Hello all! This is a thread for feedback about latest Totemic hero spec. Here are also links to spec versions for Enhancement and Restoration for people who did not see it yet:
- Enhancement: https://www.wowhead.com/beta/talent-calc/shaman/enhancement/totemic
- Restoration: https://www.wowhead.com/beta/talent-calc/shaman/restoration/totemic
The post will analyze each new talent with possible suggestions for improvements or changes and feedback.
Surging Totem
Instant 20 sec cooldownRestoration:
Summons a totem at your feet that immediately and every 5 sec casts Healing Rain within 30 yards where allies are present, healing for 30% more than a normal Healing Rain. Lasts 20 sec.Replaces Healing Rain.
Enhancement:
Summons a totem at your feet that creates a Tremor immediately and every 5 sec within 30 yards where enemies are present for (400% of Attack power) Physical damage. Damage reduced beyond 5 targets.Replaces Windfury Totem.
Passive: Your Windfury Weapon enchant grants the effects of Windfury Totem to nearby party members within 30 yards.
Unnoted info:
- Totem has around 20-30% of your health
- Healing Rains from it don’t stack (can only have 1)
- Tremor is an instant AoE hit with about 5-8 yds radius
This is an interesting ability with some potential, but it definitely has oversights. Firstly, Tremor does Physical damage which makes it have zero scaling with Enhancement’s Mastery. Secondly, there should be a way to specify main target / center of area for the totem’s spell, otherwise it can potentially break breakable crowd control effects or drop Healing Rain on wrong targets. Thirdly, its Windfury Totem effect is QoL and should not be gated behind picking a specific hero spec.
Suggestions:
- Make Tremor deal Nature or Flamestrike damage to improve synergy with Enhancement’s Mastery
- Make Surging Totem drop Tremor centered on last enemy hit by Shaman (if any) or Healing Rain centered on last ally healed by Shaman (if any). This will allow to have a bit of control over its cast zones.
- Move Windfury Totem aura effect to just become a choice node with Windfury Totem itself or a part of its baseline effect.
Totemic Rebound
Restoration
Chain Heal now jumps to a nearby totem once it reaches its max targets, causing it to bounce an additional time to a nearby injured ally.
Enhancement
Stormstrike has a chance to unleash a Surging Bolt at your Surging Totem, increasing the totem’s damage by 10%, and then redirecting the bolt to your target for Nature damage. The damage bonus effect can stack.
Decent talent, but its value for Restoration is quite low - it is pretty much Ancestral Reach, but without healing bonus and only if you have at least 1 active totem. Should get some boost.
Amplification Core or Oversurge
While Surging Totem is active, your damage and healing done is increased by 3%.
or
While Ascendance is active, Surging Totem is 150% more effective.
Interesting choice, but it is much more valuable for Resto, who can take both normal Ascendance and DRE. Might need a boost for Enhancement or changes to how Ascendance works for Enhancement in general.
Lively Totems
Enhancement
Lava Lash has a chance to summon a Searing Totem to attack a nearby enemy for 8 sec.
Restoration
Your Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and Spirit Link Totem cast a free, instant Chain Heal when you summon them.
Option of Enhancement being RNG based is not good - it adds even more RNG to the spec and can make following talent Reactivity not even work when needed if RNG is bad and you did not get a totem proc. To address that, consider changing it to just make Lava Lash summon a Searing Totem with some internal cooldown attached, so that it is more reliable, but also with preventing Hot Hand getting out of hand (pun intended).
Option for Restoration is decent, no suggestions here.
Oversized Totems or Swift Recall
Increases the size and radius of your totems by 15%, and the health of your totems by 30%.
or
Successfully removing a harmful effect with Tremor Totem or Poison Cleansing Totem, or controlling an enemy with Capacitor Totem or Earthgrab Totem reduces the cooldown of the totem used by 5 sec.
Cannot occur more than once every 20 sec per totem.
First option is interesting, but 30% health increase often would not matter much, as many totems would remain one-shottable. Consider changing it to have a form of totem destruction protection effect too like “your totems have X% increased health and if you totem is destroyed, attacker takes Nature damage and does X% reduced damage for Y seconds”. That would make this effect more useful and reliable no matter how much base health the totem has.
Totem CDR effect is decent, but like mentioned by other people should affect bigger variety of totems (Grounding / Static Field / Counterstrike / capstone totems etc) to be more in line with first talent, which affects all totems, so that there would be a choice between totem protection / area increase and totem frequency.
Wind Barrier
If you have a totem active, your totems grant you a shield absorbing damage for 30 sec every 30 seconds.
