Totem Talk: The Future of Totems?
All apologies for yesterday being, well, totemless. Personal and family obligations and a lack of warning simply swamped me, and as a result Totem Talk is on Friday and Care and Feeding will be Saturday this week only.Before we get to brass tacks, as it were, I should point out that it was announced that shamans are getting a talent respec for free in 3.0.8, most likely due to the changes we discussed last week.
Yesterday, we covered this very interesting forum thread which basically asks the shaman community to discuss totems in the most open-ended way I've ever seen a blue solicit feedback. Asking people to just discuss any aspect of totems they don't like, or how they would change totems if it was up to them? I can't remember ever seeing this level of feedback asked for from the community.
Now, since I'm a sheep, I figured I'd follow along with this general tendency. I mean, we've discussed totems here before, especially the greatest totem of all time. But rather than merely talk about what we don't like or would change about totems (we'll do that too, of course) I figured we could also cover what's good about totems, especially in these days of raid wide buffs that don't stack.
First off, totems are fire and forget, which is sometimes a vert, very good thing indeed. Having recently done Hadronox on heroic on my shaman, remembering to drop poison cleansing totem for the fight makes it much, much easier on everyone involved. Our priest healer was thrilled beyond words to see a DPS shaman in that group. The ability to simply drop a totem to do an unpleasant job like break fears, ward off diseases, ground a spell or pulse mana or health regen is something I've always really enjoyed, even relied upon as a shaman and it's an aspect of the class no other can duplicate. Yes, other classes can cleanse, can prevent or remove fear, but no one can just drop a constantly refreshing method for these things and then just walk away to continue about whatever they were originally doing.
Another aspect of the shaman's totem experience that I would hate to lose is the strength of being able to provide multiple buffs. To a degree this was attenuated by the raid-wide system, since so many other classes have buffs that duplicate our totems and so having the totem provides no benefit, but it's still true that no other class can provide Sentry Totem! (Sorry, but seeing myself quoted on the Sentry Totem entry on WoWhead made me laugh for several minutes, so I'm sharing.) In all seriousness, having the ability to tailor up to four totems for a situation and have them provide various benefits is one of the absolute best things about playing a shaman. When I have a DK tank, for instance, I can switch to Stoneskin or Tremor because I know he's going to use Horn of Winter anyway (yes, my SoE overwrites that, but since it's going to be up anyway I might as well get armor or fear removal for the group) while providing mana or health regen, melee or ranged haste, and spellpower for the group. If there's an elemental shaman available I may switch to Searing or Magma or Fire Nova totem especially since he or she will probably have Totem of Wrath up, The combination of shaman's fire and forget and flexibility derived from totems is one of the strongest aspects of the class, in my opinion, and I'd hate to see that lost.
Okay, we've covered what I see as the strengths of the totem mechanic. Now, in reading that 74 page and climbing comment threat on the forums on the subject, we see a lot of the same problems mentioned over and over again. Totems being on the same global cooldown as all other spells makes dropping four while trying to do anything else somewhat painful. Totem immobility and limited range, even with the range having been improved for Wrath, means you often find yourself putting them down over and over again especially on fights with a lot of movement (remember Black Morass or Violet Hold, for just two examples) or with the raid spread out over a large area. Kiting fights like Grobbulus are also somewhat unfriendly to a shaman's totems. And of course the easy killing of totems in PvP (even with Stoneclaw Totem this is still a concern, as Stoneclaw is an earth totem, forcing you to sacrifice Tremor or Strength of Earth for a totem damage shield that will absorb at best 1 spell at level 80) is a pereniall discontent for serious PvP shamans. Some totems also have very long cooldowns that limit them in PvE content (earthbind, grounding).
Now, not all of these (and other issues) can be solved. Totems have strengths and as a result have to have weaknesses to balance them, we all know this. But some of the weaknesses, like the issue of having to recast the totems over and over again on mobility fights, could easily be dealt with by a variety of mechanisms. There were two methods I saw mentioned in that thread that I liked. One was a variation on Totemic Call that actually called the totems to where the shaman is now rather than destroying them and returning a percentage of their mana cost to the shaman, and the other was the suggestion that totems somehow be tethered to the shaman and follow her/him around. While I've always liked the idea of having totems follow me around, I think the mechanics of some totems means that a system that leaves them stationary but allows the shaman to move them from where they happen to be (not benefiting anyone since they're out of range, say) to where the shaman is now via a modified Totemic Call ability would be the way to go.
