What is the role of the Shaman?

Well, first of all I must admit I feel a bit like moghedancarns. Like a bit out of faith for the shammie class.

I've also given some thought before at all the things he lists, and I understand shamans in SoD only excel at stat-buffing. The rest are just spells that patches groups when some class is missing. Anyways, I'ld like to throw a couple things to what he said. My intention isn't that of pissing others off, have that in mind :p.



Heals & Slows

From what I understand, shamans have less powerful heals because they have slow. Having the mob do less damage makes our healing more valuable. Our high mana regen when not occupied also makes up for our poor heals (compared to clerics & druids). This is right, as it sounds, but there's a problem that moghedancarns already mentioned: you have to land your slow first. The high mana (compared to other slowers) and the long cast + recast makes slowing a one time hit in most groups I've played in. Something like "oh, cool, my slow landed" vs. "damn, this mob won't be slowed". Prior to the shaman earring nerf (which I totally understand, I didn't plan on changing this earring anytime soon before the nerf), I would try my spell slow once and, if resisted, would switch to the earring. Why? Mostly because the mob will die or be at low health if my second slow ever lands. And then there is the huge aggro this spell gives, which reduces the time you have to slow the mob (at least when grouping with a warrior or if you don't have a pal/sk with jb).

So, what discourages me when slowing exp mobs? The long cast + recast, the huge mana the spell costs, the huge aggro the spell generates and, even if not huge, the resist chance (this would mean nothing if it took so much to cast the slow).

And what woul I really love to see in the game (that others will see as class unbalancing :p)? A reduction on our best slow (Festering Insects) on mana, recast and (a bit of) aggro. Something like 225mana, and around 2 sec recast.

But this may make the spell too attractive, so maybe leave the spell at 335mana and remove the recast (and reducing aggro a bit :)). This last option would fit perfectly with a new high level spell (and maybe a line of spells) focused on grouping: a low % slow with fast cast, fast recast, low mana, low duration and low aggro. Something like a lvl 61 magic-based spell that slows the mob for 35%, costs 100-150mana, has a casting time of 2 secs, can be recasted instantly and lets the shaman cast it nearly after pull (low aggro :p). This spell (or line of spells), along with leaving Festering Insects untouched would give us an alternative to trash mobs and exp groups, while having the big slow for bosses or hard trash mobs.


Buffing

I've already suffered with buffing, but I can understand what it feels to be single buffing every member of a group, or even a raid if going for adepts. I would suggest that all stat-buffing spells beyond lvl 19 get turned into group versions. This will make buffing less tedious, even more with the adept system that makes you start raiding before 65! ;)


DoTs & DDs

Shamans (or at least I) base my damage on groups mainly on DoTs. The only problem in exp groups is that slowing the mob reduces the time you have for DoT'ing (you don't want extra aggro when slowing, and casting the spell and possibly recasting takes a lot of seconds). Also, if the group is good, your DoT should last just a couple ticks, reducing the effectiveness of such spells. When grouping with a wizard and a magician, I was happy to have my DoT hit twice (slowing first with Festering). This is like 1400 damage for 505 mana done in 12 seconds, not that bad, but it's a slow source of damage.

DDs would probably be an alternative, but they have, again, a slow casting time :(. (I recently discovered I have a rain nuke! I thought it was just an AoE nuke before :D, so I can't still say if this spell is an alternative to DoTs) Anyways, I don't see DDs as an option, just another toy amongst the many proficiencies we have.



Resuming

I'm a bit confused because I understand the point of those who feel the Shaman class is ok, but at the same I feel a bit OOF (out of faith ;)) because we're not even the best slowers without our epic and I lack a clear role on parties. This is why I suggested the alternative slow line of spells that will, amongst other things, increase our healing in groups.

At the same time, I think the group buffs will be a really nice addition to lower level shamans, while not being unbalancing at all.
 
1) Didn't realize poison DoTs didn't stack. That sucks a ton of ass
2) Your mana regen is still fucking awesome compared to other priests. This matters vs heal efficiency.
3) I agree on the group buffs, but since changing (rather than adding) the buffs is our best option, it leaves soloing shaman (yes, both!) out in the cold. It would be a big change to just dump on people who may not want it, but we'll see.
4) A higher slow is pretty much out of the question, but a lower resist, lower %, faster cast slow isn't a bad idea.
 
