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Druids = Nature all that hippie stuff.
Shamans use the elements as a force, but they work together, kinda like bff or partners. Druids are servants to nature a̶n̶d̶ ̶c̶a̶n̶'̶t̶ ̶a̶n̶i̶m̶a̶t̶e̶ ̶d̶e̶a̶d̶.
Their spell book and abilities are just a blend of other classes, and they may be the most MAD class in the game.
If you like temp hit points, they can do work in the rpg. In this game, their options are more restricted. They are suppose to be a mix of Oracle and Witch, but they don't really feel like either class beyond getting access to hexes. Their "spirits" function sort of like an Oracle Mystery but with all the options picked for you while their spellcasting and dcs tend to be lackluster. They are better at fighting than a Witch in general but not to such a degree that they should be confused for a martial class. Think of them as a more flexible caster than Inquisitor but not quite as good in combat, since you can use Wandering Spirit to switch which spells you have available each day.
But there were also shockingly few fire immune enemies in PK. I'm waiting for release now to play WotR, but I imagine similar things could work well, but slightly worse thanks to enemies with Fire resistance. A main character Grenadier, Fire Kineticist, etc with the ability to ignore Fire resistance will still like having Flame Curse in the group, I'll bet.
Oh, and Bones or Heavens (CotW) spirits give some very nice spells, too. Though with any of Flame/Bone/Heaven, you'd wa nt the Fluid Magic wandering hex to use your spirit spells in regular slots... and last I checked, that's not going to be in Wrath by default. Waiting for Wrath-CotW or another mod is probably a good idea since Fluid Magic is so important for many Shaman. And also for Draconic Shaman, which is pretty damn good too.