User talk:Lojiin/Shaman

Ideas
Hey, sorry I didn't comment here sooner. I have been thinking a lot about the idea though. As for what you've got down so far, lots of good ideas. I think the most important and difficult thing to work out is the attributes. I really like Chanting and Herbalism, those are perfect. Naturalism is also good as a concept, but I'm not sure if that name is ideal, expecially if you look up the actual meaning of it. Supernaturalism might be better, but I'm not sure if thats good either. Ideally I want something that means "the power to manipulate nature" but haven't come up with anything good. Its really tricky to come up with good names for the attributes. I'm not crazy about talon mastery, as I pictured this purely as a caster class. I like the idea of totems as focus items though, thats perfect. GW doesn't have any classes that use both melee weapons and focus items so I think we have to choose one or the other, and a shaman would be better as a caster. I think one attribute should be Transformation, and this attribute would have skills that allow the shaman to take on the abilities of other creatures, and possibly have some type of Form skills. So, pending a better name for the "control of nature" atribute, that would give us all 4 attributes. We would just have to decide which would be the primary, and what specific affect that primary would have. I'm going to think some more on this and see if I can think of an interesting mechanic for the primary ability. Let me know what you think of my suggestions. -- BrianG 11:36, 12 February 2007 (CST)
 * One minor problem with this idea is that it seems like it would ideally fit into the next chapter, but they have probably already decided on what the classes will be for chapter 4. Should be interesting to see what they do. If they don't do something like this maybe we can suggest it for a future chapter. -- BrianG 11:38, 12 February 2007 (CST)
 * A couple more quick thoughts. To be realistic I think Herbalism should mainly be touch-range only skills, since you would have to apply the herb or give the potion to another person.  The skills would mostly be used on yourself or other backline casters.  Herbalism should include things like condition removal, energy boosting (think Blood Ritual), and self-healing or touch healing others.  Maybe some kind of evasion ability would fall here as well.  Chanting on the other hand should be used mainly for energy management (chanting helps you focus your power), and boosting the power of your other skills.  It maybe could include supportive team chants like the paragon, but I'm not sure.  Since energy management skills almost always fall under the primary attribute (except for Mesmer Inspiration I think), Chanting might make a good primary attribute. -- BrianG 11:56, 12 February 2007 (CST)

Nature Magic
Hmmm, they have "Earth Magic", "Death Magic", etc, why not just keep it simple and use "Nature Magic" to refer to the power to manipulate nature. I'm imagining being able to control vines and entangle someone, for example. -- BrianG 09:46, 13 February 2007 (CST)