Playing a 4e/PHBII Shaman? Let's hear about it

I've played one a bit and I have to say, it's fun having a range 20 melee attack the first full round of combat. Summon your spirit behind the lines and mess with the artillery.

I find it totally vexing that they can't make attacks of opportunity with their spirit, however, else they'd be able to really harass those ranged people, making them shift a whole square each round, not that that is helpful...

The bonus to damage vs bloodied enemies for allies adjacent to your spirit is super good. It's saved an attack by an ally 4 times in 2 combats. No idea on how good the survivability of the spirit is vs enemy attacks, as the gm has never once swung at it.

Other players are not happy with the heals that the shaman gives and would rather the bonus healing be on their healing surges instead from others.

Level 3, not noticing that leadery of things, really. The wind spell is cool, effect wise, but sliding a large area one square is rarely useful thusfar. The encounter that gives vulrn 5 vs cold and fire was handy when the whole party action pointed to do that kind of attack, some even hit... (curse you missing!) Twin panthers is damage and combat avantage. No rogue in party, so ca isn't as impressive. Speak with sprits is awesome in skill chalanges. Poof! We make the stealth check with nobody having dex high or stealth trained.

Going to multi with druid for fun, probably not a good idea, however.

Question. Why do you say they cannot make opportunity attacks with their spirits? I am pretty sure each built gets an extra at will that grants opportunity attacks when the an enemy provokes the spirit.
 

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You'll be happy when I tell you that Spirit's Fang and Spirit's Shield can both be used as OAs, then... :)
That's, uh, actually all they can be used for. If Spirit's Shield was a regular, any-time-I-want At-Will? Oh, man. Forget about it. Surgeless healing whenever you please? The entire party would be indestructible outside of combat, and pretty darn resilient within it.
 

We have one in our group.

No deep insights from us though. It seems to work just fine. Seems balanced and fun. Its kind of nice to be able to drop an extra pseudo-character onto the battlefield wherever you like.

The only weird part is the way that so many abilities do several different things to several different targets, such as healing one ally, granting a bonus of some kind to an ally adjacent to your spirit companion, and damaging an enemy all in one attack. That makes it one of the more tactical classes around.

The only thing I'd warn a new shaman player about is their minor action healing. If you're accustomed to a cleric, who at level 1 can drop a healing surge + wisdom +1d6 on a single ally, having to split up your healing is a significant decrease in your ability to bail out someone in extreme danger. You'll want to try to heal multiple allies before they get into emergencies, instead of one ally in an emergency.
 

I will concede that, on paper, the Bard seems generally better than the Shaman. It's focused, effective, and powerful.
Wow, it's been a few editions since I've heard that!
;)

Seriously though, I'm also one of those left a bit cold by the shaman. It's good to read this input - I think I'm warming to it (if ever so slightly...)
 

How does the AC issue with the Protector Shaman play out?

On paper it look less appealing to me, since the Stalker Shaman gets a high AC because of the Int secondary. Does having a Spirit Companion mean your less often hit in combat?
 


You'll be happy when I tell you that Spirit's Fang and Spirit's Shield can both be used as OAs, then... :)

Well, sort of. I thought the same, but when I checked the PHB2, I saw what Akaiku was talking about.

Spirit's Fang and Spirit's Shield can be used to make an attack (as an opportunity action)... when the enemy moves away from the spirit. If an archer just sits next to it, firing its bow at the group, you don't get any free attacks. So it lets you get in their face and use your powers against enemy artillery, but doesn't quite interfere with them as much as it could.
 

Well, sort of. I thought the same, but when I checked the PHB2, I saw what Akaiku was talking about.

Spirit's Fang and Spirit's Shield can be used to make an attack (as an opportunity action)... when the enemy moves away from the spirit. If an archer just sits next to it, firing its bow at the group, you don't get any free attacks. So it lets you get in their face and use your powers against enemy artillery, but doesn't quite interfere with them as much as it could.

Ya, that. They don't even have to shift, your spirit can only take an AoO if they move away from it without shifting. This has never happened.
 

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