[Elemental] Cataclysm Discussion - Patch 4.3
Welcome to the Elemental Shaman Cataclysm discussion thread. This thread is intended to be your primary resource for all Elemental-related information, discussion, and theorycraft.
Last updated November 28, 2011 for patch 4.3.
This topic will be split into three parts:
1. This post, which serves as an introduction and lists the most recent class changes and hotfixes relevant to our spec
2. An Elemental FAQ, which will answer the most common questions about Elemental shamans, such as what spec to use, important stats, the hit cap, etc.
3. An In-Depth Spec Guide, with descriptions of all abilities and talents related to the Elemental spec and how they are best used
Most Recent Changes/Hotfixes
November 29, 2011
Source: World of Warcraft Client Patch 4.3
Here are the most common questions related to the Elemental spec.
What spec and glyphs should I use?
For PvE, use this spec: Talent Calculator - World of Warcraft
The three Prime glyphs you should be using for most circumstances are Lightning Bolt, Unleashed Lightning and Flame Shock. For more in-depth comparison and information about Major glyphs, see the guide below.
What are Elemental's most important stats?
At 85, they are as follows:
Spirit/Hit (until capped) >> Intellect > Haste >= Mastery >> Crit
Important note on stat weights: they can and will change based on your gear. The above ranking is based on BiS T12 Heroic gear, and your gear may have different weights. Run SimCraft with your gear profile to determine your own weights if you want a more accurate estimate.
What's the hit cap at level 85?
For non-Draenei, the hit cap is 1742 hit rating, which you can get from either hit or spirit (via Elemental Precision). For a Draenei, the hit cap is 1640 hit rating.
How should I gem?
As many Intellect gems as possible while getting good (+int) socket bonuses using int/haste orange gems and int/spirit purple gems. Your meta, like all ranged casters, is [Burning Shadowspirit Diamond].
Keep in mind that since you cannot reforge additional primary stats like Int, it is best to reforge to the hit cap rather than gemming for it, and squeeze as much Int as you can out of gemming (through gems themselves and/or socket bonuses).
What stats do I reforge on my gear?
If you're not hit capped, always reforge to the cap first before worrying about secondary stats. Prioritize reforging crit to hit/spirit above everything else.
If you're hit capped already and have gear left to reforge, follow these simple Rules for Reforging™!
If you're hit capped, and/or you have excess hit or spirit, do the following:
1. If an item has hit/spirit and crit, reforge hit/spirit to Haste or Mastery, otherwise reforge crit to Haste or Mastery
2. If an item has hit/spirit and haste, reforge hit/spirit to Mastery, otherwise leave it alone
3. If an item has hit/spirit and mastery, reforge hit/spirit to Haste, otherwise leave it alone
4. If an item has crit and haste, reforge crit to Mastery
5. If an item has crit and mastery, reforge crit to Haste
6. If an item has haste and mastery, leave it alone!
In other words, reforge crit to either haste or mastery whenever possible, depending on the other secondary stat on the item.
If you know how to use it, WoWReforge is an excellent tool for working out your reforging, just make sure you change the stat weights to match your sims!
What self buffs should I use?
Use Flametongue Weapon and Lightning Shield, always, and keep them up on yourself 100% of the time.
What's the standard Elemental Rotation?
In short, we don't really have one anymore. Instead, we cast with a spell priority list.
Fire totem down -> Flame Shock DoT present -> Lava Burst (whenever it's up) -> Earth Shock (7-9 Lightning Shield charges) -> Lightning Bolt filler
Other situations (like movement, or multi-target fights) are covered in the In-Depth Guide below.
What should I use for AoE?
This has changed in patch 4.3, and we now have a very simple and generally competitive AoE rotation. If targets are stationary, drop Earthquake and spam Chain Lightning interspersed with Fulminations at 9 charges (there will be wasted charges due to how CL works). Glyph CL if there are more than 3 targets for increased damage. If targets are in motion, drop Earthquake from the priority.
What totems should I use for most raid situations?
Generally speaking, you should be using Searing and Wrath of Air, with water and earth totems dependent on fight mechanics and buff coverage from other raid members. In addition, be sure to use Fire Elemental as often as possible, as it is a major source of DPS and still provides the Totemic Wrath raid buff. For a breakdown on what each totem does and the raid situations they apply to, as well as tips on best Fire Elemental use, see the comprehensive guide below.
Doing Competitive DPS
What's the best way to wring the most DPS out of the Fire Elemental?
