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Shaman

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Similar to a Cleric, but closer to a tribal witch doctor, the Shaman 
can be found amongst the more primitive races.
Her primary focus is healing, but she can employ many augmentation
and offensive spells as well. - EverQuest manual

Description

C shaman.gif

The Shaman is one of the most understated classes in Norrath. They are well-rounded offering powerful offensive and defensive spells as well as buffs.

With the exception of the Iksar, Shamans can wear two types of plate armours in the world of Norrath. Iksars can't since it chafes their scales, and must resort to chain mail or the special Iksar armours they have crafted over time. This affords them a high amount of protection, which helps greatly when soloing.

Shamans have two forms of offense. Their most powerful damage lies through the damage over time spells (DOT's). Shamans get two powerful lines of these spells. One poison based, and the other disease based. They can stack these spells to achieve efficient damage output. Alternatively, they can also use their cold damage-based direct damage spells. These are good for adding in a little extra punch, or for fights of short durations.

In terms of defense and debuffs, Shamans have the most powerful slowing spells and resistance debuffs in the game. This greatly reduces the damage output of the enemy and also assists the entire party in succeeding in magical attacks.

Shamans also have the best buffs in the game, able to increase all statistics except for Wisdom and Intelligence by over 50 points at higher levels. This not only makes them highly sought after in groups but means that the shamans can be a lot more selective in what equipment they choose to wear. They also have spells to increase running speed and attack rate, as well as increasing hitpoints and AC.

Shamans can use almost any one- or two-handed blunt weapons in the game and have a limited selection of piercing weapons at their disposal also. Shamans can melee reasonably well with their buffs up, and with a pet at their side are capable of doing some serious damage. Downtime is also minimized with Shamans with both a health regeneration spell, direct healing spells, and a hitpoint to mana conversion spell.

Shamans are the only class that can do Alchemy, a trade skill that can help in funding the purchase of spells or equipment as your character progresses.

The downside to Shamans is that they can get repetitive. With so many awesome buffs at their disposal, they are always getting begged for spells. In dungeon raids, their main purposes are buffing and debuffing, with little mana left for damage. Most of the Shaman races are evil, which can make banking and resupplying cumbersome.

In order to be mana efficient Shamans normally use Damage Over Time spells. This normally results in kiting or a drawn-out process of rooting and DOT'ing. These strategies are ineffective against caster mobs which have offensive capability even while rooted.

Shamans can only charm animals up to mid-levels, and they only get a few pet upgrades.

The shaman class is an enjoyable one to play, particularly for those who enjoy role-playing. It is a self-sufficient class, which functions excellently both as a soloist or in a group.

Class Titles

Level 1-50 Level 51-54 Level 55-59 Level 60
Shaman Mystic Luminary Oracle

Creation Guide

Picking the Right Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. Fortunately there is no truly "bad" Shaman race, so you can't pick wrong.

Races

Barbarians are the only shaman race which are not evil. All the other races are killed on sight in the old world (ie. in almost all non-Kunark/Velious cities, and by guards in nearby zones). Barbarians level the fastest of the races. Barbarians have no night vision, but can wear both medium and large sized armour.

Ogres level slightly slower than the Barbarians, but have the advantage of not being able to be stunned from blows delivered to their front. They can still be stunned if attacked from behind. Ogres also have some basic night vision and the highest starting Strength and Stamina.

Trolls level slower than Ogres, but have the added bonus of an increased rate of health regeneration. This amount increases as their level increases.

Iksar Kunark share the same regenerative abilities as trolls, can forage, have an innate AC bonus, but they cannot wear plate armor - including Planar and Kunark sets. Things even out in Velious, but think carefully before choosing an Iksar. Iksar are hated in almost every city, good or evil.

Differentiating Factors

  • Faction: Only Barbarians can travel freely to all good cities in the old world; every other race is killed on sight. Iksar have it even worse, as they are killed on sight everywhere except Cabilis and Velious.
  • Jaundiced Bone Bracer: Kunark If you can afford this (roughly 15-20k) item at level 45 it will help you level significantly faster, as it lets you cast a mana-free direct damage spell. Every Shaman race except Iksar can use this item (Iksar actually can't wear any plate armor before Velious, but the JBB is by far the most relevant plate item).
  • XP Penalty: Barbarians have the lowest penalty (5%), Ogres have the second lowest (15%), and Trolls/Iksar have the highest (20%)
  • Frontal Stun Immunity: Only Ogres get this racial ability, which prevents them from being stunned by mobs in front of them. This ability is of limited use while leveling up, but can be more useful (though certainly not necessary) for soloing high-end content.
  • Regeneration: Both Trolls and Iksar get faster regeneration than other races. This varies by level, being roughly twice as fast at level 1 and almost three times as fast by level 60. Racial regeneration is particularly useful as a Shaman levels up, but less so at higher levels. Once they acquires the spell Torpor at level 60 regeneration becomes almost completely irrelevant.
  • Iksar Abilities: Kunark Iksar get several minor abilities that other races don't, including Forage, additional AC, and a starting Swimming skill of 100. Iksar also get a unique quest line Shaman Skull Quests, but because that line wasn't completed in the classic era it's reward isn't very good.
  • Deity Symbol Quests: All Shaman can complete a quest at low levels to get an item with a right-click effect. The Barbarian Initiate Symbol of the Tribunal is the least useful (it summons a magic hammer which quickly becomes inferior to normal weapons). The Ogre Initiate Symbol of Rallos Zek is also less useful (it casts a level 1 Cleric short duration melee self-buff, Yaulp). Trolls get a choice between Cazic Thule (God) and Innoruuk (God), while Iksar must pick Cazic Thule (and may have a harder time doing the quest because of their faction). The Initiate Symbol of Cazic Thule and Disciple Symbol of Cazic Thule let Cazic Thule Shaman cast low-level fear spells on undead and animals, which can be useful when soloing. Finally there is the (Innoruuk-worshipping) Troll-only Regent Symbol of Innoruuk, which let's the Shaman cast the level 4 Necromancer snare spell Clinging Darkness. Since Shaman never get a snare spell, and since such spells can prevent mobs from running away and getting help from other mobs, this is probably the most useful item.
  • Other Deity-Specific Gear: Each religion also has certain less important (ie. stat-only) gear that only followers of that faith can wear. See the religion section below for a full list of such gear for each deity.
  • Infravision: All Shaman races except Barbarians get Infravision, while Barbarians get normal (Human) vision.
  • Statistics: Combining the two main Shaman statistics (Stamina and Wisdom) you get: Ogre 204, Troll 184, Barbarian 180, Iksar 165. However, if you reach level 60 and acquire high-end raid gear, you can eventually reach maximum stat values with any race. In practice, this means that until they acquire raid gear Ogres and Trolls will have more HP, but slightly less mana, than Barbarians/Iksar (remember: for a Shaman hit points > mana).
  • Starting Area: Because Kunark (the Iksar home continent) was developed after Antonica (the home continent of the other three races), most players would agree that its zones were better designed and are more friendly to new characters. For instance, the Barbarian starting area has the high-level Vengeful NPCs who kill low level characters, while the Iksar starting zones like Field of Bone don't have such higher-level monsters wandering through low-level areas.
  • Appearance: Arguably this is more important than any of the above factors. Your character's basic appearance will never change, and if you don't like looking at your character it won't matter what in-game benefits their race offers, so be sure to pick a race that you personally are attracted to (for more than just in-game benefits).
  • Bear Form Appearance: When Shaman reach level 55 they get the spell Form of the Great Bear. Barbarians using this spell appear as polar bears, Ogres as grizzly bears, and Trolls and Iksar as black bears.
  • For a more detailed guide on differentiating factors for Shaman races with videos, see Shamwowi's Shaman Race Guide

Starting Statistics

The primary two stats for Shaman are Stamina and Wisdom, and Shaman are highly encouraged to spend their bonus points on these two stats. Reasonable Shaman can disagree about the exact benefit of one vs. the other (and of HP vs. Mana in general).

