So..shamans?
Mandragora
Member Posts: 79
How are they in BG2? What kind of strategies/combos do you use?
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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.