Alright, people seem to want shaman to be held back. Why? Probably because they don't really play them. Why? Lots of reasons. It seems that shaman is the only class that has a give/take relationship with spells. Examples include absorb stopping helpful spells, exclude stopping a shaman's area spells, et cetera. Let's review the shaman's skills, shall we?
Rift - this is a shaman's best spell, and arguably their only [really elite] one.
Verdict: Great spell.
Absorb - this is supposed to be a shaman's protection against magic - unfortunately it blocks helpful spells, can be broken with 1 try, and can be broken in safe room.
Verdict: It's barely ok.
Cloak of protection - this is a shaman's protection against damage - it protects about 100-120hp, then breaks. When it breaks, it does not absorb the last bit of damage that broke it.
Verdict: It's ok.
Exclude - stops all area spells related to a shaman. Not only does it stop aggressive spells against a shaman, it stops a shaman from using them as well. It is also severely limited against mobs - how often do you see dragons? It also costs a ton of mana, almost never improves, and can be prac'd to good.
Verdict: Meh.
Make bag/weave - better bags are easy to get. And baskets? LOL
Verdict: Useless.
Harvest - not many zones are plentiful in plants, and it takes a ton of seeds to fill you up. If this was changed to let you harvest the food within a corpse's stomach - then it'd be useful.
Verdict: Useless (as it stands right now).
Soul sense - a shaman's version of detect invis/true seeing? Umm, no. Shaman have to wear a TS amulet - super unfair. Let's hope Tynian changes this (and not the pointless changes Pitt suggested).
Verdict: Sucks as a main detect spell.
Detect magic - self-explanatory. Except because a shaman NEEDS a TS Amulet, it's pointless.
Verdict: Useful if soul sense becomes good. As it stands, meh.
Phosphate - can pink the caster, only good for defense. Even combined with soul sense, this is not a useful spell. It's very easy to get around. Also, can only be cast in natural settings which are not THAT common.
Verdict: Meh.
Dispel evil/good - LOL
Verdict: Useless.
Sanity - this spell can remove fear and confusion which is nice. It's for shaman though so of course there's that give/take thing mentioned - can only be used outside of combat. Still a good spell though overall.
Verdict: Good.
Fear - this is an ok spell. Not THAT useful and rarely lands, but it's not terrible either.
Verdict: It's ok.
Attunement - let's you see the magical properties of a room. Semi-useful because it lets you erase wiz marks and know you've tripped an alarm. Doesn't let you step past the alarm though (which it should - dunno why people are suggesting exclude be the spell that does this).
Verdict: It's ok.
Naturalize - removes the spell properties of a room. This is one of the few spells that are good for a shaman. Sure it means your opponent can cast too, but still solid.
Verdict: Good.
Totems - wow, where to begin. These spam your score and need to ALL be cast (thus super spam). They also have 3 effects each, meaning 1 can be dispelled while the rest remain - in other words, if you have weasel totem cast it says 'weasel totem' 3 times in your score - If your dispel'd, there's a chance only the good 'weasel totem' affect gets removed leaving the 2 bad ones. These should seriously just affect 1 stat each, like strength does for mage.
Verdict: Useless (could be useful with some changes though).
Hailstorm - has to be used outside which is rare. Plus you get a much better spell shortly after.
Verdict: Pointless.
Thunderclap - a strong area spell. This spell kinda makes you not want exclude up because of the way exclude works. Still a good spell though.
Verdict: Good.
Necroport - can portal to random corpses. There's a read about making corpses stay around longer - if this happens, this spell will become useful. There's lots of support, so let's hope so.
Verdict: Meh for now, hopefully decent soon.
Unfetter - good defensive spell. Useful against mages who like to wiz mark you. Especially good since it can be used in safe, so you don't have to fight to remove the wiz marks on you, or to stop them from following you.
Verdict: Very useful right now. If it becomes a combat spell - pretty much defeats the point. I'd go so far as to rate it Meh, if that happens.
Alright, so that sums up shaman pretty well. If I missed any then sorry, I wasn't online looking at practice when I wrote this.
Here's how I see it: shaman always get screwed over with a give/take relationship for their skills - or they just get straight up useless ones to begin with. No other class is like this.
People are complaining because shaman finally got a decent spell in unfetter, and everyone is screaming "UNFAIR!". First of all, I don't think unfetter is unfair. Secondly, I DO think mages have a ton of unfair spells, but they've been around so long that it's just become accepted. Look at the number of classes played - shaman is definitely the least of the 3 main magic classes. There is a reason for this.
Also, people argue that shaman is one dimensional for pk'ing and that's why they're so underplayed - so help change this!! Fixing soul sense, giving taste and locate corpse, and making corpses last longer would be a good start. So is leaving unfetter the way it is.
And finally, the reason we hear so many complaints against shaman and less support is because.. DUN DUN DUN most people play mage or cleric (SURPRISE!!!!). Why? See above.


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