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Date de création : 22.04.2009
Dernière mise à jour : 09.07.2009
13 articles


AOC The Bear Shaman and PvP Guide

Publié le 23/04/2009 à 12:00 par aocnews
Hello players , nice to see you here !

The following are about the Bear Shaman in Age of Conan , you will see the bugs , issues and suggestions related to this class , noe please have a read ...




Bugs

1. Rune of Grounding will not mitigate magical damage delivered via “channeling”. Spells such as “Grip of Death” & “Let Them Burn” damage the shaman unimpeded while Rune of Grounding is active.

2. Internal Bleed combo finisher does “+0.00 damage”, making the feat “Crushed Bones” essentially pointless.

3. Ursine Charge (general charge bug) forces the target to “move backwards” towards the charger.

4. Vindicator, a feat in the Priest General tree, is supposed to provide a +Hate% bonus to soldiers in defense stance, in the same group as the priest. Currently, if a soldier is grouped with a priest whom has the Vindicator feat, everyone in the group will receive a static +Hate% buff. I suppose this isn’t PvP but a bug nonetheless.

5. Stone Hide: change the description 25 damage deflection severely boggled players for the first few months.



Issues

1. It might be nice if Grace of Nature gave you 15-20 seconds of Root Immunity. As it stands, the ability often serves (outside of a duel environment) as a Root break that gets you rooted again)

2. Manifestations. Some override others and some are "More powerful", which will result in you being unable to cast another over your current, needing to manually cancel the effect. It would be nice if all the manifestations "Powers" were not ranked, and could be cast/overcast without limitation on each other. (ex: I cannot cast Hostile Territory over Regrowth, would be nice if you could).

3. What nobody wants to hear: Raid Gloves (T1/T2) & Bracers(T1/T2) have ridiculous damage modifiers compared to the other physical damage classes. They should in all likelihood be brought in line with the others to the tune of +14/+18 T1/T2 or something.

4. Shaman's spec'd for Blood Healing (a feat which increases your blood flow #'s) should have priority on the "Heal over Time List", so that lesser Shaman, Tempest or Mitra HoT's will not override.

5. Clarification on whether or not abilities such as Claw Effects, Rampage & Nature's revenge are intended to proc on ranged attacks. If they are not intended to proc, the tooltips should be adjusted to read similar to Weight of the World "melee attacks". If they are, then the abilites themselves should be modified to accommodate the change.



Suggestions


The two other priest classes have substantial group buffs that provide +1000hp bonuses, where the Shaman has none. Most Shamans feel that giving us a +1000hp group buff would be redundant however, so I would propose to perhaps look at it from a different approach: Remove Rune of Resistance and make Rune of Resilience a group-wide 8%+ Invulnerability bonus instead of 4%.


Spirit Totem: Venom. Currently this feat is useless. It procs forgettable damage on an attacker and drains the Shaman's own stamina. Considering that DoT effects such as rabies and shards of the Earth are rather unpopular for their damage, this ability should either be redone or replaced by a new 3 point talent.

Improved Ether Theft. Currently this increases an extremely marginal mana drain ability on a combo that is primarily used for it's DPS, and not it's intended effect. This is a problem with all the stamina drain and mana drain combos in the game however. In the case of Improved Ether Theft, either the combo itself should be redesigned to drain a substantial amount of mana from a target, increase the combo's DPS, or simply be replaced by a new 2 point talent.

Wild Energy & Untamed Energy. Mana in this game is largely cheap and easy to come by, and even pending any stat revamps, a feat that returned marginal mana on melee attacks sounds extremely undesirable. The feats really have no place in the Bear Shaman tree and should either be retooled for a different type of effect or simply replaced by new talent(s) that would fill the 6 point gap at the 25point tier.

Improved Rabies. Rabies itself only has value in that it pulses frequently and is able to de-stealth players with it's pulsing damage. Having a 3 feat talent to increase it's fairly marginal damage is redundant and unnecessary. I'd wager it would be nice to see Improved Rabies either add a secondary type of effect.

Balance of Nature. Investing more feat points, should increase it's proc rate, up to 100% at 5/5 points invested.

Improved Adrenaline Surge. The ability itself has it's own potential, but severely limits itself by being a long cast and a 30 minute cooldown. It would make more sense if the ability itself was a base 10 or 15 minute cooldown, with the feated version becoming instant cast with a 5 minute cooldown.

Blood Healing. An added 6.5% bonus to Blood Flow Healing is extremely marginal, given that it is a level 60 tier feat half-way down a very specific feat line.

Spirit Walker. The bonus this provides to other totems is very marginal, given that it is a level 60 Tier feat and hard to spare points for.

Iron Skin. This ability should be instant-cast. It currently has a 0.5 second casting time, making it a very unrealistic option in live PvP or PvE for that matter.

Ursine Onslaught. A 5 point DPS increase for a debuff combo with marginal damage is pointless. It should be adjusted in some way.

Untamed Regeneration. When this feat was stealth nerfed, it lost about 40% of it's natural regen bonus, and also added -5% resistances for a total of -15%. As it stands it is a nice feat but the negative bonus is rather heavy for what it provides, compared to what it used to provide. I would propose the penalty should either be changed back to -10%, or the Natural Regeneration bonus' beslightly increased with the current -15% resistance penalty.

Skulk. The idea of a third Bear Shaman stance is very intriguing to me, however, Skulk in it's current nature is rather pitiful. Even if the Hate mechanics were reworked where -Hate% modifers would be useful, it is an extremely unappealing option. I would propose that a new Stance with a new effect (that would have a usefulness in PvP as well as PvE) be brought in.

Crushed Bones/Organs. This combo would become a lot more appealing and useful if feating it increased it's the duration of it's Bleed effect.

Poisoned Hide. It's Damage over time effect is extremely forgettable, and the feat acts more as a tool to help City Guards grief the Shaman than anything else. I'd propose funcom retool this feat to a different effect, perhaps.

Rupture. A 10% bonus to a low damage debuff combo is pointless. It should be adjusted to increase/alter the debuff effect in some way.

Claws of the Reaper. The +Phyiscal Damage bonus is a nice idea that I reckon will be popular, however, the +damage bonus needs to be higher, and it needs to be easier and more realistic to stack to 4 and 5. Also, the secondary crushing damage DoT effect is underwhelming like most all other DoT effects, it being changed would be interesting.

Shards of the Earth. The reactive DPS is low and unappealing, as is the case with feats such as Rabies, Venom Totem and Poisoned Hide. The effect should perhaps be altered or different in some way.

Spirits of the Debased. A syngery that adds bonus Unholy & Poison melee damage is pretty worthless. The individual totem and claws themselves are largely forgettable and in need of a revamp as well.

General Priest. Obviously have to take this into account for Tempest & Mitra as well, but it would be nice if the tree had many of it's feats retooled/replaced with PvP viable abilities. Currently there are many worthless and/or underwhelming feats in Priest General, even from a pure-PvE perspective.

Destiny Quest Buffs. It would be better to have stamina regen and extra health points as options next to mana regen




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