Use it with as many Intellect buffs up as humanly possible. The best time for this is right at the beginning of the fight, with Volcanic Potion pre-potted and all your Int procs, trinkets, and on-use +Int abilities off cooldown. Since the Elemental takes a snapshot of your stats at the moment it's dropped, it will gain substantially from all your procs being up at once.
Any other general tips for being competitive on the meters?
Keep casting. DPS in WoW, especially as a ranged caster, is about pushing limits. Do as much damage as you possibly can while filling your role in the fight without dying, wiping your raid, or pulling aggro. If your DoT uptime isn't really close to 100%, try to recast it just as it's about to fall off. Don't delay Lava Burst casts for any reason, react to Surge procs quickly, and watch your shock cooldown like a hawk. As long as you aren't being distracted and you're keeping your uptime on the boss as high as you can, you will be competitive.
Spiritwalker's Grace is weird. Where is it best used?
Since it's a 15-second duration and a 2-minute cooldown, SWG is not actually all that useful for most periods of movement in raid situations, especially with the Unleashed Lightning glyph. Use it instead for those rare instances of longer movement.
When should I cast Unleash Elements, and what does it affect?
Unleash Flame, the Flametongue-based attack from Unleash Elements, does a nominal amount of damage and boosts the next Fire spell you cast by 30%. UE's single-target damage is pretty low right now, so it's generally not worth it to cast under most circumstances.
There is a "trick" with UE that allows both LvB and FS to gain from a single cast of the spell, which makes it just slightly better than a LB cast, but this applies in only one circumstance: when LvB is off cooldown just before the FS DoT is about to expire. Using this trick under any other circumstance is not a DPS gain.
At what level of Lightning Shield charges should I cast Earth Shock to use Fulmination?
Short answer: Fulmination is best triggered at 7-8 stacks of Lightning Shield. This is due to the way the Shock cooldown interacts with Lava Burst. Casting ES at any point between 7 and 9 gives you more flexibility to work this ability into your rotation while avoiding situations that can cause your DPS to decrease.
Long answer: you can model this yourself, based on your current stats, using a spreadsheet created by Cyfir (thanks!). Link here: http://members.cox.net/cyfir/fulminate.xlsx
Earth Shock and Flame Shock won't play nice in my rotation anymore!
This is probably the trickiest part of our rotation now. Without 4pc t10, managing the shock cooldown becomes incredibly important. There are a few things you can do that will help.
1. Put two points into Reverberation. This talent has been largely ignored for all of Wrath, but it can become very important in level 85 raids and dungeons. If you find you are able to work with the shock cooldown without this talent, you can put these points into Totemic Reach instead.
2. As previously mentioned, cast Earth Shock at 7 or 8 stacks of Lightning Shield. This gives you the freedom to use ES when you know FS is not going to be recast in the next 5-6 seconds. If you wait until 9 stacks, you run the risk of either having to cast LvB with no Flame Shock DoT, or wasting LS charges.
3. Take the Flame Shock glyph. This gives you quite a bit more breathing room than you might imagine.
Is there an easier way to watch for Lava Surge procs?
Get some mods. TotemTimers is great for both Lava Surge and stacks of Lightning Shield; if you want something a bit more customizable and are willing to put in the effort to configure it, PowerAuras is a solid choice.
Is there a single macro I can mash instead of having to watch my cooldowns, procs and DoTs?
What's the exact target amount of haste I should get to and then stop?
Stop asking this question. There are no target haste values, there never were, there never will be. For a more complete explanation, see the Haste section below.
In-Depth Elemental Guide
Elemental combat is the ranged magic damage tree for the Shaman class. The basics of Elemental spellcasting, important talents, spells and totems, stats and gearing, and other topics will be covered in this article.
Elemental is a ranged caster spec. Like most other ranged casters, our spec relies on DoTs, procs, and cooldowns to do effective DPS. As of the launch of Cataclysm, we do not follow a specific cast order or rotation, but rather use a spell priority to determine what to cast next. As with other Shamans, Elemental relies on Totems to buff the group and do additional damage, although the exact totems to use may vary with the situation.
[top]Stats and Gearing
Elemental shaman share gear with Restoration shaman for all mail armor slots outside of tier pieces. Also, with the addition of Mail Specialization, we do not use cloth or leather armor. A basic stat hierarchy in order of most important to least is as follows:
Spirit/Hit (until capped) >> Intellect > Haste >= Mastery >> Crit
More information about stats and their relative importance may be found later in the article.
