Instantly stun the person who stomps it for the stun duration.
This gives dispel protection, while allowing the stun to no longer be negated entirely.
As the dispel protection stun becomes a single target stun, rather than an AoE stun, there is choice as to whether the enemy team eats the AoE stun, one person eats the single stun, or they zone entirely and move out of range.
This simple fix puts it in line with things like Unstable Affliction that silences the dispeller, as well as Sin and Punishment that fears the dispeller of vampiric embrace.
It also provides pve applications as you can now pull with it, and have the mob be stunned instantly at the start of the fight.
Make this change please.
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It should have a slightly longer stun duration while weāre at it. Itās by far the most difficult stun in the game to land but it only gives the same reward as any other stun.
Would be nice to get a 4 second stun (or even 5 second considering how weak our defenses are overall) for all that effort.
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Letās be real, it just needs to instantly AOE stun when placed for 5 seconds, considering shaman durability and all.
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Cap Totem is a very useful thing in dungeons as is currently with its unlimited AoE effect and the fact that no one is stomping it in PvE.
So extremely unlikely they will ever change it . Hasnāt it always been like this since shamans got this ability ?
They are strongly moving away from mass pulls, so I see the value of āuncappedā aoe stuns diminishing. Shadowfury and Leg Sweep are two very similar abilities that come to mind and leg sweep at least has had a 5 second stun in the past. This was changed for PvE reasons.
The biggest differences between Capacitor Totem and Shadowfury is that itās telegraphed and kill-able. Some (though probably not all) of the following that would help in PvP with minimal PvE effects are:
- Instant effect / channel
- Unable to be 1 shot (minimum of 2 non-auto attack abilities required to kill)
- Stun the attacker for a longer duration if killed
- Unkill-able and charges over 2 seconds, lasts 10 seconds - stuns the first to enter or any enemies still present in the area after charging
- Not visible to enemies
- Stun duration scales up with fewer enemies in range
Most of these are just ways to make the stun more reliable, other suggestions are strategic deterrents having no value in PvE.
So⦠anyone played that old school warcraft game⦠Warcraft 3?
Guess the younger lot didnt since the reforged version was so⦠well put together.
Snide comments aside, In Warcraft 3 the witchdoctor had a stun ward. It was a ward. It stunned. Sounds familiar right?
Why not make it the same as the stun ward in theme, when the ward is dropped it is invisible for X seconds while it arms. After arming it appears for 1-2 second then does the stun. Numbers tweaked for⦠whatever.
Anywho My point is basically the element of suprise. You cant see the totem arming. You cant see the cast. You dont get to stand there and say to yourself. āBy jove! good sirs and or madams it appears to be some sort of aoe in the canned variety, Oh how very peasant of themā And still have 2 seconds to blast the totem.
A little room to counter it since iām a generous overlord, but this creates a more reactive way to play around the totem. Like a duo rogue pair you know that totem is out there. You just dont know where.
Yes, the stun isnt instant, but my plan is to
a) shorten the counter play option.
b) Give the totem more use than the standard fire and forget
c) create a better dynamic with the totem. Make people think harder.
This is all for pvp only. Totem works fine in pve and if blizzard cant separate this ability into a pvp template in which it changes. Well guess the indie company might need more store items no?
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Until the force you to actually cc something then this is always a gear issue. Once geared everything becomes mass pulls.
If you macro CT to drop at your feet itās super easy to use and makes for great cc, I really like the spell and the talent is good in dungeons [40s cd] making it usable in every pull or very nearly every pull.
For PvP itās different story, though. Static Charge is of no use in PvP. In Arenaās you wonāt catch but 1 or 2 people at most.
The capped AoE on many classes will discourage mass pulls even with gear, but it also has to do with dungeon design. By mass pull Iām referring to 6+ targets which would be inadvisable on bolstering weeks for example; you run the risk of not being to AoE everything evenly. So if the uncapped feature of the ability is not going to see a lot of use, it may open up potential for slightly longer stuns.
If you just want to give your tank a breather, its fine, but as an interrupt, the stun is almost as awkward as PvP. The saving grace is really just predictable encounter design in PvE. The warlockās Shadowfury is essentially the same in PvE so Iād imagine theyād feel just as slighted about having an inferior (cast time) stun. However, the main distinction is that the totem is telegraphed and counter-able in PvP; that alone should be enough to justify an instant stun component to maintain balance with other class abilities.
Other changes like hidden / unkillable would also bring it in line for PvP without any PvE implications.
Just because we are shamans doesnāt me we have to have an inferior version of everything.