Shaman Class

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Chattius
Thalore
Posts: 120
Joined: Thu Jul 28, 2005 9:59 am
Location: Wetzlar, Hessen, Germany

Re: Shaman Class

#16 Post by Chattius »

Was ordered to say thanks in name of my daughter. Not healing wound because of necrotic skin after an infection from probably a bite from a horsefly.

Her current Cornac shaman is now level 20 in insane. She started without magic to buy extra 0.2 in mindstars at Zigur. The first magic based skills came at level 20.
Too avoid too much frustration she is using the patch which removes the nasty lost adventurers and alchemist quests by giving a fixed bonus at level 10.
She opened the survival tree right away to see hidden rogues and to have a permanent mind resist from a supercharged torque,

Code: Select all


 - Technique / Combat techniques      (mastery 1.00)
    Rush (class)                      2/5
    Precise Strikes (class)           1/5
    Perfect Strike (class)            1/5
    Blinding Speed (class)            1/5
 - Technique / Combat training        (mastery 1.10)
    Thick Skin (generic)              1/5
    Heavy Armour Training (generic)   1/5
    Light Armour Training (generic)   1/5
 - Cunning / Survival                 (mastery 1.00)
    Heightened Senses (generic)       1/5
    Device Mastery (generic)          5/5
 - Wild-gift / Mindstar mastery       (mastery 1.30)
    Psiblades (generic)               5/5
 - Shaman / High elemental magic      (mastery 1.30)
    Water Body (class)                1/5
    Rushing Wave (class)              1/5
    Lightning Body (class)            2/5
 - Shaman / Natural warrior           (mastery 1.30)
    Nature's Fist (class)             1/5
    Isolate (class)                   1/5
    Nature's Fury (class)             1/5
    Nature's Warrior (class)          1/5
 - Shaman / Greater natural warrior   (mastery 1.30)
    Bark Armor (class)                5/5
 - Shaman / Spirits                   (mastery 1.30)
    Earth Spirit (class)              5/5
    Water Spirit (class)              5/5
    Spirit Call (class)               5/5
 - Shaman / Fetishes                  (mastery 1.30)
    Snake Fetish (generic)            1/5
    Hawk Fetish (generic)             1/5
    Boar Fetish (generic)             1/5
    Bear Fetish (generic)             4/5
 - Shaman / Totems                    (mastery 1.30)
    Yeti Totem (generic)              1/5
    Sandworm Totem (generic)          1/5
    Wyrm Totem (generic)              3/5


Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#17 Post by Cathbald »

Alright, back after 2 weeks away, sorry about that.

I should be able to work on shaman again and integrate all the feedback you guys sent, thank you ;)
I can attest to stamina issues in the t2s, even with Willpower as my secondary stat. Perfect Strike and Blinding Speed drain quite a bit, but they are always worth using, so what's a Shaman to do? Some stamina regen somewhere for early on might not hurt. Maybe add some to the equi regen on the fetishes, if that wouldn't be overkill? It's mostly a Warrior issue, so maybe you could regen stamina based on dealing nature damage, in some way? Just tossing out ideas.
Not sure if I'm gonna do something about the stam, I wanted Shaman to actually care about his resources unlike a good number of classes, I won't say I hit the sweet spot but I think the fact that you CAN have issue with it is good as long as it's not crippling and can be managed
If the spirits aren't intended to work with blighted summons would it be possible to make it so they don't count for unlocking it?
probably a good idea
Part of this is probably that the Sandworm is giving them thousands of armor instead of an amount equal to their mindpower. That being said, whether or not they actually warp to the target when you use the warp talent (with mindstars equipped) is inconsistent -- I think it might be based on their line of sight? If this is intended, it would be good that was mentioned in the talent's description.
oops, will check for the armor, hadn't noticed that. The spirits in sight warp to the target, will update the desc to reflect that better.

