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Difference between revisions of "Wisewolf's Spell Purchasing Guide"
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::*5 AVOID = These spells have almost no use, or can be avoided over a specific level range. | ::*5 AVOID = These spells have almost no use, or can be avoided over a specific level range. | ||
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==Shaman Spells== | ==Shaman Spells== | ||
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| The poison DoT line is useful grouping and necessary for soloing. Very efficient DoT. | | The poison DoT line is useful grouping and necessary for soloing. Very efficient DoT. | ||
|- | |- | ||
− | + | | 14 | |
− | | | + | | Bind Affinity |
− | | | + | | Primary |
− | | | + | | You will absolutely need this spell while out wandering the wilds. Bind often. |
− | | | + | |- |
+ | | 14 | ||
+ | | Burst of Strength | ||
+ | | Avoid | ||
+ | | This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Just stick with FF if you use it. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Disempower | ||
+ | | Situational | ||
+ | | May be great in duos with a tanky class, but I found that Slowing was more than enough for taking out melee mobs. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Endure Poison | ||
+ | | Secondary | ||
+ | | This spell can save you some mana as a healer or soloed while farming silks or grouping in Guk | ||
+ | |- | ||
+ | | 14 | ||
+ | | Enduring Breath | ||
+ | | Delay (29-34) | ||
+ | | You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Invis vs Animals | ||
+ | | Avoid | ||
+ | | This spell exists only to mock you after you die to high level animal you could have avoided with this spell. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Levitate | ||
+ | | Secondary | ||
+ | | Extremely useful for traveling, especially through swamps. Almost required in some places. Stock up on Bat Wings. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Root | ||
+ | | Primary | ||
+ | | You will cast this spell well beyond level 50. It will save you. It will disappoint you. Typical relationship. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Spirit of Snake | ||
+ | | Delay (Enc/Brd) | ||
+ | | Purchase this spell if you duo or group with an Enchanter daily, otherwise save the cash at this level. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Spirit Strike | ||
+ | | Primary | ||
+ | | High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Turtle Skin | ||
+ | | Secondary | ||
+ | | Probably your first AC spell since level 1 as a Barbarian. Required for soloing at this level. | ||
+ | |- | ||
+ | | 14 | ||
+ | | Walking Sleep | ||
+ | | Primary | ||
+ | | Slowing at low levels is often not needed as mobs die quickly. Can save you previous downtime however. | ||
|- | |- | ||
+ | --------------------------------- | ||
|} | |} | ||
Revision as of 09:33, 31 August 2016
Greetings Shamans. I am Wisewolf Ragespirit. I am relatively new to P99, and new to the shaman class as well. I played an Enchanter and Necromancer on Live between Launch and somewhere around PoP. I remembered seeing guides about which spells to purchase and which to avoid while I was growing up in those classes, but could never find one as I leveled up my shaman. I'm level 50 now, and feel I can provide some analysis on what spells I found useful and not. It should be said that my choices for these spells are generally centered around grouping for experience. I came here to P99 to be social and have fun grouping with some old friends. I did, however, try to include reasons why you may/may not need a spell for soloing purposes. Good luck out there, I hope this helps!
I've broken our spells up into 5 categories
- 1 PRIMARY = You should buy this spell as soon as it's available. Save your money while leveling to buy these spells when you ding.
- 2 SECONDARY = You should buy these spells as soon as you can, but AFTER you have your PRIMARY spells.
- 3 DELAY = You can delay buying these spells until they're necessary. I try to provide a good reason for needing the spell, and what level range you can wait to purchase it.
- 4 SITUATIONAL = These spells have very niche uses, but are very useful in some situations (such as soloing). If you think you'll be in those situations often, you can buy these.
- 5 AVOID = These spells have almost no use, or can be avoided over a specific level range.
