Are players trying to do what we are doing in the same context? As in same race premade groups? Everything I have seen written right now is in the context of mixed groups and how the shaman needs to compete with other healer slots. That in itself needs its own discussion. Are different race healers really competing with other healers? I don't think they are. At one point in this game there was a Massive con in doing so. You would gain less morale then the opposition.
I'm in the process of writing morf a PM.
That forum warrior comment is not really directed to anyone that has recently posted on this thread but from all the other threads where players constantly attack me. I feel like I'm constantly under attack. Maybe I shouldn't have said that. But if your constantly under attack because your approach is so dramatically different from the communty, hopefully you can understand if I throw out a blocking move preemptively.
This is so off-topic now its silly. Lets try to get back on topic.
Where am I actually talking about balance in this? All I said is a strongly disagree that the shaman needs fixing and mechanic changes. Players pointed out the weaknesses also in the context of mixed groups. Cool. Thats not how I approach this game but its a start. Lets talk about the shaman's strengths. What are some of them? I'm trying to start a discussion.
Shaman builds, RR, etc.
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Re: Shaman builds, RR, etc.
Here are my suggestions for changing the Shaman and Archmage class. In the future, I will copy this message in balancing classes. Any discussions and suggestions are welcome.
Path of Mork
1. Sticky Feetz – change Elemental resistance reduced to Initiative reduced (like Archmage Mistress Of The Marsh)
2. Gork'll Fix It(Healing Energy) – change 55 ap cost to 45.
3. Shrug It Off (Magical Infusion) – reduce the cooldown to 30 seconds also heal when effect will end if do not triggered at 25%.
4. Pass It On change to weaker analog Wild Healing.
5. Gather Round/Bleessing of Isha change to (30AP/sec 2,5sec to cast)
Heals your entire group for 200 health every second for 2 second and another 300 at the end of channel if not interupted. Mork's Waaagh!/Tranquility increases effectiveness.
(roadkillrobin(с)viewtopic.php?p=187708#p187708)
Path of Gork
1. 'Ere We Go! now always gives 2 attack and more dmg.
2. Ere We Goes Again when the shaman\ally gets 'Ere We Go! movement speed will be increased by 20% for 3 seconds.
3. Gork's Barb's reduce the cooldown to 15 seconds, and now target(when healed) also take half damage.
Path of Da Green
1. Waaagh! Frenzy/Expanded Control – reduces the build 0,5 sec, +10 ap cost and now I'll Take That!/ Balance Essence heal 175%.
2. You Really Got Nuthin – change to analog Arcing Power.
All skills taken in the "Paths" now give +2 to meter mechanic. (for example Do Sumfin Useful or Storm Of Cronos)
P.S. I believe these changes will make the Shaman and Archmage more popular and useful in a group of 6 people, in any spec. Thank you for your time.
Path of Mork
1. Sticky Feetz – change Elemental resistance reduced to Initiative reduced (like Archmage Mistress Of The Marsh)
2. Gork'll Fix It(Healing Energy) – change 55 ap cost to 45.
3. Shrug It Off (Magical Infusion) – reduce the cooldown to 30 seconds also heal when effect will end if do not triggered at 25%.
4. Pass It On change to weaker analog Wild Healing.
5. Gather Round/Bleessing of Isha change to (30AP/sec 2,5sec to cast)
Heals your entire group for 200 health every second for 2 second and another 300 at the end of channel if not interupted. Mork's Waaagh!/Tranquility increases effectiveness.
(roadkillrobin(с)viewtopic.php?p=187708#p187708)
Path of Gork
1. 'Ere We Go! now always gives 2 attack and more dmg.
2. Ere We Goes Again when the shaman\ally gets 'Ere We Go! movement speed will be increased by 20% for 3 seconds.
3. Gork's Barb's reduce the cooldown to 15 seconds, and now target(when healed) also take half damage.
Path of Da Green
1. Waaagh! Frenzy/Expanded Control – reduces the build 0,5 sec, +10 ap cost and now I'll Take That!/ Balance Essence heal 175%.
2. You Really Got Nuthin – change to analog Arcing Power.
All skills taken in the "Paths" now give +2 to meter mechanic. (for example Do Sumfin Useful or Storm Of Cronos)
P.S. I believe these changes will make the Shaman and Archmage more popular and useful in a group of 6 people, in any spec. Thank you for your time.
Re: Shaman builds, RR, etc.
Can you give a hint at what changes? ^^Azarael wrote:I already have changes to AM/Shaman under test.
Re: Shaman builds, RR, etc.
Mechanic, lifetap and move-cast for lifetaps under certain conditions.Nabaro wrote:Can you give a hint at what changes? ^^Azarael wrote:I already have changes to AM/Shaman under test.
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- Posts: 447
Re: Shaman builds, RR, etc.
So you trying to give more life to hybrid build?
I would love to see this to be viable options to play.
I would love to see this to be viable options to play.

Srul - Shaman
Sruula - Witch Elf
Jurwulf Srulson - Chosen
Sruula - Witch Elf
Jurwulf Srulson - Chosen
Re: Shaman builds, RR, etc.
Why do you want restricted AM healing so much? He is never first in healing in scenarios. To be fair you should restricted also each dps tactic which dealing +50% more damages from critical hits and insteed hits for 1200 dmg cheange them on dots for 200 damages as long they hold their contetration...There will be no more AM healers, only hybrides or full AM dps. Well this is the worst idea I have ever heard.Nabaro wrote:Here are my suggestions for changing Archmage class. In the future, I will copy this message in balancing classes. Any discussions and suggestions are Bleessing of Isha change to (30AP/sec 2,5sec to cast)
Heals your entire group for 200 health every second for 2 second and another 300 at the end of channel if not interupted
Re: Shaman builds, RR, etc.
This change will make the AOE heal partially instant, and with Tranquility - powerful. In my opinion it is much better than twist the stick 3 seconds. Now I am using Bleessing of Isha only with Focused Mind. The rest of time my party dies when I do this AOE.Kali14 wrote: Why do you want ...
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Re: Shaman builds, RR, etc.
Ok, for example Blessing Isha in full healing can restore 1200 heals to your group. Cross this now on 3, and you have any 3 heals for 400. You have 33% critical healing cheance, and you make 1 heal for 600 and 2 for 400. Total +1400 hp . Now critical heal from Blessing Isha restore any 1800 hp if basic is +1200 hp. For example person from your party get 2 critical hits from WE for 1000 dmgs each during 2 seconds and he is of course heal debuffed, so he get one heal for 300 and two for 200. Total 900 hp during 3 seconds.You haven't time to dps WE and making your blessing isha stronger. You will need 5 seconds for dps spells to make Blessing Isha stronger for 25% and after this next 3 second for healing? In this time WE will deal 6000 dmgs on heal debuffed target. Now your dps reducing cast time blessing isha for 1 second if you have speciall tactic and cheance to critically hit someone. And you are rooted in place for 1,5 second not 2,5 seconds.
- roadkillrobin
- Posts: 2773
Re: Shaman builds, RR, etc.
I used a base of 700 healing on BoI/GR wheen i made those examples
It's the same HoT vallue: 700hps oveer 2.5secs but much less prone to setbacks and interupts wich is the main problem these 2 classes have. It also gives the classes a much more unuiqe groupheal.
It's the same HoT vallue: 700hps oveer 2.5secs but much less prone to setbacks and interupts wich is the main problem these 2 classes have. It also gives the classes a much more unuiqe groupheal.

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