- Stone isn't quite so uber powerful on wraithforms anymore.
On high level encounters my pet sucks since his ac isn't high enough to dodge hits so he just gets beat down like stone doesn't even exist.
From my perspective, shamans are almost back to where they were in toril.
1) my primary use is to gheal only.
2) spirit walk/scry remains is mostly used on newbie cr's. rarely used for zones. more of a convient spell.
3) ancestral fury is failable and is equivalent damage to a cloud.
4) lvl 31 invokers can probably outdamage me.
5) my stone lasts for 8 hits. on high level mobs that's 3 rounds
6) hexing one mob in a high level zone doesn't do much when it's about to die (15 people are on it). rarely lands on demons b/c of MR.
7) Stuns only work on non-demon/wraith/efreeti/dragon mobs. in most zones that's just giants and gith.
8) Since stuns don't stack, illusionists usually beat me to the punch with their faster, more successful, and lower duration stuns.
Can I please have my ancestral shield now?
Yay, nerfed again
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Dalar:
<B> - Stone isn't quite so uber powerful on wraithforms anymore.
On high level encounters my pet sucks since his ac isn't high enough to dodge hits so he just gets beat down like stone doesn't even exist.
From my perspective, shamans are almost back to where they were in toril.
1) my primary use is to gheal only.
2) spirit walk/scry remains is mostly used on newbie cr's. rarely used for zones. more of a convient spell.
3) ancestral fury is failable and is equivalent damage to a cloud.
4) lvl 31 invokers can probably outdamage me.
5) my stone lasts for 8 hits. on high level mobs that's 3 rounds
6) hexing one mob in a high level zone doesn't do much when it's about to die (15 people are on it). rarely lands on demons b/c of MR.
7) Stuns only work on non-demon/wraith/efreeti/dragon mobs. in most zones that's just giants and gith.
8) Since stuns don't stack, illusionists usually beat me to the punch with their faster, more successful, and lower duration stuns.
Can I please have my ancestral shield now?
</B></font><HR></BLOCKQUOTE>
Have you actually tried using the pet yet? It was a bug affecting wraithforms tanking.
<B> - Stone isn't quite so uber powerful on wraithforms anymore.
On high level encounters my pet sucks since his ac isn't high enough to dodge hits so he just gets beat down like stone doesn't even exist.
From my perspective, shamans are almost back to where they were in toril.
1) my primary use is to gheal only.
2) spirit walk/scry remains is mostly used on newbie cr's. rarely used for zones. more of a convient spell.
3) ancestral fury is failable and is equivalent damage to a cloud.
4) lvl 31 invokers can probably outdamage me.
5) my stone lasts for 8 hits. on high level mobs that's 3 rounds
6) hexing one mob in a high level zone doesn't do much when it's about to die (15 people are on it). rarely lands on demons b/c of MR.
7) Stuns only work on non-demon/wraith/efreeti/dragon mobs. in most zones that's just giants and gith.
8) Since stuns don't stack, illusionists usually beat me to the punch with their faster, more successful, and lower duration stuns.
Can I please have my ancestral shield now?
</B></font><HR></BLOCKQUOTE>
Have you actually tried using the pet yet? It was a bug affecting wraithforms tanking.
I actually did quite a lot of testing with fire/air mentals on gate/elites.
Blind/rayed mob, and any decent wraith could tank till i finished casting my 7 offense spells and ordered it to flee. Now wraiths don't last 3 spells, let alone long enough to kill a mob. I could normally keep a pet alive for 2-3 gate/elites and now im using 5+ per mob.
Any mob over 40th seems to just ignore the stone on pets now.
Not sure what the old bug was but this change makes soloing as an elementalist very hard, at least at higher lvls. Enchanters now easily solo gate/elites better then an elementalist.
I do like the new Hp of the wraiths but it doesn't seem to help at all. Pets still die much faster..
-neno
Blind/rayed mob, and any decent wraith could tank till i finished casting my 7 offense spells and ordered it to flee. Now wraiths don't last 3 spells, let alone long enough to kill a mob. I could normally keep a pet alive for 2-3 gate/elites and now im using 5+ per mob.
Any mob over 40th seems to just ignore the stone on pets now.
Not sure what the old bug was but this change makes soloing as an elementalist very hard, at least at higher lvls. Enchanters now easily solo gate/elites better then an elementalist.
I do like the new Hp of the wraiths but it doesn't seem to help at all. Pets still die much faster..
-neno
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
I did some rares in GC last night with a shaman.. with his stones, healing, stuns and offense, we killed all of them. I couldn't have scratched them myself, so shamans are far from 'useless'. They are THE most all-round class.</font><HR></BLOCKQUOTE>
in a small group situation yea they're great b/c u don't have to get extra people. i'm more concerned with 15 man groups.
I did some rares in GC last night with a shaman.. with his stones, healing, stuns and offense, we killed all of them. I couldn't have scratched them myself, so shamans are far from 'useless'. They are THE most all-round class.</font><HR></BLOCKQUOTE>
in a small group situation yea they're great b/c u don't have to get extra people. i'm more concerned with 15 man groups.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Dalar:
in a small group situation yea they're great b/c u don't have to get extra people. i'm more concerned with 15 man groups.</font><HR></BLOCKQUOTE>
Shrug..
You bring enchanters for "scale and globe".
