Shaman class tomes II and III.

Snake

Dalayan Elder
This is basicly a repost of previous idea's, my favorit ones.

Shaman class tome II = Avatar.
Rank 1:
Increase stacks with all other effects: 1 mana regen, 75 hp regen, 0.5% casting speed increase.
Rank 2:
Increase stacks with all other effects: 1 mana regen, 75 hp regen, 0.5% casting speed increase.
Rank 3:
Increase stacks with all other effects, 1 mana regen, 75 hp regen, 0.5% casting speed increase.
Rank 4:
Increase stacks with all other effects, 1 mana regen, 75 hp regen, 0.5% casting speed increase.
(Ending up with 4 mana regen, 300hp regen and 2% casting speed increase).



Shaman class tome III = Quiescence.
Rank 1:
Remove the slow effect of all shaman hots by 50%.
Rank 2:
Remove the slow effect of all shaman hots completely.
Rank 3:
Remove the snare effect of all shaman hots by 50%.
Rank 4:
Remove the snare effect of all shaman hots completely.


My main reasons for these idea's is to make the Shm Runic 1 and 2 useful spells.

As it is i rarely, if at all, use my Runic 1 heal, because it piss off everyone, and in the end i drop my shm and just box in a cleric instead.
The runic 2 i havent even bothered making, because my spell bar is crammed enough as it is, i cant really find room for a spell i often cant use (or i can use and kill my self).

With these two tomes the shm's runic 1 would obviously be useful, and the runic 2 would too with all the self healing the shm is now able to do (off both runic 1 and increased regen).
 
If you wish to kill your groups ability move and do melee damage, and if you want to run with a spell that you might not have the HP to cast (with out dien), sure, pretty useful spells.

They are potential great spells, not as good as some of the really crazy runics or runic + tome combinations out there, but could be great, with these tomes i suggest.
 
Both runics are useful just very situational, you cant be spamming runic 2 or your dead but its great in a pinch. Runic 1 is great for healing caster group when other healers mana is tight and movement isn't a key issue on fights.

Saying that I talked with Marza about a few tome ideas i had, maybe link some offensive group/raid proc/ spell haste/overhaste to your pet when you go into /s 2 and a defensive (mitigation/Damage reduction/ group heal) when your in /s 3

like your pet mimics your stance and begins to benefit you
 
I found that r1 has most use in tanks (when raiding), it can be ok in casters yes, but if they up against PS for example, they are often to fragile that i can keep up anyway. If we up agaist swarm of feeble hitting mobs, well i basicly kill them with snare...

In groups it kinda defeats the purpose of doing Exp, unless i get a whole group of casters with me, and lets face it, all my buffs and debuffs arent that caster friendly, they would be better off with a Druid.
Also same problem with healing them, my HoT just isent fast enough to heal there low ac and HP, and the snare seals the deal.
 
At first I wasn't all that excited about Runic 1, but after using it a bunch I've come to quite like it, sure it isn't good for xp but then again if Shaman's had a way to effectively group heal we would be OP as hell. On raids I find I use it alot to heal casters. It may not be able to keep groups up 100% of the time, but for most trash it is sufficient and it gives the ghealer in the group (clr/druid especially) a big buffer zone to cast gheal. With regards to the slow, yeah it is annoying but if it's dying vs. doing less dps than the choice is pretty obvious.

For Runic2 (although I don't have it yet) I can see it being even more situational, but like Zurkka said I could see it being useful in a pinch (lom, fights with no big AE's)

In regards to the tomes, I like the idea of something pet related (really like the idea of pet proccing a small gheal when in s3, and getting some kind of other related proc in s2) just to give me a little more reason to keep the pet alive. Seeing how the shaman pet is somewhat squishy, I don't think that this would be overpowering in any way, just adds a little more flavour
 
I would love to see the snare/slow removed from the runic 1 but its is simply just not gonna happen it was put there for a way to let shamans have a group heal of some kind, but you need to have some kind of negative side effect. Like Grej said giving shamans an effective group heal would be to OP and step on other healers toes.
 
Also look the the other priests runics

Cleric
runic1- raid heal is completely terrible in exp but very useful on raids if another ghealer dies or you get a big raid wide aoe

runic2- healing pet semi useful on certain fights where aoes are constantly going off but a high mana cost / i think this one is awesome but i hardly see our healers use it that often

Druids
runic1- Vim is amazing enough said

runic2- Cata completely re-tartly gross

(but lets be honest druids were a terrible class before the recent hot addition and their runics so their runics be always good doesnt seem that overpowered)

while the druid ones are always useful in exp/raids , the cleric ones are split between one being useful on raids/ and the other being useful in groups/raids

like i said before some runics are very situational and they were intended to be that way
 
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pasting this from the other shaman tome thread and also tooting my own horn

Tome of the Rain Dancer
stanceable, roots the shaman (forces /dance emote)

when activated all of the shaman's spells become PBAOE's.

each rank increases duration of stance and maybe the distance the AOE hits.
 
