There's also potential for a complete rework. If I were to do that, I'd create a Shaman tank spec (Earth Warden, for a name)(and I think every class should get a 4th spec, eventually), and have it wield 2-handers. Damage mitigation would be via elemental shields and Parry/Dodge primarily; Stone Shield with straight damage absorption and Earth Shield shared with Resto, for instance (the former being a CD). While offhand shields would be a temptation, you can get around that by tying absorption amounts to damage dealt, and giving a passive Armor boost when wielding a two-hander to make up that difference. At the same time, rework the totem system completely; all the effects should be radius effects, requiring placement, and summonable at range (totemic projection baked in, basically), they should be killable but also carry backlash effects when destroyed. Capacitor Totem, for instance, carrying an AoE stun, but if killed, explodes for respectable damage. Return them to 5hp; the choice to kill or not would be based on the consequences, not the action of killing them. Also expand totems somewhat; add new "totem variants" for certain spells, like a Purge totem that automatically Purges opponents within 15 yards, pulsing every 5 seconds. Totem variants would lock down your spell while they're active and your cooldown would trigger when they expire; if you toss a Purge totem, you can't Purge while it's up, you're basically investing your spell into a totem that is both more powerful in executing it, but also more limited in range and mobility.