Hey guys, Catalytic here. I just wanted to share with you guys how I play my favorite healer, Shaman and how I think a Shaman should be played. Feel free to ask questions, and I'll try my best to answer them. ^^
Note: This isn't me telling you how you should play Shaman, but rather my personal play style of one.
I'll try to update this periodically.
Table of ContentsI. Overview of role
II. Racial passives
III. Skill priority and overview
IV. Knowledge points
V. Certificates
VI. Tips
VII. Questions
I. Overview of a ShamanShaman is the third class in the Healing class branch, and as such, should be played as a healer. A shaman specializes in Area-of-Effect heals. During trials and 5-man dungeons, the shaman usually act as a secondary healer, making sure that he makes sure everyone in the party is healthy, while a primary healer is focusing on the tank. Alternatively, a shaman is also capable of solo healing some instances.
The main stats a shaman should get, are cast speed, agility, G-healing, wisdom, luck, and M-crit rate. My shaman focuses on cast speed/agility and G-healing/wisdom, with cast speed being most important. This is because most of the time, people die because the healer can't get a heal off with low cast speed.
Healing Shaman is weak in PvP and should only be used in PvP if you're DPS/Battle Shaman. But this guide is not about DPS/Battle Shaman.
The only useful heroic traits for a shaman are:
Sanctum - +15% Wisdom, +5% G-healing.
Excellent trait for any healer, as it increases your heals by a good amount!
Crack Shot - +10% Luck, +10% M-CRIT damage.
Also a great great for the added M-CRIT rate, and gives your crit heals a little more power. Although not as good as sanctum, this trait can be a little more flexible for multi-classing.
Maverick - +10% Agility, +5% attack speed.
Not a GREAT trait for a shaman, as the attack speed is useless, but the extra cast speed from agility can help a bit. I also think Maverick is the most balanced if you're gonna use all of the classes.
II. PassivesAll shamans have the following passive skill: Staff Expert: Cast speed +10% when equipped with a Staff.
This makes it very ideal to use a staff when healing as a shaman. Although it can be hard to find G-healing/cast speed staves, you can just use M-crit/Cast speed staff instead.
~Racial passivesHuman - Nature's Shield: Physical damage taken from attacks -5%
I find this not too useful for a shaman, even though I play as a human myself. May be useful in PvE. 5/10
Zumi - Wild Nature: All elements resistance +10%
Not a terrible passive, as it can help you survive some boss AoE that deals elemental damage, although this passive is unappealing to me. 5/10
Anuran - Wild Resonance: Increase M-ATK critical damage +20%
A really nice passive as a shaman, because you're bound to crit heal, and adding 20% to that really helps. 8/10
Ursun - Totem duration +30 secconds
Personally, I don't like this passive, as an initial totem already has 30 seconds, which is already long enough, and even if it runs out, I can just summon a new one. 2/10
Halfkin - G-Healing +10%
Very nice passive for a shaman, as G-healing is a major skill for you. 10% stronger heals is a great thing to have. 10/10
III. Skill priority and overview Natural Punishment - Increases M-ATK. Deals Nature damage to an enemy and has a 50% chance to Immobilize the enemy for 3 seconds. No effect on boss monsters.
This skill is meh. The only purpose I see for it is for PvE and the immobilization, you can level it to 30, but then anything after that is wasted CP in my opinion.
Thorn Shield - Increases a target's DEF for 30 seconds and reflects 30% received P-DMG back to the attacker.
A nice buff that adds a good chunk of defence at later levels, and it reflects! It's okay for this skill not to be with your class level, but when you hit 60 and have extra CP, max this fifth.
Earth Energy - Increases a target's STR and INT points for 15 minutes.
A great buff that lasts 15 minutes and it increases the damage of everyone. (Increases INT and STR) Keep this up with your class level and max this fourth.
Totem of Wrath - Instantly summons a Totem of Wrath equal to your skill level for 30 seconds. The totem will cast Flame Wave every 3 seconds and have a 30% chance to Slow enemies for 3 seconds.
This skill is a one point wonder. What I mean by that is, you only use it when you have physical DPS in your party, AND you're comfortable with how much damage your tank is taking. That's because it adds a debuff to the enemy that causes them to take 50% more CRIT damage. Keep it at level 1, you don't need it to do damage.
