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The Spirit Realm • View topic - Why all this effort to make us a dps class?

Why all this effort to make us a dps class?

General Discussion for the EverQuest Shaman.

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Why all this effort to make us a dps class?

Postby Kozul » Fri Sep 09, 2005 12:44 pm



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Postby Toruk » Fri Sep 09, 2005 12:48 pm

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Postby Joril » Fri Sep 09, 2005 1:04 pm

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Postby Galelor » Fri Sep 09, 2005 1:08 pm

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Postby Toruk » Fri Sep 09, 2005 1:11 pm

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Postby wsbsteven » Fri Sep 09, 2005 1:22 pm

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Postby Toruk » Fri Sep 09, 2005 1:27 pm

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Postby Toruk » Fri Sep 09, 2005 1:36 pm

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Postby Dasha » Fri Sep 09, 2005 1:40 pm

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Postby Toruk » Fri Sep 09, 2005 1:43 pm

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Postby Toruk » Fri Sep 09, 2005 1:50 pm

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Postby konarg » Fri Sep 09, 2005 2:48 pm

agreed. On Boss mobs, hell on most trash raid mobs... dots resisted too much to be worthwhile most of the time.

not having a resist modifier suxxors.
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Postby darkpaw » Fri Sep 09, 2005 2:59 pm

-100 resist on the necro fire dot, When do we even get half of that? We've been getting screwed on resist adjust dots since the Bane line went in in LDoN. This should seriously be a bit issue to fix.
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Postby Toruk » Fri Sep 09, 2005 3:00 pm

btw For all you haters Broke 800dps on Katta Bank so imo we are FINE. We just need -20 to -50 checks on dots.
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Postby Toruk » Fri Sep 09, 2005 3:10 pm

560dps from dots, 60dps from normal pet, 180 from ASC3, and about 200-250 dps from 3 Panthers = over 1000dps from a shaman. So our dps is messed up yes?
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Postby Chutoi » Fri Sep 09, 2005 3:11 pm

My primary concern, as it has been since SoL, is that shaman get dps upgrades in line with all the other classes. It's seldom we do. Or, if we do get a dps upgrade, it's less in overall % than for just about any other class.

I think it's a misperception on your part to think we are attempting to turn us solely into a dps class, so much as wanting us to have the opportunity to keep up with the jones'. Notice that many of the casting classes got new (larger) nukes? Notice we didn't? We got what, 2 new slows and a 'cone' AE that apparently doesn't work well.

Slow has become more and more mitigated. We are also getting new slows that hit for less total percentages and are still mitigated. If that is our class defining ability, it is getting nerfed into uselessness. So, if other classes get larger dps spells, and we get mitigated slows . . . there's a balance problem.

This idea is apparently beyond Rytan the Asslord's limited ability to grasp.

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Postby Toruk » Fri Sep 09, 2005 3:16 pm

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Postby Fusciafinery » Fri Sep 09, 2005 3:16 pm

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Postby Toruk » Fri Sep 09, 2005 3:19 pm

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Postby Chutoi » Fri Sep 09, 2005 3:19 pm

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Postby Fusciafinery » Fri Sep 09, 2005 3:29 pm

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Postby Toruk » Fri Sep 09, 2005 3:32 pm

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Postby Chutoi » Fri Sep 09, 2005 3:33 pm

Last edited by Chutoi on Fri Sep 09, 2005 3:37 pm, edited 1 time in total.
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Postby Fusciafinery » Fri Sep 09, 2005 3:35 pm

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Postby Froggar » Fri Sep 09, 2005 3:37 pm

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Postby Toruk » Fri Sep 09, 2005 3:38 pm

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Postby Retron » Fri Sep 09, 2005 3:40 pm

Daft question: at one stage, weren't we on a par with necros for DoTs?
Let's see:

Envenomed Bolt: SHM/49 NEC/50 (used to be NEC/51)
Plague: SHM/49 NEC/52 BST/65

Looks like in the old world we were by far the best at DoTting at the high end. Necros got some of the previous DoTs before we did, but at the endgame (as was) I'd imagine we really ruled the roost.