The remaining stats have marginal benefit to Shaman. Greater Strength allows carrying more weight, greater Charisma saves money on merchant transactions, and Dexterity increases the rate of weapon "procs" (such as the
Worker Sledgemallet
Worker Sledgemallet
Item 567.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 50
DMG: 6
Effect: Overthere (Combat, Casting Time: Instant) at Level 50
WT: 3.2 Size: GIANT
Class: ALL
Race: ALL

).

Intelligence is completely worthless to Shaman, and Agility only offers very minor AC increases ... above 75. However, below 75 Agility adds much more significantly to AC, so Ogre Shaman should very likely put at least five bonus points into this stat.

The following table lists the starting stats of each Shaman race. The XP penalty column describes how much additional experience the race requires. For instance, a Barbarian Shaman would require 105% of the experience that a character with no penalty (eg. a Human Cleric) would require to be the same level.

All races get 30 additional stat points at character creation.

Race Str Sta Agi Dex Wis Int Cha Total XP Penalty
Barbarian 103 100 82 70 80 60 60 555 5%
Iksar 70 75 90 85 90 75 60 545 20%
Ogre 130 127 70 70 77 60 42 576 15%
Troll 108 114 83 75 70 52 45 547 20%

Regeneration

Barbarian/Ogre Iksar/Troll
Standing Feigned Sitting Level Range Standing Feigned Sitting
1 1 2 1-19 2 2 4
1 1 3 20-49 2 2 6
1 1 4 50 2 2 8
2 3 5 51-55 6 8 12
3 4 6 56-59 10 12 16
4 5 7 60 12 14 18

Suggested Starting Statistics

There are different play styles for a shaman, but the two most important stats for all Shaman will be Stamina and Wisdom. However, it is also important for any class to have at least 75 agility to avoid a major AC penalty.

Whether a shaman should focus on Stamina or Wisdom more is a matter of some debate. Stamina adds to HP, and since Shaman can convert HP to Mana with their Cannibalize spell line it also (in some sense) adds to Mana. However, while Wisdom only adds to Mana, it adds far more (point for point) than Stamina. For a more detailed exploration of the issue the Shaman: Stamina vs. Wisdom page has an excellent breakdown of the math involved.


Wisdom Focused-Build
Barbarian: 5 points to Stamina, 25 points to Wisdom for equal starting STA & WIS.
Troll: 5 points to Stamina, 25 points to Wisdom
Ogre: 5 points to Agility, 25 points to Wisdom
Iksar: 5 points to Stamina, 25 points to Wisdom
Stamina Focused-Build
Barbarian: 25 points to Stamina, 5 points to Wisdom
Troll: 25 points to Stamina, 5 points to Wisdom
Ogre: 23 points to Stamina, 5 points to Agility, 2 points to Wisdom 
Iksar: 25 points to Stamina, 5 points to Wisdom

Religion

Regardless of their religion, every Shaman race except Barbarian (who must pick The Tribunal as their religion) will be hated by "good" NPCs. Since a shaman's religion won't make him more hated, which one you choose won't matter much. Unfortunately since all evil religion choices are hated, even if you work to improve your "good" factions (by killing enemies of good factions), you will still never be able to trade in many "good" zones because of your race and religion.

Troll Shaman that choose to worship Innoruuk have the benefit of being able to quest for
Regent Symbol of Innoruuk
Regent Symbol of Innoruuk
Item 1049.png

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 7
INT: +2 WIS: +3 MANA: +15
Effect: Clinging Darkness (Must Equip, Casting Time: 6.0) at Level 15
WT: 0.1 Size: TINY
Class: CLR SHM
Race: HUM DEF TRL
Deity: Innoruuk

which gives them a low level snare effect (slowing a monsters movement speed) not available to other race/religion combinations.

To see all deity-specific gear for each Shaman deity, consult the following:

Spells

Some of the spells available to Shaman are not particularly useful, while others are essential. Wisewolf has compiled an excellent Shaman Spell Purchasing Guide which offers advice on which spells to purchase while leveling your shaman.

Classic Kunark Velious

Level 1

Name Type Target Mana Max Effect Description School Location Era
Burst of Flame Damage Single 7 -5 HP (fire)
[0.714 DPM]
Fire direct damage in 1.5 sec Evocation Vendor Cla
Cure Disease Cure Single 20 1 disease counter Cures weak diseases in 2 sec Alteration Vendor Cla
Dexterous Aura Buff Single 10 +10 DEX +DEX for 27 min Alteration Vendor Cla
Endure Cold Buff Single 20 +20 Cold Resist +Cold Resist for 27 min Abjuration Vendor Cla
Flash of Light Debuff Single 12 -5 ATK Blind and -ATK for 12 sec (high aggro) Divination Vendor Cla
Inner Fire Buff Single 10 +3 AC
+20 Max HP
[2 HPM]
+AC/Max HP for 27 min or efficient heal Abjuration Vendor Cla
Minor Healing Heal Single 10 10 HP
[1 HPM]
Heal target in 1 sec Alteration Vendor Cla
Strengthen Buff Single 10 +10 STR +STR for 27 min Alteration Vendor Cla
True North Utility Self 5 - Face north (or level Divination cheaply) Divination Vendor Cla

Level 5

Name Type Target Mana Max Effect Description School Location Era
Cure Poison Cure Single 20 1 poison counter Cures weak poisons in 2 sec Alteration Vendor Cla
Drowsy Slow Single 20 -11-25% Attack Speed -Attack Speed for 12-174 sec Alteration Vendor Cla
Endure Fire Buff Single 20 +20 Fire Resist +Fire Resist for 27 min Abjuration Vendor Cla
Feet like Cat Buff Single 40 +18 AGI +AGI for 36 min Alteration Vendor Cla
Fleeting Fury Buff Single 10 +15 STR
+20 DEX
+6 AC
+STR/DEX/AC for 12-18 sec Abjuration Vendor Cla
Frost Rift Damage Single 15 -15 HP (cold)
[1 DPM]
Cold direct damage in 1.75 sec Evocation Vendor Cla
Gate Teleport Self 70 - Return to your Bind Point in 5 sec Alteration Vendor Cla
Scale Skin Buff Single 25 +6 AC +AC for 27 min (requires Snake Scales) Abjuration Vendor Cla
Sicken DoT Single 30 -50 HP (disease)
[1.666 DPM]
Disease DoT over 90-126 sec Conjuration Vendor Cla
Spirit Pouch Utility Self 40 1 Spirit Pouch Summon 1 temporary 4-slot 100% weight reduction bag which disappears ~15 minutes after leaving game; all contents are lost as well Conjuration Vendor Cla
Summon Drink Utility Self 10 1 Summoned: Globe of Water Summon 1 temporary drink Conjuration Vendor Cla

