Shaman Info
Overview: The Shaman is the primary buffing class and secondary healer in Midgard. However, unlike their Albion and Hibernia counterparts, the Shaman carries all of the Clerical/Hybrid-Clerical Class weaknesses. The Shaman Class is very versatile and at the same time can have minimal impact on the outcome of any battle. While most of the Shaman Class best attributes are passive we can become an annoyance to enemies when specializing in Cave. Therefore, the usual question of what is the "best" specialization, or race, or play style are all answered in the same way: What kind of Shaman do you want to be? 
 

I. CHARACTER CREATION 
I.a. Origins of the Shaman? 
I.b. What race makes the best Shaman? 
I.c. Cons and Pros of Shaman Races? 
I.d. How should I spend my ability points? 
I.e. How does +DEX affect casting speed? 
I.f. How does +PIE affect Shaman? 
I.g. VIII.j. How does piety convert into power? 

II. SPELLS 
II.a. What do the various spell lines do? 
II.b. How should I spec my character (what template should I shoot for?) 
II.c. What effect does specialization level have on spells? 
II.d. What's up with bolts and being "blocked by an attacker?" 
II.e. How do resists work? 
II.f. What damage types can I cast? 
II.g. Do Shaman DoT's stack? 
II.h. Does my Augmentation Damage Add (such as 'Ultimate Force of the Deep') stack with the Skald damage add song, and why? 
II.i. How does the Shaman Bolt and DD compare to cloth casters? 
II.j. Are the Shaman Bolt and DD spells on a timer? 
II.k. What are the maximum increases to a stat that you can achieve with buffs? 
II.l. Does the Augmentation Acuity buff affect Shaman in any shape or form? 
II.m. What combination of Endurance Regen and Realm Abilities are equivlent to Sprinting without loss of Endurance? 

III. EQUIPMENT 
III.a. How do focus staves work? 
III.b. My armor just turned blue. Should I get new armor? 
III.c. Is it OK for me to use equipment that is purple to me? 
III.d. I have a Weapon (Staff/Hammer) that has Spell Proc. on it. How do I make the Proc. work? 
III.e. I have a Weapon (Staff/Hammer) that has Spell Charges on it. How do I use them & can I recharge them afterwards? 

IV. SOLOING 
IV.a. How should I solo as a Cave/Balanced-specced Shaman? 
IV.b. How should I solo as an Augmentation/Mending-specced Shaman? 

V. GROUPING 
V.a. Why can't I get a group(Cave/Mending Shaman)? 
V.b. Why do I keep dying when I group (aggro management 101)? 
V.c. What do I need to change in a group versus soloing? 

VI. RvR 
VI.a. What's the most important thing to know about RvR? 
VI.b. What can a Shaman do in a keep attack? 
VI.c. What can a Shaman do in a keep defense? 
VI.d. What can a Shaman do in group versus group battles? 
VI.e. What can a Shaman do in large scale battles? 
VI.f. How do I kite an enemy in RvR? 

VII. REALM ABILITIES 
VII.a. What are Realm Abilities & how do I obtain them? 
VII.b. What is 'Ichor of the Deep' and how does it work? 
VII.c. What are the recommended Realm Abilities? and in what order should I get them? 
VII.d. Where can I find a Realm Point Chart with Titles? 

VIII. MISCELLANEOUS 
VIII.a. What is anti-kite code? 
VIII.b. Why does power take so long to regen? 
VIII.c. How do I calculate maximum damage of a spell? 
VIII.d. Will Shaman DoT's stack with both "base" and "spec" spell lines of the Bonedancer? and for that matter does it stack with Shadowblade poisons and DoT effects from weapons? 
VIII.e. What 'Midgard' class has a debuff that will enchance 'Cave Spec' matter type spells? 
VIII.f. Overall Damage Comparison 'Shaman Cave Spec' vs. 'Cleric Smite Spec' vs. 'Druid Nature Spec' 
VIII.g. DoT Damage Comparison 'Shaman' vs. 'Cabalist' vs. 'Mentalist' 
VIII.h. Frigs, how does it work and what are the number values? 
VIII.i. How does +Spec affect spec spells (Cave, Aug, Mend) and what are the caps? 

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I. CHARACTER CREATION 

I.a. Origins of the Shaman? 

 Seer Beginnings - Kobolds and Trolls must start off as Seers upon creation. Once attaining level 5 they have only one option, which is to become a Patron of Ymir. 

 Shaman Profession - Patrons of Ymir, the ancient god whose body comprises the world of Midgard, Shaman are Trollish and Kobold tribal spellcasters who specialize in a variety of healing and combat magic. 
 

I.b. What race makes the best Shaman? 

 Kobold - Mischievous, quick, and small, Kobolds are natural at any task involving feats of dexterity, sneaking, and other Rogue-ish skills. The higher Dexterity of this crafty race comes at the price of their Strength and Constitution (and thus hitpoints). 

 Troll - Huge, strong, and slow, the Troll is one of the largest races in all three Realms. Due to their large size, Trolls have a natural advantage in physical combat. Trolls gain more Strength and Constitution at the cost of Dexterity. 

 Conclusion: Ultimately both races have its cons and pros; evidence shows that at level 50 there is not a significant difference between the two races to make either one a better Shaman. Play what you prefer. 
 

I.c. Cons and Pros of Shaman Races? 

 Kobold - Pros: Slightly faster casting time, and small size makes you harder to target in RvR. Cons: Lower starting strength and constitution results in less hit points at level 50. In general the Kobold race is seen as a soft target and is usually targeted first along with cloth casters. 

