Make Shaman Playable Again
Summary
- Balance Mana Economy (this is known, i wont expand below)
- Remove Non-Shaman mechanics
- Add a new mechanic to the class
- Actual focus on spirit theming
- Actual focus on DoTs as central dmg
- Restore the soul of the class
Unwanted Non-Shaman Mechanics
Remove summon food and water.
Remove shapeshifting
Dumpster research mechanics
Remove DD line
Remove the Invis evac
Totem Mechanic
To provide Shaman a unique mechanic to help the class stand out, provide it a class specific mechanic, Totems. This would be a two part implementation with Shaman only Totemcrafting and Totem functionality.
- Totemcrafting
Shamans are able to craft various forms of totems that are linked to spiritual and ancestral powers. These totems can provide battlefield changing magic or act as the catalyst for powerful spells. There would be two types of totems: Full Size and Handheld totems. Totems nonstackable.
Totems would be built from a combination of wood, leather, cloth, herbs, and mob parts. Mob parts to include wings, eyes, blood, skins, feet, claws, bones, etc.. Basic totems use more raw materials from wood, leather, cloth and herbs. Better totems requires processed materials. Progression follows higher rarity materials. (ex: cloth, wool, cotton)
Basic Totem: Raw wood, cloth, leather, herbs or powders.
Advanced Totem: Wood Planks, Bolts or padding from cloth, canvas or straps from leather, potions.
Basic totems provide the minimum value to function. Base level usage, base level effect, base level %
Advanced Totems provide increased values to their function. This could be 2 tier or multiple tier. (basic and advanced OR basic, advanced, master, expert, iconic)
Higher quality totems require more qty and diversity of mob parts. Higher tier totems require rarer parts from higher level mobs.
- Totem mechanics
Full Size totems are used to altar the battlefield and bolster the Shaman and their allies. Totems are not reactionary but require planning and foresight from the Shaman. Similar to the mechanic of placing a torch or campfire, the Shaman can place a Totem on the ground to provide an aura radius of functionality. 1 Totem active at a time. The ability to destroy a placed totem. The ability to repair a totem to extend its lifespan.
Potential Totem Auras (party wide)
Buff augmentations: small% increase to shaman buffs: haste, stats, or protection spells.
Spell augmentations: small% increase to effectiveness of Hots or DoTs.
Enhance durations: small% increase to duration of buffs, debuffs, Hots or DoTs.
Activate Shaman Only Spells: give Shaman access to unique Totem only spells, active only within the radius.
Spell advancements: small% reduction of mana costs within radius, or casting time etc..
Meditation enhancement: Improved mana regen when sitting/meditating.
Spell reagents
Handheld totems are powerful reagents that provide the necessary catalyst for the Shaman to access immense magic. These totems would have limited number of charges that are used up each cast of the spell and destroying the item after the final usage. Basic versions could have 5 uses and more advanced versions have higher uses. Different handheld totems tied to different spell lines.
Focus on DoTs
The Direct Damage lines should be fully removed and a pure focus on DoTs should be the signature of the Shaman.
- Add a new DoT line of Spiritual Magic: (suggested name Soul Shatter) Magic based for resist purposes.
The Soul Shatter DoT line would serve as a thematic and mechanical replacement for the DD line.
Longer duration DoT. Damage ticks would be very small for the bulk of the duration and finish with a large final tick. High progressions of the spell line could involve a ramping increase in the small ticks that get larger as they move to the final large tick finishing in a shorter duration.
Suggested Damage: (all ticks should add up to 100% of the DoTs entire intended dmg)
Twenty 1% dmg ticks, Final 80% dmg tick. (60sec duration, tick every 3 seconds. First tick lands with the spell and Final tick hits at 60sec mark. This allows all 21 ticks.)
1% dmg tick, 1% dmg tick, 2% dmg tick, 4% dmg tick, 4% dmg tick, 8% dmg tick, Final 80% dmg tick. (30sec duration, tick every 5 seconds. First tick lands with the spell and Final tick hits at 30sec mark. This allows all 7 ticks.)
Suggested progression: Soul Shatter, Soul Tear, Soul Rupture, Soul Fracture.
- Add AOE DoT lines. A Blight line and a Spirit Magic line.
Blight would place an area of plague on the ground centered around the caster (no target) or the target. Mobs inside this area of plague would receive periodic disease dmg.
The Spirit magic line would summon a spiritual horde to inhabit a area around the caster (no target) or centered around the target. (Suggested name: Ancestral Swarm) Spirits would circle the area and cause damage ticks to Mobs in the area.
Focus on Spirit
- Spirit World
Create a Shaman only Spirit world zone/s. New zone from scratch or Spirit version of existing zones.
Shamans soul can move into the spirit world to commune with spirits. In the spirit world the Shaman can ask for and earn the assistance and blessings of spirits.
Shaman class quests can lead into this. Ex: the final stage of the current Nightharbor class quest has the Shaman drink a potion that teleports them. Have this send them to the spirit world for the first time. And unlock the ability to move between the spirit world and normal world.
The spirit world is full of ancestral, animal, and elemental spirits. Class quests can function through this spirit world. Unlocking higher tier spells or alternative versions of spells.
- Spirit Spells
The current renaming pass of spells is a great first step in channeling the focus of Shaman on spirit. The omen spells channel a hex feeling that aligns well with Shaman. Continue to expand on this.
- Spirit Companions
Acquiring Shaman companion spirits occurs in the spirit world through relationship quests that increase faction with a specific spirit, resulting in a companion who grows in power as the faction level rises. Allowing the spirits to be expressed in the magic Shaman's wield without providing any combat functionality.
Example: A wisp spirit provides dim light at lowest faction. provides wide clear bright light at max faction.
Spirit Companion Ideas (self only, non combat, one companion active at a time)
Wisp spirit - light source
Scarab spirit - provides an armor boost
Eagle spirit - provides awareness of nearby mobs (periodic sound and text alert when any named is within radius. does not track or increase as you get closer. Simple yes/no if within range, it would not provide the name or direction)
Wolf spirit - provides bonus to movement and haste buffs. (only when buffs are active)
Bear spirit - provides bonus to hp, stam, str buffs. (only when buffs are active)
Snake spirit - invis spells last longer and are less likely to fail early
Ancestor spirits
Warrior spirit - inspires that Shaman's melee capabilities: bonus to str, dex, agi (only when buffs are active)
Elder Spirit - inspires the Shaman's healing capabilities: bonus to regen (only when buff is active)
Seer Spirit - inspires the Shaman's magic capabilities: bonus to mana, mana regen, possibly effectiveness of canni
Alchemy
Expand alchemy to include Shaman exclusive potions. They can only be created by Shamans and are infused with spiritual magic. Can tie in the handheld totems as part of the recipes as catalysts to infuse the spiritual energy.
Examples: Shrinking potions. SOW potions. Invis/See invis potions.
Spirit magic enhanced potions. Through the totem catalyst, Shamans can enhance stat potions to be more effective. Either +1 more to the stat or longer duration. Almost like enchanting the potion by using alchemy. Using a handheld totem and mob part/s to enhance the potion.
Melee Capability
Through the spiritual buffs they command and debuffs to the enemy, the Shaman is a formidable opponent. Their chain-mail provides decent protection reinforced by their buffs. Wielding a spear and shield allows the Shaman to stand toe to toe with reasonable adversaries. Their melee combat bolstered by buffs offers moderate damage. The Shaman achieves victory through attrition. The enemy does less damage and the Shaman recovers and whittles away at the enemy.