Feedback/improvements for spell totem

I've been testing some skills and interactions with totems and overall it doesnt feel very confortable to play, here is some feedback and features i think it would improve the playstyle with this ability.

- If you're gonna keep the charges requirement (which is kinda annoying because it makes it difficult to make a build around just totems imo), i think you should increase the duration of the totems because due to the downside of some support skills, it just makes it not viable to regenerate charges in that low period of time to summon them in each mob pack.
- Related to the previous one, also give us some ability to relocate our totems around us, like convocation with minions. I think this would make the playstyle with totems build more fluid.
- When you summon a totem, your character has to stop for a second and summon it, idk why is it like this tbh, when for example ballista totems or chaos totem from occultist you can summon it while walking, same as previous, it would make the playstyle very smooth.
Last bumped on Dec 21, 2025, 7:08:19 PM
I also saw a next totem post and agree with what the person said And like what you posted also I felt the same way. I will paste what I add in the other post but would see if you agree.

The changes don't feel great at all. like we could at the first totem summon normally then
since its spell totem could switch the charges to infusion to power it up instead of charges. When a infusion is consumed you are able to summon extra totem after the first one.

Power charge would be Fire infusion,
Frenzy = endurance and Cold infusion
Endurance = lightning infusion.

The duration of the totem is too short and they get kill very easy. so those infusion could work like the original charges to power it up with a limit of course. also could be ways to max it out on the tree. Thanks for having a look.
Last edited by orbitosan#0305 on Dec 21, 2025, 8:44:02 PM

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