Hey!
I've chosen Shaman for my lessons, but I'm not sure if there's a problem in THEORY or APPLICATION for locking with Swiftcurse.
I think this could be an awesome thread for future Shamans, as well as affliction classes or adventurers who spar Shamans! I'd really love some expert combatants with Shamanistic experience to weigh in!
I've tested for about an hour and a half on
@Bann (thanks 110% for letting me puzzle it out), and although
@Kiet mentioned that it can be done, I'm struggling to provide all of the locking afflictions within the tree cooldown.
Attuned: Aspar (to COAGULATE SLICKNESS) and Teraile (Curses cause Bleeding for Aspar/Inflame).
The Theory:
- Provoke tree tattoo.
- Stick haemophilia.
- Stick asthma
- Stick impatience
- Close out slickness, anorexia, and paralysis
The Reality:
- Haemophilia, asthma, and impatience can be stuck in time before the tree tattoo is ready again
- Right before tree, there is time for one curse, and I can only choose between Slickness/Anorexia, Slickness/Paralysis, Paralysis/Anorexia which prevents a true lock.
- Definitely no time for weariness, recklessness, or stupidity to prevent active cures.
Is this possible, or am I doing something wrong? What could I do to improve?
Thanks!
Comments
Something like:
-curse paralysis/relapse paralysis
-jinx paralysis haemophilia (that'll probably force tree, then get para'd after because of relapse)
-curse paralysis/invoke bloodlet
-jinx paralysis impatience
-swiftcurse para
-swiftcurse asthma
-swiftcurse para twice
-swiftcurse lock affliction
-curse anorexia/coagulate slickness
-swiftcurse para
It seems like Jinx is very powerful, but I was wondering if it is possible in any way without it? It's still a few lessons away (but I'm also hunting diligently).
Additionally if you've blown their tree already, you don't actually need to worry about paralysis as long as you finish your lock before tree comes back up. You can replace your para curses with lock affs if you're really pushing to get it, though you're of course losing the hindering, preventing them running, etc.
@Rafa I'd probably just wait until you can transcend curses, before you start seriously thinking about combat. Jinx is an immense help; you're probably not going to lock without, because if you're relying on swiftcurse then you're gonna have to keep putting it back up, which delays your output quite a bit when that's your only source of afflictions.
I can only attune two spirits at a time, meaning that relapsing won't be realistic for quite some time, but I'll try and use your chart above to come up with a strategy!!
--Generally the ones you bind for combat are Aspar, Maligus, Syvis, Teraile + x. The 5th is really the only flexible one.
You can only -attune- (as in, get the bonus effects) from 2 at once (until you're trans'd, then it goes to 3)
--For attune you wanna do Maligus and Teraile as your permanent ones, then the third can be anything. 'Downside' is that you can only attune from the ones you bind.
Binding = obtaining the skills, that are listed in their file.
Attune = gaining the additional effects, like bleeding per curse.
Unfortunately I have 0 lessons for Vodun - would Aspar be better than Maligus for attunement, so I can give slickness?
BIND: Aspar, Maligus, Syvis, Teraile, x - That is your goto 5 for starting combat.
ATTUNE: Maligus, Teraile, x - That is your goto 3 for starting combat. There's nothing else really worth attuning; Maligus attune gives bleed per curse, teraile does mana/hp damage.
Maligus attune, sure you could probably forego that, as well as the binding. If you don't care about soulrending at all.
Spiritlore really doesn't have many worthwhile things to use outside of those ones, though, when it comes to combat. Arius can be fun for stalling the hell out of momentum classes, though. Prone + disrupt, you can pretend to be an int monk.
The second post was right. Either way, I responded regarding it! If you don't give a toss about soulrending, sure you could replace Maligus... Replacing it with what, is the question, really. Very few things that have both worthwhile attune effects, as well as worthwhile skills attached to them.
In groups I never used Maligus, though. I replaced it with garon/marak for extra tankiness, most of the time.
Syvis is also hugely overrated. It's not bad, but it has a 25s cooldown that gives it relatively low-impact for its opportunity cost, and Teraile and Aspar can both serve its niche in its absence. I would pretty much always forego Syvis for more defensive spirits, in fact. The one place where Syvis uniquely shines is in making some Vodun salve-lock setups much easier.
There is only about 105 lessons between swiftcurse and jinx, so I earned them from hunting!
Thank you guys!
Never said there weren't any, I just said there's not many that are as useful- at least not offensive-wise; plenty which have uses, albeit quite a number being niche ones. Arayan/Daina was often the third one I had, sometimes I even used both if I wasn't going to (or going to be able to) soulrend much. The arayan heal is nice.
Maligus is situationally nice, if you don't think that you can pull off a truelock with curses but can't afford to not be hindering with curses. Admittedly, this is probably the easiest way to fight in most situations.