Totem of Grace - Instantly summons a Totem of Grace equal to your skill level for 30 seconds. It will heal party members every 3 seconds and have a 20% chance to randomly remove one debuff from each.
A great skill that adds another AoE heal to your arsenal. Although at low levels the heal is laughable, it heals for quite a bit at later levels, and it has a chance to remove debuffs from everyone. Keep this up with your class level and max this second.
Marks of Wind - Increases a target's AGI and LCK for 15 minutes.
A great buff that lasts 15 minutes and has more flexibility than Earth Energy. This is because everyone benefits from agility and luck. Keep this up with your class level and max it third.
Drops of Heaven - Heals all party members in a 25-foot target area. Also has a 25% chance to grant HP for 8 seconds.
This is it. A shaman's claim for fame, with this AoE heal that has a 2 second cast time, compared to a Cleric's 2.5 second cast time. That actually makes a HUGE difference. It has a chance to add a heal-over-time (which just add extra healing to it) and you'll be spamming this skill the most a lot of the time. Keep it with your class level, and max it first.
Rage of Lightning - Inflicts Lightning damage per second to a target for 12 seconds. Also reduces the target's ATK SPD and Cast SPD. Stacks up to 3 times.
Just like Natural Punishment, this skill is kinda meh. Although, the animation of it is amazing. Go ahead and level it to 30 or so. Throw 3 stacks onto bosses if they require lightning to break/you want to lower the DPS of it. If you keep farming CP at 60, max this after thorn shield.
Black Puma - Transform into a Black Puma for 12 seconds. Increases Move SPD +20% and EVA.
I don't even know why they put this skill with the shaman. It makes his kit kinda clunky. I only use to replace my mount so I could free an inventory space, but I guess it's sorta useful because you can use it in dungeons if you need to catch up. Keep this at level 1.
Callback - Revives target. Character will be revived with HP and MP; EXP penalty will be decreased by 50%.
Potentially useful skill. It's pretty hit-or-miss. I'd only use it to revive another healer during a boss fight. Keep it at 1.
IV. Knowledge PointsThis is my personal knowledge point tree
Supernatural Lore - Cast Speed +1% per level
15/20
Medical Specialization - G-Healing +1% per level
10/20
Scrying Knowledge - WIS +1% per level
9/9
Rainmaker - Healing effect of Drops of Heaven +3% per level
5/5
Awakening of Grace - Totem of Grace’s level has +5 added to its skill level
1/1
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Note~~~
With these knowledge points, you're left with an extra point. You can go ahead and put it into Animal Scar to make your Puma run faster, OR Thunder Master, which increases the attack speed/cast speed penalty of Rage of Lightning.
V. Certificates You get this certificate combo when you use 4 certificates from a cleric, bard, AND shaman. By far the most useful certificate, because +15% healing is nothing to joke about.
Gives +10% healing on your cure, and +10% damage on your earth shock. This is also a great cert because you'll be spamming cure a lot too.
I have both of these combos up at the same time
~Example of my personal certificates
The top 4 activate healing master, while the middle cert and bottom 2 activate Revival Leaf
VI. TipsTell your ranged DPS to stand next to you and not to move so they don't jump out of your AoE heals, unless it's a boss where seperating is recommended.
Always have Drops of Heaven queued up and ready to be cast when those nasty AoE's hit your party.
Always have your healing totem out during boss fights, the debuff remover CAN be life saving.
You can also play Shaman as more of a M-Crit/Cast speed healer, but I prefer overall strong heals rather than a luck factor.
Cast speed, cast speed, cast speed.
Anymore tips you want me to put here, just tell me :p
VII. Questions~Any questions you guys have, I will put here.
- Quote :
- how does that that shaman revive spell work ??
Callback is basically a revive that can be used DURING combat, and that's it. 6 second cast time :)
- Quote :
- does boosting G-Healing directly give more healing or does boosting wisdom do it.
I'm pretty sure wisdom gives 1 G-healing AND 1 P-healing, so boosting either wisdom OR G-healing will affect your healing power, and as such, both are important. as with your luck to crit rate, 1 luck gives .80 crit rate, so 1 crit-rate is actually better than 1 luck if you're going for pure crit, but luck benefits a variety of skills