 Troll - Pros: High starting strength and constitution results in better hit points at level 50, avatar size makes it easy to see over ramparts and other objects blocking view. Trolls are also easily mistaken for melee types when carrying a 2-H Hammer. Cons: Lower starting dexterity results in a longer casting time. Being a large target in RvR makes it easier for an enemy to target you. 
 

I.d. How should I spend my ability points? 

Start with 10 points each in PIE (which determines your power pool and affects the damage you do with spells) and DEX (which determines casting speed). After that, you have several choices. Remember, though, that putting more than 10 points into a single stat results in diminishing returns; the second 10 points give you 1 higher ability for every 2 points spent. You can: 

 Put 10 points into CON, to get more hitpoints, or 

 Put another 10 points into PIE, to get more POW for spells, or 

 Put another 10 points into DEX, to cast spells faster 

It’s really a matter of preference. I personally chose the CON, because I like the extra HP. 
 

I.e. How does DEX affect casting speed? 

Taken straight from the Camelot Herald Friday Fun - The Grab Bag! 

Q: Would you please give more detail as to how dex affects a caster? For instance, I understand that when I have my dex maxed I will cast 25% faster. How does this work incrementally? 

A: From a dex of 50 to a dex of 250, the formula lets you cast 1% faster for each ten points. From a dex of 250 to the maximum possible (which as you know depends on your starting total), your speed increases 1% for every twenty points. 

By the way, this same explanation works for the quickness stat for weapon users. 

Example: Shaman Bolt – “4” second casting time 

Kobold at creation | (70-50)/10=2.0% | .02*4=.08 | 4-0.08= 3.92 Secs. | 4.00 Sec. - 3.92 Sec. = .08 Sec. faster at creation. 
 

I.f. What about PIE? 

PIE affects Shaman in two instances, one by increasing the overall power pool and secondly by increasing maximum damage. 

Using the above theory on DEX, PIE works in a similar way to calculate damage for all mage type classes. 

 DD’s - Every +10 PIE that is greater then 50 but less then or equal to 250 will grant the caster to a 3% increase in damage done. Also, every +20 PIE that is greater then 250 will give you an additional 3% increase in damage done. 

 DoT’s - Every +10 PIE that is greater then 50 but less then or equal to 250 will grant the caster to a +1 Damage increase in per tick. Also, every +20 PIE that is greater then 250 will give you an additional +1 Damage increase in per tick. 

 Bolts - (Not Tested) 
 

I.g. How does piety convert into power? 

 I currently don't have an answer for this question. 

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II. SPELLS 

II.a. What do the various spell lines do? 

All specialization lines come with Base spells and Spec spells. As your character levels, Base spells are earned upon attaining the required level to use that spell. However, Spec spells are attained by using specialization points you recieve and choosing career path you would like to take for your character and what you will contribute to the realm in the form of damage, healing or augmentation. 

 Augmentation Spell Lists: Base List | Spec List 

 Mending Spell Lists: Base List | Spec List 

 Cave Spell Lists: Base List | Spec List 
 

II.b. How should I spec my character (what template should I shoot for?) 

 Cave Specs 
 41 Cave | 32 Aug | 14 Mend "Popular" Spec 
 41 Cave | 27 Mend | 22 Aug "Hergeir" Spec 
 41 Cave | 31 Aug | 16 Mend "Pre-End Regen" Spec 
 41 Cave | 27 Aug | 21 Mend "CrankyPG" Spec 
 46 Cave | 22 Mend | 17 Aug "Sporsmalfaru" Spec 
 46 Cave | 28 Aug | 4 Mend "Kazgyr" Spec 
 46 Cave | 25 Aug | 13 Mend "Rhyder" Spec 
 46 Cave | 23 Aug | 16 Mend 
 47 Cave | 22 Aug | 14 Mend 
 47 Cave | 23 Aug | 13 Mend "Gorbag" Spec 
 46 Cave | 22 Mend | 17 Aug "Gragnl" Spec 
 46 Cave | 27 Mend | 8 Aug 
 46 Cave | 26 Mend | 10 Aug 
 44 Cave | 22 Mend | 22 Aug "Type 1 Plevel" Spec 
 37 Cave | 32 Aug | 22 Mend "Llaama" Spec 
 37 Cave | 33 Aug | 21 Mend "Taysha" Spec 

 Aug Spec 
 48 Aug | 24 Mend | 6 Cave "Popular" "Buff Bot #1" Spec 
 48 Aug | 17 Mend | 17 Cave "Buff Bot #2" 
 47 Aug | 26 Mend | 5 Cave "Type 2 Plevel" 
 42 Aug | 33 Mend | 7 Cave 
 42 Aug | 27 Cave | 20 Mend 
 42 Aug | 29 Cave | 17 Mend 
 38 Aug | 36 Cave | 12 Mend 
 38 Aug | 27 Cave | 27 Mend "Klackk" Spec 
 38 Aug | 35 Mend | 15 cave 
 37 Aug | 29 Cave | 26 Mend 
 37 Aug | 36 Cave | 15 Mend "Dawgg" Spec 

 Mend Spec 
 46 Mend | 28 Aug | 4 Cave "Type 3 Plevel" 
 46 Mend | 27 Cave | 8 Aug 

 Balanced Spec 
 36 Cave | 28 Aug | 28 Mend 
 36 Cave | 35 Mend | 19 Aug "Carne" Spec 
 36 Cave | 32 Aug | 24 Mend 
 33 Cave | 32 Aug | 28 Mend "Faeryll" Spec 
 35 Mend | 32 Aug | 25 Cave "Teeni" Spec 
 33 Mend | 32 Aug | 28 Cave 
 35 Cave | 32 Aug | 25 Mend "Mabak" Spec 
 38 Mend | 38 Aug | 1 Cave "Dutch" Spec 

The 'Popular' spec is popular because it builds on the strengths of the Shaman class but it should be stressed that any of these Specs can succeed. It’s a matter of how you want to play your character. 
 

