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Kainzo ""sucks at everything" isn't a fair assessment of an entire class setup"
Shaman is a class that to actually live as you need to run and use your mana wisely.
You can spam the normal skills for a few seconds, sure, but then what? You're going to have no mana to work with.
The only way you can sustain mana is through totem use constantly, hence the idea to raise mana cost on them so that it's an investment to throw one out. TotemRecall wasn't coded just to spam totems, it was coded so that you could have placing one as a mana investment while being sustainable to people who actually have skill.
Even with emeralds, all you'd be able to do while spamming totems is use three, and even then spamming totems for just a tick or two is wasteful to the point of not getting much of any return on your mana use which would be all of it because of how totemrecall works.
The Totem skills themselves aren't even like other class' skills. This isn't Wizard, the Totems are situational. You don't Firestrike/Engulfing/Healing/Force/Shock while slowly backing away. At that point, you'd either be spamming them for no effectiveness or not moving.
In a combat situation someone can just charge you (you're squishy as hell) and you either have to run and abandon your totem (which is STATIONARY) or you get murdered because you have useless/reduced heals and no other way to survive.
The only two totems that actually work in all situations are shock and firestrike. Healing (as with all its heals) are too low to be of any practical use (remember that one totem thing?), force does nothing to be useful at all, and engulfing/firestrike have such short range that the enemy is past it in two seconds.
EngulfingTotem: (SUPPORT/OFFENSIVE)
Engulfing? Offense? It's a slow, it deals no damage, it has such a short effect duration and you can run right past the totem just fine. All it does is allow an ally maybe one or two (if they're lucky with land placement) hits. It's support.
Firestrike in particular uses fireballs, which means it only hits once or twice during the entire duration because of the no dmg ticks the fire causes.
Firestrike needs a change to allow missing.
Run around a corner, run behind something, use Earthwall, place two blocks. It's homing but it's not a guaranteed hit. Combine that with the long tick duration and it's not that hard to avoid. The hardest time you'd have is in regioned plains and even then the moment you're out of range you're good.
Primal? +10 dmg per swing doesn't accomplish anything when the enemy is running (away from the totem that GIVES you the buff, I might add, so you get one hit for the investment of an entire totem)
It's one thing to support others, but this thing really does suck at everything without shock.
We can fix that, but listening to Uin shout "60 SECOND COOLDOWNS OR IT'S SO OPPPPP" isn't the way to do it. If you add the changes you said, you have one totem that does dmg that isn't even useful (circle of fireballs? really? walls stop the fireballs as is, the only 100% hit dmg is shock) and the rest of anything possibly useful are skills that still have long cooldowns, don't accomplish much of anything and eat all your mana.
TL;DR/Clarification: I don't mind nerfing offense, but as it stands it *is* useless without, so support needs buffs. Also, I don't like your implementation idea. Once it's changed to work as it was intended it'll be fine.
EDIT 1: Firestrike clarification
EDIT 2: More firestrike clarification
EDIT 3: Engulfing clarification
EDIT 4: TL;DR added.