Shaman Spells
Level | Spell | Rating | Description |
---|---|---|---|
1 | Burst of Flame | Free | You receive this spell for free when your shaman appears on Norrath. Congrats! |
1 | Cure Disease | Delay (Lvl 9-14) | Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies |
1 | Dexterous Aura | Primary | Dex is needed by melee characters (especially twinks) in order to proc their weapons. Highly desired. |
1 | Endure Cold | Delay (Lvl 14-19) | Pick this spell up before you move into Upper Guk or other areas with shaman casters. |
1 | Flash of Light | Situational | Pick up this spell ONLY if you plan on tanking. Creates high threat. Good for duos/trios without a real tank. |
1 | Inner Fire | Primary | This is your best heal spell until Level 19. Trust me. |
1 | Minor Healing | Free | Another hand out! Don't expect any more! |
1 | Strengthen | Primary | Cast on yourself and all other melee in your group. At all times |
1 | True North | Avoid | Just practice and use your Sense Heading skill. |
5 | Cure Poison | Avoid | Poisons at low level run their course too quickly for you to mem this spell. Better cures are available later. |
5 | Drowsy | Primary | Slowing mobs will one day be your bread and butter. Start practicing now! |
5 | Endure Fire | Delay (Lvl 14-19) | Pick this spell up before you move to North Ro or Upper Guk to avoid some caster damage. |
5 | Feet Like Cat | Secondary | AGI really doesn't add much at this level. But I cast it on non-twink tanks for the AC boost. Every bit counts. |
5 | Fleeting Fury | Situational | Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats. |
5 | Frost Rift | Primary | High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group. |
5 | Gate | Primary | Probably the most important spell a shaman will ever memorize since our spells are located in very remote areas. |
5 | Scale Skin | Situational | Purchase if you start in Grobb, Oggok, or Cabilis. Otherwise, just wait for Turtle Skin at Lvl 14. |
5 | Sicken | Secondary | Very efficient DoT, but the duration is too long for most fights. Disease DoTs become more useful in your 30s & 40s. |
5 | Spirit Pouch | Situational | If you are new to the server, or have little cash for bags, this spell can be useful. Otherwise you can avoid it. |
5 | Summon Drink | Situational | Useful only if you find yourself far away from a vendor. Or to help out evil races grouping in an unfriendly area. |
9 | Cure Blindness | Avoid | Generally not worth a gems lot over other spells. Just laugh at blinded people. Panic excessively if it's you. |
9 | Endure Disease | Avoid | A useful spell in its own right, but by the time you need high DR, you will have the upgraded version. (Lvl 34) |
9 | Light Healing | Primary | Finally you can stop using Inner Fire to heal and can be a useful group healer for a few levels. |
9 | Sense Animals | Avoid | I can't come up with a reason why you would ever need this. |
9 | Serpent Sight | Situational | Pick this up ONLY if you've made a Barbarian shaman. Or raise your Gamma setting! It gets real dark in some places. |
9 | Spirit of Bear | Avoid | Extra Hit Points is always welcome, but the gain at this level is minimal for the amount of mana spent. |
9 | Spirit of the Wolf | Primary | Extra Hit Points is always welcome, but the gain at this level is minimal for the amount of mana spent. |
9 | Spirit Sight | Delay (Lvl 14-19) | Extremely useful, but not necessary until you start moving out of your newbie. Purchased in Oasis. |
9 | Summon Food | Situational | Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil friend. |
9 | Tainted Breath | Primary | The poison DoT line is useful grouping and necessary for soloing. Very efficient DoT. |
14 | Bind Affinity | Primary | You will absolutely need this spell while out wandering the wilds. Bind often. |
14 | Burst of Strength | Avoid | This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Just stick with FF if you use it. |
14 | Disempower | Situational | May be great in duos with a tanky class, but I found that Slowing was more than enough for taking out melee mobs. |
14 | Endure Poison | Secondary | This spell can save you some mana as a healer or soloed while farming silks or grouping in Guk |
14 | Enduring Breath | Delay (29-34) | You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon. |
14 | Invis vs Animals | Avoid | This spell exists only to mock you after you die to high level animal you could have avoided with this spell. |
14 | Levitate | Secondary | Extremely useful for traveling, especially through swamps. Almost required in some places. Stock up on Bat Wings. |
14 | Root | Primary | You will cast this spell well beyond level 50. It will save you. It will disappoint you. Typical relationship. |
14 | Spirit of Snake | Delay (Enc/Brd) | Purchase this spell if you duo or group with an Enchanter daily, otherwise save the cash at this level. |
14 | Spirit Strike | Primary | High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group. |
14 | Turtle Skin | Secondary | Probably your first AC spell since level 1 as a Barbarian. Required for soloing at this level. |
14 | Walking Sleep | Primary | Slowing at low levels is often not needed as mobs die quickly. Can save you previous downtime however. |
- 14-----BIND AFFINITY-------------------PRIMARY-----------------You will absolutely need this spell while out wandering the wilds. Bind often.
