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Mists of Pandaria Elemental Shaman Guide: 5.2 (mirror)
[top]IntroductionThis 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. It is hosted here at Elitist Jerks by permission. The original version can be found at Totemspot (link), and may be updated more frequently. Thanks should be sent by PM to Binkenstein, on either site. I am not an author of this guide, and am only acting as a host to ensure the formatting and text of the original are preserved here. I won't make any changes that don't reflect changes in the original document. While I do hope this inspires discussion here, any corrections or suggestions about the content of the guide should be directed to its authors. (Unless you find a discrepancy between this guide and the original, which probably means my copy here is out of date and needs to be revised. If that's the case, send a PM to me.) Most things have stayed the same with patch 5.2. Here are a couple links to explanations of what has changed. 5.2 Elemental Primer - Blogs - Totem Spot [top]PlaystyleElemental 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. [top]Stats & GearingElemental 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. [top]Buffs & DebuffsElemental 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. [top]Frequently Asked QuestionsIf 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.
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. [top]Spells[top]Primary
[top]Secondary
[top]Utility
[top]Buffs & Passive
[top]Talents and Glyphs[top]Talents[top]Tier 1: Level 15Astral 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, your choices are going to be between Astral Shift & Stone Bulwark Totem. It essentially comes down to whether you're facing a single or short duration of high damage, or a longer phase of lower damage. [top]Tier 2: Level 30Earthgrab 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). [top]Tier 3: Level 45Call 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 it's 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. [top]Tier 4: Level 60Ancestral 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 haste 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. Tier 4 talents will be covered with the Tier 6 talents, as your T6 talent choice will impact on your T4 choice. [top]Tier 5: Level 75Ancestral 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 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. 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. [top]Tier 6: Level 90Elemental 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. Tiers 4 & 6 are DPS enhancing talents, and depending on your choices in one you'll have different priorities in the other.
Unleashed Fury is slightly behind the other T6 talents, so while it's not a bad choice there's still a clear 2% difference, which is fairly large given that T6 talents contribute 10-12% of your overall damage. Similarly, Elemental Mastery is usually behind the other T4 talents due to high haste levels & the 50% soft cap. [top]Glyphs[top]Major GlyphsGlyph of Chain Lightning Advantage: Increases AoE damage from Chain Lightning by adding two additional jumps Disadvantage: Reduces initial damage by 10% This glyph is 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 The duration: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: Increases the duration of the DoT by 25% or 6 seconds. Disadvantage: Decreases the direct damage portion by 25% Since the primary function of Flame Shock is to set up Lava Burst's 100% crit chance, having a longer duration makes keeping that DoT up while managing the shared shock cooldown easier. It also the only glyph which is a clear DPS increase for Elemental. Advice: Required Glyph of Telluric Currents Advantage: Lightning Bolt hits restore 2% of your mana Disadvantage: None. 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 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 Unleashed Lightning Advantage: Allows Lightning Bolt to be cast while moving Disadvantage: Lightning Bolt takes 5% longer to cast Whether you continually swap this one in & out for stationary & movement fights is a personal preference. The DPS loss is in the 1.5% range for completely stationary fights, and gives a gain of ~10% with heavy movement. Some will prefer to keep it as often as possible, and drop Unleash Elements completely. Advice: Recommended. (Required for movement fights) Glyph of Unstable Earth Advantage: Earthquake reduces the movement speed of affected targets by 40% for 3 seconds Disadvantage: None Effectively adds Earthbind Totem's slow to Earthquake. Primarily only 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 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. [top]Minor GlyphsGlyph of Thunderstorm Advantage: Removes the knockback effect of Thunderstorm Disadvantage: None 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. [top]RotationElemental 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. [top]Priority Lists[top]Single Target, Stationary
Extra Notes
[top]MovementThere are two ways of managing movement requirements, and these are based around whether you have Glyph of Unleashed Lightning or not. With Glyph of Unleashed Lightning 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 since it has such a short cast time (1.5 seconds with no haste) or pop Spiritwalker’s Grace if you absolutely have to keep moving. Without Glyph of Unleashed Lightning If you do not use Glyph of Unleashed Lightning, you'll have a different rotation to use.
As the above is more complicated rotation, it is generally advisable to use Glyph of Unleashed Lightning for encounters where you'll reach point #7 [top]Multitarget (two to four targets)
Single target rotation & substitute Chain Lightning (either glyphed or unglyphed) in place of Lightning Bolt.
Cast Chain Lightning (either glyphed or unglyphed) on the highest target. [top]Area of Effect (five or more targets)
[top]Extra notes
[top]Cooldown UseDepending on your talent choices, you will have between three and four cooldowns.
