Champions: Return to Arms Walkthrough :
This walkthrough for Champions: Return to Arms [Playstation 2] has been posted at 12 Apr 2010 by Dragon and is called "Iskar Shaman Guide". If walkthrough is usable don't forgot thumbs up Dragon and share this with your freinds. And most important we have 8 other walkthroughs for Champions: Return to Arms, read them all!
Walkthrough - Iskar Shaman Guide
PS2: Champions: Return to Arms: Iskar Shaman Guide Intro: Due to the feedback I received about my Shadowknight guide, I decided to make a Shaman guide. I've read the current Shaman guide on the Gamefaqs website and was a little disappointed with it. It did have some useful info on what the spells can get worked up to, but there was also a lot of un-nessessary information. So I am creating this guide to hopefully go a little more in depth. The Shaman is one of those characters who is relatively weak in the beginning but can become extremely powerful with the careful planning. So without further ado, here we go: Strengths: -Supposedly heals faster than other classes, though I don't really notice that much of a difference. -Primarily a magic user but can wield any 2 handed weapons except for swords. Can also use shields. -Almost all spells are useful. -Has Bind Wound and Healing powers which enables him to be a decent melee character. -Has a really mean long range spell (Planar Wind). -Many spells that stun, slow or interrupt enemy movements. -Most spells are fairly cheap to cast. -Great Health and Mana Regeneration capabilities. Weaknesses: (not many) -Cannot use all Armor (I think?). -Doesn't really become all that powerful until level 25 or so. -Cannot use a bow and arrow. Where to Allocate Points: There are basically 2 ways to go about this. My personal preference is all out magic. I just sink everything into intelligence. I'm not a big melee guy with magic users, since a lot of the spells can make melee confusing. It might be good to sink a couple into Strength in the beginning, since the spells won't do a ton of damage. You can also make him a melee Shaman if you wish, or a little of both. Here is how I would distribute for these builds: Like I said, all out Intelligence is my preference. But if you choose to be a melee guy, you still will want some magic. I'd toss 2 into Strength and 1 into Intelligence for this build. If you want a more balanced Shaman with melee and magic I'd do 2 in Intelligence and 1 into Strength. Dexterity is useless, for you cannot use a bow and arrow, and I doubt you will use many throwing weapons. Stamina is up to you. I wouldn't because I never have any problems staying alive. You also get a heal spell and Bind Wound. I would stay away unless you really die a lot. Skill Tree: There are a lot of great skills that the Shaman can obtain, here are my thoughts on each: Blunt/Slashing Weapons: I always go Slashing because there are way more Slashing weapons in the game, and more often then not they dish out the most damage (generally axes are the best). But if you like Blunt weapons then go for it, but I would highly advise against putting points into both, unless you've already filled everything you want. Poison Bolt: This will be your ranged spell in the beginning of the game. It is quite helpful, for it creates a poison cloud which generally will stun enemies a little or at least slow them down. Higher levels create a massive poison cloud and when you max it out it will hit for around 100 damage. You can cast it numerous times quickly, and it is probably the cheapest spell. You can keep an enemy at bay with a higher level poison shot cast numerous times, for the multiple clouds will be so huge that the enemy will be pretty much engulfed in them. Concentration: This is the most important skill. Always put all of your available points into it until the level required is too high. Once this is maxed out, at 420% regeneration (which is insane) you will be able to put more points into other spells. Drowsy: This spell is better than you would think. I like to toss 3-4 points into it fairly early on. Once it effects 3 or more guys it becomes quite useful, especially in multiplayer. It basically slows enemies down a lot when it works. You can cast it numerous times until the enemies are actually effected by it because it is relatively cheap. Melee is a cinch when the enemies are slowed down, especially the bigger and quicker enemies. I'd invest heavily in this if you are playing with a more inexperienced player who dies a lot, so they can fight enemies at a slower pace. Whenever you encounter a new enemy on the screen, quick cast it and slow them down right away. If worked up to higher levels you will be able to put 9 or so enemies to sleep with about a 60-70% chance of effectiveness. Very nice. If you like Root better you may want to avoid this skill, though I prefer Drowsy. The enemies can still move, so they will clump together easier, which is more beneficial for the Shaman due to his many group damaging magic attacks. Tagar's Insects: This spell is definately a must have. Basically it's a Pestilence spell like the Horsemen have. It does costs a decent amount, especially at the beginning. It'd keep it at 1 point for a while, and cast it numerous times. It goes through any structures so you can shoot it through walls and pillars and such. It effects the enemies for a few seconds and has a chance to stun them for a second. Great on