Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example, rat, cat and raccoon could be debuff/DoT/status magic while bear and eagle could be healing and support. Taking it a step further these spells could be all single target or AoE depending on which totem with varying cooldowns. This would add a lot more flexibility with the class over simply being the middle of the road summoner/mage that they are right now.
But with all this said, Shaman are in no way useless, just a bit lackluster due to bugs and skewed risk/reward compared to other archetypes if you want to fully specialize.
Weak if you never use there summons and don´t have any other primary weapon or attack , but just use there spells , then they are quite weak .
Basically they are weak as starting class very weak .
Overpowered , if you start to use summons as throw away pets . cause there summons are overpowered .
Very overpowered if you combine there spells summons with a specialisation weapon , haste .
And extremely usefull in hardmode with walls and barriers , in crowd controlling .
But like most classes , yeah they are weak if you are thinking it is a mage .
Cause the mage is the direct damage dealer .
EDIT: Yes shaman 5 allows use a summon point two times not summon two at same time.
He would summon and control the spirit, careful to move it to the upper room, where it would draw all fire, and when the spirit control eventually breaks, summon another spirit, now you have 2 up there bogging down enemies.
the only downside, you have to kill all the remaining spirits when you are done.
Plus Charisma opens up tons of conversation items, and synergies with conjuring.
In some missions I would just start running and never stop, baiting opponents hitting and retreating. But in most missions I had my party plan their moves and then finished off targets on my own - because I would have less of a "miss" tendency and 0 AP penalty on reloads - it became REALLY fun once I had the Roomsweeper (Pistol that acts like a shotgun) - with the "shoot three targets for one AP" perk (once every three turns).
And just for those cases where you need your turns to finish off an opponent and have this pesky ork standing near you - take one AP and throw an Earth golem in front of his feet.. ;)
Some summons also have nice secondary effects like, burning, AP drain, sleepstate, and so on on their attacks. Also you really don't have to worry about healing or repairing them - but you will only use them in urgent situations, because they are expensive.
And dont forget the hellfire barrier - that one room full of about 7 enemies I baitet through this one door trapped with hellfire (stuns) into my team waiting in ambush arround the next corner... Good times.. :)
But yes, there is no "one" thing the shaman actually excells at - they should add one in the next expansion.. ;)
edit: But I have to say that I imported my character from DMS, which I finished mostly with the AP buffs and a handgun - and I'm told its scaling is quite easy..
You can now control when the summon will go haywire .
In the past it was a forgone conclusion when the Summon would go haywire and turn on your team , Shaman summon are beter in this patch or version , cause the terrain provide you with free summons , aside from your summoning from items .
They are quite good , if you buff up early 4 AP when the changes of losing control are less .
Then next turn they are moved far away from you . try again for 4 AP or keep a steady 1-2 ap tanks . before dismissing or losing control .
It still doesnt seem worth such a massive point investment though. Summon controll should just not exist and be an inate part of the summoning skill, then maybe it would be more appealing.
What isn't good is there's no free summons, you should have some with a long cooldown and not as strong than those that are consumed. The second bad point of shaman is to not have shooting ability beside the basic conjurer spell.
Yeah heavy invest on summons seems a bad idea but for a pure shaman, no mage, no weapon, no rigger/decker, no Biotech, only summons+conjuring it let not many spells to buy, no weapons to buy, no Biotech to buy, so it let a large amount of money to buy many summons scrolls.
I have doubt on the creator totem I noticed many enemies will attack the shaman instead of the summon, but worth a try.
I decided made my first replay with shaman summons/conjurer/riffle and Eagle totem. The weak point of Eagle totem is it is canceled if a character has the Aim spell on him and despite the Aim bonus is weaker. Was a very bad point to notice that. Also the 2 rounds duration is a bit tedious. That's a general problem with totems is they don't improve.
I didn't put any points in spirit control and went creator idol. If i needed some help I popped out a rank 5 spirit (air for range to stay near my shaman who used rifles) or used the ones on the maps.
Haste 4 and racoon still is very usefull though, I just finished the final fight of Dragonfall again, not using any totem or medpack, or hacking, or venting at all. It is very much a positioning game, but if you are on the right spot, are buffed in accuracy and have that many APs, things arround you drop from gunfire like flies.
The final action (grabing the keycard and activating the terminal) took 3AP (with racoon active) from being behind cover, so essentially half a turn.
In the end I was waiting about 5 group APs (half a round) doing nothing, because a cloaked katana wealder hadn't shown up yet. I thought the game had bugged out on me... ;)
That said, if you're going to be using high CHA for haste/etiquitte/dialog, you almost might as well take some elemental skill along for the ride. Going GunShaman adds 3 requirements: Quick/Ranged/Specificweapon. That's a lotta karma, and you don't HAVE a lot of karma in Dragonfall (compared to DMS). You almost might as well go full shaman and use your AP's to sling the new shaman damage spell, then you'll have the spare karma to do the summon/control.
Edit: That said, I'm doing a gunshaman right now so hypocrisy oozes from this post.