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Shaman 101

shaman healing pvp forge dps guide facts

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#1
DeadDave

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Updated and current as of 12/8/12. Spells and game play subject to change.

Please feel free to add, Correct and share your comments. If you have any questions just ask! (Stay friendly)
On this thread I will discuss game play, first impressions, skills and changes I would make. I main a shaman and really enjoy the game play, I hope you do too! I simply wanted to make this post as general as possible so all types of gamers will understand, Thank you for reading! Happy Pvping!

All Information can be found here:

http://www.playforge...classes/shaman/

Shaman 101

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So you want to play a Shaman?
Letís see if this is the class for you!
If you have not figured this out already, a shaman in Forge is a healer. Although the play style from other MMOs is a little different, in the end itís similar and you just need to get the hang of it.

First Impressions Ė I will not lie, I joined my first game spamming buttons, Confused on how to heal, regain mana and how to protect my teammates. But the game got much easier as I learned each spell and how to maneuver and outsmart other players. I had no clue what I was doing, after Reading and doing some personal research it got much easier. I learned fast, as Assassins attempted to jump me, Pyros melting my face and being locked down by wardens.

Game play- Playing a Shaman healer can be very rewarding and generous in EXP, Iíve never really gotten frustrated by it (coming from a hot head) which is nice. As a shaman healer you will typically find yourself in the back of the pack, subjected to the Assassins of the world. Lucky for us, back peddling in this game does not come with a speed reduction making escaping a breeze, or just wall jump away. However, donít expect to be able to kill someone one on one and hope your teammates are aware enough to come pull the attacker off of you. I canít tell you already how often the healer is left behind, so try to keep up with members of your group. Holding shift, like in many games will make you sprint, just be aware that it comes with a resource cost (mana). Avoiding damage to stay alive is key and needed to keep the rest of the team alive. I will be honest and say I try my best to stay in the back and use people as a meat shield, lucky for us, MOST spells do not travel though players making healing a breeze if gone unnoticed.


Skills Ė Listed in no particular order, with the expectation of the first skill.
I highly recommend that you RE-key bind skills so they are comfortable in a manner that you prefer. Key binds can be found in settings.

1. SPIRITUAL BALANCE- The most important skill of the shaman class. A 1.5 second cast that damages an enemy or heals an ally. SPAM this spell. Spiritual Balance is a heal over time that lasts 5 seconds and restores 20 mana per hit.

2. SPIRITUAL BOND- A one second cast for 3 mana, links one ally with the Shaman, sharing damage, healing and life. Lasts until canceled or falls off.

3. SPIRITUAL BURDEN- This spell has a 10 second cool down which slows enemyís movement speed. Costs 20 mana to use, good for escaping by jumping very high! use to escape Assassins and large group situations.

4. BLESSED AURA- A large area of effect healing spell. (my personal favorite) Costs 20 mana per tick until all mana is extinguished or until the spell is canceled. WARNING: Very fast mana consumption.

5. HEAL- Costs 30 mana and heals 80 HP. Heals more over time for every stack of Fervor on the target. (See Spiritual Fervor below)

6. SEED OF HEALING- The only shaman selfheal. Costs 30 mana, heals for 50, heals an additional 25/5 per second.

7. SPIRITUAL FERVOR- Blesses an ally making them do more damage as spirit damage. Using this attack grants stacks of Fervor. The more stacks of Fervor makes HEAL more useful, healing higher.

8. DOME OF PROTECTION- Cost 40 mana, 20 second cool down.. The Shaman makes a large shield protecting allies. Shield has roughly 330 health. If a team member is healed inside of the dome of protection the dome is healed NOT the player.



Play style:

This is what I do, you may do something different. If you have a different shaman healing strategy share it with the fellow readers below!

As stated in the top, you typically want to stay in the back of the pack. If things get sticky sprint away, or implement a wall jump to escape. But Iím the type of healer who will fight to the death. Live to fight another day (no one would blame you), or go down trying to keep your friends alive.

Spiritual Burden slows and is a situational spell, use it to get away from Assassins or other pesky attackers. It makes you jump super high! very useful.

While battling and Iím with a large group, I try my best to send heals to all party members. How I go about doing this is I am always spamming spiritual balance as fast as I can click. One of the nice one/two combos with spiritual balance Is Blessed Aura. Blessed Aura is great for group or even minimal healing situations, because if you are hitting a target with spiritual balance you are regenerating mana and can get the most out of your healing and mana.

If you have a target linked with Spiritual Bond and cast seed of healing theoretically you will healing yourself as well as a linked member.

If minimal healing is required cast Spiritual Fervor on a target to increase their DPS output. If they need a heal simply use the Heal spell. Fervor increases the amount healed by the Heal spell. Just remember Fervor is a channeled spell.