archers. Once you have a ton of mana and regeneration powers, I would upgrade this so it effects 3 enemies or so for about 6 seconds. I generally like to cast it so that all the enemies are effected. Then when the effects wear off, I cast it again, so they are always Pestilized (is that a word?). Endurance: I like sinking some points into endurance fairly early because I hate gate scrolling. It's your choice. Obviously you will sacrifice some skill investments, but I'd rather do that then gate every 5 minutes because your too full. It's all preference. Minor Healing: Always useful. Toss 1 point into it to activate it. It will serve you will for a while. When you have more health, I'd toss a couple more. Another good one to have worked up with a weaker player in a multiplayer game. You can also cast it out of healing range of your teammate and then run the "aura" to them to get them healed. Basically I mean that the healing aura lasts a little while so you don't need to be "right" next to them, you can run to them while it is cast. Just know that the healing light temporarily blinds you from the direction your facing, so arrows sometimes sneak through and hit you if you aren't blocking. Poison Weapons: I'd stay away from this for a while. I do sink 1 point into it eventually, to get other skills. I don't melee a ton with the Shaman, and you have to keep casting this over and over because you never switch weapons. I suppose you could switch over to a cocktail or a throwing weapon to conserve the poison on your melee weapon, but it's kind of a pain in the ass. If you are a melee Shaman it could prove useful. Also if your teammates would like poison on their weapons, it might be a good investment once your other primary spells are set up. Remember, you need an empty slot on a weapon to use this. It does work with "Blue" weapons empty slots as well. But if you want enemies poisoned, I'd just fire a few poison bolts, though the extra damage can be handy. Summon Badger: Once again, like the Skeleton, useless. If you have trouble early in the game, it might be wise to sink 1 point into him, just so you can activate him. But at higher difficulties the Badger will be demolished in 1 swing even if he is worked up with 20 skill points. Stay away from this one. Spirit Shield: I haven't worked this one up before, but I bet it gets to be pretty decent. Not very useful at lower levels because you will have to cast it multiple times. It would be more useful for a melee Shaman. I'd work this one up if you have trouble staying alive, but for the most part I'd wait until you had spare points. I'd imagine if this is worked up, it would probably last 25-30 seconds and evade damage about 40 to 50% of the time, which is pretty damn good. So if you are playing on higher difficulties, or a melee Shaman, this may be for you. Pus Storm: Contrary to what the other Shaman guide says, this spell is sweet. It can be used in a few ways. One is to run away from some enemies and quick cast it as your running (it takes some fancy controller fingering though, unless you set it to a button for casting). It kind of works like Disease Trail in this way. The cool thing about this one is that you can cast it over and over, and a new Puss Shower comes on top of the old one. Basically you don't have to wait until the old Puss Storm is finished. This can make for some nasty Puss Showers if you have like 5 going at once. It is also fairly cheap to cast. Definately put 1 point into it for activation purposes when you get that high. It diseases enemies, and slows them down, so they get hit by it quite often. Bind Wound: Always useful. More useful if your a melee Shaman, but nonetheless I'd activate it as soon as it's available to get an extra 20% health regeneration. After that it goes up 5% each, so toss some into it every now and then. Giant Growth: A cool concept but it doesn't last very long. The duration never changes, only the size increase, so it isn't as useful as it sounds. If you want some extra punch in you attacks I'd use it. Just putting 1 point into it will be worth it for a while. I might work it up more if I was a melee Shaman. Good for boss battles. Planar Wind: This spell is basically a means to an end. This is what your working for, then once you have it, you'll notice that it's insanely dominating. It's the best ranged spell of any character in my opinion. Just sink 1 point into it as soon as you hit level 24. You should have a ton of magic by then and be able to cast it numerous times. Basically the best thing about this spell is that it hits "all" the enemies for 200'ish damage. So the best strategy is to line multiple enemies up, and shoot 1 Plane that goes through all of them. It also tends to knock enemies back or even on their asses. Casting it multiple times and you can dominate a large group of enemies. It annihilates archers, and if you are on elevated ground you can hit just about anything. The beam only gets wider and the damage only gets greater as it is worked up. This spell is too good. Root: Always a useful spell. It holds enemies at their current position when effected. They can still attack you, but cannot move. Much more effective when worked up to rooting 3 or more enemies for around 5 or more seconds. This spell is a bit like Drowsy. I'd work it up eventually, especially if you are playing multiplayer, but I wouldn't dive into it right away. Wait