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Thread: Mists of Pandaria Elemental Shaman Guide: 5.3

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    Mists of Pandaria Elemental Shaman Guide: 5.3

    1. Introduction & Basics Information
      1. Playstyle
      2. Stats and Gearing
      3. Buffs and Debuffs
      4. Frequently Asked Questions
    2. Spells
      1. Primary Spells
      2. Secondary Spells
      3. Utility Spells
      4. Buffs & Passives
    3. Talents and Glyphs
      1. Talents
      2. Glyphs
    4. Spell Priority (Rotation)
      1. Priority List
      2. Movement
      3. Multitarget
      4. Cooldown use
      5. Advanced Shock Management
    5. Stats
      1. Haste Caps & Breakpoints
      2. Hit Cap
      3. Racial Bonuses
    6. Gearing
      1. Gems
      2. Enchants
      3. Sets and Set Bonuses
      4. Trinkets
    7. Levelling Information - Work In Progress
      1. Level ranges & primary spell availability
      2. Glyph & Talent acquisition
      3. Gearing notes
    8. Current Encounter Notes: Throne of Thunder
    9. User Interface
      1. Addons
      2. Configs
      3. Macros
    10. Credits, Special Thanks & Copyright Information
    11. Change Log

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    Introduction
    This is a PvE guide for Elemental Shaman written collaboratively by Binkenstein, Endus & Gistwiki. Contained within you will find everything you need to know to play Elemental at a competitive level in PvE content.

    Playstyle
    Elemental is the ranged caster damage specialisation of Shaman. It relies on a number of cooldown based spells for damage, along with a single dot and a charge/expend ability. It also has a number of damage & utility spells in the form of totems, the signature ability for Shaman. As well, it is the most armoured of caster specs thanks to mail & shields, and can assist with some off-spec heals if necessary (especially with talents). Elemental also has the potential for very high mobility with minimal loss in DPS with certain glyph choices.

    Stats & Gearing
    Elemental focuses on Intellect gear, with any of Crit, Haste, Hit, Mastery or Spirit as secondary stats. A rough stat priority is:
    Intellect > Hit/Spirit to 15% cap > Haste > Mastery > Crit

    Note: Crit/Haste/Mastery weights & priorities vary depending on glyphs & talents, so it's important to generate your own weights on a regular basis. Any basic suggestion such as this one can very easily be off for your particular circumstances. Some more detail on what circumstances can and will effect this and how will be in the Stats & Gearing sections of the guides.

    Buffs & Debuffs
    Elemental provides three passive raid buffs:
    In addition, Earth Shock applies the Weakened Blows debuff for 30 seconds, reducing the physical damage the target deals by 10%. The duration is sufficient to essentially guarantee uptime, despite the somewhat random nature of Earth Shock use.

    As well, each Shaman brings Stormlash Totem, a 10s duration Air Totem with a 5 minute cooldown, which adds nature damage to all spells and attacks by party and raid members within 30 yards. This is a strong raid DPS cooldown, though it should be used one after the other if there are multiple Shaman as the effect does not stack.

    Frequently Asked Questions
    • If I take Primal Elementalist when should I use Empower?
      Empower has two functions: give Restoration Shaman something to take Primal Elementalist for, and to give you a damage buff when your Fire Elemental can't hit anything. The only way you'll be able to use Empower all the time is if you can somehow do eight times your average DPS for the entire duration. eg: in T14H gear the Primal Fire Elemental deals about 40,000 dps. You'll need that to be 5% of your output (or 800,000 dps) for Empower to be useful all the time.
    • Why is Elemental Blast behind Lava Burst in the rotation?
      Elemental Blast deals less damage for it's cast time than Lava Burst, and the buff isn't enough to make up the difference. Rotation priorities are almost always in order of Damage Per Cast Time (DPCT).
    • Why is <item with crit rating> better than <item without crit rating>?
      There's a few reasons.
      • Critical strike rating is not as bad as it was in Cataclysm, oftebeing within 5% of the value of Mastery.
      • Gear with a higher item level will often be worth more, irrelevant of the stats on it (eg: comparing 509 items with 502 items)
      • Once you have reached the Hit cap, additional Hit/Spirit isn't useful. This can swing things in favour of Crit items without Hit/Spirit, when considering the first point about stat weights
    • Should I use a stopcasting macro to cancel Lightning Bolt & cast Lava Burst when I get a Surge proc?
      Short Answer: No, remember your ABC's of Casting (Always Be Casting)
      Long Answer: No, but it is possible if you can cancel your Lightning Bolt cast if you've only been casting it for 0.15 / (1+Haste) seconds (or 150 ms). Ignoring the Global Cooldown it's technically it's possible, but unless you have a very low latency and lightning reflexes this won't be possible (not to mention possible interactions with the Spell Queue), not to mention the fact that the GCD is 1-1.5 seconds (depending on haste)
      Advanced Reasoning: The logic behind this is that the time you loose by cancelling your Lightning Bolt cast effectively reduces the damage per execute time value of the next Lava Burst, meaning that you're comparing the damage per second of Lava Burst / ( cast time + time wasted ) vs (Lava Burst + Lightning Bolt) / cast time. Using some SimCraft results, I've worked this out to be 150 milliseconds in a completely un-hasted setup. As this is less than the Global Cooldown (GCD) it means you won't be able to get your next spell off until 1.5 / (1+Haste%) seconds have passed, giving the stopcasting macro a much lower overall DPS.
    • What's this 6050 haste breakpoint I keep hearing about?
      The 6050 breakpoint is often touted as the "minimum" haste needed, after which it is equal to Mastery in value. As yet I can find no evidence for a breakpoint here, nor can I find any significant breakpoints outside of the soft 50% and hard 100% haste caps. Often it is mentioned in relation to Flame Shock, however the break points for that are at 4052 & 8106 haste rating.