- 14-----BURST OF STRENGTH---------------AVOID-------------------This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Just stick with FF if you use it.
- 14-----DISEMPOWER----------------------SITUATIONAL-------------May be great in duos with a tanky class, but I found that Slowing was more than enough for taking out melee mobs.
- 14-----ENDURE POISON-------------------SECONDARY---------------This spell can save you some mana as a healer or soloer while farming silks or grouping in Guk
- 14-----ENDURING BREATH-----------------DELAY (29-34)-----------You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon.
- 14-----INVISBILITY VS ANIMALS----------AVOID-------------------This spell exists only to mock you after you die to high level animal you could have avoided with this spell.
- 14-----LEVITATE------------------------SECONDARY---------------Extremely useful for traveling, especially through swamps. Almost required in some places. Stock up on Bat Wings.
- 14-----ROOT----------------------------PRIMARY-----------------You will cast this spell well beyond level 50. It will save you. It will disappoint you. Typical relationship.
- 14-----SPIRIT OF SNAKE-----------------DELAY (Enc/Brd)---------Purchase this spell if you duo or group with an Enchanter daily, otherwise save the cash at this level.
- 14-----SPIRIT STRIKE-------------------PRIMARY-----------------High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
- 14-----TURTLE SKIN---------------------SECONDARY---------------Probably your first AC spell since level 1 as a Barbarian. Required for soloing at this level.
- 14-----WALKING SLEEP-------------------PRIMARY-----------------Slowing at low levels is often not needed as mobs die quickly. Can save you previous downtime however.
- 19-----AFFLICTION----------------------DELAY (24)--------------Very efficient DoT, but doesn't work well until you can pair it with Envenomed Breath for Root/Rot soloing at Lvl 24.
- 19-----CANCEL MAGIC--------------------AVOID-------------------You won't need this on your bar constantly at this level. Avoid it for now, and pick up the upgraded versions later.
- 19-----ENDURE MAGIC--------------------SECONDARY---------------MR is extremely useful for avoiding Roots, Snares, DoTs, and many nukes, etc. Very useful for dungeon groups.
- 19-----FRENZY--------------------------SITUATIONAL-------------Finally a good upgrade to Fleeting Fury. Still only useful for melee soloing with high AC and some twink weapons.
- 19-----HEALING-------------------------PRIMARY-----------------Shamans are effectively able to heal like a cleric for a few levels after 19. Definitely a must-need spell.
- 19-----INFECTIOUS CLOUD----------------SITUATIONAL-------------AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
- 19-----INSIDIOUS FEVER-----------------SITUATIONAL-------------Haven't had many issues landing Disease DoTs, but necessary on some mobs. Useful for root/rotting.
- 19-----MALAIS--------------------------PRIMARY-----------------The first in the line of a Shaman's main resist debuff. Not needed often at this level, but very useful later.
- 19-----SHRINK--------------------------SECONDARY---------------You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying.
- 19-----SPIRIT OF CAT-------------------PRIMARY-----------------Stat buffs are marginally useful at lower levels, but STR and DEX are the best and most requested buffs we get.
- 19-----SPIRIT OF STRENGTH--------------PRIMARY-----------------Buy the Strength and Dex buffs whenever they're available. They are the most requested and statistically beneficial.
- 19-----VISION--------------------------AVOID-------------------Fun. But I've never needed it.
- 24-----CANNIBALIZE---------------------PRIMARY-----------------"Canni" is the reason why Shamans are better than clerics or wizards at this level. Get used to living at 40% health.
