What is the role of the Shaman?

moghedancarns

Dalayan Beginner
DISCLAIMERS

Recent discussions (and changes) are making me question my value. This is probably just a personal crisis of faith. It is also highly probable that I was hanging on to doctrine from another place that simply no longer applies.

I doubt I will do a decent job in conveying my exact intent with each word. In my heart, it makes perfect sense, but it does not always translate well to the reader. Many of my previous posts are heavily laced with sarcasm. I will try very hard to avoid that here, as it adds meaningless confusion. If something can go two ways, and one of the ways pisses you off, I meant the other way. Seriously. I am simply looking for where I am going wrong in my thinking.

This is not a complaint or rant about class balancing, nerfing, or anything else you might find, at least not intentionally. I am certain the checks and balances are present, I just cannot see the forest for all the trees. If the post were to begin in the wrong direction, I hope it will be closed immeadiately. However, I would like to continue the discussion in PMs. I am hoping my question can be answered by the community in a civil manner, however.

Finally, if your answer consists of, "My shaman buffs and heals my main while I 'solo', lol!!!!" then I ask you not reply. You represent the sum of my fears.


POST


SLOW

The doctrine that I cannot get out of my head is SLOW. In other places, the shaman was placed upon the alter of SLOW and was not allowed to worship any other god... even when the altar was later torn down and removed from the world in any meaningful capacity. I understood that the effect of SLOW was reduced here. I was also of the understanding that the mobs here are tuned to the reduced effect, so that it is not truely a reduced effect. It is an even transition of differing numbers for a net no change. Mentally, my perception is that the deal is in the mob's favor, but i have done no studies and I assume this is not really the case.

However, what I was not aware of was that other classes did not experience the slow reduction in equal percentages. I first became concerned in my 30s in paw when an enchanter was casting slow of the same percentage as my own. I assumed it was a spell level phenomenon. I have since become disabused of that illusion. There are 3 other classes with the ability to cast slow either to the same degree or nearly the same degree as a shaman. Furthermore, these classes cast slow faster than a shaman, for less mana than a shaman, or both. In one case, the bard, can cast slow twice as fast as a shaman. The bard and the enchanter can rapidly and cheaply laydown resist debuffs, while the shaman must devote considerable mana to the same task with a high risk of resist. In this manner, the potentially lower resisting (but even more mana intensive) disease slows are even partially to completely negated.

Previously, the shaman would use the earring to spam two, three, four, twelve casts to hammer past resists. This is no longer possible. In many fights, the battle will be nearly over before a second cast could land. This renders the use of slow to longer fights, which is ideal in that is when it would make the most good. However, this virtually guarentees the presence of at least one of the previously mentioned classes.

I am assuming any answer involving slow to revolve around the level 58 AoE slow, as it is the only advantage possessed by shaman. I am interested because I am only experienced in it's use not here, and am having trouble seeing it as something other than suicide, even with the hate mod. Even then, it would have to be very situational, and how do you tell which mobs are the ones that resisted it in the confusing conditions in which it might be useful? Watching for the spell graphics on each mob would have to be rather ineffective.

Statistical Buffing

As statistics play a far more important role here, I assumed this was where the shaman made up for the lost slowing. However, as illistrated by Wiz in another post about the imaginary troubles of the ugly races and charisma, it takes a significant increase in a stat to relate to change that would be considered non trival. By as best as I can figure out, the buff spells that finally make a change that would not be ruled statisical clustering are mid 50s. By that time, the player's gear is the true driving motovator, with buffs more able to push the borderline to a moreconfortable position than truely standing on their own. In testing with and without statisical buffs, I truely cannot make a visible distinction. I have, over time, phased out casting statisical buffs with the exception of charisma on casters. Anythign that helps a caster avoid a resist is a good thing, and I am very glasd that it comes bundled with the Focus line.

I assume I am in error here, but either my expectations are too great, or the effect is very subtle. I am finding it difficult to justify blowing 2 or 3 mana bars an hour on this subtle effect. In any case, this leads more toward the buffbot role than as an active character.

