Preview: The Shaman


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I was really looking forward to this class.

It actually disappoints me that the Shaman does most of the work through their spirit. I personally would have preferred if it was the other way around.

I don't see the point of Stalker's Strike. If allies gain benefits for being adjacent to your spirit, then why would they want to flank (being across) from it?

If enemies can target your spirit... where's its defenses? Are they yours?

I can't tell which powers the shaman attacks and which powers the spirit attacks.

Wrath of Winter: What's the point in teleporting your spirit companion if there's nothing that stops it from moving adjacent to the enemy in the first place?

Call of the Ancestral Warrior is just Defending Strike that does a d10 instead of a d8, and gives +2 instead of +.

Call to the Ancestral Defender is... such a corner-case little power.

All of the daily powers are boss.

After reading this, I'm very disappointed.
 
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I'm not as impressed with this as I was hoping.

It actually disappoints me that the Shaman does most of the work through their spirit. I personally would have preferred if it was the other way around.

I don't see the point of Stalker's Strike. If allies gain benefits for being adjacent to your spirit, then why would they want to flank (being across) from it?

The benefits an ally gains are conditional; if they are not in effect, or your ally is out of position, or has benefits to gain from flanking, this could be quite a useful at-will.

Rechan said:
If enemies can target your spirit... where's its defenses? Are they yours?

It doesn't say, but those rules are probably tied up in the Spirit keyword description, similar to how the Artifice and Summoning keywords work.

Rechan said:
I can't tell which powers the shaman attacks and which powers the spirit attacks.

Any power that has a range of Melee spirit x works through the spirit.

Rechan said:
Wrath of Winter: What's the point in teleporting your spirit companion if there's nothing that stops it from moving adjacent to the enemy in the first place?

You're essentially moving your spirit companion as a free action, its not dependent on your speed, and there's no opportunity attacks (assuming those are possible against spirits).

Rechan said:
Call of the Ancestral Warrior is just Defending Strike that does a d10 instead of a d8, and gives +2 instead of +.

They're pretty similar, but I like the +2 bonus to all defenses vs. a +1 bonus to AC.

Call to the Ancestral Defender is... such a corner-case little power.

Its really only a corner case if you're actively trying to avoid opportunity attacks, never use a ranged attack against an adjacent target, or never retreat. A +5 bonus to all defenses against opportunity attacks, that's a game changer, at least in my party.

Rechan said:
All of the daily powers are boss.

Agreed.

Rechan said:
After reading this, I'm very disappointed.

I'm liking this class. I'll want to go back and read it again after I get some sleep, but I could definitely see myself playing one in the future.
 

The benefits an ally gains are conditional; if they are not in effect, or your ally is out of position, or has benefits to gain from flanking, this could be quite a useful at-will.
Still a corner case. Particularly since the class revolves around people being adjacent to your companion, not flanking with it. Not worth an encounter power that only lasts until the end of your next turn.

And I'm saying this as a guy who plays a rogue.

They're pretty similar, but I like the +2 bonus to all defenses vs. a +1 bonus to AC.
Didn't notice the defenses vs AC, but eh.

Its really only a corner case if you're actively trying to avoid opportunity attacks, never use a ranged attack against an adjacent target, or never retreat. A +5 bonus to all defenses against opportunity attacks, that's a game changer, at least in my party.
It's much more of a corner case than what is warranted by an Encounter power that lasts for a single turn. I don't see a need for a sudden rush to make an OA, at least not one that's going to occur every encounter. That, to me, is a waste to the ink it's printed on.

I honestly feel that the cleric makes a better shaman than the Shaman.
 
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Still a corner case. Particularly since the class revolves around people being adjacent to your companion, not flanking with it. Not worth an encounter power that only lasts until the end of your next turn.

And I'm saying this as a guy who plays a rogue.


Didn't notice the defenses vs AC, but eh.


It's much more of a corner case than what is warranted by an Encounter power that lasts for a single turn. That, to me, is a waste to the ink it's printed on.

Stalker's Strike is an at-will, not an encounter power. As for call to the ancestral warrior, a +2 bonus to all defenses to multiple allies as an encounter power is pretty good from my perspective. Call of the Ancestral Defender does the most damage of any of the shaman's encounter powers and I could think of lots of ways to make use of a +5 bonus to all defenses against opportunity attacks.
 

I don't see the point of Stalker's Strike. If allies gain benefits for being adjacent to your spirit, then why would they want to flank (being across) from it?

Well maybe the only flanking position is already occupied? With the rogue & companion flanking, the fighter comes up for some extra damage. Maybe moving to flank is too dangerous, so you'd rather just siddle up & do more damage? Options are always nice.

If enemies can target your spirit... where's its defenses? Are they yours?

Can't find that. Maybe it's under the Spirit keyword?

I can't tell which powers the shaman attacks and which powers the spirit attacks.

???

Wrath of Winter: What's the point in teleporting your spirit companion if there's nothing that stops it from moving adjacent to the enemy in the first place?

Well, if your beast is out on the left, you're in the middle, and your target is out on the right, the teleport can cover more distance than your beast can move.

Call to the Ancestral Defender is... such a corner-case little power.

Yup, pretty bunk.
 

Stalker's Strike is an at-will, not an encounter power. As for call to the ancestral warrior, a +2 bonus to all defenses to multiple allies as an encounter power is pretty good from my perspective.
Arrgh, I was confusing those two when I made the post.

Call of the Ancestral Defender does the most damage of any of the shaman's encounter powers and I could think of lots of ways to make use of a +5 bonus to all defenses against opportunity attacks.
I can't, not really. I'd rather have the damage and something entirely different. But my opinion's been aired.

I kept seeing "Melee 1" on two of the powers, so I thought the shaman was making the melee attack, not the spirit. I was writing my thoughts as I read the preview.

Well, if your beast is out on the left, you're in the middle, and your target is out on the right, the teleport can cover more distance than your beast can move.
It still feels very, very meh.

Also, I notice the Shaman doesn't get the HP bump like the other Primal classes.
 
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I think they need to clarify a couple things about the spirit companion, such as what's it's defenses and AC, and does it count as an ally for purposes of flanking to begin with.
 

Stalker's Strike is fine. Almost all of the benefits that are granted through your spirit companion are one round duration benefits, so they won't conflict with Stalker's Strike. Some will, but most won't. Meanwhile, the power does 1d10 damage (most shaman at wills do less), and gains an attack bonus if you use it on a bloodied foe. Even if it didn't grant your spirit the ability to flank, it would still be worthwhile just to have a good finisher for bloodied enemies.

The spirit's defenses are a mystery, it would seem. Are there default rules for the defenses of a conjuration? Most (all other?) conjurations can't be attacked, so if there are, I've never memorized them.

The daily powers ARE pretty sweet. Blessing of the Seven Winds in particular is just cool.
 

Stalker's Strike is fine. Almost all of the benefits that are granted through your spirit companion are one round duration benefits, so they won't conflict with Stalker's Strike. Some will, but most won't. Meanwhile, the power does 1d10 damage (most shaman at wills do less), and gains an attack bonus if you use it on a bloodied foe. Even if it didn't grant your spirit the ability to flank, it would still be worthwhile just to have a good finisher for bloodied enemies.
Hmm. Point.
 

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