Update: Here is the link to the topic on the official forums: http://us.battle.net/wow/en/forum/topic/12945804730#1
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Ok, I have see a lot of people expressing their dislike of the level 45 talent tier, aka T45. Personally I don't really like the tier very much, but as a software developer, I believe that just expressing the fact that we do not like it or just coming with new ideas to replace them is not really a meaningful way to give feedback. So I decided to make an analysis of the actual situation of the tier and reasons why I don't like it.
That said, I have a really short time to play and am not doing anything really advanced, also I have been playing only Enhancement and only in PvE content, so I would like if you guys could help me gather feedback.
Before I start, I would like if you focused your feedback on the actual situation and not on changes/replacements you would like to see.
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Call of the Elements
First, this is the totens that it affects:
Capacitor Totem
Grounding Totem
Earthbind Totem/Earthgrab Totem
Tremor Totem
Healing Stream Totem
Stone Bulwark Totem
Windwalk Totem
Ok, I never really used this talent, as I don't like this type of mechanic. While I can see some cases where this talent can be used in PvE, I never really was in a situation where I thought that the benefit would be enough for the extra hassle of having to use the skill.
Another problem that I see is that you would want to use all the affected totems before using this spell, what in my opinion is just added complexity that don't really gave any gameplay benefit.
Now, analyzing the affected totems individually:
Capacitor Totem
If used right could be very good, but with the complexity of Capacitor totem itself is not something easy to pull off. With a skilled team it's doable so I belive in this case it represents good gameplay.
Grounding Totem
Grounding itself is a very usefull totem, with a good sense of prediction, it could change the outcome of a battle, but I belive that Grounding has a small enought cooldown that could make it not worth.
Earthbind Totem/Earthgrab Totem
With the fact that in this case we would not have Projection, and by the very nature of the use of the totems, the only case I can see of benefical of using it is for double root with Earthgrab.
Tremor Totem
I think Tremor if a very good choice to use Call, seeing as it's a very good effect, and has a somewhat long cooldown. Other than that I see it more or less at the same level of grounding.
Healing Stream Totem
I belive it is the case of just casting it if on cooldown and not using any other water totem, when casting call for another totem, the downsize of this is the use of another GCD.
Stone Bulwark Totem
As Bulwark is a totem that we should try to use for the whole duration, the best way I can think of, is to reset it's cooldown to use it again if whe had to replace it with another earth totem.
Windwalk Totem
Windwalk is to roots and snares what Tremor is for Fears/Charms/Sleep so I belive we can apply the same logic to it.
Totemic Persistence
This is my talent of choice for most of the time, but mostly for the fact that it's really just a big quality-of-life, as outside of very specifics situations (in PvE anyway, maybe in PvP it has more frequent uses), it will mostly help when you cast a totem by mistake. It also don't affect fire totems because this is not intended as a throughput tier, but it could really would help if it avoided our fire elemental to not be overwrite by searing. (If you use Primal Elementalist you can use nopet in a macro to avoid this.)
Also, I don't really want to ask for chances, but as this talent affect the "Only one totem per element at a time" rule, and I am one who believes that this rule is outdated with the new paradigm of totems, it became one of the things I dislike about this totem, event through I use it.
Something that was noted is that in WoD this talent will have only one water totem, for Resto this is not an issue.
Another point that this talent makes more clear whit the system of only one element is that we have the effect of what I call negative synergy, in the earth element, with Stone Bulwark, Earthgrab, and Primal Elementalist, all focusing long cooldowns.
Totemic Projection
The concept of the talent is very good, the problem I see is in how it was implemented.
The fact that it moves every totem you have placed at the moment, and there are some totems you want to put at the feet of your enemies, others you want as far as possible, for example, wanting to put a capacitor totem near an enemy while a healing tide totem is up. So sometimes you would like to move just one totem and some totems you wont ever want to move anyway.
Another thing is that the totems are placed in they default square position around the center of the reticule, with is something that in the middle of a battle will only add complexity without any counter-benefit.
Another thing that is not directly associated to any one of the talents, but as the tier is focused on totems it is relevant, with is the fact that after the MoP overhaul of the totem system, we changed from a system in which we used totems as groups composed of a combination of totems, with only situational uses where we would use a totem individually. Now we only have totems that we use and plan individually, but the system is still built with the "catch all" approach, not only with the talents, but even with the recall spell.
I believe this approach of affecting all totems is going in the opposite idea of totems as potent cooldowns instead of the old buff sticks we had before.
The tier also can have the feeling that even if you don't pick any of the talents, it would not affect your performace, this is mostly a PvE thing, as the tier has more chances to be used in PvP.
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Ok guys, let me see your opinions and try and make a good feedback of what we don't like of the tier, just remember to focus on the current situation and avoid suggestions of replacements and changes.