Shaman

Shaman contributes slows, powerful attribute and melee-support buffs, healing, DoTs, and resist/debuff tools. It is a strong multiplicative support class because it improves allies while reducing enemy output.

Overview

Primary Role

Buffing, slowing, healing, and sustained Wisdom casting

Resource Profile

Mana and Endurance interact through spells, stances, and invocations.

Damage Profile

See Melee, Spells, and the class details below for the delivery families this class supplies.

Multiclass Function

The class contributes its skills, spells, passives, stance access, and invocation access to the active loadout; overlapping mechanics use their own cap and stacking rules.

Primary Attributes

For component definitions, see Stats & Attributes and Attack Resolution.

Stances

Invocations

Class Details

Slow and melee support

Shaman reduces enemy attack pressure while supplying buffs that improve physical allies. T2

Healing-over-time changes

The July 7 beta patch increased Stoicism and Slugs Healing ticks from 160 to 200 in that build. T1

Divine and Empowering access

Shaman can translate Mana spending into healing or spend more Mana for increased healing/damage output. T2

Enemy slow and debuffs

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Melee and defensive buffs

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Healing and regeneration

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

DoT pressure and Wisdom-caster scaling

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Strengths by Level Range

These breakpoints identify spells, abilities, or skills that materially change the class’s damage, control, recovery, or group value. They are highlights rather than a complete spell list.T2

Levels 1–19

  • Early healing, poison damage, and movement support provide both direct output and party acceleration (1: Minor Healing, 8: Tainted Breath, 9: Spirit of Wolf).
  • Poison damage from Tainted Breath (8: Tainted Breath) provides an early sustained-DPS line while healing and movement support remain available.

Levels 20–34

  • Health-to-mana conversion and stronger healing support long damage cycles (23: Cannibalize, 29: Greater Healing, 32: Companion Spirit).
  • Cannibalize changes the resource model by turning excess healing and health regeneration into additional spell casts.

Levels 35–50

  • High-value poison damage, pet progression, and heal-over-time support arrive together (37: Venom of the Snake, 37: Vigilant Spirit, 41: Guardian Spirit, 44: Stoicism, 45: Frenzied Spirit).
  • Venom of the Snake is a major sustained-DPS breakpoint; Stoicism and slow effects reduce the healing globals needed to preserve that damage rotation.

Multiclass Synergy Boundaries

What stacks
Distinct skills, spells, passives, pets, utility, and stance/invocation access can combine when their own stacking rules permit.
What does not automatically stack
Duplicate crowd control, avoidance skills, buffs, and cap-based mechanics do not become additive merely because two classes grant them.
Evaluation method
Identify the mechanic supplied by Shaman, link to its canonical rule, then compare marginal value against the other two active classes.

Developer Commentary

Official patch notes and developer demonstrations identify the following implemented changes or design boundaries. Statements about planned work remain provisional until shipped.

Open Verification Questions

Balance-sensitive: exact spell, discipline, AA, stance, and invocation values may change. This page centralizes stable class boundaries and sends numerical effects to their canonical reference pages.