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by Ralsu

The Shaman is first and
foremost a healer. The Shaman's choice
of patron (which is quested for  at level 15) greatly
influences the flavor of this class. Her patron grants her
many unique abilities and a pet. Shamans along with Necromancers are
the two primary pet classes in Vanguard. Shamans are quite versatile;
they can cause damage with spells or melee. They are arguably the best
soloing class of the healer classes.



Official
Description



Shamans are able to utilize the powers
of
ancestral spirits to perform great feats of healing and protection.
They can also form bonds with powerful animalistic spirits in order to
gain access to new and powerful spells. The Shaman is a potent healer
and has moderately powerful melee skills.



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Shaman at a Glance 

Races: Lesser Giant, Varanjar, Vulmane,
Goblin,
Orc, Wood Elf,  Mordebi, Varathari



Armor: Medium

Weapons: Two-handed Piercing, Two-handed Blunt,
One-handed
Blunt, Hand to Hand


Quick
Links

  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=529">Creation
    Guide
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=591">SHM
    11-20 Progression Guide
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=590">Tuurgin
    Patron Quest
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=789">Hayatet
    Patron Quest
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=601">Guide
    to Pet Commands
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=630">April
    2007 Bugs List

Spells

  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=547">Spells/Abilities
    Level 1-25
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=548">Spells/Abilities
    Level 26-50
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=688">Hayatet
    Skills
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=686">Rakurr
    Skills
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=687">Tuurgin
    Skills

Class
News
& Information:

  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=198">Know
    Your Role - Healers
  • href="http://vanguard.tentonhammer.com/modules.php?op=modload&name=News&file=index&catid=21&topic=">Healers
    in the News
  • href="http://forums.tentonhammer.com/forumdisplay.php?f=113"> Ten Ton
    Hammer SHM Forum

 
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 PATRONS

At
level 15, a Shaman embarks on a quest to choose his patron. The player
gains a pet, new spells, and
new skills. Keep in mind that the
selection
is permanent. Tuurgin grants melee buffs and

The Spirit Walk
culminates with the Shaman learning a skill specific to yher
patron. Every level thereafter, she can Spirit Walk with her patron by
using this skill to see if she learns new spells and abilities. This
allows the Shaman to learn some things without have to stop the grind
to visit a trainer!



Patrons:



Hayatet
  • Favors players who like
    to nuke a lot or who want to add damage
    through a pet.
  • Eventually learn buffs that increase
    energy regeneration.

  • Allows the player to remain at a safe
    distance from battles.
  • The pet provides good damage.



Rakuur

  • Solid choice for
    mobility and melee haste.
  • Can go into stealth mode to explore or
    retrieve corpses.

  • Provides benefits to all melee characters
    in the group.
  • The pet provides decent damage.
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=686">Rakurr
    Skills



Tuurgin

  • Provides a pet thank can
    tank in a pinch.
  • Eventually learn buffs that increase
    endurance regeneration.

  • Provides benefits to all melee characters
    in the group.
  • The pet makes soloing a viable option.
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SPIRIT BONDS

Shamans can form temporary bonds
with spirits to gain extra powers. These can be toggled on and off at
will but will last an hour or until the player logs off once toggled.
They affect only the Shaman.



Skamadiz

Increases melee damage by a
small percentage.




Krigus

Reduces the energy and
endurace costs of spells by a small percentage.




Nag-Suul

Increases spell damage by a
medium percentage.


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WARDS



shamans learn special warding spells that provide a decent healing
burst up front and then help mitigate incoming damage by healing for a
small amount each time damage is taken up to the duration of the spell
or by blocking incoming damage for a brief time.



Panacea



This line of spells starts in
the early teens. It provides a medium
heal for the target and then blocks incoming damage for 4 seconds.




Life Ward

This line of
wards starts in the late
teens and heals for a decent amount up front and then heals a small
amount each time damage is taken. The ward dissipates after a certain
amount of damage is taken or after 1 hour, whichever comes first.




Aegis of Life



A spell line that first shows
up in the early 30s, Aegis of Life is a
beefed up version of the Life Ward line. It heals for a large amount up
front and then heals for a medium amount each time the target takes
damage. The limit to the damage taken before the aegis dissipates is
much higher than with Life Ward.




TYPES OF
SPELLS

Damage
Spells & Abilities



Shamans primarily deal damage
through DoTs. Every Shaman learns cold
and disease DoTs. Hayatet Shamans also learn some fire-based spells.




Shamans also learn a
spiritual-based direct damage spell, but the DoTs
tend to be more efficient.




All Shamans learn a few melee
skills that can damage opponents and add
a DoT. Rakuur and Tuurgin Shamans learn even more damage abilities.




Debuffs



The Shaman's primary debuff is
Lethargy, a spell that reduces the
attack rate of enemies. Patron spells can further add to the debuff
repertoire.




Buffs



All Shamans can buff AC,
hitpoints, energy pool, cast time, movement
speed, and underwater breathing. Depending on the patron chosen,
Shamans get other buffs to melee speed, endurance regeneration, and
energy regeneration.


RELATED LINKS





To read the latest guides, news, and features you can visit our Vanguard: Saga of Heroes Game Page.

Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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