Shaman class tomes II and III.

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).

As an alternate idea to increase runic 2 usefulness, what about a tome which gives the shaman a portion of any single target heal they cast - excluding runic 2 of course. Could call it Reciprocal Heal and it could be 10/20/30/40 or whatever. Would spice up the heal rotation allowing you to alternate runic 2 every few woundbanes or so.
 
what about something that makes stats useful again like having Eot provide a def benefit like damage reduction/ mitigation/spell mitigation and having Eotw do an offensive proc/ spell haste/ over haste and if you keep the buff and have the shaman with the tome in the raid similar to encs shared mind
 
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That would be really cool but I seem to remember something about it being really hard to apply tome effects to buffs?
 
Meh, im fine with EoT and EoTW being bad/useless at tier 11~12+
But that r1 and r2 are, well thats lame :(
 
Alright (yeah i still have to use stats to reach my cap), but still doesnt make it ok that both runic 1 and 2 is only semi useful.

Fixing runic 1 so it doesnt snare and slow, would make runic 2 more useful, cause the shm could cast it as heal when ever the hot is running.
But still in any heavy AE fights, Runic 2 is still basicly to dangerous to use.

Perhaps it needs to be a bit more mana heavy, and bit less damage to self, like 150 mana, and 1500 damage to self.

Oh well started out as tomes now its really about the spells hehe.
 
Alright (yeah i still have to use stats to reach my cap), but still doesnt make it ok that both runic 1 and 2 is only semi useful.

Fixing runic 1 so it doesnt snare and slow, would make runic 2 more useful, cause the shm could cast it as heal when ever the hot is running.
But still in any heavy AE fights, Runic 2 is still basicly to dangerous to use.

Perhaps it needs to be a bit more mana heavy, and bit less damage to self, like 150 mana, and 1500 damage to self.

Oh well started out as tomes now its really about the spells hehe.

Being a ranger, I agree that Shamans runic 1 is not fun to deal with. However I feel that a downside is needed to keep the shaman class in check.

Spell: Runic: Spiritual Attuning is 4 ticks of Heal Over Time by 500 per tick
Spell: Circle of Soothing is 6 ticks of Heal Over Time by 420 per tick

Druids are a more HoT class then shamans and runic 1 heals for more per tick then druids best group hot.

Every shaman self hot also has a slow and snare component to it before this group hot was added. Shamans also had zero way of healing more then one target at a time before this spell, when I duo with Pagloac I have to use this spell often on fights like Noble, so this spell is far from useless.

I am not a main shaman, but if I was you I would try to get the slow lowered on the runic 1 and try not to ask for too much (AKA ask for both to be removed).

Perhaps a line of tomes that adds Armor Class and Increase All Resists (not sure if this is possible) as well as lowering the Decrease Attack Speed on All shaman HoT's would be a good idea, turning runic 1 into a Slumber of the Beast like group spell.

Shaman Class Tome IDEA:

Awakening of the Beast
Target under the effect of your Heal over Time spells receive additional Armor Class and Resists and also feel less drowsy.

Rank 1: Increase All Resists by 10; Increase Armor Class by 10, Lower the Decrease Attack Speed by 4%
Rank 2: Increase All Resists by 20; Increase Armor Class by 20, Lower the Decrease Attack Speed by 8%
Rank 3: Increase All Resists by 30; Increase Armor Class by 30, Lower the Decrease Attack Speed by 12%
Rank 4: Increase All Resists by 40; Increase Armor Class by 40, Lower the Decrease Attack Speed by 16%

At the 4th rank the Spell: Runic: Spiritual Attuning would only slow the player by 6%

I could be wrong but when a player is slowed that player is not effected by buffed haste. So if the player had 77% haste from GoE and had the HoT on him he would have -6% haste not 71% haste. Can someone smarter then me tell me if this is true?


Anyhow, these tomes would make the 2 Hots look like...

Spell: Runic: Spiritual Attuning
Slot 1: Heal Over Time by 500 per tick
Slot 2: Increase Armor Class by 40
Slot 3: Decrease Movement by 50%
Slot 4: Increase All Resists by 40
Slot 11: Decrease Attack Speed by 6%

Spell: Ancient: Slumber of the Beast
Slot 1: Heal Over Time by 350 per tick
Slot 2: Increase Armor Class by 53
Slot 3: Decrease Movement by 100%
Slot 4: Increase All Resists by 65
Slot 11: Decrease Attack Speed by 64%
 
Re: Slowed players and haste, I know that in ~2008 that was the case and I assume nothing has changed since then, so yes it will always knock you to negative haste.
 
However I feel that a downside is needed to keep the shaman class in check.

Perhaps im just jaded, but i dont think Shamans needs to be kept in check, in fact i find it a pretty weak class.

Sure it can do alot of things, like decent healing on 1 target, best slow in the game, decent buffs and if your target is buying poison, you can do some damage too...

How ever, when i exp with my shm, i almost never slow. I often end up just doing DPS and patch heals.
I cant g heal, so if im in a place where i need some g healing, well bye bye shm, hello boxing Anti or Soicon...

Also the slow used to be decent, because it was so fast, that you could often start with it, to lessen the damage out put, and then you could pick up heals.
You cant really do that anymore, and it becomes a bigger problem the more mobs your up against. So the old argument that the Shaman might not heal as much, but can slow so he can keep up, not so true anymore (i just aux and spam heals, works alot better).

The DPS for being a healer is deff ok, as long as you can land Poison. If poison is often resisted, bye bye dps.