Level 9

Name Type Target Mana Max Effect Description School Location Era
Cure Blindness Cure Single 20 - Cures blindness in 2 sec Alteration Vendor Cla
Endure Disease Buff Single 20 +20 Disease Resist +Disease Resist for 27 min Abjuration Vendor Cla
Light Healing Heal Single 25 +33 HP
[1.32 HPM]
Heal target in 2 sec Alteration Vendor Cla
Sense Animals Utility Self 5 - Face the closest Animal Divination Vendor Cla
Serpent Sight Buff Single 30 - +Infravision for 27 min Divination Vendor Cla
Spirit of Bear Buff Single 40 +15 STA +STA for 36 min Alteration Vendor Cla
Spirit of Wolf Buff Single 40 +34-55% Run Speed +Run Speed for 36 min Alteration Vendor Cla
Spirit Sight Buff Single 20 - +See Invisible for 27 min Divination Vendor Cla
Summon Food Utility Self 10 1 Summoned: Black Bread Summon 1 temporary food Conjuration Vendor Cla
Tainted Breath DoT Single 40 -66 HP (poison)
[1.65 DPM]
Poison DoT over 42 sec Conjuration Vendor Cla

Level 14

Name Type Target Mana Max Effect Description School Location Era
Bind Affinity Utility Single 100 - Change Bind Point to current location; must be in party, cannot bind in dungeons, cannot bind others outside of towns Alteration Vendor Cla
Burst of Strength Buff Single 15 +20 STR
+20 DEX
+7 AC
+STR/DEX/AC for 18 sec Abjuration Vendor Cla
Disempower Debuff Single 45 -15 STR
-20 DEX
-9 AC
-STR/STA/AC for 84-120 sec Alteration Vendor Cla
Endure Poison Buff Single 20 +20 Poison Resist +Poison Resist for 27 min Abjuration Vendor Cla
Enduring Breath Buff Single 35 - Breathe underwater for 27 min (requires Fish Scales) Alteration Vendor Cla
Invisibility versus Animals Buff Single 30 - Become invisible to Animals for 27-36 min (may fade earlier) Divination Vendor Cla
Levitate Buff Single 30 - Levitate and suffer no fall damage for 5.2-19 min (requires Bat Wing) Alteration Vendor Cla
Root Root Single 30 48 sec Root target in place in 2 sec Alteration Vendor Cla
Spirit of Snake Buff Single 40 +15 CHA +CHA for 36 min Alteration Vendor Cla
Spirit Strike Damage Single 75 -81 HP (cold)
[1.08 DPM]
Cold direct damage in 2.45 sec Evocation Vendor Cla
Turtle Skin Buff Single 50 +10 AC +AC for 36 min Abjuration Vendor Cla
Walking Sleep Slow Single 60 -23-35% Attack Speed -Attack Speed for 42-180 sec Alteration Vendor Cla

Level 19

Name Type Target Mana Max Effect Description School Location Era
Affliction DoT Single 75 -156 HP (disease)
[2.08 DPM]
Disease DoT over 126 sec Conjuration Vendor Cla
Cancel Magic Dispel Single 30 -1 spell counter Attempts to remove one weak spell in 3.5 sec Abjuration Vendor Cla
Endure Magic Buff Single 40 +20 Magic Resist +Magic Resist for 27 min Abjuration Vendor Cla
Frenzy Buff Self 25 +28 STR
+5 HP Regen
No Mana Regen
+STR/HP Regen/No Mana Regen for 6.7-19 min (don't use) Abjuration Vendor Cla
Healing Heal Single 60 +100 HP
[1.666 HPM]
Heal target in 3 sec Alteration Vendor Cla
Infectious Cloud DoT AoE 78 -125 HP per target (disease)
[6.410 DPM w/ 4 hits]
AOE Disease DoT over 126 sec Conjuration Vendor Cla
Insidious Fever Debuff Single 30 -35 Disease Resist -Disease Resist for 4.8-12 min Conjuration Vendor Cla
Malise Debuff Single 60 -20 Fire Resist
-20 Cold Resist
-20 Magic Resist
-20 Poison Resist
-Fire, Cold, Magic, and Poison Resists for 4.8-12 min Alteration Vendor Cla
Shrink Utility Single 50 Casts to minimum size:
0 for gnome
1 for small/medium
2 for large
3 for pets
Shrink target's character model and hitbox (castable indoors only) Alteration Vendor Fea
Spirit of Cat Buff Single 60 +27 AGI +AGI for 45 min Alteration Vendor Cla
Spirit Strength Buff Single 40 +18 STR +STR for 36 min Alteration Vendor Cla
Vision Buff Single 10 - See through target's eyes with Ultravision and +30% magnification for 5-12 min Divination Vendor Cla

Level 24

Name Type Target Mana Max Effect Description School Location Era
Cannibalize Mana Self 0 -50 HP
+20-28 Mana
Convert your HP to Mana in 1.25 sec Alteration Vendor Cla
Counteract Disease Cure Single 50 8 disease counters Cures modereate diseases in 4 sec Alteration Vendor Cla
Creeping Vision Buff Self 20 +88-100% Magnify Magnify vision for 1 min (decreases over time) Divination Vendor Cla
Envenomed Breath DoT Single 100 -219 HP (poison)
[2.19 DPM]
Poison DoT over 42 sec Conjuration Vendor Cla
Frost Strike Damage Single 100 -149 HP (cold)
[1.49 DPM]
Cold direct damage in 3.1 sec Evocation Vendor Cla
Invigor Refresh Single 20 +35 endurance Restore a small amount of endurance Alteration Vendor Cla
Poison Storm Damage Rain 125 -60 HP (poison) per wave
[1.92 DPM w/ 4 hits]
Poison rain damage in 3.5 sec Evocation Vendor Cla
Protect Buff Single 75 +13 AC +AC for 36 min Abjuration Vendor Cla
Regeneration Buff Single 100 +5 HP Regen +HP Regen for 8.2-19 min Alteration Vendor Cla
Resist Cold Buff Single 50 +40 Cold Resist +Cold Resist for 36 min Abjuration Vendor Cla
Spirit of Cheetah Buff Self 20 +99-115% Run Speed +Run Speed for 48 sec (10 min cooldown) Alteration Vendor Cla
Spirit of Monkey Buff Single 40 +20 DEX +DEX for 36 min Alteration Vendor Cla
Spirit of Ox Buff Single 60 +23 STA +STA for 45 min Alteration Vendor Cla
Scale of Wolf Buff Single 60 +57-70% Run Speed +Run Speed for 45 min (fades when you attack or cast) Alteration Vendor Kun