Applied Buffing

The focus line is excellent. HP regen we get first, but it is quickly shared with other classes. The same goes for speed buffs like SoW. We get only a poor man's version of haste extremely late. The game is driven on mana, however. Shaman have the potential for excellent mana regen (althought not quite as good as our press dubs us, and not until many AAs), but we have no way to provide others with mana. Is does very little to be "90m, good to go" when the rest of the group is at 10m. I spoke before about the high mana costs of shaman abilities over those of others... mana regen being used as a justifaction mearly means that it is, in the end, a wash with just the addedd effect that a shaman can only make use of 70& of his maximum HP because he is constantly canni'ing off the other 30%. Additionally, the other slowing classes also possess group mana regen.

These are arguements seven years old. They will not be addressed here, now, or ever. They are included only for completeness.

DPS and CC

Clearly not our role. I will not subject you to the stories of the handicapable. We do ok, for soloing, slowly... loss of fast cast/high aggro makes root parking ineffective form of CC in groups. DoT stacking complications.

Healing

In leveling up, we go stretches of 10 to 15 levels between heals. In the five levels prior to getting a new heal, ours may not move a tank's hp bar even doubt digits in pecent. We are healers only in the few levels immeadiately after we recieve our new heal against mobs that groups would reasonably decide to attempt until later levels. I am still in that honeymoon period with Superior Healing, I cannot comment on the effect of the post 50 heals. We have no group healing. Our ability to heal feels very forced to a single target in a controlled fashion... a buffbot healer...

We have always been this way, nothing new. I do not think anyone really looks at us as a full time healer... just an emergency.







Taking stock, I can only see this adding up as buffbot. I am not a huge fan dual clienting, however, I have the ability to do so. I do not have a second character that casn make decent use of a shaman's abilities of the proper levels. An above sticky lays out a negative future for using it with a lower level toon.

I am in a dark room and I cannot find the door. Can you help me find the right direction to look?
 
The fact that you listed all those things goes to show you're a very versatile class. You still slow the best. You DO regen the best of all the priests. You do better DPS than any priest in a casual, group setting*. You have the best stat buffs. It's a strong class.

It'd probably be neat to get shamans group buffs at lower levels to ease the buffbot role.

*(by that I mean you can easily toss a dot on the mob if you aren't healing much; it's not so easy for a cleric to nuke, and the druid's dots are far weaker)
 
Rab says that we have the best slows, but we don't slow better than chanters or bards do. Our regen doesn't match with druids, and our heals certainly don't. We can't nuke with druids or evac like druids but we can dot better than they can. I like my shaman but also feel that the class is underpowered. There are other underpowered classes, heck people play shadowknights or rangers.
 
Also, shamans can basically heal FOREVER, especially at the highend level where they have a decent heal (Woundbane) plus heal AA's. If you're not dumb and good with Cann, then your heals can go basically forever.
 
Enchanter 57 -- Forlorn Deeds -- Slow target by 45%
Bard 62 -- Requiem of Time -- Slow target by 40% (with modifier from Djinni voice, 48%?)
Shaman 51 -- Turgur's Insects -- Slow target by 50%

--------------------------------------------

He says that we have the best heals, but we don't heal much better than druids do. Our regen doesn't match with druids, and buffs certainly don't. We can't nuke like druids or evac like druids and we certainly can't dot better than they can. I like my cleric but also feel that the class is underpowered. There are other underpowered classes, heck people play shadowknights or rangers.

PS clerics aren't underpowered.
PPS joke post
 
I didnt quite take the time to read everything in your post, but this struck me:

moghedancarns said:
I do not think anyone really looks at us as a full time healer... just an emergency.

I've had my shammy single heal a ton of groups in high-end places with no downtime. In my opinion, shammy's are one of the most versatile and capable classes out there. We can effectively heal a group, do decent dps at the same time through dots, and pretty much stay FM forever if you play it right. Yes, druids can heal for more, but canni5 is such an awesome ability... overpowered at times I would dare to say. Our buffs are no joke and can cover for the lack of other classes as well. Pretty much I disagree with the whole healing argument. In the 5 man Ylaak kill, Icarium and Caelin (arguably the best cleric and by far the best druid) had to take a couple med breaks each to keep up with mana, while Podge (shammy) was able to keep heals up the entire fight and cover for us, after which Zhak made it a point to claim, in typical Harney style, that "anyone who says druids blow shammys out of the water for heals is a big jerk."

