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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:01 pm 
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You very obviously have no idea what you're talking about. Shamans are one of the most well-balanced and potent classes in the game.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:04 pm 
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ObjectivistActivist wrote:
You very obviously have no idea what you're talking about. Shamans are one of the most well-balanced and potent classes in the game.

Then explain how they are not as half as good as compared to anyone else, depending on role?


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:06 pm 
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Sure. You ready for this explanation? It's complicated, and I know you have trouble following long lines of thought, so I'll reduce it to as simple terms as possible. Here goes:

Huneria.

Thanks for coming out.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:27 pm 
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Leave it to OA to give himself as a description and feel that it he's giving enough evidence to convince anyone.

The answer to your question is that your premise couldn't be more wrong. Shamans are just as good as priests at healing (Heal spell + mana pool = healer), just as good if not better than mercs at tanking (GM spirit aura is insanely powerful, and since you now have to choose between the two anyway, SA is the best choice) and actually -better- than necros/hellions at maledicting, given that they can sit on the second rank and maledict/brandish all day without having to worry about BoG or even physical damage since GM spirit aura soaks damage like an MR barb against a Hammer of Light. Shaman also have call lightning, which is sick nasty.

The only thing that keeps shaman from being overpowering is the fact that they can't go on rampages solo against skilled players, because they can't bash and have no way to keep someone from targeting someone else or just fleeing/recalling.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:34 pm 
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Joined: Mon Sep 16, 2002 4:06 am
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Location: Murfreesboro/Cookeville, Tennessee
Shamans are hardly stat heavy, especially now that you can enchant for stats. There have been so many successful shamans that were either tanks, heal/malediction inflicters, or a combo of both.

They have the same healing capability of priests, minus mass healing, so I hardly see how that makes them "mediocre at healing." Especially when they have comparable mana trains.
They have all the maledictions that necromancer/hellions have minus feeblemind, with a good art pool. Not sure how that qualifies as mediocre at maledictions.
They have spirit aura(Which is insanely powerful as a defensive tool) and sanctuary to tank, while reducing the capability of people hitting them with their maledictions, not to mention spirit horde to knock prone, and healing capability to heal themselves. If they have to quaff heal, then they can just brew them back up, unlike others who have to make someone else do it.

Shamans fill a wide variety of slots and do so extremely well.

[Edit] The only conceivable way I can think that they would be "mediocre" at any of the three is if you were trying to be all three at once by putting stats into hp trains, mana trains, art trains, -and- all the attribute stats. At the very least, you can probably do two roles and excel, but you're just not going to be able to do all three at the same time with the same efficiency.


Last edited by Dralan on Sun Jan 27, 2013 2:40 pm, edited 1 time in total.

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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:38 pm 
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Okay, Edoras, thanks for the explanation. My issue with them being healers is that there are times where you need to mass heal and they can't do that. As a tank, I know they are good but they are a lump of clay. You might not be able to kill them but they don't do anything either. I have never even heard of a merc dieing to a shaman 1v1. In terms of maledicting, poison's str debuff is pretty decent now. Then again, you are right they don't have to worry about BoG and ranged attacks, or reaching attacks for that matter, won't hurt them. Okay, thanks.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 3:02 pm 
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Was spirit horde that effective or what? Those two were missing up a storm every round.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 3:04 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Sprite + stance defensive + armor + prone.


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 Post subject: Re: Spell idea: enervation
PostPosted: Mon Jan 28, 2013 9:56 pm 
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ObjectivistActivist wrote:
Sprite + stance defensive + armor + prone.


With all the accuracy buffs you can get these days...


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 Post subject: Re: Spell idea: enervation
PostPosted: Tue Jan 29, 2013 4:31 am 
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ninja_ardith wrote:
ObjectivistActivist wrote:
Sprite + stance defensive + armor + prone.


With all the accuracy buffs you can get these days...



Yeah, I don't disagree that it would be a lot harder to be as badass these days, but it should be possible to get close.


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