Ghostcrawler: Totem position will always matter
We've talked about the limits and benefits of totems before, but Shamans have pretty much agreed that, especially since totems are starting to see some shared usage with other classes' spells, they could really use a revamp in terms of base mechanics. The main issue is simply mobility -- totems are designed to be dropped and immobile, and that on its own starts them at a disadvantage when compared to buffs that are placed directly on players. There have been lots of ideas passed around about how to get out from under that limit -- a "relay" totem that could spread buffs around, a mobile totem attached to the Shaman him/herself, or just a kind of totem pet that could be directed by the Shaman as needed.But Ghostcrawler just plain says no. In response to many issues with the totem mechanic, he chooses to focus on mobility, saying the fact that Shaman totems have limited range and must be placed in certain places is intrinsic to the way the class functions. He admits that totem mechanics are being examined (the main issue the OP has is totem health, and indeed, it may be tough for Shamans to keep both their totems and their mana up), but says that mobility is not a change they're planning for: totems are designed to be strategically placed once, and that's the way they'll stay.
Bad news? Not really -- when I played as a Shaman, and for most of the Shamans I know, the totem mechanic is something to be proud of. Sure it's a pain, but a physical manifestation of the spells and buffs we cast is unique to the class. The only issue will be whether Blizzard makes up for that disadvantage in some other way -- so far, it seems most totem-droppers would say they haven't.
Filed under: Shaman, Analysis / Opinion, Blizzard, Classes, Buffs, Forums






Reader Comments (Page 1 of 3)
peagle Jun 15th 2009 5:05PM
I was under the impression totem placement was something that deliberatly requires a little thought and anticipation, similar to planning where a long area-only AoE will strike. I.e. Part of the skill of playing the class.
Jeremy S. Jun 15th 2009 7:16PM
I agree, but the idea seems to be, how to make it easier. Of course, I prefer my Shammy how is buffs are, although I think it wasn't just to be easier, but made a lot of sense to combine the Mana Spring, and Healing, as well as Cure combined with Disease(this just was logical and sensible).
Damntheman Jun 15th 2009 8:30PM
Make up for the disadvantage? You mean by having dozens of uber buffs?
Wulfkin Jun 16th 2009 8:06PM
I always thought this too and deem it important. People who say totems should have unlimited range are just lazy and/or bad players.
What I *do* think is important is that given we do have to coordinate our totem position etc, shouldn't our totems have the edge on similar/identical buffs that lack the distance restriction? I find it annoying that I have totem buffs that require thoughtful placing and a GCD that are overridden by something a DK does passively as part of their rotation.
Pantyraider Jun 15th 2009 5:16PM
Totem of the Crusader: Increases the mounted speed by 20% for all party and raid members within 40 yards of the totem.
Do it!!
Brian Jun 15th 2009 5:29PM
Still be better than sentry totem....
johnthediver Jun 15th 2009 6:13PM
@Brian,
I was going to say that!
Skraps
www.sham-wows.blogspot.com
Croe Jun 15th 2009 11:32PM
Sentry totems have their uses, albeit limited. I found it very handy when camping books for the Higher Learning Achievement.
jabbawonga Jun 16th 2009 12:33PM
so what? we drop a totem and get increased mounted speed....for 40 yards? then what dismount and redrop the totem??
DavidC Jun 15th 2009 5:21PM
The only real issue with dropping totems is the GDC. As a healer, running in and trying to drop all 4 totems without healing the MT is dangerous. That's 6+ seconds before you even start to heal. I usually drop, heal, drop, heal, drop, heal, drop, heal heal heal.
If we could drop them all in 1 GDC that would pretty much alleviate that issue. Redropping costs mana? Shamans are pretty much lousy with mana now so it's a non-issue ... unless of course your a bad player that specs / gears / gems badly. In that case, your probably better off playing hello-kitty!
Yes, they do need to fix "totem stomping macro's".
Last issue: There aren't 4 good totems to drop anymore most of the time.
It will be interesting to see what Blizzard does to fix the totem issue.
Jormungandr Jun 15th 2009 6:05PM
replied below
fatsephy Jun 15th 2009 6:09PM
FYI, Totem GCD is 1 second, not 1.5, has been for quite a long while now. :)
And there are *always* 4 totems worth dropping, regardless of your spec or raid composition.
Bod Jun 16th 2009 11:06AM
Actually I think you're on the cusp of a good argument here....
If totems are a unique set of buffs, crucial or almost crucial to a raid then trading that against an annoying buff mechanic seems more than fair...