II.c. What effect does specialization level have on base spells? 

Specializing in a spell line has two effects. Most obvious is that it grants you access to the spells in that specialization. You will get new, more powerful versions of each spell as you add spec levels. 

Specialization also affects the damage done by your "base" spells (the ones you get just by gaining experience levels). Here's how it works: 

 If you don't put any points into a specialization, then base spells in that specialization will vary wildly in damage, doing 25-125% of their nominal, or listed damage. 

 Putting points into a specialization will gradually raise the "damage floor." this means that, if you specialize to 2/3 your character's level, base spells will do 75-125% of their nominal damage. 

 Specialization points above 2/3 your character level will increase both the floor and ceiling on damage. A fully specced character (one with specialization equal to character level) will do 100-150% of nominal damage with spells. 

 Specializing above your character level will continue to increase the damage floor, but you will see diminishing returns. 

 Note that skill points from items (for example, a ring that gives +1 Darkness) count in the damage calculations, but they do not give you access to higher level spells. 

 Also, specialization-only spells will always start out at 100% spec level, because you have to specialize to have access to those spells in the first place. 
 

II.d. What's up with bolts and being "blocked by an attacker?" 

Bolts have a long range and do a lot of damage. The downside is that they have a long casting time, a 20-second timer, and can be blocked either by a target wielding a shield, or because a target is engaged in melee combat. 

The latter is cause for much annoyance to runemasters, because the definition of being "engaged in melee combat" doesn't seem to make sense at all. When you solo, bolts will never be blocked in this manner. But when grouped, a bolt can be blocked by a healer stun spell, a debuff, an archer's arrow, or...nothing at all. 

This has been a problem since day 1, despite repeated promises and attempts to fix it. Feel free to complain about this to Mythic, if it makes you feel better. Otherwise, just don't use bolts while grouped. 
 

II.e. How do resists work? 

There are actually two factors at play when talking about resists. The first, when a target "resists the effect," is referred to by Mythic as the "chance of a spell landing." That is, there is a chance that a spell will fail to affect the target at all. This is based on a comparison of your level to that of the target, with a few modifiers. 

When you cast a spell on a target of equal level, there is about a 7 in 8 chance that the spell will land. The lower the target, the better chance you have to hit, such that a spell will always land on a gray con target. Orange, red and purple con targets will be more difficult. 

There is a modifier that improves the chance of a spell landing for each player who is attacking a target. There has never been a formula published for this modifier, but most people do see a difference if they cast a spell once melee types are engaged in combat with the target. 

OK, that's one kind of resist. The second (the one that Mythic calls resists) is the bonus or penalty that a creature gets against a particular damage type. This can be affected by innate racial bonuses, by armor type, by items, by debuffs and by buff spells. It is important to note that these bonuses have no effect whatsoever on the chance of a spell landing; they affect only the damage or duration of a spell that lands. 

So, let's sum this up. Say there is a monster that is the same level as you, and that has a 10% resistance to matter. You will have a 7 in 8 chance of landing your Cave based DD spell. When it lands you will see a message stating that you hit for 90 (-10) damage. That (-10) means that the spell would have hit for 100 points, but the 10% matter resistance on the monster knocked your net damage down to 90. 
 

II.f. What damage types can I cast? 

This information is now available in the delve information for each spell. In a nutshell: 

 Cave spells are Matter based damage with one exception being the base DoT delves as Body based damage. 
 

II.g. Do Shaman DoT's stack? 

Unlike cloth casters Shaman base and spec DoT's do not stack with each other. Shaman DoT's will overwrite each other only if the same or another Shaman lands a higher damage DoT per tick, otherwise you get a message "Target already has this effect!" All realms DoT spell casters tick 6 times over 24 seconds. 
 

II.h. Does my Augmentation damage add spell (such as 'Ultimate Force of the Deep') stack with the Skald damage add song? and why? 

No, currently the formula for damage add staking is take the dps value of the "buff" and half the "chant" which means the Skalds song which is more powerful will be half of what it would be if it were not stacked. If your damage add spell does not add more than half of what the Skald song adds (when not stacked) then it is not worth casting yours when you have a Skald in your group. As a general rule, you will only want to cast damage add when no Skald is grouped. 
 

II.i. How does the Shaman Bolt and DD compare to cloth casters? 

Shaman Cave spec Bolt and DD function exactly like cloth casters similar spells. However, since Shaman are not a cloth caster both spells lack "two" things. First of all, the Bolt and DD spells lack the ability to hit a target with critical damage; what you see is what you get. Secondly, the Bolt and DD spells lack a higher specialization version of the spell (Shaman recieve their last Bolt and DD at 41 Cave Spec) that are commonly recieved by cloth caster classes @ or around 46-50 Spec., which results in less damage done. 
 

II.j. Are the Shaman Bolt and DD spells on a timer? 

Yes, both the Bolt and the DD are on two seperate 20 Sec. timers. 
 

II.k. What are the maximum increases to a stat that you can achieve with buffs? 

Single stat buffs can increase your desired stat (STR, CON, DEX) up to +50, Double stat buffs can increase your desired stat (STR, CON, DEX) up to +75. 
 

II.l. Does the Augmentation Acuity buff affect Shaman in any shape or form? 