Recaiden wrote:Class description has a typo, 'in exchange from' instead of 'in exchange for'.
Nature's Warrior say 'Unarmed attack for x% weapon damage.' Is it unarmed or mainhand weapon?
Is earth spirit's mindstar Call bonus a heal that repeats, or a normal regen effect?

and lots of other stuff
thanks for all those thoughts.
fixing the typo, nature's warrior is unarmed attack, normal regen (that stacks with other regen effects)
as for the rest : there is 2(?) talents that break shield in the game, i'm hardly breaking a long established tradition, and those go to 90% chance or so, i think outright giving 100% is not exaggerated.
i did just copy wraithform for the tp, didn't really think about doing it differently, will think about it.
vortex before thunder let's you one shot most things with just 1 skill early, just like other mages, thunder requires more investment to get going, hence vortex being first and thunder second.
rushing wave AoE also applies to the spot you target so you can rush at an enemy to slow him. debatable in efficiency snce rush should always be kept for escaping, blah blah, but i wanted to reward using it for offense in case people used it as such.
i rather find spirit warrior stronger than elemental warrior.
uh, dunno about auto-targetting will look into that.
yeah much stun, much wow, as said before i probably want to remove one source but not sure what (bear being the most looked at)
Fetishes
They have a bad targeting mode, that defaults to targeting an enemy, but can't be cast outside their max range.
It disappoints me that there aren't Hawk/Boar enemies to get fetish damage/telepathy for. I recommend finding 4 kinds of animals (canine? squid?) or removing that, although it is extremely fun to have 10% bear resistance.
Hawk Fetish's aura is very visually busy. Please tone down the particle effects there.
fetish targetting being looked at, yes not all totems are born equal because not all animals are represented and i'm fine with that, the snake/bear thing started as kind of a joke but i found it too funny to remove, will see how i can tone down particles, i don't master those at all.
Totems
The Yeti totem bump attacks people? Why?
You can't swap places with your totems. Intended?
every totem bump attack. because, huh.... how do you make them not attack ? can't swap place intended.
Trivial:
Why is it in its own Metaclass instead of a Wilder like Stone Warden?
Why is it called Earth spirit when it's all Nature/tree stuff and elsewhere Earth means Physical?
Totems and Fetishes have different descriptions for the cooldown thing they do.
There's a talent that makes someone attract all the thunder, and there's a talent called 'Lightning Rod', and those are DIFFERENT TALENTS?
own metaclass because addon and because you CAN play an undead shaman.
earth spirit used to be physical before i made warrior about nature, i just didn't rename because earth is also kinda nature-y though not in ToME naming i'll admit.
Will straighten totem/fetishes descs
yes focus lightning and lightning rod naming is confusing i'll admit, those two talents swapped a lot in functionality and naming and it ended up that way and i can understand the outrage :p

Arcvasti wrote: -Elemental Spirits is just too huge of a power spike for one talent. It gives you a swap, a bunch of respen, a really good active buff for your summons and gives your summons an immensely huge passive power boost. At least some of those things should get spread out amongst other High Elemental Magic talents. For example, you could spread out the new spirit talents such that Water Body could grant Water Vortex, Rushing Wave could grant Rushing Wave, Lightning Body could grant Thunder and Elemental Spirits could give Lightning Rod and Cone of Cold.
-Thunder's damage curve is all kinds of weird. Notably, going from TL 3 to 4 gives a really tiny damage boost compared to any other level increase since it doesn't give you an extra strike.
-The totems don't tell you how much health they have. I determined via testing that it seems to scale with talent level and character level, but that's never mentioned, despite the fact that it's an important piece of information for using the totems as body blockers.
elemental spirit : it's true. spreading could be a good idea, will think on that.
thunder IS a weird damage curve, yes.
gonna add this to totem desc, it's literally just life rating so based on char level.
Chattius wrote:Was ordered to say thanks in name of my daughter. Not healing wound because of necrotic skin after an infection from probably a bite from a horsefly.
well, hope she got better and that she still enjoys the class :D


lots of feedback for me to take in, i should post next time in less than two weeks ;)
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Shaman Class

#18 Post by Recaiden »

Tried another Shaman, going Elemental Warrior for the generics but ignoring my spell talents, playing it as a pure warrior with 2 spirits when I have the spare points.

It is just unbelievably stronger and more fun than playing a spell-focused shaman (although maybe I did something terribly wrong with the spells) even though I moved to a higher difficulty setting.

