The Reincarnation of Totems
"A Simple and Clean Fix"
This is an idea to re-arrange totems to separate buffs from utility. Essentially, Earth + Fire will be utility/dps totems, and Wind + Water will be buff totems. This will give Totems the structure to continue to evolve in the new, faster pace of WoW today.
Problems:
PVE:
-Range: I have no problem dropping totems from one group to another, but multiple times within the same boss fight is annoying. Range is a big issue, especially when we have to micro manage them and other classes can just focus on the fight at hand. Solutions so far have been a little outdated, we need the removal of "buff of buffs" type totem talents to increase range. Make them 50yds baseline.
-Mobility: Searing totem needs it's range increased (and maybe a magma toss :P) so that we don't suffer as much dps loss on movement oriented fights.
PVP:
-*Lack of Buffs in PVP*: Benefitting from buffs while still being able to use utility. Currently we don't have any time or gcds to spare to twist in buff totems along with movement, enemy counters, utility totems, and other shaman spells. This means our entire group has to suffer for our totem mechanics.
Solutions:
General:
-Buff totems are 50yds baseline.
-Tremor totem has a 30sec duration.
-Stoneskin removed, given to another class (rogues or any tankish class)
-Grounding moved to Earth Element.
-Strength of Earth, Flametongue moved to Wind Element.
Totems:
Earth: Utility
( Grounding, Stoneclaw, Tremor, Earthbind, Earth Elem)
Fire: DPS
( Searing, Magma, Fire Elem)
Water: Defensive Buffs
( Healing Stream, Mana Spring, Elemental Resist, Mana Tide)
Wind: Offensive Buffs
( Windfury, Wrath of Air, Flametounge, Strenght of Earth)
Talents:
On the 5th tier of each Shaman spec, a 1pt talent that allows them to each get a special aura off their wind totem. Resto will also get a talent on teh 4th tier to buff water totems.
Elemental: Totem of Wrath (10%sp) on any wind totem
Enhance: Strength of Earth on any wind totem.
Resto: Flametounge on any wind totem, Mana spring off any Water totem.
This way say Enhance drops Windfury, they will get Str of Earth and Windfury. Or they could drop Flametounge (which is an air totem now) and it would give Str of Earth buff and Flametounge. But if Elemental dropped Windfury totem, they would get ToW aura and Windfury.
This will bring the average number of buffs we bring down to 3...... two "air totems" and one from water, like (Str of Earth, WF, mana spring). Resto gets an extra talent for mana spring on all water totems so they can drop healing or mana tide and not lose mana spring for the raid. That gives them 2 from Air, and 2 from Water...mana spring plus healing by default till the group needs mana return.
The beauty is that it adds nothing new, and actually reduces the overall number of buffs we bring. This way we will be able to buff ourselves in PVP, and it won't interfere with utility. And in PVE we can provide buffs, even just for backup, and have our utility/dps free for whatever the boss throws at us.
Example Talent Tree:
Here's a War tools to show how the talent tree would look, just check the 5th tier..."Totemic Wrath" "Earthen Power" and "Totem of Grace":
http://www.war-tools.com/t70191.html
The Future of Design:
If you tried to create one new totem in the current totem design, you wouldn't be able to. It's because the system is too congested, anything new would clog it up more since it would either replace an important buff, or some other utility.
By seperating the totems into these categories, you open up alot more room for invention. New utility totems can be designed, and interesting choices can be made between one utility or the other. Same for buffs, and interesting choices between the two....not between buffs and utility.
Take this example, where it mimics how Paladin mechanics were upgraded:
Earth: Utility : Hands
Fire: DPS
Water: Defensive buffs: Auras
Wind: Offensive buffs: Blessings
Imagine if you gave Paladin a one time spell reflect. Logically, it would be a Hand spell. If they made it an aura or blessing, it would not make sense since it replaces other buffs, and wastes gcds to use it and then replace buffs afterwards. This is all Shaman really want.
Other Topics:
Raid spots/number of buffs not important, Lack of buffs in PVP is:
To me this is a silly topic. The way the game will be in Cataclysm, every buff will be present in the raid for a 10 or 25man raid. All classes will get their spots for being good players, having experience, and having good gear. The only time a Shaman or Paladin will make a noticeable difference is in 5mans. And the only real important factor is the radius of the buffs.
The much bigger issue is that all the buffs you are accustomed to in PVE are absent in PVP. You have none of your buffs in PVP. No other class takes such a dramatic loss in buffs, as well as utility for the raid. Our flexibility in buffs means nothing in PVP if we can't even utilize it.
And as far as how many buffs we bring, if you take into account buffs and debuffs, along with "raid cds" like bloodlust, guardian spirit, and pain suppression......we are not much different then any other class. Developers need to realize this because it is holding us back from alot. We are giving up more of ourselves each time, but getting little in return. All Shaman are asking for is Buffs in PVP while still using vital utility totems to stay alive.
Every unique shaman buff has been handed out, including Bloodlust, we lost cleansing totem, and somehow factors still exist that hold us back from being able to have both buffs and utility. It just doesn't seem very fair for the class when their "unique class mechanic" is slowly being phased out, and they have to go into PvP with zero buffs on.
Will our damage and scaling be fixed so that we will be competitive at all gear levels?
This is the big issue with PVE not how many buffs we bring for raid spots. Our raid spots matter much more on this factor then what buffs we bring. We have scaled poorly this entire time, and have had bandaid fixes each content patch to try and bring us up to par. If they fix this, alot of Shaman will be happier for a very long time. The only issue with totems is their poor RANGE. Searing and magma totem ranges come into mind here as well. Fixing our scaling and dps while on the move will help alot. There are many more engaging and interesting things to do in a raid encounter, like interupt, dispel, move, dps/heal.......then have to play this mini game of micro management that is totem buffs.
Here's the thread on the official boards if you wanna help support it.
http://forums.worldofwarcraft.com/th...sid=1&pageNo=1
Any comments or suggestions? I would be so happy to see this go through.