The Rain Lord: An Optimized Dark Sun Healer (Human Elemental Shaman|Warlord/Rainbringer/Pyreen)

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Rain Lord

Shaman|Warlord/Rainbringer/Pyreen


Rain Lord

Build Goal:  To create a primary healer (on par or just below pacifist cleric levels) while still maintaining powerful enabling capabilities (the best at-will basic attack granting in the game).  The main idea is to optimize temporary hit point generation via Spirit of Vigor and the Rainbringer paragon path, creating a powerful main healer.  Unlike a pacifist cleric, however, this build also has incredible basic attack granting powers (feat-supported Spirit Infusion, immediate action Warlord powers) as well as the important movement/initiative-boosting powers of the Warlord.  A secondary goal is control, via slow/restrain-type powers in conjunction with a tanking spirit companion.

The Rain Lord

Human Shaman|Warlord/Rainbringer/Pyreen

Theme:  Elemental Priest
Background:  Auspicious Birth
Hybrid Defenses:  +2 Will

Ability Scores
Level 1:  Str 12 Con 12 Dex 10 Int 16 Wis 18 Cha 8
Level 30:  Str 14 Con 14 Dex 12 Int 26 Wis 28 Cha 10

Skills
Endurance +22, Nature +29, Perception +29, Heal +29, Insight +29
(Roll twice on Endurance, Nature, Heal, and Insight)

Defenses
AC 44 = 10 + 15 + 8 + 10 + 1 = 44
Fort 43 = 10 + 15 + 2 + 6 + 1 + 3 + 2 (*diamond cincture) + 4 = 44
Ref 48 = 10 + 15 + 8 + 6 + 1 + 3 + 4 + 1 = 48
Will 47 = 10 + 15 + 9 + 6 + 1 + 2 + 4 = 47

Hit Points/Surges
Hit Points: 185, Bloodied: 92, Surge Value: 46, Surges per Day: 9

Initiative/Movement
Intitiative: +46 (15+8+9+8+6(*timeless locket)), +8 to allies
Speed: 6

Powers
At-Wills:  Spirit Infusion, Direct the Strike, Spirit of the Tempest
Theme: Spirit of Athas
Encounter 1: Powerful Warning
Daily 1: Spirit of the Healing Flood
Encounter 2: Grappling Spirits
Utility 2: Spirit's Sacrifice
Encounter 3: Granite Armor
Daily 5: Scent of Victory (@L15 retrain to Shrieking Wind Spirits)
Utility 6: Reorient the Axis
Encounter 7: Hammer of the Grasping Tides
Daily 9: Primordial Retribution
Utility 10: Call Forth the Spirit World
Encounter 11: Hailburst (@L27 reserve maneuver for Powerful Warning)
Utility 12: Balm of Rain
Encounter 13: Blade Burst Trap (replaces Powerful Warning)
Daily 15: War Master's Assault (replaces Spirit of the Healing Flood)
Utility 16: Bolstering Shout
Encounter 17: We Will Not Fail (replaces Granite Armor)
Daily 19: Primordial Retribution (replaces L9 Primordial Retribution)
Daily 20: Rain Serpent Elemental
Utility 22: Medicines of Many Forms
Encounter 23: Spirit of the Vengeful Mountain (replaces Hammer of the Grasping Tides)
Daily 25: Stormhawk's Gambit (replaces Shrieking Wind Spirits)
Encounter 27: A Plan Comes Together (replaces Blade Burst Trap)
Daily 29: Fury of Athas (replaces Primordial Retribution)

Feats
Human: Spirit of Vigor
L1: Hybrid Talent (Spirit's Power)
L2: Primal Sharpshooter (Grappling Spirits)
L4: Versatile Expertise (Spear, Totem)
L6: Superior Implement Training (Accurate Totem)
L8: Battlewise
L10: Improved Initiative (retrained to Fight On at level 11)
L11: Combat Commander
L12: Elemental Spirit Adept
L14: Nimble Spirit
L16: Shield Proficiency (Light)
L18: Improved Defenses
L20: Improved Initiative (retrained to Superior Initiative at level 21)
L21: Primal Resurgence
L22: Martial Mastery
L24: Superior Will
L26: Reserve Maneuver
L28: Epic Fortitude
L30: Epic Reflex

Items
Shared Valor Armor +6, Magic Javelin +6, Life River Totem +6, Timeless Locket +6, Diamond Cincture (Paragon), Focused Shield, Gloves of the Healer, Battle Standard of Healing
 
 

Spirit Infusion: The core of the build is Spirit Infusion, the best at-will basic attack granter in the game.  In a typical turn, the Rain Lord will move the spirit into position (move action), Spirit Infusion (standard, basic attack at +2 to hit/+Int to dmg, all allies get +1 to hit everything adjacent to the disappeared spirit), and resummon the spirit as a minor (an ally gets Int mod temp hit points, and you get 1/2 that, thanks to Shared Valor armor).  It's important to note that you WANT the spirit around in between turns, so you should be resummoning as a minor AFTER the attack (if you do it in the wrong order, your spirit is gone and you don't get OAs).

Immediate Action Encounters: Because Spirit Infusion is so good, like Killswitch (an inspiration for most hybrid healer builds!), the Rain Lord focuses on immediate action lazylord powers which still allow him to Spirit Infuse most every turn (making exceptions only when a spirit tanking or control opportunity arises).

Rainbringer Temp Hps: Every time you use a healing power, all adjacent allies get 1/2 their healing surge in temp hps.  With powers like Call Forth the Spirit World, combined with going first and Reorient the Axis, it is quite easy to start most, if not every, fight with everyone at +1/2 healing surge hit points (you included, at half value, due to Shared Valor armor).

Surgeless Healing and Saves: The build is filled with surgeless healing, temp hps, and resist effects, such as Pyreen's and Rainbringer's regeneration, Call Forth the Spirit World healing bloodied allies, defense bonuses from Spirit of Athas, resist from Granite Armor, weakening via Hailburst, etc.  As far as saving throws, you have the guaranteed effect from Spirit of the Tempest + Medicine of Many Forms and Spirit's Sacrifice.  In addition, Pyreen can give everyone saves, and you can even take their stunned, then save against it via Superior Will.

Secondary Control:  With large friendly area effects droppable out to range 20, the Rain Lord can control quite well.  Grappling Spirits + dropped spirit companion is hard control right at level 2, and Hammer + spirit pet can also force aoos or lost actions.  In addition, many of the dailies are quite good control powers (Shrieking Wind Spirits, Primordial Retribution).  Elemental Priest conjurations occupy squares, which, combined with the spirit companion, can cut off a lot of real estate.

Skills Powerhouse:  Assuming one can find a use for Endurance, Nature, Heal, and Insight, the build rolls two dice for all of those skills.  In addition, Speak with Spirits adds a substantial bonus every encounter.

