrage for a few seconds that would be similar.
I simply don't understand the point of Spirit Quickening in its current form. What was the intent of the original developers, I wonder? And you may be right about coding a buff for riposte avoidance and/or mitigation. There are many options with this spell (including the possibility of a precursor, as I suggest), and any number of them might be desirable even at high end if they can alleviate the pet's talent for getting itself killed in no time. The Shaman's poor Spirit Wolf pet was never given adequate attention.

Blood ritual is actually really good in certain situations, said noone ever. It's 99.9% useless and the numbers should be tweaked dramatically or completely changed. I'm pretty sure anything would be better than that. I haven't heard anyone actually think it's good personally. I wouldn't mind the a Blood ritual replacement have something to do with pets. Like have the shaman pet have a chance to spawn some minor swarm pets that don't do much but are pretty look at it and makes you proud of your otherwise pitiful ghost puppy.
You made me laugh as I envisioned a replacement tome that would do nothing whatsoever but spawn another puppy every rank. :D The coolest part about Blood Ritual is that even Shamans who haven't completed it can still get the cool emote from doing /s 4, but it's too bad this tome's numbers went in so unbalanced. Besides, I get the impression Shamans spend an appreciable amount of high-stakes encounters nomnomming themselves anyway, so a tome that does the same thing but on a much more dangerous scale seems redundant.
 
I understand what you mean. I have fond memories of the pre-50 grind (particularly in the 20s and 30s) and have always felt the low end was given short shrift. It probably is naive of me to assume others enjoy it as much as I do.

I also feel a bit silly after realizing your point because believe it or not, I spent hours upon hours going through every class except for BRD and SHD and came up with similarly detailed lists for all those, too. Some lists stretch even longer (such as DRU and ENC). :oops: I get a kick out of revisiting the low end and envisioning how it could be streamlined, rid of inconsistencies, and given "previews" of what's to come later on so newcomers can ease their way into the role they'll ultimately play at 65. This kind of undertaking would probably require a great deal of effort on the part of the developers all to change stuff that most people seem bent on zooming past as fast as possible, so maybe this wasn't worth my while after all. Still had fun thinking it all up regardless!

I also enjoy/ed leveling as much or more than the endgame so nothing naive about it. Nor is it silly to enjoy gamecrafting as the things you envisioned would be valuable assets to this or any other game (like most of your ideas), not to mention fun to come up with in their own right. In a perfect server with limitless dev time most of these changes would be implemented and they might be anyway since changes are at staff discretion, not mine. I can see it now: "The Great Grink Spell Overhaul of 2014" done in tandem with some group xp changes, T1-4 xpable items, and bounty changes leads to a big uptick in players! No harm in aiming for the sky, you'll get a lot further than aiming for mediocrity.
 
Most of us have been here ages, so when we do make a new toon (or level a "forgotten" alt), we zoom through to get to 65 and game with our friends and guildies. So maybe spell changes wouldn't mean as much for us. But, and there is always one of those, new people won't do that. They will spend more time to experience the lore, kill adepts, questing for gear, etc, etc. These types of spell changes would do a lot to retain those people, as it would streamline game play for them. While also building a symmetry to how the class will be played later. A major spell update, improved and expanded bounty system, and a few other updates can't hurt when trying to sell our ancient-engine game to people come next account drive. All of that, and an update to 2.5/3 would do a ton for recruiting.
 
I know what you mean about changing Inner Fire from HP Type One to Shielding. It even uses the same icon. However, I was also told that some people enjoy stacking Inner Fire with the early Talisman spells, and I didn't want to mess that up for anyone. Plus, "Inner Fire" doesn't seem like a name that necessarily lines up well with the Talisman line, so I thought maybe keeping them separate and expanding it into a progression of three spells would be more fun. No wrong answer here. :)

On live we use to use Inner Fire as a heal because it was more mana efficient than low level heals. If I remember, this was done into the early to mid teens. When I leveled a shaman up on that server that is not to be named, I used this strategy too.

I simply don't understand the point of Spirit Quickening in its current form. What was the intent of the original developers, I wonder? And you may be right about coding a buff for riposte avoidance and/or mitigation. There are many options with this spell (including the possibility of a precursor, as I suggest), and any number of them might be desirable even at high end if they can alleviate the pet's talent for getting itself killed in no time. The Shaman's poor Spirit Wolf pet was never given adequate attention.

Spirit Quickening is a remnant from live. I believe the original thought on live was to have haste component stack, but you would have to ask the devs at the time. That said, I use to use it because it would give the dog extra stats. This is from a time when the dog did a lot of damage and stats mattered. Just some history on this spell.

Pop/buff/equip a pet and tank mobs in teh face!
 
On live we use to use Inner Fire as a heal because it was more mana efficient than low level heals. If I remember, this was done into the early to mid teens. When I leveled a shaman up on that server that is not to be named, I used this strategy too.



Spirit Quickening is a remnant from live. I believe the original thought on live was to have haste component stack, but you would have to ask the devs at the time. That said, I use to use it because it would give the dog extra stats. This is from a time when the dog did a lot of damage and stats mattered. Just some history on this spell.

Pop/buff/equip a pet and tank mobs in teh face!

EDIT - I should add that iirc spirit quickening was added after release with either kunark or velious as sort of an add on spell.
 
I agree with darksabbath's post wholeheartedly. As a newer player to SoD, I would appreciate any thoughtful effort put into streamlining the earlier game spell progression and adding a bit more strategic variety to the spells on the way up through the 1-50ish levels. The idea of spells that preview what's to come, or extend the longevity of spell lines that currently die off too quickly, is certainly a good one (at least, IMO).

Not already being one of the server's high-level folk, I don't yet have many suggestions to offer for that - only that I would enjoy seeing it happen.

I also eagerly await the 2.5 client (once it releases, I plan on asking two of my friends to try the server as well), but I understand that's already underway.
 
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