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05/22/09, 1:18 PM
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#151
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Glass Joe
Night Elf Druid
Bronzebeard
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Originally Posted by Flau
Hi
I'm not quiet sure if this is the correct thread for my concern...
But I'm european and can't ask my questions in the american Forums.
Was SE and F stealth nerfed?
It looks like the range has been deeply decreased... pre 3.1.2 it rooted correctly in 12 yard range.. now I'm happy if it triggers in a 5 yard radius... it really suxx.. but now the talent seems to be useless...
I think all other elemental shamans i knwo have the same problems
I'm reading mmo-champion and its bluetracker daylie.. and couldn't find anything about this concern..
Has anyone made similar experiences?
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Yes, it was nerfed. According to blue, it was down to 10 yards. Though to be honest, it feels like 5. No more pulling rogues immediately out of stealth in Ring of Valor
SEF is still a great talent, the CD on CL is huge when needed for burst.
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05/26/09, 2:22 AM
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#152
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Bald Bull
Sunchips
Human Priest
No WoW Account
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Originally Posted by B-Dawg
Sunchips - what is your stance on haste for Elemental in PvP? I've been stacking haste gear, and the quite obvious is my crit has taken a HUGE hit. I see from your gear you favor crit. Is either better than the other for us in PvP? Or is it just a preference?
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I never really felt you could get enough haste for it to make a huge difference and LB/CL do a good part of my damage so I just stuck with crit. That said I'm not really playing wow atm so any recent changes to arenas/shamans are going to be out of my reach to comment.
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06/02/09, 7:46 PM
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#153
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Glass Joe
Blood Elf Paladin
Blackhand
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So far this is what my arena spec is looking like
The World of Warcraft Armory
can you guys give me some feedback? thanks
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06/03/09, 1:10 AM
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#154
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Glass Joe
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New Elemental Spec
http://talent.mmo-champion.com/?shaman=&version=9947
So I'm thinking of trying the above spec the next chance I get and was looking for some feedback. Obviously the main thing here is to go 5/5 Reverberation for the 3 second CD on Frost and Flame Shock and 5 seconds on Earth Shock. The dilemma is what do I take points out of? I also have 1 floating point remaining in that spec that I wasn't sure where to put.
A few other questions I have.
Am I as far over the PvP hit cap as I think I am with 5.99% from gear +1% from talents?
Does anyone have the math on Glyph of Totem of Wrath vs Glyph of Lava? It seems there has to be some spellpower threshold where Totem of Lava becomes mathematically better due to scaling.
Thanks all.
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06/03/09, 1:14 AM
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#155
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Glass Joe
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Originally Posted by SaradominGodofWisdom
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Toughness just feels weak to me for Elemental. I don't think I've seen anyone go that way for PvP so I tend to think its probably not all that great.
I definitely think Booming Echoes is a must have as it makes Frost and Flame shocking much quicker not to mention the added burst.
Also, that 1 point in Unrelenting Storm is probably better served in Elemental Precision.
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06/03/09, 4:44 PM
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#156
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Glass Joe
Blood Elf Paladin
Blackhand
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Alright I took out the points in toughness, took one point out of unrelenting storms and put it into elemental precision and put 2 points into booming echoes, I cant decide where to put the last 2 points
The World of Warcraft Armory
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06/03/09, 10:25 PM
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#157
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Glass Joe
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Talents and Efficiency
In determining how I might adjust my spec the other day I found myself looking at Elemental Precision, Thundering Strikes, and Elemental Weapons for the last few points of my spec and decided to try to weight them to figure out which ones were the most efficient talents for my points.
Weight scale:
1 gem = 19 spell damage = 16 crit rating = 16 hit rating
1 point in each of the below talents
Thundering Strikes = 1% crit = roughly 46 crit rating = just under 3 gems.
Elemental Precision = 1% hit = roughly 33 hit rating = just over 2 gems.
Elemental Weapons = 21 damage = just over 1 gem.
Based on this system it would seem that were anyone debating where to put points, Thundering Strikes is the most efficient, followed by Elemental Precision (assuming you aren't hit capped), followed by Elemental Weapons.
While on the subject of crit, hit, and hit caps I also came up with the following:
When debating how to reach the pvp hit cap, gear for the hit rather than talenting Elemental Precision.
