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Curing/misc changes (I'm going to possibly cover ones you were active for, I forget when some of these came in). No particular order:
- Burning nerves got added. Does minor fire damage when you use certain curing methods.
- Addiction is now the mvp of focus affs: makes them sip whatever is higher when attempting to drink an elixir. This essentially means you will be drinking mana when you want to drink health and health when you want to drink mana.
- Totems got made to not be a channel (yes, we classleaded that to change back, yes people only agree its an issue now that totems aren't circle locked.)
- There is a new aff I can never remember the name of that reduces agile sourced damage similar to weariness does physical.
- Avidya (ignorance) is no longer focusable and changed cures. It reduces magic damage similar to weariness does physical.
- Knights do bleeding stuff now (rg and dk are ok, just prioritise haemophilia vs templar and you're good. Brute force clot vs dk since you're artied and you should usually be fine too.)
- Wardancer became berserker, no more flick/dsb/sdrop, stacks affs into pierce now (see AB WARCHANTS PIERCE for relevant info).
- Relics exist, see help relics.
- Earrings exist, see help earrings.
- Jinx got added - this is a shaman only aff that is very dangerous. Essentially massively buffs their aff rate when its on you: you ideally need to cure this as soon as you can without opening yourself up to dying another way. Focusable.
- The rage ability got nerfed, no longer balanceless.
- Peace got nerfed, it doesn't block your attacks anymore.
- Dryblood exists, does damage if you clot when you have it. I can't remember if this is new or not but more classes have it now.
- Defilers basically hit you a bunch then randomly one shot you. It is meant to work that way, you're not doing it wrong.
- A bunch of outrider pet passives/surges got changed multiple times. Safe to assume they do not do what they used to for the most part.
- Hunters can no longer trigger some of the affs they could on release.
- Kaido immolate just blocks shielding/treeing now rather than all tattoo useage. Long live hammer tattoo.
- If memory serves, druid choke is no longer a writhe cure - its a timed one. Possible that never went in but I'm fairly sure it did.
- Check out sect rituals if you don't know what those are.
- Druids can use shields. (!)
- Malignist is completely different now.
- Ancestral stones unlock special custom races with some minor but useful bonuses. I forget the helpfile that covers them, but helpsearch ancestral will probably make it show up.
For changes in the last 11 months or so, I can't really help. But these are most of the big things that spring to mind over 2013-2016. I have likely missed a lot.
Bonus: raksha needs to be worn to be used now. Sorry.
1. Top tier one v one, top tier teams. Shaman is a very strong class.
2. Really doesn't matter unless you can start investing into ancestral races later (these are special races available through special items who tend to have better racial inherents). For stat purposes, irrelevant. Clever statpack is generally optimal for shaman.
3. Reallistically it is more team based. You can find one v one if you look for it.
4. Tank, tank, tank. After skills (get miniskills, these are hugely underrated and better bang for your buck than basically any mitigation artefact), but for pk:
- Bracelets. Level 2 is good, level 3 is great.
- Surcoat, ring of magics bane. Both huge upgrades against their relevant classes. As an Antimagick player I'd recommend you take the Magics bane first, as you'll tend to run into non phys classes more often generally speaking. The surcoat is great but you'll probably impulse buy it after experiencing some artefact knight or druid.
- Artefact shield, depending on your statpack selection (regular shields are gated by your strength stat here). Basically decide if it works out being worth it for you, it likely will be.
- Con is good, but more pricy compared to bracelets for what you get. Definitely don't go higher than two until you have other stuff.
- Health regen is great value, particularly level 1.
- Sip rings are also good, again I'd not go higher than level 2 until you have other stuff.
- Resist rings are good for optimising your tank against certain classes and relatively cheap, but on a budget I'd wait until you know what classes you struggle with before investing in those.
- Acrobatic boots. People will hate you, it means they're good, I promise.
- Druidic robes. Think robes of the magi from Achaea, great here because clotting can quickly become expensive. Buff your health and damage mitigation first, however. These do you no good if you can't live long enough for them to matter.
Once you have got enough tank that you feel you can toe to toe reasonably, an artefact runestone is a great investment. Artefacts that can boost your offense (again, I do not recommend buffing your offense until you have invested in tanking):
- Artefact runestone technically, depending on how you rune it. Also defensive for the same reason.
- Shamanistic gloves.
- Magic damage enhancing collars.
- Int artefacts.
- Artefact fetish. This shines more for teams as shaman, generally for one v one 6 slots will do just as well, as you lack the upfront burst a runeguard has.
The utility list that will change your life:
- A foreboding stone, tells you whenever an unveiled enemy moves in your area.
- The token monocle that removes the eq cost from glance/observe, I forget its full name.
- Ring of Flying (this is good here, it is not as huge a deal as in Achaea so don't buy this until you're sure you need it).
Probably more things that I'm forgetting, but this is the list that immediately jumps to mind.
5. You will want aspect. Silver lining: getting aspect here is comparitively very easy. Join a sect, make sure to always have double experience (you get these bonuses from achievements, many of which you can do pretty trivially early on), make sure to have an owl tattoo, ask your sect for highfavours so you constantly have one up while bashing. I can't overstate the joining a sect part enough, shrines in your local area -significantly- boost your damage output. Saying that, don't get too hung up on it. There's no point in being that guy who never jumps into combat because they're not aspect yet - you won't lose xp from pk deaths, so even in the worst case you come out net neutral (and you'll almost certainly come out net positive).