Front-Loaded:  This build is designed to be extremely effective in early heroic tier.  Human gives an extra feat, an extra skill, and an extra power in Spirit of the Tempest.  The Seeker MC gives an extra encounter control power (hard control, combined with the Spirit Companion) and an extra skill.  Spirit of Athas adds an extra body early on.  Spirit of the Healing Flood, Granite Armor, and the temp hps from Spirit Infusion are all incredibly powerful at the lowest levels (they decline in power in later heroic).  The spirit companion, thanks to Hybrid Talent, has teeth, and it's also a very effective tank in early/mid-heroic due to monsters not being able to deal the necessary damage to kill it.

Level 30 Highlights

Turn 1: No Action Points, Only Encounter Powers
1.  Initiative = +40 w/o items, +8 to allies
2.  (Free) Drop spirit in among monsters
3.  (Standard) Spirit of the Vengeful Mountain, 7x7 area Restrain/can't teleport
4.  (Free) We Will Not Fail: ally gets an attack against target you missed
5.  (Move) Reorient the Axis, get as many allies adjacent to you and targets as possible
6.  (Minor) Call Forth the Spirit World (7x7 area, restrained enemies are now -4 to attack), each adjacent ally gets 1/2 healing surge value temp hps from Rainbringer, each adjacent ally can also make a save at start of his turn via Pyreen's Restoration
7.  (Free) A Plan Comes Together (when focus target starts its turn, 2 out of turn attacks+daze+prone)
8.  (Immediate Interrupt) Powerful Warning (if the focus target manages to hit on its turn)
Summary:  Restrain + additional -2 to attacks in a 7x7 area + 4 additional basic attacks (1 against a missed target, 3 against a focus target) + 1/2 healing surge temp hps, free beginning-of-turn-saves, and regen 2 (for bloodied allies) to everyone adjacent to you.  This is doable every encounter with NO ACTION POINTS.

Action Points
Action point expenditure will heal adjacent allies for 3d6 and also recover a martial attack power (which are all off-turn attacks, so hard to use proactively).  In general, action points should probably not be spent on turn 1 in this build (the exception might be a double aoe attack with Stormhawk's Gambit/Vengeful Mountain/Hailburst, recovering WWNF).  Typical strategy should be to let an ally get in position for APCT, then use your action point on turn 2 (using War Master's Assault or Fury of Athas + a Spirit Infusion) and recover APCT.

Temp Hit Points
We can grant temp hit points with our 1 healing spirit and 2 inspiring words, with 3 utility powers (bolstering shout, medicines of many forms, call forth the spirit world).  Most importantly, every time we summon our spirit as a minor action, we can give one ally Int temp hps (Spirit of Vigor).

Healing Surge Powers
We have 1 healing spirit and 2 inspiring words, plus bolstering shout (mass second wind as minors), medicines of many forms (mass surges), and Rejuvenate the Land (daily healing).  Balm of Restoration can grant one surge and give concealment as a standard (if we're desperate).

Surgeless Healing
Call forth the Spirit World can heal bloodied allies 5/turn.  Rejuvenate the Land heals 10/turn as a daily.  Rain Serpent Elemental also heals 10/turn to bloodied as a daily.  Action points give 3d6 healing to adjacent allies.  Adjacent bloodied allies gain regen 2.  Spirit of Athas can also be used as a minor action "utility" to give everyone resist 5 for a turn.

Saving Throws
Spirit of the Tempest as an at-will grants saves, and we'll often be adjacent to the melee, so it's not hard to use.  Medicines of many forms is a mass save grant every encounter.  Spirit's Sacrifice can give us a save if needed.  Rejuvenate the Land gives mass saves (daily).  Finally, Pyreen's Restoration gives anyone adjacent start-of-turn saves and we can take conditions off of them onto us.

At-Wills
1. Spirit Infusion:  Int temp hps to attacker (minor) + basic w/+2 to hit and +8 to damage + everyone gets +1 vs. all targets adjacent to disappearing spirit until end of your next turn 
2. Direct the Strike:  If we're dazed or our spirit is off tanking or Call of the Spirit World is up
3. Spirit of the Tempest:  Very good if we absolutely need to get a condition off someone.
4. Spirit's Wrath: Spirit can OA and make target grant CA.  Not the best, but still free attacks...


What about Daze?

Daze is no fun for this build, and you could argue for taking the Spirit's Boon hybrid talent.  But I think this is wrong for a variety of reasons.  First, you want the spirit around in between turns.  Second, Spirit of Vigor only triggers when you summon the spirit as a MINOR action, so you really don't want to even be using Nimble Spirit except when forced to.  Despite the fact we can't sustain our minor zones or use our minor healing powers, the build always has Direct the Strike as a fallback option (this should usually be viable even when dazed), so we're unlikely to ever be shut down short of a stun (and we do eventually take Superior Will to deal with that eventuality).


What if no one in my group has a good basic attack?

I'm not gonna lie.  If that's the case, you probably should play something else.  You could consider a shaman|artificer, so you'd have Magic Weapon.  But you'd probably be better off playing Killswitch.  Spirit Infusion is THE reason to play a shaman; if it doesn't have a juicy target, you're better off trying something else imo.


If Your DM Allows Orb of Nimble Thoughts

Then you should consider Arcane Initiate or Disciplined Talent and use an Orb of Nimble Thoughts as your primary implement and Magic Missile/Kinetic Trawl as your RBA for use w/War Master's Assault, etc.


If Your DM Rules Spirit of Athas lasts the whole encounter

Then you should definitely take Warding Elemental, as it will give resist 5 for an entire encounter.  This is obviously too good, and, in my experience, most DMs will rule Spirit of Athas is just an "until the end of next turn" deal.


Level 11 Snapshot

Human Shaman|Warlord/Rainbringer

Theme:  Elemental Priest
Background:  Auspicious Birth

Ability Scores
Level 1:  Str 12 Con 12 Dex 10 Int 16 Wis 18 Cha 8
Level 11:  Str 13 Con 13 Dex 11 Int 19 Wis 21 Cha 9

Skills
Endurance +11, Nature +15, Perception +15, Heal +15, Insight +15
(Roll twice on Endurance, Nature, Heal)

Defenses
AC 23 = 10 + 5 + 4 + 4 = 23
Fort 20 = 10 + 5 + 1 + 3 + 1 = 20
Ref 23 = 10 + 5 + 4 + 3 + 1 = 23
Will 26 = 10 + 5 + 5 + 3 + 2 + 1 = 26

Hit Points/Surges
Hit Points: 83, Bloodied: 41, Surge Value: 20, Surges per Day: 8