Yes, in its highest form (Cave Spec 'Vision of the Deep') will cost a Shaman 15 concentration points. Stat bonuses (+INT or +PIE) from Acuity Buffs only affect cloth casters! Casting an acuity buff on your Shaman will result in "-15 conc points" and a "0" stat increase to your Piety. 
 

II.m. What combination of Endurance Regen and Realm Abilities are equivlent to Sprinting without loss of Endurance? 

 End Regen 4 + Long Wind 1 
 End Regen 3 + Long Wind 2 
 End Regen 2 + Long Wind 3 
 End Regen 1 + Long Wind 4 

Note: Endurance Regen is on a 10 Min. Timer so sprinting with any of these combinations makes you 'Longwinded' for 10 Mins. until spell is recasted. 'Perma-Sprint' can only be attained with Long Wind 5 Realm Ability. 

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III. EQUIPMENT 

III.a. How do focus staves work? 

Focus staves reduce the amount of mana it takes to cast a spell. If you "delve" for information on a spell (right-click on the spell icon, and then hit shift-I), you will see a power cost listed. That cost is affected by use of a focus staff as follows: 

 If you have no focus staff, or a staff with no focus in the specialization of the spell being cast, then power cost will be 120% of the delve information 

 If you wield a staff with any focus levels in the specialization of the spell being cast, then power cost will be 100% of the delve information 

 If the spell being cast is at or below the "focus levels" provided by the staff, then power cost is 90% of the delve information. 

There has been some discussion in the past about changing the way focus items work, such as making it a sliding scale. This has not yet been implemented. 

Special Note: Currently there are no "Focus Staffs" for healing classes. I am leaving this information in because it is good to know how it works and also for hope in the future that Mythic will make this available to all Healing Classes. 
 

III.b. My armor just turned blue. Should I get new armor? 

One advantage of playing a healing type of class is that we rarely solo. Being able to get into a group no matter the spec., Shaman are not required to maintain their equipment. However, if you do a lot of soloing be ready to make hefty investments in your armor and weapon(s). Soloing Shaman will need to keep their armor preferably yellow con or higher but in an economic stand point this is not possible unless you have funds to keep this up. You don't have to buy new armor just because your current stuff turned blue, because the AF on a piece of armor is secondary to the stat bonuses or resists that it provides. This is not to say that AF is irrelevant; only that it should be secondary to the other bonuses that an item provides. 

So, don't replace armor just because it turns blue. Balance the stat bonuses, skill bonuses and resist bonuses on the piece of armor against the AF it provides. Most armor should be replaced once it turns green, and sometimes you will have to replace a blue-con item. But it's not nearly as imperative to keep your AF up there as it is for melee classes. 
 

III.c. Is it OK for me to use equipment that is purple to me? 

Purple-con equipment (items that are way above your character's level) can be very useful to a Shaman. The benefit to using higher-level items is that they will usually have better stat bonuses. 

The only downside to high-level items is that they wear out more quickly. For Shaman a Hammer and/or staff will wear out based on how many times you swing it in battle. Armor, however, only seems to have a chance of losing CON when you are attacked in melee. There is also a point at which an item is too high a level for you to see any benefit. If this happens, you will see a message when you equip the item, saying, "The magic of the SuchandSuch fails to affect you!" 

Higher-level items are thus generally a Good Thing for Shaman who don't solo very much. 
 

III.d. I have a Weapon (Staff/Hammer) that has Spell Proc. on it. How do I make the Proc. work? 

First of all the weapon has to be yellow to you (i.e. the same level) for it to work. Check this by delving on the staff (right-click the staff and hit shift-I) and checking the level requirement. Then you have to Melee with the weapon & the spell will cast randomly. 
 

III.e. I have a Weapon (Staff/Hammer) that has Spell Charges on it. How do I use them & can I recharge them afterwards? 

Follow these steps to use any charged item. 

 #1 - You first need to find out what your 'Use' key is set to. Do this by typing /keyboard. It defaults to ‘E’. 

 #2 - Equip the item in the appropriate slot. It won’t work from your inventory; you have to wield it or wear it. 

 #3 - Place a copy of the Icon for your Weapon on your Hotkey Bar. 

 #4 - Now whenever you want to use a charged item press the 'Use' Key & then the Hotkey Button of your weapon & you will use a charge. 

This applies to any charged Item. 

You can only use a charged item once every 2 minutes. If you switch charged items (for example, if you equip a different charge staff), the 2-minute timer still applies. So, don’t go into a battle thinking you will chain insta-cast with your bag full of charged staves. 

Charged Items can be recharged at a 'Recharger' NPC. There are several of these NPC's around Midgard, such as in Jorheim at Gna Faste. Recharging items is not cheap so make sure you have plenty of money; staff charges cost anywhere from 10-50 gp. 

A Spellcrafter tradesman will eventually be able to recharge items via his tradeskill. 

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IV. SOLOING 

It is imperative that you buff yourself before venturing out on your own. These can mean the difference between life and death for you. Getting your spells off is critical to your taking down a yellow. If your Cave spec is high enough and you have the appropriate bonuses to hit/resist, this is possible. When you are jumped, this can be detrimental to your survival so keep an every watchful eye on where you are and your surroundings. Knowing the pathing of mobs is helpful though not something you need to study and memorize. 
 

IV.a. How should I solo as a Cave/Balanced-specced Shaman? 

Here are a few suggestions on how to solo as a Shaman. While Method #1 may produce the most damage it may not be the most efficient in overall effectiveness when comparing downtime for mana to regen. 