Level 29

Name Type Target Mana Max Effect Description School Location Era
Alluring Aura Buff Single 60 +23 CHA +CHA for 45 min Alteration Vendor Cla
Befriend Animal Charm Single 70 3 sec - ~18 min Charm Animals up to Level 24 (random duration) Alteration Vendor Cla
Counteract Poison Cure Single 50 8 poison counters Cures moderate poisons in 4 sec Alteration Vendor Cla
Greater Healing Heal Single 150 +270 HP
[1.8 HPM]
Heal target in 3.75 sec Alteration Vendor Cla
Imbue Amber Tradeskill Self 200 1 Imbued Amber Turn Amber into Imbued Amber (requires worshipper of Cazic Thule) Alteration Vendor Kun
Imbue Ivory Tradeskill Self 225 1 Imbued Ivory Turn Ivory into Imbued Ivory (requires worshipper of The Tribunal) Alteration Vendor Kun
Imbue Jade Tradeskill Self 200 1 Imbued Jade Turn Jade into Imbued Jade (requires worshipper of Rallos Zek) Alteration Vendor Kun
Imbue Sapphire Tradeskill Self 200 1 Imbued Sapphire Turn Sapphire into Imbued Sapphire (requires worshipper of Innoruuk) Alteration Vendor Kun
Invisibility Buff Single 30 - Become invisible to the living for up to 20 min (can fade at random) Divination Vendor Cla
Listless Power Debuff Single 90 -35 STR
-35 AGI
-18 AC
-STR/AGI/AC for 2.9-6.5 min Alteration Vendor Cla
Quickness Buff Single 80 +30% Attack Speed +Attack Speed for 4.2-11 min Alteration Vendor Cla
Raging Strength Buff Single 60 +26 STR +STR for 45 min Alteration Vendor Cla
Resist Fire Buff Single 50 +40 Fire Resist +Fire Resist for 36 min Abjuration Vendor Cla
Rising Dexterity Buff Single 60 +30 DEX +DEX for 45 min Alteration Vendor Cla
Tagar's Insects Slow Single 125 -34-50% Attack Speed -Attack Speed for 84-180 sec Alteration Vendor Cla
Ultravision Buff Single 55 - Gain Ultravision for 36 min Divination Vendor Cla

Level 34

Name Type Target Mana Max Effect Description School Location Era
Charm Animals Charm Single 120 ~18 min Charm Animals up to Level 33 for 8.2-18 min Alteration Vendor Kun
Companion Spirit Pet Self 350 850 HP
30 melee
18 kick
Summon a L22-L26 wolf pet Conjuration Vendor Cla
Enstill Root Single 60 96 sec Root target in place in 2.5 sec Alteration Vendor Cla
Fury Buff Self 50 +37 STR
+15 AC
+10 HP Regen
No Mana Regen
+STR/AC/HP Regen/No Mana Regen for 11.2-19 min (don't use) Abjuration Vendor Cla
Health Buff Single 80 +31 STA +STA for 54 min Alteration Vendor Cla
Malisement Debuff Single 100 -40 Fire Resist
-40 Cold Resist
-40 Magic Resist
-40 Poison Resist
-Fire, Cold, Magic, and Poison Resists for 7.8-12 min Alteration Vendor Cla
Nimble Buff Single 80 +36 AGI +AGI for 54 min Alteration Vendor Cla
Resist Disease Buff Single 50 +40 Disease Resist +Disease Resist for 36 min Abjuration Vendor Cla
Scourge DoT Single 170 -544 HP (disease)
[3.2 DPM]
Disease DoT over 126 sec Conjuration Vendor Cla
Shifting Shield Buff Single 80 +18 AC +AC for 45 min Abjuration Vendor Cla
Shock of the Tainted Damage Single 130 -230 HP (poison)
[1.769 DPM]
Poison direct damage in 3.9 sec Conjuration Vendor Vel
Talisman of Tnarg Buff Single 125 +150 Max HP +Max HP for 72 min Alteration Vendor Cla
Winter's Roar Damage Single 150 -263 HP (cold)
[1.753 DPM]
Cold direct damage in 4 sec Evocation Vendor Cla

Level 39

Name Type Target Mana Max Effect Description School Location Era
Assiduous Vision Buff Single 50 - See through target's eyes with Ultravision and +30% magnification for 2+ hours Divination Vendor Cla
Blinding Luminance Debuff Single 50 -5 ATK Blind and -ATK for 24 sec (high aggro) Divination Vendor Cla
Cannibalize II Mana Self 0 -67 HP
+30-36 Mana
Convert your HP to Mana in 1.25 sec Alteration Quest Kun
Chloroplast Buff Single 200 +10 HP Regen +HP Regen for 12.7-19 min Alteration Vendor Cla
Deftness Buff Single 80 +40 DEX +DEX for 54 min Alteration Vendor Cla
Extinguish Fatigue Refresh Single 35 +90 "stamina" Restore a larger amount of stamina (the yellow bar, not the stat) Alteration Vendor Cla
Furious Strength Buff Single 80 +34 STR +STR for 54 min Alteration Vendor Cla
Gale of Poison Damage Rain 200 -122 HP (poison) per wave
[2.44 DPM w/ 4 hits]
Poison rain damage in 5 sec Evocation Vendor Cla
Glamour Buff Single 80 +32 CHA +CHA for 54 min Alteration Vendor Cla
Insidious Malady Debuff Single 60 -60 Disease Resist -Disease Resist for 8.8-12 min Conjuration Vendor Cla
Resist Poison Buff Single 50 +40 Poison Resist +Poison Resist for 36 min Abjuration Vendor Cla
Togor's Insects Slow Single 175 -49-70% Attack Speed -Attack Speed for 114-180 sec Alteration Vendor Cla
Tumultuous Strength Buff Group 150 +34 STR +STR for 46 min Alteration NPC Drop Vel
Venom of the Snake DoT Single 160 -512 HP (poison)
[3.2 DPM]
Poison DoT over 42-48 sec Conjuration Vendor Cla
Vigilant Spirit Pet Self 400 900 HP
35 melee
19 kick
Summon a L24-L28 wolf pet Conjuration Vendor Cla

Level 44

Name Type Target Mana Max Effect Description School Location Era
Agility Buff Single 100 +45 AGI +AGI for 63 min Alteration Vendor Cla
Alacrity Buff Single 115 +40% Attack Speed +Attack Speed for 5.8-11 min Alteration Vendor Cla
Blast of Poison Damage Single 200 -400 HP (poison)
[2 DPM]
Poison direct damage in 4.5 sec Conjuration NPC Drop Vel
Blizzard Blast Damage Single 200 -430 HP (cold)
[2.15 DPM]
Cold direct damage in 5.3 sec Evocation Vendor Cla
Guardian Buff Single 150 +24 AC +AC for 63 min Alteration Vendor Cla
Guardian Spirit Pet Self 450 1,200 HP
43 melee
21 kick
Summon a L28-L32 wolf pet Conjuration Vendor Cla
Incapacitate Debuff Single 150 -55 STR
-55 AGI
-24 AC
-STR/AGI/AC for 4.4-6 min Alteration Vendor Cla
Nullify Magic Dispel Single 50 -4 spell counters x2 Attempts to remove two spells in 4.5 sec Abjuration Vendor Cla
Resist Magic Buff Single 85 +40 Magic Resist +Magic Resist for 36 min Abjuration Vendor Cla
Stamina Buff Single 100 +40 STA +STA for 63 min Alteration Vendor Cla
Summon Companion Pet Self 50 - Summon your Pet to your location in 5 sec Conjuration Vendor Vel
Talisman of Altuna Buff Single 250 +250 Max HP +Max HP for 72 min Alteration Vendor Cla