You bring clerics for "full heal and vit"
You bring shamans for "group heal and vit"
What's the problem?
in a small group situation yea they're great b/c u don't have to get extra people. i'm more concerned with 15 man groups.</font><HR></BLOCKQUOTE>
Shrug..
You bring enchanters for "scale and globe".
You bring clerics for "full heal and vit"
You bring shamans for "group heal and vit"
What's the problem?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Dalar:
<B> - Stone isn't quite so uber powerful on wraithforms anymore.
On high level encounters my pet sucks since his ac isn't high enough to dodge hits so he just gets beat down like stone doesn't even exist.
From my perspective, shamans are almost back to where they were in toril.
1) my primary use is to gheal only.
2) spirit walk/scry remains is mostly used on newbie cr's. rarely used for zones. more of a convient spell.
3) ancestral fury is failable and is equivalent damage to a cloud.
4) lvl 31 invokers can probably outdamage me.
5) my stone lasts for 8 hits. on high level mobs that's 3 rounds
6) hexing one mob in a high level zone doesn't do much when it's about to die (15 people are on it). rarely lands on demons b/c of MR.
7) Stuns only work on non-demon/wraith/efreeti/dragon mobs. in most zones that's just giants and gith.
8) Since stuns don't stack, illusionists usually beat me to the punch with their faster, more successful, and lower duration stuns.
Can I please have my ancestral shield now?
</B></font><HR></BLOCKQUOTE>
We used scry remains/spirit walk to CR from the hardest zone in the game recently (clouds) so don't say it's mainly only used for newbie CR's. That would have been one hell of a CR had we not had those spells.
If ancestral fury is equivalent to a cloud, and failable, what's the problem? Cloud is an 8th circle invoker spell and does quite a hefty amount of damage, between 250-450 a shot, I can't see what's wrong with that. You're a shaman, if you can do that kind of damage you should be happy about it because you not only get protection spells, you get healing and I get neither!
Level 31 invokers out damaging you? I doubt it. Level 41 most definitely but this is their purpose.
Stone lasts 3 rounds, just enough for the tanks to rescue the pet off the 5-8 mobs on high level fights. I assume this is how it is intended to work. Nothing wrong with it at all. Enchanters should get a nice bonus with their stones (15+ hits).
Hex should probably be looked at.
Stun isn't meant to work on those mobs, don't see why this is a complaint.
Maladryn
<B> - Stone isn't quite so uber powerful on wraithforms anymore.
On high level encounters my pet sucks since his ac isn't high enough to dodge hits so he just gets beat down like stone doesn't even exist.
From my perspective, shamans are almost back to where they were in toril.
1) my primary use is to gheal only.
2) spirit walk/scry remains is mostly used on newbie cr's. rarely used for zones. more of a convient spell.
3) ancestral fury is failable and is equivalent damage to a cloud.
4) lvl 31 invokers can probably outdamage me.
5) my stone lasts for 8 hits. on high level mobs that's 3 rounds
6) hexing one mob in a high level zone doesn't do much when it's about to die (15 people are on it). rarely lands on demons b/c of MR.
7) Stuns only work on non-demon/wraith/efreeti/dragon mobs. in most zones that's just giants and gith.
8) Since stuns don't stack, illusionists usually beat me to the punch with their faster, more successful, and lower duration stuns.
Can I please have my ancestral shield now?
</B></font><HR></BLOCKQUOTE>
We used scry remains/spirit walk to CR from the hardest zone in the game recently (clouds) so don't say it's mainly only used for newbie CR's. That would have been one hell of a CR had we not had those spells.
If ancestral fury is equivalent to a cloud, and failable, what's the problem? Cloud is an 8th circle invoker spell and does quite a hefty amount of damage, between 250-450 a shot, I can't see what's wrong with that. You're a shaman, if you can do that kind of damage you should be happy about it because you not only get protection spells, you get healing and I get neither!
Level 31 invokers out damaging you? I doubt it. Level 41 most definitely but this is their purpose.
Stone lasts 3 rounds, just enough for the tanks to rescue the pet off the 5-8 mobs on high level fights. I assume this is how it is intended to work. Nothing wrong with it at all. Enchanters should get a nice bonus with their stones (15+ hits).
Hex should probably be looked at.
Stun isn't meant to work on those mobs, don't see why this is a complaint.
Maladryn
Huh? There's a problem with hex?
Pretty much every time two tries are enough to stick, and they make a _huge_ difference for the only time I really care - trying to shadow flux a high mr mob. (Easy with hex, near impossible without. Actually a bit too hard without hex imo...)
Please dont complain about shaman power. They get pretty much everything and have an indispensable high level group function.
Pretty much every time two tries are enough to stick, and they make a _huge_ difference for the only time I really care - trying to shadow flux a high mr mob. (Easy with hex, near impossible without. Actually a bit too hard without hex imo...)
Please dont complain about shaman power. They get pretty much everything and have an indispensable high level group function.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Jegzed:
<B> Shrug..
You bring enchanters for "scale and globe".
You bring clerics for "full heal and vit"
You bring shamans for "group heal and vit"
What's the problem?</B></font><HR></BLOCKQUOTE>
People bring me for my sparkling personality!
Glorishan
<B> Shrug..
You bring enchanters for "scale and globe".
You bring clerics for "full heal and vit"
You bring shamans for "group heal and vit"
What's the problem?</B></font><HR></BLOCKQUOTE>
People bring me for my sparkling personality!
Glorishan
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