Method #1 
 #1 - Move to maximum bolt range (1875) and Cast Bolt 
 #2 - Cast Root 
 #3 - Cast Disease 
 #4 - Wait for Bolt timer to reset/Run to maximum bolt range 
 #5 - Cast Frigs on yourself 
 #6 - Cast Bolt 
 #7 - DoT 
 #7 - DoT again if time 
 #8 - Melee target to death 

Method #2 
 #1 - Move to maximum bolt range (1875) and Cast Bolt 
 #2 - Cast Root 
 #3 - Cast Frigs 
 #4 - Cast DoT 
 #5 - Cast DD 
 #6 - PBAE Disease 
 #7 - Melee target to death 

Method #3 
 #1 - Move to maximum bolt range (1875) and Cast Bolt 
 #2 - Cast DoT 
 #3 - Cast DD 
 #2 - PBAE Disease 
 #3 - Melee target to death 

Method #4 
 #1 - Move to maximum bolt range (1875) and Cast Bolt 
 #2 - Cast DD 
 #3 - Cast Root 
 #2 - Cast Disease 
 #2 - Cast Frigs 
 #2 - Cast DoT 
 #2 - Cast Bolt or DD, time permitting 
 #3 - Melee target to death 

There are many other combinations that work when it comes to soloing. Make sure you pick fights with the right mobs with the least amount of resists. Yellows can definately be done when most of the chain of spells land. I do suggest that you plan an escape route should you need to run from adds and/or bad luck. 
 

IV.b. How should I solo as an Augmentation/Mending-specced Shaman? 

Soloing as an Aug/Mend Shaman is like suicide. You can still pull with your low level Bolt and cast your base DoT. Still, your basically stuck with meleeing your target (with atleast 75% of its life still intact) down with a weapon. I would recommend sticking with a steady flow of blue and green cons. 

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V. GROUPING 

V.a. Why can't I get a group(Cave/Mending Shaman)? 

Ever since Endurance Regeneration was introduced to the Shaman class its been both a Bane and a Blessing. Its negative effects have caused an onslaught of "buff bot" type Shaman to sprawl all over Midgard. Groups would prefer a full Augmentation Shaman over other types. The effect of spell on the realm has turned the bulk of the population ignorant to other skills that a Cave/Mending Shaman can bring to the table. Unfortunately, the only way around this is to "make friends," group frequently and become a known commodity. Just because a Shaman has "no" Endurance Regeneration spell (or Little Augmentation Spec)doesn't mean he can't perform other duties to support and enchance a groups overall performance in PvE and RvR. 
 

V.b. Why do I keep dying when I group (aggro management 101)? 

In a group, you generally want the tanks (warriors, thanes, even skalds) to get the attention of the target before you start nuking. This is because, in a group, you are usually fighting orange, red or purple-con creatures that can squash you like a bug if they get into melee range. It therefore is vital that as a Shaman, do not DoT or DD a target too early in the battle. For most orange or red con targets, 1 DoT will do when target is at 3/4 or less life, and will save your mana for the next encounter. A purple con target may require a combination of DoT's and DD's but do so as a last resort. Remember, the more damage done and/or damage healed by the Shaman that is greater then the damage delt by the tank will result in aggro. To be safe, always make sure your tanks are using a "Taunt Style" every swing in melee combat! 
 

V.c. What do I need to change in a group versus soloing? 

First of all, bolts are still broken for grouping. Unless you are pulling for the group, you should just forget about using bolts -- and even when pulling, it's usually better to pull with a root or disease spell, so that you don't' generate huge aggro or even a Call for Help by doing lots of damage with your first cast. 

Other than that, it's all about aggro management and mana management. You don't want the monsters attacking you, and you don't' want to be the one everybody is waiting for between pulls. Mana regenerates much slower than does the endurance that melee classes use for styles, so just remember do not chain Heals unless absolutely necessary and use Frigs to supplement Healing in a way to cut back on downtime. 

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VI. RvR 

VI.a. What's the most important thing to know about RvR? 

As Midgard's main buffing class its always important to have everyones buffs up and running before you venture out. Timed buffs (Endurance and Resists) should be recasted at every "safe" resting point. That way if your group is ever jumped you will always have fresh buffs up and running and not have to worry about them dispelling mid battle. 

Most Importantly, Keep moving! 

If you stand still, you become a target for assassins. You stay in range of archers and other casters. You can be rushed by melee types. You can be watched by the corpses of your victims. 

Keep moving! 

When you are in a big battle, move (or at least turn a bit) between each spell you cast. When you complete a battle, resurrect your dead and move out of sight of the enemy corpses. When you run down a road zig-zag, jump and just vary your path and movements. Never stand still! 

Keep moving! 

One other thing: KEEP MOVING!! 
 

VI.b. What can a Shaman do in a keep attack? 

Shaman excel at keep attacks this is when we get to use 100% of our abilities! Depending on whether the keep is defended or not basically decides the role you play in the seige. 

First of all, assist with crowd control on spawned guards and patrols surrounding the keep. Secondly, buffs and healing have to do with groups survival. If keep is defended AE DoT keep doors this helps preventing someone to sit behind the doors and repair them as well as uncovers stealthers near doors. Next assist with taking down archers/mages from the ramparts with your full arsenal of spells. Then once most of the guards and defenders have bit the dust, rest a bit by wacking on the keep door with the rest of the tanks and remember to recast those timed buffs! 
 

VI.c. What can a Shaman do in a keep defense? 

Keep defense is a little tricky, depending on the size of the defending force gives you more freedom to do different things. Most importantly you need to assist in keeping your group alive as much as possible. 

