“He’s got Waaagh!, and he’s not afraid to use it! What more can you say about a lad who gets the big Waaagh! The Shaman channels the primal blood lust of the green skins into effects both beneficial and baleful. He keeps the lads up and running far beyond their normal capabilities, and calls the wrath of the twin deities, Gork and Mork, down upon his enemies.” 

 

Class Statistics

Difficulty 55%
Versatility 80%
Mobility 90%

Class Information

Archetype: Healer

Special Mechanic: WAAAGH!

Class Details: While capable healers at anytime, Shaman are at their peak when in the grip of WAAAGH! frenzy. By pummeling their enemies with destructive spells, Shaman worked up into a WAAAGH!-fueled craze which they then draw upon power their healing abilities.

As a Shaman, you’ll have to walk a careful line in balancing your offensive and support abilities. You can achieve the greatest rate of healing by focusing on that skill exclusively. You can maximize your rate of damage by focusing purely on those abilities. However, focusing on a single talent will lessen your overall impact on the battle. The strength your support skills gain from an ongoing Waaagh! is significant. Using your offensive magic to contribute directly to the fight will increase the power of your support magic, allowing you to better help your group.

Career Masteries

Any time the Greenskins declare a WAAAGH! and go to war (which is to say, any time they go anywhere), their endless thirst for battle produces an almost-palpable energy in the air. Over time, clever Goblins learned to harness the power of the WAAAGH!, and Shaman take advantage of this to support their allies in combat.

Channeling the WAAAGH! power, Shaman can produce all types of spectacular green magic, which he can unleash as a testament to the might of the Greenskin dieties, Gork and Mork. Greenskins are a little unclear on exactly which god it is that they worship at any given moment, however, so the Shaman decide to play it safe and offer up power to both. This constant back-and-forth between Mork and Gork allows a Shaman to greatly improve his magic, making their dimutive figures into unexpectedly powerful forces on the battlefield.

SHAMAN 2

Path Of Mork

This path is primarily focused on healing and restoring the Shamans allies. As he casts spells from this path, the Shaman builds up the power of Morks WAAAGH!, which he can then use to fling swift and powerful offensive magic. Because of this, many an enemy who dismissed a Morkish specialist as unthreatening has quickly learned a brutal – and fatal – lesson.

Path Of Gork

A specialist in this path prefers to destroy his enemies first, and tend to his allies later. By blasting his enemies into oblivion, the Shaman builds up the power of Gorks WAAAGH!, which can then be used to hasten and improve his healing magics.

Path Of Da Green

Not wanting to get caught between Gork and Mork, a master of this path simply declares that green is best, and promptly goes about making his allies even greener and better than they were before. Naturally, anyone who isnt green must be put into their place, and a specialist in this path is equally adept at crippling and hindering his enemies as well.

Important Stats

As a Shaman you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points. 

Will Power:  Increases your healing Power and increases the chance to disrupt enemy spells.

Healing Critical: Increase your chance to do Critical heals.

Wounds: Increases your overall HP. You can never have enough HP.

Acquiring Gear

There are many ways to get gear:

  1. Open RvR:  The gear and weapons you get here are for your main spec.
  2. During RvR: when you kill or lock a zone you will be given medallions according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes. 
  3. Scenarios: The gear and weapons you get here are some of the best weapons in game. You gain emblems at the end of every scenario and then you trade the emblems in the vendors in altdorf or inevitable city for your gear and weapons.
  4. Tome Unlocks: The tome is the book on your menu bar. In there you can do some like achievements i.e kill 100 orcs and get an unlock or get 3 items from a creature and then you trade that for a token in the library in altdorf or inevitable city and then that token in a jewel. There are some nice sets to see. Have a look in the useful links section.
  5.  Tier 4 epic quests: There is one epic quest story line in every area, and once you complete them you are given a choice of 1 item.
  6.  Dungeons & Lairs: Some Dungeons and Lairs can provide some good gear, weapons and jewels as you level up and or for end game. Changes in locations and ways to get end tier gear are happening constantly. Try and keep and eye on game forums.

 

Changes in ROR

  • Gedoff! (Path of Gork 5pt ability) swapped with ‘Scuse Me! (Path of Da Green 5pt ability).
  • Burst O’ Waaagh! now builds an extra point only when mechanic points are being built, not consumed.
  • Gork’s Barbs is now on a 20s cooldown and will inflict direct damage in a 30ft aoe when the target receives a direct heal (cannot trigger more than once every second) (link)
  • Mechanic: Casting a damage spell with 1 healing point or a healing spell with 1 damage point will now result in having no mechanic points instead of 1 mechanic point of the opposite type to the one that was consumed; now additionally reduces the AP costs of cast time spells by 40%.
  • Gimme Dat! core tactic added that makes I’ll Take That! and Fury of Da Green 20% less likely to be defended (block/disrupt).
  • Fury of Da Green functionally changed: at level 40, inflicts 359 Spirit damage on your target and 4 other enemies within 20 feet, healing your defensive target and all allies within 20 feet of them for 358 health per target hit plus 150% of the total damage you dealt. AP cost increased to 50 from 35, casts on the move if mechanic points are consumed, and cooldown increased to 8s from 5s.
  • I’ll Take That! AP cost increased to 45 from 30, casts on the move if mechanic points are consumed, and heals for an additional 600 + Willpower stat at level 40, but damage component does not benefit from Intelligence stat.
  • Sticky Feetz radius extended to meet its visual effects.
  • Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds

Changes in ROR are happening constantly and its hard to keep up with them all. Stay updated by following the news and patch notes: 

https://www.returnofreckoning.com/

https://www.returnofreckoning.com/forum/viewforum.php?f=42

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