That talent where you grab someone and jump away with them has weird targeting. I'll experiment some more and see if I can figure out what my problem is with it, but I wanted to bring it to attention.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#19 Post by Cathbald »

isolate auto target if there is only one enemy in range, so if that is the case you go straight to targetting the space you want to go to. Log is your friend, since it tells you.

it's been two weeks but i haven't updated the addon yet, it's a work in progress though !
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#20 Post by Cathbald »

Hear hear, shaman just got updated !

The autotargeting issue is not fixed but being looked at, sorry for the wait :(

Main news :
Sandworm totem no longer gives infinite armor/phys res to spirits (yay).
Bear fetish got half reworked, the lasting part stayed the same but on use now damage and reduce armor instead of stunning in AoE.
Spirit Rage now always teleport spirits rather than only the spirits in LoS as it was confusing (so, buffed :p)
Descriptions improved in various places.
Spirits no longer count toward blighted summoning as it confused a few people and I will not acknowledge this prodigy exists.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#21 Post by Cathbald »

After a 9 months hiatus, Shaman gets a new update !

Find it here : https://te4.org/games/addons/tome/shaman

Shaman now has a bit less stun and a bit more weapon strikes, as those where some of the most recurrent complaints, wether it's enough or not let me know !
Other update include spreading Elemental Spirits bonus as it just did too much, smoothing Thunder damage curve, removing snake/bear shenanigans from fetishes, bringing back old spirit tiles (as an option) and more !

I think most things talked about here have been seen to (oh, Shaman now properly works in all campaigns too) but i'm always happy to hear new area of improvements.

Enjoy !
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Strela_999
Low Yeek
Posts: 5
Joined: Thu Jun 13, 2019 3:24 pm

Re: Shaman Class

#22 Post by Strela_999 »

Aaaaaaand that's another problem in my life... I learned today that I was supposed to find which of this real estate in Limassol, Cyprus would be the best for my company, but I've got several days to do it, and I now have a sudden urge to try out the new Shaman class, which I wanted to try for a while but never went for... :lol:

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#23 Post by Cathbald »

Well, if you want incentive to work rather than have fun RIGHT NOW, I can tell you I'm still working on balancing (mostly the early) so you can expect another update soon :p
Spirits are too strong in T1/early T2 which leads to boredom, which leads to dying when you stop being OP/dropping the playthrough :(

Then OF/Daikara/DF appear to be pretty alright but I don't get echo of anyone taking Shamans to the East so I need to playtest some more and see how I feel about them past DF.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Strela_999
Low Yeek
Posts: 5
Joined: Thu Jun 13, 2019 3:24 pm

Re: Shaman Class

#24 Post by Strela_999 »

Thanks, you're saving my life :lol: I'll go work then, it'll make the time shorter when I'm waiting for the update!

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#25 Post by Cathbald »

Alright, 1.0.6 is here !

Spirit's early game was nerfed due to them being able to kill randboss without you having to do a thing.
Post-DF balance is still a work in progress but the early game changes were big enough to warrant the new version (also a couple bugs introduced in the previous one needed fixing ^^')
All paths should now but more in line with each other.

Full list of change :
- nerfed bark armor shield at low TL/STR
- removed damage bonus from spirit blade (moss)
- water vortex cd reduced by 1 (7 --> 6)
- both spirits are now available at level 1
- willpower requirements for spirits are upped (similar to weapon mastery requirement)
- bark spit/ice shards cd upped by 1 (4 --> 5)
- bark spit/ice shards damage nerfed at low TL
- changed spirit bump damage to be based on level instead of TL
- elemental spirit path rescaled due to spirit's damage nerf. Treshold is lower but it now shields for 100% of the damage (instead of 50%)
- prevented turning on moss/water spirit on world map as it was breaking spirit creation
- updated some talent arts
- added a line to shaman's path description to tell you which path you're on (or warn you if you aren't on any)
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Shaman Class

#26 Post by Cathbald »

Started checking if Shaman is properly 1.6 compatible.

Encountered a couple bugs right away so those are fixed (enemies summoning infinite spirits, enemies not being granted moss/water strength)
Masteries previously at 1.1 have been set to 1.0 in line with all other masteries in 1.6.
Talents giving crit shrug have updated description reflecting the new crit shrug behavior.

Now to play 4-5 (minimum :p) Shaman to completion to see how we stand on balance !
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

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