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    Spells

    Primary
    • Chain Lightning
      Acquired at level 28. Is the base spell for area of effect damage. Jumps three times (five when glyphed), dealing the same damage with each jump. Changes to Lava Beam under Ascendance; each jump of Lava Beam increases the damage by 10%.
    • Earth Shock
      Acquired at level 5. Shock spell that deals nature damage and applies the Weakened Blows effect. Shares a 5 second cooldown with other shock spells. Also procs the Fulmination effect, which discharges excess Lightning Shield charges (ie: above one) at the target.
    • Earthquake
      Acquired at level 60 with Elemental Specialization. A placed AoE, with a small chance of knockdown. The damage it provides is only effective compared to Chain Lightning on 5+ targets. 10 second cooldown and duration.
    • Flame Shock
      Acquired at level 14. Shock spell that deals fire damage and applies a damage over time effect to the target for 30 seconds. Shares a 5 second cooldown with other shock spells. Increases the damage of Lava Burst by 50% on Flame Shocked targets.
    • Lava Burst
      Acquired at level 34. Lava Burst is our primary nuke, and is a guaranteed crit, meaning that it will always proc Elemental Focus as well. A target with the Flame Shock debuff takes an additional 50% damage from Lava Burst.
    • Lightning Bolt
      Acquired at level 1. Deals nature damage with a base cast time of 2 seconds. The basic filler spell for Elemental. Causes Rolling Thunder & Elemental Overload procs.
    Secondary
    • Ascendance
      Acquired at level 87, Ascendance is a 15 second duration, 3 minute cooldown ability which (for Elemental) removes the cooldown on Lava Burst & turns Chain Lightning into Lava Beam. Also changes you into a Flame Ascendant for the duration of the spell.
    • Bloodlust/Heroism
      Acquired at level 70. Gives a raid wide 30% haste buff to everyone in the raid, and applies a debuff to players preventing them from benefiting from another raid haste effect for 10 minutes. 5 minute cooldown.
    • Earth Elemental Totem
      Acquired at level 56. Summons an Earth Elemental to fight by your side for one minute, with a five minute cooldown. Can taunt non-boss enemies.
    • Fire Elemental Totem
      Acquired at level 66. Summons a Fire Elemental to fight by your side for one minute (or 36 seconds when glyphed), with a five minute cooldown (three minutes when glyphed). While it has a Fire Nova ability it is best used as a single target DPS cooldown, or rather, it shouldn't be saved for AoE burn phases.
    • Magma Totem
      Acquired at level 36. Summons a totem that deals fire damage every 2 seconds to targets within 8 yards. Lasts for 1 minute. An AoE totem, but is best cast before any AoE phase to increase damage output. Can be cast mid-burn, but requires 7 or more targets to be effective.
    • Searing Totem
      Acquired at level 16. Summons a totem that shoots fire damage at a single target every 2 seconds for 1 minute. Our default single-target damage totem, to be used when we aren't using another Fire totem.
    • Stormlash Totem
      Acquired at level 78. Summons a totem that buffs all allies within 30 yards, causing their attacks and spells to deal additional Nature damage for 10 seconds. This is a strong raid DPS cooldown, but the buff does not stack, so it should be cast one after the other if you have multiple Shaman in the raid. 5 minute cooldown.
    • Thunderstorm
      Acquired at level 10 with Elemental Specialization. Knocks back and deals damage to enemies within 10 yards, and restores 15% of your mana. Typically used for the mana restoration or the knockback in PvE, rather than damage. Also reduces movement speed by 40% for 5 seconds.
    • Unleash Elements
      Acquired at level 81. Unleashed the existing weapon imbue spell, dealing direct damage as well as providing an additional benefit. For Elemental, this typically is the Unleash Flametongue effect, increasing the next Fire spell's damage by 30%. This spell is typically not used in a standard rotation, but has some niche uses. 15 second cooldown.
    Utility
    • Bind Elemental
      Acquired at level 72. Allows crowd control of one Elemental type unit for 50 seconds with no cooldown.
    • Capacitor Totem
      Acquired at level 63. Summons an Air totem which causes a 5 second 8 yard AoE stun after a 5 second delay (to allow players a chance to kill or relocate it)
    • Chain Heal
      Acquired at level 40. A heal that jumps 4 times from target to target, healing for a lower amount each time.
    • Earthbind Totem
      Acquired at level 26. Slows foes within 10 yards by 50%. Can be upgraded to Earthgrab Totem, which roots foes in place for 5 seconds in addition to the slow effect (each target can only be rooted once)
    • Frost Shock
      Acquired at level 22. Shock spell that deals frost damage and applies a 8 second debuff that reduces movement speed for 8 seconds. Also causes a high amount of threat. Primarily used for single target kiting and nothing else. Can be talented to freeze the target in place for 5 seconds.
    • Ghost Wolf
      Acquired at level 15. Transforms the player into a Ghost Wolf, increasing run speed by 30% and reducing the effect of slows if it is glyphed. Usable indoors & is helpful for covering distance during combat, but prevents casting so is usually limited to non-damage time or getting out of areas faster.
    • Grounding Totem
      Acquired at level 38. Redirects a single harmful spell to itself, which destroys the totem. Effectively negates the spell cast.
    • Healing Rain
      Acquired at level 60. An area of effect heal with a 8 second duration/cooldown.
    • Healing Stream Totem
      Acquired at level 30. Heals the most injured party/raid member every 2 seconds for 15 seconds. 30 second cooldown. A smart but low value heal.
    • Healing Surge
      Acquired at level 7. A 1.5 second single target heal. The high mana cost allows for spot or emergency healing only.
    • Hex
      Acquired at level 80. Transforms a target into a frog for 1 minute. 45 second cooldown.
    • Purge
      Acquired at level 12. Removes one buff from the enemy target per cast. Spells that can be dispelled by this spell should be highlighted so that they stand out among other buffs on the enemy target.
    • Shamanistic Rage
      Acquired at level 65. Reduces all damage by 30% and causes all offensive spells and totems to cost no mana for 15 seconds. Usable while stunned. 60 second cooldown.
    • Spiritwalker’s Grace
      Acquired at level 85. When used, allows you to move while casting non-instant spells, granting you some mobility for 15 seconds. 2 minute cooldown.
    • Totemic Recall
      Acquired at level 30. Destroys any active totems, returning 25% of their mana cost to you. Useful if repositioning and in need of mana, and can be combined with the Totemic Restoration talent to destroy totems early and maximize the potential cooldown reduction.
    • Tremor Totem
      Acquired at level 52. Breaks Fear, Charm, and Sleep effects when dropped, and for 6 seconds thereafter, on all party and raid members within 30 yards. Can be used while afflicted by those effects as well. 1 minute cooldown.
    • Wind Shear
      Acquired at level 16. Our ranged interrupt, locking out spells of that school for 3 seconds. Also has a small threat reduction effect. Note that the range on Wind Shear is only 25 yards, not 40, unlike most of our other spells. 12 second cooldown.
    Buffs & Passive
    • Burning Wrath
      Acquired at level 40. Gives a 10% spellpower bonus to the player and any group/raid members (range: 100 yards)
    • Elemental Focus
      Acquired at level 40. Focus is a 15% damage increase/25% mana decrease proc from spell critical hits, which generate two charges. It will affect procs from Echo of the Elements and Overload, but only if a charge is still up when they hit (ie: if the last charge is consumed on a cast that procs either, they will not be affected). It is also not generated by Echo or Overload spells.
    • Elemental Fury
      Acquired at level 10. The 50% increase gives us 250% critical strikes, or 259% with 3% critical bonus meta gems. For more information on how this is calculated, refer to the Totemspot Wiki
    • Elemental Oath
      Acquired at level 55. Elemental Oath is our 5% Spell Haste raid buff. 100 yard radius.
    • Elemental Precision
      Acquired at level 10. This allows Spirit to be effectively the same as Hit Rating for us, improving gear choices.
    • Elemental Reach
      Acquired at level 10. The range increase ensures that all of our spells are usable up to 40 yards from the target.
    • Flametongue Weapon
      Acquired at level 10. While it causes fire damage on each weapon hit, the primary function for Elemental is the 7% magic damage increase. Lasts for 60 minutes.
    • Fulmination
      Acquired at level 30. The extra Lightning Shield charges are generated through Rolling Thunder. These allow your Earth Shock to inflict up to 6 Lightning Shield charges of damage when used. In general, you want to maximize the number of charges you use with each Earth Shock while minimizing the number of charges "lost" from sitting at 7 stacks, while also ensuring Flame Shock uptime.
    • Grace of Air
      Acquired at level 80. Provides a mastery bonus to the player and nearby group/raid members (range: 100 yards). Gives 3000 mastery at level 90.
    • Lava Surge
      Acquired at level 50. Lava Surge provides each Flame Shock tick a 20% chance to reset Lava Burst's CD, and makes it an instant cast.
    • Lightning Shield
      Acquired at level 8. A nature based damage shield, which can stack up to 7 charges via Rolling Thunder procs. Charges will be expelled when hit or casting Earth Shock, down to a minimum of 1. Lasts 60 minutes.
    • Mail Specialization
      Acquired at level 50. Provides 5% bonus intellect to the player while you have mail items equipped in every armor slot as Elemental.
    • Mastery: Elemental Overload
      Our Mastery allows for additional "free" casts at reduced damage on Lightning Bolt, Lava Burst, and Chain Lightning. These additional casts can typically proc additional effects just as the initial spell does, including Rolling Thunder procs.
    • Reincarnation
      Acquired at level 30. Allows you to resurrect yourself at 20% health & mana. The 30 minute cooldown means that one should think before using it to make sure that it'll matter as it won't be up for a several attempts after the Reincarnation if you waste it.
    • Rockbiter Weapon
      Acquired at level 75. Increases threat generation by 30% and reduces damage by 5%. The main use as Elemental is for the damage reduction, particularly with the Unleash Fury talent improvement. Lasts for 60 minutes.
    • Rolling Thunder
      Acquired at level 20. The mana regeneration is Elemental's main tool for keeping mana high, while the Lightning Shield charges are used to fuel Fulmination.
    • Shamanism
      Acquired at level 10. This passive is where our Shaman class spells are adjusted for Elemental, reducing the cast time while increasing the damage of Lightning Bolt and Chain Lightning, and also removing the cooldown from Chain Lightning.
    • Spiritual Insight
      Acquired at level 10. The mana pool increase of 400% provides us with enough mana to maintain our rotation, and the shock reduction improves our ability to juggle Earth and Flame Shocks effectively.
    • Water Shield
      Acquired at level 20. Provides mana regeneration both passively and when struck. Generally, it is not worth giving up Lightning Shield, and between Rolling Thunder and Thunderstorm, should not be needed for mana generation in the first place. Lasts 60 minutes.

