1. [Guide] Elemental Shaman PVE

    Wotlk [PVE][3.3.5] Elemental Shaman Guide

    Table of Contents

    The purpose of this guide is to show you an optional path for elemental shaman's gameplay. I just focused on FAQ people asked to me, I saw in "global" chat, on WEB forums and on other themes, which are "bad" explained overall the Internet (most of the internet content is focused on current Blizzard’s wow expansion).
    Chapter1 is dedicated for new wow players which decided to play a shaman class, to level up, to perform lvl80 dungeons and BG. Chapters 2 is dedicated to players which raids normal mode instances, both 10 man and 25 man mainly. Chapter 3 contains different aspects of elemental shaman gameplay in heroic mode instances, unusual concepts of play mode, stats analyze.

    After of over a year of ingame experience, on the new server core, I noticed and made some changes into elemental shaman gameplay and performance. The new core has changes (fixes) to spells, talents, buffs and other mechanics. Initial guide version was based on universal balanced “old” 10 man/25man gameplay mode, but the new core requires different character stats for 10man and 25man raids respectively. In this updated guide I’ll point on such differentiation.

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    Chapter 1. Intro (recommended for new players only)
    1.1. WoW 3.3.5 Gameplay
    1.2. Shaman's Available Races
    1.3. Urban WoW Dictionary
    1.4. Elemental Shaman Leveling
    1.4.1. Shaman Quests (new)
    1.5. Elemental Professions Recomendation
    1.6. Elemental Talent Tree and Glyphs
    1.7. GearScore (GS) System

    Chapter 2. I'm a raider
    2.1. Macros
    2.2. GS Under 6k
    2.3. GS Over 6k
    2.4. Elemental Shaman BiS Set
    2.5. DPS Trainer
    2.6. New Ele Profession Topic
    2.7. Our Friendly Addons
    2.8. The Stats Priority
    2.9. Gemming the BiS Gear
    2.10. The Elemental Shamans Best Enchants

    Chapter 3. Beyond the Frontier of Elemental Shamans
    3.1. Totem Optimization in Raids
    3.2. The Best Casters Offensive Buffs and Debuffs
    3.3. Elementals in Heroic Raids
    3.4. DPS Optimizations
    3.5. LB vs CL
    3.6. BiS Lists Overview
    3.7. Deep Analyse of Stats
    3.8. Elemental Shaman's "Spec-Bugs"
    3.9. Blizzard's Imbalanced Draft of Patch 3.3.5a

    Chapter 4. The Halls of Memories
    4.1. Youtube channels

    About my character
    I’m playing both PVE and PVP area, got the Kingslayer title, Bane of the Fallen King (video; 16.02.2014), The Light of Dawn (video; 05.06.2014), I'd got Warlord title at 40,000 Honorable Kills progression and High Warlord at 60,000, completely leveled on old Lordaeron realm (x1) and currently playing on Icecrown (x7).

    P.S. Sorry about fluent english.

    Chapter 1

    1.1. WoW 3.3.5 Gameplay
    c.1.1 October 2013
    Spoiler: Show

    Updated: September 2016
    About server status
    On Warmane server there are available 3 expansions of WoW: WotLK (3.3.5a), Cataclysm (4.3.4) and MoP (5.4.2). You can create an account per each realm, but patch 3.3.5 is more fixed , both in PVE and PVP "area". Moreover, as my opinion, WotLK world is more interesting and keeps the spirit of all previous WoW series (even arcade series). The Blizzard started to transform WoW into some neutral PVP MMORPG mostly like a gigant Counter Strike, beginning from Cata. But in MoP it's some new WoW breath, and Legion keeps the wow mystery and adventuring spirit again, I should to admit. Warmane WotLK world is quite fixed (I already finished It’s Over Nine Thousand! and Loremaster achievements): you can complete all class quests, you are able to complete over 3000 quests per faction, for those who wanna doing something different between raiding there is available near 99% of achievement events. Among private servers the Warmane has the best fixes to Eye of Eternity, Naxxramas, Ulduar, Obsidian Sanctum, Ulduar, Trial of the Crusader, Icecrown Citadel and Ruby Sanctum encounters. The battlegrounds also were scripted like on retail.

    What is restricted?
    WARNING! The Anti-Cheat system is not ideal anyway. I saw that most of them were used different “speed-cheats” (to farm), “fishing-bot” (to farm) and some very annoying PVP cheats (I didn’t screened them anyway), during my gameplay. Sadly, current Warmane Anti-Cheat system is vulnerably against different “speed-cheats” mostly. PVP cheaters using some kind of “damage improvements” and “resilience ignore hacks” cheats, which are very hard to detect, because they can show as a game bug. Somehow I was struck by such kind of cheaters – I lost 20,000 HP from a few debuffs and a DoT, considering my 1380 Resilience + Skeleton Key + Elemental Warding (6% dmg reduction)!!! Another kind of cheaters are Scammers (including Ninjas). They using some trading interface bugs to cheat somebody: look here and here. Don’t trust when a character, under level 20, is trying to sell some very expensive items: Primordial Saronite, items ilvl264 e.t.c. Looks like he is a temporary ALT (under a different accounts either) for some dedicated player, for such purpose (he does not care for ban). Most of them using some Bag Addons, which can be a cause for such cheats (many addons generates some UI errors which gives to standart WoW interfaces some security bugs). Try to use C.O.D. system or AH better, because they are more protected under server database transactions. You should be careful for more leveled players also. Another kind of cheats is Exploiting and they are absolutely restricted, - raid ID, bosses and arena exploiting (wintrading). You can be banned forever for such cheats. During my gameplay I was a witness when a raid firstly and an entire guild secondly was banned forever after such tricks. My verdict: DON’T USE ANY CHEATS, because they are the best “killers” for any online-game. Do you want to play WoW in a community of 4000 players or you want to cheat each others in a “gang party” of 50 players (good examples are Counter Strike private servers ;) )?. Swifty’s verdict: You Tube. Also, don’t use global chat for a site or goods promotion purpose!

    Leveling and gearing
    You can equip your character instantly throught donating system by gaining coins (read on site more detailed) or throught vote points system (is a long term path). Vote points gives you access to gear lvl 264 (NO BoE INCLUDED). Coins gives to you access to BiS (best in slot) items lvl 277-284 and to questions - what to equip?:)
    Wotlk realms:
    • Lordaeron x1: Blizzlike mode; no coins or points marketplace.
    • Icecrown x7: Coins and points marketplace available; reputation gaining is set to x3 rating.
    • Blackrock x7: PVP only.

    1.2. Shaman’s Available Races
    c.1.2 October 2013
    Spoiler: Show

    Updated: September 2016
    First of all you have to choose a gender of your class while creating a new character. You can choose freely. Remember that wow is a MMORPG game and if you like “poly-t i t s” then get a female character.

    MMORPG – Many Men Online Role Playing Girls :).

    To play as a shaman class is necessary to choose an orc, tauren, troll or draenei (alliance faction only) race. Every race has good race abilities, but for raids, draenei with +1% hit to raid aura and trolls with self buff berserker (+20% haste for 10sec, after core fix) are better than other races. Usually +1% hit is not so huge advantage and high “geared” ele shamans didn’t benefit so much from 20% for 10 sec extra haste (I will explain it later), as for me.

    1. Draenei have improved Jewelcrafting (+10, nice), some healing racial Gift of the Naaru, Heroic Presence (+1% hit) and resistance to Shadow damage (+2%). They are the best Elemental (PVP) shamans from Aliance for dueling and 2v2 arena.
    2. Trolls have improvement crit with bows (+1%) Bow Specialisation, haste buff (+20%) Berserking, Regeneration and reduced slowing effects (-15%) Da Voodoo Shuffle. Trolls are the best Marksman ( PVE/PVP) hunters, Elemental (PVE) shamans.
    3. Orcs have 15% time reduced on stun effects Hardiness (not fine in PVE) and good offensive abilities as Blood Fury = 163 Spell Power!!! and 322 Attack Power for 16 sec (2 min CD) @ lvl80 - it’s superb in any PVE; passive none useful for elemental spec: increased dmg with pets (+5%) Command, increased expertise (+5) with Axes and Fist Weapons Axe Specialisation (superb for DK, enhancement shamans and hunters :)). Orcs are the best Frost/Unholy DK, Fury Warriors, Beastmaster hunters, Enhancement (PVP/PVE) and very good Elemental (PVE) shamans.
    4. Taurens have defensive racial only: increased HP points (+5%) from Endurance, Nature Resistance (+2%) is improved by Nature Resistance (in Northrend raids not so important; exception is the ICC Plagueworks encounter), Herbalism (hmm?) and Stomp – stuns all nearby NPC or pl characters (a "timeout" in PVP duels). They can be the best tanks from Horde as Warrior, Druid or DK class, Elemental (PVP) Horde shamans for dueling and 2v2 arena.

    I play as an orc character, as a balanced decision between PVE and PVP… but on YouTube you can find a lot of other racials who looks fine in PVP… so next labels: good, bad, only PVP or PVE, useless talent tree or race for something are primitive and pathetic in WoW, and I will show it below. But... Draenei and Tauren Ele shamans doing better in duels and 2v2 arena, while Orc and Troll shamans doing better in Battlegrounds and 3v3/5v5 arena.

    1.3. Urban WoW dictionary
    c.1.3 October 2013
    Spoiler: Show

    Chat terms:
    1. Pull – an attack strike to aggro a NPC;
    2. Lol – laugh (everyone use it at any reason);
    3. Omg – Oh my God, lol, lmfao e.t.c. You gone mad, dude...;
    4. IDK – I don’t know (very common term outside the ICC);
    5. Nab, noob – new player to wow, a player that didn’t know some PVP or PVE tactic, what? Where? When?;
    6. LF – looking for… (party, raid);
    7. WTB – want to buy...;
    8. WTS – want to sell …;
    9. Fu – #$%#@% you;
    10. DC – disconnected from server, WoW crashed;
    11. AFK – away from keyboard;
    12. Buff – player should use some useful spell and aura on all or specified characters in raid;
    13. Pug – to create a raid with random players;
    14. Imba – imbalanced character based on his talents, gear items, gems and applied enchants;

    Raiding terms:
    1. LM (loot master) – a player who receive boss items and roll them between raid characters, based on roll system;
    2. RM (raid master) - a player who is a raid organizer (usually a very skilled player in PVE encounters);
    3. GM - guild master or game master (administrator);
    4. MT – main tank (mDPS with exceptional defensive skills and inceased stamina);
    5. OT (Off tank) - supporting tank for boss trashes or dangerous boss abilities;
    6. Dmg - damage (the basic raid term). It can be physical (direct and from bleed), magic (nature, fire, arcane, shadow, frost and holy), from fall, fatigue;
    7. DPS - Damage per Second, a character which doing damage in raids;
    8. rDPS - a ranged DPS character: casters(doing spell dmg), hunters (doing physical dmg + some magic and toxic dmg);
    9. mDPS - a melee DPS character: pure melee (warriors, rogues), mixed melee (enhancement shamans, paladins) - half of their DPS is magic;
    10. Healer - a character, who should only heal, cleanse or dispel raid party;
    11. MS – main character spec;
    12. OS – off character spec;
    13. Ninja – a player who is a loot master or is able to loot bosses (bug) and after this steals all gear, even if he is not eligible for that gear. Ninja’s purpose is to steal rare dropped items without roll or DKP system or to sell stolen items on AH or some… Ninja can “appear” if an item, marked as “binds on equipped”, is dropped. Mostly you can determine a ninja among raid players if some of them stay near Saurfang’s chest, if they are not loot masters or raid masters, to one purpose – to get loot before LM :). VOA and ICC are instances where ninja practice is popular. Most of ninja is in none guild raids;
    14. Spec – active talent tree;
    15. Aggro – take NPC target to you;
    16. GBoK – Greater Blessing of Kings paladin buff;
    17. GBoS – Greater Blessing of Strength paladin buff;
    18. GBoW – Greater Blessing of Wisdom paladin buff;
    19. HoP – Hand of Protection paladin buff;
    20. RC - Raid Call or Ready Check;
    21. Roll – a vote system to get an eligible loot after boss drops it (practiced in none guild raids). Use raid cheat for rolling and type “/roll”. A player who have greater roll value (max is 100%) will take the item. Roll system can be “Main Spec” - high priority in voting, or “Off Spec” – a voting mode, if nobody want the item in main spec;
    22. DKP – new dedicated vote system to loot bosses, organized by RM or LM. Through raid experience you will receive dkp points. You can spend points to take the eligible loot only. Most active players have more points and greater chance to get some item(s). There are few rulers – high priority to get items have tanks and healers, at the same voted points the item get a player, who first had voted;
    23. FoS – The Forge of Souls dungeon;
    24. PoS – The Pit of Saron dungeon;
    25. HoR – The Halls of Reflection dungeon;
    26. ICC – The Icecrown Citadel instance;
    27. ToC – The Trial of the Crusader instance;
    28. RS – The Ruby Sanctum instance;
    29. OS – The Obsidian Sanctum instance;
    30. VoA – The Vault of Archavon instance;
    31. OL – The Onyxia's Lair instance;

