Storm totem’s base attack speed is buffed in last patch so it got a boost in terms of dps. It is also nice to proc devotions due to its high attack speed. Also even it is player scaled devotions see it as source of damage thus devotion damage get summoned from it. For 16 points you get a nice huge support.
Only problem i see is cooldown(same with mortar trap). Crate or THQ hated “put & forget” or “pure summoner game” playstyles they implemented useless agro and cooldown mechanics. In this game, it is hard not to get agro if you play pure summoner. Also if you want to play " put & forget" play style(wind devil, storm totem and mortar trap) you start damaging after 3 seconds of combat initiation which is huge. It takes 2-3 seconds to reach mortar trap’s or wind devil damage to reach. They are good for dungeons though where you play rogue and have all time in the world.
My Storm Druid is using the totem as a support skill to Wind Devil and Wendigo Totem (which keeps my druid alive vs cornered situations). The damage is decent, and I took it because it was a reliable damage source of lightning (which I took lots of devotions in).
That said, my Wind Devil hits for 8-11k, while my storm totem hits for about 2-3k (in a smaller area). I voted no for a buff though, the skill is in a niche spot. There is no point in overpowering something.
It has a 3 summon limit from the start so providing you have enough cooldown reduction getting 3 out shouldn’t be a problem. And if you can get it up to 26/16 then each totem can hit up to 7 targets.
not a valid point. It takes 8-10 seconds to get to the 3 . No mob group should take 10 seconds to die(no mob group must require 3 either). Only for bosses maybe.
even if you get all three totems up through CDR…the time they’re all up is too short too care. In my opinion its best to keep stacking OA and make sure your totems keep critting harder and harder.
If you use wind devil’s resistance reduction it is pointless to grab Elemental Storm for its resistance reduction since they DO NOT stack. Instead you’re better of to grab Arcane Bomb which gives a -lightning resistance reduction.
Keep in mind that Totems stack by player stats. They are NOT considered pets and pet bonusses therefore do not apply to totems. To make lightning totems work you need to use gear that gives elemental/lightning damage% on top of OA related boosts.
It is quite easy to make storm totems do 40-80k damage without any critical hits. You just need to know how to build properly and learn the game mechanics. My storm totems clear screens so fast that I just speed run through the game popping a totem here, refresh winddevil, pop totem in middle of next pack, refresh winddevil…oh i’m suddenly at the end of the game already. Doing Ultimate DPS in Elite…
I have several totem builds both storm and vitaility and dish out 100-120k damage when everything is up and running. Bosses and nemesis melt before your eyes. They don’t need any buffs or fixes. Storm totem is not useless and can be used as a main skill with proper understanding of the game. IT is just that some skills require more understanding of mechanics/more specific gear…to make it work. But in the end EVERY skill in GD works as a main skill. Dikkie and I have made the most insane builds when we ran out of ideas and learned this fact.
each mastery has its own theme and skills. What you want is irrelevant. Dont want to stand around 5-10 seconds then tough luck. On top of that you’re comparing a burst damage build with a build that can keep its damage output up for way longer. My totems can still clear screens fast. More often then not I don’t even stop, because I know my totems will kill what is left behind. My overall pace of going through areas is a lot faster then with my nightblades that shadowstrike in, ring of steel and move on…unable to strike into the next pack because their skills are still on CD. But with my totem I always have 1 available.
Only issue is if you go up against lightning resistant mobs. but that is an issue you always have when specializing in a single damage type. Once you run into a mob with high resist to it…well then it takes a while longer.
A lot of complaints I read in this thread are: I don’t wanna play like this. it should be like that. because thats what i want whine whine whine. my build doesn’t clear screens fast enougH!! which is more a learn to build your character issue then anything else.
Someone in chat posted a vid of a totem build clearing crucible just as fast as other top tier builds, but with lower gear requirements to get there. Totem builds are perfect for a first time build. Fast clear speed so you can farm for goodies at a good pace.
Due to storm totem being “put & forget” skill, it shouldn’t be a main skill. It would be unbalanced in contrast to other skills where you have to do more stuff. The problem is 3 summon limit and its life time. Either increase its lifetime or at higher levels(in 26 actually) let us summon two at the same time.
Put and kite , put and kite, it is more safe and easier than melee and channel spell casters dont expect it to be main skill.
Pic another skill perhaps? That set of skills, wind devil, totem, storm, skyshard perhaps, they are just made to go with each other and put out massive, sustained, cold and lightning and DOT damage and is one of the best designed IMO. Like others have implied, your comments raise the question of what your items and point distribution looks like.
If you are relying on any one skill you are gimping yourself somewhat, also IMO. You you can try to get one skill really strong and doing all the work, or several that all benefit from the same modifiers. Top damage on each skill might be less but overall you are putting out far more. Take some combination of Storm from Squall, Wind Devil, Totem, Reckless Tempest, maybe Skyshard Blizzard devotion, lay it all down at once, you wont be taking too long to clear mobs. I put them all down for giggles and pretty flashes, but really two or three are usually enough.
One change I would like on Totem though. Stop making it a point target ability. Just drop it in front where the character is when the button is pressed. It’s cast range is too short, and if I want in placed in front of me, as i usually do, and not at some distant point, i have to aim in this really small unseen radius. Movement interrupts the cast. Unless I release everything and just press the totem key it will not cast most of the time. Its a bit clunky in that way.
I don’t mind being able to place it where I want. It adds a bit of tactical placement. You can use bottleneck passages and block them off. Either no one gets through or it takes them too look to find the correct path past the totems and other obstructions.
There are moments where your gear isn’t up to snuff. And you will be a bit squashy. So making use of that comes in handy. Plus placing totems tactically adds more fun and thought to play style as well instead of just droppign them in front of you. Especially when dealing with incredibly large, multiple, packs at once as you’ll see in the xpack content.
I don’t know if this would be possible/easy to implement, but I wish there was a way to make Storm Totem stand out more when used by a caster than vs. someone who doesn’t spec into casting. My suggestion would be…
Nerf damage a bit
Remove summon limit
I think this would be a cool way to make Storm Totem stand out to something like a Druid for example. It would make sense that they would be more proficient in Storm Totems than a Warder, and if they hit like 40% CDR they can benefit by having 4 Totems at a time.
Need base cast speed a bit
Totems take players cast speed bonus
That might be a bit much, but it would be another cool way to buff Storm Totems for casters (especially the Light’s Defender set with Quick Jacks).