Dread Shaman: Difference between revisions

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OMG -_-
OMG -_-<br>
 
Yeah yeah... I'm getting to it...




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Armor: 8<br>
Armor: 8<br>


stats comments here.
Dread Shaman has average stat gains, with no clear emphasis. In fact, as an AGI based hero, that is his slowest stat gain!  He does have a faster base attack than many heroes, including Arcane Mistress, Arcane Archer and Tactician. The bonus damage for a Weapon Enhancement is slightly below average, which is more than compensated for with his faster attack speed and ability to hit multiple targets.
 
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SkillComments Here.
Mass Regeneration is a very strong ability and is one of the few area effect heals.  It adds a heal over time buff to all in the AoE and is valuable for pushing in addition to healing yourself and allied heroes.  Note that the healing time and efficiency increase as it is leveled up.  However, the healing per second generally stays the same... and actually DECREASES at higher INT levels!  Regen is useful as a pre-emptive buff due to this due to its long duration and relatively slow damage recovery period.  However, it is not suited to quickly healing an ally that is about to get killed.  Its low 20 second cooldown make it ideal for frequent use.


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analysis
 
Shared Pain is a very weak ability that should be avoided.  It is a debuff cast upon single target heroes only.  Then, when the Dread Shaman takes damage, a percentage of it is ALSO taken by the target(s). <br>
 
The use case goes like this: Cast Shared Pain on a foe.  Then run into combat and find a way to take lots of damage.  Try not to kill yourself in the process. Hope they cant dispel the debuff. Hope you have lots more HPs than them (including your healing), because even at lvl6 it only does 90% of the damage YOU take. And finally, hope you or someone can deliver the killing blow because Shared Pain will not actually kill anything (similar to poison).<br>
 
As can be seen, outside of a straight up hero duel, it just isn't very useful.
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comments.
Totem Mastery is your signature ability, and gives the shaman a lot of flexibility.   Each totem is discussed in turn. Note that taking a new level in totem mastery will DESTROY any existing totems. You will have very little luck with several of these totems when enemy heroes are present, since they can just target them and kill them quickly. <br>
 
Cleansing Totem - Very handy for countering several hero abilities, especially undead. Its long cooldown prevents much use though.<br>
 
Earthbind Totem - This is your hero killer. Dropping this close to an enemy will be a significant help in preventing them from escaping from your allies.<br>
 
Fire Nova Totem - Useless if an enemy hero is present, it does a lot of damage and scales very well.  Mid to lategame, you can run behind to the archer/mage troops and detonate this to make lots of money and nerf the push.  To do this, you must stay put for 5 seconds or they will target the totem and ruin it.  It is useful, but not as much as you might expect.<br>
 
Skyfury Totem - A great escape and pushing totem.  It has a long grab range and the cyclone will help your troops focusfire the enemy and push through to the archers/mages. It can disable a lot of troops, thus saving your troops a lot of damage.  It is sometimes usable to trap an enemy hero by surrounding their cyclone if they are close to a corner or building.<br>
 
Spiritwatcher Totem - The detect invisibility can be useful against Infiltrator and Nephilum.  Otherwise, not very useful.<br>


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Revision as of 18:48, 7 February 2008

Notes to self: No crit gloves. NO ORB OF FURY! dragon item good. blink/speed item good. talisman ok. Tell Dekar about the 10 skills thing for totems not showing up. dont manaburn yourself with purge.


OMG -_-

Yeah yeah... I'm getting to it...


Summary

ShadowHunter.JPG
Strength 15 +1.65
Agility 18 +1.45
Intelligence 19 +1.75
Primary: {{{Primary}}}
Se'ra

Hero history/fluff info goes in here

The Dread Shaman is an Agility based support hero with a unique 5 in 1 totem dropping skill. He is best used as a Damage Per Second(DPS) hero and healer.

Base Dmg: 29-35 which is lousy!
Damage Per Weapon Improvement: +6-9 which is below average.
Attack Speed: Above Average
Attack Range: 600
Armor: 8

Dread Shaman has average stat gains, with no clear emphasis. In fact, as an AGI based hero, that is his slowest stat gain! He does have a faster base attack than many heroes, including Arcane Mistress, Arcane Archer and Tactician. The bonus damage for a Weapon Enhancement is slightly below average, which is more than compensated for with his faster attack speed and ability to hit multiple targets.


Skills

Extra Attack [Passive Self Buff]

{{{title}}}

UpgradeMoonGlaive.JPG

Hotkey: Q
n/a

Innate Mana cost 0 Cooldown time 0s Range {{{range}}}

All attacks bounce and hit 2 extra targets.