    WoW and PVP terms:
    1. NPC, trash – a mob (character) managed by game server with programmed and scripted actions over time;
    2. Tier – armor set with additional passive abilities. T10 require items level 264. T10.5 – items level 277, 284 (Heroic).
    3. Hi-end – a skilled player with well geared character T10 (Item level over 264) and additional items which not belongs to armor set;
    4. Grinding – killing low level trashes which not give any XP reputation; killing NPC to increase some skill, defense, reputation or to farm some item or recipe;
    5. Farming – gathering some herbs, or ore from veins; fishing; cooking; hunting for skinning; killing NPC for items and recipe…
    6. BiS – Best in Slot item for specified class and spec;
    7. Premade – a well geared character or BiS geared throught Vote system or Marketplace;
    8. Trolling – chat style to mock, ridicule, slander somebody or something;
    9. Overcapped – large sense term. A character with full stack of types of spells, which: healing, defense (absorb damage, immune, damage reduction), two or more types of CC, stacked DoTs , debuffs, high mana or energy regeneration, stealth or invisibility abilities e.t.c. Nice examples are Frost Mages(with some arcane talent points), Hunters, Paladins. In MoP patch every class are overcapped mostly(for example, hunters and locks have spells like ele shaman's Thunderstorm effect; shamans can drop Grounding Totem with spell reflection effect like warroris Spell Reflection Shield). It's not so cool, as for me (a hunter with knockback ability, OMG);
    10. Overpowered – a class character (+spec) with some extra “unbalanced” abilities which increasing their damage, haste, crit rating or defense. The terminology is mostly useful in PVP area. It’s very hard to defeat an overpowered nab in PVP anyway.
    11. Bug – some error, wrong logic or effect in game program;
    12. DD – Direct Damage;
    13. DoT – Damage over Time;
    14. Channeling – spell which should be channeled over time;
    15. AoE – Area of Effect spell/damage;
    16. CD – cooldown of spell/ability;
    17. GCD – Global Cooldown of user interface panel;
    18. Ganking – is a “surprise attack” from hi-end geared and skilled PVP player character (just an ambush) against nabs, low level characters e.t.c. Targets have no chance to win. In WoW this term is associated with 2vs1, 3vs1, 3vs2, 4vs2 e.t.c. in PVP fights. Most players watched Bajheera BG style on YouTube (when a plate wearer, surrounded by 1 or 2 healers retinue, conquer bases) and trying to repeat it everywhere :). This company is very hard to defeat. Against skilled plate wearer and 2 healers you need about 4 or 7 DPS classes, @ same level and gear set, to overcome that healing. The best ganking places on Molten WoW are: Tarren Mill, Grom’Gol, Booty Bay, Thalanaar, Gadgetzan, Thrallmar, Honor Hold, Nesingwary Base Camp, VOA entrance and ICC entrance.
    19. GearScore(GS) – a point system, widely used on Molten realms mostly. On other WoW private servers GS didn’t work or are not applied (I just tested it on my own private server and on a few Internet private servers).

    1.4. Elemental Shaman Leveling
    c.1.4 November 2013
    Spoiler: Show

    Updated: September 2016
    The concept of Realm leveling
    The best way to level up is to donate some money to Warmane and to get 20 coins for instant level to 80 through site interface. If you have coins for instant leveling, create a character on Icecrown (x7) realm better (WotLK). This way is good because you’ll receive Premium account also, which will let you to pass the queue, especially during weekends. Icecrown is highly populated realm. During weekends and evening time it reaches the maximum population of 12000 characters online. This leveling guide is designed for x1 Realm type mostly. On Icecrown (x7), you will find a lot of low level characters and multiboxing (one player plays as 5 characters, for example) party which just farm their levels. Cross realm transfers works no more, so choose carefully what kind of game you want to play.

    If you wanna level up through game play and XP points, then the next advices should be useful. Because you can find a lot of players who knows a lot about ICC raids, but they have no idea where Badlands or Exodar is situated. Playing between gloomy ICC walls only, transforms WoW into something boring for you, but World Wide game play, new discovering, should add some colors to it. World Event achievements are a very nice theme for it. Usually, only mature players will chose “coins” play methods just to instant level up to be able to make some raids with friends, because a part of them already leveled on Blizz retail servers years ago. Traditional leveling is more familiar to teenagers, which can spend decent in game time after school.

    Elemental shaman problems during leveling
    To level up an elemental shaman can be very hard below level 60, on PVP servers especially. The LB cast time is so long and CL is not a spell which you’ll like to use to do world quests. Ele shamans below level 60 are weak enough, without useful offensive and especially defensive abilities. I recommend you to develop Enhancement spec tree (which is very strong at those levels) to get level 60, where Thunderstorm become available. Moreover, “elemental” shamans suffer catastrophically from mana drains through spell casting below lvl60. For example, Hex (defensive spell) is available at level 75 only; Glyph of Stonecalw Totem (puts an absorb shield (under 6k absorb on lv3) on you x4 which Stoneclaw Totem puts on your totems) requires level 15 – ok, but it cost from 100 to 200 gold coins on AH mainly, and you are at level 15 lmfao (you can get this Glyph through Inscription profession, but you will get level 70 faster then will discover this one); In WOWWIKI Thunderstorm (defensive spell) is marked as “Require level 10” and this is fu-king awesome (THIS IS A CASE WHY I DECIDED TO MAKE THIS GUIDE, BECAUSE INTERNET IS FULL WITH SAME ADVICES), because to use the Thunderstorm you need 50 points in Elemental Talents Tree, which is only available on level 60.

    The detailed leveling guide: [Wotlk] The Guide for Optimal Character Leveling

    Note: Read more about leveling in chapter 1.4.1. Shaman Quests.

    Now is the time to start a next step of leveling, more harder, – “Gear Leveling”. About it is explained below…

    Elemental shaman's concept below lvl 60:
    Spoiler: Show

    Vanilla WoW was only PVE and designed under old WoW arcade style: Reign of Haos and Frozen Throne. There basic DPS classes were warriors, paladins, hunters, warlocks, partially mages. Shamans, druids, priests were supporting units to buff, heal and dispel hostile debuffs. For any PVP game type, ele shamans have no any effective spells below lvl60. Just in patch 1.2.1 Blizzard introduced BG and PVP system into WoW MMORPG, and made some fixes into class spell books. In patch 2.1 TBC was introduced arena system and new abilities e.t.c. Because elemental shamans have not good defensive spells and abilities it is still hard to level up in PVE area also below level 60.

    1.4.1 Shaman Quests (new)
    c.1.4.1 September 2019
    Spoiler: Show


    About a shaman character leveling is written in the above chapter. There is a link to another simple guide about how to level to 80. Moreover, to build a total questing guide it’s a overhead job and ruins the gameplay overall experience in my opinion. But shaman quests requires a different view in the guide, because it is linked directly to the character class game play and development. You can learn about it on different web resuorces as WOWWIKI, but the information there is abstract and isn’t linked to overall character leveling and, in my opinion, the Call of Water quest for Horde is incomplete. It was tricky to put all those pieces together to build a comprehensive guide about it and to keep the text size as small as possible.

    I was inspired to write this chapter by the recent Blizzard release of WoW Classic and the frequent in game and forum questions about this topic. It was nostalgic for me to level up a shaman character as I did it in August 2012. Therefore, I leveled all shaman races to level 40, some of them above that level, to write this shaman quests guide. This chapter contains two sections: shaman quests (about how to do class quests and supplemental quests for leveling), references (what spells to learn and use, how to transition your talents for optimal leveling).

    Shaman quest tips

    By far the most interesting and complex to do are the Orc and Troll shaman class quests. I’ll begin to nail their progression firstly and Tauren or Draenei shamans can refer to them for further progression if needed.

    There are four types of chain quests available for shamans, where each of them will grant your character with a school set of totems: Call of Earth (Level 4), Call of Fire (Level 10), Call of Water (Level 20) and Call of Air (Level 30). By completig each chain, you’ll be granted with a base totem spell and a class totem item like: Earth Totem, Fire Totem, Water Totem, Air Totem. Keep them in your inventory, until youll collect all four of them!

    Tip: You can complete the shaman class quests in any order. They’ll not bug. For example, you can do the Call of Earth, Call of Fire and Call of Air and level up to 80. After that you can return and finish the Call of Water chain.

    Tip: Alwas do all shaman quests as soon as they’ll be available. Firstly, they grant a lot of XP; secondly, they’ll help to level up much easier further.

    Tip: Keep all Totem items in your inventory to be able to use respective aligned class totems (Earth, Fire, Water, Air). They can’t be destroyed, but they can be moved to bank slots. Without them, you’ll need a Relic, to call all totems, which is available at level 60 and above.

    Tip: Starting with patch 3.0.2, all Relic totems have a note “Counts as an Air, Earth, Fire and Water totem.” You should put a totem in a character relic slot to be able to call all totem types.

    Shaman quests for Orcs and Trolls.

    Spoiler: Show


    Rune-Inscribed Tablet (Level 1).
    NPC: Starts from Gornek in Valley of Trials, Durotar.
    Objective: Take this Rune-Inscribed Tablet to Shikrik (shaman trainer).

    1. Call of Earth

    Call of Earth: Part1 (Level 4).
    NPC: Canaga Earthcaller in Valley of Trials, Durotar.
    Objective: Bring 2 Felstalkers Hooves to Canaga Earthcaller in the Valley of Trials.
    Completion: They can be looted from Felstalkers demons at Burning Blade Coven cave entrance in northern Valley of Trials.

    Call of Earth: Part2.
    Objective: Find Spirit Rock and drink the Earth Sapta.
    Completion: The Hidden Path begins south of the Den in the southwest corner of the Vale of Trials. It’s a hidden path that rises in the shouthern hills of the vale. Once there, drink the sapta, and speak to the Minor Manifestation of Earth.

    Call of Earth: Part 3.
    NPC: Minor Manifestation of Earth.
    Objective: Bring the Rough Quartz to Canaga Earthcaller in the Vale. You’ll be awarded with an Earth Totem and Stoneskin Totem (Rank 1).

    Pre Leveling: By doing all quests in the Vale and some in the southern Durotar, your character will be at level 10. On Icecrown server with XPx7, your character will be at level 10 by doing few quests in the Valley of Trials. As soon your character will reach level 10, move to the Razor Hill in Durotar

    2. Call of Fire

    Call of Fire: Part 1 (Level 10).
    NPC: Available from Swart (shaman trainer) in Razor Hill or from Searn Firewarden in Orgrimmar.
    Objective: Find Kranal Fiss in the Barrens.
    Completion: You should travel towards the Crossroads from the Razor Hill along the road. Take and complete other simple quests on the way, like Conscript of the Horde (Razor Hill). find Karnal Fiss at the Grol’dom Farm.

    Call of Fire: Part 2.
    NPC: Kranal Fiss at Grol’dom Farm, the Barrens.
    Objective: Bring the Torch of the Dormant Flame to Telf Jodam in Durotar.
    Completion: You should movel along the road to The Crossroads. Discover the new flight path at flight master. Complete available quests and take few more quests: Lost in Battle, Supplies for the Crossroads, Plainstriders Menace, Raptor Thieves, Fungal Spores. Your next goal is to discover the flight master in Camp Taurajo (south of Crossroads), which is important for further shaman quests progression. Do the Plainstriders, Fungal Spores and Lost in Battle quests by doing this. Fly back to The Crossroads. Now it's time to travel to Ratchet (east road) and discover a flight master there. It’s important to be at level 15-17 at this moment. Don’t forget to take the quests there: Wanted: Baron Longshore, Samophlange, Miner’s Fortune and some good drinks! So, it’s time to finish this CoF: Part 2. Movel to the north along the Southfury River until the mountains won’t run out at the eastern bank of the river. There you’ll find a hidden path to the top of the mountain, where you’ll find Telf Jodam.

    Call of Fire: Part 3.
    NPC: Telf Jodam in Durotar.
    Objectives: Bring 1 Fire Tar and 1 Reagent Pounch to Telf Jodam in Durotar.
    Completion: Travel to Razor Hill, then head north-east from Razor Hill towards the hills (don’t use the road). The warlocks in a cave there will drop the Reagent Pounch. Now it’s time to move north to Orgrimmar. Discover the flight master there. Don’t walk around to discover the Thunder Bluff. Just use a zeppelin from Orgrimmar (western side) to Thunder Bluff after that. At zeppelin port in Thunder Bluff, you’ll see shaman trainers. Learn new spells based on available coins and discover a flight master there after that. Fly back to Orgrimmar. Travel to northern Barrens by using the Orgrimmar’s western gate, just to perform the Miner’s Fortune and Samophlange quests. Tip: on the way from Boulder Lode mine to Sludge Fen, on plateau, you’ll see two big baobab trees from the left. Near them you can find a Tak’s Nest, from which you can loot a Hatchling Pet. It’s a good one to sell on AH fro 40 to 99 gold and to solve the future progression evolving. Coins matters at this moment. Complete the respective quests there and travel south to complete the Suppliers for the Crossroads and to get the Fire Tar from Quilboars at Razormane Hill. Turn in the completed quests in the Crossroads, fly to Ratchet and turn inthe available quests there. Move similarly as explained above to Telf Jodam.

