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The Shamans

Nel-TuNel-Tu Member Posts: 42

Well, I decided to create a new character, a staff user type, so as we all know that a staff user usually have the shaman skills, the blessing of life, hex of darkness, brutal will. So, I plan out that this character will be a full support type shaman, so it will just do the healing and I'll hire a new shaman which I'm decided it to be a full hexxer type, which means I'll max out the skill hex of darkness, with just a right level for the skill of blessing of life, which will serve just a support to the blessing of life of my main character. What do you think? Is it good or not?

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Comments

  • kokoro-chinkokoro-chin Member Posts: 181

    You seem to have a very interesting idea... I actually have your current lineup (a main staff with another shaman merc) and so far, I've been just balancing their magic skills... However, I don't really know if a shaman will work as an 'offensive' merc... I mean, the main purpose of a shaman is really just for healing, isn't it? But, I don't know... Maybe it'll work?

  • felifefelife Member Posts: 96

    it will work... staffs do a nice dmg on melees with staff, princess do a very nice dmg.... but... why you didn't do a full heal (main) and the second hybrid of heal and brutal will, becouse hex only give dmg on the first atk and later do a very little with time, with a nice brutal will, witha  nice team it will do a very nice dmg, (use brutal will in other row, on range or melee chars,

     

    http://atlantica.ndoorsgames.com/center/ATforum/forums/forum-view.asp?fid=19

     

    try read some topics here it will realy help you

    image
    Atlantica beginner guide
    If you look the guide please comment
    Akabane - argos - 9x

  • gsp_rushgsp_rush Member Posts: 113

    I do not think two shamans is a good idea. hex of darkness can be easily negated by holy guard. Whenever your opponent has a monk, then it is useless. I suggest you go for shaman as a healer rather than attacker, though hex is a pretty good spell.

  • GravargGravarg Member UncommonPosts: 3,424

    I don't really like 2 shamans.  Especially if one of them is going to be used for hex.  Hex is rather weak imho, when you could get meteor from witch.  Early on this strategy could work I suppose.  If you do this, I would take the advice posted above and make your main maximum heal, and the other shaman a hybrid.

  • Superman0XSuperman0X Member RarePosts: 2,292

    Two shamans is fine, but you need to make your main the attack shaman, and the other the support shaman.

    Your main should get scud up to 60 then use the other 40 points to do some different things. Some hex, some heal, etc.

    Once you get to the Oracle, they are a better healer, and you can drop the support shaman. You can also use hex in combos, but the reality is that scud is the better option, and the one that you want to max out.

  • kokoro-chinkokoro-chin Member Posts: 181

    So the evanescent scud should be the one maxed out? Yikes... I have a lot of catching up to do... I have yet to learn that skill, actually. I don't know why but that particular magic is not in the list of magic skills the shaman merc has... both in the in-game reference and their site. Unless, I was looking at the wrong place? Anyway, bought the skill book for that magic now and I'll try to follow your advice, Superman0X. Thanks!

  • YuramikoYuramiko Member Posts: 176

    The idea itself is quite a good thing, it will be very useful whenever you'll be leveling again your mercenaries from the start. It is a good thing as well to have a back up healer on your group temporarily, it will really help out a lot.

  • SlappanSlappan Member Posts: 289

    I think double monks work better than double shamans, because there are a lot of other mercenaries that are better dps than shamans. Monks are better support characters, quite frankly, and heal doesn't scale as well as damage in pvp.

  • dt1984dt1984 Member Posts: 218
    Originally posted by kokoro-chin


    So the evanescent scud should be the one maxed out? Yikes... I have a lot of catching up to do... I have yet to learn that skill, actually. I don't know why but that particular magic is not in the list of magic skills the shaman merc has... both in the in-game reference and their site. Unless, I was looking at the wrong place? Anyway, bought the skill book for that magic now and I'll try to follow your advice, Superman0X. Thanks!

     

    Evanescent scud is a main only spell same as breakdown, guard dispel and chaos wind. I agree with superman0X's advise, that i what i would've done if i was a staff main user. In my case i have my chaos wind at level 40 now and is waiting to get my hands on that chaos eind [adv] books. ^-^

  • BOnz0BOnz0 Member Posts: 6
    Originally posted by gsp_rush


    I do not think two shamans is a good idea. hex of darkness can be easily negated by holy guard. Whenever your opponent has a monk, then it is useless. I suggest you go for shaman as a healer rather than attacker, though hex is a pretty good spell.

    Yes, but the Monk will only be able to assist one of the mercs affected by Hex at a time.

     

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