![]() |
|
|
|
#1
|
||||
|
Quote:
This was only due to not having the researched spell at the time, but the point being as long as people look to be doing their jobs it goes under the radar.
__________________
![]() | |||
|
|
||||
|
#2
|
|||
|
More than one shaman are called shamen
| ||
|
|
|||
|
#5
|
||||
|
Quote:
Back of the envelope math for shamans: Turgur's is 250 mana, and is 17% better than Togor's (ignore Loramin, who is merrily continuing his quest to be wrong about literally everything) which is 175 mana. 75 mana could heal roughly 150 HP. So Turgur's starts to win at about 900 HP of damage taken. If we guesstimate the average L50 NPC at 50 dps, that means fights of 45 seconds or more, which is pretty typical in your 50s. Less than that would mean a very good group. Another way of looking at it: Turgur's is 17% better than Togor's, but requires 43% more mana. So if you don't have enough mana to hit everything with Turgur's, switching to Togor's is a win. | |||
|
|
||||
|
#7
|
|||
|
Depends on the situation. Duoing with a monk in Sol B or KC basement? I'd probably use 70%. Full group with high dps against lower HP mobs? I might use the 50% slow or no slow at all. I really only break out the 75% solo or on longer fights. For example, duoing with a lower dps class like an SK in velks, 75% might be worth the additional mana.
Part of being a good shaman is getting a feel for mana efficiency. For example, in a duo pre-torpor you want to slow to an extent where you don't really have to heal. With a monk wearing fungi and regrowth in KC basement, 70% should be more than enough, so using the 75% is just wasting mana that could be used on other spells (e.g. less canni time, more JBB). If 70% isn't enough, then it makes sense to bump up to 75% since that is more mana efficient than having to cast a heal. Basically, tailor your play style and spell selection to the needs of the situation. | ||
|
|
|||
|
#8
|
|||
|
Ya even in the lower levels down ranking is very useful - its better to slow every mob by 30% then every other mob by 50%
| ||
|
|
|||
|
#9
|
|||
|
It's not about so much of the 5% more slow or the 75 more mana than it is that turgurs has a 40% reduction in cast time at 3 sec vs 5. 5 is a crazy long time.
| ||
|
|
|||
|
#10
|
||||
|
Quote:
Also, while there are theoretically situations where using togors would be more ideal, I think it's not usually worth it to worry about. Spell slots are valuable and I don't think it's worth having two slows memmed, and if you usually want to be prepared for the toughest situations that come at you. Slows are some the most mana efficient spells in the game, so that extra 5%, longer duration, and shorter cast time are often worth it. If there are situations where togors would be more efficient, there are often better ways to deal with the situation than with a slow, such as root parking, throwing a heal or two, nuke with jbb, undead fear or snare. As for lower levels, I haven't really done much of an analysis but it doesn't seem like slows are worth it until maybe level 30? It's been a while since I played or even longer since I leveled the shaman. Slows are not high %'s at low levels, mobs don't hit particularly hard, and they don't last very long either. They scale very well and become much more powerful at higher levels. I think the only time i would mem togors over turgurs would be i had a very good idea how long the target NPC's would take to die, but if there were any variables in the situation I usually wouldn't. | |||
|
|
||||
![]() |
|
|