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Shaman or Arcchmage?

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Aluviya
Posts: 236

Re: Shaman or Arcchmage?

Post#11 » Mon Feb 03, 2025 1:43 pm

From the perspective of small scale PvP there is a huge difference between shaman and AM as a healer so I will state some of them in the following:

Both classes despite what people might say here rely heavily on the class passive to be on par with other healers:
- Healstacks building up from using healing/protection spells (meaning you have better effect on damage spells and cost reduction)
. Damagestacks building up from using damaging spells (you can either decrease the cooldown of a defensive instant spell or cast heals faster)

Morale Generation for your team:
AM - 1 Tactic, happens on healcrit ~ pro: passively happening, a lot of useful morales on order; contra: gain is compared slow and steady
Shaman - 1-2 Tactics, happens only if you use corresponding spell ~ pro: higher morale generation for short fights, additional proc dmage; contra: high tactic investment, skill has 10 sec CD

Enchantment Shatter Resistance (Context: There are at least 6 classes having access to shatter enchantment in the game (due to DPS usually also utilising enchantments such as Sorc/BW/Slayer/Choppa, which is your main type of buffs):
AM - Kit: 1 HoT, 1 Resistance Buff ~ pro: you can focus more on building Damagestacks utilising rather burst heals than hots (Funnel Essence is quite useful in this kit as additional ST Healchannel); contra: your buffs and hots are removed the moment you apply it against experienced enemies or even punish you for using them as certain abilities cause additional damage if there are enchantments on the target to remove; somewhat stationary gameplay due to Funnel Essence requiring you to stand still
Shaman - Kit: 2 HoTs, 1 Resistance Buff ~ pro: additional enchantment to cover, potentially less stationary gameplay; contra: harder to build Damagestacks, can still be absolutely pointless hotting if there are more than 2 disenchanters in the enemy team (which is usually the case)

Survivability:
AM - Kit: AoE Detaunt Tactic (can be used on CD)~ pro: very resistant in city fights against singletarget teams; contra: requires a good awareness in the game to be utilised otherwise you will not be able to Detaunt before you are KD'ed which is usually a death sentence without guard, still usually first target due to bulky visuals and most AM's being squishy or less aware
Shaman - Kit: Auto Detaunt Tactic, Speed Proc Tactic~ pro: passively reducing damage on you, giving you potentially a speed boost to escape; contra: slotting defensive tactics for yourself means giving up on utility for your team usually, small visuals, people will prefer mostly ganking zealots before you especially in city fights

Morales:
AM - Blinding Light~ pro: disorienting by applying 1 sec buildup time on all skills (can be used defensively or offensively); contra: experienced teams will simply tunnel you until the end of the game knowing you have no escape mechanisms without m2
Shaman - Gork Says Stop ~ pro: can be dangerous additional morale damage,: Giving up on 1,8k morale Healing, hard to utilize

Gearing:
AM - Full SoV - pro: Anticrit is very strong universall and for your whole team 100 ft: con: You barely have 8k HP on a regular Healerbuild making you a good prey.
Triumphant (6 Piece) + SoV pro: Casttimereduction can be strong with the usage of Energy of Vaul, High HP from Gear; con: You have to give up on cruicial tactics or spells as your main build should always consist of EoV + Funnel Essence, depends on situation luck utilising EoV
Shaman - Full Sov (see AM)
Triumphant (6 Piece) + SoV pro: Casttimereduction can be strong with the usage of Fury of the Green, additional toughness HoT is not mandatory for your playstyle, can even be beneficial building Damagestacks; con: depends on situation luck utilising FotG
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP

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Sinisterror
Posts: 1138

Re: Shaman or Arcchmage?

Post#12 » Tue Feb 04, 2025 4:46 am

^ What Aluviya said + to Add that for both classes to have crucial must have skills to function they shouldnt need rr70 or +2 set to achieve it. Eov/channel + Dsu/Fodg. So change Eov/Fodg position with 5s silence ability to fix this issue.

And to add That AM is only Healer(and class) that has access to Sentinel Wpn with 05s cast time reduction Proc with Clarity Proc(no AP on next ability used)

So this goes very nicely with 6pc Vanquisher even with 4pc + 6pc set bonuses gives you access to 2x Ap Procs AND 6pc 25% Cast time reduction Stacks with 05s cast time reduction proc! You can Drop Resto Burst Tactic as AM with 2x Ap procs

Edit; And DO NOT Nerf this option away from AM but bring more of these kind of options to all classes, Procs always made the Gameplay+Stacking Few Procs of the same kind was always the best way get Synergy out of things.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

havartii
Posts: 444

Re: Shaman or Arcchmage?

Post#13 » Tue Feb 04, 2025 11:02 am

Archmage can cleanse Shamans DoT (damage over time) Shamans can NOT cleanse Archmage
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK

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cig
Posts: 5

Re: Shaman or Arcchmage?

Post#14 » Tue Feb 04, 2025 12:28 pm

Armachge for seirous battles and solo-play, Shamann for party-play in Warhammer online.

TRUST ME, I CIG I KNOW WHAT IM SAYIN'.

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