Can be useful, but should be more controllable by player, so that you are more likely to get a shield when you need it and not just when 30 seconds internal cooldown expires. For example, it could be changed to something like “Summoning a totem grants you an absorb shield for X damage, can occur only every 30 seconds”.
Reactivity
Enhancement
Frost Shocks empowered by Hailstorm and Fire Nova cause your Searing totems to shoot a volley of fireballs at up to 5 nearby enemies.
Restoration
Your healing spells cause your Healing Stream Totems to heal a nearby ally immediately at 50% effectiveness.
Cloudburst Totem stores 25% additional healing.
Enhancement can have an issue with this talent when using Hailstorm or Fire Nova when getting bad RNG and no summoned totems and wasting the effect, solution was suggested above - make Lava Lash guaranteed to summon a Searing Totem, but with internal cooldown.
Restoration effect is decent, but heal from Healing Stream Totem should be applied to the same target as the healing spell (if any) for their better synergy.
Imbuement Mastery
Enhancement
Increases the chance for Windfury Weapon to trigger by 10% and increases its damage by 15%.Restoration
Increases the duration of your Earthliving effect by 6 sec.
Enhancement effect is decent, but since Totemic tree buffs mostly elemental build and this talent buffs imbue for storm build, it is a bit contradictory unless of course Windfury Weapon would become baseline (which is possible based on tree changes in alpha).
Restoration effect is controversial though - it buffs duration of heal over time effect that is frequently refreshed anyway, often making its effect wasted. Consider making it also buff healing value of Earthliving.
Pulse Capasitor or Supportive Imbuements
Increases the damage and healing of Surging Totem by 25%.
or
Enhancement
Increases the critical strike chance of Flametongue Weapon by 15%, and its critical strike damage by 30%.
Restoration
Learn a new weapon imbue, Tidecaller’s Guard.
Can only be applied to shields. Increases your healing done by 2% and increases the duration of your Healing Stream Totem and Cloudburst Totem by 3 sec.
Buff to Flametongue Weapon seems underwhelming, as it barely does damage on its own. Consider changing it to just make Flametongue weapon provide X% damage increase while active.
As for Restoration effect - it is decent, no suggestions here.
Totemic Coordination or Earthsurge
Restoration
Chain Heals from your totems are 30% more effective.
Enhancement
Increases the critical strike chance of your Searing Totem’s attacks by 15%, and its critical strike damage by 30%.
or
Restoration
Allies affected by your Earthen Wall Totem, Ancestral Protection Totem, and Earthliving effect receive 10% increased healing from you.
Enhancement
Casting Sundering within 40 yards of your Surging Totem causes it to create a Tremor at 200% effectiveness at the target area.
Totemic Coordination for Enhancement is more niche, since it is heavily reliant on crit stat, while Restoration version does not have such issue. Consider making it just buff damage of Searing Totem to address that.
Earthsurge is decent, no suggestions here.
Whirling Elements
Enhancement
Elemental motes orbit around your Surging Totem. Your abilities consume the motes for enhanced effects.Air: Your next Stormstrike or Windstrike deals 25% increased damage and damages 1 nearby enemy at 75% effectiveness
Earth: Casting Sundering or Elemental Blast refunds 12 seconds from its cooldown
Fire: Increases the critical strike chance of your next Fire Nova or Lava Lash by 15%, and its critical strike damage by 30%.
Restoration
Elemental motes orbit around your Surging Totem. Your abilities consume the motes for enhanced effects.
Water: Your next Healing Wave or Healing Surge also heals an ally inside of your Healing Rain at 100% effectiveness
Air: The cast time of your next healing spell is reduced by 40%
Earth: Your next Chain Heal applies Earthliving at 150% effectiveness to all targets hit
Undocumented info:
- Even though orbs swirl around the totem itself, you don’t need to contact them and they are consumed when you just use relevant spell or ability.
- All these buffs have duration to use.
An actually interesting capstone and effect, but still could use improvements:
- Make Totem summon motes of all 4 elements instead of different 3 for different specs. After all, both Resto and Enhancement are masters of all elements. Water mote for Enhancement could for example buff Ice Strike / Frost Shock and Fire mote for Resto could for example buff Lava Burst and / or grant a Lava Surge proc.
- Fire mote effect for Enhancement is underwhelming, since it provides a small buff and only to 1 usage of Lava Lash. Consider making its effect stronger.
- Air mote effect for Restoration has very small effect too and could be buffed. Consider letting it also make affected spell cast while moving, providing a bit of mobility for Resto with which it can struggle.
This sums up my feedback about Totemic. Feel free to add your own and thank you for reading!