Wendigo Totem is a good supporting and healing skill, my favorite too. The problem in that skill is, it is good at any level till level 30, if we leave it at level 1, it falls off after level 30 and needs few points in order to help us stay alive. Maxed (12/12), it is a very good skill till levels 70 - 80 (depending on your build and what you build). When focusing on damage only, and totally ignoring resists *, on a Pet Ritualist it is good till level around 75, Warder on the other hand can pull it off till 80. You can literally sit in a wave of monsters, even if there’s a boss, two heros and couple of normals and not worry about you dying. This works out till level 70 - 80, where then you have to spend a potion or run away, sometimes. It again gets better if you manage to get at least 15k+ HP or maximize your resistances. At level 100, with full build and maxed resists it doesn’t do much. This skill should not be something that makes you immortal, but does so till level 70 - 80, as I already said, then at level 100, on most builds it’s just useless.
Let’s check Blood Pact now. This upgrade of Wendigo Totem provides damage and a bit of ADCTH. The damage values are weak, we could even say it’s a joke. If we desire to base our character on either bleeding or vitality decay, we can pick it up because it offers increased duration to these particular damage types. However, aside of that, we could pick it up only for the ADCTH. The problem with that is, that there’s only a decent chance of getting the heal, and only 20% of our damage (skill level 12/12).
Why is the Wendigo Totem not picked up anyway by many tanky characters, which can benefit from the healing anyway? Wendigo Totem doesn’t provide enough healing or additional stats by Blood Pact, therefore it’s way better to waste an item slot and get a ADCTH item, which would not work good enough on bosses, but would provide good additional stats. If we don’t want to waste any item slots, we can seek for better healing skills in our builds, for example Siphon Souls, Menhir’s Will or Blood of Dreeg.
What does Wendigo Totem do good in it’s current state? The skill is very good on pet builds which don’t have access to Blood of Dreeg, because it’s capable of healing even 10k HP per second if your pets are tanky as fuck (have very much HP).
Why do you think Wendigo Totem’s heal is too weak? Let’s take as an example a character that takes only 20% damage from any source (not counting % HP damage), and has 10k HP. We get damaged by Kubacabra for 12k damage, but we of course reduce it to 20% due to our resistances, so we get 2400 damage per hit, and Totem heals us for 5% + 500 HP, so we heal back 1000 HP. Let’s say Kuba manages to hit us 5 times in 3 seconds, we’ll lose 12k HP, but heal 3000, so we’re almost dead anyway. This way it’s better to focus on something that would provide ADCTH, because even if Kuba has 85% life leech resist, we can still heal a portion of it. So, if we manage to get some source of 10% ADCTH, and our skill will hit 20k damage per hit, we can pull of a 2000 healing per hit. That’s even more than Wendigo Totem. Now, if we can’t get any ADCTH, we can pick up some health regen, which will most of the time be weaker, but will not require us to stick close to something. A 400 HP per second regeneration would be even stronger than Wendigo totem, because we could run away and still heal our health if our HP potion is on cooldown. If the target can jump to us by any means, HP regen is weaker, so is ADCTH, but still works way better than Wendigo Totem.
The skill tree issues could be solved by changing the values of the healing or remaking (not fully) the upgrade, Blood Pact. My idea is to get rid of base healing, which can be absurd and increase the percentage value. You can have level 12/12 of this skill at level 11, where it would make you immortal, healing you for 500 HP every second + a percentage (5%). Remove the the base values or lower it to [10*skill level] and increase the percentage healing to 8 - 10% at level 12. Further it would increase to 12 - 15% at level 22/12. This would eliminate immortality at low levels, where you can even have -50% in a resist and still take no damage and increase the usefulness at higher levels. Now, Blood Pact could have removed the percentage of giving you 20% ADCTH (12/12 level) and instead give you 6% ADCTH unless you stay in range. Another idea for Blood Pact, the skill could not grant any ADCTH at all, but instead increase the range of the skill to 10 meters or slightly more. This would allow the player to run away if they’re low at health and heal up, if the oponent can’t stun or move towards us very fast by any means.
*I have been also using Lokarr set till level 94 on my Warder and still managed to heal up my HP no matter what situation, till level 80.