Level 49

Name Type Target Mana Max Effect Description School Location Era
Abolish Disease Cure Single 100 36 disease counters Cures strong diseases in 6 sec Alteration Vendor Cla
Charisma Buff Single 100 +40 CHA +CHA for 63 min Alteration Vendor Cla
Dexterity Buff Single 100 +50 DEX +DEX for 63 min Alteration Vendor Cla
Envenomed Bolt DoT Single 320 -1,278 HP (poison)
[3.993 DPM]
Poison DoT over 48 sec Conjuration Vendor Cla
Frenzied Spirit Pet Self 500 1,800 HP
51 melee
23 kick
Summon a L32-L36 wolf pet Conjuration Vendor Cla
Malosi Debuff Single 175 -60 Fire Resist
-60 Cold Resist
-60 Magic Resist
-60 Poison Resist
-Fire, Cold, Magic, and Poison Resists for 10.8-12 min Alteration Vendor Cla
Plague DoT Single 300 -1,270 HP (disease)
[4.233 DPM]
Disease DoT over 132 sec Conjuration Vendor Cla
Rage Buff Self 100 +18 AC
+15 HP Regen
No Mana Regen
+AC/HP Regen/No Mana Regen for 15.7-19 min (don't use) Abjuration Vendor Cla
Strength Buff Single 100 +67 STR +STR for 63 min Alteration Vendor Cla

Level 50

Name Type Target Mana Max Effect Description School Location Era
Spirit Quickening Buff Pet 50 +30 STR
+20 AC
+20% Attack Speed
+STR/AC/Attack Speed for 6-7 min Alteration NPC Drop Vel

Level 51

Name Type Target Mana Max Effect Description School Location Era
Superior Healing Heal Single 250 +583 HP
[2.332 HPM]
Heal target in 4.5 sec Alteration Vendor Vel
Immobilize Root Single 80 60 sec Root target in place in 1.75 sec Alteration Vendor Kun
Talisman of Jasinth Buff Group 150 +45 Disease Resist +Disease Resist for 36 min Abjuration NPC Drop Kun
Turgur's Insects Slow Single 250 -66-75% Attack Speed -Attack Speed for 5.1-6.0 min Alteration Vendor Kun

Level 52

Name Type Target Mana Max Effect Description School Location Era
Insidious Decay Debuff Single 100 -40 Disease Resist -Disease Resist for 11.4-13 min (unresistable) Alteration Quest Kun
Regrowth Buff Single 300 +15 HP Regen +HP Regen for 16.6-19 min Alteration Vendor Kun
Spirit of Scale Buff Group 150 +70% Run Speed +Run Speed for 72 min (fades when you attack or cast) Alteration NPC Drop Kun

Level 53

Name Type Target Mana Max Effect Description School Location Era
Cripple Debuff Single 225 -75 STR
-75 AGI
-65 DEX
-33 AC
-STR/AGI/DEX/AC for 6.3-7 min Alteration NPC Drop Kun
Deliriously Nimble Buff Single 150 +52 AGI +AGI for 72 min Alteration Vendor Kun
Talisman of Shadoo Buff Group 150 +45 Poison Resist +Poison Resist for 36 min Abjuration Quest Kun

Level 54

Name Type Target Mana Max Effect Description School Location Era
Cannibalize III Mana Self 0 -74 HP
+36-38 Mana
Convert your HP to Mana in 1.25 sec Alteration NPC Drop Kun
Ice Strike Damage Single 250 -675 HP (cold)
[2.7 DPM]
Cold damage in 7 sec Evocation Vendor Kun
Riotous Health Buff Single 150 +50 STA +STA for 72 min Alteration Vendor Kun
Shroud of the Spirits Buff Single 200 +28 AC +AC for 72 min Abjuration Quest Kun

Level 55

Name Type Target Mana Max Effect Description School Location Era
Annul Magic Dispel Single 75 -9 spell counters x2 Guaranteed removal of two spells in 4 sec Abjuration Vendor Kun
Chloroblast Heal Single 175 +385 HP
[2.2 DPM]
Heal target in 3 sec Alteration Vendor Vel
Form of the Great Bear Buff Self 135 +2 HP Regen
+10 WIS
+HP Regen/WIS/Illusion: Bear for 2.4 hours Alteration NPC Drop Vel
Spirit of the Howler Pet Self 850 2,050 HP
52 melee
24 kick
Summon a L35-L39 wolf pet Conjuration NPC Drop Kun
Talisman of Kragg Buff Single 375 +380 Max HP +Max HP for 72 min Alteration Vendor Kun
Torrent of Poison Damage Rain 380 -540 HP (poison) per wave
[5.684 DPM w/ 4 hits]
Poison rain damage in 6 sec Evocation Quest Kun

Level 56

Name Type Target Mana Max Effect Description School Location Era
Acumen Buff Single 75 +10 "stamina" regen See Invisible, Ultravision, +Stamina Regen for 63 min Divination NPC Drop Kun
Bane of Nife DoT Single 425 -1,648 HP (poison)
[3.877 DPM]
Poison DoT over 42 sec Conjuration NPC Drop Kun
Celerity Buff Single 185 +50% Attack Speed +Attack Speed for 16 min Alteration Vendor Kun
Paralyzing Earth Root Single 100 180 sec Root target in place in 2.5 min Alteration Vendor Kun

Level 57

Name Type Target Mana Max Effect Description School Location Era
Malosini Debuff Single 200 -60 Fire Resist
-60 Cold Resist
-60 Magic Resist
-60 Poison Resist
-Fire, Cold, Magic, and Poison Resists for 18.1-19 min Alteration Vendor Kun
Maniacal Strength Buff Single 150 +68 STR +STR for 2.6 hours Alteration Vendor Kun
Talisman of the Brute Buff Group 350 +40 STA +STA for 63 min Alteration NPC Drop Kun
Talisman of the Cat Buff Group 350 +45 AGI +AGI for 63 min Alteration NPC Drop Kun

Level 58

Name Type Target Mana Max Effect Description School Location Era
Cannibalize IV Mana Self 0 -148 HP
+81-82 Mana
Convert your HP to Mana in 2.5 sec Alteration NPC Drop War
Mortal Deftness Buff Single 150 +60 DEX +DEX for 72 min Alteration Vendor Kun
Talisman of the Rhino Buff Group 350 +42 STR +STR for 63 min Alteration NPC Drop Kun
Talisman of the Serpent Buff Group 350 +40 CHA +CHA for 63 min Alteration NPC Drop Kun
Tigir's Insects Slow AoE 350 -49-50% Attack Speed AOE -Attack Speed for 2.9-3.0 min Alteration NPC Drop Kun

