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Shaman builds, RR, etc.

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
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Sigimund
Posts: 658

Re: Shaman builds, RR, etc.

Post#221 » Mon Nov 14, 2016 6:41 pm

roadkillrobin wrote:Cost: 0 AP 100ft range
Instant No cooldown (unaffected by GCD and CD modifiers)
Muh balance...

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roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#222 » Mon Nov 14, 2016 6:57 pm

Spoiler:
Sigimund wrote:
roadkillrobin wrote:Cost: 0 AP 100ft range
Instant No cooldown (unaffected by GCD and CD modifiers)
Muh balance...[/quote]

The abillity doesn't do anything in it self hence why it needs to be Instant, 0 AP and without GCD like other stance changers.
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Sigimund
Posts: 658

Re: Shaman builds, RR, etc.

Post#223 » Mon Nov 14, 2016 8:23 pm

The way you have written it looks a lot like you want Gather Round/Blessing of Isha to be free instacast with no CD.

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roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#224 » Mon Nov 14, 2016 8:30 pm

Yeah but it wouldn't heal anymore....it wrote it as a tooltip
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Komode
Posts: 62

Re: Shaman builds, RR, etc.

Post#225 » Mon Nov 14, 2016 9:50 pm

Guys. Please. I call every serious shaman, who knows what is zerg vs zerg, played a lot with shamy healer, who plays shaman in orvr warbands vs. warbands reality. Leave your opinion. Cause when your party go down from incoming enemy warband you WILL healbot, cause its most effective way to survive for you and your teammates. You still have NO time for use these even boosted abilities, cause group heal is better and more valueble still. In small scale, yes, you have AP, you have time to stack mechanic, oportunity to check conditions (will it save me and my team from death, could i use ITT now for healing 3 melees who stand near each other and Fury of da green SAFELY for myself...etc) but in real orvr conditions (this game about orvr) now you have only one chance to save party - prehotting and then group heal. Every serious healer will tell you that.

Its just opininon, of course, but im sure, that every good shaman who play in guild warband regularly will agree with me. I dont want to see people flying in fantasies about these new changes.
IF the goal of new changes was to verify and boost shamans lifetap abilities - goal was achieved in some ways (small scale). But just concluding that shaman still need rework to be demanded in warband, he is in most complicated situation like warband healer today.
You cant rely on new ITT mech at all when you play in ORVR. Still. Its not critics its just facts. Ask somebody else who plays regularly.

Romidom`s proposal could seem a bit too revolutionry, but in modern (and previous) orvr conditions direction of his thoughts is really justified. Its just DIRECTION of thoughts. Please imagine healer shaman in real WAR.
Thank you very much. Piece to all.
(Playing shaman too, Uglic 40/40+).
Phalanx/Zerg
Atrocob - Engineer 40/50+
Kuporoz - BW 40/50+
Larkuz - BO 40/50+
Larkus - Mara 40/49
Komet - SH 40/54+
Fellow - BG 40/40+
Uglic - Shaman 40/50+

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Azarael
Posts: 5332

Re: Shaman builds, RR, etc.

Post#226 » Mon Nov 14, 2016 10:46 pm

These changes were never designed to solve any issue seen in large scale play. Solving that kind of problem requires, yes, more power than we have, and I'd likely end up having to use the tactic system to make something that works specifically for large scale. However, the complaints were made about AP, cast time and setback, and if you're getting set back, then you're in range of something to hit, so you can use I'TT!, and the changes are still valid. Slight bit of goalpost moving, I feel.

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Komode
Posts: 62

Re: Shaman builds, RR, etc.

Post#227 » Mon Nov 14, 2016 11:53 pm

Azarael wrote:These changes were never designed to solve any issue seen in large scale play. Solving that kind of problem requires, yes, more power than we have, and I'd likely end up having to use the tactic system to make something that works specifically for large scale. However, the complaints were made about AP, cast time and setback, and if you're getting set back, then you're in range of something to hit, so you can use I'TT!, and the changes are still valid. Slight bit of goalpost moving, I feel.
Your Power Is Unlimited! xD
Phalanx/Zerg
Atrocob - Engineer 40/50+
Kuporoz - BW 40/50+
Larkuz - BO 40/50+
Larkus - Mara 40/49
Komet - SH 40/54+
Fellow - BG 40/40+
Uglic - Shaman 40/50+

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roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#228 » Sat Nov 26, 2016 12:50 pm

I have to say that I was pretty wrong about the Shaman changes, i've been playing with em more now in both large scale and small scale and i have to say the healing potential is really awsome once you get more used to the playstyle. However i still think some adjustment needs to be made. Like moving or DSU/Funnel Essence OR FODG/EoV down in the Mastery Pathing so you can acess better builds. However I still feel these specs are pretty horrible for PUG, the cllassic healing style works alot better due to the RNG groups and playstyle you get when solo queing. aswell as Shamans have a much harder time due to more hardcounters from Order in form of Pouncing/Fetching WL and ranged KD's from SW/BW /WL. Archmage will pretty much dissrupt more then half the pulls of a Marauders atempt to Terrible Embrace wich makes it alot easier for them to run this playstyle imo as their only real consistant threat are stealthed Witch Elfs Thats said I think both classes need a to have their AoE detaunts looked at. Shaman one is by far the worst AoE detaunt in the game. Really long CD and lack of mobile heals when you need to use it compared to Zealots/RP's.
Archmage AoE detaunt is miles better due to the setback reduction wich means they can usually heal trough it for a while and have a tactic for CD reduction on it. However. Shaman have better acess to mobillity tools wich makes this somewhat ballanced I guess. The problem is the detaunt itself. So i'm sugesting this. Remove the 5% Disrupt and Setback immunity from them both the AoE detaunts, and add a group HoT effect on the detaunt simular to Khaine's Vigor and Pious Restoration in vallues. This will make up for the lack of grouphealing you can do while getting focused aswell as addig a much needed group HoT for both classes. Archmage have acess to it every 15 seconds with RBW and Shamans can get out of the focus much easier with Run Away, this should be fairly ballanced imo.
Last edited by roadkillrobin on Sat Nov 26, 2016 12:53 pm, edited 1 time in total.
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Azarael
Posts: 5332

Re: Shaman builds, RR, etc.

Post#229 » Sat Nov 26, 2016 12:53 pm

If you're looking at group effects, why not make Magical Infusion and Shrug It Off group-affecting, but adjust duration? With the 25% heal bless and safety net it might work.

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roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#230 » Sat Nov 26, 2016 1:03 pm

Azarael wrote:If you're looking at group effects, why not make Magical Infusion and Shrug It Off group-affecting, but adjust duration? With the 25% heal bless and safety net it might work.
It all depends on the duration in relative to the cooldown.
10 Sec duration for 60 CD is to to bad imo. 10 sec duration for 30 sec CD or 20 sec duration for 60 sec CD might work.
But it's a good idea. Especially if it stacks with RP/ZE Blessing. Might even be Meta shifting.
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