Well, the classes themselves have a great thought for execution, but there are attributes in the skills in an "exaggerated" way.
Let's compare with, for example, the druid's tornado skill that was giving the enemy too much negative skill recharge ... So it was readjusted, wasn't it?
The same is happening with the attributes of the shaman's totem pole, giving an amount of buff above the ordinary! Okay, it's a strategy! But, a strategy is about when there is a "one to one" as an equal ... But in the current scenario of WS we see that the power of such a skill is surpassing the common.
Suggestion: Limit the effect of the ability to just pt, so we would not have the effectiveness of several totems on 1 same member.
Ex (current): if I have 5 bosses and 5 shamans, the 5 totems will act on the 5 bosses thus leading to excessive healing.
Ex (updated): If limited to pt, the member will only receive healing from the Shaman who is in his pt. After all, the Druid's link works like that, correct ?!
Another solution would be to decrease the effect of the ability on the limbs (since they heal many, if reducing the effect would not be an exaggerated cure).
About the boss:
It's a hybrid, okay.
But, it's all about balancing their skills! On the elves' side we have hybrid paladins, but the skills are not compared (for example, there are few skills for each role). The boss, on the other hand, has powerful skills that act on both magic and physical damage! Not to mention the increased speed.
The skill with the largest area (the one with meteors falling) could be rejected as follows: Whoever is in the center of the skill would take more damage than whoever is farthest from the center of the skill! Then the gameplay of the player would vary.