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The Spirit Realm • View topic - Shaman DPS

Shaman DPS

General Discussion for the EverQuest Shaman.

Moderator: Shaman Mods

Postby Unmei » Thu Dec 07, 2006 12:55 pm

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Postby Galelor » Thu Dec 07, 2006 2:56 pm

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Postby Kamion » Thu Dec 07, 2006 3:53 pm

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Postby Ughbash » Thu Dec 07, 2006 4:09 pm

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Postby Unmei » Fri Dec 08, 2006 10:47 am

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Postby Kilgaroz » Fri Dec 08, 2006 12:51 pm

That overhaste song is huge for casters too as it's a 30% focus for both DoTs and DDs. Add in the new cold and fire focus lines, and a bard is even more valuable to casters that use those spell lines. Storm Blade isn't huge, but if you figure 5 procs/minute, that's an additional 40 dps for a melee group before you figure the crits in. If you have a tank that's multi-tanking in the group, a bard can add quite a bit of dps by singing DSs, I think we've got the best ones in the game when maximized. You'd be surprised how different the group dps is without a bard. They don't do alot on thier own, but if they have to stop singing for some reason, it's like taking a pure dps class out of the group. Another way they add dps (if they have it) is the 2.0 clicky. Running 1/3 of the time, especially if you time it with the other accuracy/crit abilites in the group makes them pretty valuable.

On a side note, usually when a burn is called, I blow all of Fen's discs/melee dps AAs since the info indicates that they complement eachother fairly well. One thing I was wondering about though, what's the difference between "Slot 12: Increase Accuracy by 140%" and "1: Increase Chance to Hit by 100% with All Skills." Don't think I've seen the latter in any other spell data I've looked at, so I'm unsure of the mechanic.

Bard AAs/melee discs are:

Thousand Blades:
Slot Description
1: Increase Chance to Hit by 100% with All Skills
2: Critical Damage Mob(200)
3: Increase Chance to Critical Hit by 5%

Dance of Blades
Slot Description
1: Increase Dual Wield by 100%
2: Increase Double Attack by 500%

Mana: 0 Casting Time: 0
Recast Time: 0 Fizzle Time: 0
Range: 0 Location: Any
Time of Day: Any Interruptable: Yes
Short Buff Box: Yes Target Type: Self
Spell Type: Beneficial Category: Unknown()
Source: Live 10/30

Classes: None
Duration: 1 ticks @L1 to 5 ticks @L5

Spirit of Vesagran
Slot Description
9: Spell Crit Chance(12)
10: Critical DoT(12)
12: Increase Accuracy by 140%

Mana: 0 Casting Time: 0
Recast Time: 0 Fizzle Time: 0
Location: Any Time of Day: Any
AE Range: 100 Interruptable: Yes
Short Buff Box: Yes Target Type: Group v2
Spell Type: Beneficial Category: Unknown()
Source: Live 10/30

Classes: None
Duration: 1 min




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Postby Beafly » Fri Dec 08, 2006 1:57 pm

Here are a couple recent parse results for ~Anguish geared.

Keldovan lasted 1 min 53 seconds
1. Rogue - 1676
2. Berzerker - 1563
3. Rogue - 1472
4. Monk - 1050
5. Monk - 889
6. Ranger - 710
7. Ranger - 612
8. Bard - 648
9. Ranger - 542
10. Ranger - 526

Shyra lasted 3 min 27 seconds
1. Berzerker - 1131
2. Ranger - 845
3. Rogue - 760
4. Monk - 734
5. Monk - 710
6. Ranger - 644
7. Warrior - 569
8. Monk - 566
9. Ranger - 533
10. Warrior - 443

Yar'Lir lasted 3 min 18 seconds
1. Berzerker - 1532
2. Monk - 1280
3. Monk - 1252
4. Rogue - 958
5. Beastlord - 872
6. Rogue - 682
7. Rogue - 677
8. Monk - 659
9. Ranger 652
10. Monk - 637

