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  • Goatman Shaman
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  • In combat, Shamans attack with their staves, if cornered, but prefer to cast spells from afar. Moon Clan Shamans attack by launching erratically moving Frozen Orbs that explode for Cold damage on impact, hitting a large area and Chilling enemies within. Ice Clan Shamans are identical, but instead of Frozen Orbs, conjure fiery apparitions that travel forward, piercing through enemies and dealing Fire damage. Both Ice and Moon Clan Shamans need roughly 2 seconds to charge their attacks, therefore they cannot fire it too often, giving player time to dodge the spell.
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abstract
  • In combat, Shamans attack with their staves, if cornered, but prefer to cast spells from afar. Moon Clan Shamans attack by launching erratically moving Frozen Orbs that explode for Cold damage on impact, hitting a large area and Chilling enemies within. Ice Clan Shamans are identical, but instead of Frozen Orbs, conjure fiery apparitions that travel forward, piercing through enemies and dealing Fire damage. Both Ice and Moon Clan Shamans need roughly 2 seconds to charge their attacks, therefore they cannot fire it too often, giving player time to dodge the spell. Blood Clan Shamans (Sorcerers) gain Fireball attack (does not explode, but deals much more Fire damage than Cold sphere) and Spell Shield. The latter allows protecting one allied unit (but not the Shaman himself), making that ally 95% resistant to all damage types except Physical for several seconds. Killing the Shaman ends the effect, but remember that several Shamans can shield each other. Shamans are rarely alone, often being supported by ambushing Goatman Brutes and Impalers.