    Call of Fire: Part 4.
    Objectives: Defeat the Minor Manifestation of Fire, and place the Glowing Ember in the brazier atop the Shrine of Eternal Flame.
    Completion: Use the Fire Sapta at the Stone Shrine. Move upwards, defeat the fire elemental and place the components into the brazier.

    Call of Fire: Part 5.
    Objectives: Bring the Torch of Eternal Flame to Kranal Fiss in the Barrens. You’ll recieve a Fire Totem and Searing Totem (Rank 1).

    Pre Leveling: It’s important to learn the Ghost Wolf spell at level 16 or/and mount riding at level 20. It will boost greatly your leveling speed. Dump all gathered proffesion materials and extra green/blue gear on AH (server economy is healthy), because a further progression will require more and more gold coins. It’s an important condition if this is your main/first chartacter and there aren’t other sources of coins.

    3. Call of Water

    Call of Water: Part 1 (Level 20)
    NPC: Available from Swart (shaman trainer) in Razor Hill or from Searn Firewarden in Orgrimmar.
    Objective: Find Islen Waterseer in the Barrens.
    Completion: It’s by far the most complex quest chain for class quests. Use flight mounts from the Orgrimmar or move from the Crossroads to Ratchet. Make the local inn as your new home. Here’s where all discovered flight path will help a lot. From Ratchet travel southeast towards the Tidus Stairs peninsula. There you’ll find Islen Waterseer at the coast of the sea.

    Call of Water: Part 2.
    Objectives: Find Brine at Blackthorn Ridge in the Southern Barrens.
    Completion: Fly to the Camp Taurajo and complete some quests there (mid and southern Barrens). Move south along the Golden Road until intersection. There on a hill you’ll find her.

    Call of Water: Part 3.
    NPC: Brine in the Barrens.
    Objective: Fill the Empty Brown Watersking at the watering hole below Brine’s hut.

    Call of Water: Part 4.
    Objective: Fill the Empty Red Waterskin at the well in Tarren Mill and return to Brine.
    Completion: Fly to Orgrimmar from the Camp Taurajo and take a zeppelin to Undercity (west side). Once there, travel south along the road towards Sepulcher and discover a flight master there. Travel further along the main road until you’ll reach the Tarren Mill and discover a flight master there. Take the water from well and use the Hearthstone back to Ratchet. You can complete side quests on the way or fly directly to the Camp Taurajo.

    Call of Water: Part 5
    Objective: Fill the Empty Blue Waterskin at the Ruins of Stardust in Ashenvale and return to Brine.
    Completion: Take any quests to Ashenvale from Camp Taurajo, Crossroads and Orgrimmar. First of all discover the Splintertree Post and the flight master there by using the Orgrimmar’s west gate. Just move north along the Skyfury River until Warsong Lumber Camp and move west after that. Ashenvale is one of the best zone to level up in Kalimdor, with a lot secrets and hidden paths - formally the horizontal oriented Barrens. It’s better to be at level 23 at this moment. It's a good idea to hunt down Sharptalon south from the Post and Ursangous near the Talondeep Path for a lot of XP. Complete some quests around until level 27, then travel west towards the Ruins of Stardus by passing Mystral Lake. Fill the Waterskin and return to the Talondeep Path. Use that tunnel to pass to Stonetalon Mountains, where you can turn in some quests from Barrens there and discover flight master at the Sun Rock Retreat . Fly back to Slintertree Post and turn in all quests then complete the Brine’s quest chain.

    Call of Water: Part 6
    Objectives: Bring the Vial of Purest Water to Islen Waterseer at the Tidus Stair.

    Call of Water: Part 7
    NPC: Islen Waterseer at the Tidus Stair.
    Objectives: Defeat the Corrupt Manifestation of Water and place the items in the Brazier of Everfount in Silverpine Forest.
    Completion: Use a zeppelin to the Undecity as explained above. Discover a flight master in Undercity and use it to fly to the Sepulcher. Travel west towards the Great Sea coast southern of North Tide’s Hollow and move south after that. Use the Water Sapta and defeat the Corrupt Manifestation.

    Call of Water: Part 8
    NPC/Object: Brazier of Everfount.
    Objective: Speak to Minor Manifestation of Water.

    Call of Water: Part 9
    NPC: Minor Manifestation of Water in Silverpine Forest.
    Objective: Bring the Shard of Water to Islen Waterseer at the Tidus Stair. You’ll recieve a Water Totem and a Healing Stream Totem (Rank 1).

    4. Call of Air

    Call of Air: Part 1
    NPC: Available from Searn Firewarden, in Orgrimmar, or Xanis Flameweaver, in Thunder Bluff.
    Objective: Find Prate Cloudseer in Thousand Needles.
    Completion: Discover the Freewind Post in Thousand Needles and a flight master there. Set your new home at local inn. Travel to the Weathered Nook cave to the north-east and turn in the quest. That’s all. Air totems are unlocked.

    Relic of the Earthern Ring
    NPC: Gotura Fourwinds.
    Objective: Bring your four totems to Gotura Fourwinds in Orgrimmar.
    Completion: It will replace your four Totems with one totem Relic - Totem of the Earthern Ring. This item can be fitted into character Relic slot and allows to use all types of totems. This item should be kept until a better Relic will be available and I’ll suggest to keep it in your inventory after that.

    After Leveling: It’s better to level further in Thousand Needles, Desolace, Feralas, Tanaris and Ungoro Crater zones, until level 58-60, for Horde characters.

    Shaman quests for Taurens

    Spoiler: Show

    First chain happens in Mulgore. Call of Fire (Level 4), Call of Water (Level 20) and Call of Air (Level 30) should be done similarly to how the Orc and Troll shamans are doing them (described above).

    1. Call of Earth

    Call of Earth: Part 1 (Level 4)
    NPC: Seer Ravenfeather in the Camp Narache, Mulgore.
    Objective: Bring 2 Ritual Salve to Seer Ravenfeather.
    Completion: Move East to the Brambleblade Ravine. Defeat two quillboar shamans and loot the Ritual Salve from them.

    Call of Earth: Part 2
    Objective: Find Kodo Rock (to the east) and drink the Earth Sapta.

    Call of Earth: Part 3
    NPC/Object: Kodo Rock.
    Objective: Bring the Rough Quartz to Seer Ravenfeather. You’ll recieve an Earth Totem and a Stoneskin Totem (Rank 1).

    1. Call of Fire

    Call of Fire: Part 1 (Level 10)
    NPC: from Narm Skychaser in Bloodhoof Village, in Mulgore, or from Xanis Flameweaver, in the Thunder Bluff.
    Objective: Find Kranal Fiss in the Barrens.
    Completion: Travel to the Thunder Bluff and use a zeppelin to Orgrimmar. Discover the flight master there and travel south to towards the mission NPC by using the west gate. Further actions are the same as shaman quests for Orcs and Trolls.

    Shaman quests for Draenei

    Spoiler: Show

    Draenei shaman class quests are the easiest compared to how they are for the Horde shamans. Moreover, their racial ability Gift of the Naaru allows to complete some relatively hard quests easier at the beginning of the game. All four quest chains happens on Azuremyst (Call of Earth, Call of Fire and Call of Air) and Bloodmyst (Call of Water) Isles. It’s easy to notice the in game design difference between two expansions: Classic and TBC. The developers invested less effort into TBC development (especially with color palette). Almost all is simplified on all levels and quests are in close proximity to the quest givers - just pew-pew and turn in quests near your "den".

    1. Call of Earth

    Call of Earth: Part 1 (Level 4)
    NPC: Firmanvaar at Crash Site, in Azuremyst Isle.
    Objective: Speak with the Spirit of the Vale at the Sacred Grove in Ammen Vale.

    Call of Earth: Part 2
    NPC: Spirit of the Vale at Sacred Grove.
    Objective: Slay 4 Restless Elements of Earth and then return to the Spirit of the Vale.

    Call of Earth: Part 3
    Objective: Deliver the Earth Crystal to Firmanvaar at the Crash Site.
    Completion: Nothing hard. You’ll recieve an Earth Totem and a Stoneskin Totem (Rank 1). At this moment, your character should be level 10 or above to continue further.

    2. Call of Fire

    Call of Fire: Part 1 (Level 10)
    NPC: Tuluum at Azure Watch, on Azuremyst Isle, or Sulaa in Exodar.
    Objective: Speak with Temper at Emberglade on Azuremyst Isle.

    Call of Fire: Part 2
    NPC: Temper
    Objective: Retrieve the ritual Torch and return to Temper.
    Completion: Item drops from furbolgs at Stillpine Hold cave. Entrance at southern side.

    Call of Fire: Part 3
    Objective: Retrieve Hauteur’s Ashes and return them to Temper.
    Completion: It’s time to complete some quests on the way. Interact with Wickerman Effigy thing at Moonwing Den on Silvermyst. Get the Torch from your bag, defeat Hauteur and retrieve the Ashes. Use the Orb to teleport back to Temper.

    Call of Fire: Part 4
    Objective: Deliver Hauteur’s Ashes to Tuluum.

    Call of Fire: Part 5
    NPC: Tuluum.
    Objective: Seek out Prophet Velen at the Vault of Lights in Exodar.
    Completion: It’s good to be at level 16 at this time to learn the Ghost Wolf spell for further progression. Set your new home at local inn in Exodar. You’ll recieve the Fire Totem and Searing Totem (Rank 1) by completing this quest.

    3. Call of Water

    Call of Water: Part 1 (Level 20)
    NPC: Sulaa or Farseer Nobundo in Exodar.
    Objective: Speak with Aqueous in the Hidden Reef on Bloodmyst Isle.
    Completion: At this points it’s better to be at level 22 or 23 just to learn the Water Breathing spell (level 22). Just perform some quests at Blood Watch for this, there are a lot of them. There’s an water elemental at Hidden Reef underwater, surrounded by a bunch of level 17 murlocs. At level 20 you can taunt all of them wityh your presence, which will turn into big troubles there. Anyway, Water Breathing should allow to solve this issue in one or another way.

    Call of Water: Part 2
    NPC: Aqueous in the Hidden Reef.
    Objective: Collect 6 Foul Essences.
    Completion: Move to the Foul Pool for this. Keep grinding those mobs until you’ll get four 8 slot bags and equip them. It’s important for further progression. Collect any profession materials and useless green or blue gear to dump on AH. Almost all can be sold in a day. Start to collect gold coins to learn new spells and to ride a mount, because leveling to level 30 will happen mainly in a big Ashenvale zone.

    Call of Water: Part 3
    Objective: Fill the Empty Bota Bag and then return to Aqueous.
    Completion: Find the Wrathscale Fountain at the Wrathscale Lair and click on Bota Bag (stay close to the fountain).

    Call of Water: Part 4
    Objective: Bring the Head of Tel’athian to Aqueous.
    Completion: Pour the purest water into the barrel of filth at the location to summon Tel’athion. Nearby water elementals will help you to defeat him. Loot and return.

    Call of Water: Part 5
    Objective: Take the Flask of Purest Water to Farseer Nobundo.
    Completion: Use the Hearthstone to Exodar and turn in the quest.

    Pre Leveling: It’s time to visit Auberdine in Darkshore now by using a ship from Valaar’s Berth port. Discover a flight master there and use a ship voyage to Rut’theran Village. Discover a flight path there and fly back to Auberdine. Now it’s time to discover Astranaar in Ashenvale. There are two main quest zone places in Ashenvale for Alliance characters: Astraanar and Forest Song (the main one and is far to the east). Keep grinding until level 30. After that use Hearthsone to Exodar for you final shaman quest chain.

    4. Call of Air

    Call of Air: Part 1 (Level 30)
    NPC: Sulaa or Farseer Nobundo in Exodar.
    Objective: Speak with Velaada at Wildwind Peak on Azuremyst Isle.
    Completion: Learn Astral Recall firstly. There is a hidden path Wildwind Path to the north of Exodar, which leads to the Wildwind Peak. Just travel along the sea coast.

    Call of Air: Part 2
    NPC: Velaada.
    Objectives: Speak with Susurrus at the Wildwind Peak.

    Call of Air: Part 3
    Objective: Return to Farseer Nobundo in Exodar. Use the Astral Recall to teleport to Exodar’s inn. You’ll recieve an Air Totem.