Another idea I've seen for totems in mobility fight uses the idea of the large carved pole that shamans (especially tauren ones) used in the Warcraft RTS games: imagine an ability that allowed you to deploy a single, large carved totem pole as a 'relay' for totems that were already down somewhere else. You'd want to limit it in some fashion or otherwise shamans would just drop their totems at some ridiculous range to keep people from killing them in PvP (maybe make the relay totem killable) but imagine being able to drop your totems in Violet Hold at the foot of the entrance stairs and then just dropping a relay each time a portal is up to get your party the benefit of the totems. I think this would be a nice, fairly lore friendly and fun way to help deal with range issues and mobility in fights.
Finally, while we're blue skying, I still want the Totem of the Wilds. It would have Spirit Totems as seen in various quests including a totem that gave a flat buff to spirit (watch as resto druids, holy priests and other classes that scale with spirit flock to you) totems that create a ward or debuff to nearby undead (a totem that caused them to have an increased chance to miss, for instance) and finally, as a means to loosen the 'I already have Stoneskin down to protect my totems so I can't drop Tremor' syndrome, there would be a totem in the element that would be able to duplicate the ability of other totems you can drop, helping increase that vaunted flexibility. Of course it would have to be limited with a significant cooldown or other means to keep shamans from switching it too often in combat, getting two groundings for the price of one or what have you, but it would still be something I would implement if I could.
Okay, I've gone on enough for one column., What about you? What do you like or hate about totems? What would you change, what would you add? Feel free to use the comments here to work out exactly what you'd like to suggest over there. Next week, hopefully 3.0.8 will have dropped and we'll get to see how the changes shake out. If not, then probably raiding gear for shamans.
Filed under: Shaman, Analysis / Opinion, Odds and ends, Buffs, (Shaman) Totem Talk, Forums






Reader Comments (Page 1 of 4)
Gridneo Jan 16th 2009 1:08PM
A lot of the commenters in the forums are flaming the idea of mobile totems, but I think it's worth a look. I wouldn't want to see them all mobile, but the ability to set them up that way would be cool. I made the comment that it'd be cool to see Shammys dragging totems around via a lightning tether.
Boke Jan 16th 2009 1:22PM
that seems like a good idea also i kinda picture them linked to the shaman floating around them like the elemental shields. Also need to change Sentry totem to be a stealth detector and mayb turn red when it senses a stealthed person in the area. Also bring back the talent to reduce the proc on fire nova totem as enhancement i like going down and getting that for pvp but everytime i put it down it takes too long to go off and by that time they are way away from it
Gridneo Jan 16th 2009 2:12PM
Yea... Sentry totem could be cool. Have it trailing behind you, and when it detects something stealthed, it actually streches the lightning tether out, swirls around the stealthy and essentially shows you where...
Spad Jan 16th 2009 6:20PM
Animals, about the size of vanity pets.
Leo il Leone Jan 16th 2009 3:46PM
Well, how about instead of them being mobile, the affect lasts for duration/2 when you go out of range. So you can throw down, say, SoE, and if you move out of range, you get whatever the remaining duration of the totem is /2, so if you leave the range with 2 minutes left on the totem, you get a timed buff for 1 minute, until you get back into range. This way you can leave the range of the totem and still get the affect, for a shorter time, but their location is still important.
Michael Jan 16th 2009 3:47PM
I dont think mobile totems would be the easiest fix for the issue. My simple fix would be to either remove distance requirements or enlarge them significantly. This way one could drop totems at the beginning of the instance, and they would actually get to use that nice 5 minute time. This would help the issue of movement required raid boss' also, and from a programming standpoint would be a rather simple fix.
Gridneo Jan 16th 2009 3:58PM
The deal is when to make them mobile and/or raid-wide and/or stationary. Yea I hate dropping them, killing something, moving on, recalling them, rinse/repeat. I think those choices should be up to the individual Shammy.