[top]Buffs and Debuffs
The Elemental spec provides a few specific bonuses to a raid beyond the basic totems given by any shaman: a 5% spell crit aura from Elemental Oath, a 10% spellpower increase from Fire totems via the Totemic Wrath talent, and a 20% attack speed debuff from Earth Shock. Like most class buffs and debuffs, ours are not exclusive and coverage can be found with similar or identical buffs elsewhere.
There are three primary spells in the Elemental rotation.
These spells are core to the class but are situational or not part of the rotation.
This list ranks totems from top to bottom in terms of their recommended or common use as Elemental in raids.
Notes on Fire Elemental and 2PC T12: The Fire Elemental, in addition to its unpredictable behavior, requires some effort in order to maximize its potential DPS. At the moment it scales from a shaman's spellpower only, and also performs a "snapshot" of the caster's stats when dropped, which means trinkets and procs with +Int or spellpower have a disproportionate impact on its DPS output. Generally the best strategy (if possible) is to drop it when every Int proc from trinkets, Power Torrent, engineering gloves, tailoring cloak, Volcanic Potion, etc. are all up simultaneously at the beginning of the fight when their ICDs are all guaranteed to be up. If used in this way you can temporarily more than double the amount of Int buffing your totem for its entire 2-minute duration, and thus greatly increase your DPS. Note that with the nerf to 2PC T12 in patch 4.3, the Elemental can't be dropped more than once or twice in a fight, and may not be up at the beginning of the next attempt.
[top]Talents and Glyphs
Like all specs Elemental has several passive bonuses and one ability granted by choosing the specialization at level 10.
Elemental's "signature spell" is Thunderstorm, more information about this spell can be found in the Spells section above.
The two passive bonuses granted by the Elemental spec are Elemental Fury, which brings our critical strikes up to the standard 200% damage bonus of all ranged casters, and Shamanism, which reduces the base cast time of our primary damage spells as well as increasing the damage they gain from spellpower.
Elemental's Mastery is Elemental Overload, which gives us a chance to proc a free second spell when casting Lightning Bolt, Chain Lightning or Lava Burst at 75% of normal damage. More information on mastery can be found in the Stats section.
[top]Talents and Talent Builds
The new 31-point talent trees are very straightforward, and for PvE builds there are not many choices to make. A few standard level 85 builds are listed here:
Elemental - 32/9/0 - Convection & Totemic Reach
Elemental - 32/9/0 - Reverberation & Totemic Reach
Elemental - 34/7/0 - Convection & Reverberation
There are a few "optional" points that can be reshuffled or ignored based on your preference; these talents are Convection, Reverberation, Totemic Reach, and Ancestral Resolve. More on them below.
Glyphs that are completely unrelated to the Elemental spec will not be listed here. When applicable, glyphs will be listed in order of the DPS gain they provide.
Of all the minor glyphs, only Glyph of Thunderstorm has a real impact on any of our abilities. This glyph can be taken if you feel you do not need the knockback component of Thunderstorm, although some raid leaders may have requirements either to have or not have this glyph.
The rest of the minor glyphs are cosmetic or quality-of-life, and therefore up to your preference.
[top]Spell Priority (Rotation)
The Elemental playstyle has undergone some significant changes. Instead of a fairly static and predictable rotation, we now have many active abilities and procs to watch for on a constant basis. The key to strong DPS as Elemental is to react to these abilities quickly, manage your cooldowns successfully and keep DPS time as high as possible.
Elemental uses a priority list to determine what spell to cast at a given moment. This list can very often be affected by fight conditions, so use the following as a guideline rather than a gospel.
The spell priority list, in order of importance from most to least:
The most important things to watch for while following this spell priority are Lava Surge procs and Lightning Shield charges. Ideally you will want to cast Lava Burst any time it is up, but do not interrupt a queued cast to start casting Lava Burst, as the loss of time from an interrupted spell will usually outweigh any extra damage from LvB.
Lightning Shield charges via Rolling Thunder stack up to 9, and any additional charges generated are wasted. The ideal time to cast Earth Shock to use these charges is between 7 and 9 stacks; for the reasons behind this, read the next section.
[top]Fulmination, Lightning Shield Charges and the Shock Cooldown
Fulmination, which uses Lightning Shield charges when Earth Shock is cast, throws a wrench in our previously easy DoT management by occasionally causing Flame Shock and Earth Shock to bump up against each other via the shock cooldown. The easiest way to deal with this problem is to give yourself some flexibility on when one of these abilities is cast, and since Flame Shock has a fixed duration the best approach is to use Earth Shock with Flame Shock's duration in mind, ideally at any point between 7 and 9 Lightning Shield charges as previously mentioned.