    Final Quest: Relic of the Earthen Ring.
    NPC: Sulaa in Exodar.
    Objective: Bring four totems to Farseer Eannu in Ironforge to get a Relic of the Earthen Ring.
    Completion: Use a ship from Auberdine to Stormwind, then a deep run train from Stormwind to Ironforge.

    References: How to develop your character while doing shaman quests?

    The Wotlk expansion has it’s character quality stats based on basic attributes. For example, 1% of Haste requires 10 Haste Rating @lvl60, 15.77 HR @lvl70 and 32.79 HR @lvl80. Based on these aspects and on new spell and talent formula types, some class specializations are very weak, squishy and ineffective at different level intervals, considering the available spells respectively. Wotlk spells and Talents are very bad fitted with available gear from starting in game areas, designed for Classic WoW. This is true for elemental shamans at levels below 60, if your character gear is aquired from quests and isn’t purple quality of course. In starting areas you will begin as an elemental shaman which is better, but at some point you should to “respec” into Enhancement specialization until, I’d say, level 65. Here I’ll try to explain why? how? and where? to perform this specializations transition to gain the best in game leveling experience.

    Tip: If you don’t have any lvl80 characters to share gold coins with your current character, then assets farming is another very important game aspect during leveling. Stack any gathered proffesion materials and useless green/blue items to dump on AH. Quest payouts are low (nerfed, compared to how they were) and the main way to collect some gold in game - is grinding and farming. It’s very obvious on Icecrown server (7xXP), where your character leveling speed is much higher then farming speed. Don’t learn any crafting proffesions. So, at level 50 and above, all spells will cost over 1 gold coin to learn plus training cost into Expert Riding. Therefore, I’ll notice below what spells to learn as soon as they’ll be available, which spells to learn at specified levels and which spells to avoid until level 80.

    Tip: Spells without a Rank are must to learn as soon they’ll be available. Exception is a Sentry Totem.

    Tip: Shamans aren’t good AoE “dpsers” below level 60.

    Character leveling from 1 to 30. Level up as an elemental shaman. Learn the Lightning Bolt, Flametongue Weapon, Wind Shear, Earthbind Totem, Ghost Wolf, Purge, Grounding Totem, Water Shield, Cure Toxins and Lesser Healing Wave only. Avoid any Shock Spells, they are mana expensive. Your main offensive spells will be Lightning Bolt, Searing Totem and Flametongue autoattacks. Your defensive spells will be Lesser Healing Wave (when available), Earthbind Totem, Ghost Wolf. Keep Water Shield up all time, because it don’t require mana to cast. Other spells are completely situational and you’ll use them relatively rare. Cure Toxins is usable to remove poisons, which have huge damege at low levels, and Diseases. Wind Shear and Grounding Totems are usefull to counterattack NPC casters at the same level as your character or above, otherwise they’ll miss mainly. Don’t use Healing Wave, because its casting time is longer, requires more mana and heals as much as LHW. At these levels, the Enhancement shaman spells and talents are very useless - no Windfury Weapon, no Dual Wield, no attackpower boosts, no Windfury Totem. Moreover, it’s hard to find some good weapons for your character. As for Talents, learn them in the next order: Convection, Elemental Warding, Ancestral Knowledge, Improved Ghost Wolf (a 2 sec cast is nasty to escape something) and Improved Shields. At level 30 or above, as explained above, your character should have all types of totems. Use gear with Stamina and Intellect stats mainly both Cloth or Leather.

    Character leveling from 30 to 50. At level 25 you’ll notice that the 2.5 sec casting time of your Lightning Bolts, which is bad improved in power by trash gear, is nasty. Therefore, just after the shaman quest Call of Air is completed, travel back to your shaman trainer and learn new spells: Windfury Weapon, Flame Shock, Frost Shock, Earth Shock, Strength of Earth Totem, Flametongue Totem, Reincarnation, Totemic Recall, Call of the Elements, Grounding Totem, Astral Recall. Use 1 gold to unlearn your Talents and “respec” into pure Enhancement specialization from now. Learn Ancestral Knowledge, Improved Ghost Wolf, Shamanistic Focus, Improved Shields, Elemental Weapons and Enhancing Totems firstly. Without improved dualwielding (Dual Wield), I’ll suggest to pick up a two-handed axe or mace from quests, loot or AH and enchant it with Windfury Weapon. The weapon must be a slow one (3.5 - 4 s) with big damage numbers. Therefore, your offensive abilities will be the autoattacks supllied with Flame Shock and Frost Shock spells plus the Searing Totem in addition. But I’d suggest the Flametoungue Totem. With Call of the Elements, it’s possible to drop all four totems at once now. Set them as: Strength of Earth Totem, Flametongue Totem, Mana Tide Totem and Windfury Totem respectively. Due to Shamanistic Focus Talent, your shock spells aren’t ooming anymore. I’d replace the Elemental Warding with a more usefull Toughness Talent in exchange for Thunderuing Strikes and Flurry (which is supposed to boost end-game gear). Further Talent developing is displayed in a picture below. Gear items should be Leather with Stamina and Agility stats until level 40, where the Mail skill can be learned. So, further gearing will go as Mail with Stamina, Agility and Attack Power. At these levels your character will be more versatile, but mana insufficient for long fights.

    Character leveling from 50 to 60. At these levels you can unlock Stormstrike, Lava Lash, and Dual Wield. It’s a perfect moment to swith to dualwielding mode, otherwise you’ll not be able to use Lava Lash ability. In my opinion, as Dual Wield, Stormstrike is the core Talent in Enhancement specialization. It completely changes shaman’s playstyle from a typical melee swing mode style. It should be used with x2 Improved Stormstrike. Stormstrike grants a buff - the next 4 sources of Nature damage dealt to the target from the Shaman are increased by 20%! Therefore, it’s time to use Earth Shock insted of Frost Shock for dps and due to restored mana from Improved Stormstrike - Lightning Shield insted of Water Shield. Keep in mind, that Lightning Shield is doing nature damage and it’s also improved by Stormstrike. Further, with Maelstrom Weapon stacks, your character will reduce the casting time of natur spells (and will make instant at 5 stacks) like: Lightning Bolt, Chain Lightning, Healing Wave, Lesser Healing Wave, Hex. With 5 stacks of Maelstrom Weapon the LB has the highest priority, then Earth Shock, while Stormstrike and Lava Lash are on CD. At this moment your character is mana sufficient (more or less) and at level 60 or above more AoE spells can be used like: instant Chain Lightnig, Magma Totem and Fire Nova. A good two-handed weapon still valuable at these levels. Just Laval Lash requires a relatively high spell power value to be enought effective.

    Must to learn spells and abilities:
    • Earthbind Totem (lvl 6);
    • Purge (lvl 12);
    • Wind Shear (lvl 16);
    • Ghost Wolf (lvl 16);
    • Cure Toxins (lvl 16);
    • Tremor Totem (lvl 18);
    • Water Breathing (lvl 22);
    • Water Walking (lvl 28);
    • Astral Recall (lvl 30);
    • Reincarnation (lvl 30);
    • Mail (lvl 40) for 1g 2s.

    Important spells to learn:
    • Lightning Bolt (lvl 1);
    • Lightning Shield (lvl 8);
    • Flame Shock (lvl 10);
    • Flametongue Weapon (lvl 10);
    • Strength of the Earth Totem (10);
    • Ancestral Spirit Rank 1 only (lvl 12);
    • Lesser Healing Wave (lvl 20);
    • Water Shield (lvl 20);
    • Mana Spring Totem (lvl 26);
    • Windfury Weapon (30);
    • Flametongue Totem (lvl 30);
    • Windfury Totem (lvl 30);
    • Call of the Elements (lvl 30);
    • Totemic Recall (lvl 30).

    Crucial levels to visit a shaman trainer while leveling: Level 10, Level 16, Level 22, Level 30, Level 40, Level 55, Level 60.

    Weapon trainers:
    • Horde:
      • Orgrimmar: 1h Axes, 2h Axes, Daggers and Fist Weapons.
      • Thunder Bluff: 2h Maces. Cost: 8 silver.

    • Alliance:
      • Exodar: 2h Maces, Daggers.
      • Darnassus: Daggers, Fist Weapons.
      • Stormwind: Daggers.
      • Ironforge: Daggers. Cost: 8 silver.

    Talent Tree for leveling in statring zones

    1.5. Elemental Shaman Profession Recommendation
    c.1.5 November 2013
    Spoiler: Show

    Updated: September 2016
    In this paragraph I will focus all attention on the most profitable professions and on usefulness professions for elemental shaman during leveling. First of all you should collect money as much as possible for training, mounts, to buy items from Auction House e.t.c. In paragraph 2.6 New Ele Profession Topic, will be explained which professions are the best to increase DPS (less profitable variant) and their comparison. But first of all I should make an introduction into enough complex WoW profession hierarchy (professions are one of the best “idea” in the WoW gameplay, which makes superb conditions for trading in game) in "spoiler section". Moreover, you can make a decision which profession is better for you ;)).

    WoW Profession Idea:
    [Wotlk] Profession Types and Leveling

    The most profitable professions

    1. Jewelcrafting. This profession is the most profitable and the most useful for any stat buffs. Nothing different to get skill level of 450 comparing to the other professions, but epic gem recipes (in Northrend) discovering (@skill lvl450) are the hardest among all professions them. You should to focus on next recipes first: Runed Cardinal Ruby, Reckless Ametrine, Vivid Eye of Zul or Glowing Dreadstone, Runed Dragon’s Eye, Rigid Dragon's Eye, Stormy Majestic Zircon, Bright Cardinal Ruby, Fractured Cardinal Ruby. To socket your gear and to sell them on AH or through C.O.D. system. You can sell epic gems for 900-999 gold per item on AH mostly.
    Basics of jewelcrafting profiteering:
    • Crafting to disenchant. This is useful if your second Primary profession is Enchanting or you have an ALT with Enchanting profession. For example, the Stone guard band and the Shadow might ring have great disenchanting levels for the price it costs to craft them, especially if the market for buying Eternal Earth and Eternal Shadow in bulk is low on your server. Other lower level items such as the Sun rock ring, Crystal citrine neck and Crystal chalcedony amulet are very inexpensive especially if you are also prospecting because you will have heaps of uncommon gems to use. Determing which of these items to craft will obviously be based on the material costs on your server.
    • Prospecting. Prospecting is an awesome way to make gold. You buy saronite and cobalt ore and break it up into gems using prospecting (uses 5 ore per operation). You then scan the auction house (AH) and look for the best items to cut. The profit margins are usually between 150%-300%. One thing to note and watch out for is to make sure your server can support the constant influx of gems you provide. If it can, just keep buying ore and breaking it up. On Molten AH ore can be very expensive, so use your mining skills and farm ‘em.
    • Buy uncut gems to cut. Look on the AH for cheap uncut gems. For example, I normally check out Cardinal Rubies and if the price is right compared to cuts such as Bright, Delicate, Fractured or Runed cardinal rubies, I’ll purchase a few and normally make between 120-140 gold per cut once sold on the auction house.
    • Jewelcrafting as a service. Similarly to enchanting, if you have a large number of jewelcrafting recipes than you can offer your services in a capital city to generate easy revenue. Just use your Trade interface.

