
I wanted to participate constructively in a possible change of the shaman and would be happy if my thoughts might bring one or two impulses.
DPS-Shaman
You hear it over and over again from the community that the DPS shaman is too strong. Of course, this also applies 1:1 to the Archmage - but basically the players here are absolutely right.
I play this class myself (and like it very much) - but as a DPS, the Shaman/Archmage misses its real goal. He is too strong and there is little you can do to counter him. Personally, I think healers should heal and not deal such incredibly high damage. Hybrid, yes with pleasure. Best at focus damage? No ... that should be achieved by pure DPS classes only.
But how to achieve the goal without destroying the class?
take divine fury out of the game
The simplest solution would be to move divine fury as a Tactic or eliminate it altogether for Archmages and Shamans. In one fell swoop, 25% less damage would be in the game and the spikes caused in part by running dots and burst damage would be mitigated.
Bleed fer me
Next we need to talk about "bleed fer me" and the opposite spell on order.
Guys seriously, I find the spell glorious as a DPS shaman, but 24 seconds, selfheal and damn much damage. This has already destroyed many a player who has only briefly crossed the path of an Archmage/Shaman.
So how to deal with it now?
Wouldn't it be possible to reduce the damage and set a higher multiplier for the resulting healing?
So that the long-suffering full-healer can also benefit from it. With a 30 feet AOE-heal on the passive target so that the Archmage/Shaman (like all other healers) can contribute some AOE-heal?
This would bring down the damage of the DPS healer further while the full healer would rather participate.
Fury of da green
FODG is a very strong spell and a great way to add to any player's build. However, it has major weaknesses and is nowhere near as good as you would think. It would be nice to see changes here that would make the output more reliable.
Short explanation. So in the heat of battle, the healer looks for an active enemy target. This target has best few willpower to not disturb also it carries of course no shield. Then this target stands best still in the direct proximity of further "easy targets". The healer, who is completely underchallenged by the game, now combines this with a passive target that is also in close proximity to other allies whose life indicator shows less than 100%. He then remains stationary in place while casting the spell and hoping that no danger approaches him, nor do the circumstances around his active or passive target change. WOW!
You see, there are a lot of "ifs" and "buts" listed. Therefore, in my opinion, FODG is overrated and only playable in combination with other setups.
If we could at least cast spells while running, fewer of the spells would break off because we could keep sight. We would also be able to move and adapt to the battlefield.
Don feel nuthin
This is one of the few spells that the shaman can cast on critical targets without casting time and that have an immediate effect. After the recalculation of "Absorption" this spell was indirectly weakened. It would be great to get a higher value that gives the healer the possibility that his subsequent heal over time also contribute to the game.
Gather round
Would it be possible to reduce the group healing spell time by 0.5 seconds? Often the healing of the Archmages/Shamans comes to nothing because their group healing has a longer duration than for example the Sigmar Priests / Disciples.
Yes, their group heal may be weaker and based on a different resource. However, it's still modest when the result of 2.5 seconds of spell time, 65 action points and stationary positional play just fizzles out to nothing. By equalizing the spell time, we would have the chance to actively participate in the battle in a timely manner.
Greener & cleaner
Well ... cleaning friendly targets is a super important matter in ROR. The two tankyst healer classes do it, group cleanup without cast time. Wow. Now I'm not saying that the Archmage/Shamane needs this as mandatory as well, but a small improvement to this currently single-target ability would be great. Again, yes there is a really tiny absorption. Perhaps one would like to increase this? Or automatically add a small healing bonus to it? Something that puts this ability more in the spotlight.