Shaman's are #1 class of a few things, but in my opinion, things that doesn't make them very desirable in 6 man groups, this is where I feel they need a revamp.
They are #1:
Slow.
Spam healer - they can heal a moderate amount (less than Druid and Cleric), for seemingly ever.
Malosinia and or Malo.
Raids:
These things makes them very good in a raid force, where you have a tank who benefit greatly from having constant spam of healing on her, and then (usually) Clerics just have to spot heal spikes.
The slow may be mitigated to some degree on many raid mobs, but it still matters.
Lowering resist across the board usually means more dps from everyone in general.
So raid wise, they are good. Revamp is not dire needed as such.
6 man / groups:
In most 6 mans and exp groups, you need a Tank, a Group Healer and high DPS.
The Shaman does neither very well.
Let me try some examples to illustrate my point:
Curator in OG.
The R1 g hot is only an option if its a pure caster group more or less, and have to be careful when you snare the whole group, don't want the tank not making it up/down stairs when the AE is about to go off.
The R2 is to much self damage, very risky doing that for spot heals.
4.3.
Again R1 snare is not something you want here, mobility is very important.
R2 for spot healing is too risky most the time, cause of heavy AE damage.
There is a feature in this fight, that you can do malo on Empress, and there will be cast a group heal. This mechanic is in my view, made so that a Shaman might have a chance to help g heal it. A hint to a fix?
Forest Gloom.
R1 snare will make this fight really hard with the need to move away from puddles ect.
R2 don't have range to reach the dpsers dpsing the wisps in the very last part + the self damage is probably to high with the AE going on as well.
Melek Taus.
R1 is probably ok to heal the group, but unless you bring mostly caster dps, the fight will take a long time, because of the slow component.
R2 is probably ok for the most part, the 2. white emote with a random non tank DB, you obv. want to avoid it at this part.
Shaman is probably ok here, but it's going to be a long grind. Even with constant R1 going, it may not be enough g healing, I haven't tried.
These are all 6 man's with relative high need of g healing, and for the most parts, the shaman just doesn't help enough.
Most the time the g healer is not going oom from the single target healing, but from the g healing.
Sure it will help the g healers mana not having to spot heal the tank, but then on the other hand, the fight will take that much longer, cause you gave up a dps slot for the Shaman, and in a 6 man, that's upwards of 25% of the dps (3 dps instead of 4).
Solution:
My suggestion is...
Fix R1 so it doesn't snare and slow. Look at the mana cost and the cast time (imo it's to expensive and to slow to cast, at least it will be to long cast time if snare and slow is removed, since it will no longer be counted as casting a buff spell).
Fix R2 so the self damage is not so severe (perhaps remove it all together so the Shaman can use it as a fast heal on self), make it range 200 so it can take the spot of Chloroshock, and increase the mana cost, to make up for the lessened self damage, perhaps even lessen the healing, so it doesn't end up replacing both Chloroshock and Woundbane.
This way the Shaman can help the g healer, or even be the g healer, as well as being a better spot healer, opening up for more dps.
So even though the Shaman probably would have to be a 50/50 healer dps'er, at least they can help the g healer to keep g healing for a longer time, thus they become a more viable option in a 6 man; slower but safer.
Also a g hot worth casting + a fast heal that can target self, really opens up for more aggressive use of their class tome stance, so imo it binds the different parts of the Shamans arsenal better together.
Thank you for your time.
They are #1:
Slow.
Spam healer - they can heal a moderate amount (less than Druid and Cleric), for seemingly ever.
Malosinia and or Malo.
Raids:
These things makes them very good in a raid force, where you have a tank who benefit greatly from having constant spam of healing on her, and then (usually) Clerics just have to spot heal spikes.
The slow may be mitigated to some degree on many raid mobs, but it still matters.
Lowering resist across the board usually means more dps from everyone in general.
So raid wise, they are good. Revamp is not dire needed as such.
6 man / groups:
In most 6 mans and exp groups, you need a Tank, a Group Healer and high DPS.
The Shaman does neither very well.
Let me try some examples to illustrate my point:
Curator in OG.
The R1 g hot is only an option if its a pure caster group more or less, and have to be careful when you snare the whole group, don't want the tank not making it up/down stairs when the AE is about to go off.
The R2 is to much self damage, very risky doing that for spot heals.
4.3.
Again R1 snare is not something you want here, mobility is very important.
R2 for spot healing is too risky most the time, cause of heavy AE damage.
There is a feature in this fight, that you can do malo on Empress, and there will be cast a group heal. This mechanic is in my view, made so that a Shaman might have a chance to help g heal it. A hint to a fix?
Forest Gloom.
R1 snare will make this fight really hard with the need to move away from puddles ect.
R2 don't have range to reach the dpsers dpsing the wisps in the very last part + the self damage is probably to high with the AE going on as well.
Melek Taus.
R1 is probably ok to heal the group, but unless you bring mostly caster dps, the fight will take a long time, because of the slow component.
R2 is probably ok for the most part, the 2. white emote with a random non tank DB, you obv. want to avoid it at this part.
Shaman is probably ok here, but it's going to be a long grind. Even with constant R1 going, it may not be enough g healing, I haven't tried.
These are all 6 man's with relative high need of g healing, and for the most parts, the shaman just doesn't help enough.
Most the time the g healer is not going oom from the single target healing, but from the g healing.
Sure it will help the g healers mana not having to spot heal the tank, but then on the other hand, the fight will take that much longer, cause you gave up a dps slot for the Shaman, and in a 6 man, that's upwards of 25% of the dps (3 dps instead of 4).
Solution:
My suggestion is...
Fix R1 so it doesn't snare and slow. Look at the mana cost and the cast time (imo it's to expensive and to slow to cast, at least it will be to long cast time if snare and slow is removed, since it will no longer be counted as casting a buff spell).
Fix R2 so the self damage is not so severe (perhaps remove it all together so the Shaman can use it as a fast heal on self), make it range 200 so it can take the spot of Chloroshock, and increase the mana cost, to make up for the lessened self damage, perhaps even lessen the healing, so it doesn't end up replacing both Chloroshock and Woundbane.
This way the Shaman can help the g healer, or even be the g healer, as well as being a better spot healer, opening up for more dps.
So even though the Shaman probably would have to be a 50/50 healer dps'er, at least they can help the g healer to keep g healing for a longer time, thus they become a more viable option in a 6 man; slower but safer.
Also a g hot worth casting + a fast heal that can target self, really opens up for more aggressive use of their class tome stance, so imo it binds the different parts of the Shamans arsenal better together.
Thank you for your time.