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

Flavor wise I totally want to play a shaman. I don't have my PHB2 yet to decide on the mechanics, but I think I'll very likely play it even if it's complex/broken/underpowered just so I can play the role.

I'll just keep watching this thread for a bit with my popcorn. :)
 

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My current 3.0 character is a Druid, focused on healing and summoning (not high enough level for wildshape). I'll probably convert him to a Shaman when we convert to 4E, so I'm watching this thread.

/Who watches the Hellzon?
 


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.

Yeah, I think the OA powers are more there to cause some difficulties in the midst of a more clustered combat - where it also lends the power of its various benefits to nearby allies. They are also useful when dealing with skirmishers and other highly mobile enemies - which tends to not be artillery.

On the other hand, the range of the power itself is what makes it useful vs artillery. So rather than the spirit companion being extremely focused at shutting one group of enemies down, it instead tends to have at least some form of advantage against every different type or in each different circumstance.
 


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.
Ah yes, I see what you mean now.
 


I haven't played a Shaman yet, but I felt like piping up to second the notion that the Shaman is insanely cool, flavorwise. Just as an example, I think Warlords are cool. Summoning the spirits of legendary Warlords to lead your party to victory is even cooler.

I'm especially fond of the World Serpent Paragon Path, simply because giant spirit snakes are awesome, and because the PP's best ability (enemies take 10 poison damage when succeeding at a saving throw), happens to mesh perfectly with the level 25 Daily Power that summons the World Serpent itself and forces the target to make a total of 4 saving throws just to shake off all the effects.

In terms of how the Shaman works, mechanically, the general pattern is this:

All the at will powers involve attacking through the spirit beast companion and granting some other minor effect.

The Encounter power's generally fall into two catagories.

1. The Shaman attacks through the spirit beast and adds some other effect, usually powering up allies near the spirit beast or having the beast protect them for one round.

2. A short range (range 5 typically) attack where the Shaman summons a minor spirit to attack enemies and then add their power to the Beast Companion for one round. So the Shaman might summon a frost spirit who blasts enemies with cold and then adds some sort of cold flavored leadery effect to allies through the Spirit Companion.

Daily powers most often involve summoning a powerful spirit that attacks and then becomes a zone, although sometimes said "zone" is effectively a single square conjuration that either bolsters allies or menaces enemies. This means that a Shaman who uses a daily will often have two "zones" (his Spirit Beast and the zone daily) for the rest of the encounter. Multiple dailys can result in several overlapping zones of control.

Some Shaman Daily attacks use save end effects (typically range 10) instead of sticking around for the encounter, but they tend to have nasty aftereffects. Save ends, aftereffect 1, and aftereffect 2 powers are not uncommon for the Shaman.

The 3rd type of common Shaman Daily Attack is the close Blast 5 attack, which almost always targets enemies only and/or provide allies in the blast with beneficial effects. This is the closest the Shaman comes to mixing it up at close range.

Overall, I find the Shaman both very tactical compared to other leaders, and with a very unique style. The Shaman really plays like a laid back guy who lets his spirits do the grunt work while he stays out of the way. The Shaman has little reason to even bother with a weapon (At close range, he can just attack through his Spirit Companion) is basically never going to move closer than 5 squares to the enemy unless he's using a Blast Daily, and doesn't really need to be anywhere near his allies. I think his various short range attacks are there to keep him from just peeking around the corner behind the door every battle.

Unlike other leaders, characters looking for Healing and Buffing had best be cozying up to the Shaman's spirit buddies, rather than the Shaman himself.
 
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Also, I should mention that I don't think the Shaman has any friendly fire abilities at all. Being in the vicinity of his spirit powers seems more or less universally good for his allies and bad for his enemies.
 

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