until the essentials are done, for points are better spent elsewhere. Which Skills to Invest In: If you go the magic route with the Shaman, I generally work my build like this: First off, I toss points into Mana Regeneration and Slashing weapons. I work those up first. Then once Tagar's Insects is availble I sink 1 point into that. I then keep working with the regeneration and slashing weapons. Then once healing is available I toss one into Drowsy (to get to healing) and then 1 into the Healing spell. Keep working Slashing and Mana Regeneration, regeneration being the most important one. Then when Pus Storm is available, I throw 1 point into that. If there are spare points anywhere at this point, and slashing and regeneration cannot be worked up anymore, I might toss one into the Poison Bolt. Then it go to Bind Wound after this. Now to get to Bind Wound and Pus Storm I think you need to go through a couple of skills, so just sink 1 into those for now. Now as far as Slashing Weapons goes, I like to max it out after Mana Regeneration. But if you are a heavy, heavy magic user, it could probably wait. It's personal preference. Now at around this point, maybe around level 15-18, I might toss a few into Tagar's Insects to get it to effect 2 enemies. I might also get Drowsy up to around 3 enemies effected if there are spare points. Once Mana Regeneration is complete with Slashing Weapons, try to max out Bind Wound. As soon as Planar Wind is available, toss one into it. This is key. Now that Planar Wind is obtained, the rest is just filling in the blanks. I like to work Drowsy, Insects, and Pus Storm to around 8 when your around level 30 or so. Then I try to max out Poison Bolt, (of course after Bind Wound) though some people may not use this as much as I do. Then from there on it's all preference. You should have a ton of magic, figure out which spells you like the most and put points into them. If your going for a melee Shaman, I'd suggest you build Drowsy, Insects, and Spirit Shield up. Giant Lizard can also be beneficial as would Poison Weapons. Like I said, I don't play the Shaman like this so you will have to figure out the right balance between straight up magic attacks and melee enhancing attacks. Strategies to Attack With Shaman: In the earlier stages of the game the Shaman can be a little rough to start out with depending on your skill level. You will need to rely heavily on melee in the beginning. What I do is shoot a couple poison bolts at enemies, toss in a swing, use the hold Block (R1) and tap (L1) to hop back and blast another few bolts and repeat. The Shaman's retreating hop is much more beneficial when you are a magic user. If you like to melee it is kind of annoying to use it. But it is good to learn to use this technique early on so you can master it for later when you have a wider variety of spells and can still incorporate melee into your attack mode. Once you acquire the essential "early on" spells such as Insects, Drowsy and Heal you can use a little more finesse. Your Regeneration should be fairly high, perhaps around 10 or so, but only have 1 point in each so you can cast it multiple times. Toss an insect at each of your enemies. Then cast Drowsy to try to get a couple to sleep. Shoot poison bolts at the "non" drowsy enemies, then melee the effected ones, since they are slowed. Once they "wake up" or you get surrounded, do the hop back and repeat the process. Later when you get Pus Storm, you will have a high damaging spell to utilize with your attack. Once you get all of your attacking spells you are ready to dominate. When Poison Bolt, Drowsy, Insects, and Pus Storm have 6-8 skill points, 4 in Healing, and 1 in Planar Wind, as well as Regeneration/Bind Wound maximized, you are golden. When facing enemies, shoot a few sets of insects (depending on how many there are) out to Pestilize them. Then cast Drowsy a few times to make them all fall asleep. Fire off a few Poison Bolts, or a wind shot if they are bunched, and move towards the enemies. When they are a good 5-7 "game feet" away from you, start casting Pus Storm. When they come just within melee range, hop back and fire some Planar Wind shots for they should all be grouped together. Repeat if needed, or go in and get some melee swings. This will be your basic attacking guideline for dealing with multiple enemies. Obviously you should heal yourself if you are taking a beating. Use Spirit Shield/Giant Growth when fighting tougher enemies, and Poison Weapons if you have an empty slot on your weapon. Find creative ways to use a lot of spells. If enemies are Pestilized, then being hit with a Poison Cloud, and Pus Stormed, then hit with a wind shot, they are taking damage from numerous spells all at once. Thus increasing the total damage you are doing, as opposed to just firing off 1 spell over and over. It takes some practice and speed on the quick cast, but if used like this, the Shaman will be unstoppable. Setting Up Your Spell Book: Having your spells placed in the right order is crucial for the Shamans attack. I always have Planar Wind on Triangle, and Poison Bolt on Circle. The rest of the spells I quick cast. Pus Storm on Circle can be helpful too, for it's easier to cast a bunch of storms quickly, but I usually stick with the quick cast. Now, as for the order of the spells, here is how I go about it. Any spells that you will quick cast a lot, such as Insects, Pus Storm, and