I know this is a little off-topic, but i had a stroke of pseudo-almost genius that i wanted to share.
OK, so - I could have this wrong, but - here's what I can glean is the basic essential issues with totems:
1. Totems can be targeted and killed easily by anyone with a macro thereby rendering our "unique class mechanic" into a "unique class downfall/weakness" because we no longer have the buffs that are essential to making our class function at its peak efficiency. (Proposed Solution: buff totems life/make un-killable/un-targetable?)
2. Totems are stationary and need to be recast every time we move to a new location, which is exceedingly often. They also cost a fair amount of mana each time to set up. (Prop. Solution: Make them move with the shaman or cost alot less mana?)
3. Certain totems - the talent ones - take up the slot of a normal totem so that any time we use a special one it negates other efefcts we have active, which is contrary to the idea of a talent as no other class in the game has a talent that states that when they use it they will loose one of their natural abilities/buffs while the talent is active. (Prop. Solution: Make talented totems take up no totem slot, they can be called Ether (if youre into the greek 5th elemetn thing) or whatever, but not fire/water/air/earth)
4. In light of Fire AOE totems getting buffed, but elem spec having to use ToW, No earth based AOE dmg effects, which seems odd to me that shamans dont have some sort of quake ability in the 1st place, but hey... (Prop. Solution: Make a quake totem. IMO, it should deal medium dmg + a chance to stun every so often, or just deal reg dmg with no stun. kinda like a cross-blend between magma and nova tot's, without being so good as to replace either.)
5. Needs new Graphics. (Prop Sol.: Make new Graphics.
My Suggested Solution:
How about just making the totems act like pally auras that have a chance to get dispelled every time we're hit? I'll let that sink in for a second. Ok, now before you flinch and say OP, let me go over the minuatae of the balancing details and you will see how this can be made very balanced very easily. First I will explain how it addresses and solves each of my 5 points listed above, followed by how it is modified to make it not overpowered.
1. Because the totem effects are now an "aura", totems can no longer be specifically targeted. No more macros. Done. Fixed. However, each time the shaman is hit, there's a percentage based chance for one of his active totems to be "dispelled". Thereby making them still go away every once in awhile in the spirit of being targetable like the old system.
2. Again, because totems are now an "aura", totems now would move with the shaman. No need to recast every time you move. However, because the "auras" can be dispelled by being hit, they will need to be recast every so often (thereby keeping in the spirit of the old system), and if the shaman is unfortunate to be singled out and beat on, the odds of him having any totems/auras up for too long are slim.
3. Certain totems would be rather overpowered if allowed to just sit on the shaman as an aura (magma, nova, searing & earthbind for example). So in light of that, I would propose that the 5th totem type be "Physical". Those that are deemed to be "OP as an aura" should require actual placement of a physical totems on the ground (albeit with a few more HP). These would not count as a used "aura" slot, since they would be fully independent of the "aura" system and would fall under the "physical" element/category - as they are a physical item. So, in this system, a shaman would be able to have (at most) 4 active auras up at one time PLUS 1 physical totem out on the ground.
4. This would be fixed by making the "physical element type totem" as stated in #3 above.
5. Having the Aura system in place would inherently fix this issue. The "physical" totems would have the same old look, but he auras....ahh, the auras. IMO: they should look like the "lightning shield/water shield/earth shield" look now. Just make a few one for fire and poof, 4 auras. that way anyone (player, friend and foe alike) can see exactly what auras a shaman has up at all times, as well as placing buff icons on the players affected by the auras just as totems do now. But "what about the shields then?" you ask. Well, make them look like the priest shield (you know, the annoying gold one), but make them color coded. - silvery white with some sparks around it for lighting, bright blue with wavy lines for water, and green with a few rocks floating around for earth. Poof - new pretties.
Anyway, just my 2 cents I guess.
Cheers
-Voyd