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.