1º- Turn [Rockbitter Weapon] into a sort of stance just like the paladin equivalent seal was turned into [Righteous Fury] by the end of WoW's Beta. It's a long overdue change that's within TWoW philosophy of finishing what the original game couldn't at the time. Here's a suggestion for it;
Fills your body with the strength of the Earth, increasing your attack power by (charlevel*10), the threat generated by your physical attacks and weapon imbues by 100% and the threat of your frost, fire and nature spells by 35%.]
This idea is to reinforce the current enhance tank playstyle without destroying [Rockbitter Weapon] identity and making it a knock-off [RIghteous Fury]. I'm not including redirecting threat from totems because that's more than likely going to be a talent in Class Changes 2.
2º- Make weapon imbues self buffs with a 15min duration at the very least. The current iteration is simply cumbersome to use and it deprives enhancement of the option of using sharpening stones or benefiting from your own WFT or FTT(never seen that one used before). On that note, why there isn't a Frostbrand totem even if just for flavor/consistency?
3º- Make the class quest for totems actually rewarding instead of a lenghty chore to be able to use half of your skill kit(looking at you, water totem questchain). The "mirror class" to shamans, paladins, only need to complete two class quest for base skills with the low level ones giving a nice tanking shield and a 2h weapon that last until the mid 30's levels. So my proposal is to make the actual totems hogging 4 bag spaces have an on use effect with a shared short CD(1min maybe?):
[Earth Totem: increases your armour value by X% and resistances by Y% for Z seconds.]
[Fire Totem: your attacks and spells deal an additional (charlevel/4 + X% SP * base attack/casting speed) fire damage to your target and all enemies within 5yard for the next Yseconds.]
[Water Totem: increases your HP5 and MP5 by (charlevel + X% spirit) for the next Yseconds.]
[Wind Totem: reduces your threat generation by 20% for the next 20s.]
These are just personal suggestions for the effects, the core idea is to make the item totems useful.
4º- Buff [Stormstrike]. It's an incredible contender for the worst melee skill in the game: it's literally a glorified AA. Just give it a hefty AP and SP scaling so it actually hits like a lvl 30 talent with a long CD and mana cost should. Just to point out, the "mirror class" paladin [Holy Strike] is a baseline lvl 10 skill with +dmg and SP scaling as well as having the best dmg type in the game.
5º- Merge [Nature's Guidance] from the resto tree into [Elemental Warding] from the ele tree(mostly to avoid talent clutter). Where [Nature's Guidance] is right now doesn't make any sense, it should be in the first row's of the ele tree so both dps/tank specs can easily grab it.
6º- Either up Totems duration or reduce their mana cost across the board. They are the utility the class provides to a group yet it's objectively inferior to paladin blessings over a dungeon/raid clear: far higher mana cost for uptime, they are position dependant and their base range is shorter than paladin auras(which are permanent and free to boot).
7º- Prune some of the skills to let way for others that might be actually used. Shamans currently have 22 different totems some of which have the same effects as some skills(Poison Cleansing Totem&Cure Poison, Disease Cleansing Totem&Cure Disease) or are straight up useless(Windwall Totem, Stoneskin Totem to some degree due to armour diminishing returns, Tranquil Air Totem also since it depends if you are in dps melee group or not and you have the mana to twist into WFT).
Poison Cleansing Totem&Disease Cleansing Totem could be easily merged into one and Mana Spring Totem&Healing Stream Totem are also good candidates.
8º- This is just a personal nitpick since shamans are supposed to be fighters wielding the elements so... rework [Lightning Bolt] into [Elemental Bolt] and tie the type of damage it deals to your active weapon imbue;
-nothing or wf-> nature damage
-flametongue-> fire damage
-frostbrand-> frost damage
As I said, personal nitpick but if it could be done, it would help the class fantasy and make ele/enhancement more versatile and also improve the synergy with other classes(why does locks [Curse of Elements] only affect frost and fire damage? Why hasn't it changed already to include nature dmg?).
Well, if you stuck around till the end, please rip these suggestions as much as you like and tell me why they are stupid/unnecessary/over the top or whatever. Correct me as much as you like and give everyone and the devs more ideas to think about to help shamans not be a totem dispenser any more
![satisfied_turtle_head satisfied_turtle_head](./images/smilies/satisfied_turtle_head.png)