Drowsy I place in a non-diagonal slot. It is much easier to cast a spell Up, Down, Left or Right than Diagonally, on the fly. I generally set up my spell book like this: On the upper slot I have Healing. It's pretty easy for me to hit Up and Square faster than any others, since Healing the spell you must react quickest to cast and use immediately. On the right slot I have Tagar's Insects. I use this spell a lot, so it's a quick push to the right and hitting square to fire it off. On the Down setting I have Drowsy, and on the left slot I have Pus Storm. If I do need a diagonal quick cast, I find it easier to cast spells on the right side. This means I toss on Poison Weapons, Spirit Shield, Giant Growth, or Root, depending on which of those you like to use the most. I sometimes just cycle between them, it's your preference. On the diagonally left slots I have the spells that have button settings. This means Planar Wind and Poison Bolt are always over there, since it's harder to quick cast, so you should have your Button spells over on that side. When approaching new enemies I have a system in which I cast. I hold the quick cast direction right for the insects, cast twice, then down for Drowsy, cast twice, then left for Pus Storm, cast twice. If you get in a bind, just do a quick cast in the clockwise order from right to left, so you can cast 4 or 5 different damaging spells in a row, without really thinking what you are casting. General Info: If you don't have the patience to work the Shaman up from scratch, or any character for that matter, start a new, 2 player game with a current character on a higher difficulty, say Champion or Legendary. Use 3-4 players if you have a multi-tap and want to upgrade numerous new characters. Now let all the new characters die, and just play solo with your beefed up, hopefully level 50 or so existing character. It takes some controller fodder to manuevar each of the guys at new save points, but if you progress through a higher difficulty game, the new characters should level up fairly quickly, even while dead. So if you play through 2-3 Planes, you should have characters built up to around level 10-15 in no time. This way you can progress through the game with a current character and still make experience progress with others. I did this with my buddy while we played, and I imported the Shaman, who was level 17 into a Courageous game, beefed him up a little to around 30, and imported him into Legendary mode. Once the Shaman becomes more powerful, he gets a little ridiculous, so it's much more fun to play on a harder difficulty. What to Equip: Basically for the Shaman your going to want to customize your armor/weapons in the following ways: Any rings, earrings, and chokers I like to have Intelligence on them, or Mana Regeneration. A Strength one couldn't hurt if you like to melee, or carry more items. I'm not a big fan of resistances, but it is nice to hold on to some for certain situations, such as Cold for fighting the Yeti, or Fire for fighting the Dragon etc. Generally though, I just want magic, and more of it. On weapons it is more of a preference thing. If I can find some Mana Regen Stones or Star Glyphs, I like to toss them on a weapon. I don't melee a ton with him, so Whetstones and Misty Globes don't benefit me as much, but if you like to melee, I'd suggest using some. Sometimes I'll leave a slot open for my Poison Weapons Spell. If you find yourself getting hurt a lot, throw a Carapace on for more armor. On Armor I tend to put on anything I can get. Sometimes I will throw on some Cold/Fire/Poison resistances if I have extra room. I always put stat enhancers on, mainly Star Glyphs, sometimes a Stamina bonus or Bull Runes. Don't bother with any Dexterity, for once again, it is worthless to the Shaman. Like I said in my Shadowknight guide, Mana and Health Bonuses are worthless for they don't even work. Regenerations and Rejuvenations do work though, and are very helpful. Basically just put on what you want to enhance. For Weapons and Armor, obviously, items with more Slots are better. I like to use a Shield, for thats just another item you can put Intelligence bonuses on, and since I don't melee much, I don't have as much use for a 2 handed weapon. I almost always choose stat enhancers over better armor, but there is a fine line between it, it's all preference. Generally I'd take a helmet with 50 Intelligence but only 100 armor over a helmet with 200 Armor and a cold resistance for example, but that's if you are good at keeping yourself alive. Closing Thoughts: So that does it for the Shaman Guide. Thanks for all the amicable responses on my Shadowknight guide, which motivated me to create this one. My strategies, and the way I play with most characters has more of a finesse style, then a straight up button smashing style. It may take some practice to master it, but there are also ideas that help support the button masher style in this guide. The Shaman, I believe, is meant to be played as a pure spell caster, and he sure is a hell of a lot more fun that way. Hopefully this guide helps. Thanks for reading. Anyone who wishes to use this guide, or my Shadowknight guide for that matter has my permission, as long as you drop me an email and tell me where it is being used. Once again, any feedback or questions let me know: firstname.lastname@example.org
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