Initiative/Movement
Intitiative: +14 (5+5+4), +4 to allies
Speed: 6

Powers
At-Wills:  Spirit Infusion, Direct the Strike, Spirit of the Tempest
Theme: Spirit of Athas
Encounter 1: Powerful Warning
Daily 1: Spirit of the Healing Flood
Encounter 2: Grappling Spirits
Utility 2: Spirit's Sacrifice
Encounter 3: Granite Armor
Daily 5: Scent of Victory (@L15 retrain to Shrieking Wind Spirits)
Utility 6: Reorient the Axis
Encounter 7: Hammer of the Grasping Tides
Daily 9: Primordial Retribution
Utility 10: Call Forth the Spirit World
Encounter 11: Hailburst

Feats
Human: Spirit of Vigor
L1: Hybrid Talent (Spirit's Power)
L2: Primal Sharpshooter (Grappling Spirits)
L4: Versatile Expertise (Spear, Totem)
L6: Superior Implement Training (Accurate Totem)
L8: Battlewise
L10: Improved Initiative (retrained to Fight On at level 11)
L11: Combat Commander

Items
Shared Valor Armor +2, Magic Javelin +2, Magic Totem +3, Amulet of Health +3, Battle Standard of Healing
 


Level 11 Turn 1 / Basics

Initiative: +14 for self, +4 for allies
At-Will: Grant basic with +2 to hit, +4 to damage, ally gets 4 temp hps each time spirit is summoned

Turn 1 Single-Target Daily Nova
1: Go first.
2: (Move) Reorient the Axis
3: (Minor) Spirit of Athas
4: (Standard) Dismiss to attack and go for -2 to defenses on target.
5: (AP Standard) Lamb to the Slaughter (pull 5, up to 3 allies charge target)

Turn 1 Encounter Control+Enable
1: Go first.
2: (Minor) Summon spirit companion in enemies
3: (Encounter) Hammer of the Grasping Tides (slow enemies in burst 2, range 20)
4: (Move) Reorient the Axis, move spirit also
5: (AP Standard) Direct the Strike or Spirit Infusion if spirit can get to ally, ally regains 3d6 hps

Turn 1 Daily Control (Have spirit already out)
1: (Minor) Summon elementals w/Primordial Retribution.
2: (Standard) Restrain 4 enemies.
3: (Move) Reorient the Axis, move spirit also
4: (AP Standard) Spirit Infusion or go for more restraining if you missed, ally regains 3d6 hps

Healing: 1 Healing Spirit, 2 Inspiring Word
Temp HP: 1/2 Healing Surge Value on any healing power, Int temp hps whenever summon spirit
Resist: Granite Armor for Resist 6 to all damage to one ally for a turn
Non-Surge Healing: Call Forth the Spirit World (bloodied allies regain 5 hps/turn)

Skills: Endurance, Nature, Heal all gets double rolls, Perception/Insight are maxed, plus Speak with Spirits for +Wis 1/enc.


Level 21 Snapshot

Human Shaman|Warlord/Rainbringer/Pyreen

Theme:  Elemental Priest
Background:  Auspicious Birth
Hybrid Defenses: +2 Will

Ability Scores
Level 1:  Str 12 Con 12 Dex 10 Int 16 Wis 18 Cha 8
Level 21:  Str 14 Con 14 Dex 12 Int 24 Wis 26 Cha 10

Skills
Endurance +17, Nature +23, Perception +23, Heal +23, Insight +23
(Roll twice on Endurance, Nature, Heal, and Insight)

Defenses
AC 35 = 10 + 10 + 7 + 7 + 1 = 35
Fort 31 = 10 + 10 + 2 + 4 + 1 + 3 + 1 (*diamond cincture) = 31
Ref 36 = 10 + 10 + 7 + 4 + 1 + 3 + 1 = 36
Will 38 = 10 + 10 + 8 + 4 + 1 + 2 + 3 = 38

Hit Points/Surges
Hit Points: 138, Bloodied: 69, Surge Value: 34, Surges per Day: 9

Initiative/Movement
Intitiative: +37 (10+8+8+7+4(*timeless locket)), +7 to allies
Speed: 6

Powers
At-Wills:  Spirit Infusion, Direct the Strike, Spirit of the Tempest
Theme: Spirit of Athas
Encounter 1: Powerful Warning
Daily 1: Spirit of the Healing Flood
Encounter 2: Grappling Spirits
Utility 2: Spirit's Sacrifice
Encounter 3: Granite Armor
Daily 5: Scent of Victory (@L15 retrain to Shrieking Wind Spirits)
Utility 6: Reorient the Axis
Encounter 7: Hammer of the Grasping Tides
Daily 9: Primordial Retribution
Utility 10: Call Forth the Spirit World
Encounter 11: Hailburst
Utility 12: Balm of Rain
Encounter 13: Blade Burst Trap (replaces Powerful Warning)
Daily 15: War Master's Assault (replaces Spirit of the Healing Flood)
Utility 16: Bolstering Shout
Encounter 17: We Will Not Fail (replaces Granite Armor)
Daily 19: Primordial Retribution (replaces L9 Primordial Retribution)
Daily 20: Rain Serpent Elemental

Feats
Human: Spirit of Vigor
L1: Hybrid Talent (Spirit's Power)
L2: Primal Sharpshooter (Grappling Spirits)
L4: Versatile Expertise (Spear, Totem)
L6: Superior Implement Training (Accurate Totem)
L8: Battlewise
L10: Improved Initiative (retrained to Fight On at level 11)
L11: Combat Commander
L12: Elemental Spirit Adept
L14: Nimble Spirit
L16: Shield Proficiency (Light)
L18: Improved Defenses
L20: Improved Initiative (retrained to Superior Initiative at level 21)
L21: Primal Resurgence

Items
Shared Valor Armor +4, Magic Javelin +4, Life River Totem +4, Timeless Locket +4, Diamond Cincture (Heroic), Focused Shield, Gloves of the Healer, Battle Standard of Healing
 


Level 21 Turn 1 / Basics

Initiative: +37 for self, +7 to allies
At-Will: Spirit Infusion, grant basic with +2 to hit, +7 to damage, 7 temp hps when spirit summoned next to ally, +1 to hit against all enemies adjacent to spirit when it's dismissed

Turn 1 Daily Enabling Nova
1. Go first.
2. (Free) Drop Spirit.
3. (Move) Reorient the Axis, everyone move to one target, adjacent to you if poss.
4. (Minor) Bolstering Shout, 1/2 healing surge temp hps to all
5. (Standard) War Master's Assault (use Grappling Spirits)
6. (Free) Use We Will Not Fail if you miss
7. (AP Standard) Spirit Infusion, ally gets back 3d6 hps

Turn 1 Encounter Control
1. Go first.
2. (Free) Spirit in middle of monsters.
3. (Encounter) Hammer of Grasping Tides.
4. (Free) We Will Not Fail on any miss.
5. (Move) Reorient the Axis (allies adjacent to you), move spirit
6. (Minor) Call Forth the Spirit World (-2 to attack for enemies), 1/2 healing surge temp hps for all
7. (AP Standard) Grappling Spirits on another target, or Hailburst if you have targets, 3d6 hps for ally.