{{{description}}}

This skill is what makes the dread shaman strong at DPS. His damage per hit starts out poor, but any bonus damage and attack speed gained effectively is multiplied by 3 in most cases. (it averages out to about a 2x gain) This makes dps pumps very efficient. Note that the additional bounces do FULL damage, unlike the standard warcraft version.


Mass Regeneration [AoE Heal]

{{{title}}}

Regenerate.JPG

Hotkey: W
Conjuration

Heals over time in an area.

{{{description}}}

Mass Regeneration is a very strong ability and is one of the few area effect heals. It adds a heal over time buff to all in the AoE and is valuable for pushing in addition to healing yourself and allied heroes. Note that the healing time and efficiency increase as it is leveled up. However, the healing per second generally stays the same... and actually DECREASES at higher INT levels! Regen is useful as a pre-emptive buff due to this due to its long duration and relatively slow damage recovery period. However, it is not suited to quickly healing an ally that is about to get killed. Its low 20 second cooldown make it ideal for frequent use.


Shared Pain [Damaging Debuff]

{{{title}}}

SpiritLink.JPG

Hotkey: E
Necromancy

Affected hero takes damage when Dread Shaman is damaged.

{{{description}}}


Shared Pain is a very weak ability that should be avoided. It is a debuff cast upon single target heroes only. Then, when the Dread Shaman takes damage, a percentage of it is ALSO taken by the target(s).

The use case goes like this: Cast Shared Pain on a foe. Then run into combat and find a way to take lots of damage. Try not to kill yourself in the process. Hope they cant dispel the debuff. Hope you have lots more HPs than them (including your healing), because even at lvl6 it only does 90% of the damage YOU take. And finally, hope you or someone can deliver the killing blow because Shared Pain will not actually kill anything (similar to poison).

As can be seen, outside of a straight up hero duel, it just isn't very useful.


Expunge [Dispel/Disable]

{{{title}}}

Purge.JPG

Hotkey: R
Abjuration

Dispels buffs and stops enemy movement. Move is gradually recovered

over time. Damages summons.

{{{description}}}

comments here.



Totemic Mastery[AoE Buff/Selfcentered]

{{{title}}}

HealingWard.JPG

Hotkey: C
Conjuration

Drops one of 5 totems. Indefinite duration until destroyed or shaman drops another totem. ONLY ONE totem can be active at any given time.

{{{description}}}

Totem Mastery is your signature ability, and gives the shaman a lot of flexibility. Each totem is discussed in turn. Note that taking a new level in totem mastery will DESTROY any existing totems. You will have very little luck with several of these totems when enemy heroes are present, since they can just target them and kill them quickly.

Cleansing Totem - Very handy for countering several hero abilities, especially undead. Its long cooldown prevents much use though.

Earthbind Totem - This is your hero killer. Dropping this close to an enemy will be a significant help in preventing them from escaping from your allies.

Fire Nova Totem - Useless if an enemy hero is present, it does a lot of damage and scales very well. Mid to lategame, you can run behind to the archer/mage troops and detonate this to make lots of money and nerf the push. To do this, you must stay put for 5 seconds or they will target the totem and ruin it. It is useful, but not as much as you might expect.

Skyfury Totem - A great escape and pushing totem. It has a long grab range and the cyclone will help your troops focusfire the enemy and push through to the archers/mages. It can disable a lot of troops, thus saving your troops a lot of damage. It is sometimes usable to trap an enemy hero by surrounding their cyclone if they are close to a corner or building.

Spiritwatcher Totem - The detect invisibility can be useful against Infiltrator and Nephilum. Otherwise, not very useful.

WandOfShadowSight.JPG PriestAdept.JPG SearingArrows.JPG Wand.JPG WandOfCyclone.JPG

Ancestrial Fury [Misc.]

{{{title}}}

BerserkForTrolls.JPG

Hotkey: T
Necromancy

60 second duration. Slight buff to attack. Misc effects: Mass Regen - adds armor for 15 seconds. Expunge - drains mana. Shared Pain - redirects some damage taken. Cleansing Totem - Provides mana in an AoE. Fire Totem - Stuns on explode. Earthbind - Adds dmg to nearby melee-based allies. Skyfury - Attacks nearby foes. Spiritwatcher - Turns hero invisible.

{{{description}}}

skill analysis.


Skill Build

stuffs


General Strategy

stuff


Items and Enhancements

stuff