This conclusion is based off the fact that:
a. The PvP gear treats hit rating = to crit rating (Furious Cloak, Neck of Dominance vs Ascendancy) (Deadly Gladiator chest, Furious Belt of Dominance vs Wintergrasp facsimiles)
b. 46 crit rating = 1% crit whereas 33 hit rating = 1% hit (both rounded)
c. 1 point Elemental Precision = 1% hit. 1 point Thundering Strikes = 1% crit
d. 46 crit rating = 1% crit = 1 point Thundering Strikes vs 33 hit rating = 1% hit = 1 point Elemental Precision.
The resulting spec was: http://talent.mmo-champion.com/?sham...0&version=9947
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06/04/09, 3:03 AM
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#158
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Glass Joe
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Originally Posted by Astiok
In determining how I might adjust my spec the other day I found myself looking at Elemental Precision, Thundering Strikes, and Elemental Weapons for the last few points of my spec and decided to try to weight them to figure out which ones were the most efficient talents for my points.
Weight scale:
1 gem = 19 spell damage = 16 crit rating = 16 hit rating
1 point in each of the below talents
Thundering Strikes = 1% crit = roughly 46 crit rating = just under 3 gems.
Elemental Precision = 1% hit = roughly 33 hit rating = just over 2 gems.
Elemental Weapons = 21 damage = just over 1 gem.
Based on this system it would seem that were anyone debating where to put points, Thundering Strikes is the most efficient, followed by Elemental Precision (assuming you aren't hit capped), followed by Elemental Weapons.
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Just remember that spellpower is more useful to an elemental shaman than crit. I'd think that this would become more true as resilience levels go up and crit damage goes down in higher arena brackets. The hit is only useful if you are not already hit-capped (4% for pvp, assuming no other talents in use like CoS).
As an aside, my PVP set still includes two pieces of tier 8, partially because I haven't replaced them yet and partially because, with the 2-piece bonus and glyph of flame shock, it's actually very nice. I have seen a few times where a flame shock tick crit has killed someone.
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06/12/09, 3:17 AM
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#159
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Glass Joe
Mindlessness
Tauren Shaman
Jubei'Thos
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First time poster to Ej
Have been testing out a 3's team lately witch has come to fit in nicely with out new buffs, Ret/Rogue/Ele. Yes it does sound stupid but it has plenty of CC. Played a few matches vsing mainly healer and 2dps. Started off with Hexing the healer, then they would usually trinket out calling the pally to repentance, (or vise versa) then the rogue would usually sap/blind one dps leaveing us to wipe one of there dps before they could react. Usually after that we mopped up the heals first.
With regards to Carnificuses spec I think it is a great idea, we arn't hard casting that much in 3's so it seems to be a vaiable spec. PLaning on testing it in the next few days to try and see it's full potential
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06/12/09, 9:09 AM
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#160
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Soda Popinski
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From a CC standpoint, it should play the same as a resto shaman would in the same comp. Open with a sap on the healer. If they trinket, you chain to a blind. Out of blind you repent. Then vanish and resap. Hex can fill in a gap if required. Hex's 20 yard range and the weakness of shaman can make it tough to get in range of a healer who's sapped in the back when it's in your best interest to let stupid DPS overpursue and get blown the fuck up. Over pursuit of dps will probably get you more kills than anything else due to the high burst of ele/ret. If your rogue is good (mine is), warriors won't be able to shield wall or reflect because they'll be dismantled.
If they don't go after you (shaman), position yourself between the healer and the target. When the healer is free from CC, use thunderstorm to separate them from the target (before they drop an instant heal on target). Then chain to a hex while the healer is returning. Remember that Hex and Repent share a DR, so don't intentionally pair them. Hex can be a tough CC to count on, because of it's cast time, short range, and because the shaman is typically under focus fire. If the shaman is the focus, the rogue must keep the vanish/sap option available for mid-combat. If the rogue is the target, the hex is more likely useful - and as elemental you will have to spread CC options to one of the DPS.
Also, I feel it's pertinent to point out that your shaman is not a member of any arena team and you're geared in a mixture which includes greens. Additionally, you don't have the dual spec option engaged. Tread carefully, and fix your profile.
