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Pretty much the only difference between Acid and Mana bolt is the base damage and that Acid has a small DoT.
Glad to see some of my other posts about my cybershaman are making you think of interesting character builds! Spirit Mistress was pretty fun to play, and the whip does have some good synergy for spirit work, removing enemies from cover helps out a ton. Most spirits have bad aim.
Too bad; I had a mental image of my Shaman snapping his whip to bring his spirits to heel, but it looks like the whip is probably out. Oh well.
If you pick Dove, you don't need any points in Spirit Control. The Summoning line controls power, Spirit Control is all about keeping them in check, which Dove is a dirty work around for.
Edit: Yeah, if you can't tell I love the Dove totem. Worked really well with my cybershaman, or as I called her, my "shamurai".
But I really wanted my whip!
::pouts and goes off to sulk::
I can work with a support chatacter; if I have Duncan, Geichu and Is0bel I can just stay in the back and buff them up, and we'll do fine. Sort of boring though. If I have enough karma later on, maybe I'll try getting some thrown weapon skill.
Shaman was worst in Shadowrun Returns, due to the lack of controlability of the spirits and cause the Shaman grows with the lvl and money. Still, if you rationate your money then the shaman grows quite powerful in SRR.
In Dragonfall the Shaman is mega powerful, cause of the creator's idol. You can even keep the spirit of your partymember Dietrich by that under control. It's just, as Shaman you always start with almost nothing, cause you have no offensive qualities in the early game.
In Dragonfall I compensated that by starting my char with 3 quickness and 3 ranged combat.
In Hongkong I'm unsure whether I should start a similar startup, cause in Dragonfall I later on skipped ranged combat and weaponry completely for acid bolt lvl 3-4.
I'd like to make a mixed built with mage spells, but idk whether I split my karma too much upon that, cause I want at least get summoning to lvl 5 later on and Shadow, Slo-Mo and Haste lvl 4 via Conjurer path.
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Btw.
In terms of Dragonfall and Barrier skills:
Except for one single mission the barrier skills were almost useless in Dragonfall. Reason for that is the map design with way too many wide openings which forces you to spread the barriers over a way to broad aeria so that no real "choke points" can be generated for the enemies.
And in case of Hongkong idk what awaits me, so i'm a bit unsure about the barrier skills either.
My first shaman, I didn't realize fully how spirit summoning and control worked, and I foolishly did NOT take Dove as my totem. As a result, spirits almost always broke away after 2-3 rounds of combat, even with 8 ranks of charisma/spirit control. So, he was mainly used as a buffer for the others. Acid Bolt is actually quite a decent attack form at high level, but it took me until almost the end of the basic game ... and getting the Alpha Eye cybergear ... to bring the accuracy up to around 85% for most attacks. Early on, this attack form just sucks.
Second time around, I got it right, and took Dove as my totem. Used correctly, this totally prevents a summoned spirit from breaking out of control for an entire combat. Unfortunately, the expense of high level summoning fetishes prevents routine usage of such spirits. 1200 NuYen for one Force VI fetish?? That's 1200 NuYen cost per mission if you want to use even one per run. There is no way to use this routinely; you will have to be satisfied with far weaker spirits. Poor game design, from a financial point of view. I bought exactly 1 Force VI fetish for all of the basic game, and one more in the extended one.
I had no karma left over for getting another attack form; I was, however, quite valuable buffing up the rest of the party with Wild AIm and Haste 3, and containing enemies with things like lightning barrier and Blind spells. As mentioned, Acid Bolt IV finally became a viable attack form, but only quite late in the game.
The third time around, I created a total abortion: the mythical cyber shaman. I again took Dove as my totem, and took Charisma and Spirit Summoning up to 7; I took no spirit control whatsoever, and only 4 ranks of conjuring. By sinking almost no karma into magic, I was able to get 7 ranks of quickness and ranged combat, plus 6 of cyber affinity. I got the monowhip and a bunch of other cyber, like the Mark 2 Alpha leg, Jolt Alert, the Alpha eye, cross dermal sheaths and reflex trigger.
What I ended up with was basically a totally cybered up street samurai who could summon local shrine spirits and use a summoning fetish as an emergency measure. I did have 2 spell slots left; I took Haste 2 and Lightning barrier. The cooldown was huge, of course, but I did get to use each of them at least once per combat.
I really can't classify this build as a true shaman, obviously; it's a cyber warrior with a sideline in spirit control and a dab of spells. I could have played him more shaman like, if the cost of fetishes had been less. Again, money restricted this part of his combat role.