This serves several functions. Casting LvB without FS present or delaying an LvB cast is always a DPS loss, as is wasting Lightning Shield charges by proccing more stacks of LS while already at the maximum (9). Therefore it is best to cast Earth Shock when it is convenient to do so, i.e. between 7 and 9 stacks of LS when FS does not need to be refreshed in the next 5 seconds.
Other strategies to minimize the impact of the shock cooldown:
Glyph Flame Shock. This extends FS's duration and gives you more room to work with. You will still run into moments where ES and FS could interact, but there will be less of them over a given period of time.
Spec into Reverberation. By reducing the shock cooldown itself, you give yourself more space between Earth Shock and Flame Shock casts to work with.
With the advent of the Unleashed Lightning glyph in patch 4.2, the impact of movement on our spec has done a complete 180. With this change, dealing with movement has a completely different set of rules:
Predict movement phases as much as possible.
If you know a small movement phase is coming up, try to plan casts of LvB to go off right before if possible. Casting LB while moving is much better than casting nothing, but delaying LvB's cast is still a DPS loss.
Use Spiritwalker's Grace for extended movement.
As a corollary to the above, if it's a longer period of movement, use SWG so that you can continue to cast your complete spell priority for that period.
Stop to cast LvB.
If you're sure you won't die or the boss won't get out of range, stop briefly when LvB comes off cooldown to recast it, then keep moving.
[top]"Clipping" Flame Shock
Cataclysm changed DoT mechanics so that "clipping" a DoT, or recasting it before the existing DoT expires, resets the duration of the spell after the next tick rather than immediately. This means that recasting a DoT on a target with a single tick left causes no loss in DPS, so if possible you should aim to recast Flame Shock as close to this point as you can. This also makes it possible to have near-100% uptime of Flame Shock if you are good about recasting it at the right time, since there will be no gap between DoTs.
[top]Multiple Targets and AoE
AoE for Elemental has been redesigned yet again in patch 4.3. This time, things are simple and there is no ramp-up time. The priority is as follows:
[top]Stats and Gearing
The following is a basic summary of the stats that Elemental finds important and why.
Our most important stats, in order of DPS increase per point, is the following:
Spirit/Hit (until capped) >> Intellect > Haste >= Mastery >> Crit
Note that this list is based on BiS Heroic T12 gear, and may be different for your own gear, especially if you are just starting out. Run SimCraft to get a better idea of your own stat weights, these are just guidelines.
[top]Spirit and Hit
Hit is the single largest DPS increase of any stat, until it is capped. Once capped it provides zero extra benefit, so you should aim for as close to the cap as possible. With the Elemental Precision talent, Spirit provides point-for-point hit rating.
Reforging is an excellent way to reach the exact hitcap, or very close to it, with almost any gear setup. Reforging crit to Spirit is in many cases the best way to accomplish this. Because you cannot reforge primary stats, it is best to reforge rather than gem for hit/spirit, since you can gem for primary stats like Int instead. See the Rules for Reforging in the FAQ for further guidelines.
Elemental Shamans need 17% total hit to be capped against raid bosses; Draenei shamans gain 1% from the Heroic Aura racial and thus need only 16% from gear. There are no longer any raid buffs that provide additional hit chance.
The hit cap (17% hit chance) for a level 85 shaman is 1742 hit rating, for a Draenei it is 1640 hit rating.
Intellect is our core stat, as it is for every other DPS caster. Past the hit cap, we gain more DPS point per point from this stat than any other. Int provides spellpower as well as additional mana, and a small amount of crit.
Extra spellpower on caster weapons is valued only slightly less than Int itself, and can make one weapon disproportionately better than another of a lower ilvl, even if the secondary stats are worse.
Haste benefits essentially all of our damaging spells (except fire totems, non-DoT Shocks and Unleash Elements) by reducing the casting time of the spell, or in Flame Shock's case by increasing the number of DoT ticks over the spell's duration.
There are a number of abilities that affect your current haste %. Wrath of Air increases all spellcasting haste by 5%, as do group buffs from other classes like Shadow Priests (multiple sources do not stack, so you will only get 5% from your raid or self-buff). Elemental Mastery increases haste by 20%, and Bloodlust/Heroism/Time Warp by 30%.
