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My suggestions for the Shaman's next rebalance update

Featured Replies

First, the key talents currently have 2 out of 3 slots that are very useful. Static Discharge is mainly for PvE, while Favor of the Spirits is better for massive fights. This makes Teaching of the Ancestors talent feel almost useless, so I recommend changing them like this to make all three options more viable.

Key class talent

image.pngTeaching of the Ancestors
When the character's HP drops below 40%, Shamanic Cleansing automatically activates, but its power and duration are reduced by half (cd 30s). The duration of the skill's effect is increased by 1s, and healing power while under its effect is increased by 10%.

Second, Branch Occultism was designed for PvP, but it feels quite useless at the moment. So, I suggest changing it like this to make it more useful and effective in PvP.

Branch Occultism

image.png Deathly Silence
Totem of Weakness will now instantly silence enemies for 4s when summoned. When it disappears, enemies will be silenced again.

image.png Healing Rite
For every 10% of health lost by party members in the same location, the character receives 1 stack "Healing Rite", which increases healing power by 3% for 12s. Stacking this effect refreshes its duration, up to a maximum of 5 stacks. Raising Totem Healing consumes 5 accumulated stacks and instantly creates a healing wave that heals for 5% of max HP(can be critical) . It stuns 3/3/4/5 targets for 2.5s, depending on the Totem's level. If an enemy is standing within 2 tiles of the Totem, they will also be knocked back.

Lastly, the middle branch is supposed to provide more damage, but it feels rather underwhelming. I barely notice any difference, so I suggest changing it like this.

Branch Fury of the Skies

image.png Stormkeeper

Using a skill applies Stormkeeper to the character for 14 sec, increasing Attack Speed by 3%. Reapplying the effect increases its power by 3% (up to 18%) and refreshes its duration. At max stacks, Ball Lightning will fire twice.

In conclusion, these are my suggestions for the next Shaman rebalance. I hope these changes can make the talents more useful and give players more choices depending on their playstyle.

Sorry if my English is not very good. I did my best to explain my ideas clearly, and I hope you can understand what I mean. Thank you for reading my suggestions!

  • 1 month later...
On 8/11/2026 at 4:42 PM, Himimimi said:

First, the key talents currently have 2 out of 3 slots that are very useful. Static Discharge is mainly for PvE, while Favor of the Spirits is better for massive fights. This makes Teaching of the Ancestors talent feel almost useless, so I recommend changing them like this to make all three options more viable.

Key class talent

image.pngTeaching of the Ancestors
When the character's HP drops below 40%, Shamanic Cleansing automatically activates, but its power and duration are reduced by half (cd 30s). The duration of the skill's effect is increased by 1s, and healing power while under its effect is increased by 10%.

Second, Branch Occultism was designed for PvP, but it feels quite useless at the moment. So, I suggest changing it like this to make it more useful and effective in PvP.

Branch Occultism

image.png Deathly Silence
Totem of Weakness will now instantly silence enemies for 4s when summoned. When it disappears, enemies will be silenced again.

image.png Healing Rite
For every 10% of health lost by party members in the same location, the character receives 1 stack "Healing Rite", which increases healing power by 3% for 12s. Stacking this effect refreshes its duration, up to a maximum of 5 stacks. Raising Totem Healing consumes 5 accumulated stacks and instantly creates a healing wave that heals for 5% of max HP(can be critical) . It stuns 3/3/4/5 targets for 2.5s, depending on the Totem's level. If an enemy is standing within 2 tiles of the Totem, they will also be knocked back.

Lastly, the middle branch is supposed to provide more damage, but it feels rather underwhelming. I barely notice any difference, so I suggest changing it like this.

Branch Fury of the Skies

image.png Stormkeeper

Using a skill applies Stormkeeper to the character for 14 sec, increasing Attack Speed by 3%. Reapplying the effect increases its power by 3% (up to 18%) and refreshes its duration. At max stacks, Ball Lightning will fire twice.

In conclusion, these are my suggestions for the next Shaman rebalance. I hope these changes can make the talents more useful and give players more choices depending on their playstyle.

Sorry if my English is not very good. I did my best to explain my ideas clearly, and I hope you can understand what I mean. Thank you for reading my suggestions!

This will broke the game, why dont you also ask so that shamans can use heavy armor?

  • Author
6 hours ago, Jollier said:

This will broke the game, why dont you also ask so that shamans can use heavy armor?

broken ? bro, priest have instant mute aoe for 7s, templar with cloth Catacombs and left branch can permanent stun , paladin use heavy but can cover better than a class cloth with staff ?why you dont call them broken too ?