[top]Advanced Shock ManagementEarly 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 casts 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 at 2 ticks remaining when you have a large temporary haste buff like Bloodlust or Elemental Mastery as you gain an extra tick for every ~10% haste (starting at 5%, so 5/15/25/35 etc) [top]Stats
[top]Haste Caps & BreakpointsIf 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 affect on Chain Lightning, Lava Burst and Shocks. The second is a "hard cap" at 100% where haste caps out on 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. However, the more haste you gain the less effective a talent like Elemental Mastery will be, thanks to that soft cap, which is why Echo of the Elements will be more valuable as gear levels increase. In short, the only cap you have to worry about is the hit cap. [top]Hit CapsThe 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:
[top]Stat PrioritiesThere is one important thing to remember about stat weights for secondary stats (Crit, Haste, and Mastery): With the values being a lot closer, you can no longer completely ignore a secondary stat. This means gearing becomes a game of balancing stats rather than just stacking one. The upside is that the difference in EP values for items which have the same ilvl will be greatly reduced. This will make gearing easier, especially with the highly contested neck/finger/weapon items. For a rough outline of stat priorities, it goes: Int > Spirit/Hit (to cap) > Haste > Mastery > Crit. The actual stat values will depend on your current gear and talent choices. For example, Primal Elementalist will decrease the value of Mastery slightly, as it doesn't affect Fire Elemental in any way. It's also important to note that the difference between Crit, Haste, and Mastery may be by very small margins. The end result is that you'll need to familiarize yourself with SimulationCraft and generate plots and/or reforge plots for Crit/Haste/Mastery to observe how they behave. For extra help, refer to our guide here. Stat Plots show the change in DPS with the change in one particular stat, graphed to show how each stat you're plotting compares with the others. For Elemental these plot lines will be fairly close. Reforge plots take longer to run, but show the change in DPS when you reforge from one stat to another, which can be useful for fine tuning your reforges. [top]Racial Bonuses
Notes
[top]Gearing[top]GemsMeta: Burning Primal Diamond Blue: Purified Imperial Amethyst / Veiled Imperial Amethyst Red: Brilliant Primordial Ruby Yellow: Reckless Vermilion Onyx / Artful Vermilion Onyx Perfect versions of uncommon gems (Pandarian Garnet, Roguestone & Tiger Opal) can also be used as they have the same stats as rare gems. [top]EnchantsShoulder: Greater Crane Wing Inscription or Secret Crane Wing Inscription Chest: Glorious Stats Legs: Greater Cerulean Spellthread or Greater Pearlescent Spellthread Feet: Pandaren's Step Wrist: Super Intellect or Fur Lining - Intellect (Rank 3) Back: Superior Intellect or Lightweave Embroidery (Rank 3) Belt: Living Steel Belt Buckle Gloves: Enchant Gloves - Greater Haste or Enchant Gloves - Superior Expertise Ring: Greater Intellect Main Hand: Jade Spirit or Windsong Off Hand: Major Intellect [top]Raid SetsTier 14 - Regalia of the Firebird Looking For Raid (Green) Normal (Blue) Heroic (Red) [top]Set BonusesTier 14 2PC - Increases Lightning Bolt damage by 5%. Multiplies with all other effects, including Shamanism. 4PC - Your Rolling Thunder ability now grants 2 Lightning Shield charges each time it triggers. [top]Best In Slot ListsNote: There will be some variation in these lists, mostly around necks & rings. For a complete list of Heroic Dungeon & other Pre-Raid Gear, refer to the Pre-Raid Gearlist. [top]Heroic DungeonHead: Waterburst Helm Neck: Mindcapture Pendant Shoulder: Neverdare Shoulders Chest: Uncasked Chestguard Waist: Belt of Totemic Binding Legs: Bradbury's Entropic Legguards Feet: Airbender Sandals Wrist: Shadow Puppet Bracers Hands: Gloves of Explosive Pain Finger: Viscous Ring Finger: Eye of the Tornado Trinket: Vision of the Predator Trinket: Flashfrozen Resin Globule Back: Scorched Earth Cloak Main Hand: Carapace Breaker Off Hand: Masterwork Lightsteel Shield [top]Pre-Raid - Valor gearHead: Nightwatcher's Helm Neck: Wire of the Wakener Shoulder: Mindbender Shoulders Chest: Robes of the Setting Sun Waist: Klaxxi Lash of the Precursor Legs: Swarmkeeper's Leggings Feet: Sandals of the Elder Sage Wrist: Brewmaster Chani's Bracers Hands: Lifekeeper's Gloves Finger: Vithrak, Gaze of the Deadman Finger: Seal of the Lucid Trinket: Blossom of Pure Snow Trinket: Relic of Yu'lon Back: Cloak of Snow Blossoms Main Hand: Je'lyi, Spirit of the Serpent Off Hand: Inscribed Red Fan [top]Tier 14 NormalHead: Firebird's Headpiece Neck: Korven's Amber-Sealed Beetle Shoulder: Firebird's Shoulderwraps Chest: Mail of Screaming Secrets Waist: Binder's Chain of Unending Summer Legs: Firebird's Kilt Feet: Lightning Prisoner's Boots Wrist: Luminescent Firefly Wristguards Hands: Firebird's Gloves Finger: Seal of the Profane Finger: Watersoul Signet Trinket: Relic of Yu'lon Trinket: Essence of Terror Back: Cloak of Overwhelming Corruption Main Hand: Kri'tak, Imperial Sceptre of the Swarm Off Hand: Tornado-Summoning Censer or Eye of the Ancient Spirit [top]Tier 14 HeroicHead: Firebird's Headpiece Neck: Korven's Amber-Sealed Beetle Shoulder: Firebird's Shoulderwraps Chest: Mail of Screaming Secrets Waist: Binder's Chain of Unending Summer Legs: Firebird's Kilt Feet: Lightning Prisoner's Boots Wrist: Luminescent Firefly Wristguards Hands: Firebird's Gloves Finger: Seal of the Profane Finger: Watersoul Signet Trinket: Relic of Yu'lon Trinket: Essence of Terror Back: Cloak of Overwhelming Corruption Main Hand: Kri'tak, Imperial Sceptre of the Swarm Off Hand: Tornado-Summoning Censer or Eye of the Ancient Spirit Notes on T14 Normal/Heroic