Ok, well I regularly play with a Cleric and Shaman, and while some of these points are definitely good, overall, I feel shamans are a fantastic class. However, one thing that I just absolutely think could use some looking over is shaman slows. I say this because if the shaman slows, he basically gets aggro no matter what. The only time it really doesn't get aggro is when its casted so late that it was never too critical in the first place. This has been a problem for a while, but we don't have a whole lot of AA's so maybe he will get something to fix that. While some other complaints were addressed regarding slow, this is the one that really affects a shaman's ability to even use the spell.

As for shamans' healing power, I think it's pretty darn good. My partner has some healing AA's and they are more mana efficient and just as powerful as my Cleric who uses < lvl 61 spells (aside from CH obviously). The shaman's mana regen is great too, and I don't think anything can really be complained about shaman mana regen. The canni 3 period was a bit weak though, but with the new canni it's unmatched.

That's all for now...
 
Poison DoTs stack. In fact, all DoTs without debuff components stack, even if they're the same line.
 
moghedancarns said:
So you are saying I should bug report the fact that they do not currently stack?

Sure, you could do that, except they do, and I just tested it. :?

Maybe you could tell me which exact DoTs you are referring to here.
 
Venom of the snake will not work with another venom of the snake.

Envenomed Bolt will nto work with another envenomed bolt.

they will both land, when the second lands (cast by another person) the first stops ticking.




this goes back for a while, I though it was the way it was supposed to be. Last time I tried was two weeks ago, group in freeport with a necro.

spell would land, I get the intitial DD, necro would land, his ticked, mine stopped
 
I've noticed that poison DoTs don't stack either for some time. Since I played old old Live, DoTs didn't stack so I thought this was normal :) Like the other poster said, two Envenomed Bolts from two different players will not stack in damage--or, if it DOES stack, the player who casted the first Envenomed Bolt is not receiving the damage reports.

About Shaman Slow, perhaps Shamans should not receive a BETTER Slow, since the epic does increse Slows by 5%; however, perhaps changing Drowsed Thoughts AA to a debuff that REDUCES aggro or resists for the next cast SLOW spell would be ideal. As it is, casting Drowsed Thoughts early in a fight, or casting Slow early in a fight means you die or you waste half your padders mana patching you up. If you wait until late in the fight to cast to not get aggro, you're casting anywhere from 60% to 80% of the mob's HP...
 
Lyte said:
perhaps changing Drowsed Thoughts AA to a debuff that REDUCES aggro or resists for the next cast SLOW spell would be ideal. As it is, casting Drowsed Thoughts early in a fight, or casting Slow early in a fight means you die or you waste half your padders mana patching you up. If you wait until late in the fight to cast to not get aggro, you're casting anywhere from 60% to 80% of the mob's HP...
That would make aa-slow worse that it is now. AA-Slow is an unresistable 75% slow that lasts for 1 minute and generates little to no aggro, as far as I know (has a casting time or around 2 seconds). So why make it a debuff so you can land your regular slow later? That will turn your AA-Slow into an AA-Debuff + Spell Slow that will take 8 seconds to cast, will slow the mob for 50% and lasts 5 minutes (with either no aggro or no resist chance). Did you try AA-Slow before making that suggestion? AA-Slow currently works fine as it's supposed to do (or as I think it's supposed to do), quick and huge slow for boss fights that makes the engage less painfil (you know things are sometimes a bit chaotic on engage ;)). It also gives time to the MT to build some aggro before you do Resist Debuffs and cast your regular slow.

Forget about that suggestion if I understood it well :).


EDIT: I think I read somewhere that the recast and cast time on AA's can't be changed. Maybe this is why you suggested the change, but even then, I wouldn't like it.
 
I don't ever cast slow in any exp groups and I rarely cast it on raids, even when we have 1k hitters.. 90% of the time people don't even ask if the mob is slowed simply because no one can tell the difference. And in my opinion, shamans are insanely valuable in the raid game when it comes to heals.
 
Someone mentioned that Shamans are the best healers over time and claimed to have crawled and game dungeons with the shaman as the healer. I must admit that I have seen a shaman and a monk duo the first camp in bastion of thunder for days on end, but the monk said he had 500 aa's giving him 45per tic passive regen, mend for half his HP 300DPS and 75% chance to avoid phisical damage, so the shaman was probably just a buff bot. Heals over time aren't what really matter in EQ, it's heals per second. when a plane of inovation mob is hitting the tank every 2 seconds for 150-450 I doubt any 50-54 shaman could keep up. Likewise in the plane of time.