Tsikut lasted 3 min 32 seconds
1. Berzerker - 891
2. Wizard - 667
3. Monk - 534
4. Ranger - 530
5. Warrior - 507
6. Shadowknight - 487
7. Monk - 481
8. Wizard - 481
9. Monk - 472
10. Mage - 451
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Postby Brohg » Thu Dec 14, 2006 2:46 am

950, 960, 970... was getting frustrating. Finally:



Had a bard, but was also keeping Panther on two groups. Sustainability was somewhat sacrificed; I only cast Ancestral Bargain like once a minute. I didn't melee; those that have killed Valik will understand why I didn't think wrastlin' with that was advisable; plus, I'd just have been using TA since I don't have anything sexy like Rod of the Ruined, so whatever.
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Postby Jaraman » Thu Dec 14, 2006 10:29 am

Nice. Gratz on breaking the barrier.

The best solution is not either/or, but best-of.
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Postby Yesak » Mon Dec 18, 2006 5:07 pm

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Postby Brohg » Mon Dec 18, 2006 9:36 pm

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Postby Jaraman » Tue Dec 19, 2006 12:36 am

Like Brogh says, cut Vengeance and go with Nectar then Juju (in that order), and maybe Sisslak, if time. Best bet I'd think is group Panther before engaging (250+ DPS), Nectar and JuJu (300ish DPS), and then chain Stings as soon as you can (250+ DPS). Ideally you'd have pup up for its 120ish DPS of panther and meleeing. I know a lot of shamans don't consider panther your DPS, but it is at least group DPS, and real damage you bring to the group regardless of who it belongs to. You should be able to do this while taking care of other duties, but don't get carried away and think that shaman are a DPS class. You can heal and CC and stuff, and you have to use that extra mana for something, but don't get disillusioned and think you're a redneck just because you live in the Bible Belt, enjoy fried chicken, and have a pickup truck...
Last edited by Jaraman on Tue Dec 19, 2006 1:06 am, edited 1 time in total.
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Postby Brohg » Tue Dec 19, 2006 1:04 am

Pup plus his panther ain't 150, but yeah.
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Postby ophidion » Tue Dec 19, 2006 10:53 am

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This fight was on an FC2 mob... cant remember for the life of me which one.. think it was Master of Warcraft
Veng of ahn (75 poison dot), Nectar of Pain, SToQ, 71 poison nuke.
No Poison focus at all, bard in group (but he was mezzing so I never got song) and no Guide of Tox III

Also, chaining group panther, group heal (For the most part) and spot healing people left and right.
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Postby Yesak » Tue Dec 19, 2006 12:27 pm

Probably should mention that I dont normally DoT up for DPS is average groups. This was a special occasion that I dont think I'll replicate. We had another shaman in group that was taking care of the "normal" shaman activities of champ, panther and healing. Left me free to have some fun parsing my DoT DPS 8)
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Postby Pinepath » Sun Dec 31, 2006 6:28 am

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Postby Yesak » Sun Dec 31, 2006 12:42 pm

With me being home for the holidays, I had some time on my hands. I finally finished off my nuke AAs. Ran parser to see what kind of DPS I could get. Found that nuke DPS spiked like crazy. I was using our rain + Queen as my only means of DPS to see what I could generate after slowing and debuffing. I had a bard in the group and tributed ID5. I ran parser for about an hour of chain pulling. My best dps was 699 and my worst was 400. On the 400 I bearly crit at all. On the 699, it seemed like every other hit was a crit. Including some hilarity at the end of the fight. Poped rain, 2100 crit, then sting, 8000crit and then another 2100 from rain to kill the mob. Thats roughly 12k dmg in a very short amount of time.

To sum it up, I STILL got agro off the paladin tank (was in Vald this time so no undead talk). I seemed to do better on mana with nukes but to keep my DPS respectable if I didnt crit, I had to cast whenever rain or sting poped. Very rarely did I have the chance to canni during the fight. I still rate DoT dps better than nukes for the consistancy of it. Nuke DPS is all based on your luck to draw crits. If you get no crits, your DPS will be crappy. Nukes are safer because if you get agro, you can back off. You cant back off DoTs once they are running, so if you get agro early, your probably going to keep it. 8)
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