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    Talents
    Tier 1: Level 15
    Astral Shift
    Seek haven by shifting partially into the elemental planes, reducing damage taken by 40% for 6 sec.

    Nature's Guardian
    Whenever a damaging attack brings you below 30% health, your maximum health is increased by 25% for 10 sec, and your threat level towards the attacker is reduced. This effect cannot occur more often than once every 30 sec. As of 5.2, your health percentage remains the same when the effect expires.

    Stone Bulwark Totem
    Summons an Earth Totem with 10% of the caster's health at the feet of the caster for 30 sec that grants the caster a shield absorbing (AP * 0.625 * 0.875 or SP * 0.875) * 3) damage for 10 sec, and up to an additional (AP * 0.625 * 0.875 or SP * 0.875) every 5 sec thereafter. It is not affected by haste.

    Of these three talents you should take Stone Bulwark Totem most of the time. While Nature's Guardian can be useful as an automatic "Oh S**t!" ability, but it doesn't allow for smart use of a cooldown, and the usefulness of Astral Shift is diminished by having Shamanistic Rage available (30% DR for 15 seconds on a 1 minute cooldown). While these two talents can be useful in certain specific situations, Stone Bulwark is more versatile, especially as the initial shield can absorb nearly 90k damage at current gear levels.

    Tier 2: Level 30
    Earthgrab Totem
    Summons an Earth Totem with 100 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs of all enemies within 10 yards for 5 sec, preventing movement. Enemies that have already been rooted once by the totem will instead have their movement speed reduced by 50%. Replaces Earthbind Totem

    Frozen Power
    Your Frost Shock now also roots the target in ice for 5 sec.

    Windwalk Totem
    Summons an Air Totem with 5 health at the feet of the caster for 6 sec, granting raid members within 40 yards immunity to movement-impairing effects.

    As with Tier 1, there are two possible choices here between Earthgrab and Windwalk Totems. Frozen Power is not recommended as Frost Shock is on the shared shock cooldown with Earth Shock and Flame Shock. Earthbind should be taken for snaring, while Windwalk will be useful in anti-snaring situations (mostly PvP, but there may be some PvE applications).

    Tier 3: Level 45
    Call of the Elements
    When activated, immediately finishes the cooldown on all totems with a base cooldown shorter than 3 minutes.

    Totemic Projection
    Relocates your active totems to the specified location.

    Totemic Restoration
    When a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown. As of 5.2, all totems are treated as having been placed for a minimum of 1 second with regards to this talent.

    This tier is an "it depends" tier. At first glance Totemic Restoration sounds like the best talent, but as it reduces the cooldown by half of the remaining duration (ie: pick up Earth Elemental Totem 30 seconds into its 60 second duration, you knock 75 seconds off the cooldown which is 25% of the original 5 minute cooldown) it's actually only useful if you expect totems to die or have specific short phases where the totems duration exceeds its usefulness.

    Totemic Projection is useful for totem relocation for AoE (Magma Totem), snares (Earthbind Totem) and stuns (Capacitor Totem), while Call of the Elements is handy for resetting totem cooldowns when they are needed, like Grounding Totem or Tremor Totem.

    For these reasons there is no "recommended" talent here. It comes down to personal preference and/or encounter requirements.

    Tier 4: Level 60
    Ancestral Swiftness
    Your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. 1 minute cooldown.
    Passive: Increases spell by 5% and melee haste by 10%.


    Echo of the Elements
    When one of your spells causes direct damage or healing, you have a chance to gain Echo of the Elements, duplicating that spell's effect.

    Elemental Mastery
    Call upon elemental forces, empowering you with 30% haste for 20 sec. 90 second cooldown.

    The talent of choice here in most situations is Echo of the Elements. It is either just ahead or equal to Ancestral Swiftness in any situation, and Elemental Mastery is slightly behind this tier due to cooldown mismatches caused by the T15 4pc bonus & Ascendance. However, Elemental Mastery could be useful in specific high burst situations, but they would have to be frequent enough for multiple uses to be worth it.

    Tier 5: Level 75
    Ancestral Guidance
    When you deal direct damage or healing for the next 10 sec, 40% of damage or 60% of healing is copied as healing to up to 3 nearby injured party or raid members. 2 minute cooldown

    Conductivity
    When you cast Healing Wave, Greater Healing Wave, or Healing Surge allies within your your Healing Rain share healing equal to 30% of the initial healing done.

    If your Lightning Bolt, Chain Lightning, Earth Shock, or Stormstrike damages an enemy, allies within your Healing Rain share healing equal to 50% of the initial damage done.


    Healing Tide Totem
    Summons a Water Totem with 10% of the caster's health at the feet of the caster for 10 sec. The Healing Tide Totem pulses every 2 sec, healing the 5 most injured party or raid members within 40 yards for 4932 (+ 48.4% of SpellPower).

    Of these three talents, Ancestral Guidance is the best one to use. It scales directly with damage and the 40% value is applied to each target for a total of 120% healing, so when you are dealing 100k personal DPS (a round example figure only) you will heal other players for 1.2 million health in 10 seconds. Healing Tide Totem will heal for approximately 500k with the same gear and has a longer cooldown, meaning that without Restoration's Purification passive it won't be worth taking. However, Healing Tide is automated in it's healing, while Ancestral Guidance requires you to be actively dealing damage in order to generate its heals. This means Healing Tide may be preferable when you need extra healing when you can't deal damage effectively.

    Conductivity may be preferable for more consistent healing over longer periods of time, although the healing output will be lower than the other talents it doesn't have a cooldown limitation to it. This will allow for approx 400k extra healing spread over those in your Healing Rain each cast, but you also sacrifice ~15% of your DPS time to maintain it. Can be used in discussion with your Healing team to add in some extra healing, just watch your mana use and try to cast Healing Rain with Elemental Focus procs.

    Tier 6: Level 90
    Elemental Blast
    Harness and direct the raw power of the elements towards an enemy target, dealing 3734 to 4339 (+ 181.1% of SpellPower) Elemental damage and increasing the caster's Critical Strike, Haste, or Mastery by 3500 for 8 sec. 2 second cast, 12 second cooldown

    Primal Elementalist
    Your Earth and Fire Elemental Totems draw forth powerful primal elementals directly from the elemental planes. These servitors are 80% more powerful than regular elementals, act as pets directly under your control, and gain additional abilities.

    Note: The Fire Elemental ability Empower, which increases your damage by 5%, also prevents the Fire Elemental from attacking. You will need to do more than 800% of your average DPS in order for this to be useful if your Fire Elemental can attack your target. This is primarily a solution for the "my Fire Elemental can't attack anything" situations.