    2. Alchemy. This profession can help a lot through leveling with cheap potion and elixir buffs. This profession is fixed, so your potion buffs have double working time, improved effects. You can be surprised how profitable this profession can be @lvl80, making Northrend potions. The Northrend recipes discovering are fast enough. I should to admit – there are impossible to make money with Alchemy without Herbalism, on Warmane WoW. I started my gameplay with this profession and I was surprised when I began to earn 20,000 – 30,000 gold per week, with only less than 35 minutes of farming per day.
    Basics of alchemy profiteering:
    • Brew “Flask” potions. These provide relatively basic, but vital buffs over a very long period of time. Flasks' effects also persist through death (this is why most players like them), but only one can be active at any given time. Flasks increase primary stats - strength, agility, intellect, spirit, or stamina. The best flasks are: Flask of Endless Rage and Flask of the Frost Wyrm. They cost 320-329 gold per item (6500 gold per stack), because requires an ingredient, which is hard enough to find (only in Storm Peaks and Icecrown) – Lichbloom. These flasks have very high demand! On Lesser Flask of Toughness you can make good money also (50-70 gold per item on AH), which is easier to produce.
    • Brew “Elixirs” and “Potions”. Try Elixir of Lightning Speed, Elixir of Deadly Strikes, Spellpower Elixir(!), Potion of Wild Magic and Potion of Speed.
    • Use Pigmy Oil Spell. The ingredient for this oil is Pygmy Suckerfish, obtained from Northrend fishing holes. Alchemy is the only one method to transform it in something useful. After that, use another alchemy spell – Guru’s Elixir (1xImbued Vial and 3xPygmy Oil). In such manner you can brew dozens of stacks of Guru’s Elixir per hour (Somehow I made 75 stacks :0). The price of this elixir is 30-40 gold on AH (600-800 gold per stack), as the most attractive price. This elixir’s buff (+20 to all base stats) with “Enchant Chest - Powerful Stats” (+10) will give the effect as an additional item equipped, below ilevel 245 (just superb for druids, DK, paladins and rogues for Worldwide events).
    • Alchemy as a service. This is Transmute:Titanium of course. You can offer this service through “global” or “trade” chat (don’t be a scammer). Get 20-30 gold per transmutation. You can buy a lot of Saronit Bars and transmute them into titanium for sale, if Saronite price is convenient

    3. Enchanting. Enchanting is, perhaps, the only profession in WoW that cannot be categorized, as it is neither crafting, nor gathering. Enchanters take enchanting materials obtained through disenchanting gear of uncommon or better quality - and turn them into permanent enchants for their own or their allies' gear. This is the reason to use with enchanting another none Gathering profession like Jewelcrafting, Blacksmithing, Leatherworking or Tailoring.
    Basics of enchanting profiteering:
    • Disenchanting. Disenchanting is an awesome way to make alot of gold and falls under 3 catgories: Disenchanting own gear (This includes all unused gear that you pick up from quests, farming, running dungeons and raids), Purchasing items to disenchant (Items that I normally look for include armor and weapons from level 73 for the highest profit margins), Crafting items to disenchant (This is where enchanting works great with jewelcrafting. For example a jewelcrafter can make inexpensive stone guard bands, disenchant them and make anywhere between 55-75 gold depending on the server economy. Jewelcrafters have a lot of items that can be crafted very cheaply in order to make a proft from disenchanting).
    • Enchanting as a service. To take full advantage of this profession as a service you will want to have as many of the enchanting formulas as possible. This will keep players coming back to you to get their gear enchants and more importantly keep you making gold. The best part is most of the rare enchants can now be purchased for dream shards in Dalaran or acquired via reputations. Every time you are in a major city, link your enchanting service on the trade channel while you go about doing your daily routine. You will usually be able to pick up some extra gold by pretty much doing nothing.
    • Selling enchants. Discover different formulas and put “consumable scrolls” on AH. For common enchanting versus you will make about 400-700 gold, for uncommon – 1000 – 2500 gold per item.

    4. Others.They are not so profitable, but can help your character, as an elemental shaman, through leveling or will give you some very good epics @lvl80, without much money costs.
    • The Inscription maybe is the best one profession among them (especially if you decided to get “the Insane” title). With Inscription you can level up your Herbalism skill and after that (@lvl80) you can switch fast enough to Alchemy. Moreover you will have access to a lot of cheapest glyphs for personal use or trading. But more interesting things for elemental shamans, are next: Master’s Inscription of the Storm (+70 Spell Power and +15 Crit to the shoulder slot), Darkmoon card of the North. Darkmoon Cards give you access to your spec trinkets: Darkmoon Card: Illusion and Darkmoon Card: Death. To purchase them from AH you should spend about 20,000 gold per trinket (40k in summ). These trinkets should be nice decision, before you will be able to do some TOC or ICC raids (require over 5.3kGS), being at your “start” Northrend GearSet of 2kGS mostly.
    • The Leatherworking is another useful profession to level up an elemental shaman. You can find a lot of patterns here. Most of them are valuable for druids, hunters, and enhancement shamans anyway. Ele shamans should use Dragonscale Breastplate, Green Dragonscale set, Blue Dragonscale set, Netherstrike set and other green items during leveling. In Northrend leatherworkers should to teach patterns for: different Kit, Enchants and Bags (bags AH’s prices are 2000-2500 gold). They can give you some start capital. In Dalaran get all Braeg Stoutbeard’s patterns (rare ilvl187-200 and epic ilvl200-213), because they are easy enough to craft. During your ICC adventures buy all Alchemist Finklestein’s patterns – they can give you a lot of money. For elemental shamans the best gear below 6kGS, which is crafted by leatherworkers, are: Earthsoul Boots (Feet slot ilvl264) and Lightning-Infused Leggings (Legs slot ilvl264)… Get them as fast as possible. Without this profession you should buy them for summary price of 40,000-45,000 gold on Molten WoW anyway.
    • The Blacksmithing and Tailoring are the same as the Leatherworking profession, but without useful crafted items for ele shamans. The blacksmith’s mail have no any Intellect or Spell Power to their attributes. The tailor’s Cloth have very low armor and are enchanted with Spirit and Critical Rating mostly (this is not good for ele shamans also).
    • The Engineering profession is the most non-profitable, but is the most useful for any casters (especially for ele shamans) and hunters to increase their DPS. About engineering is described in paragraph 2.6. New Ele Profession Topic more detailed.

    Conclusion. In this paragraph I focused description not only on "profitable topic", but on usefulness for ele shamans also. The most profitable “profession company” are: Jewelcrafting + Enchanting, Jewelcrafting + Tailoring, Enchanter + Tailoring, Alchemy + Herbalism + Fishing, Jewelcrafting + Mining, Enchanting + Blacksmithing (@lvl80 mostly). They will help you to collect the max possible amount of money per time interval.
    My Verdict: Don't learn both crafting professions Blacksmithing, Tailoring, Enchanting or Engineering during leveling, because they are hard to level up or near impossible without AH (with a lot of patterns/schematics) and they don't give any benefits to ele shaman at low levels; soon or later you should to switch to Jewelcrafting/Tailoring, Jewelcrafting/Engineering or Tailoring/Engineering anyway. At some moment the money will not be so important. You will be interested into things how to improve your DPS and gear after that, by spending a part of money on the other profession skill’s leveling, after unlearn one of Gathering one.

    References. You can improve your ingame profession knowledge by reading the next guide paragraph:
    • 2.6. New Ele Profession Topic.

    1.6. Elemental Talent Tree and Glyphs
    c.1.6 November 2013
    Spoiler: Show

    Updated: September 2016
    I am going to explain not only pure PVE Talent Tree, but Mixed and Restoration talents also. Mixed Talent tree can be useful if your character GS is under 6k (under 3100 Spell Power mostly) and you want to do some PVE raids, in normal mode, and Battlegrounds just for fun or to collect some points for more epic mounts and epic gear (rings, trinkets, necks, belt, cloak). Having Mixed Tree in Main Spec you can use Resto Tree in your Off Spec sheet. This mode is useful below 6kGS, because elemental shamans are not so good DPS spec at that point, and RM will ask you to switch to your character Resto Tree during BQL and The Frostwing Halls encounters mostly. Mixed tree mode can be effective enough vs. most casters of your GS level (with average PVP skills ;) ), but vs. any kind of melee is weak enough in PVP area. If your GS is over 6k (over 3900 Spell Power) then your character will give more benefits from any PVE talent points, so this is the point where pure “specialization” is required. This specialization case is required in any Heroic raid, being a PVE caster, or in arenas and duels, being a PVP caster. Any Talent Tree should be supported by specified Glyphs, as the supplementing part. To built and study talent tree exists a very useful online resource.

    They are:

    1. PVE Elemental Shaman Spec Tree 3.3.5. Mode 55/16/0. I have found a very interesting and simple guide in Web about Elemental DPS Talent Build, posted by TheWoWcrafters. I am absolutely agreed about Major Glyphs he used there, but some talent points are not so superb, as for me. There is one talent point in Shamanistic Focus and 2 points in Booming Echoes. Described talents are pure PVP kind and any PVE shaman has no benefits from them. If you going to put Shock Spells in your DPS rotation (and even frequent Chain Lightning), then your character will be the worst DPS spec in WoW. Shock spells are instant, but they are very low improved by Spell Power and other talents (designed for PVP only). Moreover, they will lock Global Cooldown (GCD) for 1 sec (min). Opposite, the Lightning Bolt is more effective, because gets more benefits from Spell Power and during GCD you have a chance to cast additional bolt (with 12k dmg crit @6kGS, compared to 5k dmg crit of most shocks), based on talent Lightning Overload. That guide is fine, but last 3 talent points are not spent in right mode anyway. In the end we can put them in Elemental Warding, Improved Fire Nova, Improved Ghost Wolf and Improved Shields. The Elemental Warding and Improved Ghost Wolf talents belongs to defensive ones (improved wolf is useful at Sindragosa encounter only). The Improved Fire Nova is fine against trashes, during clearing, but against a boss is not so cool (Updated: I have to admit that new server core made changes into the encounters so this talent can be more valuable in heroic raids under BiS gear nowadays; this will be explained in Chapter 3) – Elemental should keep Totem of Wrath up all time! Moreover, Elementals are not so good AoE DPSers as Mages, Retribution Paladins, Moonkins, Rogues. So, I recommend putting last 3 talent points into Improved Shields talent. With this talent active and 3800 Spell Power available the Lightning Shield self buff damage is near 2000, but with raid buffs – 3000-3500 dmg. This is average shock spell damage without any GCD, - just amazing. It doing the effect of an additional DoT on Boss after Flame Shock DoT, and during 10min boss encounter shield damage is huge enough. Just try to find out how and where to refresh it without spell rotation interrupting. Don’t care about mana regeneration anyway from Water Shield, because your buffed character should have between 30k – 33k mana and improved water shield will give an additional 100 mana per 5 sec with 400 +15% mana when orb is consumed (460) , if mana gone low by activating them, + 10% from "ALL mana" regeneration after Thunderstorm (avg = 3100 mana). It is now clear that next Minor Glyphs should be applied: Glyph of Water Shield, Glyph of Thunderstorm (because nobody wanna see a flying Shambling Horror in your raid; +2% mana regeneration is good of course). This is much better then Shamanistic Focus and Booming Echoes anyway.

    PVE Elemental Shaman Spec Tree 3.3.5 for 10 N/HC and 25N encounters

    Spoiler: Show

    Major Glyphs:

    Minor Glyphs:

    2. PVP&PVE (mixed) Elemental Shaman Spec Tree 3.3.5. Mode 57/14/0.. This tree is similar to previous, but some points in Elemental section are transferred to Booming Echoes and Astral Shift. In the Enhancement section points from Improved Shields, 2 points from Ancestral Knowledge and 2 points from Thundering Strikes should be applied to Earth’s Grasp, Improved Ghost Wolf and Shamanistic Focus now. In this mode ele shaman’s DPS will not suffer so huge, but will give enough survivable abilities in PVP sphere. Doing raids with mixed talents it’s important to over cap Hit points to 385-399, after disabling Elemental Precision. I recommend removing any Chain Lightning spell from your rotation now; otherwise your character will be the basic Threat generator in raids. For example, I am playing with this talent active (+3% Hit) and with 399 Hit points, just to test this ability, and on Heroic Training Dummy my character have no miss. Over capping Hit is not so critical waste anyway. I have seen an Elemental shaman with mixed Talent Tree, which placed only one point to Astral Shift, and that’s ugly as for me.

    PVE/PVP (mixed) Elemental Shaman Talent Tree 3.3.5 for 10N and 25N encounters

    Spoiler: Show

    Major Glyphs:

    Minor Glyphs:

    3. Restoration Shaman Spec Tree [PVE] 3.3.5. Mode 0/15/56. Playing as restoration shaman needs another PVE criteria, which requires deep explanation. I have enough healing experience, playing on resto shaman. Shamans are not good tank or raid healers (average HPS), but they are the best supporting healers in raids anyway. They are situated between tank healers (paladins, priests) and raid healers (druids). Resto shamans have very powerful instant healing spells, which will bring everyone, which is near death (after deadly boss ability), to life, after a few instant 35,000 healing points. They can heal for 80k-90k Heal Points during 3-4 sec, using Nature’s Swiftness, Tidal Waves and Riptide. So these talents and similar to them should be improved as well as possible by other talent points, Glyphs, enchants and gems.

    PVE Resto Shaman Talent Tree 3.3.5 for 25N encounters

    Spoiler: Show

    Major Glyphs:

    Tip: Earth shield is by far the most important and best in return of HPS.

    You then have three other major glyphs to choose two from.
    Lesser healing Wave: If you are ever on tank healing then you should have this glyph.
    Chain heal: you want this glyph if you are using chain heal alot.
    Riptide: If you are never tank healing and therefore do not need the lesser healing wave glyph then you can use this.

