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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
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.
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
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.
SPIRIT 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.
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
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.