    Unleashed Fury
    Your elemental weapon imbues are empowered, granting additional effects when triggered with Unleash Weapon.
    Flametongue Weapon: Increases the enemy target's damage taken from your Lightning Bolt by 20%, and from Lava Burst by 10% for 10 sec.


    Your choice of Tier 6 talent comes down to encounter play style requirements.
    • Elemental Blast - Stationary or fairly low movement. More consistent DPS.
    • Primal Elementalist - Mobile DPS where the target is not moving. More bursty DPS.
    • Unleashed Fury - Mobile DPS where the target is moving, or target switches are frequent. More consistent DPS.

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    Major Glyphs

    Glyph of Chain Lightning
    Advantage: Increases AoE damage from Chain Lightning by adding two additional jumps
    Disadvantage: Reduces initial damage by 10%
    Notes: Best used when you expect to face 4+ targets, as it's a damage loss when dealing with three targets or fewer.
    Advice: Required for AoE

    Glyph of Fire Elemental Totem
    Advantage: Decreases the cooldown of Fire Elemental Totem from 5 minutes to 3 minutes
    Disadvantage: Decreases the duration of Fire Elemental Totem from 60 seconds to 36 seconds
    Notes: The duration to cooldown ratio remains the same, so what this glyph allows is a more frequent but shorter use of your Fire Elemental. While this results in an average uptime decrease of 9 seconds, it allows for better syncing & sharing of cooldowns with Ascendance which is also on a 3 minute cooldown.
    Advice: Recommended

    Glyph of Flame Shock
    Advantage: When Flame Shock deals damage, it heals you for 30% of the damage dealt.
    Disadvantage: None.
    Useful if you have nothing else to fill the slot, as you'll have some constant self-healing as a result. Can be handy for progression fights.
    Advice: Optional

    Glyph of Lightning Shield
    Advantage: Grants a 10% damage reduction buff for 6 seconds after Lightning Shield is triggered.
    Disadvantage: None.
    Notes: Lightning Shield doesn’t proc off AoE spells, so it will only be useful for certain fights with high frequency non-AoE attacks.
    Advice: Optional

    Glyph of Shamanistic Rage
    Advantage: Activating Shamanistic Rage also cleanses you of all dispellable Magic effects.
    Disadvantage: None.
    Notes: Useful on certain boss fights which require regular cleansing that healers can't easily keep up with. Examples: Heroic Jin’rokh, Heroic Horridon.
    Advice: Situational depending on need for self-dispels.

    Glyph of Telluric Currents
    Advantage: Lightning Bolt hits restore 2% of your mana
    Disadvantage: None.
    Notes: Elemental doesn't have any mana problems even before considering Thunderstorm. This makes Telluric Currents largely redundant, even with AoE burn phases as every Chain Lightning strike has an independent chance to cause Rolling Thunder procs.
    Advice: Not Recommended

    Glyph of Thunder
    Advantage: Reduces the cooldown on Thunderstorm by 10 seconds
    Disadvantage: None
    Notes: As with Telluric Currents, there's no need for this glyph from a mana restore point of view. However, if you are using the knockback function frequently, then the glyph may be of some use. Note: stacks with the 4pc bonus from next seasons PvP gear.
    Advice: Optional, but only when using the knockback

    Glyph of Unstable Earth
    Advantage: Earthquake reduces the movement speed of affected targets by 40% for 3 seconds
    Disadvantage: None
    Notes:Effectively adds Earthbind Totem's slow to Earthquake. Situationally useful for AoE where the targets must be kited.
    Advice: Optional for AoE

    Glyph of Wind Shear
    Advantage: Increases the school lockout by 1 second
    Disadvantage: Increases the cooldown by 3 seconds
    Notes: This glyph brings Wind Shear into line with the interrupts of most melee classes (4 second lockout, 15 second cooldown).
    Advice: Optional, depending on encounter & interrupt management.

    Minor Glyphs
    Glyph of Thunderstorm
    Advantage: Removes the knockback effect of Thunderstorm
    Disadvantage: None
    Notes: Used to remove the knockback effect on Thunderstorm.
    Advice: Optional. Note that you generally won't be using Thunderstorm for AoE damage, so this is only useful to prevent knockbacks when using it to restore mana.

  6. #6
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    Rotation

    Elemental Shaman don't operate on a fixed rotation, but rather a priority list of actions that is run through each time you cast a spell.

    Priority Lists
    Single Target, Stationary
    1. Cast Flame Shock IF the DoT has expired or has 1 tick remaining.
    2. IF you have the L90 talent Unleashed Fury, cast Unleash Elements
    3. Cast Lava Burst IF it is off cooldown AND Flame Shock is on the target
    4. IF you have the L90 talent Elemental Blast, cast Elemental Blast
    5. Cast Earth Shock IF Lightning Shield is at 6-7 charges. Note: It is possible to pre-cast this with 3 or more charges if you need to recast Flame Shock shortly (ie: the dot has more than 5 seconds remaining). For more information on Earth Shock use, see the advanced section.
    6. Use Fire Elemental Totem IF the cooldown has expired
    7. Drop Searing Totem IF you have no active fire totem AND Fire Elemental Totem cooldown has more than 15 seconds remaining
    8. Cast Lightning Bolt
    Extra Notes
    Movement

    With the removal of the Glyph of Unleashed Lightning in 5.3 (allowed Lightning Bolt to be cast while moving but with a permanent -5% cast time penalty) and merging the casting-while-moving function into the base version of Lightning Bolt, there is only one way to handle mobile DPS now.

    Use the stationary rotation as the only spell you can't cast on the move is Lava Burst except when Lava Surge procs. For that you can either stop to cast it or pop Spiritwalker’s Grace if you absolutely have to keep moving. Often players will add Spiritwalker’s Grace into their Ascendance macro to ensure that there are no movement penalties while it is up.