Somone also complained about clerics. Shamans are considered THE buffer class but 99/100 players will take cleric buffs over shaman if they can't have both. HP/AC are the most valuable stats in this game, even SoD version. Clerics are supposed to be the least soloable class but also the most saught after. Every cleric needs a group but every group needs a cleric. On a server with such a small population you are unlikely to find decent groups on a regular basis, making cleric a poor choice as a main. Any one player should start up a duo team that will work well or start with a group of friends.

I didn't see anyone adress stat clustering. I'm pretty sure I know what he's talking about but I thought the clusters were every 15, shamans can buff that before 30.

Why is a better slow out of the question?? Chanters still have better haste right?
Slow was really the main point of a shaman in live and the buffs were just a nice little bonus. I realize that stats are more important here than in live but it seems only by a little. If chanters get 50% shamans should get 60%, mabe 55% made to 60% by the epic.

I understand this is you sandbox, this is your game, but you are trying to recreate the feel of old EQ without the annoyances right? Better slows than a chanter were what made having a shaman worth having in the group over a druid.
 
never seen a chanter heal....well adalus doesnt count

but seriously a shaman with woundbane can heal better than a cleric without relics, and a shaman without woundbane can still keep any group up almost as well as a cleric, I think shaman are pretty well balanced...clerics on the other hand... :(
 
Better slows than a chanter were what made having a shaman worth having in the group over a druid.
:siren: Shamans have better slows than enchanters :siren:
 
But let's discuss shaman in general (you know...the other 64 levels that they play through). It seems to me that most of the time someone brings up valid concerns about a class on here people are always quick to point out balancing at level 65. NOT EVERYONE IS LEVEL 65

The change with the Starfall earring stinks. The resist changes hurt all casters really, but shaman could still heal well with casting the earring and slowing mobs (because, well...they slow...it's what they do well...) As it is now, it's hit or miss with landing slows and my shaman has 171 charisma unbuffed. The 8 second cast change is pretty harsh. If it were used on a "raid" type mob, then that's fine, but on a big mob like that I think you'd take the time out to do it proper and use a bigger slow. So really the earring's usefulness was exp groups.

And yes, given the option (even though I play a shaman) most times I'd rather have a cleric in the group for heals. Shaman just are not very good healers for most of the game after level 35 or so...even though they are a healer class. This is supposedly balanced by the fact that they slow, but it's very mana and time consuming to do this in an exp group.

To me the shaman feels like EQL, but the mobs seem a lot tougher here.

Shaman aren't broken, but the slows need to be tweaked in my opinion. It's kind of a class defining ability and seriously, I RARELY see a shaman use them for exp groups except the earring. That sucks.
 
I sometimes play my bf's shaman (my character is mage) and I think the shaman is balanced ok. He can be main healer, his root isn't bad at all and he can do much better dps than me when my jb and won fade :p

Also there's so many quests that shaman can do: vingrin's wand of animation, amice of the golden dawn, epic, shield of freeport, main quest and possibly some other quests as well (I've been talking about this to someone, but already forgot :sadf: ).
At least for me this is important, because I like to do quests in general.

Also shamans get the best unresistable all-resist-debuff at 60: Malo. It reduces the resists of the mob by 10 more than mage's mala, even though that the other factors are the same (mana, re-cast time, duration, skill...).

I don't know much about the pre-60+ shamans. Maybe the problem is in there that always when some classes are being discussed, people mostly look at the end-game balancing. Which probably is the reason for many people to level up their characters.. but they still have to get to 65 :p

Excuse my for my crappy english :eek:


Edit: I also agree that slow generates way too much aggro. Especially with warrior tanking. But other than that I think shamans are great.
 
Sleeper's Gemstone was overdue for a nerf. It trivialized slowing until the high end. A shaman about level 30 (where you could get starfall earring realistically), should have about 1k mana, maybe a little more. Level 29 slow costs 125 mana, which is quite a bit when you only have 1k. But now you have an item that casts this spell, mana free, 2 or 3 second cast time (I don't remember for sure), and insta recast. Obviously overpowered. To be honest, unless it has a recast now, it is still probably overpowered, and is definately the best starfall quest for any class.
 
Shamans are cool, okay. As for the aggro, learn to deal with it. Root CC works fine and you should use it.
 
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