    Minor Glyphs:

    4. PVP Elemental Shaman Spec Tree 3.3.5. Mode 60/11/0. This tip is not the topic of this thread :). But it will show the flexibility of Elemental Shaman’s Talent Tree and gives to you the opportunity to compare them and to understand talents idea better. This PVP Tree is similar to Mixed Talent Tree, but points from Convection and Elemental Weapons should be spent to Reverberation (now have 5 points) and Elemental Warding, as for me. Truly, Elemental Warding gives additional 6% damage reduction from all kind of damage, which is equal to 283 Resilience effect, and more effective then addition 63 Spell Power from Elemental Weapons talent!!! Yes, Reverberation – the long-forgotten talent. This talent at 5 points reduces your character Flame Shock and Frost Shock spells cooldown to 3 sec, with Booming Echoes active, and Windshear to 5 sec! It’s possible to put 2 points from Reverberation to Guardian Totems, but fully staked Reverberation is more effective against PVP skilled players – by locking one of their school of magic for 2 sec every 5 sec (will produce a little chaos in their clever macros) and spamming Frost Shock on melees (because they will destroy your Earthbind Totem at any cost). A PVP skilled player will never let you to burst hard, with full benefits from Elemental Weapons and/or Glyph of Totem of Wrath, using some spell rotation macros. Your character will be affected a lot from: Silence, Stuns, Charms, Sleep, Disorient, Fear, Slow, Rooted effects, Knockbacks. Moreover, your character weapon with over 700 Spell Power, enchanted with Mighty Spellpower and Flametongue plus supported by talent Elemental Weapons can be Disarmed :). The idea to enchant elemental shaman's weapon with Titanium Weapon Chain is not good anyway. They will not let to heal enough even, so the fight is going adherently.

    Tip. I recommend to stack Reverberation, because Frost Shock binary effect is a bit bugged - frequently it keeps the slow debuff for only 5 sec, which is on 3 sec less than supposed to be. So you can reapply it periodically in time.

    PVP Elemental Shaman Talent Tree 3.3.5

    Spoiler: Show

    Major Glyphs:

    Minor Glyphs:

    References. You should change your talents based on raid mode (it’s 10 or 25 man, it’s Normal or Heroic), currently equipped gear set, specific boss encounter. Learn more by reading next paragraphs:
    • 3.3. Elementals in Heroic Raids.
    • 3.6. BiS Lists Overview.

    1.7. GearScore (GS) System
    c.1.7 November 2013
    Spoiler: Show

    Gear score is a numerical value based on the statistics of a player's gear. It is (supposedly) the maximum potential of a player's performance. However, it is up to the player to perform that well. In addition to item level (ilvl), the item's actual statistics or abilities may or may not be included for calculation, as determined by specific formulas or addons.

    The purpose of GS is to show other party or raid members your equipped gear items in a tooltip, without “Inspect” operation. Server periodically scans character’s gear and put their score in the data base. The GS system is not exactly anyway – it will show you the same gear level for items even if the items are or not gemmed and are or not enchanted. This system points will not change if a Glyph is applied or not. This system will not change depending by character DPS level, player skills and player’s raid encounter tactic knowledge. The GS will not analysis the item if it is useful for specified class. For example, when ele shaman equips some enhancement shaman’s gear or hunter gear ilevel264, with agility and attack power attributes, this will have the same GS points as any eligible “elemental” gear ilvl264, with Intellect and Spell Power attributes, in the same slot. In general case GS is still very useful and you will not be invited in mostly Northrend raids if your GS is below 5,000GS(5kGS).

    Most commonly, gear scores are a metric used to evaluate the relative strength of a player's equipment as a way of determining if that player meets a given threshold to join in certain raids or groups going through an instance. It should be noted that a given gear score, no matter which formula is used, does not necessarily mean that other players can not demand higher scores from others before joining a raid or group.


    The usage of gear scores has caused a large amount of controversy due to a proportion of players who view it as unnecessary and distracting in the face of others options like DPS or Achievements.
    Players often feel they are skilled enough to overcome their lack of gear. They feel upset that they are not given the chance to prove themselves because they fail whatever gear score requirement was imposed by the raid leader. A veteran player with a low gear score can outperform a newer player with a high gear score. Similarly a high gear score tank can be the counterweight for a low gear score healer or vice versa.

    GS levels in Wotlk instances:

    1. 2000 – 2500 GS. This is the average gear level for most players, which arrives to Northrend after Outland zones. This gear will help to complete mostly quests during leveling and to run only Nexus, Utgarde Keep, Azjol-Nerub normal mode dungeons.

    2. 2500 – 3000 GS. This gear rating is possible to have only from Northrend quests rewards and most normal mode dungeons.

    3. 3000 – 3900 GS. This GS is available after farming most Northrend dungeons in Heroic mode and by buying rare and epic items from different faction quartermasters (they offer some gear ilvl 185-200 mostly), after increasing the reputation to Revered or Exalted to them.

    4. 3900 – 4900 GS. The barrier of 4kGS is hard enough to overcome. This is the point where some epic items from AH, by crafting them or buying through early farmed Frost and Triumph Emblems will help a lot. At 4100 GS (all items should be over level 200 to be allowed there) is possible to start The Frozen Halls dungeons farming in Normal mode, by starting the quest chains - Inside the Frozen Citadel. If your character is in a guild, then this process will be much easier. The Frozen Halls farming in Normal and Heroic modes will help to upgrade your character gear to 5000 GS. If you have some online friends or your guild is patient enough, then at 4500 GS is possible to do some raids in VoA, OS and OL 10 mode only! In this case some well geared tanks and healers are required and, moreover, personal tactic mistakes are not allowed.

    5. 4900 – 5300 GS. At this point your character can be invited in VoA25, OS25, OL25, Naxxramas10/25, ToC10 Normal only.

    6. 5300 – 5600 GS. Probably at this GS interval the real Wotlk PVE raiding begins. This interval opens the access to ICC10 Normal, Ulduar25, RS10 Normal, ToC25 Normal and ToC10 Heroic and all early described of course. These raids bosses drops epic items lvl 245-251, which can help to tune your character spec in the most flexible and full mode (all slots), and overall gearing going very fast, especially by raiding with guild.

    7. 5600 – 6050 GS. This score is required to complete ICC25 Normal, RS25 N, ICC10 Heroic and ToC25 Heroic and to get the Kingslayer title in the most common mode. I should to admit that ToC25 HC is harder than ICC25 N or RS25 N. These raids take about 60% of raid events which happens on Wotlk realms, and gear score near 6k is a ticket to do most of them in guilds or with “pugs”.

    8. 6050 – 6600 GS. The gear is referred to ICC25 HC and RS25 HC only. This GS is the “Final Goal” of any PVE raider, which helps to make a BiS characters through raiding. Usually it can take 5 – 6 months to make a BiS geared character by raiding every week, even with a very skilled and organized guild. The marketplace will help here a lot anyway.

    9. 6600 – 7000 GS. This is the Legendary Gear Score! Such rating can have only DK, Paladins and Warriors only, by wearing Shadowmourne axe and a lot of ilvl284. The paladins and DK can stack their GS to 6800-6900 GS through useful BiS gear. Only Warriors can have 7kGS, because they can stack more useful gear lvl284 (I once seen such warrior).

    Tip. The GS is not the absolute condition to participate in raid events. You should to prove you character eligibility by demonstrating some completed raid achievements and DPS score. To get some achievements and raiding skills the guilds, with normal raid mode progression, are the only one way. With pugs is near impossible to complete more than 50% raid progression to get some valuable achievements (none Heroic even), because players will leave permanently, another don’t know tactics well, third - just farming some boss item and after specified boss will DC or gone AFK. If you will find some very skilled and prepared players, then put them in your friends list. With them is possible to complete most 10 mode raids easily and fast. To count GS score is required to install the addon GearScore 3.3.5 (watch paragraph 2.7. Our Friendly Addons).

    Chapter 2

    Guys, I am trying to make a guide with responses mostly, supported by real game facts. I will redo this thread, based on your exceptional posts, if you will link some real beneficial information referred to elemental shaman. I hope you will help me in this project also…

    This chapter is dedicated to “deepest view” of elemental shaman spec. I must show you, before starting next paragraphs discussion, how the elemental shaman should be in action… [HD VIDEO].

    2.1. Macros
    c.2.1 November 2013
    Spoiler: Show

    The elemental shaman’s spell rotation is quite simple and many DPS macros are hard to write for them. In spite of this their DPS efficiency mostly depends by player skills, proficiency, dexterity, reflexes. It means, that players should switch from one spell rotation to another fast enough and it’s clear now that FPS, latency and lags plays a great role here. For example, in previous HD Video (@LM 10 N) during encounter I used single target spell rotation and only on “spiked characters” started to spam multiple targets spell rotation (including Chain Lightning (CL) for more damage per GCD. That CL always hits 2 targets in 10 raid mode and 3 targets in 25 raid mode. Another example is referred for PVP area, when is required to interrupt some character spell casting, using Wind Shear, or to “ground” some spell. For this we have near 1-1.5 sec time interval to succeed. A skilled player should decide which spell to interrupt and which to “ground” and such actions should been applied a lot during combat. It makes elemental shaman spec very hard to play well and is the main cause why this spec is so abandoned and broken now (as I found him when started to play on Molten). It’s clear that is impossible to write a macro which will decide what target to hit with Chain Lightning only and which target to hit with Flame Shock followed by Lava Burst e.t.c. It’s not possible to be a good ele shaman by spamming a single macro button and drinking coffee or tea at the same time :). Anyway, next macro examples are good and tested enough, especially DPS ones for new players. For greater skills start to key binds all your valuable spells and simple macros only…

    1. FSFlame Shock;
    2. ESEarth Shock;
    3. FrSFrost Shock;
    4. LvBLava Burst;
    5. LBLightning Bolt;
    6. CLChain Lightning;
    7. FNFire Nova;
    8. ThSThunderstorm;
    9. EMElemental Mastery.

    Note. These macros are developed for Frost Witch’s Regalia (4) and 1000 min haste rating level. In another cases the rotations should be redo a bit in right order. A very annoying thing on Molten Wotlk realms is – any macro has 255 characters limit, so complex macros are not possible!

    DPS Spell Rotations

    1.Single Target Spell Rotation. The ele shamans should keep FS DoT on their main target all the time, because it provides LvB with 100% crit chance and a lot of damage during combat. I had selected macro reset interval to 5 sec, because this is the max delay interval, which keeps previous described algorithm working. Moreover, Frost Witch’s Regalia with (4) set bonus should help a lot in this.

    Algorithm: FS + LvB + 6xLB + LvB + 6xLB.
    The idea of FS + LvB + 6xLB only is not good, because (4) set bonus procs well and next LvB will keep FS DoT active addition 11-14 sec. The only one LvB per FS is very irrational.

    /castsequence reset=5 Flame Shock, Lava Burst, Lightning Bolt, Lightning Bolt, 
    Lightning Bolt, Lightning Bolt, Lightning Bolt, Lightning Bolt, Lava Burst, Lightning Bolt, 
    Lightning Bolt, Lightning Bolt, Lightning Bolt, Lightning Bolt, Lightning Bolt
    Demo1: [HD Video: Elemental Shaman 3.3.5 Rotation Macro by Rexarjr]

    Demo2: [HD Vidoe: Elemental Shaman 3.3.5 Keybind Rotation by Rexarjr]

    2.Multiple Targets Spell Rotation. All spells sequence are the same as in previous example, but CL is used after LvB, because LvB will give guaranteed Clearcasting stance and less mana drain from CL of course.

    Algorithm: FS + LvB + CL + 5xLB + LvB + CL + 5xLB.
    The idea of FS + LvB + CL + 5xLB only is not good as explained in previous example.

    /castsequence reset=5 Flame Shock, Lava Burst, Chain Lightning, Lightning Bolt, 
    Lightning Bolt, Lightning Bolt, Lightning Bolt, Lightning Bolt, Lava Burst, Chain Lightning, 
    Lightning Bolt, Lightning Bolt, Lightning Bolt, Lightning Bolt, Lightning Bolt
    Demo: [HD Video: Elemental Shaman 3.3.5 AoE Spell Rotations by Rexarjr ]

    3.One Shot Macro. If your character has some trinkets, with “Use” ability, then modify this macro respectively.

    Macro Code 1 (Simple version). Useful in most PVP cases, especially against warriors, feral druids, DK, rogues below 20% HP where their surveillance is incredible HIGH :).

    /cast Elemental Mastery
    /castsequence Flame Shock, Lava Burst, Chain Lightning
    Macro Code 2 (Complex version). This burst macro is useful in PVE mostly if is required to free “Spiked” character, to nuke hard a mage during Gunship, to destroy a Frost Tomb at Sindragosa, against other trashes and e.t.c. In PVP can be valuable to nuke some casters and, I think, to fight warriors when they stay far away. After FS and Mastery a skilled enough warriors will pop up his Spell Reflection shield, feeling that next will be the Lava. Usually your LB or better your second LB proc will eat his shield by giving to you only LB damage. Next spells should hit hard. If LB will not eat his “shield” at once (glyphs, talents, bug), then you have time to Wind Shear it. Anyway, in arenas and duels this is not so effective macro.

    /cast Elemental Mastery
    /castsequence reset=5 Flame Shock, Lightning Bolt, Lava Burst, Chain Lightning, Lightning Bolt
    4.Open Attack. Nothing unusual, but is much better than simple FS. Key bind it to your FS button by default!

    /cast Flame Shock

    PVP Macros

    These macros have PVP purpose, but can be very useful in most dungeons and few raid zones. They can be modified in many different modes by pressing SHIFT, ALT, CTRL buttons (to cast them on your character, your target, specified character only, your focus or your target’s target).

