Originally Posted by
WorldofWorkcraft
I like the idea of totems as pseudo-minions, to be honest. Your points about totems all being one archetype is rather glaring. I mean, obviously the idea and flavor of a totem is that...they're totems. They do totem things, ie. never move and have an effect. Once they stop doing totem things, they aren't really totems. In that regard, Blizzard would have to rethink the spell identity. The word Totem pretty much inhibits creativity, and gives Blizzard an out for saying "Well it's the class flavor, and totems don't do these things" so they get to work within certain confines. Breaking out of that is a lot of work, and doesn't ever seem feasible for the foreseeable future, especially with how simple class design has become.
That being said, they can EASILY break out of the totem dynamic with something like this (here comes a random far'fetched new idea):
Totems is your POWER (not Maelstrom), like how DK had different types of runes. You have 1 Totem for each element (4 or whatever), and can utilize different abilities depending on which Element you invoke. Think Invoker from Dota 2.
So let's say this new Shaman ENHANCES their Elemental Power utilizing the Totems on their back, calling the Elements into them, then Invoking that power. For instance...You have 4 different base weapon abilities representing the elements. Some talents to reset cooldowns or focus certain elements, whatever. Some way, you're able to manipulate your Totem Power. You get a skill from 1 Fire, 1 Lightning, 1 Earth. You can wait and add another Fire to increase its damage, or another Earth to increase its AoE, or Lightning to add a DoT, or a combination of the two. If you add an Ice, though, it invokes a different skill. Then those totems go on cooldown relative to how much of that element was used.
...or just make Totems less Totemy and allow them legs or arms or something, haha.