#Shaman movement aspect
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Shaman movement only bad for those who dont know
blood connection my beloved
It feels like you're dragging your balls
shaman is fine rn
Frog dance
I'm playing aco, i don't have spare AP for frog dance
you're playing aco and you're complaining about movement??
Reso sprint debuff
blood connection
blood connection is a glorified "teleport". it's nice for vertical movement but you have to take out the totem radius aspect if you want for it to work horizontally too. Also, the EC teleport works for like 30 blocks and can't be used on totem shatter builds
then don't play totem shatter. You win some, you lose some
0/10 bait
0/10 thread
isnt the sprit stat just duration tho? it doesnt change ur speed
yall sleeping on heretic btw
dude, I got spare AP for mask of fanatic/shatter, air damage and rebound. that's it
It’s stupid to consider a shaman’s "movement" a MOVEMENT
I would like all classes to be equal in how they move around the map. But now, alas, two classes dominate: Warrior and Mage
I'm really forced to play Mage and Warrior so I don't have to deal with the "time" problem. Yes, I would really prefer to spend less time completing the same lutrans/raids
#ThreadBanForMocomochi
Bloodborne + Tremorcaller movement 🥶
Not mage level
85 strenght req
I'm not expecting mage lvl movement spell. just a 17th aspect for shaman that makes haul launch you further
Bro wth, the idea of this feedback to tell ppl about this cringe thing "Mage with one of the best movement abilities has movement aspect, but shaman with one of the worst one, doesn't have aspect like this". U think shaman movement as good as mage's movement?
you are part of those who dont know
🤓
Shaman movement is kinda balls this is pretty true
I think you can tell shaman movement is fucked by the fact that there is now 3 ability nodes modifying the base spell and 2/3 major ids that majorly affect it
I am not entirely sure a shaman movement aspect would like save it much? The way haul velocity towards totem works makes just directly buffing velocity a little weird, the issue is kind of that base haul suffers from how you throw totem
it helps horizontal velocity. rn you just "bounce" a few block. being launched a few block further it's a ducktape on a wall crack, but better than nothing
a few blocks? full ranged haul velocity is like almost escape level of far
the issue is haul applies less velocity when you're already close to totem
because haul (roughly) tries to get you to your totem
this is why dead weight is funnily quite a good major id for travelling horizontally
i don't think any buff to haul can make haul feel as useful and dynamic as the other spells for travelling
because you'll always need to throw your totem first and then keep cycling
maybe a ritualist rework could see frogdance being a little more accessible? i don't know
frog dance is like the only way shaman gets good horizontal mobility aside from dead weight right now (deadweight having obvious other issues to use)
or eldritch calling but eldritch calling for mobility is very weirdchamp
tl;dr: the movement of shaman is one of the most convoluted movement spells of the game, i am not sure there is a simple aspect that can fix it for travelling.
EC it's useless for mobility. it can help you escape an ambush, but you can't teleport for more that 20-30 blocks, then you're out of your totem's reach
yeah it's not great
for now shaman's just stuck with get frog dance if you want horizontal mobility, blood connection if you want to fly anywhere easily
so what about the 17th aspect to be about launching your totem slighlty further?
U can fly, yea, but its not as fast as normal ppl want
I am not sure the amount of extra forward your totem needs to give you good velocity is reasonable?
Thats stupid af, maybe u will say 300k dps is enough?
Can we not fight
Cuz normal dps is 500k+
imo bloodborn and tremorcaller very fast
well those can't really become basekit
they're like clearly major-id modified in their scale.
yeah we got shift-haul used up already
shaman movement's fucked up. that's what it is
Hey it isnt as fucked as my pinky finger trying to navigate when it needs to press with all the added shift-interactions
minecraft only has so many triggers 😔
The struggle is real
idk i wish i had an easy answer on how to fix the fact that base haul is like inconvenient and slow
and the upgrades to it are very like just all over the place
Its kinda fucked starting from the fact it needs a totem so yeah
like haul just makes sense for shaman, it's like the natural thing a shaman movement spell would be
but it just plays out... kinda bad for how big wynn is
like yeah movement spells exist for in combat but they also need to be good out of combat for traversal
and haul just kinda isn't - it suffers the same as escape, getting stuck in ceilings with either totem or yourself on top of needing two spells to use
Just make it so that the totem can be thrown further, really
what if hauling into totem knocks it away from you 
that way totem velocity when just casting totem isnt affected, but you can still space it far enough away when you actually want to be moving
One problem I have been having is I go too high or I overshoot/undershoot. It would be nice to have more midair control or something that lets you just stomp to the ground
What if it like launched you to a specific block in your totem area. Just whatever block you are looking at as long as it is in the totem area
As part of those who know, it's still pretty mid compared to the other movement spells. Offhanding tremorcaller is fun and can help a lot, but it still won't beat out the pfinder Hero player when they home in on the nearest enemy and detonate the area like a heat seeking missile
Bloodbourne requires agility so I've never used it, and Tremor having min 85 str is a pretty steep requirement for non str builds and you're literally missing half your movement atp
Not to mention it takes 10x more effort and mana to pull off, unless you want to use EC to teleport 30 blocks and waste blood
Haul does make sense for shaman, and I think one way to improve it would be better totem throw velocity, angle, and deployment speed
No matter what angle you throw totem at, it takes at least 2sec to hit the ground. If we cut this in half and give base Totem better throwing distance it would go a long way (literally)
and again, you can't use tremor with totem shatter. so you either use it for mid movement or switch masks and waste time getting back on track before each challenge in a lr, for example
it works like 60% of times when try to cast haul(and it's binded to my Right mouse click through wynntills, so it's not like i'm slow casting). also forget about vertical velocity
Ohh yeah I get what you mean
You need to cast totem and jump right as it's finished inputting the spell
Then use haul
yeah, but still. maybe it's a ping problem
Or if you can't get the timing just use reso to gain a little height first
I usually totem>haul twice with a normal relik to gain height then use tremor
And repeat
Once I get off work I'll drop a clip showing how I do it
It's still way too much work just to have worse movement than most other classes though
that's the main point.