@ Zurkka... I really love having the raid heal up on cleric when i box, cause often i can time big AE's and heal the whole raid, yay..

The Well is awesome for healing minor AE, like MT for example, as long as the Well is running, the AE he does is close to trivial.

So Cleric Runics could be faster casting, Well could do a bit more healing, ect ect, sure.

Druid Runics are just amazing.


Anyway, so how much of a healer would the shm be, compared to the Cleric and Druid....

Lets take it over heal per second (hps) and hp per mana (hpm) over 120 seconds (20 ticks) in a group of 9 (6 people and 3 pets)..
Shm:
R1 base cast time 6.6, 4 ticks, 950 mana, 500 base heal every 6 seconds (500 x 9 = 4500 per tick on group total).
Roughly 1 tick cast time, then he can keep 19 ticks running for 5 casts total, doing 712.5 hps for 18 hpm.

Druid:
R1 base cast time 3.5, instant heal, 750 mana, 14500 base heal with 2.5 seconds recast.
Can cast basicly every tick, so 20 casts doing 2416.66 hps for 19.33 hpm.

Circle of Soothing base cast time 5, 6 ticks, 725 mana, 420 base heal every 6 seconds (420 x 9 = 3780 tick on group total).
Roughly 1 tick cast time, then he can keep 18 ticks runnign for 3 casts (losing out on 1 tick, worse for hps but better for hpm) total doing 567 hps for 31.3 hpm.

Circle of Vitality base cast time 6.75, instant heal, 680 mana, 1780 base heal (1780 x 9 = 16020 on group total) with 2.5 second recast time.
Roughly every 2 ticks to cast and recast, then he can keep it running for 10 ticks, doing 1335 hps for 23.56 hpm


Im not even going to do Cleric, cause obviously, they wont even care, when the Druid wont (shouldnt)...
 
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shaman can also do really good dps, have infinite mana, and have the best slow in the game.

so i would like those things on my druid
 
We cant compare with druid Runic 2, so drop that mkay.

druid runic 2 is so incredibly situational that it is barely used at all.

sure you could use cataclysm but you better intend on tanking afterwards.

edit: if i had the choice between cataclysm and being able to stack dots for upwards of 1k dps i would choose the dots every time.
 
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1k dps, what dots are those?

On my shm i tick for 2k with the 62 dot and relic (total). Lets be nice to my crit chance and say i crit 50% of the time (i dont), so thats 3k a tick, 500 dps.

(Affliction inc 7, 7% poison, 20% specialize, max tomed (not opi).
 
Cleric

runic2- healing pet semi useful on certain fights where aoes are constantly going off but a high mana cost / i think this one is awesome but i hardly see our healers use it that often

the 3 main things that prevent me from using runic2 are the cast time (15 sec) the duration (too short) and the fact that the hot takes a buff slot. if any 2 of those 3 things were fixed, it'd be good.
 
I can add the 55 dot as well, it ticks for 600 ish, an other 100-150 dps...

And dots are all around 500 mana a cast, i cant do that for very long, contrary to popular believes.
 
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The only thing that separates druid and shaman right now is the druids ability to group heal and hot versus the shaman ability to single target heal, slow, sustain mana, and dps.

if shaman were given a detriment-free group hot then why would you ever bring a druid to any 6 man. You could just run cleric and shaman always (basically how it is any way).


edit: to address the dps posts. I have seen Zurkka push 1k dps on fights that we normally bring 1 healer. and the only reason we brought Zurkka over a pure DPS class is because he does that much dps and can still slow and heal if needed.
 
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Because Druids can heal more than 3 times more hp over time than Shm's can, and for cheaper mana.

Because they can do insane AE damage.

Have the best melee stamina buff in the game, one of the best debuffs in Archaic, DS, ports tracking ect. ect.
 
Shaman can do decent amount of melee + proc + dot + pet damage, for sure, but they cant keep it up for as long as many people think, costing us 1430 ish mana per 4 tick rotation (streching over 7 tick with 3 dots, can cast 1 heal in between barely).
 
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pasting this from the other shaman tome thread and also tooting my own horn

Tome of the Rain Dancer
stanceable, roots the shaman (forces /dance emote)

when activated all of the shaman's spells become PBAOE's.

each rank increases duration of stance and maybe the distance the AOE hits.


I really like this could help if you needed a pbaoe heal - similar to vim but obviously would be scaled down alot. Vim is 14500 spread between several targets in range. Maybe have woundbane x4 (1650x4=6600) that would be like 1100 heal per person in a 6 man group and have the mana cost scale up also to 1140 mana. And it could put you into a trance or something afterward like abstraction for 5 secs, obviously there would need to be some number crunching and balancing .
 
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