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#1 Oct 11 2008 at 9:09 AM Rating: Decent
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Blizzard wrote:
Totems are now physical and harder to dispell, have more life and last longer.

This was off MMO-Champion. Is anyone here in the beta or does anyone know of any other beta posts we could use to confirm or deny this? I'm really trying not to get hopeful here because I'm afraid they're just taking the change they made to Stoneclaw Totem and calling that "totems have more life". Especially since they made a pretty definitive post not too long ago saying they were done with totems and didn't even have them on the back burner anymore. I also hadn't heard anything whatsoever about plans to increase totem survivability.
#2 Oct 11 2008 at 9:29 AM Rating: Decent
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4,684 posts
What about http://wow.allakhazam.com/db/item.html?witem=40267;source=test ?
#3 Oct 11 2008 at 10:01 AM Rating: Decent
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947 posts
If that is true, PvP balance just got significantly altered.

Totems that can survive just two or three hits would change the flow of any Arena team with a Shaman in it...
#4 Oct 11 2008 at 10:48 AM Rating: Good
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2,079 posts
I think they are referring to Stoneclaw protecting the other totems by essentially having to eat Stoneclaw's health. ie. We're still retarded broken in terms of totem mechanics.
#5 Oct 11 2008 at 11:10 AM Rating: Decent
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343 posts
Correct me if I'm wrong, but another retarded blizz move(?)
Windfury Totem, make it a 20% melee & ranged haste. Are they changing the mechanics of Windfury Wep proc or did we just get another spell that in melee combat actually hurts us Enhance Shamans while buffing everyone else? We look for maces with a 2.6 wep speed for a reason.

Could be wrong. Still new to the shaman (only lvl 53...), but...
#6 Oct 11 2008 at 12:49 PM Rating: Good
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Windfury Weapon = Same as before (though there is talk of them removing the internal cooldown, thus making haste ACTUALLY be beneficial)

Windfury Totem = NO LONGER GRANTS WINDFURY (weird I know), but instead grants 16% melee/ranged haste. With talents it adds another 4%.

Edited, Oct 12th 2008 10:42pm by Jiade
#7 Oct 11 2008 at 8:57 PM Rating: Decent
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343 posts
Quote:
Windfury Totem = NO LONGER GRATS WINDFURY (weird I know), but instead grants 16% melee/ranged haste. With talents it adds another 4%

Uhh, yeah. Quoting myself here, Windfury Totem, make it a 20% melee & ranged haste.
Quote:
(though there is talk of them removing the internal cooldown, thus making haste ACTUALLY be beneficial)

So, just talk? Or am I right in saying, but another retarded blizz move(?) refering to the windfury proc. and, did we just get another spell that in melee combat actually hurts us Enhance Shamans while buffing everyone else? refering to the NEW Windfury totem.


#8 Oct 12 2008 at 2:10 AM Rating: Decent
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2,396 posts
Quote:
Q: Why is Stoneclaw the protective totem for PvP when it prevents the use of other Earth PvP totems? Any plans for a flat totem health increase?
A: We will double it! (Laughter.) No, we felt Stoneclaw was the right totem to use. It felt right. Players should have to make a choice between the snare, the fear warding, and the totem strengthening.

Right... well... If I got anyone's hopes up, I apologize. And now back to our regularly scheduled programming.
#9 Oct 12 2008 at 5:31 AM Rating: Decent
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Either you are missing something or I am.

The totem of hex I linked counts as any a totem. Which means you can effectively place 2 earth totems, a fire, wind and water one. Right?
#10 Oct 12 2008 at 10:46 AM Rating: Decent
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2,396 posts
Mozared wrote:
The totem of hex I linked counts as any a totem. Which means you can effectively place 2 earth totems, a fire, wind and water one. Right?

Does it? I don't know. That item discription doesn't really tell us jack squat, so if you've got some source that can tell me what it means, lay it on me. I take it to mean that you can carry that one item on you instead of carrying the four individual totems you get from your original quests, thereby saving you three bag spaces.
#11 Oct 12 2008 at 8:38 PM Rating: Good
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All "epic" totems (the ones you equip in the totem slot) count as all 4 totems so you no longer HAVE to carry the original 4 totems in your bags. That being said, the ORIGINAL 4 totems ARE INDESTRUCTIBLE. You can't vendor them, you can't delete them... you can't pawn them off on people. All you do is trade space from bank to bag.
#12 Oct 13 2008 at 5:12 AM Rating: Good
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2,396 posts
Right, but this thing isn't even equippable. Note that it's not a totem (despite its name) or a trinket, but a relic.
#13 Oct 13 2008 at 7:22 AM Rating: Good
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2,069 posts
Gaudion wrote:
Right, but this thing isn't even equippable. Note that it's not a totem (despite its name) or a trinket, but a relic.