    1.Fast Water Walking (WW). When you had targeted a friendly unit it can be very annoying to run across the water in any Battleground, without this macro.

    /tar <your character name>
    /cast Water Walking
    2.Improved Wind Shear (WS). No comments.

    /cast Wind Shear
    3.Improved Grounding Totem (GT). No comments.

    /cast Gounding Totem
    4.Fast Cure. This spell is forgotten now, but can be very effective against rogues, feral druids, hunters and some dungeon bosses. This spell has the same effect as Cleansing Totem, but can be applied 3 times per one totem tick (3 sec).

    /tar <your character name>
    /cast Cure Toxins

    Useful Macros


    Macro Code 1:

    /tar [target=focustarget, harm, nodead]
    Macro Code 2 (Target your target’s target 0.0 ):

    2.Go Home Macro.

    /castsequence [nocombat] reset=900 Astral Recall, Hearthstone
    /cast [combat] Hearthstone
    3.Switch the Gear. This macro can be improved in many ways by changing only trinkets or full gear, from PVE to PVP and back.

    /equipslot <item slot> <bag num> <bag slot>
    /equipslot …………………………………………………….
    Tip. Inventory slot ID.

    4.Fix UI. This helps great to fix your Recount panel or other UI bugs.

    /run local f=CreateFrame(“frame”, nil, UIParent); f:SetScript(“OnUpdate”, CombatLogClearEntries);
    5.Camera Distance to MAX. Very useful in any raid, especially at LM, Sindragosa and LK.

    /console set cameradistancemaxfactor 3.5
    6.Buy&Convert Emblems Faster. The value of this macro knows only players, who decided to buy some Northrend Badges or gems by selling Emblem of Heroism to vendor Aspirant Naradiel (in patch 3.3.5 he has another "clone" in Dalaran). The macro can be tuned for any other trading operation, to buy hundreds of items at once.

    Note. Use only 1 whitespace and don’t move into new row in this macro! It’s a single string macro!

    Macro Code (This macro buys 65 Emblems of Conquest by selling 65 Emblems of Triumph. Watch this order):
    /script local function buy(n,q) for i=1,100 do if n==GetMerchantItemInfo(i) then BuyMerchantItem(i,q) 
    end end end buy(“Emblem of Conquest”, 65)
    7.Deadly Debuff Alerter. I designed and wrote this macro because doesn’t have found a more useful macro or add-on to announce dangerous debuffs on your character. The Deadly Boss Mods and PowerAuras are great, but they display messages for your interface and time to time didn’t work correctly. My macro shows a “say tooltip” over your character head one or more times, so you or your allies know about your character debuff and location. For example, when the character Fightingbull is affected by Defile, as Deadly Boss Mode announced, you looking around – Where is that Fightingbull? This macro is guaranteed to work for 100% when key binded, but can’t be used in other spell rotations.

    Note. Use only 1 whitespace and don’t move into new row in this macro! It’s a single string macro!

    Macro Code1 (For the Crimson Halls and the Frostwing Halls zones):

    /cast Lightning Bolt
    /run for i=1,32 do local name==UnitDebuff(“<your character name>”, i)
     if name==”Frost Beacon” then SendChatMessage(name..” on Me!”, “SAY”) end
     if name==”Swarming Shadows” then SendChatMessage(name..” on Me!“, “SAY”) end end
    Macro Code2 (For Lich King encounter):

    /cast Lightning Bolt
    /run for i=1,32 do local name==UnitDebuff(“<your character name>”, i)
     if name==”Necrotic Plague” then SendChatMessage(name..” on Me!”, “SAY”) end
     if name==”Defile” then SendChatMessage(name..” on Me!“, “SAY”) end end
    My Verdict. These macros are sufficient for most elemental shamans. There is a site with more examples here anyway. To do more complex functions I recommend installing some Addons from CurseClient site or using this Molten Thread. The Addon have very complex logic algorithm with thousands of characters, which can be configured in any way to obtain any needed effects. User macros currently have a limit of 255 characters only!

    2.2. GS Under 6k
    c.2.2 December 2013
    Spoiler: Show

    The solution of this paragraph is to show the basic and most important steps to get the best possible gear under 6kGS beginning from all green items from quest rewards and Outland areas (< 3kGS). I recommend you to read the paragraph 1.7 GearScore(GS) System before. If you are familiar with all paragraphs of Chapter1 – there I recommend you to vote on site during leveling and level up the most useful professions for elemental shaman. Through vote points and professions you will be able to get very good items which didn’t drop anymore, from bugged dungeons and raid bosses. This paragraph and all previous will help you to save a lot of Emblems, money and play time.


    The process of gear leveling can be simplified a lot if you will craft or buy Legs and Feet items. First of all obtain Leggings of Dubious Charm for 300-600 gold coins from AH. After that you can collect money to obtain Lightning-Infused Leggings and Earthsoul Boots (average price is 18-22k gold coins on AH). With these legs and feet items you can go through 6kGS up to under BiS gear. The ele shaman’s biggest trouble, “in gear farming”, is weapon and shield. That items are really hard to obtain through dungeons and raiding. The vote points should help great here. You can obtain Sunreaver Disciple’s Blade (Normal only) for 73 Vote Points (it’s hard to farm) and Wisdom’s Hold for 71 Vote Points (currently can’t drop because it’s bugged). The next big trouble, “in gear farming”, for any caster are trinkets. To find a common trinket is not so big deal, but to get some superb and eligible trinkets, for elemental shaman spec, can be the hardest task in gear leveling. Through vote points, the next available trinkets are just superb before ICC raiding: Flare of the Heavens (59 Vote Points), Living Flame (55 Vote Points +hit), Abyssal Rune (72 Vote Points). If your gear have low hit rating then use Living Flame, if your character haste rating is low – use Abyssal Rune. The ICC reputation farming is a must. Try to participate in any specified groups. This will open to you access to the BiS ring for elemental shaman - Ashen Band of Endless Destruction (ilvl277). Another ring is easily obtainable through emblems, at the beginning. Complete daily random dungeons heroic and weekly raid quests to collect 90 Emblems of Frost. The emblems should be spent to obtain the best relic Bizuri’s Totem of Shattered Ice (30 emblems) and the belt Waistband of Despair (60 emblems) for a long term.

    All described items require:
    1. 40,000 gold coins.
    2. 275 Vote Points = 55 days = 8 weeks = 2 months.
    3. 90 Emblems of Frost = {2*7(RDF H) + 4(VOA) + 5(weekly raid quest)}*3.5(weeks) +15(The Frosting Halls quests). Total: under 4 weeks, before you will be invited to ICC raids and Frost Emblems farming.

    Note. To analyze the described items I used 2 site resources: WoWWiki and OpenWoW (better). For example, on Wowhead item attributes are wrong compared to Molten DB. Just compare them: Wowhead’s Sanctified Frost Witch’s Helm and OpenWoW’s Sanctified Frost Witch’s Helm. All items over ilvl 200 are Epic on WoW Wotlk. In this guide they are marked with green links due to better forum design. The items marked as +hit have Hit Rating points in attributes set, otherwise Crit or Haste points. The items marked as +mp5 have Mana per 5 sec attribute and healers have greater permission to roll them (also they are bad for good DPS).

    To make the description more structured and understandable the guide will be divided by item slots form lower level to higher level gear. This method will show you the possible “time-order”, which will allow you to obtain specified gear.

    So let’s begin this collection slot by slot:

    1. Head
    1. Helm of Veiled Energies (ilvl 219) - XT-002 Deconstructor.
    2. Polished Mirror Helm (ilvl 219, +mp5) - Forgemaster Garfros.
    3. Helm of the Spirit Shock (ilvl 232) - Devourer of Souls.
    4. Helm of Inner Warmth (ilvl 245, +mp5, sold by 75 Emblems of Triumph).
    5. Helm of the Crypt Lord (Normal or ilvl 245 Heroic) - Anub'arak.
    6. Frost Witch's Helm (ilvl 251, sold by 95 Emblems of Frost).
    7. Sanctified Frost Witch's Helm (ilvl 264, sold by Protector's Mark of Sanctification ).

    2. Neck
    1. Amulet of Dazzling Light (ilvl 200 rare, +mp5) - Anomalus;
    2. Necklace of Taldaram (ilvl 200 rare, +hit) - Taldaram;
    3. Coil of Missing Gems (ilvl 219, +hit) - Devourer of Souls;
    4. Love's Prisoner (ilvl 232, +mp5) - Bronjahm Heroic;
    5. Arcane Loops of Anger (ilvl 232) - Devourer of Souls Heroic;
    6. Darkbane Amulet (ilvl 232, +hit) - Eydis Darkbane ToC25;
    7. Cry of the Val'kyr (ilvl 258) - Eydis Darkbane ToC25 Heroic;
    8. Wrathful Gladiator's Pendant of Ascendancy (ilvl 264 PVP, +hit) - Toravon the Ice Watcher VoA25;
    9. Soulcleave Pendant (ilvl 264) - Deathbringer's Cache ICC10 Heroic/N;
    10. Pendant of Split Veins (ilvl 264, +hit) - Professor Putricide ICC10 Heroic/N;
    11. Amulet of the Silent Eulogy (ilvl 264, +hit) - Gunship Armory ICC25 Normal;
    12. Blood Queen's Crimson Choker (ilvl 264) - Blood-Queen Lana'thel ICC25 Normal;

    3. Shoulder
    1. Very Fashionable Shoulders (ilvl 232, +hit, [Cloth]) - Bronjahm FoS;
    2. Frayed Abomination Stitching Shoulders (ilvl 219, [Cloth]) - Marwyn HoR Normal;
    3. Pauldrons of the Spirit Walker (ilvl 232) - Icehowl ToC10;
    4. Pauldrons of Catastrophic Emanation (ilvl 245, +hit, sold by 45 Emblems of Triumph, [Cloth]);
    5. Shoulders of the Groundbreaker (ilvl 245, +mp5, sold by 45 Emblems of Triumph);
    6. Shoulders of Ruinous Senility (ilvl 264 Heroic, +hit, [Cloth]) - Professor Putricide ICC10 Heroic/N;
    7. Shoulderguards of Crystalline Bone (ilvl 264 Heroic) - Sindragosa ICC10 Heroic/N;
    8. Frost Witch's Shoulderpads (ilvl 251, sold by 95 Emblems of Frost).
    9. Sanctified Frost Witch's Shoulderpads (ilvl 264, sold by Protector's Mark of Sanctification ).

    4. Back
    1. Shroud of Dedicated Research (ilvl 200 rare) - Kirin Tor Honored;
    2. Cloak of the Fallen Cardinal (ilvl 219, +mp5) - Scourgelord Tyrannus PoS Normal;
    3. Shroud of Displacement (ilvl 245, +hit) - Champions' Cache ToC25 Heroic/Normal;
    4. Drape of the Violet Tower (ilvl 264, +mp5, sold by 50 Emblems of Frost);
    5. Volde's Cloak of the Night Sky (ilvl 264, +Spirit, sold by 50 Emblems of Frost);
    6. Relentless Gladiator's Cloak of Ascendancy (ilvl 245, +hit, PVP) - Toravon the Ice Watcher VoA10 or Honor Points;
    7. Wrathful Gladiator's Cloak of Ascendancy (ilvl 264, +hit, PVP) - Toravon the Ice Watcher VoA25 or Honor Points;
    8. Lich Wrappings (ilvl 264, +hit) - Cache of the Dreamwalker ICC10 Heroic/Normal;
    9. Frostbinder's Shredded Cape (ilvl 264) - Cache of the Dreamwalker ICC25 Normal;

    5. Chest
    1. Dalronn's Jerkin (ilvl 200 rare, +mp5) - Skarvald the Constructor Utgarde Keep;
    2. Shroud of Rime (ilvl 219, +mp5) - Scourgelord Tyrannus PoS Normal;
    3. Frost Witch's Hauberk (ilvl 251, sold by 95 Emblems of Frost);
    4. Mail of the Geyser (ilvl 264, +mp5, sold by 95 Emblems of Frost);
    5. Chestguard of Siphoned Elements (ilvl 264, +mp5) - Blood-Queen Lana'thel ICC10 Heroic;
    6. Sanctified Frost Witch's Hauberk (ilvl 264, sold by Protector's Mark of Sanctification );

    6. Wrist
    1. Limb Regeneration Bracers (ilvl 200) - The Prophet Tharon'ja Drak'Tharon Keep;
    2. Seven Stormy Mornings (ilvl 219, +hit) - Bronjahm PoS Normal;
    3. Relentless Gladiator's Wristguards of Dominance (ilvl 245, PVP) - Toravon the Ice Watcher VoA10;
    4. Wrathful Gladiator's Wristguards of Dominance (ilvl 264, PVP) - Toravon the Ice Watcher VoA25;
    5. Ether-Soaked Bracers (ilvl 264, +hit, [Cloth]) - Rotface ICC10 Heroic/Normal;
    6. Bloodsunder's Bracers (ilvl 264) - Rotface ICC25 Normal;
    7. The Lady's Brittle Bracers (ilvl 264, +hit, [Cloth]) - Lady Deathwhisper ICC25 Normal;

