on live i was using this build
http://waronlinebuilder.org/#career=sha ... :;;0:0:0:0:
the pros are quite long silence and most important some buff for the bubble and the aoe debuffs
imo the green is better than gork for offspec tree alongside with mork
Shaman builds, RR, etc.
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Re: Shaman builds, RR, etc.
Why wouldn't you get the 240 toughness debuff? I never played shaman let alone healer on live, but that massive debuff seems like it would be incredible to run with your assist train, and it gives purpose to your class mechanic as a healer that is otherwise not really there.
Talking about t4 r40/70 ofc
Talking about t4 r40/70 ofc
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: Shaman builds, RR, etc.
you got aoe toughness debuff into the green tree beside that 240 toughness debuff is tactic so shamans should drop one of the much more important tactics. And the tactic itself is high enough into the gork tree so you cant max mork tree
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
- footpatrol2
- Posts: 1093
Re: Shaman builds, RR, etc.
In a 6 man setting Da Green path is not viable. In 6 man settings competition for slots is intense. It eases up in 12 man settings and beyond though.
In a 12 man setting or higher it is viable. That path is straight a support path. Its cute that you can passively heal but its not the reason why I would take da green shaman. I still want 2 dedicated healers in each group. Its not pure dps and its not pure heal, Its hybrid which is fine in larger grp settings depending on what you want to build and the role of the build.
Why I'd take da Green path shaman
Off-spec Sticky feetz. (If this isn't taken...)
Access to Instant rezing (<---straight up da green shaman's job)
Range Mass AoE toughness debuffing
Range Mass AoE str/ball/intel
range Silence
Placable 15% damage increase buff. This is good on say a pure Range dps that isn't getting smashed.
Trashy instant AoE heals
More ere we go's for potential morale pumps.
I'm a un-traditional type premade organizer thou. I see value in a pure kiting 12 man where others do not.
Premades don't have to be built to just kill the opponent. You can build premades to be a complete annoying ass and stop players from doing what they want to do like take keeps/take bo's/kill stragglers/cut off supply lines.
Sadly at the time of this writing 12+ man's on this server isn't happening so da green path is perceived as little value.
In a 12 man setting or higher it is viable. That path is straight a support path. Its cute that you can passively heal but its not the reason why I would take da green shaman. I still want 2 dedicated healers in each group. Its not pure dps and its not pure heal, Its hybrid which is fine in larger grp settings depending on what you want to build and the role of the build.
Why I'd take da Green path shaman
Off-spec Sticky feetz. (If this isn't taken...)
Access to Instant rezing (<---straight up da green shaman's job)
Range Mass AoE toughness debuffing
Range Mass AoE str/ball/intel
range Silence
Placable 15% damage increase buff. This is good on say a pure Range dps that isn't getting smashed.
Trashy instant AoE heals
More ere we go's for potential morale pumps.
I'm a un-traditional type premade organizer thou. I see value in a pure kiting 12 man where others do not.
Premades don't have to be built to just kill the opponent. You can build premades to be a complete annoying ass and stop players from doing what they want to do like take keeps/take bo's/kill stragglers/cut off supply lines.
Sadly at the time of this writing 12+ man's on this server isn't happening so da green path is perceived as little value.
Re: Shaman builds, RR, etc.
The debuffs shamans have access too do not stack with BO stat steal or chosen auras or the plethora of single target toughness debuffs destro has access to, what the point? It's just a waste of a GCD. The tactic debuff however stats with everything and is of gigantic value in comparison to any other debuff in the game. I mean realistically I don't think any tactic shaman has is stronger than this one when looking at your group as a whole.
Actually every single buff the shaman brings to the group can be covered by the tanks, the only unique thing they bring being an extra 20% snare from the puddle. At least DoK/RP have unique buffs/rituals and zealot has things like blessing of chaos which boggles my mind how it's considered balanced.
The toughness HoT is nice, but again it doesn't stack with anything it will just overwrite any buff already on your target for about an extra ~100 toughness. The morale pump is another thing but I haven't been able to play around with its since it's locked behind lvl 37, but my hopes aren't too high since it looks like it's gonna take 2 tactic slots up.
Actually every single buff the shaman brings to the group can be covered by the tanks, the only unique thing they bring being an extra 20% snare from the puddle. At least DoK/RP have unique buffs/rituals and zealot has things like blessing of chaos which boggles my mind how it's considered balanced.
The toughness HoT is nice, but again it doesn't stack with anything it will just overwrite any buff already on your target for about an extra ~100 toughness. The morale pump is another thing but I haven't been able to play around with its since it's locked behind lvl 37, but my hopes aren't too high since it looks like it's gonna take 2 tactic slots up.
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
- footpatrol2
- Posts: 1093
Re: Shaman builds, RR, etc.
Please note: The chosen aura's. You have to spec max into them to get the max buff and debuff available. You basically need two Chosen's to get max effect on debuffing and buffing. Do you want to max debuff resist/toughness/str? you have to spec max into these tree's for max effect. You'd have to gut the chosen's build and even then your not max debuffing. This isn't the case with Da green shaman. All the Debuff's are coming at full value. All those Debuff's are done at range for a fairly long duration and stays on their target. If you can stay 30 ft away from the chosen your not debuffing.
