Recent Topics

Ads

Shaman builds, RR, etc.

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
Forum rules
Before posting in this forum, please read the Terms of Use.

Optional: Start your topic title with your class in brackets (e.g., [Shaman]). It helps others find your post faster.
User avatar
Nekkma
Posts: 771

Re: Shaman builds, RR, etc.

Post#61 » Thu Mar 24, 2016 12:43 pm

Jaycub wrote: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.
Realistically, the shaman is going to get focused first unless your group brings a rdps. Every single 6vs6 I paticipated in on live was the same. Basically you spent the entire fight kiting the enemy meleetrain and mostly only healed yourself. If the enemy was good you had little room to use gcds and ap on anything but surviving. Roaming in orvr was pretty much the same.

In general, my experience is that if you have the time and ap to use your debuffs (with the exception of ap drain) you are already winning the fight. Against an equal or better oponent my experience is that constant healing is required.
Nekkma / Hjortron
Zatakk
Smultron

Ads
User avatar
roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#62 » Thu Mar 24, 2016 3:13 pm

Ghostweed wrote: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.
It was very different at launch, it was a dps and buff/debuff mastery thats later on was changed to focus on lifetaps. Neither really caught on.
Image

User avatar
Nameless
Posts: 1419

Re: Shaman builds, RR, etc.

Post#63 » Thu Mar 24, 2016 4:57 pm

Nekkma wrote:
Jaycub wrote: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.
Realistically, the shaman is going to get focused first unless your group brings a rdps. Every single 6vs6 I paticipated in on live was the same. Basically you spent the entire fight kiting the enemy meleetrain and mostly only healed yourself. If the enemy was good you had little room to use gcds and ap on anything but surviving. Roaming in orvr was pretty much the same.

In general, my experience is that if you have the time and ap to use your debuffs (with the exception of ap drain) you are already winning the fight. Against an equal or better oponent my experience is that constant healing is required.
my experience from 6v6 fights was totaly different since the shaman is much more harder to catch and kill, so the other healer was priority to focus, then try to interupt the shaman from ressing /which is hard due insta ress/. Focusing shaman at small scale is quite wrong way to do

about debuffing i agree but that is connected with the time and cd waste for keeping your hots up. DSU being 9 sec and cost 40 ap make it pretty hard to do whatever else when not casting the core direct heals

ps just to add that steeky feets was originaly 13 points into the green tree \with 1 sec cast time\, so the tree wasnt so useless before the rework
Mostly harmless

K8P & Norn - guild Orz

User avatar
roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#64 » Thu Mar 24, 2016 7:02 pm

Alot of stuff were different for the Shaman at release. I remember spamming some AoE attack
I think the one that got replaced with I'll take That and instant cast grouphealing.
They had some Intelect debuff dot called getting Smarter. A selfpunt wich increased their survivabillity alot. The class has been pretty much shredded and is at the point were it is now, close to unplayeble with no class synnergy and very little synnergy with other classes.
Image

User avatar
Nameless
Posts: 1419

Re: Shaman builds, RR, etc.

Post#65 » Thu Mar 24, 2016 7:10 pm

roadkillrobin wrote: no class synnergy and very little synnergy with other classes.
yea that is the sad truth. Still would not call shamans unplayable but far from optimal
Mostly harmless

K8P & Norn - guild Orz

User avatar
footpatrol2
Posts: 1093

Re: Shaman builds, RR, etc.

Post#66 » Thu Mar 24, 2016 7:13 pm

I remember the self punt. It was AMAZing because it was random. It was hilarious to use. Rarely would you launch yourself into a melee train but it was possible. Like 90% of the time the self punt was beneficial.

I remember the argument at the time coming from the competitive community was the shaman was too hard to catch and some shaman's even argued that since it was a random self punt it wasn't competitive. Then they changed EEeeek to how it is now. Eeek now shares immunity timers because its a knockback so... sucks.

Opinion
I don't like these long immunity timers or the renown thing you can buy to be even more immune.

User avatar
Nameless
Posts: 1419

Re: Shaman builds, RR, etc.

Post#67 » Thu Mar 24, 2016 7:21 pm

my favourite from old eek was jumping from the bridge at dragonwake, eek myself so selfpunt and not take damage from falling while all other that jump to catch me die... Funny, but yea too random and not practical for comptetative game. If the selfpunt was like SH/SW ones it would be usefull but the random factor ruined it
Mostly harmless

K8P & Norn - guild Orz

User avatar
roadkillrobin
Posts: 2773

Re: Shaman builds, RR, etc.

Post#68 » Thu Mar 24, 2016 7:35 pm

Nameless wrote:
roadkillrobin wrote: no class synnergy and very little synnergy with other classes.
yea that is the sad truth. Still would not call shamans unplayable but far from optimal
Well you have to compare it to the other options availble. And it's massivly subpar to the other options. Wich makes it pretty much unplayeble as it brings nothing the other ones doesn't do better. Zealot is a better kite healer and DoK wich have massivly better survivabillity, better cast time, better resource management and also a pretty good kite healer if it needs to be. Both are also better grouphealers. Shaman atm is nothing more then playing the game in hard mode for healers who getting tired at playing Zealots or DoK. Atleast thats how i look at it. And i have both a 35 DoK and a 35 Zealot btw.
Image

Ads
User avatar
Nameless
Posts: 1419

Re: Shaman builds, RR, etc.

Post#69 » Thu Mar 24, 2016 9:37 pm

currently - yes. But at lvl 40 rr80 and sov shamans become much more usefull for 6v6 scale and exell above the zealot
Mostly harmless

K8P & Norn - guild Orz

User avatar
Jaycub
Posts: 3130

Re: Shaman builds, RR, etc.

Post#70 » Thu Mar 24, 2016 9:57 pm

25% increased healing tactic for your target that zealots get will mean they are always going to be better than shamans in their current state no matter what gear they have :^)

It's equiv in str to like 2 tactics and it effects the other healer in your party as well.
<Lords of the Locker Room> <Old School>

Who is online

Users browsing this forum: No registered users and 1 guest