Edited by Himimimi

1 hour ago, Himimimi said:

broken ? bro, priest have instant mute aoe for 7s, templar with cloth Catacombs and left branch can permanent stun , paladin use heavy but can cover better than a class cloth with staff ?why you dont call them broken too ?

Priest is easily killed and templar is not a healer. if you wanna speak about templar, you can also compare it to barbarians, deathknight, reaper, chief etc who have tons of damage while simply really hard to kill, if you add more to shamans then better delete other factions.

Shamans has tons of damage reduce, survival skill like druid Halo, aoe Heal, etc. i fought tons of shamans in catacombs and most of them are broken already, they don't die, deals decent damage, provide massive heals. so if you wanna add more AOE CC to it i think you better play the game alone with all your fellow shamans.

On 8/11/2026 at 12:42 PM, Himimimi said:

First, the key talents currently have 2 out of 3 slots that are very useful. Static Discharge is mainly for PvE, while Favor of the Spirits is better for massive fights. This makes Teaching of the Ancestors talent feel almost useless, so I recommend changing them like this to make all three options more viable.

Key class talent

image.pngTeaching of the Ancestors
When the character's HP drops below 40%, Shamanic Cleansing automatically activates, but its power and duration are reduced by half (cd 30s). The duration of the skill's effect is increased by 1s, and healing power while under its effect is increased by 10%.

Second, Branch Occultism was designed for PvP, but it feels quite useless at the moment. So, I suggest changing it like this to make it more useful and effective in PvP.

Branch Occultism

image.png Deathly Silence
Totem of Weakness will now instantly silence enemies for 4s when summoned. When it disappears, enemies will be silenced again.

image.png Healing Rite
For every 10% of health lost by party members in the same location, the character receives 1 stack "Healing Rite", which increases healing power by 3% for 12s. Stacking this effect refreshes its duration, up to a maximum of 5 stacks. Raising Totem Healing consumes 5 accumulated stacks and instantly creates a healing wave that heals for 5% of max HP(can be critical) . It stuns 3/3/4/5 targets for 2.5s, depending on the Totem's level. If an enemy is standing within 2 tiles of the Totem, they will also be knocked back.

Lastly, the middle branch is supposed to provide more damage, but it feels rather underwhelming. I barely notice any difference, so I suggest changing it like this.

Branch Fury of the Skies

image.png Stormkeeper

Using a skill applies Stormkeeper to the character for 14 sec, increasing Attack Speed by 3%. Reapplying the effect increases its power by 3% (up to 18%) and refreshes its duration. At max stacks, Ball Lightning will fire twice.

In conclusion, these are my suggestions for the next Shaman rebalance. I hope these changes can make the talents more useful and give players more choices depending on their playstyle.

Sorry if my English is not very good. I did my best to explain my ideas clearly, and I hope you can understand what I mean. Thank you for reading my suggestions!

This kind of automatic trigger on cleanse isn't a good idea. Shaman is the tankiest out of the 4 main heal classes, but it's not so tanky that you can ignore positioning. If you get caught and stunned you will still die. Adding a free and guaranteed escape that doesn't require any user input for when you get caught like that eliminates the need to consider your positioning. It's essentially adding the set effect from heavy catacomb armors to a class whose main weakness is being squishy as a pure cloth armor user. Personally I think that would be too broken while also lowering the skill ceiling of the class significantly.

As for the occultism branch talents, healing totem also becoming both an aoe knockback and stun seems weird. I can't quite understand the logic behind making a heal skill double as cc.

The weakness totem one is interesting, but the current talent already is quite strong. You gain the full silence effect from the talent regardless if you put any skill points into the skill itself, since the duration of the totem is not bound to the skills level. Because the cc gained from it is essentially free, it makes sense for it to have a relatively easy counterplay aswell; in this case walking out of the totems range. Removing that counterplay by making the silence instant might be a bit too strong.

Edited by vavavi

  • Author
53 minutes ago, vavavi said:

Thais kind of automatic trigger on cleanse isn't a good idea. Shaman is the tankiest out of the 4 main heal classes, but it's not so tanky that you can ignore positioning. If you get caught and stunned you will still die. Adding a free and guaranteed escape that doesn't require any user input for when you get caught like that eliminates the need to consider your positioning. It's essentially adding the set effect from heavy catacomb armors to a class whose main weakness is being squishy as a pure cloth armor user. Personally I think that would be too broken while also lowering the skill ceiling of the class significantly.