I think it goes in the relic slot...it's labeled as relic and totem, just like This
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#14 Oct 13 2008 at 7:42 AM Rating: Good
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Oh. Well. I've only been playing this game for three and a half years. Maybe I should start paying attention. ~_~

EDIT: While that would be sweet to get to lay an extra totem of any kind, there are so many huge problems with this that I really, really hope it's not the case. For starters... and I really shouldn't even have to go any further than this... it's too good. No Shaman would be able to pass that up in PvP, and would probably have a really hard time giving it up in PvE as well. And you know how Blizzard feels about that. Remember Arcane Mages when raiding started at 70 with the Lightning Capacitor and MSD? Same thing would happen here. Blizzard would change it and the entire Shaman community would be in an uproar. I guaran-damn-tee it.

Again, this goes back to the fundamental argument I pose for totems. You should not need a talent to make the inherent, iconic, all-encompassing utility feature of the class useful, and you sure as hell shouldn't need one particular item to make them useful.

Edited, Oct 13th 2008 4:12pm by Gaudion
#15 Oct 13 2008 at 7:29 PM Rating: Decent
I think totems should be like a rogues poisions. You can create a totem with 4 different benifits from earth, fire, wind, water. Then you just drop one totem that does all 4, which cannot be destroyed just like a rogues poisions cannot be taken off his wep. Make things like binding have a chance to apply a slowing effect if a mob/person is in it's range, which can be dispelled like a poision.

This would make totems much more interesting and add a whole new dynamic to PVP.
#16 Oct 14 2008 at 8:12 PM Rating: Decent
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782 posts
U know, I think almost everyone (shamans) has come up with much more "viable" versions of the functions of totems. For the most part, many of our incarnations of totem mechanics are well thought out and derived from actual game experience (Who woulda thunk it?! :P)

Course is the thought conventions that have dictated by the powers to be, to how our class will work in balance to our overall function and playstyle...

Quote:
Q: Why is Stoneclaw the protective totem for PvP when it prevents the use of other Earth PvP totems? Any plans for a flat totem health increase?
A: We will double it! (Laughter.) No, we felt Stoneclaw was the right totem to use. It felt right. Players should have to make a choice between the snare, the fear warding, and the totem strengthening.


..!.. (~_~) Thx blizz for such a thought out and logical explination....

Edited, Oct 15th 2008 4:08am by gpyfb
#17 Oct 16 2008 at 2:51 PM Rating: Decent
38 posts
While I do agree that totems need to be fixed, its not their survivability thats the problem.

Its an annoying thing to be chasing a shaman, and work out its probably better to kill the last 3 totems he just dropped. In the time you spend hitting each one, the shaman is now 15 yards away and has frost shocked you.

Essentially, totems are buffs. While purge instantly removes 2 buffs from an enemy with the click of a single button, people still whine about their totems getting destroyed?

While its hardly any different, peoples pets killing my totems via the use of a totemkilling macro, pisses me right off...
#18 Oct 16 2008 at 4:04 PM Rating: Good
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2,079 posts
Quote:
While I do agree that totems need to be fixed, its not their survivability thats the problem.

Its an annoying thing to be chasing a shaman, and work out its probably better to kill the last 3 totems he just dropped. In the time you spend hitting each one, the shaman is now 15 yards away and has frost shocked you.

Essentially, totems are buffs. While purge instantly removes 2 buffs from an enemy with the click of a single button, people still whine about their totems getting destroyed?

While its hardly any different, peoples pets killing my totems via the use of a totemkilling macro, pisses me right off...


The difference is:

Purge (and similar abilities) are limited to a small number of classes. They only remove buffs from ONE person (except Mass Dispel which is a cast time and high mana cost).

Totem Destroying is possible from EVERY class. Some can do it without using GCD's even. Destroying ONE totem... removes the buff from an entire raid. So 1 GCD can "purge" 40 people (though in arena, 2-5 people) and everyone can do it.
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