no need, I get you
i do this all the time. i personally think EC is insanely good for movement
you can dodge attacks very easily and cover extremely large distances in little to no time
yeah it's just weirdchamp because you effectively need to be playing bloodshatter for this to work
true, but that's kind of just an aco more than the fault of the ability itself
It's nice and hopefully will be better once we can refresh EC
you kinda need to be playing shatter to have decent uptime on aco abilities to begin with icl 😭
The range limit is annoying though
a lot of aco's issues can be fixed by making blood costs cheaper for things like sorrow i feel like
and i think in stuff like bosses blood dono is not gonna help it much
pz says hello 👋
Actually I might build pz because I'm too broke for another mythic icl
my fault i didnt know they added panic zealot node to aco tree 🤯 i will have to amend my prior statement with this new info
acolyte is another archetype that unfortunately parasitises on a sister archetype node to do its thing
if aco cant sustain its own abilities it's kind of an issue with blood gain or usage
I think the idea of more frontloaded blood donation with it getting weaker with more mobs is the solution
i think part of the acolyte base idea was that you need to stay in your totem continuously to do your thing as part of the danger
but bloodshatter is just so much faster and on demand blood pool that waiting for your blood is just not a real option
blood gain needs to be a lot more in-control of acolyte. i dont see why it isnt frankly
10/10 speed btw
the risk is that you're losing a lot of health in order to do damage and gain abilities to heal it back. fallen is nearly the exact same concept except it's not tied to being forced to wait ages to do literally anything without out-of-tree support
well fallen is also problematic...
Still crazy to me how aco did a complete 180 is it's design philosophy but thats a different topic
i'm mostly comparing its mechanics rather than its balance
i think it'd just be fair if aco had more control over how much blood was in its pool
considering youre already losing a very large sum of health just to fill it
fallen has a few node inteactions that make it op, nothing about a class that consumes hp to deal damage is fundementally impossible to balance i dont think, its done well in many other games
Like Hu Tao 
this is turning into at questions

Why not just turn haul into a dash?
I mean everyone universally agrees that shaman's movement spell sucks for how big wynn is
Surely there's a replacement that can be made, maybe a short ranged teleport (shorter than mage's) but if you look at your totem you'd teleport right to it
No spell should rely on other spell imo
I disagree with that
is being able to teleport for 30 blocks "insanely good" for you?
and "extremely large distance" ?
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i genuinely think any complaints about acolyte atp besides its resource generation are a complete skill issue it is one to two minor tweaks from being one of the most insanely powerful archetypes in the game
OH wait youre the guy that said tcc graid feels like youre garunteed to fail it 30% of the time ok my fault og
After this extra BP gen from bleed i will be content with acolyte
very cool. now show me it working with totem shatter
And when flaming tongue gets use I will be ecstatic about acolyte
his build uses shatter goofball
i think rates will need to be adjusted a bit right now dono looks like its gonan release a bit weak but the concepts are there definitely
so every time i have to move, i need to remove all my blood to switch the mask, hope I have 30 blood left, teleport, put the mask back on and gain the blood back
Tru it's weak on 1 mob
Shaman movement ass
Might be just the push to sustain ec+bs
what you have just said demonstrates such a fundemental misunderstanding of the class i cannot be asked untangling the wires to then have a proper discussion gn vro LOL
you can shatter right when EC is about to end, but thats pretty much it yea
If you want to use it like that
I'm more comfortable with haul though
no. I just tested it.