Level 59

Name Type Target Mana Max Effect Description School Location Era
Pox of Bertoxxulous DoT Single 430 -2,088 HP (disease)
[4.855 DPM]
Disease DoT over 108 sec Conjuration NPC Drop Kun
Talisman of the Raptor Buff Group 350 +60 DEX +DEX for 63 min Alteration NPC Drop Kun
Unfailing Reverence Buff Single 150 +55 CHA +CHA for 72 min Alteration Vendor Kun
Voice of the Berserker Buff Self 1 +85 STR
+75 AGI
+75 DEX
+24 AC
+STR/AGI/DEX/AC for 18.7-19 min Abjuration NPC Drop Kun

Level 60

Name Type Target Mana Max Effect Description School Location Era
Avatar Buff Single 325 +100 STR
+100 AGI
+100 DEX
+100 ATK
+STR/AGI/DEX/ATK for 6 min (requires Emerald) Alteration NPC Drop Kun
Focus of Spirit Buff Single 500 +67 STR
+60 DEX
+405 Max HP
+STR/DEX/Max HP for 100 min Alteration NPC Drop Vel
Malo Debuff Single 350 -45 Fire Resist
-45 Cold Resist
-45 Magic Resist
-45 Poison Resist
-Fire, Cold, Magic, and Poison Resists for 13 min (unresistable) Alteration NPC Drop Kun
Primal Avatar Buff Single 325 +100 STR
+100 AGI
+100 DEX
+100 ATK
+STR/AGI/DEX/ATK for 6 min (no Emerald required) Alteration NPC Drop Vel
Torpor HoT Single 200 +1,200-1,500 HP
-70?% Run Speed
-30% Attack Speed
[6.0-7.5 HPM]
Heal target over 24-30 sec in 6 sec
-Run Speed/-Attack Speed
Alteration NPC Drop Kun

Item-Based

Reclaim Energy

Although the spell Reclaim Energy is not technically on the Shaman spell list, it is very useful for Shaman, as it allows them to despawn their pet to get back the mana they spent on casting it. This allows much faster "pet cycling" (ie. repeatedly summoning a pet until you get one of maximum level) and lets them use their pet as a backup mana battery in emergencies when mana runs out.

Fortunately Shaman can effectively gain this spell by completing one of the four Magician Focus Items quests. Although Shaman can't equip the focus item, they can still right-click it from inventory, allowing them to use Reclaim Energy (mana-free) as if it was a part of their spell list.

Pet Information

Pet Guide

Skills

Specialization

Skill Specialization

Casting Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No Abjuration 235 (Level+1)*5 235
1 No Alteration 235 (Level+1)*5 235
1 No Conjuration 235 (Level+1)*5 235
1 No Divination 235 (Level+1)*5 235
1 No Evocation 235 (Level+1)*5 235
1 No Channelling 200 200
8 Yes Meditate 235 (Level+1)*5 252
30 No Specialization 200 200
  • Specialization can be trained up to 20 for 1 point but will level without training.

Combat Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No 1 Hand Blunt 200 (Level+1)*4 200
1 No 2 Hand Blunt 200 (Level+1)*4 200
1 No Bind Wound 200 210
1 No Defense 200 Level*5 200
1 No Hand to Hand 75 75
1 No Offense 200 Level*5 200
1 No Piercing 200 (Level+1)*4 200
15 Yes Dodge 75 (Not Level Limited) 75

Miscellaneous Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No Alcohol Tolerance 235 255
1 No Beg 200 200
1 No Fishing 200 200
1 No Forage (Iksar Only) 50 50
1 No Sense Heading 200 200
1 No Swimming 200 200
25 No Alchemy 130 170

Shaman-Specific Quests

Class Race Quest List

All Shaman Gear

Gearing

Class specific gear suggestions are cross listed on the Gear Reference page. See also Equipping a Shaman.

Pre-Planar

Players:Pre Planar Gear

Planar

Players:Planar Gear

Kunark

Players:Kunark Gear

Velious Pre-Raid/Group

Players:Velious Pre-Raid Gear

Velious Raiding

Players:Velious Raiding Gear

FAQ

What is a GCD resetter?

Please see here: https://wiki.project1999.com/Advanced_Techniques_Guide#Resetting_Spell_Refresh_Timers_With_Instant-Click_Items

What's the difference between the ranks of Cannibalize?

Short answer: Amount of HP converted to Mana per second.

Long answer: Each rank has slightly different ratios of HP/Mana. This might seem important, but it's not.

- Cannibalize: (L24) 0.4 - (L60) 0.56

- Cannibalize II: (L39) 0.448 - (L60) 0.538

- Cannibalize III: (L54) 0.486 - (L60) 0.513

- Cannibalize IV: (L58) 0.547 - (L60) 0.554

The reason you're casting cannibalize is to save time from sitting and meditating. Even though canni1 has a 0.006 better ratio than canni4, you have to cast it 3 times to consume as much health and get that slight mana advantage. Canni4 takes twice as long to cast as the other ranks (2.5 sec vs. 1.25 sec), so 2 casts of canni4 is equivalent to 4 casts of canni1. You get back 112 mana from canni1 in that period of time and 164 mana from canni4 in the same. In other words, you can get mana back 1.5x as fast with canni4 as with canni1, ratio be damned.

Which rank of Cannibalize should I be using?

The highest level you have access to.

What is Canni-dancing?

First, a few definitions:

- A server tick occurs every 6 seconds. Damage/heal over time spells, mob proximity aggro checks, and health/mana regen all occur on the server tick.

- Meditate is the skill that increases your mana regen rate during ticks.

- Cannibalize is your line of spells that lets you convert HP into mana

Canni-dancing is when you cast canni and sit down to let the server tick restore your mana, then stand up and recast canni once or twice between the tick, and repeat. The reason this works is because the only time that matters for receiving mana regen from meditating is the exact moment the server tick occurs. You don't need to be sitting for all 6 seconds, only the final moment. The idea behind canni-dancing is that you can convert HP into mana with cannibalize between server ticks and then gain the natural bump of hp/mana from the server tick. It's a finicky process that takes some time to get used to, and it's a good idea to have a Spyglass or something that lets reset your GCD (global cooldown).

These GCD resetters can be used immediately after a cast to bypass the global cooldown period and instantly allow you to begin casting another spell. Everquest has a buggy exception that spells placed in the first spell slot will have their gem refresh instantly when using a GCD reset. For this reason, Shamans universally have GCD trinkets and Cannibalize permanently in slot 1. However, when resetting your GCD the spell in the first slot is not actually having its timer truly refreshed; for instance, you can't chain cast Avatar (or any other suitably long recast time spell) with this effect. Almost all spells in Everquest have a default recast timer of 2.25 seconds, which includes the time it takes to cast the spell. If you cast a spell that takes longer than 2.25 seconds to cast, you can recast it instantly while it's in slot 1. Cannibalize 1, 2, and 3 all have a cast time of 1.25 seconds and a recast time of 2.25 seconds. This means that if you reset the GCD and try to cast them within 1 second of doing so, you'll be met with a "Spell recast time not yet met" error message and the spell will fail. You need to build up a sense of the tempo needed to recast to avoid this. It can help if in third person to time your next cast to a point in your character's animation. For Male Barbarian, one can wait until he presses his hands forward and slides a foot back to cast my next Cannibalize.