- 24-----COUTNERACT DISEASE--------------AVOID-------------------I didn't need this often enough to warrant the purchase at this level. Avoid this spell and wait for the upgrade.
- 24-----CREEPING VISION-----------------AVOID-------------------This could be a fun spell, and useful in 1-2 situations over your career…but I would save the money.
- 24-----ENVENOMED BREATH----------------PRIMARY-----------------The next upgrade in your Poison DoT line. These spells are always useful, and required for root/rotting.
- 24-----FROST STRIKE--------------------PRIMARY-----------------The frost line of shaman DDs is not mana efficient but I find them very useful. Good for finishing off mobs at ~25%.
- 24-----INVIGOR-------------------------AVOID-------------------I've never had anyone run out of Stamina on me. Or request this spell from me.
- 24-----POISON STORM--------------------SITUATIONAL-------------AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective?
- 24-----PROTECT-------------------------SECONDARY---------------Clerics are more common at this level, so Shammy AC buffs become less necessary. Clerics overwrite yours.
- 24-----REGENERATION--------------------PRIMARY-----------------Very mana intensive until you reach Lvl 30 or so, but required for canni dancing. Saves healing mana in the long run.
- 24-----RESIST COLD---------------------DELAY (46)--------------You could possibly need CR earlier, particularly in Velious, but you can probably wait until mid 40s/raiding.
- 24-----SPIRIT OF CHEETAH---------------SITUATIONAL-------------I feel this spell is unnecessary. You would do better with SoW and just rooting accidental adds.
- 24-----SPIRIT OF MONKEY----------------SITUATIONAL-------------DEX & STA are unnecessary at this level. Regen is more important to keep up, and is too mana intensive to do both.
- 24-----SPIRIT OF OX--------------------SITUATIONAL-------------DEX & STA are unnecessary at this level. Regen is more important to keep up, and is too mana intensive to do both.
- 24-----SCALE OF WOLF-------------------SITUATIONAL-------------If you accidentally pick up an add while traveling, it might not be pleasant. Potentially time saving however.
- 29-----ALLURING AURA-------------------DELAY (Enc/Brd)---------Purchase this spell if you duo or group with an Enchanter daily, otherwise save the cash at this level.
- 29-----BEFRIEND ANIMAL-----------------AVOID-------------------By the time you receive your animal charm spells, they're mostly useless. Possibly good for soloing 1 to 2 levels.
- 29-----COUNTERACT POISON---------------AVOID-------------------You won't have time for this spell in situations where you need it. Rely on heals & regen to carry you through DoTs.
- 29-----GREATER HEALING-----------------PRIMARY-----------------At Lvl 29 Shammies have the same heal as clerics for a good while. G. Heal will be on your bar at all times for a long, long, time.
- 29-----IMBUE AMBER---------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
- 29-----IMBUE IVORY---------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
- 29-----IMBUE JADE----------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
- 29-----IMBUE SAPPHIRE------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
- 29-----INVISIBILITY--------------------PRIMARY-----------------Always useful while traveling. Especially considering 3/4 of shammies are evil.
- 29-----LISTLESS POWER------------------SITUATIONAL-------------May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
- 29-----QUICKNESS-----------------------SECONDARY---------------Less useful if you duo/group with Enc/Brd often. Our haste is vastly inferior to Chanters. AMAZING when they're not around though.
- 29-----RAGING STRENGTH-----------------PRIMARY-----------------29 gives us another upgrade to Strength and Dex. As usual, you will definitely want to pick them up. Keep your rogues happy.
- 29-----RESIST FIRE---------------------SECONDARY---------------Definitely useful at this level if you want to group in Sol A. Continues to be useful against caster mobs all over.
- 29-----RISING DEXTERITY----------------PRIMARY-----------------Twinks love it. Newbies need it! Keep your melee DPS optimized whenever possible, to conversely optimize your Xp!
- 29-----TAGAR'S INSECTS-----------------PRIMARY-----------------Slows become more necessary in this level range. Definitely more useful in Kunark/Velious where mobs hit harder.
