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Cleric, Healer, Shaman

Alright, it always bothered me that Shamans in this game aren't really.. Shamans. As I understand it, the real Shaman profession is centered around the spirit world and perhaps spirit animals. not so much centered around communing disease. So what if we took clerics, made them have a tier for good and evil (healer and current shaman basically) got rid of healers and revamped shamans to be the clerical class for neutrals? I don't know the inside game mechanics it would take, so you guys come up with the clever ****. I just thought it sounded like an interesting change while playing d&d

Soo...rename druids to shaman?

<.<

.>

/flameshield

Not necessarily, druids are only priests of nature. these, i guess, would be more of a neutral priest. in most fantasies, anyway, there are mages and clerics of all alignments to preserve the balance of the mystic.

Hurms...

Avail races: Feral, halfling, stone, human, h-elf. Maybe avian. Probably not ogre though sorry. ^.^

Skills

Level 1

flail

mace

scrolls

staves

wands

recall

staff

dagger

Level 6

meditation

Level 7

parry

Level 9

sense motion

Level 12

fast healing

endure

Level 15

trance

Level 18

haggle

Level 21

two handed

Level 23

chii

Level 25

hand to hand

Level 26

second attack

Level 30

enhanced damage

Level 32

double grip

Level 38

quick step

Spells

Level 1

armor

Level 2

earthquake

comprehend languages

Level 3

create water

cure blindness

Level 4

continual light

Level 5

create food

refresh

Level 6

detect magic

giant strength

Level 7

bless

Level 8

detect invis

Level 9

cure critical

know alignment

Level 11

detect traps

Level 12

summon

Level 13

cure disease

Level 14

cure poison

Level 15

locate object

invoke spirit

Level 16

identify

Level 17

create spring

Level 18

protective shield

Level 20

sanctuary

Level 22

empower spirit

Level 23

infravision

Level 24

dispel magic

Level 25

shield

Level 26

cancellation

Level 27

word of recall

Level 29

pass door

Level 30

curse

Level 32

bless arms

Level 35

stone skin

Level 37

spell turning

Level 40

enrage spirit

Level 42

spirit walk

Level 45

isolate

Level 50

spirit swarm

Invoke Spirit - Summons a spirit companion to aid the character. Should be a fairly decent companion. Maybe a short list with each having different abilities. Bear, physical damage, large size, bodyslam, disarm; Lynx, melee magical damage, dirt, trip, medium size, lower damage but more attacks; Owl, low melee output, small size, spell caster (hurricane, lightning bolt, thunderclap) casts often enough to be useful. Should be able to toggle hurricane off (order owl noarea).

Empower Spirit - Frenzy & Flesh Armor for your spirit. Moderate duration.

Enrage Spirit - Haste & Enlarge for your spirit. Maybe 4-5 hour duration, 70 mana ish.

Spirit Walk - Similar to gate, except instead of specifying a mob to teleport to, you can only specify area. Takes you to a random room in that area.

Spirit Swarm - ( must have target )creates a spirit in every room of the current area. These spirits are fairly weak, but attack your target on sight. (note: they lack any form of detect) Can only be cast in combat, targeting someone who is attacking you (basically intended to slow down someone fleeing/chasing you).

Quick step - Every time an enemy uses a skill/spell on you, you have a chance to quickly step behind your spirit companion and have it affect the spirit instead of you. Autotriggers, the chances of this happening should be... probably slim to moderate.

And yes this is mainly a modified cleric list.

You can keep your gimp class that almost exclusively relies on a mob for any form of damage output!

Seriously though, it's a little sparse on skills aside from utility and benedictions.

Dey

You still get second attack and two handed, so its nearly the same melee output as any other cleric. And yes, it does rely primarily on its spirit for damage. That was kind of the point I guess, to make it play/feel a bit different than other classes. It's not like you still don't have things to do in battle, you have curse/dispel/earthquake/isolate... Hurms okay maybe they could use a little something else to spam in combat. Kick? j/k. The trick is to find something useful, without making them overpowered. Lemmie think about it while I go work on dinner, I'll get back to you.

You're right, but clerics have other tricks at their disposal too. They can apply mals indirectly through path/ray, which also a source of major damage. They have steel wall, and spell turning, and a few more spicy tricks too.

Maybe you could make these mobs unable to be blackjacked/strangled (they're spirit, right?) or something. I think it's just that I don't like the thought of my main source of damage output coming from a mob which can be so easily be separated from you/taken from you, one of the reasons I don't like playing necromancers.

Dey

Infuse spirit - Imparts some of the casters vitality into the spirit companion, invigorating the spirit and heightening its awareness for the duration. (reduces caster hp by 200~ and con by 2, Heals spirit for 600~ and grants 75% to 'counter' attack sleep, blackjack, strangle, cleave. )

I imagined that spirits would be 2 - 4 levels above the caster anyway, to help their damage and make it harder to neutralize them. shrugs

http://en.wikipedia.org/wiki/Shaman

I understand your link of Shamans to the Spirit world. But I do not understand Psycho idea of turning them into a Necro, by summoning Spirits and have the said spirits being corporeal and affecting the physical world.

To me the Shaman class is perfect and I think we should not ruin it by changing it's mechanics. If you think they are not shamans, perhaps a class name change is in order.

Something akin to a anti-Healer.

Although I imagine most of you would be happy playing this kind of "shaman" class, I would not. Spirits theme repel me as much as the tree hugging hippies Druids class.

Honestly I don't like that class much either. It's just something I pulled out of my arse on the spot to respond to Deykari's post. And we were not speaking of modifying the current shaman class, Deykari wants exactly what you said, simply a name change for the current shaman, then introduction of a neutral communer class who would gain the name of 'shaman' and be spirit based. Now that I've had a good nights sleep, I can think of a few much better ideas for a spirit based communer that would probably be more fun to play. I'll be on the road for the next week, so maybe I'll work on it then, maybe not. It's a lot of pointless conjecture at the moment, because the most important question is do we really need another class? Adding a new class to an established pvp game is probably one of the most difficult and complex tasks you can do (short of a major system/engine rewrite of course).

Personally I'd love to see a sort of hybrid communer (paladin is an example of this) for the neutral races that have rather limited class selection. Eg. Sliths, Minos, Ogres, Werebeasts, Stone Giants. The trick would be to create a class that is heavily commune based while taking into account (most) of those races low mana pools and their high melee capability. And you have to do this without stepping on the toes of any of the already established classes.

so... you want a cleric without path/ray + an uber summon? I'm personally good on that... clerics are PLENTY annoying and nigh indestructible as is. Now you are giving them a pet (with selectable damage types/spells), UBER pet buffs, and a chance to avoid sleep/blackjack/strangle? You are basically taking away path/ray to give them a variety of cabal skills... definitely not at all in my mind.