Shaman
THE ORACLE OF YMIR
AVAILABLE ON: Eden, Blackthorn, Live
When the gods killed the father of the giants, his body became the world. His flesh, the earth. His blood, the seas. His bones, the mountains. His hair, the trees. When the Shamans of Midgard commune with the world, a sacrifice is demanded in order to mend the broken or ensure good fortunes. Flesh is burned for better crops, blood is spilled for safe travels, marrow slathered on rocks to ward away danger, hair is cut to ensure there is enough firewood to last the winter. On the battlefield, Shamans can take these things by force for the glory of Midgard. Disease sloughing flesh, blood pouring forth from eyes and mouths, bones withering and shattering.
Shamans are Midgard’s secondary healing class, focusing primarily on providing an extensive array of buffs, cures and disruption, when not required to assist in healing. Like Healers, they are a pillar of any group on Midgard.
PvE:
Shamans can be quite strong when solo, in the right circumstances. With access to area-of-effect damage-over-time and area-of-effect disease spells, Shamans are capable of pulling large amounts of enemies at once and kiting them until their damage-over-time spells finish the enemies off. This of course requires substantial amounts of open space in order to work, as wel as large clusters of enemies.
In groups, Shamans are always a welcome addition. Buffs (including Endurance Regeneration), healing and disease all allow their group members to perform better, take less damage and survive any encounter. You will never feel unpopular as a Shaman on Midgard.
RvR:
Shamans can be quite strong as duellists, owing mainly to their diseases, damage-over-time spells and endurance regeneration buffs enabling them to kite most enemies over vast distances.
In groups, Shamans are often required to switch between offensive and defensive actions frequently, as the situation demands.
When playing defensively, you should expect to be curing Diseases and Poisons, removing Nearsight, assisting your group’s Healer(s) and rooting enemies.
When playing offensively, you should be casting Disease on enemy healers, peelers and damage dealers. It will interrupt healers, slow and reduce enemy tanks’ ability to peel and lower the strength of enemy melee fighters.
Character planners:
Eden: https://eden-daoc.net/charplan?c=Shaman
Blackthorn: https://blackthorn-daoc.com/class/Shaman
Live: https://daoc.gg/charplanner/overview#c=SHAMAN
Suggested starting stat point distribution:
15 Dexterity / 10 Piety
Suggested class skills:
39 Augmentation, 27 Subterranean, 25 Mending (Standard / Eden)
39 Augmentation, 36 Mending (Eden variant focusing on healing)
39 Augmentation, 37 Subterranean (Eden variant focusing on disruption)
42 Augmentation, 27 Subterranean , 20 Mending (Standard / Blackthorn)
37 Augmentation, 27 Subterranean, 28 Mending (Blackthorn variant focusing on healing)
46 Augmentation, 27 Subterranean, 8 Mending (Blackthorn variant focusing on disruption)
Suggested realm skills:
Ichor of the Deep
Purge
Mastery of Concentration
Mastery of Focus
Vehement Renewal
Passives to fill stat gaps (Augmented Str, Dex, Con, Mastery of Parrying etc.)