 Small Defense Forces vs. Enemy - The safest place in a fort battle in this situation would be to stay towards the back and center of the ground floor. From this spot you can easily target most of your group mates that are up on the ramparts and assist them in an efficient manner. This results in playing more of a passive role; but as the groups main buffer, keeping you alive is more important then RP's. Let your group mates earn you RP's while you keep them alive. 

 Large Defense Forces vs. Enemy - This is where safe gets thrown to the side and "Lets get ready to rumble!" is heard throught the crowd. Anything goes and there will be more then enough Healers around to help with ressurections should you go down. AE DoT, AE Disease, Bolt and DD the nearest enemy. Do this as fast as possible and then get out of the way to rest. Try not to stand in the open for too long on a rampart, you will become a magnet for simultaneous attacks at once. Hit and Run tactics are a must, then resting in the keeps safe spot for mana regen will keep you alive much longer. 
 

VI.d. What can a Shaman do in group versus group battles? 

In group battles Shaman need to assist with crowd control by rooting mages and melee alike. Secondly, you need to interupt casters and slow down the enemies process by casting AE Disease. Once your tanks have the enemy engaged start spewing AE DoT's to create some panic and confusion. Shaman should also Heal when necessary and assist on enemy targets with additional Disease, DoT's and DD's. Should an enemy tank/rogue decide to hack you to bits with his weapon the kiting technique should be used (See how to kite an enemy, below). 

VI.e. What can a Shaman do in large scale battles? 

The answer to this is best answed in the form of a question. What can't anyone do in large scale battle? The best thing you can do in this situation is to AE DoT, AE DoT, AE DoT and if you still have mana left AE DoT again! 

VI.f. How do I kite an enemy in RvR? 

Kiting is all about time and timing. It can be done on non-ranged aggressors with a lot of patience. It requires that the aggressor continues to follow you around and the Shaman to pull the string. 

Note: This is how I did it with my level 50 Shaman (Spec'd 41 Cave 32 Aug 14 Mend) with End Regen 4, Long Wind 1, and PBAE Disease. It is possible to Kite and enemy without all of those abilites just you have less time and less tools to be most effective. 

 Enemy attacks you in melee range 
 PBAE Disease 
 Sprint 
 Run away to put distance between you and the aggressor, If only one attacker run through him(better chance that he won't hit you with a snare style which requires a 'back position') 
 /face the aggressor and imediately cast a DoT 
 Rinse and repeat till enemy is dead 

Depending on the enemy this process could last for a good 5-10 min. of course a higher Cave spec will result in a quicker death to the enemy(Due to tighter damage variance, Bolt and DD Damage). 

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VII. REALM ABILITIES 

VII.a. What are Realm Abilities & how do I obtain them? 

Straight from the Herald at the begining, "Realm Abilities" basically becomes your reward for participating in Realm vs. Realm warfare. 

VII.b. What is 'Ichor of the Deep' and how does it work? 

"Radius direct damage plus root, which means that any enemy in the spell’s area is damaged and rooted." 

Ichor of the Deep 
 15 min. reuse timer 
 Insta spell (Requires a target) 
 Costs 14 Realm Ability Points 
 Combination Root and DD Spell 
 Root lasts 30 secs and Damage from DD varies 
 Range for the spell is atleast 'bolt range' 

Ichor is very simple to use. Select a target and click on the hotkey. Damage on Ichor varies based on the radius. The further additional enemies are from the center of the radius the less damage they will take from the DD component of the spell. 

This realm ability can be used both offensively and defensively depending on the situation. Just remember that Ichors root component makes the target immune to your castable root spell, so use it wisely. 
 

VII.c. What are the recommended Realm Abilities? and in what order should I get them? 

There are a various combinations of Realm Abilities that work for everyone and no one needs to get them in any specific order. Instead I'm going to list the realm abilities based on how they benefit effect each Spec. An overview of the remaining realm abilities that are needed by all Shaman no matter the spec. 

Official lists are provided on the herald Shaman Realm Abilities! 

Cave Spec 
 Wild Arcana - Grants 5% chance per level to critical with duration-based attack spells like dots, debuffs, etc. Please note that "binary" effects like root, stun, and mesmerize are either on or off, and as such are not affected by this ability. 
 Ichor of the Deep - Radius direct damage plus root, which means that any enemy in the spell’s area is damaged and rooted. 

Aug Spec 
 Avoidance of Magic - Increases resistance to all damage types of magic by 3% per level of this ability. 
 Mastery of Blocking - Increases chance to block by 3% per level. 
 Mastery of the Arcane - Your “buff” spells will be 3% more effective per level of this ability. 
 Tireless - Your character regenerates endurance in combat. 
 Second Wind - Completely restores your character’s endurance. 
 Armor of Faith - 60 second 50 boost to armor factor per level of this ability. 
 The Empty Mind - 10% per level boost to all magic resistances for 60 seconds. 
 Lifter - 20% additional maximum carrying capacity per level. 
 Toughness - Increases maximum hit points by 3% per level of this ability. 

Mend Spec 
 Wild Healing - Grants 5% chance to critical with direct heal spells per level of this ability. 
 Mastery of Healing - Your healing spells will heal 3% more damage per level of this ability. 
 Regeneration - Your hit points regenerate faster than normal. 
 Mystic Crystal Lore - Self-only boost to power, not usable in combat. 
 Raging Power - Full power heal, usable in combat. 
 Purge - Dispel all negative spell effects from your character, such as rez sickness, DOTs, poisons, mesmerization, stun, etc. 
 First Aid - Self heal that heals a set amount of hit points per level gained in the ability. This value increases with the character's level. At level 50, it heals approximately 300 hit points per level. It cannot be used in combat. 
 Ignore Pain - Self heal that heals 100% of the user's health, and can be used in combat. 
 Veil Recovery - Reduces duration of resurrection sickness by 10% per level. 
 Serenity - Your spell points regenerate faster than normal. 