As for the occultism branch talents, healing totem also becoming both an aoe knockback and stun seems weird. I can't quite understand the logic behind making a heal skill double as cc.

The weakness totem one is interesting, but the current talent already is quite strong. You gain the full silence effect from the talent regardless if you put any skill points into the skill itself, since the duration of the totem is not bound to the skills level. Because the cc gained from it is essentially free, it makes sense for it to have a relatively easy counterplay aswell; in this case walking out of the totems range. Removing that counterplay by making the silence instant might be a bit too strong.

I understand the concern, but I don't think the automatic Cleanse would completely remove the need for positioning.

The important part is that Cleanse only triggers after you have already been caught by CC. It doesn't prevent the enemy from catching you in the first place, and it doesn't make you immune to CC afterward. A Shaman can still be focused, burst down, or chain-controlled by multiple sources of CC. You still have to position properly because getting caught can put you in a very dangerous situation even if the Cleanse saves you from the initial stun.

I also don't think it's exactly the same as giving Shaman the heavy Catacombs set effect for free. The set effect is a general defensive advantage that can be built around, while an automatic Cleanse would specifically compensate for one weakness of a cloth healer. Shaman already has high survivability compared to other healers, but that doesn't mean its weaknesses should be left untouched simply because it is relatively tanky.

As for Healing Totem becoming an AoE knockback/stun, I agree that the connection between healing and CC is somewhat unusual. However, the idea could be to give Shaman a defensive utility tool that allows it to create space for itself or its team rather than simply adding another offensive CC skill. A defensive heal that can also punish enemies for staying on top of the Shaman could actually fit the class's role.

Regarding Weakness Totem, the current counterplay of simply walking out sounds good on paper, but in actual PvP it isn't always that simple. Enemies can be slowed, stunned, rooted, surrounded by other players, or forced to stay within the area because of positioning. If the silence only activates after the enemy has already had enough time to react, the totem can become much less reliable against coordinated players.

Making the silence instant doesn't necessarily mean there is no counterplay. The counterplay can shift from "walk out after the totem appears" to "avoid being inside the totem when it is placed, interrupt the Shaman, or force the Shaman to waste it." Since the totem itself is still positional and can only affect enemies within its range, the Shaman also has to predict where the enemy will be.

So I think the bigger question isn't whether these talents are automatically broken, but whether the amount of utility they provide is appropriate for Shaman's current weaknesses and how much counterplay remains for the opponent.

  • Author
6 hours ago, Jollier said:

Priest is easily killed and templar is not a healer. if you wanna speak about templar, you can also compare it to barbarians, deathknight, reaper, chief etc who have tons of damage while simply really hard to kill, if you add more to shamans then better delete other factions.

Shamans has tons of damage reduce, survival skill like druid Halo, aoe Heal, etc. i fought tons of shamans in catacombs and most of them are broken already, they don't die, deals decent damage, provide massive heals. so if you wanna add more AOE CC to it i think you better play the game alone with all your fellow shamans.

Barbarian, Death Knight, Reaper, Chief? Do you mean Warden, Paladin, Blade Dancer and Mage, but weaker versions?

Templar can use cloth armor and a staff, and his passive healing is extremely strong while having only a 0.5-second cooldown. His pet can even trigger that passive for him. And let's not forget that Templar can provide up to 35% damage reduction for the entire party. With the right branch, a single portal can also stun enemies for up to 10 seconds.

And what about Priest? Priest has a skill that makes him immune to stun while also reducing damage from the target by 80%. He has another skill that can knock back, root and heavily reduce incoming damage. On top of that, Priest has an instant AoE heal that can also remove debuffs.

So if we're going to talk about Shaman's survivability and utility, we should also look at what the other healer/support classes can actually do. You can't just list Shaman's defensive abilities while ignoring the amount of healing, damage reduction, CC and utility available to the other classes.

I'm not saying Shaman should receive unlimited AoE CC or become impossible to kill. I'm saying that if we're discussing balance, we should compare the complete kits and actual counterplay of these classes instead of treating Shaman's defensive abilities as if they exist in a vacuum.

6 hours ago, Himimimi said:

I understand the concern, but I don't think the automatic Cleanse would completely remove the need for positioning.

The important part is that Cleanse only triggers after you have already been caught by CC. It doesn't prevent the enemy from catching you in the first place, and it doesn't make you immune to CC afterward. A Shaman can still be focused, burst down, or chain-controlled by multiple sources of CC. You still have to position properly because getting caught can put you in a very dangerous situation even if the Cleanse saves you from the initial stun.