Regards :),
Aeran
 
I main-heal most of the groups I am in; however, I do think that if Shamans had a slight advantage with Slow, it wouldn't be imbalancing.

Perhaps an improvement to Drowsed Thoughts? Instead of a short duration unresistable slow, it plants a debuff that makes the NEXT casted Slow unresistable but lasts for the long duration?

Maybe we should get a 55% Slow?

Maybe an AA that decreases aggro of next Slow spell, on a decent timer?
 
Shaman epic increases slows by 5%.

But yeah, maybe something to help with slow resists would be nice. Maybe a slight -resist mod on turgur's and festering plague.
 
I've seen Enchanters "say" they are casting a 50% Slow too.

So how many classes have a 50% Slow?
 
Lyte said:
I've seen Enchanters "say" they are casting a 50% Slow too.

So how many classes have a 50% Slow?


read the post like 4 posts above yours. . . .


Enchanter 57 -- Forlorn Deeds -- Slow target by 45%
Bard 62 -- Requiem of Time -- Slow target by 40% (with modifier from Djinni voice, 48%?)
Shaman 51 -- Turgur's Insects -- Slow target by 50%
 
Just throwing in my 2 cents.

I think the shamans slows are needed more at the high-end. Mobs have more HP, which means longer fights. Slow will reduce the total damage done overall. That being said, you need to take a look at the resist type of each spell. I believe the enchanters spells are magic based. Alot of High-lvl mobs are highly magic resistant if not totally. I am not sure about the bards resist type. A shaman gets 2 lines of slows Magic and Disease. At lvl 52 a shaman get an unresistable Disease resist Debuff. Which makes landing our Disease based slows much easier. I understand the arguement that enchanters get the Tash line which is suppose to be unresistable, but a Magic resistant Mob, is still Magic resistant.
 
Following data taken from SoD Spell Parser using current spell data file.

Turgur's Insects (Shm/51): 250 mana, 3.0 cast (6.0 recast), 50% slow
Tigir's Insects (Shm/58): 350 mana, 5.0 cast (5.0 recast), 50% slow, -200 hate, AE

Selo's Assonant Strane (Brd/54): Bardsong, 40% slow/45% snare, PBAE
Requiem of Time (Brd/62): Bardsong, 40% slow, Single target <----- No mana, long enough duration to be useful

Forlorn Deeds (Enc/57): 225 mana, 4.0 cast (0 recast), 45% slow <------ No recast!

Sha's Advantage (Bst/60): 125 mana, 5.0 cast (5.0 recast), 40% slow
Sha's Reprisal (Bst/65): 195 mana, 5.25 cast (5.0 recast), 50% slow <----- Best mana

*runs off to class*
 
Plague of Insects -Slow target by 40%(L1-65)

Classes: Shaman: 54
Beastlord: 63

Mana: 250 Resistance type: Disease

Casting time:(6.4 seconds) Recast delay: 5000 (5 seconds)

Duration: 50 ticks (5 minutes)




Festering Insects -Slow target by 50%(L1-65)

Classes: Shaman: 60

Mana: 335

Resistance type: Disease

Casting time: 6500 (6.5 seconds) Recast delay: 5000 (5 seconds)

Duration: 50 ticks (5 minutes)



Look at the cast times, recast times, and mana costs of the disease slows. Even with the resist debuff, disease is a fairly resistant line, and a first cast landing is not to be expected.

In the time it takes for me to cast and wait for the refresh, the enchanter can have casted his slow 3 times, and can start casting his 4th soon after... an almost true 3 casts to 1 ratio. His three casts cost the same amount of mana as two casts of my own. The bard has it even easier, casting faster than the enchanter and manaless.


Our regens are not the best. They are exactly the same as SoW. We get them first, but everyone else gets them sooner or later. We do not get a regen of greater ability than regrowth, and even the beastlord gets that eventually for the same value. We do get a group regrowth. We do not get a group version of regeneration or chloroplast.