Overview 

While we can't all agree how or what and in which order should we get the Realm Ability; we do agree to some sense that Mystic Crystal Lore, Augmented Acuity(for obvious reasons) and Long Wind should be purchased early. From there enchance your current spec's Strengths and Weaknesses alike with complimentary Realm Abilities. 

Currently, the consensus believe that 'Ichor of the Deep' is an attempt to balance the Shaman Class with an ability that should have been provided within the Cave Spec Line. 14 Realm Ability Points are a hefty price to pay for a much needed spell. Nonetheless without this Realm Ability we are very susceptable against long range attacks via Archers and Casters with QC. 

Here is a helpful tool in selecting your next Realm Ability based on Realm Rank: RA Calculator 
 

VII.d. Where can I find a Realm Point Chart with Titles? 

Ask no more! Realm Ranks and Titles! 

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VIII. MISCELLANEOUS 

VIII.a. What is anti-kite code? 

Sometime in the 1.4x patches, Mythic introduced "anti-kite" code (Herald article, New Monster Regen?). The idea was to prevent people from using movement reduction spells (root or snare) to "kite" monsters by nuking a couple of times, rooting, moving back, nuking some more, rooting again, etc. Why this was viewed as a problem isn't clear; it is not mana efficient to kite a monster, and all these spells had diminishing returns on their duration. But enough editorializing; the fact is that anti-kite code is in the game, and you need to know about it. 

Monsters who have not been engaged in combat within ten seconds start to regenerate health at an alarmingly fast rate. So, you can't run for more than ten seconds before this code kicks in and you find the monster gaining health quite quickly. This is exacerbated by the fact that there is usually lag between the monster's real health and what you see on his HP bar. 

Another part of the "anti-kite" code is that the monster will turn and run if you get too far away. And, because it's running, the snare component doesn't have the huge effect you might think (monsters never seem to run out of endurance to sprint). Once a monster turns to run, you get basically one shot to quickcast a bolt. Otherwise it will regenerate up to around 3/4 health and come back after you, so you better be ready. 
 

VIII.b. Why does power take so long to regen? 

Power regenerates at different rates, depending on how much you use. If you stay at 75% power or higher, you will see it regenerate quite quickly. At half power or better it is quite palatable. Drop below half power, however, and you can go brew a pot of coffee while you sit and regenerate power. Below a quarter, and you can enjoy a nice nap. 

There are two ways to improve power regeneration. The first is to keep your power above 75%. That means resting between each kill while solo, and managing your mana while grouped. It's better to sit for 10-20 seconds between kills while solo, than to kill 3 in a row and have to wait for 2 minutes. 

The second way to improve power regeneration is to get a mana buff. These come from healers, in their Pacification spec line. Group with a healer; they need the Shamans offense/buffs/support healing, and you need their mana buff. 
 

VIII.c. How do I calculate maximum damage of a spell? 

Using the above information on +Pie items and the +Spec information that I have listed below. I will give you a couple examples of how damage is calculated. Information provided below is based on a 41 Cave Spec'd lvl 50 Shaman. 

Shaman 41 Spec DD - Shaman with 200 Piety and No + Spec from Items and Realm Rank 

 DD Base Damage = 148 
 Piety Bonus = 200 - 50 = 150 | 150 / 10 = 15 x 3% = 45% 
 Spec Bonus = 41 / 2 = 20.5 | 20.5 x 3% = 61.5% 

148 + [148 x (.45 + .615)] = 305.62 Max Damage Per Cast 

Shaman 36 Spec DoT - Shaman with 200 Piety and No + Spec from Items and Realm Rank 

 DoT Base Damage = 65 
 Piety Bonus = 200 - 50 = 150 | 150 / 10 = 15 
 Spec Bonus = 41 / 2 = 20.5 

65 + 15 + 20.5 = 100.5 Max Damage Per Tick 

Special Note: Most of this information is theoretical based on tests in game and base damage values provided on the Camelot Herald. It should also be known that max damages are just that. You still need to minus damage based on resists. Examples: Target has 20% Resist to Matter | "DD" [305.62 - (305.62 x .2)] = 244.496 | "DoT" [100.5 - (100.5 x .2)] = 80.4 
 

VIII.d. Will Shaman DoT's stack with both "base" and "spec" spell lines of the Bonedancer? and for that matter does it stack with Shadowblade poisons and DoT effects from weapons? 

Yes, currently the Shaman DoT will stack on top of all those types of DoT's. However, no test was done to see if the other effects stacked with each other. 
 

VIII.e. What 'Midgard' class has a debuff that will enchance 'Cave Spec' matter type spells? 

A Runemaster spec'd in Rune Carving can debuff a target by up to -50% resists in matter. So support your local RC Runies! 
 

VIII.f. Overall Damage Comparison 'Shaman Cave Spec' vs. 'Cleric Smite Spec' vs. 'Druid Nature Spec.' 