- 29-----ULTRAVISION---------------------SITUATIONAL-------------If you are a Barb, your life will never be the same. This spell is amazing. Still extremely useful as a Troll, Ogre, or Iksar too.
- 34-----CHARM ANIMALS-------------------AVOID-------------------By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
- 34-----COMPANION SPIRIT----------------SECONDARY---------------Our first pet! Exceptionally useful despite the bad rap compared to Necro/Mage pets. Make the walk to W.Karana when you can.
- 34-----ENSTILL-------------------------PRIMARY-----------------Use root for quick CC. Use Enstill for root/rotting. Amazing spell that you will use for the rest of your career.
- 34-----FURY----------------------------SITUATIONAL-------------Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
- 34-----HEALTH--------------------------PRIMARY-----------------I recommended skipping the last tier of Sta/Agi buffs, but here these buffs become useful again. Second tier to Str/Dex still though.
- 34-----MALAISMENT---------------------PRIMARY-----------------Each upgrade in the mali line becomes more and more useful in groups and solo situations. Keep your casters happy.
- 34-----NIMBLE--------------------------PRIMARY-----------------Stat increases quickly becoming more useful at this level. Nimble can add good AC that stacks with Shifting Shield/Cleric buffs.
- 34-----RESIST DISEASE------------------DELAY (39-44)-----------Very useful in Lower Guk and Kunark dungeons with shaman or necro casters.
- 34-----SCOURGE-------------------------PRIMARY-----------------Our disease DoTs finally begin to shine. Stack with Envenomed Breath (Lvl 24) or Venom of the Snake (Lvl 39) for heavy DoT damage.
- 34-----SHIFTING SHIELD-----------------SECONDARY---------------Still doesn't stack with Cleric buffs, but necessary AC buff for tanks when you're stuck pretending to be a Cleric or Druid.
- 34-----SHOCK OF THE TAINTED------------AVOID-------------------This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
- 34-----TALISMAN OF TNARG---------------PRIMARY-----------------Hitpoint buff that stacks with Clerics. Adds a beefy amount of Hitpoints right out of the gate with upgrades to come.
- 34-----WINTER'S ROAR-------------------PRIMARY-----------------If you're luck enough to receive or buy a Jaundiced Bone Bracer you can skip this spell, but noobs like me need this spell.
- 39-----ASSIDUOUS VISION----------------SITUATIONAL-------------Could be amazing on another class. Could be useful for us. But I've never needed it. Seems fun though!
- 39-----BLINDING LUMINANCE--------------SITUATIONAL-------------Useful if you plan on soloing 50+. Causes pseudo-fear in melee mobs. Still semi-useful in duo/trio/groups.
- 39-----CANNIBALIZE 2-------------------SECONDARY---------------Quest is time consuming but easy. Karnor's Castle took longest while begging to loot greyish bone chips. ~1.5k in the EC tunnel.
- 39-----CHLOROPLAST---------------------PRIMARY-----------------Noticeably great regen for yourself and melee types during combat. "Canni dancing" becomes necessary.
- 39-----DEFTNESS------------------------PRIMARY-----------------MOAR DEX! MOAR PROX! DEX PLZ, KK THX.
- 39-----EXTINGUISH FATIGUE--------------DELAY (49-54)-----------I vaguely remember my tanks needing this sometimes in Velious, but I would wait as long as possible. Acumen comes at Lvl 56.
- 39-----FURIOUS STRENGTH----------------PRIMARY-----------------If you have Canni II or are twinked it should be easy keeping up stat buffs, regen, and talisman on your melee. Good luck otherwise!
- 39-----GALE OF POISON------------------SITUATIONAL-------------AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
- 39-----GLAMOUR-------------------------DELAY (Enc/Brd)---------Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
- 39-----INSIDIOUS MALADY----------------SITUATIONAL-------------When root/rotting in Kunark this spell is often required. But if you're heading to City of Mist soon you probably won't need this.
- 39-----RESIST POISON-------------------DELAY (46)--------------Poison MR will come in hand in some Planes Raids but you can probably get along without it until then.
