Should have watched Olom bringing down all the super tough guys with insane saves. Was fun to watch.
Yes I remember him and since him and despiser played around I haven't seen any successful shamans,that is why I asked is there any change about them?
I just would like to remenber that there is ALWAYS a chance to land a spell no mater the saves.
As there is always a chance to save it.
Again, you are talking about Lotho. He had sick, sick, crazy **** saves. PLUS magic resist. Shamans don't need anything.
if you mean Olom the duergar, that was Mhalador if i remember correctly. and he had major hardcore knowledge of not only the lands and all equipment possible, but almost certainly code knowledge and anything else a senior IMM would know. as well as Viri's advice.
IB4M didn't know beans about code 
he knew alot about teaspoon's mom though from what I hear 
mhalador did have a shaman once upon a time. and also i would have thought it naive to think especially in the old days when Viri and even Crypt were around, that he wouldnt have access to a full equipment list, and code advice at any time from either one of those dudes. if mhali never did have a shaman, oh well i'm getting Alzheimer's 
You've got a weird idea of the Viri and Crypt administrations, Goldbond.
Wanted a suggestion for Shamans?
Delete them. God I hate Shamans.
Or make them cast at the usual -3 lvl mals instead of +2 or whatever stupidity they are currently set to.
Like Ghrishnak said - shaman are not lacking. About the only thing I hate to face up to other than a shaman is a vampire.
L-A
Yeah, but when fights with the vamps aren't two or three rounders, they shape up to be great fights.
Shamans if I recall correctly commune mals at lvl 53, which is pretty high considering that no one else (aside for some things) can do that. You can also get a few items that commune it higher which will help you immensely fighting Healers. Remember Covus at all? He managed to totally wipe Egui clean if the battle was long and drawn out. It was a pain in the *** fighting a Shaman who knew what they were doing. Giving them magic missile wouldn't help them in the least, the damage from Harm would still be higher than magic missile doing 4 scratches against a decked Healer. Phantom grasp isn't supposed to be the deal breaker though, it does help with lowering saves though, even through -80 Mal saves (after Olom/Covus took away 40 of them already) they still managed to land blasphemy on me. Once you can get passed all those saves you can tool a Healer completely, and as your Shaman (I'm fairly sure I know exactly who you are), you can make it way easier to knock them down enough to kill them because they'd have no mana to cure anything, and even with all those spells going up, you can stop them by doing one thing. You should keep the two spells and forget about magic missile, it'd help against Ogres, but Healers it'd still be gimped.
With regard to your suggestion: SHaman need NOTHING. Not a damned thing.
Shaman were strong in 1.0 - only the abdundance of -svs gear made it hard on players like me (ie newbies because I was back then) to kill people. I still had no problem fighitng a running battle vs a fae invoker in 1.0 with my shaman - however I could barely land anything and going through 1000mana in heals/mals isn't as much fun when only one mal lands.
With the elimination of most -svs gear in 2.0 shaman's powered on. Ivilizik and I knew this would be the case - he powerranked to lvl 50 and I deleted my shaman at lvl 30 when I lost interest. Ivilizik killed almost everyone - only Onileon sucessfully stood up to him and that was becasue Onileon avoided a lot of fightint for 4 - 8 weeks while he wandered about id'ing all the new eq, then put himself together a nice saves/hp set and began his reign. Jhyral wasn't one of only a handful of players to be given the 'Elite' title for nothing.
Then -svmal eq got increased (as it was sadly lacking in 2.0) HOWEVER for some unknown reason deterioate was changed to take MORE saves off the higher your targets saves. Now, I thought this was strange - as shaman have no issue landing with a +3 mal lvl advantage (that is if they dont know where to find their +spell eq). So now, if you have high saves you get more taken away. It still doesn't make sense to me and contributes to my opinion that shaman are far too powerful.
In case you haven't dont the maths, if you have -60svmal I can get you back to about -30svmal relatively easily. At -30svmal a shaman will land on you LOTS and LOTS. More than enough to cause your untimely demise.
Now, for you to come here and say you are having an issue means one thing - you lack skill. Sorry there isn't a way to sugar coat it.
Shaman are killers. Shaman suck to face because the longer the battle goes on the more the advantage swings their way. If you don't take them hard and fast you're never going too.
L-A
If you're having problems killing under-equipped melees then you're doing something wrong.
I think there are only two main ways to beat a shaman:
-
Get so much saves gear that they can't land anything.
-
Get so much hit/dam that they can't stay in combat long enough to land.
Healers are one end of this spectrum, warriors, rangers, berzerkers and blademasters are the other end.
Or make them cast at the usual -3 lvl mals instead of +2 or whatever stupidity they are currently set to.
Like Ghrishnak said - shaman are not lacking. About the only thing I hate to face up to other than a shaman is a vampire.
L-A
And that is the gods honest truth. There is NOTHING like a shaman that can kill you. ABSOLUTELY nothing. I cannot think of another class that can leave you standing there, dieing whilst they sit down and watch. You cant move. You cant recall. You cant attack back and hope to survive.
Shamans are icky. Only thing that owns a shaman is a vamp in my book.
Shamans are pretty flipping awesome I think, but one thing I could see being a neat feature would be to allow certain maledictions to compound.
For instance, continually casting plague could worsen the plague, creating more boils, sores, making it more painful, whichever. Same could go with poison, dysentery, hex, and others.
Shamans are pretty flipping awesome I think, but one thing I could see being a neat feature would be to allow certain maledictions to compound.
For instance, continually casting plague could worsen the plague, creating more boils, sores, making it more painful, whichever. Same could go with poison, dysentery, hex, and others.
That could get pretty ridiculous pretty fast for classes that lack curatives.
You're kidding right? Please tell me you are kidding.
All im going to say is its OBVIOUS you have not fought a competant shaman....
For the love of god that post just spelled out the DOOM of all existance.
Actually, I kinda like that add-on effect....
if you make the mals weaker to start and easier to land...then you can extend the mals by casting them again and again...this would force a shaman into the fight more because she would have to maintain the mals
then you wouldn't flee everytime you had a plague..but you have to decide how many hours of plague is too dangerous to keep fighting, and so on...seems like more strategy options for BOTH sides...