Turn 1 Encounter Nova
1. Go first.
2. (Free) Spirit next to ally.
3. (Move) Reorient the Axis (converge on a target).
4. (Minor) Bolstering Shout, 1/2 healing surge temp hps for all
5. (Standard) Spirit Infusion, everyone gets +1 to hit against all targets
6. (Free) Resummon spirit.
7. (AP Standard) Spirit Infusion, everyone gets another +1 to hit, 3d6 hps for ally.

Turn 1 Daily Control Nova
1. Go first.
2. (Minor) Primordial Retribution 
3. (Standard) Restrain attack w/PR.
4. (Move) Reorient the Axis.
5. (Free) Drop spirit.
6. (AP Standard) Rain Serpent Elemental, 3d6 hps for ally
7. (Free) We Will Not Fail on any miss

Immediate: Blade Burst Trap available turn 1 in all cases.

Skills: Endurance/Nature/Heal/Insight double roll, Perception maxes, +Speak with Spirits 1/enc

Rainbringer: 2 utilities, 3 healing surge powers to trigger it
Temp Hps: Still have Spirit of Vigor for use w/Spirit Infusion
More Surges: Rain Serpent zone, Bolstering Shout for second winds, Balm of Restoration


Enjoy the build!

(Ignore the subsequent posts; those are remnants of the old writeup.) 


Reserved


Reserved
Pure Shaman Mul Version (No Warlord)

I wanted to see what I could do without warlord and just going shaman.  The idea is to use encounter powers as ally-friendly range 20 burst 2's/3's and either use spirit infusion to enable or the area evocations to control/do aoe dmg (whichever is a better choice at the time).  I think it's a pretty effective character.  

I went with Mul for Hide Armor qualification and the ability to shrug off daze.  In a non-Dark-Sun setting, you could consider Deva Soul of the World (I still maintain Rainbringer is better than Flame of Hope unless you have a pacifist cleric or some other huge healer in the party already).  Unless you have a good control move available, you and your spirit stand with the melee for SoTT use and Rainbringer temp hps (and all your close burst spirit 2's can be dropped on top of the melee no problem).

Mul Shaman/Rainbringer/Pyreen

====== Created Using Wizards of the Coast D&D Character Builder ======

RainShaman, level 30
Mul, Shaman, Rainbringer, Pyreen

Build: Animist Shaman

Companion Spirit: Elemental Spirit

Divine Spark: Divine Spark Wisdom

Divine Spark: Divine Spark Intelligence

Versatile Expertise: Versatile Expertise (Spear)

Versatile Expertise: Versatile Expertise (Totem)


FINAL ABILITY SCORES

Str 15, Con 15, Dex 12, Int 26, Wis 28, Cha 10.


STARTING ABILITY SCORES

Str 13, Con 11, Dex 10, Int 16, Wis 16, Cha 8.



AC: 44 Fort: 40 Reflex: 45 Will: 47

HP: 172 Surges: 9 Surge Value: 43


TRAINED SKILLS

Nature +29, Heal +29, Insight +29, Perception +29


UNTRAINED SKILLS

Acrobatics +15, Arcana +23, Bluff +15, Diplomacy +15, Dungeoneering +26, Endurance +18, History +23, Intimidate +15, Religion +23, Stealth +15, Streetwise +15, Thievery +15, Athletics +16


FEATS

Level 1: Spirit of Vigor

Level 2: Vigorous Spirit

Level 4: Versatile Expertise

Level 6: Superior Implement Training (Accurate totem)

Level 8: Armor Proficiency (Hide)

Level 10: Improved Initiative (retrained to Superior Initiative at Level 21)

Level 11: Nimble Spirit

Level 12: Elemental Spirit Adept

Level 14: Coordinated Explosion

Level 16: Warding Elemental

Level 18: Paragon Defenses (retrained to Robust Defenses at Level 22)

Level 20: Danger Sense

Level 21: Primal Resurgence

Level 22: Purging Spirit

Level 24: Mighty Spirit

Level 26: Epic Fortitude

Level 28: Epic Reflexes

Level 30: Epic Will


POWERS

Shaman at-will 1: Spirit of the Tempest

Shaman encounter 1: Twin Panthers

Shaman daily 1: Spirit of the Healing Flood

Shaman utility 2: Spirit's Sacrifice

Shaman encounter 3: Granite Armor

Shaman daily 5: Shrieking Wind Spirits

Shaman utility 6: Natural Terrain Understanding

Shaman encounter 7: Hammer of the Grasping Tides

Shaman daily 9: Primordial Retribution

Shaman utility 10: Call Forth the Spirit World

Shaman encounter 13: Guardian Eagle Flock (replaces Twin Panthers)

Shaman daily 15: Volcanic Circle (replaces Spirit of the Healing Flood)

Shaman utility 16: Healing Howl

Shaman encounter 17: Winter's End (replaces Granite Armor)

Shaman daily 19: Primordial Retribution (replaces Primordial Retribution)

Shaman utility 22: Medicines of Many Forms

Shaman encounter 23: Spirit of the Vengeful Mountain (replaces Hammer of the Grasping Tides)

Shaman daily 25: Caustic Rain (replaces Shrieking Wind Spirits)

Shaman encounter 27: Conquering Storm Spirit (replaces Guardian Eagle Flock)

Shaman daily 29: Fury of Athas (replaces Volcanic Circle)


ITEMS

Magic Elderhide Armor +6, Magic Accurate totem +6, Amulet of Protection +6

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 
 



Non-Dark-Sun Version (Deva Soul of the World)

1.  Go deva, same stat array.
2.  Take Mark of Healing instead of Improved Initiative (OoNT will be our II), skip Danger Sense.
3.  MC Wizard for Orb of Nimble Thoughts (pick Magic Missile to get an RBA).
4.  Carry orb + totem.
5.  Still take Rainbringer pp.
6.  Pick druid for your Soul of the World class and take Writhing Henge at 25 and do Primal Summoning Expertise instead of Reserve Maneuver (18 attacks/round is stupid good).
7.  Pick Mul for your 1st race for Incredible Toughness.
8.  2nd race can be w/e, something with teleport isn't bad, shadar-kai or eladrin.
9.  Retrain for Wall of Stone from druid at 16... might be some other good retrains.

I feel like Rainbringer is better than Flame of Hope, retaining a healing/control focus.  Flame of Hope isn't bad, but you're just an inferior version of Killswitch or a warlord battle captain then.  With the Rainbringer/control focus, you're trying to be a functional controller with tons of healing, which I can't see artificer or warlord ever accomplishing.