When our 1 Shaman is not online, we have done several tier 12 fights with out Shaman.
Bst slow isnt that far off, and slow is often heavy mitigated anyway, so who cares.

The melee's will cry over no Focus, but they will live, and they fast find out that it doesnt affect there DPS anyway... (and there was much cheering for not having to click stats, and how everyone now had plenty of buff slots.)


So yeah, im really loving my Shm when im farming, cause he is a good single target healer for his dps for sure, and i just chose to farm where i can land poison and he is cool, but thats it.
Else i box a Cleric.
 
Also the slow used to be decent, because it was so fast, that you could often start with it, to lessen the damage out put, and then you could pick up heals.
You cant really do that anymore, and it becomes a bigger problem the more mobs your up against. So the old argument that the Shaman might not heal as much, but can slow so he can keep up, not so true anymore (i just aux and spam heals, works alot better).

I stop reading here because I thought of a possible cool Shaman tome idea when reading.

How would you shamans feel about a tome that added a Spell: Martyr's Intercession like effect to your slows. Each tome would make the heal more powerful.

Something like...
Spell: Archaic: Spirit Sleep
Slot 2: Decrease Attack Speed by 55%
Slot 3: Increase Disease Counter by 20
Additional notes: Casts Spirit's Healing on target's target. Spells in "Combat Abilities" are melee ranged despite their range number, and also automatically make the user do a melee attack.

The first rank would add the first level up healing to the target's target and then the next 3 would make the heal more powerful.
 
At the 4th rank the Spell: Runic: Spiritual Attuning would only slow the player by 6%

I could be wrong but when a player is slowed that player is not effected by buffed haste. So if the player had 77% haste from GoE and had the HoT on him he would have -6% haste not 71% haste. Can someone smarter then me tell me if this is true?

Thats an other issue with the slow, if it was only a 20% slow, it wouldnt be to bad.

But im pretty sure it works like this.

No haste and no slow, and your at 100%. When you go and parse slow, you can see it sets you at 45 for example, thats a 55% slow, and haste sets you at 177, thats a 77% haste.
So actually even a 1% slow on a player, will probably mean atleast a 61% slow (going from 160% with emp, to 99% with said slow).

This is why the spell is such a disaster to melee's.
 
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I stop reading here because I thought of a possible cool Shaman tome idea when reading.

How would you shamans feel about a tome that added a Spell: Martyr's Intercession like effect to your slows. Each tome would make the heal more powerful.

Something like...
Spell: Archaic: Spirit Sleep
Slot 2: Decrease Attack Speed by 55%
Slot 3: Increase Disease Counter by 20
Additional notes: Casts Spirit's Healing on target's target. Spells in "Combat Abilities" are melee ranged despite their range number, and also automatically make the user do a melee attack.

The first rank would add the first level up healing to the target's target and then the next 3 would make the heal more powerful.

Would be pretty cool for engages and obviously very useful in exp situations, but I cringe when I think that my ability to slow mezzed targets would be nonexistant if you were to function like the Martyr's line.

Personally so far I really like Zurkka's pet stance idea and Kise's pbaoe stance. I could see myself worrying more about keeping my pet alive since he is actively healing/dpsing, and with the pbaoe stance it would be another way to effectively heal a group (there does have to be some drawback like maybe what Zurkaa said with the lockout or maybe just give it a decent re-use timer? Something that makes it so you cannot just spam it, ideally.)
 
So actually even a 1% slow in player, will probably mean atleast a 61% slow (going from 160% with emp, to 99% with said slow).

I was fearful that is how it did indeed work. Perhaps there would be some way to hack around that problem and have the slow part of the HoT not hurt melee DPS so much. Adding + attack would help somewhat but it seems like a meh idea.
 
I recall live working this way, but not sure sod does. Else why do we dispell hasted mobs in addition to slowing them, instead of just slowing them.
 
The movement slow does negate your beneficial movement though, and I find it quite penalty enough, in fact I find the movement slow more of a hassle than the melee attack slow in duo/group settings.
 
That would be really cool but I seem to remember something about it being really hard to apply tome effects to buffs?

If it's just checking if the caster is in the group AND that they haven't zoned since casting it, that would work. But if the caster or buff target zones at any point after the buff is cast, the code won't be able to find the caster to check their tome value. We also can't easily add information to the buff structure (like the tome value of the caster when they cast it) due to the way the player profile (where data that survives beyond zoning is stored) is structured and its space limitations. So pretty much the only good and easily workable way to make buffs improved by tomes is to make (at least) 4 extra versions of the buff and substitute one in when you cast it depending on your tome rank. Which would suck.

Thats an other issue with the slow, if it was only a 20% slow, it wouldnt be to bad.

But im pretty sure it works like this.

No haste and no slow, and your at 100%. When you go and parse slow, you can see it sets you at 45 for example, thats a 55% slow, and haste sets you at 177, thats a 77% haste.
So actually even a 1% slow on a player, will probably mean atleast a 61% slow (going from 160% with emp, to 99% with said slow).

This is why the spell is such a disaster to melee's.

If you're talking about button-click attacks (Backstab, Kicks, Ranged Attack without autofire) which are stuck with client-side timers, then yes. Otherwise, no.

Delay / Haste / Slow = Real Delay

If you have a 25 delay weapon, 77% haste and 20% slow: 2.5 / 1.77 / 0.80 = ~1.765 or about 41% faster.

Or if you want to look at it a little differently, the slow % applies to your final attack speed after all hastes. 177(%) base attack speed minus 20% equals 141.6(%) base attack speed.
 
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