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).
Quote:
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!
Quote:
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.