Another good option is Shardmind Gatekeeper/Pyreen, which I posted in another thread.  Focus on sliding things into your Chosen Threshold (Watcher shaman for Guardian Eagle Flock as your main slider).
Customer Service Rulings

Call Forth the Spirit World with Rainbringer

1. When I sustain the power as a minor action , am I using a power with the healing keyword?

A: No. Sustaining a power does not mean that your using the power.


2. When an ally in the burst regains 5 hit points, am I using a power with the healing keyword?

A: Yes, the power has the healing keyword.

3. The initial minor action use of the power (when you first cast it) is considered to be using a power with the healing keyword.
A: Yes.
I am having trouble deciding which MC strategy is best, if anyone has any thoughts.

Options:
Fighter: Brawling Warrior + Wary Fighter

+2 Insight/Perception and use Wis for initiative, Endurance

Seeker: Primal Sharpshooter + ...(Melee Training? AP Hide?)

Nature (can begin w/Endurance at lvl 1), RBA for use with Warlord powers where we get a basic, Grappling Spirit works great with the spirit (slowed/can't shift, then drop spirit next to them = must hit spirit or eat an OA)

Druid: Initiate of the Old Faith + Quick Wild Shape + (...Stalking Panther?)

Nature, wild shape mobility, cool roleplaying as a result of being able to turn into animal

Avoiding Arcane MC because it's out of flavor with an anti-defiling primal protector of the land.

At first, I thought fighter was a no-brainer, but I think you could make a good argument for taking Primal Sharpshooter right at level 2.  Grappling Spirits + Spirit Companion is a really nice combination.  At level 15, when your only decent lazylord option is War Master's Assault, Grappling Spirits+Inevitable Shot boost this power a lot.  And it allows you to take Insightful Assault at level 27 (if you want).  With DS inherent bonus system, you can just carry a javelin around and it's always got a good bonus.

Wary Fighter is a pretty amazing feat, but it does occupy 2 feat slots essentially, whereas another MC frees up another feat...
Bump... ready for review!

I think it turned out rather solid.  The daily progression still feels a bit unoptimized to me, but maybe that's just a function of using a Lazylord hybrid (Killswitch's warlord dailies kind of suck too).

Not sure how to assess the new Dark Sun shaman dailies.  Maybe I should take Volcanic Circle or Sirocco Spirit at some point, not sure.  (I think Primordial Retribution is great just due to being able to restrain 4 targets in a close burst 10 in like all different directions, though... it's almost like a restrain version of the invoker dailies that slow in huge burst, etc).

Also not sure Stormhawk's Gambit is as good as I think it is at 25.  Maybe something more generally useful (Relentless Assault, Caustic Rain as we are the Rainbringer, etc.) is called for, but giving the whole party flying seems like it could be very strong in some fights.

Also torn on A Plan Comes Together vs. Insightful Assault, but I think our very powerful Spirit Infusion + APCT (3 attacks + prone/daze/bonus hit-dmg/temp hps/to-hit bonus) trumps 4 attacks (with our anemic RBA usable only once, so AP does no good on it).  So I think I made the right call on APCT.  
Just came in to make thumbs up for you build. I like it very much.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

The more I look at this, the less convinced I am that this build really needs warlord, at least for heroic tier play.  At paragon, warlord comes into its own (combat commander, inspiring words being less clunky than healing spirit, etc).  But if you were just playing in heroic tier, you can go Twin Panthers / Granite Armor / Hammer of Grasping Tides, Spirit of Healing Flood / Shrieking Wind Spirits / Primordial Retribution, and be doing great.  Could even consider Mul then with stat array of 13 Str, 11 Con and take hide armor at heroic (instead of a multiclass feat).
Warlord throws alot of nice stuff on the table, but shaman really gives up a bunch as a hybrid -- that they can't fully recover unless they paragon MC.

Still, I like your concept and will be borrowing from it heavily
Only thing we're giving up is the Spirit Boon (and access to some dailies because of being forced to take crappy lazylord dailies), since we hybrid talent for the Spirit's Power.  I don't think the elemental "summon spirit as a free action" clause is very good because you always want your spirit around on your off-turn.  The +2 to saves is good, but we compensate for losing that with +2 to initiative from warlord.  So I don't think we give up much except the ability to have 2 good dailies at level 5.

I'm trying to build a pure shaman version of this, but I just get stuck on the encounter powers, since most shaman powers are just terrible/mediocre (except the recent trend of close burst spirit X powers where X>1).  Two attack powers aren't even very good compared to spirit infusion on a striker (who gets temp hps and everyone gets +1 to hit several targets).

1: Twin Panthers (good cause it's 2 attacks on 1 target + CA)
3: Granite Armor (solid)
7: Hammer of Grasping Tides (close burst spirit 2 is great)
13: ......
17: ......
23: Spirit of the Vengeful Mountain
27: ......

Looked at Gelatinous's guide, but lots of the powers rated blue there would be black or worse for a warlord or cleric or something.  So I still dunno if a pure shaman version can work... will look closely at their encounters to see if anything decent to fill out the 13/17/27 levels. 

This is how I'd rate the new powers... not gonna give detailed explanations but just colors and a couple words.

Dark Sun Shaman Evocations

[color=DarkGreen]Spirit's Wrath[/color]: Feature, low damage, and chars may already have CA
Spirit Infusion: AW 1, amazing power
Scorching Sands: Enc 1, Average for non-elementals
Dust Storm Binding: Dly 1
Condensation: Util 2, not generally useful but when it's needed it's solid
Granite Armor: Enc 3, Average for non-elementals
Shrieking Wind Spirits: Dly 5, great control power for level 5
Light of the Crimson Sun: Util 6, Great in parties who can take advantage of it
Memories of Wind and Rain: Enc 7, hard to make enemies end a turn in the zone
Mountain's Might: Dly 9, getting slowed kind of sucks, and standard to cast is slow
Swirling Dust: Util 10, insubstantial for minor is decent
[color=DarkGreen]Seething Zephyr[/color]: Enc 13, close burst 2 and it would be good
[color=DarkGreen]Volcanic Circle[/color]: Dly 15, again, ending in the zone is a crappy requirement, but the damage is quite high (20 average ongoing damage makes this like a 4[W] aoe or so) and it's [color=Blue]even better[/color] if you have a controller or someone to immobilize/restrain targets inside.
[color=Blue]Guiding Winds[/color]: Util 16, a mini-Reorient the Axis for shamans.  Would be skyblue if it covered a bigger area, but still solid.
[color=DarkGreen]Cloudburst[/color]: Enc 17, Better with Resounding Thunder/Mark of Storm
[color=DarkGreen]Sirocco Spirit[/color]: Dly 19, with the vuln 5 guaranteed, it's decent, but the problem with the timing is they might save vs. the vuln (making it worse than until end of next turn)
[color=Purple]Sand Summons[/color]: Util 22, can't see how this is that great for a daily
[color=Red]Boulder Smash[/color]: Enc 23, too small an area, and prone is weak at this level, even worse for non-eles
[color=Blue]Caustic Rain[/color]: Dly 25, the ongoing damage is a bit deceptive, this is actually like an area effect 7[W] attack (assuming 30ish average damage from the acid), with a zone that can do even more and a debuff that will also do more, and the chance to heal.  The more I think about this power, the more I like it.  Combos really well with Spirit of the Vengeful Mountain.  With enough immobilize in the party, might be skyblue.
[color=Purple]Immolating Spirit[/color]: Enc 27, this is just one attack with some splash damage and a surge; compare to Trailblazing Assault, a level 7 ardent power and this just looks subpar, [color=Red]Bad[/color] for non-elementals
[color=SkyBlue]Fury of Athas[/color]: Dly 29, buuuuuwhaaa-----?