Let's say I'm doing a lr. first challenge
Throw a totem to gain the first 30 blood. cast BS
teleport for a bit till you're out of totem reach and cast again to get a bit more blood and teleport again
you're at the challenge. finish it. you're using the mask and now you have 140 blood as you were fighting and such
now you have to move to next challenge
wait 30 sec for it deplete on it's own or spam aura/use BS to get less than 70 BP so you can take take out the mask and be able to cast EC again
10/10
I find tremor to be more efficient
not the gotcha moment you think, 37 people and a content team member agreed with me
Don't shift uproot
Then u switch mask no bsorrow activation
then you're stuck on luna
I don't have spare AP since EC was introduced, god
could work if you take heretic instead tho
The good idea is to make an aspect, making totem cooldown a bit smaller. Not exactly like in a time of frog dance, but a bit worse then frog dance, cuz it was so OP)
no point, you need the totem to last for a while, and if you want it to last only a few seconds - totem shatter.
Динаху Саня
insightful
I really don't understand all the cope and hoops people are jumping to justify the shaman's movement ability. you're either depended on high stats req gear with major id, 3 spells cycles for a fraction of mage's teleport and using a clip of teleporting in a confined space for a few blocks as a "proof" that shaman is fine. do you see such crap on other classes? even warrior's idol is decent to pull a fight
I jus rly want to fly on shaman like idol does)
But... There's no point in buffing shaman, buff labyrinth)))
I mean you can do similar with Fanatic + Tremorcaller
lol
this is hilarious you just have no idea what youre talking about
like you were literally just shown how good EC's Teleport haul can be and you find like 7 excuses to complain about for literally no reason
he was teleporting in a confined space ffs, 15 blocks a time. try that in a lr
what is the difference??
TP is TP, regardless of the setting it will be a good movement spell
Haul i can understand the discomfort of. It took a lot of getting used to and it still messes me up sometimes. But EC's TP is an insane thing to complain about considering you're replacing one of the worst Movement spells with one of the best, even just temporarily
He's teleporting only 20-25 blocks a time. yeah, that's cool. now go in a lr and you have 300 blocks to travel(at best). try it now
ok so it has trouble doing lootruns according to you, but i dont think that makes it lose any merit. just because a given movement spell can't help you extremely effectively traverse every bit of content in the game doesn't mean it's bad to any degree
the fact that you even can teleport as quickly as i did on Shaman is insane to begin with and the only real competitor to that Movement is Frog Dance, which requires an effective 4 AP alongside not being readily available at all times
Frog dance was nerfed, it's not the same as in rekindled beta
frog dance is extremely strong what
it's literally an on-command dash that doesnt require a totem to use. that's very very good
https://www.youtube.com/watch?v=SK3rnunGIlk&t
it was... and it was good
This is new!
The weapon is also new. It is an earth/water mythic dropped from annihilation. It has 3rd highest base dps for a mythic relik, gives good defensive stats, and has a major ID that changes how blood sorrow works (it is not very good and I don't use it blood sorrow in this run)
The movement is also new. Frog dance no longer requires yo...
i dont know how good it is in lootruns as i dont lootrun on shaman, like, ever
but the current state of frog dance still allows for quick traversal. i've used it myself in raids and it's so good for burst movement
i dont think movement spells should only be held in the vacuum that is lootruns, especially ones that change how Haul works as that is extremely pivotal to shaman's playstyle
lr on shaman is very good, but the mobility drags it back. you can only run rodoroc and somewhat tcol. SE can be doable with /kill so you can get faster from one side to other, but corkus and sky is CIA lvl of torture
dope ig
all i'm saying is that EC's teleport is extremely good, even if it's not something that you enjoy very much in lootruns
it gave Shaman unprecedented levels of burst movement that is accessible while also doing good damage simultaneously. haul kind of does this but EC's teleport is so much better in every way
I still hope we can get the 17th shaman aspect to be something related to mobility
letting EC to teleport you further or launch the totem further
not even just lr. low lvl shaman movement is ass
you are forced to use horses
the movement is ass but it's one of, if not the strongest early game class
you get so much aoe compared to every other class
and also this doesnt make any sense. why do you want an Aspect, something only accessible and effective once you grind raids, high level content, a large amount, to be something that allows Shaman to have better early game movement?
you unlock your first raid at lvl 57
this is true but grinding aspects at that level is nigh impossible because raids are incredibly hard at that level
just because you can get aspects doesnt mean people will
not only would you have to hope that these new players understand the Aspect rotation mechanic, but they would also have to grind efficiently (which is impossible at-level) to the point where they get enough of said aspect for it to actually do something meaningful
assuming players will grind aspects at that level is just completely wrong
it can be a legendary aspect that makes haul launch you +1/1.5/2/2.5 blocks
getting only 1 will makes a slight difference
this still requires an extremely high amount of grinding
which at-level players will essentially have to get entirely carried in through praying pfinder players are strong enough to solo the content for them
keep in mind that these new players will also not have access to Gambits to make their grinding faster
nor will they have access to all the raid buff chests
and all this for what, so that players can move better at level 57?? theyre probably not even worried about their movement speed
what you're doing is creating a fake issue and providing a completely absurd solution for it
getting even lvl 1 will be a QOL change for a while.