I just have this weird bard-style 'tapping' idea, where they're still mobile, don't raid-wide stuff (unless stationary), but help out the Shammy out all around. The shammy switches them up at will (maybe via pet bar type actions). Say he's running away and thinks Earthbind would be good. Then Earthbind was setup to be stationary when used. Drops it no problem. He setup mana regen to be mobile, pops that as he's running away (of course it's not going to be big regen as to not be OP)...
Everything will need to have a mana cost vs. effectiveness overhauled, but it's a lot better than just draining us dry with no lasting benefit.
Blacksword Jan 16th 2009 1:22PM
I like the idea of mobile totems... That would make my shammy a little more mana efficient.
apoxic Jan 16th 2009 10:49PM
I think its more about wasting GCD's rather than mana.
Tom Jan 16th 2009 1:24PM
I have said it in the past and will say it again. Stoneclaw should force aggro from pets for PVP viability. This would make us just a little better suited to win vs. Hunters and Warlocks right now as an elemental I cannot kill either at 80.
Saelorn Jan 16th 2009 1:26PM
A duplicator totem seems unnecessary, as the chief constraint behind totems is that you only get one of them per element. The mobility issue, I'm pretty sure, was never supposed to come up (since the totems were designed back in the day of old tank and spank bosses).
Just changing the Totemic Call to a "bring totems here" rather than a "refund some mana so I'll be able to drop totems again" would be a world of change. Between that and the new, longer durations, I couldn't ask for anything more.
Maybe a talent to increase the duration of totems even further, maybe up to ten minutes for a full five points. If we could summon the totems to us, then having them last longer would actually be useful.
Gridneo Jan 16th 2009 2:21PM
@Saelorn
"Just changing the Totemic Call to a "bring totems here" rather than a "refund some mana so I'll be able to drop totems again" would be a world of change. Between that and the new, longer durations, I couldn't ask for anything more."
My post on the WoW Forums was about having certain spells, with reference to your Totemic Call, actually refresh the duration of certain totems, or have it proc (like Haunt or other class Glyphs) a refresh on spellcast.
Eberron Jan 16th 2009 3:20PM
At the risk of adding even more buttons to my poor Shaman's already stuffed full bar, why not a second Totemic Call button (we'll call it "Totemic Rebirth") that is on.. say.. a 20-30 second cooldown?
A 20 second cooldown would, I hope, keep it from being abusive in PVP and allow you to jaunt around Violet Hold too. Plus correct totem positioning should a tank... say... run out of range of my fire/frost resist totem combo for the caster boss in Nexus.
jaybarti Jan 16th 2009 1:26PM
I thought something like the beacon of Light buff that Holy Pali's have but for totems. I would allow you to place a link on a target and have the totems drop where that target is. Its an idea that makes totems more mobile but also a little more easy to target/place where they are able to do the most good.
If the buff is not active the casting shaman is the default placement target. When the buff is active the totems appear around the player upon which the buff is active.
Rich Jan 16th 2009 1:34PM
Or you give them the ability to target a spot on the ground and place there. Give it a range of like 20-30 yards.
It will give you the ability to put the totem in a more convenient spot to encompass the raid without the shammy having to get too up close and personal to something they may not want to do that with.
Nic Lake Jan 16th 2009 2:54PM
Would dropping said totems pull aggro? I think they should. No sense in being able to drop 5 feet from a boss, having him stare at them with a "WTF?", and then go back to waiting for you to pound him.
A combination of the totem call thing as well as a relay totem would completely solve the issue. Make the relay totem have a ouchie cooldown (5 minutes? 10?) for important moments like boss fights (where you can set it in the middle of the room and then do your totem call as you wander around it), but let it last quite a while (the entire length of the cooldown).
Amaxe Jan 17th 2009 11:54AM
Yes totems can pull aggro. I've had to hit the totemic recall a few times when a patrol came uncomfortably close.
If you drop a totem and move on, and a mob runs across it, it will destroy the totem and then chase you. So it is better to dispell your totems when you move than to leave them.
Uzzi Jan 16th 2009 1:29PM
All very good ideas, I just hope they change it in a good way. I think something needs to be done to make shaman play a little more seamless, it kind of takes you out of the game when you are always worried about buffs instead of the fight.
Vizzini Jan 16th 2009 1:29PM
OMG, totems with little wheels on would be awesome.
silverdragon Jan 16th 2009 2:36PM
LMAO!