- 39-----TOGOR'S INSECTS-----------------PRIMARY-----------------This is the level range where slows become more necessary. Togor definitely knew what he was doing.
- 39-----TUMULTUOUS STRENGTH-------------SITUATIONAL-------------I never got this to drop when I was in the level range, but extremely useful for saving mana in melee heavy groups!
- 39-----VENOM OF THE SNAKE--------------PRIMARY-----------------Stacks really well with the Disease line of DoTs for some great damage. Only two more upgrades better than this one.
- 39-----VIGILANT SPIRIT-----------------SECONDARY---------------Shammy pets are useless for root/rotting and soloing in general if that's your thing, but functions as an extra DoT or a rune in groups.
- 44-----AGILITY-------------------------PRIMARY-----------------Agility becomes much more worth the mana investment now. Keep it up on tanks and pullers, especially if you're stuck healing.
- 44-----ALACRITY------------------------SECONDARY---------------Again, if you have regularly see Enchanters in your groups, this isn't extremely necessary right away. Necessary without an ENC/BRD.
- 44-----BLAST OF POISON-----------------AVOID-------------------This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
- 44-----BLIZZARD BLAST------------------PRIMARY-----------------Terrible name, but extremely useful when you are called upon for DPS. Can take City of Mist mobs down 25% health.
- 44-----GUARDIAN------------------------SECONDARY---------------Another AC buff for the tank and yourself. Marginal upgrade from the last one, but still a necessity in many situations.
- 44-----GUARDIAN SPIRIT-----------------SECONDARY---------------Dogs are still useful believe it or not at this level. But their usefulness will drop off soon despite receiving a pet buff at Lvl 50.
- 44-----INCAPACITATE--------------------SECONDARY---------------Another melee mob debuff. I did pick up this spell and found it to be more useable than previous version as mobs last longer.
- 44-----NULLIFY MAGIC-------------------DELAY (51-53)-----------Annul Magic comes at 55. I didn't run into many instances where I needed Nullify before then, but may be needed in some raids.
- 44-----RESIST MAGIC--------------------PRIMARY-----------------Indispensable MR buff. MR is needed in more instances than other Resists. You'll be called upon for it many times as the buffer.
- 44-----STAMINA-------------------------PRIMARY-----------------Stats are reaching their full potential now. Stamina can add much needed HP to Clerics, Enchanters, pullers and tanks.
- 44-----SUMMON COMPANION----------------AVOID-------------------Dogs are cool. But definitely not important enough to summon. Just take a med break and summon a new one.
- 44-----TALISMAN OF ALTUNA--------------PRIMARY-----------------Beefy hit point buffs for everyone!
- 49-----ABOLISH DISEASE-----------------PRIMARY-----------------We're picking up the best spells from the old world this level. They're still really good. You'll need all of them, including this one.
- 49-----CHARISMA------------------------PRIMARY-----------------+40 Charisma for your Enchanters. Makes your friends pretty!
- 49-----DEXTERITY-----------------------PRIMARY-----------------+50 Dexterity for maximum procage. Also enhances your dancing skills!
- 49-----ENVENOMED BOLT------------------PRIMARY-----------------Amazing damage from our poison based DoT
- 49-----FRENZIED SPIRIT-----------------PRIMARY-----------------Last line in our doggy pet spells! Heya Fido!
- 49-----MALOSI--------------------------PRIMARY-----------------The debuffage continues. Remains a staple in the Shaman lineup.
- 49-----PLAGUE--------------------------PRIMARY-----------------Stack this with E.Bolt and watch the life tick away from mobs. Soloing becomes much, much easier now.
- 49-----RAGE----------------------------SITUATIONAL-------------Still really only need this spell if you're soloing. And meleeing is pretty rough at this level. But the next Rage upgrade is Lvl 59.
- 49-----STRENGTH------------------------PRIMARY-----------------+66 to +69 Strength is a very significant upgrade
- 50+----ALL SPELLS----------------------PRIMARY-----------------Hunt for all the drops, do all the quests, and buy all the spells. You'll need them :)