The Shaman
Controlling the elements like ancients from the long distant past, the shaman is ready to commune with the primal forces of fire, air, earth, and water. They use totems to channel the elements and mantras to dictate the flow of battle. Inspired by same named class in WoW. A frontline direct damage dealer/crowd control character that wields a mace into battle. If you feel a trait or skill is to strong then suggest a reasonable recharge time. Please rate and improve!
Class Mechanic
Elemental Totems-any time the shaman switches to an attunement a totem is left on the ground which corresponds to that element. If placed on an enemy or ally corresponding field, absorb that field and double effect. Totems last 6 seconds and up to 2 of the same type can be out at the same time.
Fire totem- (Fire field radius 180, effect radius 300) 150 Power, 150 Expertise
Air totem-(Lighting field radius 180, effect radius 300) 150 Prowess, 150 Ferocity
Earth totem-(New Earth field radius 180, effect radius 300) 150 Toughness, 150 Vitality
Water totem-(Water field radius 180, effect radius 300) 150 Healing, outgoing healing effectiveness Increased: 20%
New earth field
Blast finisher- Area magnetic aura
Leap finisher- magnetic aura
Projectile finisher- bleeding
Whirl finisher- serrated bolts
Weapon (Mace)
Fire
Flame flash- range 300, smash foes
Primal strike- range 600, leap forward striking down on enemies damaging and burning foes
Fire range- pulse burning around character
Air
Wind blast- range 300, it foes that causes 10% more damage if other foes were also hit
Wind fury- range 200, strike foes and gain seconds of fury for amount foes hit
Lighting impact- range 600, projectile finisher, strike a single enemy with a lightning bolt attack
Earth
Earth cracker- range 400, Hit ground that causes a claw-shaped fissure damaging foes infront of you spread at your foe.
Ground parry- Block up to two attacks, counter attack by whirling the amount of times your blocked
Terrestrial bound- 400 range, raise mace above your head and slowing all enemies then strike down damaging all enemies
Water
Ice bash- Range 300, heal for 20% of damage
Frost ride- range 600, Slide forward, damaging and chilling enemies
Slush shock- range 200, Explode around you damaging foes, Blast finisher
Utility – Mantras- press once for instant effect (10 second cooldown), hold down for 3 seconds for secondary larger effect (normal cooldown)
• Mantra of Rain (Heal Skill)- heal for 3000, if channel is complete then heal for all damage incurred during channel
• Mantra of spirit– cleanse a condition, if channel is complete cleanse 3 conditions and damage foes in area
• Mantra of storm- break a stun, if channel is complete grant 10 seconds of stability and super speed
• Mantra of fury- next attack is unblockable, if channel is complete grant fury, quickness
• Mantra of balance (Elite Skill)- stun nearby foes, if channel is complete refresh all attunements
Traits (Minor)
• Shamanism- become a primal elementalist that can use a mace, mantras, and totems
• Elemental quickness- Gain quickness whenever a combo finisher is used on a field
• Shamanistic rage- gain fury when quickness is gained, fury effectiveness increased: 20%
Traits (Adept)
• Enhanced weaponry- Mace skills grant fury when they hit foes that are dazed, knocked down, launched, or stunned. Reduces recharge on mace skills.
• Totemic persistence- allies have increased damage of 2% for each totem they are currently affected by
• Earthquake- when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch, break stun and knockdown all foes in the area
Traits (Master)
• Primal chant- Mantras initial effect is activated again 1 second after the first effect. Activating a mantra gives stacking might.
• Totemic resonance- totems last 50% longer and radiate a daze effect within their area of effect every 3 seconds.
• Conductivity- Damage inflicted on a foe has a 50% chance of also hitting another nearby foe.
Traits (Grandmaster)
• Elemental power- having all 4 totems out grants a status that increases all stats by 15%
• Lightning defense- critical attacks have a chance to enact lighting shield buff, next 3 hits the character takes hit dazes the striking foe
• Storm flurry- When you activate a combo finisher, it activates twice.
(edited by King Kai.4516)