I like them. I have gotten into the habit of presummoning spirits, sending my thief in to backstab, and lead a group of bad guys right into my party and spirits.
If you have a half-orc with 19 strength, and a decent con and dex, they can cast Iron Skins and make a good secondary meat shield. There are some good axes for them to use like Axe of the Unyielding, Frostreaver (cold and acid damage), and Hangard's Axe +2 (and 2 others) that return to you after you throw them.
On the other end, you can have a nice versatile caster that can round out a group. They can Dispel Magic and Insect Plague against casters. They can heal on demand and raise the dead.
They are not going to do the most damage or anything like that but I think they can help round out a party well.
From a powergaming perspective, Shamans are sadly pretty much useless. Their spirits lack substantial power, and you lose the offensive benefits of other divine caster hybrids. The Sorcerer-like spell system is also not impressive, considering the huge number of spells easily available to properly min/maxed Clerics/Cleric hybrids, and the fact that divine casters gain access to all spells automatically anyway and don't have to find scrolls like Mages (scroll availability is one of the big factors of why Sorcerers are so good).
I thought about making something like "magic archer" from shaman, surely he/she wouldn't hit as hard as archer, but maybe debuff like harm could come in play..
I thought about making something like "magic archer" from shaman, surely he/she wouldn't hit as hard as archer, but maybe debuff like harm could come in play..
Harm is a touch attack, you will have to get into melee to use it regardless of what weapon you are using. Clerics could always use Slings, for example, and that never mattered for Harm (or the other reverse heals).
I thought about making something like "magic archer" from shaman, surely he/she wouldn't hit as hard as archer, but maybe debuff like harm could come in play..
I soloed Black Pits 2 almost with such a shaman. As all arena fights were basically 1vs6, oftentimes casting succesful Insect Plague and then shooting arrows with Tuigan Bow was sufficient strategy. Insect Plague is a a dot with fear that disables casting ability from enemy ( I can´t remember right now did it allow a save, probably because it didn´t always work, magic resistance also blocks it). Shaman also gets Call Lightning, and while it requires to be outdoors to work, it is formidable spells that at high levels made circa 80 damage if not saved.
Considering they do not get a stronghold I will probably not use them unless in multiplayer. Suppose I could use the multiple stronghold mod to give them access to one but then I would have to say no to all the ones I don't want to use instead of just deciding at creation.
Considering they do not get a stronghold I will probably not use them unless in multiplayer. Suppose I could use the multiple stronghold mod to give them access to one but then I would have to say no to all the ones I don't want to use instead of just deciding at creation.
I am shocked there is not a mod stronghold yet. Maybe people do not want to do the work in case the devs patch one in later.
Edit: If my own modding knowledge was not in its infancy, I would totally do it.
Considering they do not get a stronghold I will probably not use them unless in multiplayer. Suppose I could use the multiple stronghold mod to give them access to one but then I would have to say no to all the ones I don't want to use instead of just deciding at creation.
I am shocked there is not a mod stronghold yet. Maybe people do not want to do the work in case the devs patch one in later.
Edit: If my own modding knowledge was not in its infancy, I would totally do it.
I think stronghold for shaman will definitely come sooner or later with patch from the devs
Considering they do not get a stronghold I will probably not use them unless in multiplayer. Suppose I could use the multiple stronghold mod to give them access to one but then I would have to say no to all the ones I don't want to use instead of just deciding at creation.
I am shocked there is not a mod stronghold yet. Maybe people do not want to do the work in case the devs patch one in later.
Edit: If my own modding knowledge was not in its infancy, I would totally do it.
I think stronghold for shaman will definitely come sooner or later with patch from the devs
We're talking about Beamdog, man. It will come, but I'd bet on "later" rather than "sooner" So long as they keep up the good job they started with SoD I am quite willing to wait though.
So long as they keep up the good job they started with SoD I am quite willing to wait though.
I'm not sure waiting is in the best interest of the class. I think part of the reason there is not a lot of strategy info on them, I think. is because people like @iavasechui are waiting to see if Beamdog or a modder makes a decent stronghold. Right now, they are a second class...class
If people are not playing them, why would a modder spend time making mods for them? Well know that there is an item that while worn, gives summoned spirits the effects of the Bless spell. What about ones that grant Haste or Free Action? Half the reason I got off my butt and started modding a Dwarven Defender NPC is because I played it and thought "I could use this class in other groups".
The other classes have a 15 year head starts as far as guides and mods go so making them lesser does not help. Maybe some sort of announcement on what is, at least, being tossed around for the future would help.