Haste has several caps that affect its overall benefit. The first is the GCD cap (50% haste), which occurs when you gain enough haste to reduce the global cooldown of your spells to 1 second (from 1.5). Past this point haste will no longer affect the GCD. This is important because although regular spells appear to have no minimum cast duration, once past 50% haste the GCD will never change, so the effective minimum time between each spellcast will always be the GCD, or 1 second.
This means that every spell has a haste cap that is equal to the amount of haste it would take to reduce that spell to a 1-second cast time, as past that point, haste will provide no additional benefit. Note that for instant cast (non-DoT) spells, the effective "haste cap" is the GCD cap, or 50% haste. The DoT portion of Flame Shock has no haste cap whatsoever, and will continue to provide DPS from extra haste well past 100%, although due to changes in DoT mechanics there are several haste "plateaus" as new ticks are added to the DoT by additional haste.
So what does this all mean? Haste loses some of its benefit for us once Chain Lightning and Lava Burst are haste capped, but generally not enough to change its relative importance with other stats. In any case, at current gear levels haste caps are quite distant, and so even under stacked haste effects we do not have to worry about hitting LB's haste cap any time soon.
There are no haste targets, none, zero. You should never gear around a specific rating number for any of our stats (except hit). This is an extremely common misconception and it will not help you be an effective damage-dealer.
Back in the first half of WotLK, some players noted that at certain haste levels it became possible to add additonal casts of Lightning Bolt to a fixed rotation at specific haste values. At this point these haste values started popping up everywhere as "fixed" values that every Elemental shaman should get to and then stop. With the changes to our spells in Cataclysm this approach does not work in the slightest, as it is impossible to account for Surge procs and the shock cooldown in a fixed rotation, so you should never gear around a fixed amount of haste.
For a more technical explanation: this simple graph illustrates the very linear way in which increasing haste increases our DPS, even in a Wrath-style spell priority where it was possible to use a fixed rotation.
Mastery provides a DPS increase by proccing free, threatless extra spellcasts called Overloads that deal 75% of the damage of the initial spell.
Lightning Bolt, Chain Lightning and Lava Burst can all proc overloads, and overload procs from LB and CL can generate Rolling Thunder charges. Chain Lightning's chance to proc an overload is split between each jump of the spell, and all jumps can independantly proc their own overload. Glyphing CL does not reduce the chance to proc an Overload from an individual jump, which means the glyph actually increases the benefit of Mastery for CL significantly. For this reason Mastery may be worth more on fights with heavy AoE.
Critical strikes increase both overall damage done as well as mana efficiency. With the relevant talents, crits proc two charges of Clearcasting, which is modified by Elemental Oath to increase all spelldamage by 10%. This effect is subject to diminishing returns, as shown by this graph:
DPS gained from Clearcasting decreases with each subsequent point of critical strike rating.
Agility, Strength, Attack Power, and other melee-oriented stats serve only one function for us: they boost the damage of our Fire Elemental spell by a small amount. If you like to squeeze out every ounce of DPS from your abilities, being buffed with these stats increases the damage of that spell, but you should never gear for them specifically.
For most cases with current gear levels, the gems you should use in various slots are as follows:
Red: [Brilliant Inferno Ruby]
Blue: [Purified Demonseye] if a socket bonus is attractive (+int) or you are below the hit cap even after reforging, otherwise [Brilliant Inferno Ruby]
Yellow: [Reckless Ember Topaz] if a socket bonus is attractive (int, haste or mastery)
It is important to note that [Burning Shadowspirit Diamond] is the only meta you should use.
See the ongoing discussion thread here for more information about best-in-slot gear: BiS gear and set-up discussion
[top]Sets and Set Bonuses
The UI of an Elemental Shaman should be primarily concerned with three major things: the Flame Shock DoT and its duration, the Lava Burst cooldown, and Lightning Shield charges. There are a few mods that can help with this.
ForteXorcist: A very useful addon for many classes that can track both cooldowns and DoTs in an attractive package. Best known for its visual cooldown bar, ForteXorcist is a great choice if you want your information right in front of you in an obvious manner (plus it looks pretty cool).
DoTimer: If you want a more straightforward bar-oriented mod, DoTimer is a solid choice. This mod displays both DoTs and cooldowns in a configurable bar format, although the configuration can be somewhat complex.
PowerAuras: A classic from TBC days, PowerAuras is a simple way to track different abilities by making visual cues display on the screen when certain conditions are met, such as your Flame Shock DoT being present on the target or Lightning Shield being at different stack numbers.
