... Again. Go and re-read my link. Re-read it carefully.
You arbitrarily ruled covenant abilities don't count when people pointed out the Venthyr covenant is an example of paladins using shadow magic. You also arbitrarily ruled out professions when you declared that "profession crafted items are not the same as class abilities".What rules are you talking about?
You don't "have to" because they're not part of the usual rotation. They're cooldowns. Whereas your turret, as you pointed out, would be integral to your fan concepts ranged DPS, meaning many abilities you have would be tied to the turrets.Why is that relevant? They’re still abilities you have to use regardless of their duration. Also Rick-it turret lasts 15 seconds.
No, it was not any of the issues, much less major issues. A shaman having to choose whether to drop a fire resistance totem or any other water totem is no different than a paladin having to choose between using fire resistance aura or concentration aura. And again, I'll repeat: you're claiming that the tinker ranged DPS spec would be heavily tied to turrets, so you'd be giving the same issue you claim plagued the shaman class because, just like you claimed was the issue with the shamans, many of your tinker abilities would be tied to the turrets.Except the sheer number of totem abilities IS the argument because that was one of the major issues of the old totemic system.
We're talking about the totems, Teriz. Totems are rooted in place. Are you even paying attention?How is rooted in place an issue when the Shaman class is loaded with Totem abilities?
Okay. One totem.Liquid Magma Totem doesn’t attack the enemy?