Of note, when you pop the trinket does not matter for the spell recast time error. You can use the trinket immediately when the first cast bar has completed, or a fraction of a second before your second cast.

I recommend that you bind your GCD instant recast item to your command bar (hold click on the item and place it on the bar), bind that point in the bar to an easy hotkey that is near your other spell casts, AND make that bind the same as your sit stand action. In my setup, (Q) is the refresh and (E) is spell slot one. This makes GCD pumping Cannibalize very ergonomic as well as stringing other spells together. (X) is sit but ALSO is an alternate command to the (Q) slot. As a result, when sitting the GCD item is automatically engaged.

It is possible with the GCD trinket to fit in two Cannibalizes in the span of one server tick. This is incredibly tight: the server can have lag between the expected tick and confirmation which will look like jitter in your numbers; and getting the Spell Recast error timing down takes some work. Learning this skill though will greatly decrease how long you need to focus on blowing off your HP toward mana during down phases. Linking sitting or standing to the refresh can make this easier, but the actions necessary are: server tick -> cannibalize -> refresh -> cannibalize -> refresh -> sit. The refresh before sitting could also be done after standing, but you will need two refreshes and two cannibalizes in the cycle to make it all fit.

Should I be Canni-dancing?

Short answer: Perfect efficiency is first to never hit 100% hp, and secondly to hit every med tick.

The greater your standing mana regeneration the less med ticks will matter. The greater your standing hp regeneration the more med ticks will matter. Ultimately though you will be looking at ~7-20% difference in mana generated over time in hitting your ticks. It is ultimately up to you if the increased micro and attention is worth the bonus. It could mean the critical difference in what camps you can keep fully broken, though.

This can be either a single cannibalize between ticks or with GCD doubling between ticks if you're skilled and the server ticks are not laggy. Both those methods are the same efficiency over time, but the second method takes less of your attention.

The exception is a life or death situation where you need the mana NOW! In most cases if you have a GCD cooldown clickie you are likely best off rapid firing cannibalize without sitting. You sacrifice efficiency for throughput.

I say "likely" because absolutely perfect double cannibalize between ticks has only about a half second of actual sitting in the 6 second cycle. The reason this isn't a practical reality is it is very hard to keep calm and hit the complex timings in a life and death situation and to factor that rhythm into your other actions.

After Torpor it becomes more of a race to blow off HP that is overflowing (never hit 100% hp rule). The same is applied to when you are being heavily boosted in HP by Cleric Heal over Time spells, Necro Shadow Pacts, or a healer who's just blowing off their full mana bar into your hp pool.

Long answer:

The factors under consideration here are:

1. How much HP you gain per tick standing versus sitting. 1b. How much mana is that HP worth when cannibalized?

2. How much mana you gain per tick standing versus sitting.

First, let's talk about HP per tick.

HP Regen is affected by three things: your race, your buffs, and your gear. Trolls/iksar will regen approximately twice as much HP as their ogre/barbarian counterparts while sitting/standing. If you have access to Regeneration, Chloroplast, or Regrowth buffs, that will add another 5, 10, or 15 HP per tick. And finally, if you are wearing something like a Ceremonial Iksar Chestplate or a Fungus Covered Scale Tunic you will gain an additional 5 or 15 HP per tick.

However, your buffs and your gear will provide a static amount of HP per tick. It doesn't matter if you're sitting or standing. The only factor that impacts sitting hp is your race. When you first get cannibalize at level 24, the amount of additional HP you get back from sitting over standing is +1 for ogre/barbarian and +3 for troll/iksar. At level 60, the difference between sitting and standing is +3 for ogre/barbarian and +6 for troll/iksar.

As a result, hp gain while sitting is a trivial part of this equation.

Next, let's look at mana per tick.

Only buffs and gear can increase your mana regen while standing. There is one thing, however, that affects sitting mana regeneration and that is your Meditate skill level.

By the time you're level 24 and get your first rank of Cannibalize, your mana regen when meditating is 11 per tick. You always have 1 tick of natural mana regen and a meditate skill level of 120 gives you +10 mana when sitting. At level 60, your mana regen when meditating is 22 per tick (1 + 21 from meditate).

Finally, let's look at the cannibalize spells. I'm going to compare their values based on the levels you get them and not their theoretical cap at 60 because you should be upgrading to the next rank when you get it.

Canni1 - 50hp / 20mana = 0.4 mana per hp

Canni2 - 67hp / 30mana = 0.44 mana per hp

Canni3 - 74hp / 36mana = 0.48 mana per hp

Canni4 - 148hp / 82mana = 0.55 mana per hp (twice as long to cast)

EXAMPLE:

For this test I used a level 52 Barbarian Shaman using a middle of the road Chloroplast regeneration effect with no buffs or gear that impact mana or health regeneration rates. The test started at full HP (1320) and a zero percentage mana pool (max 1835). Cannibalize 2 was used.

It is hard to establish what "finished" is in the test, but I'd consistently blow off hp into cannibalize until 60% hp, then let it return to 90 before once again going back down to 60 once again. When reaching full mana, the timer was stopped and HP values recorded. HP below 100% is then valued as a mana debt for calculation of mana per second gained.

Imperfections are accepted. Some fizzles occur. There are rare GCD timings (<10%) that were done too quickly and resulted in an error. There were very rare ticks missed slightly.

This is based off of the conversion rate for Cannibalize at level 52.

TEST 1: Chain Cannibalize with no GCD trinket and no sitting during cannibalize chaining.

Result:

Full mana at 7:05 with 520 HP missing (240 mana) 1,595 mana generated in 425 seconds = 3.75 mana / sec

Notes If sitting is 19 mana a tick at this level, just sitting would have meant 1,345 mana generated over the duration. Cannibalize increased efficiency but not intensely so.

TEST 2: Chain Cannibalize with GCD trinket with no sitting to hit med ticks.

Result:

Full mana at 6:43 with 550 HP missing (254 mana) 1581 mana generated in 403 seconds = 3.92 mana / sec

Notes Faster casting of Cannibalize resulted in less ticks missed in total, which explains the gap between test 1 and test 2.

TEST 3: Single cannibalize in between med ticks.

Result

Full mana at 6:38 with 349 HP missing (161 mana) 1674 mana generated in 398 seconds = 4.20 mana / sec

FINDINGS: Faster cannibilizing with GCD minimized the effects of missing med ticks. Cannibalizing and hitting every med tick while avoiding hitting full hp resulted in 112% efficiency of the worst method.

TEST GROUP 2 Lvl 52 Barb with Iksar Chestplate and Regrowth.