Shaman - Subterranean Spec 
 41 Fungal Spine - 232 dmg | 4 Sec Cast | 20 Sec Timer 
 41 Fungal Mucus - 148 dmg | 3 Sec Cast | 20 Sec Timer 
 46 Spore Whirlwind - 83 dmg per 6 ticks | 24 Sec | 3 Sec Cast 

 Cast Bolt (4)[Wait 20] 232 + Cast DoT 1x (3)[Wait 24] 83 + Cast DD(3)[Wait 20] 148 + Cast DoT 4x + 1 Tick(3) 415 + Cast Bolt (4)[Wait 20] 232 + Cast DoT 1x + 1 Tick(3) 166 + Cast DD(3)[Wait 20] 148 + DoT 1 Tick 83 = 1507 over 32 Secs! = 47.09375 DPS 
 

Cleric - Smite Spec 
 43 Greater Holy Fury - 176 dmg | 4 Sec Cast 
 42 Annihilate Evil - 118 dmg | Instant Cast | 20 Sec Timer 

 Cast DD(4) 176 + PBAE(0)[Wait 20] 118 + Cast DD(4) 176 + Cast DD(4) 176 + Cast DD(4) 176 + Cast DD(4) 176 + Cast DD(4) 176 + PBAE(0)[Wait 20] = 1292 over 24 Secs = 53.83333 DPS 
 

Druid - 48 Nature Spec 
 48 Defedation - 87 dmg per 6 ticks | 24 Sec 
 Pet [50-80 Damage per Swing] [(50 + 80) / 2] / 4(Sec per Swing) = 16.25 DPS 

 DoT [87 / 3] = 29 + 16.25 = 45.25 dps 
 

VIII.g. DoT Damage Comparison 'Shaman' vs. 'Cabalist' vs. 'Mentalist' 

Comparisons done are based on BEST case senarios (Spec, Race and Damage). This comparison is also based on being fully buffed (Acuity Buff) with +11 Bonus in Spec. Calculations exclude final piety stat but will include race modifiers in piety/int based calculations. These are 'AE DoT' comparisons. 

Very Important: For every 10 Points of Pie/Int, DoT damage is increased by +1 Damage. For every 2 Points of Spec, DoT damage is increased by +1 Damage. 

Shaman - 46 Subterranean Spec (Kobald/Troll = 60 Pie) 

 Spell - 46 Spore Whirlwind Enemy 3.0 Rng: 1500 Area: 350 83/24 ticks 47 power 

 Base Damage - 83 
 Acuity Buff - 0 
 Spec - 46 + 11 = 57 
 Piety Bonus - 0 (Compared to the other Races) 

 Calculations: [83 + (0 / 10) + (57 / 2) + (0 / 10)] = 111.5 

Cabalist - 49 Matter Manipulation (Avalonian = 80 Int) 

 Spell - 46 Lance Spirit Enemy 3.0 Rng: 1500 Area: 350 83/24 ticks 47 power 

 Base Damage - 83 
 Acuity Buff - 50 
 Spec - 49 + 11 = 60 
 Piety Bonus - 20 (Avalonian 80 Int - Troll/Kobald 60 Pie = 20) 

 Calculations: [83 + (50 / 10) + (60 / 2) + (20 / 10)] = 120 

Mentalist - 48 Holism (Elf = 70 Int) 

 Spell - 46 Storm of Insanity Enemy 3.0 Rng: 1500 Area: 350 83/24 ticks 47 power 

 Base Damage - 83 
 Acuity Buff - 50 
 Spec - 48 + 11 = 59 
 Piety Bonus - 10 (Elf 70 Int - Troll/Kobald 60 Pie = 10) 

 Calculations: [83 + (50 / 10) + (59 / 2) + (10 / 10)] = 118.5 

Can Shaman do as much damage as cloth casters? No! Thats is a 6-7% increase in damage between cloth casters and Shaman. 

Lets not forget to add the fact that Shaman Base and Spec DoT's do not stack like cloth casters DoT's. 
 

VIII.h. Frigs, how does it work and what are the number values? 

The regen rate for health is every 3 seconds while sitting, every 6 seconds while standing, and every 14 seconds while in combat. This is important to know because the Friggs spells is an Enchanced Health Regen and not a "HoT"(Heal over Time). Friggs does not draw agro because it only increases the amount of health regained during the normal regen process. Frigs works similar to that of a heal over time, yet not really as efficient. It does not have its own timer, rather it piggybacks itself to the normal health regen cycle. Each health regen cycle must complete itself before the next can begin. This means that if you were in combat (the 14 second timer), and then sit when combat it is over, you must wait for the remainder of the 14 second cycle to finish before the 3 second cycle one starts. 

Frigs and Power Leveling - This enchancement to the natural process of hit point regeneration makes this spell the ultimate power leveling tool. Because it works this way and not like a 'HoT' it does not leech any experience when casted on lower level characters. 

Pets and Frigs - Frigs does not enchance a pets hit point regeneration. At this time it is unknown why it doesn't work. 
 

VIII.i. How does +Spec affect spec spells (Cave, Aug, Mend) and what are the caps? 

+Spec Caps - +10 Spec from items is max at level 50. +11 Spec from items is max at level 50 + Realm Rank 5. Realm Ranks add to the total +10 at RR11L0 to give you a maximum of +21 in bonuses. 

 Cave - The more +Cave Spec you have the more damage you will do they differently depending on the type of spell. DD's get a +3% Damage increase with every +2 Cave. Bolts - currently untested. DoT's get +1 Damage Per Tick with every +2 Cave. 

 Mend - +Mend Spec seems to be broken and instead of adding healing power to your current spec it does nothing. The only thing +Mend does seem to do is help with variance on heals. 

 Aug - More testing needs to be done but first observations show it working on increasing buff stats. Unfortunately when comparing and doing tests based on Acuity Buff results show that only the base value is taken into consideration for damage instead of the actual buffed value.