I like the idea of what a totemist would really do, but this class doesn’t do any of it. Secondly, the stat bonuses on the tiered items are off, why would a t5 ability suddenly not give def? It’d make t4 and under more viable to use at any time. Also, the UT totem is more of a drawback, since 6 speed isn’t much at all.
But the thing that would make this class useless in-game, would be that priest can do all these things (Granted, with slightly less DPS) far better, so long as he has a prot. There would be absolutely no reason to play this class over priest if you have a prot, which is enough reason to rule out the need of this totem ability.
If I came over as harsh, I have no intend to. I’m trying to pull out the biggest points of improvement on this class, now for some tips on how to rework the ability:
Make the class use actual totems to fit the theme
Similar in use to the marble pillar a paladin can place with his marble seal. You could have standard totems have like a healing/speedy/damaging/berserk/armored buff in a range around the placed totem, for example. (Not all of them at once, of course)
I’d go for something like a flat heal per second at tiers 1-3, to then also give a little bit of bonus health when standing in range of the totem.
Don’t have a (robe)class revolve around the ability to armor crowds
It’s too overpowered to be able to make a whole group armored without needing a rare UT. It’d also make marble seal obsolete. I’d remove the aspect of armored from this class almost completely, except for perhaps on a single UT.
Now, for some less important tips, but tips nonetheless:
I do like the concept of the sprite
But I feel like the wand looks like a wooden sword, I’d take 1 pixel off of the top of it and it’s a very nice one!
The basestats seem very off
Of course, the sorcerer isn’t a totemist, but the general rule for base stat caps and average at level 20 stats is that the maxed HP on robe classes is 670. You got the mana right, but the avg mana at lvl 20 is way too high, it should be 290 like the other ones. I’d copy the base max and avg at lvl 20 HP and MP stats from the sorcerer. I’d also change def from 30 to 25, since 30 def is unusual for classes in general. Paladin is an exception, because he wasn’t tanky enough before his rework. 40 Vit is also normal for robe classes and 45 speed is lower than any other class. I’d have the base stats look like this:
Average at Level 20:
HP: 575
MP: 290
ATK: 40
DEF: 0
SPD: 30
DEX: 37
VIT: 25
WIS: 50
Base Stat Cap:
HP: 670
MP: 385
ATK: 70
DEF: 25
SPD: 50
DEX: 65
VIT: 40
WIS: 75
As you can see, the stats I haven’t mentioned seem fine to me. These are, of course, subject to change, depending on how the end result of the ability will turn out to be.
Final word
As I said earlier, I hope I didn’t come off as harsh and I hope these tips might help you in the development of your concept!
Good luck with future changes!
Ganus