MELEE
2/10 Too Much Melee
Let’s exclude Swipe and Serpent Strike as they’re more specifically designed for Primalist’s other masteries (but even then, Swipe provides a flat Melee / Spell bonus to Totems when you hit with Swipe until the Totems expire, and speaking of which, why does Shaman not have any Totem Duration passives?), you still have 4 big Melee skills that you can work with. All of them have some funky interactions with each other, and honestly, with a little more ingenuity, would make the Shaman feel like a massive Elemental melee God.
Gathering Storm
Storm Bolts. Bonuses liberally spread throughout the passive tree, like Storm Bolt on cast or Melee hit. Other skills like Earthquake have some pretty chunky bonuses with Storm Bolts. You can’t get Storm Bolts unless you whack enemies with Gathering Storm. I mean, I don’t mind using one skill like a Mana Generator / Damage Booster and then overkill everything with a massive melee ability, but the two are at odds with each other. Gathering Storm needs Melee Attack Speed to gather as many stacks as possible. Your other Melee ability needs Crit Chance and Crit Multipliers and likely needs nothing to do with Speed. You see where the conflict is?
Yeah, the Shaman passive that gives you 25% Attack Speed with a Totem is great, but Frenzy Totem is just outside our reach, and Storm Totem is a disaster. You can make War Cry a Totem, but not only is it a lot of skill points to reach the totem, but the nodes that lead up to it are practically useless, and actively take away from both the Berserk nodes (since you need more attack speed) and the crit chance nodes. So what type of totem are we using here?
Oh, and did I mention that Storm Bolts are in a lot of skills and passives? Would be nice if there was Storm Bolt Crit Chance… anywhere? Yeah, there’s the “Storm Bolt does damage multiplier by every 10 Mana,” which is perfect for Shamans, as you can easily reach 3X with the amount of Mana you can obtain, but without other Storm Bolt damage multipliers, this skill just falls flat.
And before anyone responds, I am just saying this with regards to its synergy with Shaman. I am currently running a Gathering Storm Raptor Beastmaster build, and it is performing great as a main attack ability. Just not as a Storm Bolt generator / damage multiplier.
Upheaval
There’s so much Cold Penetration with a Staff it looks awesome to try (170% between Natural Weapons and Glacial Crash), and there’s even a node that increases damage at the cost of not scaling with Attack Speed if you want to forego the pure speed route and just want to do big bonks. Sadly, there’s just nothing in the Shaman tree that would benefit from this, unless you want to do the idol that grants you the ring of Thorn Totems on hit which then benefits from the melee damage per active totem, which I guess you’re doing anyway because you’re combining the Thorn Totem affix with the “Cold damage per Active Totem” affix. But then you have to scale minion health so that the totems don’t just die immediately, and are you seriously going to put points in a useless passive that does nothing but give flat Totem health and Totem armor? I guess Thorn Totems have enough percent health bonuses that Ironbark isn’t so terrible, but seriously, why does Ancient Power (a damage node) come before Oaken Protection (the survivability node you need)? WHY?
The bigger issue is that Upheaval – Thorn Totem – War Cry is a 3 skill combo, and there are honestly no other skills that synergize with Cold Upheaval. You have Maelstrom / Tornado to give you Frenzy or Attack Speed, respectively, but that’s all they do, and they’re spells which are clunky to cast & have no melee synergy. I already went over how bad Tempest Strike totems are. Storm Totem? LOL – doesn’t even give Cold Melee damage. A companion like Spriggan so it can help freeze enemies? Now you have to invest even more in minion health, and Shaman doesn’t have the one-companion mega-boost the other two masteries have. I’m shocked, there really is no other skill that remotely synergizes with this combination.
Tempest Strike
This still feels like a weird skill to me, but the melee portion of it is at least more intuitive than the totem portion. You generally want an element, remove the chances for the other elements, gain mana when you hit with Tempest Strike but don’t cast a Tempest, and just attack really, really fast thanks to the attack speed modifiers and high base. A lot of the tree is just really weird, though:
- You have a chance to combo a Tempest when you hit with a different strike (so you’re casting a Cold Tempest on a Physical melee hit), but it just seems like a ton of skill points into an spell effect that does little to effect the melee portion (okay maybe Wind Booster is pretty good but then you also have a chance to cast Tornado which does nothing outside the general buffs and takes up more skill points)?
- Removing the unwanted Tempests gives you attack speed and mana efficiency, but you also have a damage multiplier that’s fully dependent on having Tempest Strike cost more mana?
- Adding more levels to Tempest Strike increases Spell damage but you want to use it in Melee?
- You can have it provide Storm Bolts with a pretty nifty 1.6 damage multiplier, but you have to use Gathering Storm to get the stacks so you’re alternating between two melee skills with no real synergy outside the Storm Bolts?
- Not to mention you have to cycle every three hits to get the damage you want, so if you want something like Physical Tempest Strike to provide Bleed with massive Physical Penetration, you can only bonk with a Physical strike every 3 hits?
I mean, I can see where you’re going with this, and the concept isn’t terrible, but the whole “do melee hits to get off a spell effect (and honestly, all the spell effects look pretty terrible outside of Thunder Tempest giving you a ton of Shock stacks, too bad there’s a cap of 10)” just seems really clunky and unreliable, as affixes spent raising melee attack speed are affixes spent not increasing things like damage increases, critical strike chance, and critical strike multipliers.
Earthquake
Earthquake, more than anything, is a victim of having so many 4-5 skill point nodes. You want big initial hits? Well, there’s this node that converts aftershock damage multipliers to initial hit multipliers, and you can’t possibly grab all of them. Or just take “The Harder They Fall” and have it apply to bosses only. Want to focus on Aftershocks? For some reason, increasing the minimum aftershocks and maximum aftershocks are in two completely different directions in the Earthquake tree. Aftershocks also have a ton of damage multipliers, but you need a huge amount of added flat melee damage as aftershocks only have 100% effectiveness compared to the initial hit’s 350% effectiveness.
Want an initial hit that can’t be dodged? You need to go through 5 points of useless nodes to get to it. Want a 20% damage boost and a little stun? Give it a 6 second cooldown! I’m descending into argle-bargle here.
Some of the skill combinations are pretty cool, like Tempest Strike Cold Tempest provides Chill so that Earthquake Aftershocks provide massive damage and then have Avalanche Boulders fall on enemy’s heads for even more damage. However, the Shaman passive tree does nothing to promote this playstyle, as all the bonuses on the Shaman mastery tree are either tied to totems (which the skills don’t interact with well) or Storm Bolts, which are spells that will just clutter up the screen with small numbers so you can’t even see the big numbers go off.
I can go on about the spells themselves and the spell interactions, but I’m honestly not well-versed enough in playing casters in this game to give a well-informed opinion on them. There are multiple spell skills that are just used for their bonuses (Maelstrom for the Frenzy bonus and Tornado for Aspect of the Tornado), and Avalanche doesn’t play well with the other skills and people instead go for things like “chance of Avalanche Boulder per Melee hit.” To emphasize, I think Primalist is pretty underexplored, but there’s just not much pizazz if you’re not a player like me who absolutely loves Nature skills + Nature animals.