    Multitarget
    Two to Five Targets
    • Single Target Focus: (One target needs to die)
      Single target rotation & cast Flame Shock on 1 additional target. This is a net 4k DPS gain on your main target. Additional targets do not increase single target damage.
    • Spread Cleaving: (Multiple targets need to die)
      Single target rotation with the following modifications:
      • Over-ride rotation with Chain Lightning when 3 (or more, if glyphed) targets can be hit
      • Substitute Chain Lightning (either glyphed or unglyphed) in place of Lightning Bolt any time two targets can be hit.
      • Cast Flame Shock on all available targets if they will survive for longer than 25 seconds. Only use Earth Shock if you do not need to cast Flame Shock again before the cooldown would expire.
    • AoE
      Cast Chain Lightning (either glyphed or unglyphed) on the highest target.
    Six or more targets
    1. Cast Magma Totem before the AoE phase begins or of there are 7+ targets. If you have Totemic Projection, use it to reposition the totem for maximum effect
    2. Cast Earthquake targets
    3. Cast Chain Lightning
    Extra notes
    • Any spell not mentioned in a particular rotation is not included in that rotation.
    • It is not worth using Flame Shock on additional targets if you're facing 2-3 targets. This is because the damage output of Earth Shock at 7 charges is roughly the same as Flame Shock & Lava Burst, and when using Chain Lightning to cleave you'll be generating more Lightning Shield charges than normal.
    • Thunderstorm is only a DPS gain if there are more than 7 targets, and requires you stand in the middle of the target group. It also requires a minor glyph to remove the knockback effect. It is not advisable to attempt this.
    • If the target group is also being kited, Totemic Projection can be used to relocate Magma Totem and glyphing for Unstable Earth can be useful to increase the effectiveness of Earthquake.
    Cooldown Use
    Depending on your talent choices, you will have between three and four cooldowns.
    • Ascendance
      For Elemental, Ascendance turns you into a Flame Ascendant for 15 seconds, removing the cooldown on Lava Burst and turning Chain Lightning into Lava Beam. This ability should primarily be used for single target damage, and should be combined with other cooldowns like Elemental Mastery or on-use trinkets. For maximum effect, it should be used when Lava Burst is on cooldown, as it resets the current cooldown when activated.
      It can also be used to boost the effectiveness of Chain Lightning during AoE phases, which changes into Lava Beam.
    • Earth Elemental Totem
      Earth Elemental Totem isn't that powerful when compared to other cooldowns, only adding roughly 0.8% to your total damage, but it contributes about as much damage as a single Lava Burst cast over a minute duration (with a five minute cooldown). The only catch is that you can't use any other Earth Totems while it is up, which includes Earthbind Totem and Tremor Totem. Only cast it in place of a Lightning Bolt while Fire Elemental Totem is on cooldown for longer than one minute, and only if you don’t need to use other earth totems while it is up.
    • Elemental Mastery
      If you take Elemental Mastery as your Level 60 talent then you use it in conjunction with Ascendance and Fire Elemental Totem whenever possible. It is safe to stack it with either Bloodlust or the Sinister Primal Diamond proc, but try to avoid having all three up at the same time, if possible.
    • Fire Elemental Totem
      Fire Elemental Totem is your second high damage cooldown, dealing approximately 5% of your totaldamage (or ~26% of your DPS while it is up), and lasts for either 1 minute with a 5 minute cooldown, or for 36 seconds with a 3 minute cooldown if you use Glyph of Fire Elemental Totem. It should be used with any cooldowns you can use with it, except for Mastery procs as Fire Elementals are not affected by Elemental Overload. If you take the Primal Elementalist talent the damage output is roughly doubled.
      • Glyph of Fire Elemental Totem
        This glyph is a damage gain or loss depending on the fight duration, but given that most fights will have an unpredictable end it may be better to use it so you can sync it with Ascendance. Even though there's no direct interaction between the two abilities, you can combine them both with other cooldowns (potions, Bloodlust/Heroism, Elemental Mastery, trinkets etc) for higher burst damage.
    Advanced Shock Management
    Early Earth Shocks
    The first method of shock management is to cast Earth Shock early to discharge Lightning Shield charges so that you don't hit the maximum of 7 while the shock cooldown is up after Flame Shock is refreshed. It uses the following conditions (note: normal rotation spell priorities don't change, just how you use them)
    Ignoring Early Casts
    The second method is to ignore the future recast of Flame Shock and only cast your shocks when the shock cooldown is up and the base conditions for each are met:
    The Difference
    The difference between the two methods is less than 0.5% (For L85 in T13H gear it is 0.3% while at L90 in T14H gear it is 0.1%) with Early Earth Shocks slightly ahead. The reason for this is that the early cast method is adding in lower damage Fulmination hits with more frequent Earth Shocks, while if you ignore early casts your Flame Shock uptime is reduced by ~1-2% and one or two Lava Burst cast may be delayed a few seconds.
    It's a fine trade off, and depends on whether you want to focus on min/maxing your rotation as to which one you will choose.

    Flame Shock Clipping
    Flame Shock, like all periodic effects, will add the duration of a recast on to the existing effect after the next tick. This means if you have one tick remaining before the DoT expires, that tick will occur and then the next DoT will start. In other words, the number of ticks lost on a recast will always be the number of ticks remaining, less one.

    This makes it easier to recast dots, and improve your uptime which is important for maintaining your 100% crit rate for Lava Burst.

    It's also worthwhile to recast Flame Shock with 2-3 ticks remaining when you have a large temporary haste buff like Bloodlust or Elemental Mastery as you gain an extra tick for every extra 10% added to your current haste, starting at 5% (eg: 15%, 25%, etc)

  7. #7
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    Stats
    • Intellect: Our main source of Spellpower and also increases crit chance slightly. In general, it's usually close to twice the value of secondary stats.
    • Spirit: With the specialization passive Elemental Precision this is identical to Hit Rating.
    • Critical Strike Rating: This stat increases our chance to deal additional (250% because of our passive Elemental Fury, and bumped up to 259% with the Chaotic meta gem) damage on every spell that we cast. 600 rating per 1%.
    • Haste Rating: Increases cast speed and dot tick rates. Actually works on increasing the number of spells cast in a given period of time, so that 100% haste doubles the number of casts. 425 rating per 1%.
    • Hit Rating: 15% spell hit is required to hit raid bosses & level 93 targets. Any excess hit has no effect on your output, but it is important to be at or over that 15% cap. 340 rating per 1%, 5100 rating required for 15%, 4760 rating for 14%.
    • Mastery Rating: Mastery increases the chance for Elemental Overload procs, duplicating Elemental Blast, Lightning Bolt, Lava Burst and Chain Lightning casts at 75% strength. 300 rating per 1% (note: it's actually 600 rating per 2%, but it's better to show it as 1% as with the other stats)

    Haste Caps & Breakpoints
    If you read up on most other spell casters, be they damage or healing, you'll see talk of "Haste Breakpoints". These are values of haste where additional ticks are added to particular DoTs & HoTs (Damage/Heal over Time). This does not apply to Elemental as our single DoT, Flame Shock, contributes approximately 5% of our damage. There will be some variation in haste around the breakpoints, but these variations are minor and should be not geared for, whereas the break points for healers are to do with mana efficiency and DoT centric casters like Affliction Warlocks are concerned with time efficiency.

    There are two haste caps, one "soft cap" at 50% where additional haste ceases to have any effect on Chain Lightning and Shock casts. The second is a "hard cap" at 100% where haste caps out on Lava Burst, Lightning Bolt and Elemental Blast. Even though temporary haste buffs like Bloodlust and Elemental Mastery will push you over the 50% haste cap if you have more than 15.38% haste self-buffed, it won't affect stat weights generated by SimulationCraft as it already takes this into account.

    As very little damage is limited by the 50% soft cap, it can be ignored for all practical intents and purposes. In short, the only cap you have to worry about is the hit cap.

    Hit Caps
    The Hit cap is 15% against targets 3 levels higher than you, or "Boss" targets. If you are a Draenei, a Dwarf with a mace, or an Orc with an Axe/Fist Weapon, you only need 14% hit from gear as racial bonuses will make up that last 1%.

    Draenei have a straight 1% hit passive, while Dwarves (Maces) and Orcs (Axes/Fists) have expertise bonuses based on the weapon they equip (although the likelihood of a caster Axe or Fist is fairly unlikely). In Mists, expertise also provides an equal amount of spell hit, which is why that 1% expertise is counted as part of the hit cap. For more details, refer to this blog post by Binkenstein

    The hit caps are:
    • 14% Hit -> 4760 rating
    • 15% Hit -> 5100 rating

    Racial Bonuses
    • Alliance
      Pandaren >= Draenei > Dwarf Although if you value Draenei as worth 340 hit rating rather than 340 of the highest out of Crit/Haste/Mastery it ranks in first place.
    • Horde
      Troll >= Orc > Pandaren > Goblin > Tauren
    Notes
    • Pandaren bonuses only last while you have a food buff present.
    • Troll & Orc are fairly interchangeable. Orcs will gain more from a talent like Primal Elementalist.
    • The difference between racial bonuses is fairly minor, in the ~0.3% range.

  8. #8
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    Gearing

    Stat Priorities
    The priority for secondary stats will be the same, but the actual weights will be dependent on the Tier 6 talent you have taken and whether you have the Sinister Primal Diamond (or Legendary Meta Gem/LMG) or not.

    Without LMG

    Intellect > Hit/Spirit to 15% cap > Haste > Mastery > Crit

    With LMG

    Intellect > Hit/Spirit to 15% cap > Haste until 4204 > Mastery = Haste above 4204 > Crit

    For Goblins the 4204 target is 3741.

