Shaman FaQ wrote:
Wrath of Air - Gives a spell haste benefit to members within range. As you could have guessed, use this totem in caster heavy parties, or parties where a windfury totem wouldn't be prefered.
Windfury - Raises melee and ranged haste to all members within range. Great for all melee groups and hunters. Used to be an on hit/extra hit aggro generating and dps machine that was changed in WOTLK. But it's still a great help for tanking classes aggro generation.
Grounding - Redirects the next harmful spell cast at the Shaman or his party members within range of the totem, to the totem, absorbing the spell. While this totem used to be much more effective against casters in general, it is still effective at catching cc effects or harmful spells. A well timed grounding totem can turn the tide of battle too. In its current state, if a harmful spell is enroute to the totem, such as a fireball, and an instant cast spell is cast at the Shaman or his party that gets redirected. Both spells will be absorbed by the totem.
Nature Resistance - Put you at a moderate level of Nature Resistance, does not always stack with other nature resistance buffs. Sparingly useful, use it to increase your parties nature resistance.
Sentry - Puts down a sentry totem at your location with 100 health that allows you to see from the totems point of view. Also shows you when it gets destroyed. You can right-click the buff to switch views between your character and the totem. Has very very limited use.
Well, if you have one Shaman and a DK, you can get WoA and IT. If you get two Shaman, they COULD go for Grounding, but if that isn't raid-wide it may not be useful.
And, if one is an Enh Shaman, I would prefer they put the two points there over IT--but this is from a tanking perspective, only. So, the haste buff from Imp IT is less important and can actually have negative effects.
Otherwise, though, I would say they should take it. My old Frost build had it because I couldn't guarantee a Shaman.
Plus, I would still take Imp Icy Touch as a Frost DK, so I wouldn't group that in with IT.
Here is the build I'd take without IT. Here is the build I'd take without it. Honestly, as a tank, if it is at all possible for a Shaman to drop it, I consider it better. The loss of 4% damage to all weapon strikes, RSs and Weapon-based abilities (like Oblit) is much harder to swallow than 5% Haste. Especially when it comes at the cost of longer diseases, Rune Tap and an ability like DC (or any other 1 point). Or you could grab them, but lose KM, which is an awful loss in threat.
Because a tank needs to be cranking out high TpS to let the DpS do as much as possible, I would prioritize that over the raid buff if a Shaman could take it. Because, that TpS IS a raid buff--it just doesn't get an icon.
So, if you can't guarantee a Shaman--take it. If you can grab one, but have a caster heavy raid and the spell haste is better, then take it.
But, if you can get two, pass it up for other threat-generating and utility talents like RT, THWS, DC and Epid.
(Note--this is from a tank perspective only. If you are deep frost for DpS, you should take it unless a Shaman in your raid has their buffing talent. Because you don't need to be focusing on cranking out as much damage as you possibly can <note: Not referring to threat cap> the sacrifice to the raid isn't as large).
Though, I would still prefer a Shaman to do it if possible. 20% from 2 talent points is > 20% from 6. But, if your mages need their spell haste buff, it is better they get that if you only have one Shammy.
And I've been babbling.