1-2 raids is more than enough to unlock it, so even newbies would have access to it
i agree that, at base, some extra shaman movement aspects would be really cool, but justifying it by saying that low level players would be able to get it is just wrong
it's a legendary aspect, not mythic
so good for them? let big boys to grind it
you literally just said that, as justification, low level shaman movement is ass and that an Aspect would help it
like you're doubling back on yourself 💀
you know what could help? a low-mid level dead-weight
this would be sick
tho we kinda have to make it in a way tremorcaller doesnt suck balls
what if i start another shaman playthrough and I have unlocked it?
have you tried pfinder worm and saw how many 57-70 lvl players are doing it? you think they'd never see it?
and why are you so against it?
idk why you want a limited solution which only advantages experienced players over a more better, overall solution for new players while hindering the aspect pool with garbage
as i said, shaman has the lowest amount of aspects to chose from. this will be a band aid on movement and filling the aspect gap between classes
theres this archetype called ritualist which would certainly love an aspect to help it out to be a more relevent main tree
- then awesome you have the aspect, but you cannot justify that low level shaman movement being ass should then be solved by an Aspect. that just breaks the whole concept of them being accessible later in the game AND will only be accessible for a very small portion of players
- I have seen pfinder worm and I do see how many low level players they are. I'm not sayign they'll never do it, it's just that being low level in any raid makes it nearly entirely required for you to get completely carried unless you already know what builds you can use to abuse level scaling at that level, which isnt even something new players will consider as a mechanic unless specifically informed that it exists
- i'm not against the idea of the aspect, just your justification of it existing is completely flawed in literally every way. You assume newer players will try to get the aspect, which is completely wrong due to how hard raiding is at low level, even for something like groot. Not only will they have to get carried but it will also make it take a really long time for them to get because they wont have access to higher level silverbull rankings, so no gambits or extra pulls. On top of this they will only have access to 1 raid at your proposed level, so there's an extremely high likelihood that the aspect just isnt in the chest as you say it would be
i like your idea just your justification goes against a lot of idealogies that this game has and also is completely unrealistic for what you assume newer players will do
do you feel the same about mage's teleport range aspect?
it's nice preference but i very highly doubt that any new player will go out of their way to get it, let alone in such a difficult grind
yeah
that was certainly catered towards endgame, possibly more to help riftwalker tp dps except that sucked balls
can blink not suck
I'm not talking about blink.
this aspect just let's you teleport further
yeah i know, its just that...weaponizing teleport as a damage spell on paper was cool, ended up like shit
any build, any archetype
i hardly see that aspect ever used because people are so comfortable with the current TP range
especially when you can just... use something else
but it exists. and it's for the mage, for some reason. as if it's teleport isn't good enough
why it exists is beyond me ¯_(ツ)_/¯ i didnt make them
and even then i assume that each class was just made with their own aspects in mind, rather than having the ideas of some aspects overlap into others. there are some aspects that repeat themselves (main attack range, spell AoE, etc.) but just because certain aspects exist does not mean others should too for different classes
my argument here is that teleport was not just a movement spell but also a damaging spell which had the ability trees support trying to weaponize it through an entire archetype(that is failing but eh)
haul is just straght up ass, goes about nowhere and an aspect just to cover its flaw certainly isnt fixing it
something has to happen to base haul or the AT integration not an aspect
yeah a lot of the issues with haul is that you essentially need to know when to use it beforehand. having extra momentum or power to its movement isn't gonna help the fact that you need to know when you're gonna be in danger, and when to use haul to get out of it effectively
even then, there is a second teleport teleport aspect focusing on that. so the legendary one is just a qol
2 playstyles man
Blink increases the damage window and reduces mana cost, but becomes more sluggish as movement gets forcefully fixed, base tp is simple and more range to perform at a further distance to do tp dps
Even if it is a currently failing archetype, the concept is there
...i use it on warp
i didnt say never :p
How about if you shift while doing haul instead of dashing towards the totem you dash forwards
It could be the same as the assasin dash where you can't dash twice while in the air
i disagree with that
i like shaman haul very much
I like haul conceptually it just lacks in gameplay and has a higher skill floor
And thats okay. Imo we should get better resistances as a tradeoff for worse mobility. The main problem with Shaman is that it lacks in both, and doesn't provide any meaninful dps/utility to make up for it.
what
I rly want to lootrun on shaman
Thats awesome
Maybe more blood = faster (further) totem will be ok?
This mechanic could be upgraded with an aspect btw
??
