Is is just me or is the secondary passive for this talent a little bit of a design mistake as they basically gutted the totems out of the core spell list?
Totems most builds run
- healing stream
- tremor totem
- capacitor totem
- earthbind/earthgrab
- earthgrab/wind rush
Enh Totems
- Windfury Totem
Ele Totems
- Liquid Magma Totem
Resto Totems
- Spirit Link Totem
- Healing Tide totem
- Mana Tide Totem
- Earthen Wall Totem/Ancestral Protection Totem
More niche totems
- poison cleansing
- stoneskin totem/tranquil mind totem
PvP totems
- Counterstrike Totem
- Grounding Totem
- Static Field Totem
Might be missing some, but there are enough spread around that you can get a few seconds of increased run speed — generally though, most agree its design is bad…and would work better with a simply 5% static increase per active totem, up to 15%.
This is my view. Its not that there arent enough totems to trigger the effect. Its that totems (with the exception of windfury and possibly healing stream) have been revised to basically be situational cooldowns. WoAA rewards you for barfing out a bunch of totems at once, but oftentimes you only need the actual effect from one or two of them.
I feel like if a talent is going to incentivise suboptimal use of totems, the payoff should be much larger than 15% movement speed.