    A simple way to manage your Haste & Mastery totals is to add the total rating from gear for both, subtract 4204 for the base Haste target & divide by two to give the goal Mastery total. Haste will be the Mastery goal plus your base Haste target. Remember that it won't be possible to exactly match these figures, so getting in the rough area is good enough. For more information see this blog post.

    Note that your stat weights may not not fit exactly with the above guideline. There will be some variation, but this will work for a simple solution if you're not able to perfectly optimise everything. It's OK to be within ~500 rating of the targets, and if you want to optimise further run a reforge plot in SimCraft rather than relying on stat weights.

    Mastery Target = ( H + M - 4204) / 2
    Haste Target = Mastery Target + 4204


    It is also possible for Haste and/or Mastery to be worth more than half of the value of Intellect, which means that you can end up using yellow gems over red gems. You still need to remember to take into account the value of socket bonuses, but you’ll change your red/orange/purple focus to orange/yellow/green.

    Haste Notes
    There are no haste breakpoints for Elemental. Breakpoints are haste targets where the value of haste dramatically decreases after that point. The 4204 value mentioned above is not a breakpoint, but simply a "flex point" where the stat priority changes. Also, if you suddenly see the value of haste drop significantly, it's because you've stacked way too much haste at the expense of other stats.

    Gems
    Meta: Burning Primal Diamond / Sinister Primal Diamond
    Blue: Purified Imperial Amethyst / Veiled Imperial Amethyst / Energized Wild Jade / Lightning Wild Jade
    Red: Brilliant Primordial Ruby / Reckless Vermilion Onyx
    Yellow: Reckless Vermilion Onyx / Artful Vermilion Onyx / Quick Sun's Radiance

    Perfect versions of uncommon gems (Pandarian Garnet, Roguestone & Tiger Opal) can also be used as they have the same stats as rare gems.

    Enchants
    Shoulder: Greater Crane Wing Inscription or Crane Wing Inscription
    Chest: Glorious Stats
    Legs: Greater Cerulean Spellthread or Greater Pearlescent Spellthread
    Hands: Greater Haste or Superior Mastery
    Feet: Pandaren's Step
    Wrist: Super Intellect
    Back: Superior Intellect
    Main Hand: Jade Spirit > Windsong > Elemental Force (This takes into account details released here)
    Off Hand: Major Intellect

    Raid Sets
    Tier 14 - Regalia of the Firebird
    Looking For Raid (Green)
    Normal (Blue)
    Heroic (Red)

    Tier 15 - Regalia of the Spiritbreaker
    Looking for Raid (Blue/Green)
    Normal (Orange/Grey)
    Heroic (Green/Brown)

    Set Bonuses
    Tier 14
    2PC - Increases Lightning Bolt damage by 5%. Multiplies with all other effects, including Shamanism. ~1115 DPS in T14 Heroic gear
    4PC - Your Rolling Thunder ability now grants 2 Lightning Shield charges each time it triggers. ~2631 DPS in T14H Heroic gear, or ~3427 including 2PC.

    Tier 15
    2PC - Your Lightning Bolt, Chain Lighting, and Lava Beam hits have a 10% chance to cause a Lightning Strike at the target's location, dealing 32375 to 37625 Nature damage divided among all non-crowd controlled targets within 10 yards. ~3000 dps in T15 Normal gear, ~4000 dps in T15 Heroic gear
    4PC - The cooldown of your Ascendance is reduced by 1.5 sec each time you cast Lava Burst. ~1600 dps in T15 Normal gear, ~2500 dps in T15 Heroic gear

    Trinkets
    Due to how RPPM trinkets work it is fairly complicated to produce an accurate trinket comparison covering Normal, Heroic, Thunderforged and Looking For Raid drops. The ranking of trinkets within one level of gear is Breath > Wushoolays > Cha’ye’s > Vision > Volatile. As a rough guideline each step is worth an 8 ilvl difference, so a heroic Cha’ye’s would be roughly equal to a normal Breath.

    Trinket notes
    • Cha'ye's proc has a RPPM rate that is modified by your Spell Crit Chance. This means that the proc rate is not affected by Lava Burst auto-crits.
    • We cannot take advantage of Unerring Vision procs like more DoT-centric classes can. Combined with Lava Burst auto-crits, this makes the proc fairly worthless, even though the passive stat is Intellect vs secondary ratings on other trinkets.

  9. #9
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    Levelling Guide

    1-10
    Armour type: Leather
    Primary Stat: Intellect
    Secondary Stats: Hit, Spirit (converted to Hit via Elemental Precision at level 10) and Haste
    Spells: Lightning Bolt (1), Earth Shock (6), Lightning Shield (8), Flametongue Weapon (10).
    Rotation: Lightning Bolt, Earth Shock as a finisher/execute

    From level one to 6 you’ll be chain casting Lightning Bolt, starting at maximum range and continuing until your target is dead. Once you hit 6 you can start using Earth Shock as a finisher once your target gets into melee range, or on cooldown if you’re attacking a target with a ranged attack. Remember that you can move while casting Lightning Bolt, so you can kite your targets to reduce damage taken.

    When you hit 8 you can start self-buffing with Lightning Shield, even though it has no benefit other than damaging melee attackers it’s a good idea to get into the practice of making sure it is up for when you get passives later on that work with it. Similarly, when you hit 10 start imbuing your weapon with Flametongue Weapon, as you’ll get a 7% damage increase.

    As for gear, you’ll want to get as much Int Leather as possible. Pick up any one handed caster weapon you can equip and try to have a shield as your offhand whenever possible to improve survivability from melee attacks. If you find a good staff it’s OK to use that instead of a one hand + shield, just remember you’ll be a little squishier and should kite more.

    11-20
    Armour type: Leather
    Primary Stat: Intellect
    Secondary Stats: Hit, Spirit (converted to Hit via Elemental Precision) and Haste
    Spells: Thunderstorm (10), Flame Shock (12), Purge (12), Ancestral Spirit (14), Ghost Wolf (15), Searing Totem (16), Wind Shear (16), Cleanse Spirit (18), Water Shield (20)
    Passives: Ancestral Focus (10), Elemental Fury (10) Elemental Precision (10), Elemental Reach (10), Shamanism (10), Spiritual Insight (10), Fulmination (20), Rolling Thunder (20)
    Rotation:: Flame Shock if target will live 25+ seconds, Lightning Bolt, Earth Shock as a finisher/execute

    At level 10 you’ll be selecting Elemental as your specialization. You get a bunch of passive abilities here, most of which just make spells hit harder. The important one to make note of is Elemental Reach, which increases your cast range to 40 yards. You also gain Thunderstorm, an AoE knockback spell + short term slow with a mana-restore function. This is useful for keeping out of melee range or topping up your mana pool.

    That mana restore function won’t be that necessary once you hit 20, as Rolling Thunder will give you a chance to regenerate mana on every Lightning Bolt hit. This means Water Shield isn’t useful, and shouldn’t be used over Lightning Shield. Rolling Thunder will also generate additional Lightning Shield charges which can be used with Earth Shock via another new passive, Fulmination. This is a “charge & use” mechanic, so it can be handy to use on harder targets.

    As for the rest of your spells, Flame Shock is only useful on targets that live for more than 20 seconds, which won’t be often, while Searing Totem should be used whenever you’ll be killing targets in one spot for a minute. The rest of the spells are utility, with Purge removing white bordered buffs on your target, Ancestral Spirit allowing you to resurrect dead players, Wind Shear interrupts spell casts (but has a shorter 25 yard range) and Cleanse Spirit removes curses. Lastly, Ghost Wolf is going to be your primary form of “transportation” from 15 to 20, but is also handy for faster movement indoors & in combat.

    At level 15 you get your first talent, specialising in damage reduction. You can take either Stone Bulwark for a semi-regular shield or use Nature’s Guardian as an automatic panic button. Astral Shift isn’t useful because there isn’t any requirement for a short duration, high damage reduction ability while levelling.

