Totems[/CENTER]
General
• All totems' health increased to 10% of the caster's maximum health (since health is being doubled, 10% in WoD is equal to 20% in Mists).
Our totems are extremely easy to kill. While I agree that destroying them is good counter-play, instantly killing them is not. Blizzard's solution to this problem was adding a similar mechanic via the Glyph system. I think we are definitely deserving of this change.
• Totemic Projection is now baseline for all Shaman specializations.
Totemic Projection is an ability that we were given at the beginning of Mists of Pandaria (Mists) that's quite similar to the Hunter's Trap Launcher. Personally I feel if we were to receive this ability, totems wouldn't be as clunky a mechanic as they are now (see Capacitor Totem). How it would work is, it wouldn't have a cooldown and it'd be toggle-able so when placing a totem you can decide on whether or not you'd like to project it to a location, or just drop it at your feet.
• Searing Totem - Now lasts 15 seconds down from 1 minute, and in addition now has a 30 second cooldown. Damage was increased by 400% to account for the change of duration and cooldown. Damage per second would stay relatively the same.
You're probably asking why Searing Totem's on this list, right? Well, at the moment it's still stuck in the 'buff totem' era of the olden days, and it's literally a shadow of the past. Currently, it's a totem that lasts for 1 minute that deals abysmal amounts of damage at best. What I would like to see done with this is for it to be updated to work a lot like how Healing Stream Totem's mechanic currently is, and that is giving it a short cooldown, but also a short duration with a burst-y effect.
• Fire Elemental, Earth Elemental, Storm Elemental, and their Primal Elemental equivalents are no longer bound to their totems, allowing the use of totems that are of the same element. This also removes the issue of your Elemental despawning (since it's no longer bound to a totem you can walk out of range of).
My favourite aspect of the Shaman class; Elementals. While they're very potent, I'm always hesitant to use them because they're tied in many ways to our other utility. With the addition of the Storm Elemental, for those who took this talent, it would be a nightmare when trying to use any of your air totems so I thought the best thing for it would be to remove the totem connecting to it. It'll move with you, like a pet does, and will not despawn if you go out of range of where you summoned it. It will last the entire duration that it is supposed to be summoned for unless it's killed. No other classes have this kind of problem with large cooldowns.
Removed
• Magma Totem has been removed.
Magma Totem was also stuck in the olden days with Searing Totem. Originally I thought we could give Magma Totem the similar treatment that I would've given to Searing Totem, but that brings up the problem of the Shaman using both of them on cooldown, regardless of the amount of enemies involved. There was really no other way that I could think of for it to fit in with the new design, so it was scrapped.
• Capacitor Totem has been removed.
Definitely my least favourite totem of the Shaman class, and I wouldn't take a second thought if it were to be removed. It's the most clunky ability I've ever had to use on any class, and the fact that you're almost forced into using a talent and a glyph for it to even be half decent is a spit in the face.
• Stormlash Totem has been removed (confirmed).
Honestly, I never really noticed this totem too much, it didn't really feel like anything special. I'm indifferent on it being removed.
• Call of the Elements and Totemic Persistence have been removed.
With Totemic Projection becoming baseline, and there being a somewhat small factor of Totemic Persistence's mechanic (in how you'd be able to use your Elementals regardless of what totems you summoned), there was really no need for it. I'll be honest here and say that most - if not all - the Shaman community hates this Tier with a passion. This Tier would be removed, and turned into a mobility tier.
• Healing Tide Totem is no longer usable by Elemental or Enhancement Shaman (confirmed).
While I agree it was a factor in how overpowered Elemental's and Enhancement's current off-heals are, I still hate the design. Even if this is an area of effect version, it still feels redundant of Healing Stream Totem. In addition, Blizzard said they'd like to reduce passive and smart healing so this automatically goes on the backburner. I'd prefer Healing Tide Totem just become a new ability called Healing Tide.
As far as I'm concerned, it should heal roughly the same amount it does now, but instead of being passive it should have a cast time (similar to Tranquility, but not channeled) and have the similar rolling heal over time mechanic. This would still give you counter-play in the sense that you could interrupt it, or dispel the heal over time mechanic.
• Healing Tide Totem has been removed and replaced with an ability called Healing Tide. Healing Tide is a 2 second cast time ability that heals the 5 (12 in 25 player instances) most injured party or raid members within 40 yards for 4932 (+ 48.4% of Spell power) plus an additional 4932 (+ 48.4% of Spell power) every 2 sec for the remaining duration. Rolling over from the original spell, Healing Tide has had its mana cost increased from 8% to 12%.
- Keeps the raid healing aspect of being a strong cooldown that effects the entire raid.
- Instead of it being completely passive, you have to cast for the first 2 seconds of the spell; this adds interrupt counter-play.
- For the remaining 8 second duration after you finish casting, it will heal you every 2 seconds (4 times).
- It's a magic effect placed on the affected player that can be dispelled; this adds dispel counter-play.
- The mana cost was increased by 50% - from 8% to 12% to justify the rolling heal over time effect instead of it being a kill-able totem.