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06/12/09, 1:17 PM
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#161
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Glass Joe
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My setup is an enhancement shaman, me (elemental), and a resto druid. This combination works well usually, because I can hex a target immediately, they trinket out, then the other shaman hexxes them after a couple seconds usually... either that or I can root one person down and knock the others away. Sometimes people are dumb and trinket out of the roots, leaving themselves open to a hex. Depending on the target, nuke one person and usually when it's a 3v2 game, we've already won. The druid healer can keep himself up almost indefinitely, and if he gets temporarily CC'd, I can throw quick heals.
Stoneclaw glyph was incredibly useful for arena, as is the roots option for earthbind. I think that if we are given the ability to drop all four totems in one GCD (as the Shaman Q&A said over at mmo-champion), we might see this as a significant buff to arena play.
The only thing we need now is a bit more damage during mobility, though honestly I am usually refreshing GCDs while moving (totems, water shield, shocks) so this is not a huge issue for me.
Oh, and one of the best escape mechanics, Earthbind/roots, then Fire Nova Totem. This can also be used to nuke lower-hp players.
Another thing I thought was funny about the Shaman Q&A:
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Originally Posted by Shaman Q&A
Elemental shamans used to have a niche of being able to blow up a wounded target on demand, but we have been trying to back off some of these really high burst moments.
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If I throw a flame shock, then a Lava Burst, Chain Lightning (which should hit just before the Lava Burst, given range), then an instant-cast LB from EM and possibly a thunderstorm... that's quite a large amount of damage in about 1-2 seconds of time (CL+LvB+LB, not counting flame shock ticks or possible thunderstorm). I don't know where they're trying to back off some of these really high burst moments.. I hope this doesn't mean a nerf to EM.
Last edited by Junox : 06/12/09 at 1:25 PM.
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06/12/09, 2:44 PM
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#162
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Von Kaiser
Draenei Shaman
Argent Dawn
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Originally Posted by Junox
My setup is an enhancement shaman, me (elemental), and a resto druid. This combination works well usually...
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I looked at this, and then at your team. You are rated 1175, I would not consider than anywhere close to being able to come to the conclusion that the comp works well.
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06/25/09, 1:40 PM
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#163
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Von Kaiser
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Anyone else think that elemental are going to be monsters next patch?
It seems like the only time I'm struggling in arenas is when it's DK + X + Healer. DKs are getting the nerf bat, we're getting an amazing ghost wolf get away tool.
Resto got a lot of buffs, but I think the ghost wolf change alone might have been the biggest thing that elemental needed and it could be the stronger spec in pvp now.
2s going away, 3s and 5s being the main form of arena now and elemental is already strong(est) there. I'm trying not to get too excited, but man, it's feeling like elemental shaman will be even more the anti cleave.
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07/24/09, 1:56 PM
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#164
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Glass Joe
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Chats and Gems
Hey guys quick question.
Which meta gem is best suited for a pvp ele shaman?
Also, I have seen ppl saying to stack crit for burst damage and other who say stam for survivability, once you reach the ideal amount of resil that is. If this is the case, shouldn't I be using stam and resil enchants instead of sp and resil. But less sp = less damage.
Last edited by menaced : 07/28/09 at 2:10 PM.
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07/24/09, 2:11 PM
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#165
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Soda Popinski
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Of course, it's early to say, but elemental certainly looks like it will be very strong in 3.2. The last couple patches have really strengthened elemental. Thunderstorm, earthbind root, and fire nova stun are already huge for staying away from cleaves. Add to those tools a no-snare ghost wolf, and elemental shaman start to look like the least favorable target upon which for cleaves to focus. While the ghostwolf change is good for all shaman, it's best for elemental because they don't have to worry about healing themselves while kiting (as a resto would, breaking GW form) nor does it overlap with other abilities significantly (enhance already has a self freedom). With 3 second frost shocks, an elemental can reduce the dps uptime of any melee class significantly. Trying to stay on them in 3.2 will be very frustrating.
As a result, elementals are unlikely to be the focus targets in 3s. Better targets will exist, so elementals can start gearing/gemming out of resilience and into pain-train. Being removed as the focus target makes support work easier, which includes taking full advantage of windshear being off a shared shock cooldown. Additionally, there are lots of opportunities to use tstorm/root/nova to push healers out of position, or to use them defensively to keep baddies off your partners. I'm probably extrapolating too far, but I believe making this ghostwolf change will allow shaman to slip back into their support role for which they were designed. It's much easier to make strategic moves when you aren't trying to hold your intestines in all the time.
Also, fuck DKs. I'm going to laugh when I walk away from their COI spam.
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