...however, in line with totem rationalisation and bring the player not the class, totems really aren't so unique anymore, nor are they crucial, mostly (ok totem of wrath/mana tide but stick with me)....which reduces the rationale for an annoying buff mechanic considerably.
I'd say if GC wants to keep the mechanic, I'd argue he should put some umpah back into totems!
Milus Jun 16th 2009 1:00PM
I think that if they added 5 minutes to the length of time that the totems stay up, would be the best solution, at least at level 80. Maybe there could be a shaman quest to learn totem mastery or something like that to add the time. This would be helpful to the class in raiding situations.
davethedruid Jun 15th 2009 5:22PM
Totems are meant to deal with a specific situation, if you change the totems to buffs, then they are no different the paladins. What i like about being a shaman is the flexibility. Like if a mob fears i can drop Tremor Totem, if they poison I can do a poison cleansing totem. Totems are what make a Shaman unique.
wowinsider Jun 15th 2009 5:25PM
So... basically GC is confirming that totems will never be better than other buffs again (always equivalents) and will always be hamstrung by the fact that they require the shaman to reposition them regularly, disappear when raid members get too far, and disappear when the shamans die. On the other hand, pally blessings last longer, don't require raid members to be nearby, and stay when the pally dies.
Let's face it, shamans are mainly useful for Bloodlust/Heroism. No one brings a shaman for totems anymore.
Tridus Jun 15th 2009 5:28PM
Show me a Paladin who can put up as many blessings at once as a Shaman can put up Totems. There's no equivalent to Wrath + Mana Stream + Wrath of Air + Earthbind that any one class can put down.
If totems were invincible and had 5000 yard range, they would get seriously nerfed to compensate.
wowinsider Jun 15th 2009 5:44PM
Maybe that matters in 10 man. In 25 man, show me a raid that doesn't have 3 paladins. Let's review the buffs you're talking about and how easy they are to replace:
ToW = Paladin (Heart of the Crusader)/Rogue (Master Poisoner) or for casters Mage (Improved Scorch/Winter's Chill)/Warlock (Improved Shadow Bolt) and Warlock (Demonic Pact)
Mana Stream = BoW (this one made me laugh, particularly because it's also nowhere as good as any class with Replenishment)
Wrath of Air = Moonkin/Ret Pally
Earthbind = Unholy DK/Hunter/Mage/Frost DK (with Chillblains)
So, yeah, shaman totems are useful for small raids with limited classes with buff abilities, but for 25 man, you're fooling yourself if you really think shamans are really desired for anything other than BL.
Angus Jun 15th 2009 5:55PM
"Show me a Paladin who can put up as many blessings at once as a Shaman can put up Totems. There's no equivalent to Wrath + Mana Stream + Wrath of Air + Earthbind that any one class can put down."
Show me a shaman that can give everyone kings.
Show me a shaman that can give someone extra attack power while giving them armor or resistances, making the boss take 3% more crits and make everyone do 3% more damage in general.
Oh and look at a boomkin compared to that. Haste, crit, can snare, the target loses hit, everyone gains hit, and increases the damage the target takes from spells. That same Boomkin can innervate a healer and with their OP glyph get a boost themselves. They are also able to battle rez someone. So exactly why would you take a shaman over a boomkin? Especially since that shaman's mana spring dies with them while the Paladin's BoW stays up.
Totems are a horrible mechanic. Paladins had an iconic system completely revamped to not suck in LK. Shaman got ignored, the promised consolidations took forever and are still well behind where they should be.
Zhaoan Jun 15th 2009 6:22PM
The only buff that shammies provide that is inferior to the alternative is mana spring totem which is generally worse than blessing of wisdom. Shaman bring more unique support skills than any other class and the ones that aren't unique are generally better than the alternative.
These abilities are either unique or clearly better than the alternative. For example, improved strength of earth provides more strength and agility than horn of winter.
Blood lust, wrath of air, tremor totem, mana tide totem, healing stream totem, improved strength of earth, flametongue
Even when there is an alternative, the shaman version is usually better. Here are some examples:
Totem of wrath applies 3% crit to all targets instead of just 1. This makes it better in any fight with people attacking more than 1 target. That includes the majority of boss fights in wotlk.
Earthbind totem: Easier to apply than any other slowing mechanism. Elemental shammy version acts as an AoE roots which would make it unique.
Elemental oath has 100 yard range as opposed to moonkin aura's 45 yard range.
Even resist totems are on par with auras since totems can be placed where the shammy isn't (like right next to the tank and melee group), whereas auras have to go where the player goes.
TLDR version: Every shammy buff is either unique or better than the alternative with the only clearly inferior one being mana spring totem and people are still complaining.