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Old 07-13-2006, 09:55 PM   #1 (permalink)
xilsharn
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Fixing totem mechanics

Ok, I'll keep this simple. The premise of this post is that the paladin class is a more effective raid enhancement utility than shaman. For the sake of argument (though this is probably a tough pill for most people to swallow), let's all agree that shaman get a totem equivalent of the greater blessings. BoW is equivalent to mana spring, BoMight is equivalent to the agi/str totems, etc., when normalized for mana cost, etc. However, despite these (admittedly very rough) equivalencies, totems do not provide anywhere near the utility or net effectiveness of the greater blessings. Granted, most issues with totems are only considered issues by folks who really understand what paladins bring to raids. Be that as it may, it's still a problem. Totems -- which is a lore-y way of saying "shaman buffs" -- are not as effective as they need to be on raids for 4 reasons:

1. Totem location is static.
- Blizzard tried a "workaround" for this by reducing mana cost for totems, making the re-placement of totems far less painful. However, most shaman consider this a poor fix to a bad problem.

2. Totems affect only group members.
- This particular problem can also be worked around by stacking groups: putting all the rogues in one shaman's group, healers in another shaman's, hunters in another shaman's, and so forth. But again, this is an insufficient fix in a real gameworld raid situation. Hunters move around alot, rogues usually need a watchful eye in case they pull aggro, and it's usually not wise to have your healers clumped around a totem.

3. The must-have totems cannot be cast by the same shaman.
- This problem is compounded exponentially by item #2. Windfury, agility, and Tranquil Air (30% aggro reduction) all are "Air" elemental totems. This means that one shaman can only have one of these totems out. Again, you can workaround this somewhat by stacking groups, but why should Horde have to conform to this ridiculous idea when the Alliance does not?

4. Most totem buff durations only live as long as the totem is alive or the party member is within range.
- Shaman get a 30% aggro reduction totem, which is an exact mechanical copy of the paladin blessing of salvation. However, this benefit only lasts as long as the folks receiving it are within range of the totem. Same with Strength totem, Windfury totem, mana spring totem, mana tide totem, etc. Also, see item #2 and 3.

So here are my fixes. I am trying to stay within Blizzard's vision of having totems be an essential part of the character of the shaman class, and I can go along with that. This means static totems, and no "internalizing" of a totem, or making it essentially an aura that moves with the shaman. I'm no good at coming up with clever names for this shit, so I'll just describe how the mechanic should work.

Give the shaman class four trainable totems starting at level 54 that hit an entire raid in a 15 yd radius of the totem. One totem for each element. The effects of these totems would be the same as the Windfury totem, a 10-second duration.

Fire totem would be a flat 7% stat boost as well as +80 Attack Power and +25 spell damage.

Water element would be +8 mp2 (untalented, affected by Restorative Totems talent)

Air element would be +10% spirit and 30% aggro reduction

Earth element would be a decrease of fifty damage on all incoming melee attacks.

Basically to make up for the fact that we can hit all players within range of the totem versus Paladins only able to hit a particular class, the radius is pretty small. This isn't a perfect solution and I'm sure this will get picked to pieces. But the idea is that totems don't have to be monuments to inadequacy. With some creative effects and the ability to hit people outside the shaman's group the horrible totem mechanic as it stands now can be make workable.

Last edited by xilsharn : 07-13-2006 at 10:02 PM.
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Old 07-13-2006, 10:07 PM   #2 (permalink)
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Did the devs ever post a reason supporting the limitation of totems? It's at the point where the rest of the game has been looked over with a fine tooth comb and changed (for better or worse), with like totems being one of the few things left over.
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Old 07-13-2006, 10:08 PM   #3 (permalink)
xilsharn
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Quote:
Originally Posted by WarderX
Did the devs ever post a reason supporting the limitation of totems? It's at the point where the rest of the game has been looked over with a fine tooth comb and changed (for better or worse), with like totems being one of the few things left over.
Yes, and I'm not making this up -- they want to keep totems working the exact same way they work today to maintain desireability of multiple shaman on raids.
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Old 07-13-2006, 10:15 PM   #4 (permalink)
Vitae
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Tranquil Air's 20%, not 30%.
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Old 07-13-2006, 10:18 PM   #5 (permalink)
xilsharn
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My bad. I guess that shows how often I am able to use the motherfucker.
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Old 07-14-2006, 12:16 AM   #6 (permalink)
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Make them effect the entire raid
Make thier radii 40 yards
Make them last 15 minutes
Make them use a reagent

Call them "Greater" totems.
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Old 07-14-2006, 12:31 AM   #7 (permalink)
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Tauren chieftains carry totems on their back in warcraft 3. Why can't shaman do that!
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Old 07-14-2006, 12:34 AM   #8 (permalink)
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Also add an unsummon-type spell/ability to get x% of the mana cost of the totem back. Hell, make this the 31pt resto talent after they change mana tide to a trainable skill, kthx.
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Old 07-14-2006, 12:42 AM   #9 (permalink)
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Quote:
Originally Posted by Bladefury
Tauren chieftains carry totems on their back in warcraft 3. Why can't shaman do that!
I like the idea of placing a few totems in a range slot that would affect the entire raid.
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Old 07-14-2006, 02:18 AM   #10 (permalink)
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If totems hit the entire raid without restriction you would see 1-2 shaman per a raid. Our class is so horrible that the only reason guilds even bother bringing mutiple shaman is to use totems. Druids and priests both heal better then us and our damage is dismal in any type of pve setting so totem mechanics being horrible is the only reason most of us still have a raid slot.
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Old 07-14-2006, 02:42 AM   #11 (permalink)
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No bloodlust in WoW is lame. It was THE spell you got shamans for in war3. I still think the best solution to this shaman vs. paladin crap is a combination of nerfing a Paladin's ability to buff massive numbers of people plus giving shamen bloodlust. Paladins are known for their unique abilities-- give shamen one too.
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Old 07-14-2006, 02:53 AM   #12 (permalink)
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I always thought Tranquil Air was a lame copout - why not give Horde a 20% aggro Increase with Bloodlust, on top of insane melee haste and 20% dmg increase.
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Old 07-14-2006, 03:47 AM   #13 (permalink)
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Quote:
Originally Posted by Deris
I always thought Tranquil Air was a lame copout - why not give Horde a 20% aggro Increase with Bloodlust, on top of insane melee haste and 20% dmg increase.
Yeah, agreed. I think the only reason Bloodlust isn't in - in some form - is because Windfury covers what would be the classic effect of it; an enormous melee buff. If you just make it cause more aggro, it's not bumping heads or overpowering PvP.

It absolutely must have the Bloodlust noise attached though.
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Old 07-14-2006, 05:02 AM   #14 (permalink)
xilsharn
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Quote:
Originally Posted by Thhin
Make them effect the entire raid
Make thier radii 40 yards
Make them last 15 minutes
Make them use a reagent

Call them "Greater" totems.
Except this is making shaman "paladins in chain" and will never be adopted.

edit: Also, it's retarded.
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Old 07-14-2006, 05:32 AM   #15 (permalink)
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All you have to do is make buffing totems work effectively like lightwell. Summons an interacable object, say 20 charges, players click on the totems they want for a 20 minute buff. Tweak shit to make it work and viola.

Make healing way affect -all- heals, tweak a bit, and again, voila!
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