I also don't think it's exactly the same as giving Shaman the heavy Catacombs set effect for free. The set effect is a general defensive advantage that can be built around, while an automatic Cleanse would specifically compensate for one weakness of a cloth healer. Shaman already has high survivability compared to other healers, but that doesn't mean its weaknesses should be left untouched simply because it is relatively tanky.

As for Healing Totem becoming an AoE knockback/stun, I agree that the connection between healing and CC is somewhat unusual. However, the idea could be to give Shaman a defensive utility tool that allows it to create space for itself or its team rather than simply adding another offensive CC skill. A defensive heal that can also punish enemies for staying on top of the Shaman could actually fit the class's role.

Regarding Weakness Totem, the current counterplay of simply walking out sounds good on paper, but in actual PvP it isn't always that simple. Enemies can be slowed, stunned, rooted, surrounded by other players, or forced to stay within the area because of positioning. If the silence only activates after the enemy has already had enough time to react, the totem can become much less reliable against coordinated players.

Making the silence instant doesn't necessarily mean there is no counterplay. The counterplay can shift from "walk out after the totem appears" to "avoid being inside the totem when it is placed, interrupt the Shaman, or force the Shaman to waste it." Since the totem itself is still positional and can only affect enemies within its range, the Shaman also has to predict where the enemy will be.

So I think the bigger question isn't whether these talents are automatically broken, but whether the amount of utility they provide is appropriate for Shaman's current weaknesses and how much counterplay remains for the opponent.

The automatic activation increases the amount of work you have to do to kill a shaman too much. Classes are supposed to have weaknesses and this basically removes shamans main one. For example, you could intentionally walk in the middle of the enemy in order to heal a teammate who overextended. Normally that would be a risk right? Well not anymore. I can walk in, and the second I'm stunned, start spam clicking a soul wandering pot in hotkeys knowing that I'll be straight up gifted an escape without having to do anything. It's too much.

Also the heal totem is just ridiculous. It's already the highest healing heal skill in the game, making it also an aoe knock back+a stun makes no sense.

As for the weakness totem, the talent thing could work but there really needs to be a tradeoff if the silence becomes instant. Maybe if it silenced only once for 4 seconds instead of the current one that has the potential to do so for much longer it could work and have the same effect you seem to be after.

Edited by vavavi

  • Author
1 hour ago, vavavi said:

The automatic activation increases the amount of work you gave to do to kill a shaman too much. Classes are supposed to have weaknesses and nearly removes one. For example, you could intentionally walk in the middle of the enemy in order to heal a teammate who overextended. Normally that would be a risk right? Well not anymore. I can walk in, and the second I'm stunned, start spam clicking a soul wandering pot in hotkeys knowing that I'll be straight up gifted an escape without having to do anything. It's too much.

Also the heal totem is just ridiculous. It's already the highest healing heal skill in the game, making it also an aoe knock back+a stun makes no sense.

As for the weakness totem, the talent thing could work but there really needs to be a tradeoff if the silence becomes instant. Maybe if it silenced only once for 4 seconds instead of the current one that has the potential to do so for much longer it could work and have the same effect you seem to be after.

No, it doesn't have the highest healing. Within 14–18 seconds, other classes can cast their AoE healing skills 2–3 times, so I consider them to have roughly equal value.

Yes, maybe the silence is too much. Make it a one-time instant 4-second silence when the skill is placed.

But did you know about the right branch in Shaman's branch? It only increases healing power by 1% for every 10% HP lost. That's way too weak and needs to be reworked to make the talent actually useful.

16 hours ago, Himimimi said:

Barbarian, Death Knight, Reaper, Chief? Do you mean Warden, Paladin, Blade Dancer and Mage, but weaker versions?

You clearly doesnt play the game a lot, judging from your opinion.

1 hour ago, Himimimi said:

Or you just can't deny that I was right.

I don't need to deny anything. You can see everything on russian forums. Or maybe you don't understand russian?

1 hour ago, Himimimi said:

Or you just can't deny that I was right.

Screenshot_20260921_112151_Warspear Online.jpgApplicable on roar which gave aoe stun

Reaper 14k 1 hit burst damage. Many things. But showing you every single evidence wont gain me anything. And also people know how foolish this suggestion even before i commented on this. So im out 😁

  • Author
9 minutes ago, Jollier said:

I don't need to deny anything. You can see everything on russian forums. Or maybe you don't understand russian?

