Another question about Shamans ... spirit bind worth it at pinn? I like the extra attack' date=' but I don't like how awful it is to your regen...thoughts?[/quote']
Depends on how you play - its an extra attack that does some damage, which is money for jam as far as a shaman is concerned. It costs you nothing and means they hp has a slight more drain as you mal them.
Over a long fight (one to three hours RT) think of the damage the spirit will deal to a target and how much harder it gets to maintain their hp while your mals eat at them as well.
Mya: I know I've been saying lvl 53, but it could be lvl 52 for shaman. I do know they cast over lvl 50 and I do know that everyone else (eg necro) cast at lvl 47 (one of the reasons behind the soul tap skill).
Voodoo casts even higher than their regular mals (ever wondered why you almost never fail?).
Basically, they are a class that has all their stuff pumped up becaue Virigoth though it was a good idea. I disagree with him here a lot, with shaman's -svs ability I believe they should cast at lvl 50.
I also believe that all other mals (necro, dk, etc) should also be put to lvl 50.
Another good idea would be ot make shaman like invokers and necro's with some +mal skills that require a price to use.
The way spell lvl is measured is the duration of some spells - use your invoker and check durations and then cancel and use +spells and you'll find them. Mal lvl on a shaman is also a spell duration - but not detect invis 
L-A