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Should Shamans get a little tweak to urge them back into the Pbase?
Poll ended at Sun Sep 07, 2008 9:08 pm
Yes! I miss getting Voodoo'd and wish there was incentive for people to kill me with them! 41%  41%  [ 15 ]
No! Shamans were always overpowered, and I'm glad they are going extinct of natural causes. 14%  14%  [ 5 ]
I only came here so I could vote for something and feel like I have a hand in the games destiny! 16%  16%  [ 6 ]
Shamans are just fine. 30%  30%  [ 11 ]
Total votes : 37
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PostPosted: Wed Sep 03, 2008 1:37 pm 
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Salandarin wrote:
I've argued extensively against the existence of voodoo in the past, and in that same thread, many viable suggestions for good replacement/supplemental spells came up in that thread.

My personal favorite: a global scrying spell, possibly with maledictions attached. Provided current scrying methods within the game are weakened or removed, this would really give shaman a powerful tool - not just for PK, but for RP as well.


Echoing Salandarin's suggestions here, please remove and give shaman a different skill than voodoo. Currently voodoo without a doll on a non-magic resistant target up to hellion hitpoints is instant kill. This is so incredibly overpowered beyond reason.

Vulnerability to gate does not prevent simple setups such as ambushes after a voodoo kill. Not to mention all the guard NPCs. Spells like offensive summoning gets nurfed and this doesn't? :O


Suggested tweaks to voodoo, please read:

1. Remove voodoo spell and implement farsight or equivalent. Farsight gives shaman a snapshot of the room the victim is in plus possibly faerie fire. Or,

2. Create neutral spirit mounds in the wilderness with no interference of law or law enforcers. Shamans who wish to voodoo must come to this place. Or,

3. Shamans must goto portal stones to voodoo. (Finney)

4. Quick solution, drastically reduce the damage voodoo spell can do, and please for the sake of all things that is good implement something that prevents double voodoo.

5. Last solution, when all of the above are no go, we wait for Dark-Avenger to make a super voodoo cannon to prove that it is extremely overpowered. GG.


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PostPosted: Wed Sep 03, 2008 1:47 pm 
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Heh. There is double bstab and cleave.

Both of which are just as bad as voodoo. If you are going to wimp voodoo, wimp them too.


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PostPosted: Wed Sep 03, 2008 2:07 pm 
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mundufisen wrote:
Heh. There is double bstab and cleave.

Both of which are just as bad as voodoo. If you are going to wimp voodoo, wimp them too.


You're right, often times with my rogues and hellions I have back stabbed and cleaved from the other side of the map.

Also, no one has ever dodge or shield blocked any of my back stabs or cleaves either. The three abilities are basically all the same.


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PostPosted: Wed Sep 03, 2008 2:21 pm 
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For a single voodoo to be deadly, there are many requirements needed. And as someone has to prepare for a single good voodoo, someone can prepare and survive the voodoo(sanc/SA/protection etc). Worst case scenario is if someone has all those +10 mental energy mods, kill him and take them away.

It's only on the multi-voodoo that it gets totally OP and [REDACTED], because 2-3 totally naked shamans with nothing to lose really just gather up and spam voodoo. If they die, they get a rez and continue. And if they stack up so much SD, they just wait it out.


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PostPosted: Wed Sep 03, 2008 5:23 pm 
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Voodoo isn't fun, and Shamans IMO aren't really unique enough.

As I've said before, I'd like to see spirit aura get a fairly huge buff, be able to be cast on pantheists, remove sanctuary, remove voodoo, add some sort of spirit walk type ability, allow spirit horde to start combat, give them enhanced damage. Replace spirit doll with create totem, which would allow the shaman to make a symbol object that gave a few bonuses just like the current religion symbols. Bear/Hawk/Snake/ETC.

They gain a bit of utility and they definately become a bit more like tribal battle priests.


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PostPosted: Wed Sep 03, 2008 6:12 pm 
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My only complaint with shamans is that voodoo is such a huge part of the class. Malediction-shamans and tank-shamans almost feel pointless at higher levels. Maybe this is a chance for customization?

Malediction shamans could use a way to lower resistance to their relatively minor spells (blind/curse/slow/weaken). Their voodoo option might lower resistance to just these spells, while still having a chance to inflict a broad range of maledictions. Damage would be eliminated, along with the shaman's immobility and mana drain.

Tank shamans would be better off without a voodoo spell, and instead get enhanced damage and a bonus to spirit horde. Spirit horde consumes a ton of mana, and the knockdown effect could be stronger.


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PostPosted: Thu Sep 04, 2008 12:39 am 
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Not every class has to be able to solo kill. For me shamans and bards are the classes with the most fun. They may be support classes but they can help a party with more ways than any other class can. The shamans can either add extra dmg with call lightning if the party doesn't have enough warriors, or heal the warriors if there is no priest or weaken the opposite party if the shaman's group has both firepower and a priest, while keeping all his allies armored/blessed. Add the sleep and staves and you can see how strong they are. They don't need track which doesn't make sense anyway.

As for the voodoo I think I agree with DA. I wouldn't mind to be killed by one well prepared shaman. But if it is true and two naked gnomes can kill a warrior from the other part of Pyrathia then maybe a timer is needed.

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Replace spirit doll with create totem, which would allow the shaman to make a symbol object that gave a few bonuses just like the current religion symbols. Bear/Hawk/Snake/ETC.


I don't agree with this. The shamans are supposed to have a bond with one totem/animal. They shouldn't be able to create any totem they want any time. If I understood wrong and you mean that they can only make one of them then it is a nerf for them since they can get all kind of buffs with a doll.

If I wanted to make them stronger I would give them enhanced dmg and I would make spirit aura vials useless for everyone but shamans. Good luck to any warrior who will try to kill a sanced/armored/blessed shaman with spirit aura after the latest weapon changes. Spirit aura and spirit horde will finish him slowly and painfully.


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PostPosted: Thu Sep 04, 2008 1:48 am 
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What shamans need is some kind of lower level damage spell as well. I want to cry when all I do is auto attack, one hit at a time, and watch all the NPCs hits deflect off my leather gear. A spell that would be along the lines of cause light in damage or cause serious would be extremely helpful in leveling.

Flamestrike is nice, but we don't have anything at all before journeyman, which makes it REALLY slow. What I would like to see is SA moved down a few ranks, and have it scale up in damage with level. I'd be happy with that or a new spell.


Last edited by fridgeraider on Thu Sep 04, 2008 1:54 am, edited 1 time in total.

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PostPosted: Thu Sep 04, 2008 1:53 am 
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fridgeraider wrote:
What shamans need is some kind of lower level damage spell as well. I want to cry when all I do is auto attack, one hit at a time, and watch all the NPCs hits deflect off my leather gear. A spell that would be along the lines of cause light in damage or cause serious would be extremely helpful in leveling.

Flamestrike is nice, but we don't have anything at all before journeyman, which makes it REALLY slow.


I'd give them that. As stated before, shamans' main problem is leveling. This would help.


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PostPosted: Thu Sep 04, 2008 1:57 am 
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Ya, their leveling sucks. It's really bad when all I do is type "kill <target>" then come on to the forums and type up a responce to something, and pay no attention to the game in the mean time because I know I got the time to kill.

Unless you are a griffon with the extra attack, you're kinda in for a long haul.


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