User blog comment:Funtofant/idea for karma remake/@comment-5781707-20130202040510

Well now she cant nuke well..., you are clearly aiming for support karma , as you increased da heal( howver its now weak deep late game , due to da limit) and you added  AS reduction , clearly aimed to cripple opposing ADCs , the shield you should keep his old ap ratio , this one feels weak , or increace the base power on all levels by at leastt 40.

Also you could change da heal to MAX health, as everyone is largely asking for , but nerfing da scaling

Spirit bound still feels weak and  for last-max, the mantra bonus on allied could be a heal and on enemies causin the damage to apply also t da main target , or if looking for a more support oriented , keeping this new AS debuff , with that ill max it second , as the heal will allow for heavely wave to left for last as you can alredy heal with this

With the heal on spirit bound, heavenly wave  can be turned in a much more agressive ability with the mantra bonus changed to get 33% more damage  , or if aiming for supportive Karma , to break away armor and magic resist by 6/12/18/24/30 of all the affected units for 4 seconds.Cooldown incresed by 2 seconds to prevent permanent armor and mr reduction

Spirit shield, max first as always , but ill increase the energy blow with mantra range  like 20% more , to be a reallyable harrasing tool , and incresing the cast range by 33% to be a reallyable saving tool

All of this causes mantra to be much more valuable, and ill be forced to reduce the toal cooldown charge by 2.5 seconds , and add a 30 mana cost , so tha you have to be more carefull about oversing mantra