Canni5 is an excellent class AA. Please keep that in mind, it is a 9 point level 59 aa with prereqs. It is not a castable, buyable spell. Using only our buyable, castable spells of regrowth at 52 and canni4 at 58, we can achieve exactly 7 mana/tick. Below that level, the mana regen is barely worth mentioning. It remains less than the value of an enchanter until 60, and it is not group sharable. At level 60, a shaman can use torpor to push the mana regen to slightly over 70 mana/tick... as long as he takes no other action other than mana regen. Once you start casting other spells to make use of your mana, you rapidly drop your regen ability. Additionally, this infers the shaman does not have aggro. Losing health is losing mana to a shaman. However, our ability does stack with other class's group buffs, and it can be assisted by a second party and bandages.

A shaman can toss one DoT for dps in a group. This dot has a natural 3 damage for 1 mana ratio. This dot is shared by shaman and necromancers, and will not stack, so it can be casted by only one. We also have a longer lasting disease dot that is incrediblly less mana effiecent than the poison dot. It shares the same restrictions as above. A cleric nukes are ineffecent, but are still more effecient than a shaman nuke. The druid nukes are very close to the shaman disease dot in mana effeciency. Nukes are discussed primarily because of stacking issues... nukes are infinately stackable.

I brought up a request for lower level shaman groupcast buffs a month ago. Given the unlikely nature of the creation of ~50 new spells, I suggested that the current single target buffs could be modified into group buffs, with an appropriate increase in mana cost. I was shouted down as a fool.
 
To get Canni 5 you 6 in general, 12 in mental clarity and then the 9 in Canni 5, Total of 27 AA after lvl 59.
 
Using only our buyable, castable spells of regrowth at 52 and canni4 at 58, we can achieve exactly 7 mana/tick.

Canni IV
Decrease Hitpoints by -148(L1-65)
Increase Current mana by 52(L1) to 82(L65)

52 mana every 2.5 seconds works out to 7 mana a tick? Huh?

Since when do dots not stack?

By "regen the best" I meant mana wise.

I realize you want the lower end game more balanced, but if the high end examples given don't satisfy you, then understand you BECOME an incredibly powerful class, even if you aren't right now.
 
Well... I kinda have to replace those 148 hp per cast somehow. The most effiencent means (not the fastest) before torpor is the 300 mana to cast regrowth for 300 ticks of 15 hp. Given the conversion rate of all the canni spells of ~2:1, this becomes 7 mana/tick.

Using my own healing spells is faster, but does not produce that same effeciency. In most cases, you would be better off sitting an medding when you count the lost regen ticks. Having someone else heal you just transfers their mana to you... not usually a good tradeoff. I have conceeded the use of bandages and another person, but that is a lot of bandages.

Most shaman that know their class will be hording recovery items, as 2 recovery is 1 mana/tick. I have not counted gear currently. I also have not counted natural sitting, racial regen, or other non class factors... they are the same for all classes. I can point to as many downsides as upsides and consider it a wash.

I do conceed that we get excellent mana regen at 60. I also recognize that we are built for the duration, thus, the extreme importance of slow. Our mana regen post 60 makes us the energizer bunny. Our abilities keep going long after others fall down. This playstyle focuses heavily on HP and HP recovery. I have 8 recovery on gear at 51, I try for more. I spent 25 of my starting stats on stamina, I have more stamina than the tanks in my guild. However, I am not getting very much HP in return for that stamina. I intend to begin focusing on straight HP gear soon... charisma and stamina are not paying off dividends. My wisdom, and mana pool, suffer for this. I am building for that goal of the greater power, I see it, I understand it.

My arguements are about the road to getting there... and slow.


DoTs with secondary effects do not stack. This includes the necro snare line, and appearently disease and poison dots which add counters. Disease and Poison DoTs DO stack with previous versions of the same line... Venom of the Snake and Envenomed Bolt, for example... but if 2 shaman or one shaman and one necro cast envenomed bolt, only the one that lands last will work. If one is cast later, it will overwrite the previous. A mob cannot have 2 envenomed bolts ticking on it cast by two different people. The second one lands... the first one stops ticking damage.

The only DoTs that I know of that do stack are the Heat line of Necros and the Druid DoTs. I am not sure on the Leach lines for necros.
 
slow

just my 2cp but i could cast slow 10+ times with resists on mobs with the earring. i cant justify spending all my mana to slow 1 mob when i could save that for heals. in the last few days of mild grouping ive slowed maybe 2 mobs and those were long fights with a rogue tanking.
 
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