TEST 1: GCD Canni with no ticks

Full mana at 5:30 with 595 HP missing (275 mana) 1509 mana generated in 330 seconds = 4.57 mana / sec

TEST 2: Canni between ticks

Full mana at 5:08 with 467 HP missing (216 mana) 1,568 mana generated in 308 seconds = 5.09 mana / sec

FINDINGS: Method 1 resulted in 110% performance over Method 2 in this case. With the similar pair in the first test setup (test 2 and 3) that gap was 106.6%. This is a proof for larger HP regen making hitting ticks MORE important, not less.

Who should receive my buffs while grouping?

STR

Who: Any character or pet that is doing melee damage.

Why: STR increases your max damage and your chance to hit for max damage.

STA

Who: Everybody, if you can spare the mana.

Why: STA directly increases your max HP and it's always good to be able to take an extra hit.

AGI

Who: Tanks only, and even then only if you feel like it.

Why: AGI was originally supposed to decrease your chance to be hit, but it's bugged (as classic behavior) and only provides a small decrease to the damage you take instead.

DEX

Who: Warriors, anybody with proc weapons, bards, and any pet with a proc (you can also throw it on any enterprising rangers who want to deal bow damage).

Why: DEX is mostly about increasing proc chance, but warriors and rangers get increased chance to crit with melee and ranged respectively from it. Bards have a reduced chance to futz their songs too.

CHA

Who: Enchanters, bards, and anybody casting the pacify line of spells (druid/ranger Harmony does not have a critical failure chance).

Why: Enchanter charm break chances are affected by their CHA, and while they can also buff it yours will mostly be better than theirs. Bards also benefit from it. On clerics/paladins/necros/SKs, CHA decreases the chance that a resisted pacify spell will cause the mob to aggro (don't make your poor necro/SK do this).

Haste

Who: Tanks (but warriors especially), any melee DPS (though most pets are covered by their caster's pet haste spells). Don't bother if there's an enchanter in the group, theirs is usually better.

Why: Warrior aggro is mostly generated through their normal weapon swings. Aside from procs, haste is the only way to increase their aggro generation. For everybody else, it's easy damage.

SoW

Everybody if you're outdoors and you don't have a druid (make them Pack Spirit instead and save you some mana).

Regen

Who: Tanks, necros, and yourself. Everybody else doesn't get the most benefit from it.

Why: Regen is really an extremely long heal over time when you think about it. You want it to get the most benefit possible, so you want to cast it on targets that are consistently below max HP. That means you (cannibalizing), necros (lich), and tanks (tanking). It's not going to save anybody else in a pinch, but it will save you a bunch of mana healing folks in the long run.

AC

Who: Tanks, but only if there's not a cleric or a higher level paladin with you. Theirs is better.

Why: The only benefit these spells provide is reducing the amount of damage you receive when hit. It doesn't make sense to apply this to targets that aren't consistently getting hit.

HP

Who: Everybody but pure casters, if you can spare the mana.

Why: Same reasoning as STA above; it's a good idea to give folks some extra hits to prevent needing to rez someone (and you're not in a position to be doing that). The Shielding line of spells for pure casters doesn't stack with it and gives them other benefits, so they'll frequently stick with that.

Resists

Who: It really depends on what you're dealing with, but it's never a bad idea to throw Resist Magic on the tank.

Why: Wizard mobs casting AoEs? You might want to throw up a magic or a fire resist on everybody in the party. Fighting tons of shaman/necro mobs? Might as well put poison and disease resist on the tank. It's not a lot of damage reduction overall, but it does pay for itself in partial and full resists.

Acumen?

Who: Surprisingly useful at 50+ for throwing on warriors.

Why: It increases their endurance regeneration by a smidge and lets them roll Defensive without having to wait for their endurance to catch up. Plus the see invis and ultravision doesn't hurt.

Who should receive my buffs while raiding?

STR

Who: Melee DPS characters/pets with <=188 STR with FoS. Tanks don't need it; STR does not increase aggro generation. Aggro is only generated on weapon swing and is independent of the amount of damage dealt by the hit.

How: Cast Maniacal Strength first and Focus of Spirit second.

STA

Who: Everybody, if you can spare the mana.

How: Ideally you've got a Wolf Caller's Breastplate or something equivalent so you can cast Riotous Health mana free.

AGI

Who: Nobody. Tanks receive a small benefit from it, but the AC isn't meaningful against larger raid targets, and they simply can't spare the buff slots out of their limited 15.

DEX

Who: Warriors, anybody with proc weapons, bards, and any pet with a proc (you can also throw it on any enterprising rangers who want to deal bow damage).

How: Cast Mortal Deftness first (and Maniacal Strength if they need the STR) and then Focus of Spirit after.

CHA

Who: Enchanters are really the only class that might possibly need this in a raiding environment, especially for something like Statue/AoW/CT where pet damage isn't negligible.

How: Cast Unfailing Reverence.

Haste

Who: Tanks (but warriors especially), any melee DPS (though most pets are covered by their caster's pet haste spells). You really shouldn't need to be casting this though. Enchanters with their Visions of Grandeur, Wonderous Rapidity, or Speed of the Shissar are all superior choices to your Celerity.

How: Politely ask the player to find an enchanter to buff them. Barring that, cast Celerity.

SoW

Make druids do this with Pack Spirit.

Regen

Make druids do this with Regrowth of the Grove. What else are they going to do, spend all of their mana casting Protection of the Glades? They should get a Woven Grass Chestguard and stop complaining.

AC

Not your job.

HP

Who: Anybody with enough brains to whisper you, which will be most melee.

How: Cast Focus of Spirit, but keep in mind it doesn't stack with the pure caster Shielding spell line (sometimes necros will ask for it and forget to click their buff off and make you sad for wasting 500 mana and 13 seconds of your life). Also, make sure you've already casted Maniacal Strength and/or Mortal Deftness on your target before you cast FoS, because once they've got FoS on the other two won't land. Casting STR/DEX first and then FoSing does not overwrite them. Everquest!

Resists

Who: The entire raid for the following fights: Severilous (poison), Trakanon (poison), Zlandicar (disease), Wuoshi (poison), Zlexak (disease), and probably some more I'm missing.

How: Talisman of Shadoo (poison) and Talisman of Jacinth (disease). Druids should be in charge of fire and cold and enchanters should be in charge of magic.

How should I buff newbs?

Due to the level limitations on receiving high level buffs, the standard package looks like:

Strength, Stamina, Agility, Talisman of the Raptor (use /tgb on, target yourself, cast the spell, then use a hotkey to "target nearest player" to get around the level limits), Talisman of Altuna, Guardian, Ultravision (for the non-dark elves), Spirit of Wolf, Chloroplast, and Alacrity.

For pets, it's entirely different because they aren't affected by those level limits. If you feel like going crazy, give them Maniacal Strength, Mortal Deftness, Focus of Spirit, Scale of Wolf (doesn't fade from pets when they attack like it does from players), Deliriously Nimble (why not), Riotous Health, Shroud of the Spirits, Regrowth, and Celerity.

BardClericDruidEnchanterMagicianMonkNecromancer
PaladinRangerRogueShadow KnightShamanWarriorWizard