On another note, I can't wait (but am going to have to) see how spirit summoning works on longer fights like Sendai.
I always thought shamans were some sort of druid hybrid, so shouldn't they get the druid strong hold? im pretty sure that shamans are more like foresty type clerics, which is exactly what a druid is, so why don't they get the druid stronghold? sorcerers still get the mage stronghold
I always thought shamans were some sort of druid hybrid, so shouldn't they get the druid strong hold? im pretty sure that shamans are more like foresty type clerics, which is exactly what a druid is, so why don't they get the druid stronghold? sorcerers still get the mage stronghold
Druids are an order and it would not make sense for someone who is not part of the order to take over the grove. Shamans are nature oriented but also deal with the spirit world (why they can raise the dead). There is a lot thematically that separates druids and shaman then there are separating mages and sorcerers.
I'm not sure about D&D shamans, but the real-world term refers to tribal priests who act as conduits between the physical world and the spirit world. They are pretty much the opposite of D&D druids. While druids care about the nature, shamans have a central role in the society.
The natural shaman "stronghold" would be a tribe of nomads or hunter-gatherers. Unfortunately Amn is probably a bit too civilized to have such tribes around.
Since there are only a few decent druid spells at each level (at least IME), shamans don't really suffer that much in terms of spell selection (in contrast to sorcerers vis-a-vis mages). Being able to spontaneously cast all the 'good' druid spells, enjoying a better selection for weapons, and possessing some solid unique abilities, make them at least as good as any of the druid kits (with the possible exception of the avenger).
There's a fairly large amount of overlap between shamans and druids, which is why the two classes usually work closely. What did you think most "nature spirits" were?
And that's why the druid stronghold would be excellent for shaman class. In the end, the SPIRIT of the grove decides what's best for it. So if the spirit decides that the druid order has failed the grove (Faldorn and co. were obviously failing miserably in their duty and were in fact causing more harm than good) and it decides to favor a shaman protector instead then all the quests would still make sense eg. destroying creatures that threaten the grove/helping a POSSESSED child/proving to the druids that the spirit chose wisely and you are fit to be the grove's protector (and thus, worthy of the spirit's support).
What do folks here think about the new shaman spells?
I think they're generally pretty good. Not as helpful as the avenger's mage spells, but close. When I had M'Khin (sp?) in my last party during SoD, I found Writhing Fog, Spiritual Clarity, and Spirit Fire to be helpful.
Comments
If you have a half-orc with 19 strength, and a decent con and dex, they can cast Iron Skins and make a good secondary meat shield. There are some good axes for them to use like Axe of the Unyielding, Frostreaver (cold and acid damage), and Hangard's Axe +2 (and 2 others) that return to you after you throw them.
On the other end, you can have a nice versatile caster that can round out a group. They can Dispel Magic and Insect Plague against casters. They can heal on demand and raise the dead.
They are not going to do the most damage or anything like that but I think they can help round out a party well.
Edit: If my own modding knowledge was not in its infancy, I would totally do it.
So long as they keep up the good job they started with SoD I am quite willing to wait though.
If people are not playing them, why would a modder spend time making mods for them? Well know that there is an item that while worn, gives summoned spirits the effects of the Bless spell. What about ones that grant Haste or Free Action? Half the reason I got off my butt and started modding a Dwarven Defender NPC is because I played it and thought "I could use this class in other groups".
The other classes have a 15 year head starts as far as guides and mods go so making them lesser does not help. Maybe some sort of announcement on what is, at least, being tossed around for the future would help.
On another note, I can't wait (but am going to have to) see how spirit summoning works on longer fights like Sendai.
The natural shaman "stronghold" would be a tribe of nomads or hunter-gatherers. Unfortunately Amn is probably a bit too civilized to have such tribes around.
And that's why the druid stronghold would be excellent for shaman class. In the end, the SPIRIT of the grove decides what's best for it. So if the spirit decides that the druid order has failed the grove (Faldorn and co. were obviously failing miserably in their duty and were in fact causing more harm than good) and it decides to favor a shaman protector instead then all the quests would still make sense eg. destroying creatures that threaten the grove/helping a POSSESSED child/proving to the druids that the spirit chose wisely and you are fit to be the grove's protector (and thus, worthy of the spirit's support).
I think they're generally pretty good. Not as helpful as the avenger's mage spells, but close. When I had M'Khin (sp?) in my last party during SoD, I found Writhing Fog, Spiritual Clarity, and Spirit Fire to be helpful.