Mad Twit wrote:So i've worked out why I wasn't able to get isolate to work. Auto targeting ment that i was trying to chose to monster to isolate while the game is looking for the destination. A rookie error.
About shamans path though i've just made a new character with zero other addons and it doesn't have that passive. I would upload the file but it's too large for the forum and it blocks .teag files. Heres a link to the online charsheet though.
https://te4.org/characters/56707/tome/7 ... 6168bfa7a7
oops, i see what i did wrong, i had enabled auto-assign point at birth, and you apparently need this for it to work. It's fixed now, thank to arcvasti.
marshmallowpeep wrote:I got a Cornac Shaman up to Vor Armory on Nightmare and then exploded upon opening the door to the "room of death." Over all, the class is fun, and the fact that *I* got that far suggests that it's strong because I'm garbage. The only other things I get that far with are the OP addon classes made by Minmay.
Cool that you went as far as Vor:a so fast!
marshmallowpeep wrote:So. You probably know that blighted summons doesn't affect your spirits
I didn't do anything with blighted summoning because i hate that prod.
marshmallowpeep wrote:The boar fetish describes itself as a cut but doesn't seem to check cut resistance.
I did notice the cut bypass resistances, need to fix it indeed.
marshmallowpeep wrote:Spirits will use cone of cold on enemies far outside its range.
Will check.
marshmallowpeep wrote:I don't really get why the first and second warrior path talents do unarmed damage instead of weapon damage. It just feels odd, especially without any unarmed mastery, and with the first talent in particular even using it felt like giving up a lot of damage for a stun which Bear Fetish does better anyway.
Unarmed damage on first two talent is both for "flavor" (nature's FIST, isolate GRABS the target) and because weapon damage being so much bigger than spell/mind powers i didn't want to give shaman too many weapon strikes. I also just like talents that triggers gloves procs, even if nature's warrior is doing that already ^^
Fist is available at level 1 unlike bear and use physpower so you're more guaranteed that the enemy won't resist it. And it can also inflict other statuses (like if you have gloom on hit, blind on hit, etc...) Bear is ofc very good though :p
marshmallowpeep wrote:I like the mage spells in theory and they're probably fine but they didn't feel terribly high impact with my build.
The spell trees will probably feel poor if you're not using a staff, yes.
marshmallowpeep wrote:Overall, the three base trees seem but the advanced trees are weird. The capstone talent for the mage tree is an enormous buff to your summons, and the capstone of the melee tree is all about enhancing the effects of your spells.
Indeed each advanced tree capstone aim to buff another path. Melee one is still a HUGE instant weapon strike though. Only the spirit one doesn't really give anything for his own path.
I think you're underrating advanced elemental tree, but I'll be on the lookout for more feedback going your way. Stun and Pin immunity go to what, 35 and 50% ? that isn't low !
marshmallowpeep wrote: The second skill in this tree *sounds* like whirlwind and I thought it would be great but the fact that you can't go through enemies with it basically makes it useless.
It's a mix between whirlwind and reckless charge. If i'm not mistaken whirlwind can't attack a target multiple times, so deals less damage, and has 1 less range at 1/5. Rejuvenating strike will work much better with a 2h than mindstars, yes. And focus lightning is a HUGE melee strike as said before
marshmallowpeep wrote:Fetishes seem good overall, but I can't really say I ever felt like Hawk was the right use of that shared cooldown.
Enemies are rarely immune to blind and the saves reduction can help since by trying to stack 2 powers at once you end up with lower ones.
marshmallowpeep wrote:I capped Yeti, Sandworm, and Bone totems for the passives but only used them intermittently. The fact that you can't move them or get rid of them yourself is kind of inconvenient, but mostly I just rarely felt like I *needed* to use them. They're probably fine.
Yeah, i made them so you can't switch place because i felt this would be too powerful as a blocking tool otherwise. If you prepare beforehand it will work just as well :p
marshmallowpeep wrote:I think if you want people to actually be weapon swapping there needs to be free swaps on more than just the level 22 capstones.
This is something i most want to keep an eye on, I think it's worthwhile to switch in combat but not everyone might agree, so again, I'll be on the lookout for more people seeing it your way.
Thanks a lot for the detailed feedback, and I hope you'll enjoy shaman some more
