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Spell set

Posted:
Fri Sep 01, 2006 10:31 am
by Rathkin
Hi my main is a pally but I regularly 2box a shammy. I'd just like to get some input as to what spell sets you guys use, as shammy just have so many damn useful spells. ON the regular my spell set is as follows: ancient heal, Spiritual Serenity, Champ, Panther, BoD, Blood of Yoppa, Curse of Sislak, Ice Age, and ancient Canni. I swap in turgurs, malos and maybe breath of wunshi depending on the situation. Now I havn't picked up any PoR spells other then the 55 malo trap(is it just me or does this last for like 1 minute and kinda suck?), but when I do get say ghost of renewal I'd like to keep that loaded, I guess I would drop my nuke as nuking is not a shamans greatest skill. Or the DoT from skins, basically just looking for input on what spells you guys keep loaded on the regular, and maybe what spell sets you keep saved, thanks. And man do i want a TA.

Posted:
Fri Sep 01, 2006 10:33 am
by Rathkin

Posted:
Fri Sep 01, 2006 11:12 am
by Anngelus

Posted:
Fri Sep 01, 2006 1:44 pm
by Rathkin

Posted:
Fri Sep 01, 2006 1:47 pm
by Shinerbokk

Posted:
Fri Sep 01, 2006 2:01 pm
by Savvik

Posted:
Fri Sep 01, 2006 2:17 pm
by Renia

Posted:
Fri Sep 01, 2006 3:40 pm
by Veril
I've found that for speed having 1 spell slot that is swappable is the best

Posted:
Fri Sep 01, 2006 4:41 pm
by ThraallFV
agreed veril, i have 4 that are locked up, then i have 2 -3 that have a rather predetirmed use, or genre maybe is better word then another spell slot that i get creative with.
And a majority of my spell sets just mem one spell, id say i use 4 of my spell sets often in groups. 1-2 to mem spells when i die and rest are situational.

Posted:
Fri Sep 01, 2006 4:48 pm
by Brohg
My "Basics" is Balance, Serenity, Wilslik's, and canni.
Spell set 1 adds Malos, Panther, and Champion. This is my normal grouping setup. Two spell slots are open for other stuff, either dots or further support like root/sloth/cripple/decay/nadox/w/e
Spell set 2 replaces Balance with VS, and replaces serenity with Ghost of Renewal. This is my normal raiding setup. Again, two spell slots are left open. They're a couple buffs during clears, a couple dots during raid events, or anything from the above list.
Spell set 3 is just like 2, but has Greater Remove Curse in slot 1 instead of VS. Many events we're currently doing require that cure, so I wanted a fast way to load it.
Spell set "buffs" leaves my HOT, my heal, canni, and Champion slots, but replaces the rest with group versions of Tribunal, regen, Wunshi, Sense, and Fortitude. While I can't say I literally haven't cast single wunshi ever, it's been rare. I really haven't ever cast single sense or fortitude. Doing group versions only saves a ton of bother for raids and grouping.
Spell set "dots" leaves all the Basics, and fills in the rest with two curses and three poisons.
Spell set "Gate" has only one spell on it. It drops Gate into one of the spell slots typically left as an open one by Basics, 1, 2, and 3.
Spell set "Invis" has only one spell on it. It drops Veil of Spirits into the other one of the spell slots typically left as an open one by Basics, 1, 2, and 3.

Posted:
Fri Sep 01, 2006 6:25 pm
by Kumeldar

Posted:
Fri Sep 01, 2006 7:55 pm
by Samanna

Posted:
Fri Sep 01, 2006 11:36 pm
by Jaraman

Posted:
Sat Sep 02, 2006 2:31 am
by Ungkor
Assuming you're referring to two boxing the pally spell sets, so I would probably go with something like this:
1. Slow
2. Malos
3. Panther
4. Canni
5. Blast Heal
6. HoT
7. DoT (PoR nectar or Yoppa)
8. DoT (Curse of Sisslak)
9. DoT (Yoppa or Bane)
In whatever order you find easiest.
Forget Champion if two boxing imo. A single dot is gonna do way more dmg than 10% to hit and 140 attack on a single pally. Panther is nice for its efficiency, but its the first thing I'd drop if I need a utility spell like root. Its only about 60 dps on a melee typically. Most our dots are more than that (except disease). Those 3 dots above would probably easily kill a mob when two boxing before BoD slow wore off, so you can forget Turgur, unless you expect to be fighting multiple mobs often, in which case, the duration of turgur would save you mana.
Now.. if you are two boxing in a full group, that'd change things a bit. Are you the main healer or not? For me, if I'm the main healer, and its very melee heavy, panther stays up. The efficiency is easier to maintain than dots, so you'll save mana for healing. You'd also want to drop a dot for champion also if its a full group, and probably drop a dot for utility, like for root or ae slow or group hot depending on content and risk.
Things to never use when two boxing:
1. Nukes
2. Disease dots:)
Disease dots might be more efficient, but they are half the dps. You really want to be spending your mana on dps and not on healing, and disease dots will just draw out the length of the battle. And nukes are just extremely inefficient, and should only be used when attempting to 'burst dps', if you can call it that. And that order would be nectar, yoppa, sisslak, bane, yoppa's rain of venom, Tears of Saryrn, nuke (ice or poison depending on resists.
Idol of malos is nice if you are pulling steadily to a single spot. Other than that, I never use it outside of raids where AE debuffs are necessary. AE slow though, I do tend to mem that in groups sometimes, if the content is risky, slows bounce, and adds are often. It has a neg 100 resist check so it lands easy, is very low aggro, and gives you a rune effect to absorb dmg. When main healing, and 3 tough mobs enter camp, AE slow+Group HoT buys you enough time, with almost no aggro, to get things under control.