I completely agree with Durmuk on the skill max. Comparing with two other unarming guilds (monks and scions) shifter's skill max are too low. Enhance crits (70%) is a dramatic example.
Idea: since regenration of shifters in quite random and eats a lot from a few spell points shifters have, maybe it could be used while moving?
On the tactics.
Overrun is a good one, especially since it has a chance to confuse an opponent.
Fur gnarl probably will be useful now if it really works with non-shifter party members.
Wishbone might use an upgrade in damage. It seems I do less damage with wishbones than with a normal furious assault.
Shepherds - same as wishbone. Maybe some extra effects might be added with tactics %% increase? Like reducing armour (cumulative effect, see below)
Other two tactics are pretty useless now. Would be nice to replace them with e.g. a wounding tactics and a party-member defending tactics. The latter might have the following effet: you set the name of the party member you want to defend, and if he/she fails to dodge/avoid, you "jump in front of him" and take the damage instead. Would be great to help newbie shifters by the way.
As someone already has mentioned, it would be nice to add some flavour to pack tactics. For example make effect of tactics to be cumulative - each next tactics of the same type have a more damage or higher %% to succeed or to trigfger some extra effect (learning the opponent actions etc).
Fur gnarl could need several times of succesful tactic executions to actually disarm (with proper messages, and effect boosted by tactics %%). Another funny thing would be actually cooperation of several different animal shifter forms. Just imagine a snake immobilizing the opponent and bear making damage
Maybe we make wishbone sensitive to that combination of shifters?
On masteries. Absolutely agree that we essentially have two masteries. Seems way too low. Could you throw in some more? Like a mastery helping with pack tactics (I know kinship also helps, but an extra, something as pack strategies
). Also, a mastery that reduces opponents dodge/parry would be sensible for shifters (primalists instincts heh). Another thing that kinship from different forms is useless for other - does not look logical. The shifter learns the ways of shifters - lets make other form masteries also helping, less than the mastery of the current form, but still helping.
Finally, on the serpents aspect where I specialize and know much better than other forms. Serpents are supposed to be the most defensive and specialize in posions and spitting (dam output is not high on serpents).
With my 60+ %% in shifting and most skills above 90 I slither dodge 1% of hits. My chameleontic dodge from 5th aspect has on average session 2%avoid chance (statistics from triggers, quite reliable). And it works only in outside locations. %% look too low, isnt it? And why only outside? Seems illogic a bit.
Poison is rather useless now, since it comes very rarely and effect is negligible, especially in a party. Either boost it, or make better cumulative, and please, add posioning on the spit, at least a good chance to it. Also, since spit misses quite often, maybe add crit chance on spit and also have a combat maneuver on spit? Would definitely add some fun to serpents.
Sorry for such a long post. Thanks!