[top]TrinketsThe following is a ranking of the proc only for trinkets, using T14H as a gear base. You will need to factor in the static stat weights for each to get an accurate comparison between trinkets. SimulationCraft results for Elemental_T14H_Trinkets [top]MacrosBind 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 or don't have unleashed lightning glyphed. /cast Ascendance /run UIErrorsFrame:Clear() /cast Spiritwalker's Grace /use 13 /use 14 /cast Lava Burst [top]Credits[top]Authors
[top]Special Thanks
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. [top]Copyright InformationThis 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: The reproduction or derivative work includes a direct link to this article and prominently displays the name of both the original author and subsequent authors. The reproduction or derivative work is not used for commercial purposes or for profit. The reproduction or derivative work is also released under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. The full text of the license agreement may be viewed here or via written request to Creative Commons, 171 2nd Street, Suite 300, San Francisco, California, 94105, USA. |
changelog
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It should be noted that Lava Beam does not retain the healing interaction with Healing Rain and Conductivity. It is possible that it could also not proc Mastery:Elemental Overload or Rolling Thunder.
EDIT: Did some more testing, Lava Beam does proc Rolling Thunger, but not Conductivity or Elemental Overload. Not procing Conductivity is a downside, but no Overload procs make Ascendance a potential DPS decrease. A breakpoint of X between no Overload procs, and not loosing damage on Lava Beam chains would need to be done. |
Since expertise gives spell hit now, using a mace mainhand as a dwarf is roughly equivalent to the draenei hit racial, plus you get Stoneform which I've found extremely useful.
Edit: I checked and you mentioned this during the hit caps part, but the Draenei > Dwarf for racials really only hinges on weapon availability, which is a non-issue since the best choice for weapons is always a mace in each tier anyways. Also, dying and ankhing/being battle ressed obviously removes the panda racial. |
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I think the better question will end up being: Is the single-target DPS increase of Lava Burst spam greater than the AoE DPS increase of Lava Beam spam? I'm betting it is, therefore making Ascension most useful as a single-target CD, despite being more effective at AoE. |
Ascendence is akin to FE in the sense that while FE can be used FE AoE, it is a much stronger single target DPS cool down- similarily, Ascendence should not be saved for AoE DPS phases unless needed due to fight mechanics.
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Lava Beam can definitely overload. I went and tested it at the shrine. In my shoehorned resto gear I have 40% overload chance with mastery, so it wasn't too difficult to proc one on the 4 target dummies. With no buffs, Normal lava beams were hitting for 24k and overloads were hitting for 18k (75%). In one cast, I even triggered both an Echo and an Overload which yielded 12 hits, 8 of which were 24k and 4 of which were 18k.
Edit: I only have 9% spell crit unbuffed, and somehow none of my casts actually crit (I cast it 4 times, each about 3 seconds apart to make sure that I could observe procs) |
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Might need to confirm whether the Shamanism 70% CL bonus applies to Lava Beam or not.
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You could also note that Lava beam is indeed fire damage and thus boosted by UE, had you had to move but continue to AoE.
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Lava Beam definitely overloads.
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Does Simcraft have an option to enable the use of Skull Banners? Syncing this with Ascendence provides about a 20% DPS increase when using LvB solely, and should used with burst phases.
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I don't believe Skull Banners have been added in yet, nor has Stormlash.
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Pardon if this was mentioned this already, but does the Heroic Dungeon BiS list incorporate PvP gear?
For example, [Dreadful Gladiator's Ringmail Gauntlets] (These are the 458 ilvl honor point gloves it seems to just not be linking correctly) seem better than [Gloves of Explosive Pain] I only bring it up because I'm trying to put together the best pieces of gear for Dungeon Challenge Modes, and do not have access to raiding gear. I think a BiS list for Challenge modes (with or without raiding gear) would be quite helpful, and since all of the gear gets normalized to 463 it would be a unique list from the others posted here. |
Challenge mode gear gets normalized to 463, yes. But each item is normalized down, never up. So if you have any level 458 justice or honor point gear, you're losing stats. It may be that a perfectly itemized piece of armor is still a good choice, but check to see if there's any LFR or valor point gear for that slot too, those sources are accessible to non-raiders.
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