Screenshot_20260921_112151_Warspear Online.jpgApplicable on roar which gave aoe stun

Reaper 14k 1 hit burst damage. Many things. But showing you every single evidence wont gain me anything. And also people know how foolish this suggestion even before i commented on this. So im out 😁

You say there are “many things,” but then refuse to provide even a single piece of evidence because you believe doing so “would not benefit you.” That does not make your argument any more convincing.

And, what the point of that relic ? Elves side good with it too.

Reaper with 14k burst dmg but he need gain hate that conditions take many time.

I read on the Russian forum, and they said Templar with Cloth Catacombs is broken.

Only you foolish here. No need to see you out 🤞

32 minutes ago, Himimimi said:

You say there are “many things,” but then refuse to provide even a single piece of evidence because you believe doing so “would not benefit you.” That does not make your argument any more convincing.

And, what the point of that relic ? Elves side good with it too.

Reaper with 14k burst dmg but he need gain hate that conditions take many time.

I read on the Russian forum, and they said Templar with Cloth Catacombs is broken.

Only you foolish here. No need to see you out 🤞

Foolish suggestion, asking for dominance and control over whole other class. Truly you clearly doesn't look like the one loves to read Варвар класс излишеств https://forum.warspear-online.com/index.php?/topic/477968-%D0%B2%D0%B0%D1%80%D0%B2%D0%B0%D1%80-%D0%BA%D0%BB%D0%B0%D1%81%D1%81-%D0%B8%D0%B7%D0%BB%D0%B8%D1%88%D0%B5%D1%81%D1%82%D0%B2/

Imagine this ignorance shaman player asking for heavy cata effect and call it "rebalance"

36 minutes ago, Himimimi said:

And, what the point of that relic ? Elves side good with it too.

Pfff hahahaahaha yes, better consider you as a joke 2Thumbs

This topic has the same "busted suggestion" energy just like the one Alexdragon posted

  • Author
15 hours ago, Jollier said:

Pfff hahahaahaha yes, better consider you as a joke 2Thumbs

This topic has the same "busted suggestion" energy just like the one Alexdragon posted

But the joke here is on you. You didn’t make a single point that proves you were right. You just called others foolish, but you failed to realize that you’re the foolish one here. Or are you an Elf, and you simply don’t want the opposing side to have abilities similar to yours?

4 minutes ago, Himimimi said:

Or are you an Elf, and you simply don’t want the opposing side to have abilities similar to yours?

Im a sentinel player and i actually wants ability similar to current legion hero. I want elf to have something as broken as barbarian and current shaman. I wish to trade druit to mcs and shamans to elf side. I wish to trade wardens to barbarians, i wish to trade charmers to templar... wanna ask why? Because all those class is broken whether it is in pvp or pve (guild raid). So in my point, when those classes asking for more power, that simple act of suggestion is pretty foolish to me. I think hunter and rogue deserve some buffs. But definetly not you guys, its a no brain no skill class. Just press press press press. And then asking for buff? See that no one here is agreeing with you? Not even Higgs who plays shaman comes to agree with you.

1 hour ago, Jollier said:

Not even Higgs who plays shaman comes to agree with you.

Ngl I used to play shams. I saw that it's kinda expensive to keep two characters and amp/develop them and I stuck to DKs. I feel quite safe with shams around, but at the current state my class lies, I feel quite safe even alone... piggy3

Not taking sides, just putting the current numbers (13.5 client, skills at level 4) in one place, since part of this thread is arguing from memory.

Static Discharge: Lightning Shield +20% damage and +15% proc chance. Lightning Shield lvl 4 is a 50% chance for 80% of Magic Power, 16 sec, CD 26 sec.

Favor of the Spirits: Healing Totem gets a 1% chance to heal twice for every 3% of the target's missing health. A target at 40% HP = 20% chance.

Teaching of the Ancestors: +20% healing from skills while Shamanic Cleansing is active, plus 1 sec of duration. Cleansing lvl 4 lasts 7 sec (8 with the talent) on a 30 sec CD, so the bonus is up about 27% of the time before Skill Cooldown. That is probably why it feels weak next to the other two.

Deathly Silence: an enemy that stays 7 sec inside Totem of Weakness gets Mute until it leaves the area. The totem lasts 14 sec at every skill level (3 yard radius), so one totem gives at most about 7 sec of mute, and only to someone who stays in it.

Healing Rite: +1% healing power for every 10% of health lost by party members in the same location.

Healing Totem lvl 4: 45% of Magic Power every 2 sec for 14 sec, up to 6 targets, CD 34 sec.

Also, Stormkeeper already exists exactly as written in the OP (3% attack speed per skill used, up to 18%, 14 sec). The only new part there is the double Ball Lightning at max stacks.

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