Cazzeo,

The write-up is extremely thorough, and the sample turns are exactly what you're gunning for with a build like this. I love 'control Novas', and being able to drop one before Team Monster gets to do anything = SO AWESOME, YOU NEED CAPSLOCK TO EXPRESS YOUR ENTHUSIASM!!!

Going to take another look tomorrow. I've read the whole thing, but I'm a little foggy at the moment.
Thanks!  My favorite control build is still my Shardmind Druid|Invoker/Gatekeeper.  That thing is just nuts.  Chosen Threshold is just so op.

Walls Can't Attack (Shardmind Druid|Invoker/Wizard/Gatekeeper/Pyreen)

====== Created Using Wizards of the Coast D&D Character Builder ======

WallsCantAttack, level 30

Shardmind, Druid|Invoker, Gatekeeper, Demigod

Hybrid Druid: Hybrid Druid Reflex

Covenant Manifestation: Manifestation of Preservation

Hybrid Invoker: Hybrid Invoker Reflex

Divine Spark: Divine Spark Wisdom

Divine Spark: Divine Spark Intelligence

Shardmind: Perception Bonus


FINAL ABILITY SCORES

Str 12, Con 13, Dex 12, Int 26, Wis 30, Cha 10.


STARTING ABILITY SCORES

Str 10, Con 11, Dex 10, Int 14, Wis 18, Cha 8.



AC: 44 Fort: 40 Reflex: 47 Will: 47

HP: 140 Surges: 7 Surge Value: 35


TRAINED SKILLS

Nature +31, Insight +31, Perception +33, Arcana +31


UNTRAINED SKILLS

Acrobatics +15, Bluff +15, Diplomacy +15, Dungeoneering +25, Endurance +17, Heal +25, History +23, Intimidate +15, Religion +23, Stealth +15, Streetwise +15, Thievery +15, Athletics +15


FEATS

Level 1: Superior Implement Training (Quickbeam staff)

Level 2: Mark of Storm

Level 4: Implement Expertise (Staff)

Level 6: Weapon Focus (Staff)

Level 8: Power of Skill

Level 10: Arcane Initiate

Level 11: Quick Wild Shape

Level 12: Resounding Thunder

Level 14: Stalking Panther Form (retrained to Superior Initiative at Level 21)

Level 16: Paragon Defenses (retrained to Robust Defenses at Level 22)

Level 18: Danger Sense

Level 20: Skill Power (retrained to Primal Summoning Expertise at Level 25)

Level 21: Primal Resurgence

Level 22: Divine Mastery

Level 24: Long Step

Level 26: Epic Fortitude

Level 28: Epic Reflexes

Level 30: Epic Will


POWERS

Arcane Initiate: Thunderwave

Hybrid at-will 1: Divine Bolts

Hybrid at-will 1: Savage Rend

Skill Power: Prescient Defense

Hybrid encounter 1: Thunder of Judgment

Hybrid daily 1: Summon Giant Toad

Hybrid utility 2: Divine Call

Hybrid encounter 3: Thorn Castle (retrained to Call Lightning at Level 12)

Hybrid daily 5: Blade of Vengeance

Hybrid utility 6: Swarm Dispersal

Hybrid encounter 7: Tide of the First Storm

Hybrid daily 9: Summon Blade Angel

Hybrid utility 10: Feywild Sojourn

Hybrid encounter 13: Winds of Celestia (replaces Thunder of Judgment)

Hybrid daily 15: Wall of Blades (replaces Blade of Vengeance)

Hybrid utility 16: Wall of Stone

Hybrid encounter 17: Lightning Cascade (replaces Tide of the First Storm)

Hybrid daily 19: Thorns of the Hinterlands (replaces Summon Giant Toad)

Hybrid utility 22: Walls of Hestavar

Hybrid encounter 23: Storm of Celestia (replaces Lightning Cascade)

Hybrid daily 25: Writhing Henge (replaces Summon Blade Angel)

Hybrid encounter 27: Compel Action (replaces Winds of Celestia)

Hybrid daily 29: Word of the Gods (replaces Wall of Blades)


ITEMS

Cloak of Distortion +6, Quickbeam staff of Ruin +6, Pouncing Beast Elderhide Armor +6, Orb of Nimble Thoughts +1, Boots of the Fencing Master (heroic tier), Diamond Cincture (paragon tier)

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


 

I should really give that guy his own thread someday.  Quick summary:
1.  Has mba (savage rend) and rba (divine bolts), both of which slide.
2.  Huge initiative with Orb of Nimble Thoughts.
3.  Thunder powers are gigantic bursts that slide (Call lightning is a 5x5 restrained save ends in this build at lvl 16).
4.  Storm of Celestia can immob save ends everything in a 7x7 area (anything that goes through wall).
5.  Huge DPR every fight from dailies pretty much with summons and sliding into walls/thorns.
6.  Writhing henge + primal summoning expertise.
7.  Shifting tricks with druid, quick wild shape, long step, pouncing beast armor.
8.  Pyreen (says demigod, too lazy to change, used to be reincarnate champion).
9.  Wall of stone and walls of hestavar can both control the battlefield.
10.  Staff of ruin + rba divine bolts (get perfect shot/eagle eye, not included in build) + weapon focus staff for nice at-will dpr.
11.  Savage rend for off-turn melee basics/flanking if needed.
12.  Dominates at 27/29, its AP turn can do double slides into the wall, or can do 7x7 immob + dominate another group.

Only real drawback is it's a pure controller, so surges/hps/defenses aren't the greatest.  Really really strong build 1-30 though.  It also completely depends on Mark of Storm + Quickbeam Staff to be able to slide a target in the Chosen Threshold (or some other wall/zone) out and back in again, and I'm just starting to get annoyed by Mark of Storm builds in general.
Shamans start with nature trained, you don't have to MC for that skill.