    21-30
    Armour type: Leather
    Primary Stat: Intellect
    Secondary Stats: Hit, Spirit (converted to Hit via Elemental Precision) and Haste
    Spells: Frost Shock (22), Water Walking (24), Earthbind Totem (26), Frostbrand Weapon (26), Chain Lightning (28), Healing Stream Totem (30), Totemic Recall (30)
    Rotation:: Flame Shock if target will live 25+ seconds, Lightning Bolt, Earth Shock as a finisher/execute.

    20 to 30 is a fairly quiet stretch as far as new abilities go. Frost Shock gives you a ranged slow, but since it shares a cooldown with Earth & Flame Shock it won’t be used that often. Similarly, Frostbrand Weapon has a slow-on-hit function, but we’ll be using Flametongue for the extra damage and don’t want to get into melee either.

    You get a few totem abilities here, being Earthbind Totem, Healing Stream Totem and Totemic Recall. You won’t use Earthbind Totem that often, as it’s a 10 yard snare centered around the totem, which is always dropped on you, but Healing Stream Totem will be your new friend. It’ll often be dropped before combat, but shouldn’t be ignored during combat either. Totemic Recall is a global “remove all totems” button, useful to avoid pulling patrols with your old totems.

    Chain Lightning is the most important spell of this set, but even with Rolling Thunder it will drain your mana rapidly. Use with 3 targets (or more if you glyph it) to maximise damage and mana returns, but watch your mana. Gets more exciting when you hit 80 and gain Overload.

    Glyphs: Your first major glyph should be Glyph of Flame Shock (self heal), Glyph of Lightning Shield (damage reduction proc) or Glyph of Thunder (-10 seconds on Thunderstorm cooldown). The choice here is up to you, as are your minor glyph choices, for which the only real concern is whether you use Glyph of Thunderstorm to remove the knockback effect on Thunderstorm or not.

    Talents: Also at level 30 you can select a new talent. Your choice is between Frozen Power, Earthgrab Totem and Windwalk Totem. Frozen Power adds a 5 second root to Frost Shock, which can be useful if you’re kiting an elite quest mob. Otherwise, go for Earthgrab Totem for some more generalised kiting, or Windwalk Totem to remove movement-impairing effects.

    31-40
    Armour type: Leather
    Primary Stat: Intellect
    Secondary Stats: Hit, Spirit (converted to Hit via Elemental Precision) and Haste
    Spells: Reincarnation (32), Astral Recall (34), Lava Burst (34), Far Sight (36), Magma Totem (36), Grounding Totem (38), Burning Wrath (40), Elemental Focus (40).
    Rotation (Level 34 & later): Lightning Bolt to open, followed by Flame Shock then Lava Burst. Priority is keep Flame Shock up, use Lava Burst on cooldown, Earth Shock at 7 charges then Lightning Bolt.

    There are few flavour abilities in this bracket. Reincarnation allows you to return to life after dying with 10% health, but levelling it’s only really useful for avoiding long runs back. Astral Recall gives you a second Hearthstone, which only helps if you’re based out of a city with portals & need to run around a lot. Lastly, Far Sight is a gimmicky remote viewing ability that only exists because it was a Farseer ability in Warcraft 3, and not something to worry about.

    You get a couple of new totems too. Magma is a small AoE totem that lasts for 1 minute, only useful for cleaning up masses of low HP mobs or when doing sustained AoE damage. Grounding is a handy “absorb a single spell” ability, with a glyph to turn it into a spell reflect.

    Buff wise you gain Burning Wrath & Elemental Focus at level 40. The first is a 10% spellpower buff for your group (and yourself) while Elemental Focus reduces the mana cost & increases damage/healing of your next 2 spells. Often useful for a Lava Burst, 2x Healing Surge combo to heal yourself up again.

    With the addition of Lava Burst at 34 you can start doing a “proper” Elemental rotation, using Flame Shock as a set up to give your Lava Burst a 50% damage bonus, which is fairly useful as Lava Burst has a 100% crit chance. To get in more damage as early as possible you can cast a Lightning Bolt to start with, so it’s in the air when you engage your target with a Flame Shock. Otherwise follow the normal Elemental priority of keep Flame Shock up > Lava Burst > Earth Shock at 7 Lightning Shield charges > Lightning Bolt

  10. #10
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    Throne of Thunder
    Note: Unless specified otherwise, all Normal notes apply to Heroic as well.
    1. Jin'rokh
    2. Horridon
      • Normal
        • Ascendance can be used on the pull, then on doors 2, 3 and/or 4 for additional AoE damage on the trolls.
      • Heroic
        • Set up macros to handle targeting & hitting the Direhorn Spirit. These can use Purge (30 yard range, must be facing target), Lightning Bolt (40 yard range, must be facing target) and Unleash Elements (40 yard range, do not have to face target). Remember to use your instant macros first so the knockback jump completes before Lightning Bolt can hit the Spirit. Use the following template to set up your macro (Note that you can put multiple /target lines in for different encounters):
          Code:
          /target Direhorn Spirit
          /cast Purge
          /targetlasttarget
    3. Council of Elders
    4. Tortos
      • Normal
        • Use Ascendance on the Whirl Turtles to kill them faster.
        • On the subject of Whirl Turtles, our burst damage & high mobility are good for killing turtles, perhaps more so than killing Vampiric Bats. Don't try to force your raid team to work around your attempts to get high ranks on this fight.
        • Primal Elementalist & Unleashed Fury can be better talents for this fight than Elemental Blast as they both work better with high movement encounters
      • Heroic
        • As per Horridon Heroic, you can use macros to refresh your crystal shell. Unleash Elements is particularly good for this as it doesn't have a facing requirement (Note that you can put multiple /target lines in for different encounters).
          Code:
          /target Humming Crystal
          /cast Unleash Elements
          /targetlasttarget
    5. Megaera
      • Normal
      • Heroic
    6. Ji-Kun
    7. Durumu
      • Normal
      • Heroic
    8. Primordius
      • Normal
        • Pop Ascendance on the Living Fluids at the start to build up to Fully Mutated quickly, especially if you have T15 4pc
      • Heroic
    9. Dark Animus
      • Normal
      • Heroic
    10. Iron Qon
      • Normal
        • To escape from Quet'zal's Windstorm, switch to Ghost Wolf and run at a 45 degree angle left or right. This should avoid all the tornadoes.
      • Heroic
    11. Twin Consorts
      • Normal
      • Heroic
    12. Lei Shen
      • Normal
      • Heroic
    13. Ra-den

  11. #11
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    Addons
    To be added later

    Addon Configs
    To be added later

    Macros
    Bind Elemental Focus Target
    /clearfocus [modifier:alt][@focus,dead][@focus,noexists]
    /focus [@focus,noexists]
    /cast [@focus] Bind Elemental

    Hex Focus Target
    /clearfocus [modifier:alt][@focus,dead][@focus,noexists]
    /focus [@focus,noexists]
    /cast [@focus] Hex

    Purge Focus Target
    /clearfocus [modifier:alt][@focus,dead][@focus,noexists]
    /focus [@focus,noexists]
    /stopcasting
    /cast [@focus] Purge

    Wind Shear Focus Target
    /focus [@focus,noexists]
    /stopcasting
    /stopcasting
    /cast [@focus] Wind Shear

    Elemental Mastery
    /cast Elemental Mastery
    /run UIErrorsFrame:Clear()
    /use 13
    /use 14
    /cast Lightning Bolt

    Heroism
    /stopmacro [nocombat]
    /cast Heroism
    /yell <Insert witty one liner here>

    Elemental Buffing - Lightning Shield/Flametongue Weapon
    #showtooltip Lightning Shield Macro
    /castsequence reset=6 Lightning Shield, Flametongue Weapon

    Totemic Projection for double clicking to reposition totems and save one button on your action bars. Will work with any totem in addition to the following examples.

