PDA

View Full Version : Shawmans



cowboy
06-03-2005, 05:18 PM
Just a question

how many have teamed up with them shawman(outside of mine) and did your group as a whole get any bennefits from them

im finding that at the mid lvls and higher that the real need for a shawmen decreases as there is not much that can be provided outside of res and what most of the totems help and in some instances any little bit helps however outside of eh guild ive found that there are alot of players how would rather group with other chars. i guess with out createing a debate on who is the best char i would like to create the resons you chose your char. i know it has to do with personal preferance but still im courouis

i have many chars each in differant classes,hourd and alliance(becuse of my wife) the ones i noticed that i like the best so far are mage and warriors then hunters and shawman

i like the mage do to the overall dps and the worrior class is jsut fun to me when i first started this game it was what i went with and changed to the shawman for the melee abilty coupled with the healing ability to heal myself. in retro i probably would have stayed with the worrior and learnd to fish and cook and been just fine.

hunters are jsut plain fun IMO though im not sure really how to use them properly in a group environment.

pallys just suck IMO no real advantage that i can see outside of some of the seals you get
warlocks are the same but again ive not really lvld the one i play past 15
over all i think that im going to play my hourd warrior and mage more than the shawman ive been palying

so what do you guys think? about your chars why did you choos them.

and jsut courouis about the grouping with shawmans and the bennifts of them

ignus
06-03-2005, 07:15 PM
havent created a shaman yet, nor grouped with many that i can recall. i like mages too :D

Chairman_Kaga
07-01-2005, 03:04 PM
Earthbind totem is good for BG. :) Just keep dropping them down near the flag.

Some other usefull ones for BG too. I guess there is a defense one that can detect stealthed rogues.

cowboy
07-01-2005, 03:33 PM
EARTHBIND GOOD for defence

specaly fot those who like to cast DoT's gives them more oppertunity to do so
the sentry totem is suposed to do that wich will be nice in decting rouges .
rouges however dont bother me to much. more as pallies and preists do on most I can do enough damage quickly and get help to finish them pallies heal... and preist heal even faster. and i find im using to much mana to beat them with most rouges that ive gone up against at my lvl or 1 higher i find as long as i can keep then in melee distance i do fine i take some great hits from some of there combos but i boost more dmg to them to quickly for them to hurt to much and with some of my totems and DoT's they still get hit even when they are behind me.

with preists, pallys and driuds to some extent i find that who ever has the most mana tends to win (mana burn and fear SUCK!!!!!!!!!)
ill throw down a totem that dipsells fear and start doing good useing purge and arcane blast to keep a preist at bay but then a pally shows up im low on mana and he takes out my totem the preist hits me physic scream or what ever it is that makes my run screaming like school girl then heals himself then him and the palyy crush me as im out of mana and have to rely soly on melee. wich is fine on the preist if he will get in range but that dam pally who wares mail fights a bit heals and fights while the preist is hiting me with mind flay or what ever it is called and im dead in no time hehe . IMO a preist/Paladin team is a tough duo :)

makes it even worse if they are gaurding the druid flag carrier in bear form :P

Chairman_Kaga
07-01-2005, 03:49 PM
Mind flay is the beam that slows you down. Mana burn sucks your mana and does some damage. Mind Blast is the big damage spell. Just wait until you catch up with a priest that has silence. :) 5 seconds, no spells for you.


Mind Flay and Psychic Scream are my two most used in PvP groups. I also DoT a lot then drop back to heal/shield the guys who can do damage.

For offense, a shaman runs in, drops the totems to dispel fear and earth bind and attracts the D while a warior or Druid grab flag. After that, just try to melee someone chasing flag carrier.