Thank  you for pointing out the awesomeness that is the Rainbringer, though.  I'm starting a Deva (yes, I will be the only one in the world) Shaman in my friends dark sun campaign this Saturday, can't wait to get to paragon tier.
The hybrid shaman doesn't get it automatically unfortunately.  Lack of skills is one of the drawbacks of going hybrid.
Ah! Touche, salesman.  I haven't really looked at hybrids much.
Thanks!  My favorite control build is still my Shardmind Druid|Invoker/Gatekeeper.  That thing is just nuts.  Chosen Threshold is just so op.

Walls Can't Attack (Shardmind Druid|Invoker/Wizard/Gatekeeper/Pyreen)

====== Created Using Wizards of the Coast D&D Character Builder ======

WallsCantAttack, level 30

Shardmind, Druid|Invoker, Gatekeeper, Demigod

Hybrid Druid: Hybrid Druid Reflex

Covenant Manifestation: Manifestation of Preservation

Hybrid Invoker: Hybrid Invoker Reflex

Divine Spark: Divine Spark Wisdom

Divine Spark: Divine Spark Intelligence

Shardmind: Perception Bonus


FINAL ABILITY SCORES

Str 12, Con 13, Dex 12, Int 26, Wis 30, Cha 10.


STARTING ABILITY SCORES

Str 10, Con 11, Dex 10, Int 14, Wis 18, Cha 8.



AC: 44 Fort: 40 Reflex: 47 Will: 47

HP: 140 Surges: 7 Surge Value: 35


TRAINED SKILLS

Nature +31, Insight +31, Perception +33, Arcana +31


UNTRAINED SKILLS

Acrobatics +15, Bluff +15, Diplomacy +15, Dungeoneering +25, Endurance +17, Heal +25, History +23, Intimidate +15, Religion +23, Stealth +15, Streetwise +15, Thievery +15, Athletics +15


FEATS

Level 1: Superior Implement Training (Quickbeam staff)

Level 2: Mark of Storm

Level 4: Implement Expertise (Staff)

Level 6: Weapon Focus (Staff)

Level 8: Power of Skill

Level 10: Arcane Initiate

Level 11: Quick Wild Shape

Level 12: Resounding Thunder

Level 14: Stalking Panther Form (retrained to Superior Initiative at Level 21)

Level 16: Paragon Defenses (retrained to Robust Defenses at Level 22)

Level 18: Danger Sense

Level 20: Skill Power (retrained to Primal Summoning Expertise at Level 25)

Level 21: Primal Resurgence

Level 22: Divine Mastery

Level 24: Long Step

Level 26: Epic Fortitude

Level 28: Epic Reflexes

Level 30: Epic Will


POWERS

Arcane Initiate: Thunderwave

Hybrid at-will 1: Divine Bolts

Hybrid at-will 1: Savage Rend

Skill Power: Prescient Defense

Hybrid encounter 1: Thunder of Judgment

Hybrid daily 1: Summon Giant Toad

Hybrid utility 2: Divine Call

Hybrid encounter 3: Thorn Castle (retrained to Call Lightning at Level 12)

Hybrid daily 5: Blade of Vengeance

Hybrid utility 6: Swarm Dispersal

Hybrid encounter 7: Tide of the First Storm

Hybrid daily 9: Summon Blade Angel

Hybrid utility 10: Feywild Sojourn

Hybrid encounter 13: Winds of Celestia (replaces Thunder of Judgment)

Hybrid daily 15: Wall of Blades (replaces Blade of Vengeance)

Hybrid utility 16: Wall of Stone

Hybrid encounter 17: Lightning Cascade (replaces Tide of the First Storm)

Hybrid daily 19: Thorns of the Hinterlands (replaces Summon Giant Toad)

Hybrid utility 22: Walls of Hestavar

Hybrid encounter 23: Storm of Celestia (replaces Lightning Cascade)

Hybrid daily 25: Writhing Henge (replaces Summon Blade Angel)

Hybrid encounter 27: Compel Action (replaces Winds of Celestia)

Hybrid daily 29: Word of the Gods (replaces Wall of Blades)


ITEMS

Cloak of Distortion +6, Quickbeam staff of Ruin +6, Pouncing Beast Elderhide Armor +6, Orb of Nimble Thoughts +1, Boots of the Fencing Master (heroic tier), Diamond Cincture (paragon tier)

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


 

I should really give that guy his own thread someday.  Quick summary:
1.  Has mba (savage rend) and rba (divine bolts), both of which slide.
2.  Huge initiative with Orb of Nimble Thoughts.
3.  Thunder powers are gigantic bursts that slide (Call lightning is a 5x5 restrained save ends in this build at lvl 16).
4.  Storm of Celestia can immob save ends everything in a 7x7 area (anything that goes through wall).
5.  Huge DPR every fight from dailies pretty much with summons and sliding into walls/thorns.
6.  Writhing henge + primal summoning expertise.
7.  Shifting tricks with druid, quick wild shape, long step, pouncing beast armor.
8.  Pyreen (says demigod, too lazy to change, used to be reincarnate champion).
9.  Wall of stone and walls of hestavar can both control the battlefield.
10.  Staff of ruin + rba divine bolts (get perfect shot/eagle eye, not included in build) + weapon focus staff for nice at-will dpr.
11.  Savage rend for off-turn melee basics/flanking if needed.
12.  Dominates at 27/29, its AP turn can do double slides into the wall, or can do 7x7 immob + dominate another group.

Only real drawback is it's a pure controller, so surges/hps/defenses aren't the greatest.  Really really strong build 1-30 though.  It also completely depends on Mark of Storm + Quickbeam Staff to be able to slide a target in the Chosen Threshold (or some other wall/zone) out and back in again, and I'm just starting to get annoyed by Mark of Storm builds in general.



/whistle

Yeah, that's a lot of control punch! I do agree with your squeamishness about builds that rely too heavily on a particular element or enchantment, of course. I also agree with your sentiment towards Mark of Storm builds-- I have quite a few, my self. I'd be willing to bet that just about everyone has quite a few Mark of Storm builds, in fact. While I wouldn't call it overpowered, it's so incredibly useful that it tends to draw CharOp builders like moths to a flame.
I wanted to see what I could do without warlord and just going shaman.  The idea is to use encounter powers as ally-friendly range 20 burst 2's/3's and either use spirit infusion to enable or the area evocations to control/do aoe dmg (whichever is a better choice at the time).  I think it's a pretty effective character.  

I went with Mul for Hide Armor qualification and the ability to shrug off daze.  In a non-Dark-Sun setting, you could consider Deva Soul of the World (I still maintain Rainbringer is better than Flame of Hope unless you have a pacifist cleric or some other huge healer in the party already).  Unless you have a good control move available, you and your spirit stand with the melee for SoTT use and Rainbringer temp hps (and all your close burst spirit 2's can be dropped on top of the melee no problem).