Iíll be honest and say I donít use Dome of Protection much due to the fact all players inside do not get directly healed, due to the fact that the dome takes all of the healing. I believe that the dome is completely situational and helpful if pinned down from ranged attackers. One obvious fact about the dome is because itís so large team members can see it and could potentially regroup and run to you for aid.


Changes I would make if I were the developer:

For the most part Shaman PVP is very enjoyable. However, there are a few things I would like to see fixed. These are simply my opinions.

1. Sometimes with spiritual balance I try to heal teammates but sometimes it accidently hits fully healed teammates because they crossed over or sometimes even enemies neglecting the ones who need a heal.

2. Dome of Protection is a very awesome spell however, when allies are within the shield all healing goes to the dome, even when itís at 100% health. Maybe there can be a way to fix this because all heals have to go outside of the dome.


3. Spirit Link: When linked with someone and the shaman has 100% health, all healing is still reduced by 50% as if healing both linked by the spell. If the shaman is fully healed, all healing should be directed to the linked target.


4. Spiritual Burden great spell, Good for slowing and escaping. However, I've gotten stuck in various places and had to wait for the 10 second CD to come back to jump out of the crevice.


Will add more as I come across new information.

Have questions? Comment or Inbox me.
  • Scrotbag likes this
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#2
Qwahzi

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I don't like the idea of a tab system, as part of the skill required for Forge is aim - adding tab targeting removes that. Besides, a lot of the issues with targeting the wrong player have to do with the 8v8 team sizes. In 5v5s (which will be Forge's main competitive team size), it is not really an issue.

Definitely agree with the second suggestion though.

#3
Fauxie

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4. BLESSED AURA- A large area of effect healing spell. Costs 20 mana per tick until all mana is extinguished or until the spell is canceled. WARNING: Very fast mana consumption, best used in large groups.

It's only the best heal-per-energy spell you have in the entire kit right now for single target healing, and considering you EPS @ 8/S with BA running and using just m1's it's actual cost is closer to 12-15 depending on player speed.

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Maybe after patch it'll fit the description presented :)
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#4
DeadDave

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I don't like the idea of a tab system, as part of the skill required for Forge is aim - adding tab targeting removes that. Besides, a lot of the issues with targeting the wrong player have to do with the 8v8 team sizes. In 5v5s (which will be Forge's main competitive team size), it is not really an issue.

Definitely agree with the second suggestion though.


Ahhh yes, I See. I do like the aiming system. It sets it apart from other games and its neat. Thank you for the input and contributing!

4. BLESSED AURA- A large area of effect healing spell. Costs 20 mana per tick until all mana is extinguished or until the spell is canceled. WARNING: Very fast mana consumption, best used in large groups.

It's only the best heal-per-energy spell you have in the entire kit right now for single target healing, and considering you EPS @ 8/S with BA running and using just m1's it's actual cost is closer to 12-15 depending on player speed.

--

Maybe after patch it'll fit the description presented :)


I gotcha. But this is just a learners post, I'm learning too, just like everyone else. I just added a small play style paragraph, I'll add more as I go on.
  • Qwahzi likes this
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#5
Pelican

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When teamed up with a DPS or Tank, I rather enjoy getting aggressive with Burden to ensure my DPSers can stay on target. Obviously this should only be done when you are aware of relative safety/have someone who knows you'll need the peel during Burden's downtime. Just one little tidbit.

#6
Zerixar

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what is the superbounce spell? i mostly play assassin but have been considering trying healer and if i don't lock down a healer 90% of the time the very first thing they do is start superbouncing away from me. (not wall jump).
I came to bring the pain...

#7
Corsair

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Spritual Burden. It slows all enemies in an area around the Shaman and lets them jump super high.

#8
Malecar

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The "superbounce" is Spiritual Burden. Think of it as a gravity shift - the Shaman that casts it slows down all of the enemies around him, and it takes some of the gravity off himself, which allows him to jump so high.

#9
Zerixar

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ah ok, thanks. i like my name for it better :). how long does it allow you to bounce for? I've only been about 50% successful timing my shadow leap to catch them right when the spell ends. usually it looks like they get 3-5 bounces out of it?
I came to bring the pain...

#10
DeadDave

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ah ok, thanks. i like my name for it better :). how long does it allow you to bounce for? I've only been about 50% successful timing my shadow leap to catch them right when the spell ends. usually it looks like they get 3-5 bounces out of it?


Lasts about 5 seconds I believe. So yes, 3/5 bounces.
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#11
Pelican

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Super Bounce really is a better name. If the Warden spin can use a helicopter sound, I demand all wall jumps during SBur utilize pinball pings.
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