For a more general Shaman utility addon, one can hardly go wrong with TotemTimers. This is easily the most feature rich totem, shield and weapon buff tracking mod out there, and it works flawlessly with Blizzard's new totem UI.
Thanks always to Binkenstein, Pewter and Zamir, my comrades at TotemSpot. Be sure to check out their work at TotemSpot, The 'Mental Shaman, and Planet of the Hats, because without them we wouldn't have half the shaman community we do now.
This article is a derivative work by masanbol of an original article by Binkenstien (located here). 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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Yes, there was a blue post recently about this. Source: DPS Meta Gem Change...Change it Back - Forums - World of Warcraft
I have updated the modeling spreadsheet for Fulminate to be more user-friendly and more accurate, as well as to update rating values to level 85. I have also added some charts to show the effects of different stats on the model. I did not incorporate crit chance into the model - it affects both spells involved equally, and so is not pertinent to this model. That having been said, it is important to note that the outputs from this are NOT actual damage or dps loss numbers. They are an arbitrary unit of value only comparable to themselves, and are therefore only valuable inasmuch as they help you determine the very narrow question, "At how many stacks of LS is it better for me to Fulminate ES before it screws with FS?" I may make a model that compares "ES at 9, unless you're close to the lockout period" to "ES every time you get above X", but I don't trust my math skills to do something that complex. You can play with the model yourself, but my tinkering shows the following:
1. It is still always a DPS loss not to ES a high number of LS charges in the seconds before doing so would interfere with reapplying FS (e.g. with 6-8 seconds of FS remaining.)
2. As the ratio of damage between LB and a LS charge increases, your cutoff number of LS charges to preemptively discharge increases. Spellpower and Mastery will increase this ratio.
a. Spellpower will increase this ratio logarithmically to a limit of about 3.4:1. This is the ratio between the talent-modified SP coefficients of LB and LS.3. As the number of LB casts you can get in during a lockout period increases, your cutoff number of LS charges decreases. Haste will increase the number of casts. Points in Reverberation will decrease it.
a. Above the haste "hard" cap (1.0 sec LB casts,) haste would begin to decrease this value, as the additional FS ticks proc more LvBs.A link to the updated spreadsheet can be found here.
You're right, but you're also wrong.
It is never a DPS loss to push off your ES cast in favour of recasting FS, if you're doing it right. The DPSC values swing in favour of ES at 7 total charges (ie: when 4 are being used for Fulmination). However, given the fact that if you delay casting a 7 stack in favour of FS now, you will have an 8-9 stack (with low chance of a charge wasted) in the 5 seconds it takes your shock cooldown to expire (assuming you have Reverb), which technically means that no DPS was actually "wasted".
Secondly, not having FS up means an overall DPS loss in two parts:
It is for these three reasons (no actual dps loss from delaying ES correctly, dps loss from not having FS up, dps loss from non crit LvB) that your calculations are incorrect.
Usually in TC based situations, it's not the "math" that's the problem, it's the ideas behind the math that are flawed.
Before I discuss your objections, I want to note that after checking my math in light of your response, I did realize I was modeling the proc loss incorrectly, but not in the way you note. I have fixed it and uploaded the fixed spreadsheet. It changed numbers, but again, not conclusions.
Would the Glyph of Flametongue Weapon (+2% spell crit while active) be a DPS boost over an extra 9 seconds of Flame Shock?
I guess the question is: Is 2% spell crit better than the loss of DPS from casting 9 seconds' worth of other damage?
I just had a quick skim over the official forum and didn't see anything - is how spiritwalker's grace is currently working a recognised bug? The tooltip clearly states 'this spell may be cast while casting other spells', but it just interrupts them instead.
How does the Unleash Elements portion of Elemental Weapons work for Flametongue Weapon? Would it be correct to interpret it as increasing the damage of your next fire spell by 30% (as in a 50% increase from 20%)? I did some searching around and didn't see any discussion about this. I'm guessing that a 30% boost instead of 20% wouldn't make unleash elements that much more appealing for use in our regular rotation, but my gut tells me that a flat percentage damage bonus to lava burst will look really tasty a few tiers from now when we have a lot more spell power.
Feedback on this is greatly appreciated, If I find time I will make a Spreadsheet otherwise I will gladly compliment if someone beats me to it.
So a little birdie tells me the other day that Unleash Elements can effect the dots off from my Flame Shock. Is this correct? It obviously has to do with how I manage my UE cooldown, movement, etc.
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