The debuff's also with BO's is random. Da green shaman isn't random its specific. So it ensure the target is debuffed. There is value in having the target debuffed prior to engagement. The BO's debuffing requires you to be close and only debuff's targets within 30 ft for a shorter duration 10 sec to the da green shaman 20 sec.
If I build a range Kiting 12 man of goblins with no tanks because my goal isn't to kill you its to make sure you can't do what you want to do. This doesn't need to be pure goblins you just have to be able to do damage while moving.
The range debuff's come in nicely.
I can have 12 AoE snares via Sticky feetz or Morale 2 SH squig goo with the goblin 12 man kiting group. All goblins have options to slot either run away and waz dat behind you to be annoying in ORvR.
Again i'm highly un-traditional. Its not built for SC fights its built to control movement in a ORvR setting.
I don't even want to kill you I want to stop you from attacking a keep/BO taking/Cut off supply lines to warcamp. I'll take advantage of movement screw ups and at range assassinate softies. Since people don't reliably set up HTL groups in competitive play it should be easy to do.
My instant rezes provide my groups robustness.
Why take tanks if your goal is not to seriously engage. If your chasing me good that means your not taking the BO/Keep. I'm trying to string you out and isolate then Single target assist burn you down. You got knockbacks for days with this build.
Its just a different way of looking at the game. All competitive play doesn't have to be 2/2/2.
We can change the game to force it into 2/2/2.
The debuff's also with BO's is random. Da green shaman isn't random its specific. So it ensure the target is debuffed. There is value in having the target debuffed prior to engagement. The BO's debuffing requires you to be close and only debuff's targets within 30 ft for a shorter duration 10 sec to the da green shaman 20 sec.
If I build a range Kiting 12 man of goblins with no tanks because my goal isn't to kill you its to make sure you can't do what you want to do. This doesn't need to be pure goblins you just have to be able to do damage while moving.
The range debuff's come in nicely.
I can have 12 AoE snares via Sticky feetz or Morale 2 SH squig goo with the goblin 12 man kiting group. All goblins have options to slot either run away and waz dat behind you to be annoying in ORvR.
Again i'm highly un-traditional. Its not built for SC fights its built to control movement in a ORvR setting.
I don't even want to kill you I want to stop you from attacking a keep/BO taking/Cut off supply lines to warcamp. I'll take advantage of movement screw ups and at range assassinate softies. Since people don't reliably set up HTL groups in competitive play it should be easy to do.
My instant rezes provide my groups robustness.
Why take tanks if your goal is not to seriously engage. If your chasing me good that means your not taking the BO/Keep. I'm trying to string you out and isolate then Single target assist burn you down. You got knockbacks for days with this build.
Its just a different way of looking at the game. All competitive play doesn't have to be 2/2/2.
We can change the game to force it into 2/2/2.
- footpatrol2
- Posts: 1093
Re: Shaman builds, RR, etc.
Sorry for this double post.
If you run Look at what I did tactic and Gork i'll fix it tactic in a double healy sham group. I know crazy but whatever. Is it worth it? This is with the idea of 4 tactic slots.
I think you can feed AP to like a tank doing HTL so the tank constantly keeps up HTL up. In addition you can also feed AP hungry classes like the squig herder and I assume choppa? How bad is it on da stabbin path for AP? You could also feed a BO Ap using you can't hit me which could be good if he has his racial morale 3 loaded.
I did some light testing with the "your not so bad" ability you can't SPAM gork'll fix it but you can nearly spam it with out running out of AP if you constantly use "your not so bad" every time it is available.
If you run Look at what I did tactic and Gork i'll fix it tactic in a double healy sham group. I know crazy but whatever. Is it worth it? This is with the idea of 4 tactic slots.
I think you can feed AP to like a tank doing HTL so the tank constantly keeps up HTL up. In addition you can also feed AP hungry classes like the squig herder and I assume choppa? How bad is it on da stabbin path for AP? You could also feed a BO Ap using you can't hit me which could be good if he has his racial morale 3 loaded.
I did some light testing with the "your not so bad" ability you can't SPAM gork'll fix it but you can nearly spam it with out running out of AP if you constantly use "your not so bad" every time it is available.
- roadkillrobin
- Posts: 2773
Re: Shaman builds, RR, etc.
Gork Fixed it got a hard keeping people up in full healing spec. The debuffs are just to bad in Green. They cover stats that has very little impact on the combat. If Toughness debuff was Initiative and str/bs/int debuff was flat 10% dmg reduction it would been a completly different thing. 120 power debuff is something like an averege of 5% dmg and against AoEs like 3% its not worth the ap or GCD. As you can get it passivly from other classes.

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Re: Shaman builds, RR, etc.
I use those debuffs to cover things I don't want cleansed. They're cheap.
Re: Shaman builds, RR, etc.
Path of da Green is mostly useless - some says that it was designed as buff/debuff tree, but i think its more 1v1 tree. So there is little to none grp utility here.
Gorrgfang da Shaman & Gokrok da Black Orc
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