    /castsequence reset=6 magma totem, totemic projection
    /castsequence reset=6 capacitor totem, totemic projection
    /castsequence reset=6 earthbind totem, totemic projection
    /castsequence reset=6 earthgrab totem, totemic projection

    Ascendance which triggers Trinkets, Spiritwalker's Grace and Lava Burst. You can remove Spiritwalker's Grace if you want to use it separately.

    /cast Ascendance
    /run UIErrorsFrame:Clear()
    /cast Spiritwalker's Grace
    /use 13
    /use 14
    /cast Lava Burst

  12. #12
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    Credits
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    If you wish to host/maintain a translated version of this guide, please contact Binkenstein on the TotemSpot forums. Access can be set up to the private guide editing forum for notifications of changes.

    Copyright Information
    This article has been written by Binkenstien, Endus & Gistwiki. The article and all future versions of the article are licensed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. Reproduction of the article in full or in part, or further derivative works based on the article, including translations, are permitted as long as:
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  13. #13
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    Changelog
    Note: All dates are in DD/MM/YY format
    • 01/10/12
      • Added hand enchants to the Gearing section
    • 05/10/12
      • Added macros to guide
    • 07/10/12
      • Added Trinkets to the Gearing section
      • Expanded L90 talent information in Talents to include information on Empower for Primal Elementalist
    • 09/10/12
      • Added FAQ section to the Introduction post
      • Clarified wording on L60 talents
      • Updated addons/macros
    • 15/10/12
      • Added Stopcasting info to the FAQ section
    • 16/10/12
      • Updated Trinkets in Gearing to show proc details for EB/PE
    • 17/10/12
      • Updated Main Hand enchants in Gearing
    • 24/10/12
      • Added additional Totemic Projection macro
    • 25/10/12
      • Added DPS values for set bonuses in the Gearing section
    • 17/12/12
      • Updated trinket list for 5.1
    • 18/03/13
      • Updated Tier 4 & 6 talent section notes
      • Updated talent descriptions for 5.2
      • Added extra note to Single Target Rotation for 5.2 changes (Multi-target requires revamp)
      • Updated Spell details for 5.2
      • Updated Glyphs for 5.2
    • 19/04/13
      • Added full trinket listing
    • 23/04/13
      • Added dps estimates for T15 set bonuses
    • 26/04/13
      • Added new FAQ entry on the "6050 breakpoint"
      • Updated Tier 1/5 talent notes
      • Minor tweak to glyph recomendations
      • Updated Gearing section with tweaked stat priorities and additional notes
    • 15/03/13
      • Added T15H set bonus estimates
    • 20/05/13
      • Updated Glyphs for 5.3
      • Updated Rotation section for 5.3 - Movement & Flame Shock Clipping
      • Updated Stats section for 5.3 - Stats information, Haste caps
    • 21/05/13
      • Updated Gearing for 5.3
    • 05/06/13
      • Started adding Levelling & Encounter information
    • 12/06/13
      • Updated Gearing - Stat Priorities based on new information
    • 17/06/12
      • Updated trinket section with notes
    • 20/06/13
      • Expanded Multi-target rotation

  14. #14
    Incredible write up.

    I have an additional question about AOE and the use of earthquake: is there a breakpoint in the amount of ticks earthquake needs to do where it overtakes a (roughly double) glyphed chain lightning cast? I'm thinking about a pack of adds that stays e.g. only 7 seconds in your earthquake area of effect, due to movement/kiting or because they die too fast. If my reasoning is correct knowing the amount of ticks needed for EQ to overtake CL would allow me to compute on the fly if it's worth it or not vs a specific pack of mobs (assuming I know how long they'll be in my EQ and how many there are).

    On a sidenote: (Capacitor totem: "... to allow players a change to kill or relocate it"). I assume you meant chance.

    Again, thanks for putting so much effort into it.

  15. #15
    Super Moderator Binkenstein's Avatar
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    Quote Originally Posted by zenga View Post
    Incredible write up.

    I have an additional question about AOE and the use of earthquake: is there a breakpoint in the amount of ticks earthquake needs to do where it overtakes a (roughly double) glyphed chain lightning cast? I'm thinking about a pack of adds that stays e.g. only 7 seconds in your earthquake area of effect, due to movement/kiting or because they die too fast. If my reasoning is correct knowing the amount of ticks needed for EQ to overtake CL would allow me to compute on the fly if it's worth it or not vs a specific pack of mobs (assuming I know how long they'll be in my EQ and how many there are).

    On a sidenote: (Capacitor totem: "... to allow players a change to kill or relocate it"). I assume you meant chance.

    Again, thanks for putting so much effort into it.
    Fixed the typo.

    The initial EQ tick deals more damage per second than the average Chain Lighting proc, so any amount of time spent AoEing should start with EQ (especially since you can cast it early)

  16. #16
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    Hey thanks for the guide, just wondering have you guys sorted out the racial list for best to wost in terms of dps for elemental shamans, thanks.
    Last edited by EruptorNZ; 21-09-2012 at 06:34 AM.

  17. #17
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    Quote Originally Posted by EruptorNZ View Post
    Hey thanks for the guide, just wondering have you guys sorted out the racial list for best to wost in terms of dps for elemental shamans, thanks.
    Added a small section. There's not much to optimize with racials as the difference is in the 0.3% range.

  18. #18
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    haste breakpoints

    At first: thanks for all the effort you're putting into this, but I still have a question concerning haste breakpoints on elemental shamans.

    Quote Originally Posted by Binkenstein View Post
    Stats
    • Haste Caps & Breakpoints
      This does not apply to Elemental as our single DoT, Flame Shock, contributes approximately 5% of our damage.
    I know that Flame Shock doesn't do a lot off damage by itself, but I always thought that the chance of getting more proccs of Lavasurge is worth gearing up for some haste breakpoints, as more haste equals more Flame Shock ticks, equals a higher chance of Lavasurge proccs, which should be a nice DPS boost while Ascendence is on CD. After reforging like this on Cataclysm my DPS were actually higher than with stacking mastery, unfortunately I didn't have enough time to test this on Beta. If this does really raise our DPS it would also impact your "Racial Bonuses" section.

  19. #19
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    Quote Originally Posted by Tili View Post
    At first: thanks for all the effort you're putting into this, but I still have a question concerning haste breakpoints on elemental shamans.

    I know that Flame Shock doesn't do a lot off damage by itself, but I always thought that the chance of getting more proccs of Lavasurge is worth gearing up for some haste breakpoints, as more haste equals more Flame Shock ticks, equals a higher chance of Lavasurge proccs, which should be a nice DPS boost while Ascendence is on CD. After reforging like this on Cataclysm my DPS were actually higher than with stacking mastery, unfortunately I didn't have enough time to test this on Beta. If this does really raise our DPS it would also impact your "Racial Bonuses" section.
    Nope. Adding an extra tick to FS makes virtually no difference in the proc rate of Lava Surge as the speed reduction of the tick increases linearly with haste. An additional tick means that you have less than 2 seconds more between your Flame Shock casts, nothing more. Any DPS increase from increasing haste is from the overall effect of haste, not a specific small part like Surge proc increases.

    Breakpoints are about the efficiency of the cast (ie: adding additional damage or healing to each cast) which has a minimal impact for Flame Shock.

  20. #20
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    With the change to gems in Pandaria to have twice as many secondary stats as primary stats, does it make sense to socket pure blue gems for hit rating/spirit (or even pure yellows) to match a socket bonus? Or is intellect worth more than double the value of even the best secondary for elemental? I can run the sims myself later, but was just curious if they had been done already.

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