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Switch to Forum Live View Spirited Away: A Shaman Handbook
3 years ago  ::  Nov 30, 2009 - 4:18AM #51
CastleOrange
Date Joined: Mar 14, 2008
Posts: 55
Thanks for working on this guide, I am learning from it and hope you continue updating it.
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3 years ago  ::  Dec 01, 2009 - 11:03AM #52
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Finished paragon tier powers from PHB2 and Primal Power.  Also added a section on suggested point buys beneath the section on ability scores.
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3 years ago  ::  Dec 02, 2009 - 11:03AM #53
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Updated the multiclass section and will try to do hybrids at some point later on this week.

There was not much obvious from the straight multiclass feats, mainly because shamans do not use weapons and no one besides druids uses totems and the druid MC feat is all about wildshape which does the shaman no good.  The basic MC feats that many shamans qualify for that I think they will get some use of are: cleric, ranger, barbarian, wizard, invoker, warlord, and avenger.  Those all got black or blue ratings and for some of those there are ok power swaps as well.  I did not see any class where PMCing would be that good of an idea, although there might be druid ones that work if you ignore the beast powers.  Cleric, invoker, and wizard could work if you had the right implement and elf watchers might be able to pull off ranger.

However, there were several of the non-standard MC feats that I think can be pretty useful, especially for stalker builds.  Divine Channeler opens up several options with channel divinity powers from the invoker, paladin, and cleric classes that can round out a shaman's leader skills.   For invoker and wizard there are divine secret keeper and learned spell caster, both of which give you ritual casting and a skill.  For paladin soldier of virtue gives you virtue's touch once a day and a skill.  And for warlord tactical leader is ok with a  1/encounter action point +1 and a skill.  For clerics the divine healer feat is good if you actually want to swap out for some cleric powers.
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3 years ago  ::  Dec 02, 2009 - 1:06PM #54
alien270
Date Joined: Dec 7, 2008
Posts: 2,038

Nov 27, 2009 -- 11:07AM, Scatterbrained wrote:


As for Spirit of the Tempest, I believe they intentionally made it "melee 1" as an ill-conceived attempt to balance it with our other at-wills.  It sucks because shamans really need a better way to grant saves, but this is just too dangerous.  I do have a slim hope though that the designers will realize that it needs to be fixed to be a viable option.



I disagree that it's too dangerous (unless you're a Con Shaman that made no attempts to improve your AC, which means you'll probably end up dead soon anyways).  First of all, since this is a Shaman's only (non-spirit) melee attack they'll still get to spend the majority of combat safe and at range.  Even in an encounter where effects are thrown around a lot, you'll generally only use this to get rid of the most debilitating effects (hopefully to allow your allies to take out the most dangerous foe(s)).  Second, and more importantly, you're not required to go after the most dangerous melee enemy when you use this power.  Just pop your SC next to the ally who needs saving and take a swing at the weakest-looking enemy (you might even take out a minion in the process).  Soldiers are good options as well, since they do relatively little damage but are difficult to hit (since the save is an effect, you don't care about hitting anyways).  You can also minimize the likelihood of retaliation by hitting an enemy that your defender has marked (and can punish if they take a swing at you).  Furthermore, once you're ready to disengage from melee it's pretty easy to shift, pop your SC between you and the enemy for protection, and then use whatever spirit or ranged attack you fancy.  Between the SC moving when you take your move action and the ever-useful dimiss minor/call free, there should be no shortage of ways for your SC to do something useful anywhere on the battlefield and still be able to protect you for a round. 

Is there some risk involved with the power?  Obviously, yes.  But there are also plenty of ways to minimize that risk, and the fact that it grants a save as an effect makes it well worth it, IMO. 

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3 years ago  ::  Dec 02, 2009 - 2:49PM #55
joesena
Date Joined: Jun 18, 2009
Posts: 263

Dec 2, 2009 -- 1:06PM, alien270 wrote:


unless you're a Con Shaman that made no attempts to improve your AC, which means you'll probably end up dead soon anyways



But that's exactly why the power is not good as written.  You're essentially saying that you have to pay a feat tax just to use this power.  Without (or ignoring) this power, Shamans as written don't need to worry about armor at all.  So either Shamans do have to worry about armor (and thus deserve to either get con-to-AC or some other non-feat-tax AC bonus so that they can scale properly, or should have more hit- or damage-mitigating feats/powers available), or they don't have to because they have no powers that require them to get close to enemies, including this one.

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3 years ago  ::  Dec 02, 2009 - 3:07PM #56
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740

Dec 2, 2009 -- 2:49PM, joesena wrote:

Without (or ignoring) this power, Shamans theoretically don't need to worry about armor at all. So either Shamans do have to worry about armor (and thus deserve to either get con-to-AC or some other non-feat-tax AC bonus so that they can scale properly), or they don't have to because they have no powers that require them to get close to enemies, including this one.




The thing is that (con) shamans do need to worry about AC.  That is the biggest flaw in the class as written since the spirit companion uses the shaman's AC and con shamans have the lowest AC in the game if they do not take any feats.  I think the class should be erratad to let con shamans use con for AC while in light armor or get better armor feats.

If a feat tax come out to fix it I think it should give hide prof and con for AC for the price of one feat, sort of like the battle armaments feat for cleric which gives light shield prof and a martial prof, but has requirements that make it only valuable for clerics.

And shamans do have some daily powers that do require they get next to enemies.  Not many, but there is ancestors drum that starts out at close burst 1 and there may be others.

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3 years ago  ::  Dec 02, 2009 - 6:23PM #57
yesnomu
Date Joined: Jul 9, 2008
Posts: 470
Yeah, my dwarven shaman plays it fairly safe, but I'd have been toast long ago if I hadn't bought chain. Plus, I'd like the damage roll to not be the only determinant of whether somebody pops my spirit.

SotT changes nothing about the problems with B/WS AC, it just makes them more blatant if you want to take a pretty nifty at-will.
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3 years ago  ::  Dec 02, 2009 - 6:31PM #58
yesnomu
Date Joined: Jul 9, 2008
Posts: 470
Also, I think your recommendation of Second Skin for Con Shamans is a bit strong. You might gain AC, even a fair amount, but that's still trading one feat for three (Hide, HAE, SS), and those two extra feats could well be more useful for you. (Epic Reflexes, perhaps). I'm not saying to knock it down to red or anything, but it's not a panacea.
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3 years ago  ::  Dec 02, 2009 - 8:49PM #59
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
I know it is an expensive set of feats, but for a dwarf with a 16 16 13 11 10 8 starting array who goes demigod will have an ac of 35 with 1 chain feat at level 21.  With the 3 hide feats it will be 39.

2 feats for +4 AC (and +1 move for any race besides dwarf) throughout epic is a huge boost.

A Longtooth shifter with the same spread who does not get a con boost at level 21 is only going to have an AC of 37 with all the hide feats, but 2 feats for 2 AC and +1 move is still pretty good.
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3 years ago  ::  Dec 03, 2009 - 9:30AM #60
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Updated hybrid section. 

Obvious picks: Cleric, Druid, Wizard/Stalker, & Invoker.

Surprising picks: Warlock does not look that bad as long as you go conlock.  Swordmage/stalker has interseting possibilities such as a cunning totem.
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