Nowadays necro DoTs do a little more damage for a little less mana than our equivalent; in addition they've acquired a nifty resist adjust whereas we have to rely on Malos. Now, necros don't get a MR debuff, but they do get one for their core resists of fire, disease and poison:

Scent of Terris (NEC/52)

Slot Description
1: Increase Poison Counter by 9
2: Decrease Fire Resist by 33 (L52) to 36 (L58)
3: Decrease Poison Resist by 33 (L52) to 36 (L58)
4: Decrease Disease Resist by 33 (L52) to 36 (L58)

(Stacks with Malox too - wonder why it's barely mentioned by anyone?)

Now, in Depths, it looks as though necros are really going to pull away with DoT damage as they get a new one while we make to with two strange slows and a nuke.

Once upon a time shamans were the best DoTters out there and had the same skill caps on our offense/defense/weapons skills as warriors did. Quite an amazing class in its day! ;)
Last edited by Retron on Fri Sep 09, 2005 3:44 pm, edited 1 time in total.
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Postby Toruk » Fri Sep 09, 2005 3:43 pm

We were completely overpowered too and I remember those days and it was amazing fun but times change.
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Postby Bethiana » Fri Sep 09, 2005 3:58 pm

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Postby Unmei » Fri Sep 09, 2005 4:03 pm

Your DPS is just fine. I might even venture to say that you take a hit on resists because you do slightly too much DPS overall - since all your effects are -not- concentrated in one resist, you don't lose -all- your DPS when a mob is highly resistant in one area.

That said, I feel necros actually do too MUCH DPS based on the utility they bring - it was less stupid when they couldn't mindwrack every mob, but even as it is, I think Necros compare far too well to the real "pure DPS" classes.
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Postby Toruk » Fri Sep 09, 2005 4:05 pm

I dunno what tanks you have but they gotta suck. I can go all out dps'ing and not gain agro even for a second. Necro DPS is fine. They are a DPS call with some Ulity. We are Healers with Ulity and some dps.
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Postby Kozul » Fri Sep 09, 2005 4:10 pm

The only reason why necros will never get nerfed is cause their DPS doesn't show on general parsers....if their dot damage showed on them, they'd a been beaten to a pulp by now by that bat :P
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Postby GheffGutterbrains » Fri Sep 09, 2005 4:26 pm

I have one problem with all this..... We seem to focus on *our* DPS.. as in direct DPS to the models...

What about our indirect DPS? Wunshi? Champion? Panther? We cast that onto the melees but never get credit for the numbers?

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Postby konarg » Fri Sep 09, 2005 4:35 pm

problem with indirect dps is we cast Wunshi what once every 90 minutes, champion every 6, and panther group only.

if your not put in a melee group but rather put in a group as healer ( happens a lot) then you really only add champion to various groups you like every 6 minutes.

I enjoy adding to toehrs DPS, but I would like the option BACK to stack some dots on a Boss mob when I'm not main healer for my group, where Im not in a pet/melee group, and where I've already slowed the mob..well unless its immune.
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Postby Scowls » Fri Sep 09, 2005 4:36 pm

WTF...give me MORE dps, while agro may keep me from using assloads of dots in a group....DPS matters tons while soloing. nuking alot we can easiliy put out good dps, (with aa and focus) and folks never know what were doing with dots, since they cant parse it


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Postby Unmei » Fri Sep 09, 2005 4:56 pm

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Postby Toruk » Fri Sep 09, 2005 5:03 pm

500dps isnt that great Monks, Zerkers, and Rogues can all do around 1000-1100 dps.
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Postby Vork » Fri Sep 09, 2005 5:07 pm

Heh...I love stacking dots as much as the next guy, and throwing leopard on everything in sight can be fun on bad pulls; but in all honesty, I much prefer being the guy the rest of the group remembers for savin' their collective ass when the shit hits, or for making everything "click." Sure, I hate not being able to drop a mob solo as quick as I would like; but dammit, I still play for fun, and for me that equates to grouping with my friends and guildmates...and they'll take me no matter how shitty my DPS is.

As far as the aggro goes, if i cast malox + slow + cripple + dot, I can peel aggro from very, very good tanks...Maximizing my DPS has always involved careful timing of spells...after all, my DPS is 0 if I'm dead. Do I think we need resist mods? Sure. Will I roll up a rouge if we dont get it? Hardly.
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