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  1. HEALING SPIRIT It is interesting to change the mechanics of the skill, because if na ally is in need of healing with a low life, he will have to wait a few seconds and will probably die, they could put na instant healing and become periodic as it is. The snapshot could be a smaller value just to give immediate support. EARTHQUAKE Seriously interesting to change the mechanics of the skill, currently the skill is great for trapping enemies melee, but it sucks against long-range class especially if they have enough attack speed, because the only debuff (and quite useless) of the skill it is reducing the attack speed, the ability could be more effective if instead of reducing the attack speed it can have a chance to stun the enemy. LIGHTNING BLAST This is the first control skill that helps the enemy by improving the dodge parameter, seriously in the interest of removing it, because no control ability gives the enemy a little advantage except this one. ANCESTOR’S HAND Although the ability has two functions, it clearly fulfills one of them, which is to pull an ally close to the shaman, the shield function leaves a lot to be desired, because it does not support damage even when it is 4/4, this is a skill that should review this mechanic. ENERGY FIELD Even with a lot of skill recharge, the shaman cannot maintain the constant ability different from the power of the earth ability, the amount of mana regeneration that increases is very low considering that in combat there is a reduction of 50% of mana, this includes up to the mana recharge that the skill of. POWER OF THE EARTH Although the skill is good it can only be good for one person, the shaman has some group skills but they are so bad that they should not be called that and this is the only one that has great potential to become a group skill. NOTE: Shaman has a high deficiency in control skills and it is easy for him to be caught by these types of skills, control skills or a serious resistance to these skills in order to balance this class deficiency.
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