Mul Shaman/Rainbringer/Pyreen

====== Created Using Wizards of the Coast D&D Character Builder ======

RainShaman, level 30
Mul, Shaman, Rainbringer, Pyreen

Build: Animist Shaman

Companion Spirit: Elemental Spirit

Divine Spark: Divine Spark Wisdom

Divine Spark: Divine Spark Intelligence

Versatile Expertise: Versatile Expertise (Spear)

Versatile Expertise: Versatile Expertise (Totem)


FINAL ABILITY SCORES

Str 15, Con 15, Dex 12, Int 26, Wis 28, Cha 10.


STARTING ABILITY SCORES

Str 13, Con 11, Dex 10, Int 16, Wis 16, Cha 8.



AC: 44 Fort: 40 Reflex: 45 Will: 47

HP: 172 Surges: 9 Surge Value: 43


TRAINED SKILLS

Nature +29, Heal +29, Insight +29, Perception +29


UNTRAINED SKILLS

Acrobatics +15, Arcana +23, Bluff +15, Diplomacy +15, Dungeoneering +26, Endurance +18, History +23, Intimidate +15, Religion +23, Stealth +15, Streetwise +15, Thievery +15, Athletics +16


FEATS

Level 1: Spirit of Vigor

Level 2: Vigorous Spirit

Level 4: Versatile Expertise

Level 6: Superior Implement Training (Accurate totem)

Level 8: Armor Proficiency (Hide)

Level 10: Improved Initiative (retrained to Superior Initiative at Level 21)

Level 11: Nimble Spirit

Level 12: Elemental Spirit Adept

Level 14: Coordinated Explosion

Level 16: Warding Elemental

Level 18: Paragon Defenses (retrained to Robust Defenses at Level 22)

Level 20: Danger Sense

Level 21: Primal Resurgence

Level 22: Purging Spirit

Level 24: Mighty Spirit

Level 26: Epic Fortitude

Level 28: Epic Reflexes

Level 30: Epic Will


POWERS

Shaman at-will 1: Spirit of the Tempest

Shaman encounter 1: Twin Panthers

Shaman daily 1: Spirit of the Healing Flood

Shaman utility 2: Spirit's Sacrifice

Shaman encounter 3: Granite Armor

Shaman daily 5: Shrieking Wind Spirits

Shaman utility 6: Natural Terrain Understanding

Shaman encounter 7: Hammer of the Grasping Tides

Shaman daily 9: Primordial Retribution

Shaman utility 10: Call Forth the Spirit World

Shaman encounter 13: Guardian Eagle Flock (replaces Twin Panthers)

Shaman daily 15: Volcanic Circle (replaces Spirit of the Healing Flood)

Shaman utility 16: Healing Howl

Shaman encounter 17: Winter's End (replaces Granite Armor)

Shaman daily 19: Primordial Retribution (replaces Primordial Retribution)

Shaman utility 22: Medicines of Many Forms

Shaman encounter 23: Spirit of the Vengeful Mountain (replaces Hammer of the Grasping Tides)

Shaman daily 25: Caustic Rain (replaces Shrieking Wind Spirits)

Shaman encounter 27: Conquering Storm Spirit (replaces Guardian Eagle Flock)

Shaman daily 29: Fury of Athas (replaces Volcanic Circle)


ITEMS

Magic Elderhide Armor +6, Magic Accurate totem +6, Amulet of Protection +6

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 


 
Bumping this for more love.  Had a chance to play this build online and it runs really well.  It's not as good as healer as a pacifist cleric, nor as good an enabler as Killswitch/pure warlord (at encounter level), but it's a really nice in-between build.  Generates ton of temp hps, and the at-will enabling with spirit infusion is crazy strong.  Kind of winds up feeling like a 1/2 pacifist cleric healbot, 1/2 warlord enabler.
This is an amazing build.  I am using this being the primary healer in a party of 7.  I effectively heal by allowing my DPS party members to kill the enemy faster and throwing some healing in desperate measures.  This works wonders.  I am saddened by the fact that the new character builder does not have the Elemental Spirit listed for the Hybrid Shaman because there is enough in this build based on that as a prerequisite that it is a nuisance to have to correct that every time I level; not to mention the lack of Inherent bonuses built in.  I went with the Spirit of Healing Flood and Scent of Victory build for this to make sure I had enough healing too.  I find that I rarely have my companion spirit out between turns because I am summoning him at the beginning of the turn and using Spirit Infusion to grant temp HP (helps a lot) and provide a bonus to hit.  This can be devastating from a DPS basic attack and having a DPS ranged rogue in the party means anything on the field is a fair target usually.
This is an amazing build.  I am using this being the primary healer in a party of 7.  I effectively heal by allowing my DPS party members to kill the enemy faster and throwing some healing in desperate measures.  This works wonders.  I am saddened by the fact that the new character builder does not have the Elemental Spirit listed for the Hybrid Shaman because there is enough in this build based on that as a prerequisite that it is a nuisance to have to correct that every time I level; not to mention the lack of Inherent bonuses built in.  I went with the Spirit of Healing Flood and Scent of Victory build for this to make sure I had enough healing too.  I find that I rarely have my companion spirit out between turns because I am summoning him at the beginning of the turn and using Spirit Infusion to grant temp HP (helps a lot) and provide a bonus to hit.  This can be devastating from a DPS basic attack and having a DPS ranged rogue in the party means anything on the field is a fair target usually.



Very good feedback for this build thread. As someone who has been a fan of this build for awhile, but hasn't had a chance to run it or see it played first hand, I like seeing these types of posts.

Please continue sharing experience with the build as you have sessions. I'm very interested in seeing more about it.
Glad someone got some use out of the build!  Surprised it didn't get more feedback...

Will update over next few days, including adding Battlewise and fixing the epic tier.

Still trying to figure out if Spirit of Athas ever got corrected to have a duration, or if Warding Elemental is still overpowered at mass resist 5 all encounter long. 
Finished updating this build and reworking the presentation to be friendlier.  Probably still some mistakes lurking, but I'll try to fix them as I find them.
Why did you take down all of your explanations of the different feat and power selections?  That was probably the most helpful thing for me because it really helped me decide how to tweak this build to work for me.  I politely request that you put those back up if you still have them.
Why did you take down all of your explanations of the different feat and power selections?  That was probably the most helpful thing for me because it really helped me decide how to tweak this build to work for me.  I politely request that you put those back up if you still have them.
I deleted them, sorry.  Level by level breakdown is just too much of a pain if you have to change the build (I made a few changes then realized how annoying it is to go through and change all the levels you've modified).

These days, I consider Flameswitch (see my sig) to be the definitive shaman|warlord, though the Rainbringer is still a great (and underappreciated) choice.