    7. Hands
    1. Grips of Fierce Pronouncements (ilvl 200, +mp5) - The Wyrmrest Accord - Exalted;
    2. Fiery Obelisk Handguards (ilvl 200) - Herald Volazj Ahn'kahet;
    3. Cold Sweat Grips (ilvl 219, +hit, [Cloth]) - Bronjahm FoS Normal;
    4. Mitts of Burning Hail (ilvl 219, +hit) - Marwyn HoR Normal;
    5. Thrall's Gloves of Conquest (ilvl 232, +hit) - Koralon the Flame Watcher VoA10;
    6. Frost Witch's Gloves (ilvl 251, +hit, sold by 60 Emblems of Frost) - Toravon the Ice Watcher VoA10;
    7. Thrall's Gloves of Triumph (ilvl 245, +hit) - Koralon the Flame Watcher VoA25;
    8. Stormbringer Gloves (ilvl 264) - Cache of the Dreamwalker ICC10 Heroic/Normal;
    9. Gunship Captain's Mittens (ilvl 264, +hit, [Cloth]) - Gunship Armory ICC25 Normal;
    10. Sanctified Frost Witch's Gloves (ilvl 264, +hit, sold by Protector's Mark of Sanctification ) - Toravon the Ice Watcher VoA25;

    8. Waist
    1. Girdle of the Ethereal (ilvl 200 rare) - Xevozz Violet Hold;
    2. Ghostflicker Waistband (ilvl 200, [Leather]) - Kirin Tor - Exalted;
    3. Belt of Dark Mending (ilvl 200, [Cloth]) - Knights of the Ebon Blade - Exalted;
    4. Mail Girdle of the Audient Earth (ilvl 200, +mp5) - Loken Halls of Lightning;
    5. Essence of Anger (ilvl 219, +hit) - Devourer of Souls FoS Normal;
    6. Icehowl Binding (ilvl 232, +hit, [Cloth]) - Icehowl ToC10 Normal/Heroic;
    7. Belt of the Blood Nova (ilvl 264, +mp5) - Deathbringer's Cache ICC25 Normal;
    8. Waistband of Despair (ilvl 264, sold by 60 Emblems of Frost);

    9. Legs
    1. Kilt of Dark Mercy (ilvl 200, +mp5) - Knights of the Ebon Blade - Exalted;
    2. Black Dragonskin Breeches (ilvl 219, +mp5) - Ick PoS Normal;
    3. Blackened Ghoul Skin Leggings (ilvl 232, +mp5) - Ick PoS Heroic;
    4. Legguards of Untimely Demise (ilvl 219, +hit) - The Captain's Chest HoR Normal;
    5. Thrall's Kilt of Conquest (ilvl 232, +hit) - Koralon the Flame Watcher VoA10;
    6. Frost Witch's Kilt (ilvl 251, +hit) - Toravon the Ice Watcher VoA10;
    7. Thrall's Kilt of Conquest (ilvl 245, +hit) - Koralon the Flame Watcher VoA25;
    8. Leggings of Dubious Charms (ilvl 264, +mp5, crafting or AH ~ 300-1,000 gold coins);
    9. Rippling Flesh Kilt (ilvl 264) - Professor Putricide ICC10 Normal/Heroic;
    10. Plaguebringer's Stained Pants (ilvl 264, +hit, [Cloth]) - Festergut ICC25 Normal;
    11. Sanctified Frost Witch's Kilt (ilvl 264, +hit, sold by Protector's Mark of Sanctification ) - Toravon the Ice Watcher VoA25;
    12. Lightning-Infused Leggings (ilvl 264, crafting or AH ~ 20,000-25,000 gold coins);

    10. Feet
    1. Sandals of Crimson Fury (ilvl 200) - The Wyrmrest Accord - Exalted;
    2. Soul Screaming Boots (ilvl 219, +mp5) - Devourer of Souls FoS Normal;
    3. Mudslide Boots (ilvl 232) - Scourgelord Tyrannus PoS Heroic;
    4. Sunreaver Magus' Sandals (ilvl 245, +hit, [Cloth]) - Champions' Cache ToC25 Normal/Heroic;
    5. Sabatons of Tremoring Earth (ilvl 258) - Champions' Cache ToC25 Normal/Heroic;
    6. Plague Scientist's Boots (ilvl 264) - Festergut ICC25 Normal;
    7. Earthsoul Boots (ilvl 264, crafting or AH ~ 20,000-25,000 gold coins);

    11. Rings
    1. The Prospector's Prize (ilvl 200 rare) - Krystallus Halls of Stone Heroic;
    2. Ring of the Frenzied Wolvar (ilvl 200 rare) - Gortok Palehoof Utgarde Pinnacle;
    3. Annhylde's Ring (ilvl 200) - Ingvar Utgarde Keep Heroic;
    4. Signet of Hopeful Light (ilvl 200) - Argent Crusade - Exalted;
    5. Heartmender Circle (ilvl 245, sold by 35 Emblem of Triumph);
    6. Firestorm Band (ilvl 232, +hit) - Lord Jaraxxus ToC10 Normal/Heroic;
    7. Wrathful Gladiator's Band of Dominance (ilvl 264, PVP, sold by Honor Points) - Toravon the Ice Watcher VoA25;
    8. Cerise Coiled Ring (ilvl 264) - Prince Valanar ICC10 Normal/Heroic;
    9. Ring of Rapid Ascent (ilvl 264) - Gunship Armor ICC25 Normal;
    10. Valanar's Other Signet Ring (ilvl 264, +hit) - Prince Valanar ICC25 Normal;
    11. Loop of the Endless Labyrinth (ilvl 264, +hit) - Lord Marrowgar ICC25 Normal;
    12. Ashen Band of Endless Destruction (ilvl 277, +hit) - The Ashen Verdict - Exalted;

    12. Trinkets
    1. Mark of the War Prisoner (ilvl 200 rare) - Cyanigosa Violet Hold;
    2. Forge Ember (ilvl 200 rare) - Sjonnir The Ironshaper Halls of Stone;
    3. Winged Talisman (ilvl 200 rare, +mp5) - Ionar Halls of Lightning;
    4. Talisman of Resurgence (ilvl 245, sold by 50 Emblem of Triumph);
    5. Shard of the Crystal Heart (ilvl 245, +hit, sold by 50 Emblem of Triumph);
    6. Nevermelting Ice Crystal (ilvl 232) - Scourgelord Tyrannus PoS Heroic;
    7. Flare of the Heavens(ilvl 239, 59 Vote Points - only way) - General Vezax Ulduar;
    8. Living Flame (ilvl 226, +hit, 55 Vote Points) - Razorscale Ulduar10;
    9. Abyssal Rune (ilvl 226, 72 Vote Points - only way) - Eadric's Cache Ulduar;
    10. Maghia's Misguided Quill (ilvl 264, sold by 60 Emblem of Frost);
    11. Reign of the Dead(ilvl 258, +DoT) - Anub'arak ToC25 Normal/Heroic;
    12. Muradin's Spyglass (ilvl 264) - Gunship Armory ICC10 Normal/Heroic;
    13. Dislodged Foreign Object (ilvl 264) - Rotface ICC25 Normal;
    14. Phylactery of the Nameless Lich (ilvl 264) - Sindragosa ICC25 Normal;

    13. Weapon
    1. Flameheart Spell Scalpel (ilvl 200 rare, +hit, [Dagger]) - Kirin Tor - Revered;
    2. Gavel of the Brewing Storml (ilvl 200 rare, [Mace]) - The Wyrmrest Accord - Revered;
    3. War Mace of Unrequited Love (ilvl 200, +mp5, [Mace]) - Keristrasza Nexus;
    4. Netherbreath Spellblade (ilvl 200 rare, +Spirit, [Dagger]) - Skadi Utgarde Pinnacle;
    5. Surgeon's Needle (ilvl 232, +mp5, [Dagger]) - Forgemaster Garfrost PoS Heroic;
    6. Chilled Heart of the Glacier (ilvl 219, +hit, [Dagger]) - The Captain's Chest HoR Normal;
    7. Bone Golem Scapula (ilvl 219, +mp5, [Mace]) - The Captain's Chest HoR Normal;
    8. Barb of Tarasque (ilvl 245, +hit, [Dagger]) - Icehowl ToC25 Normal/Heroic;
    9. Sunreaver Disciple’s Blade (ilvl 245, sold by 73 Vote Points - normal only, [Dagger]) - Champion's Cache ToC10 Normal/Heroic;
    10. Hammer of Purified Flame (ilvl 251, quest chain, [Mace]);
    11. Midnight Sun (ilvl 264, +mp5, [Dagger]) - Gunship Armory ICC10 Normal/Heroic;
    12. Bleak Coldarra Carver (ilvl 264, +hit, [Dagger]) - Sindragosa ICC10 Normal/Heroic;
    13. Frozen Bonespike (ilvl 264, +Spirit, [Dagger]) - Lord Marrowgar ICC25 Normal;
    14. Tel'thas, Dagger of the Blood King (ilvl 271, [Dagger]) - The Lich King ICC10 Normal/Heroic;
    15. Royal Scepter of Terenas II (ilvl 271, [Mace]) - The Lich King ICC25 Normal;

    14. Shield
    1. Facade Shield of Glyphs (ilvl 200 rare, +mp5) - Krik'thir Azjol-Nerub;
    2. Protector of Frigid Souls (ilvl 219, +mp5) - Scourgelord Tyrannus PoS Normal;
    3. Wisdom's Hold (ilvl 239, 71 Vote Points - only way) - Cache of Storms Ulduar;
    4. Lost Pavise of the Blue Flight (ilvl 264, +mp5) - Sindragosa ICC10 Normal/Heroic;
    5. Bastion of Resolve (ilvl 258) - Champions' Cache ToC25 Normal/Heroic;
    6. Bulwark of Smouldering Steel (ilvl 264) - Lord Marrowgar ICC25 Normal;

    15. Relic
    1. Totem of Electrifying Wind (ilvl 245, sold by 25 Emblem of Triumph);
    2. Bizuri's Totem of Shattered Ice (ilvl 264, sold by 30 Emblem of Frost);

    The largest factor that determines how your best in slot template looks, under 6kGS, comes down to whether you have access to twenty five man raiding or only to ten mode raids. Above was posted links to the items from both raid categories. It’s clear that ten man raid guilds are more popular, because it’s easier to create them, even prepared for Heroic mode. There is a vast difference between the gear available to twenty five man raiders in comparison with ten man players. For some item categories, you’re going to find yourself very limited in choice. The prime example of this, for casters, is in regards to trinkets. Below are described the most balanced gear set under 6kGS for 10 and 25 man raids respectively.

    The balanced gear
    under 6kGS for:

    10 Man Raids
    25 Man Raids

    2. Neck: Soulcleave Pendant

    3. Shoulder: Sanctified Frost Witch's Shoulderpads

    4. Back: Lich Wrappings

    5. Chest: Sanctified Frost Witch's Hauberk

    6. Wrist: Ether-Soaked Bracers

    7. Weapon: Tel'thas, Dagger of the Blood King (Heroic/Normal)

    8. Shield: Bastion of Resolve

    8. Relic: Bizuri's Totem of Shattered Ice

    9. Hands: Sanctified Frost Witch's Gloves

    10. Waist: Waistband of Despair

    11. Legs: Lightning-Infused Leggings

    12. Feet: Earthsoul Boots
    12. Feet: Earthsoul Boots

    13. Ring1: Ashen Band of Endless Destruction

    14. Ring2: Cerise Coiled Ring

    15. Trinket1: Muradin's Spyglass

    16. Trinket2: Abyssal Rune
    Maghia's Misguided Quill

    How to gem and enchant 10 man raid gear? The described gear is the best for specified raid versus, but only 4 items have Hit rating attribute, which will give to your character about 209 Hit points. For 10 man raids an elemental shaman should stack over 350 Hit points! Gemming mostly depends by which trinket will be equipped: Abyssal Rune (84 Haste) or Maghia’s Misguided Quill (152 Hit). With Abyssal Rune the shaman will have about 1000 Haste rating (near ideal value) and 209 Hit points. The specified gear will give 7 or 8 yellow sockets, which can be filled by Rigid King’s Amber (+20 Hit) gems in summary value of 140 Hit points. With Maghia’s trinket we need to stack about 380 – 209 – 152 = 19 Hit points, which is near x1 Rigid King’s Amber. Other yellow sockets should be gemmed by Reckless Ametrine. Don’t doubt about such gemming, because Hit rating is crucial for elemental shaman. All red sockets should be filled by Runed Cardinal Ruby gems. The enchanting scrolls should contain Spell Power values. Only shield must be enchanted by Intellect and chest – by +10 All Stats scroll (no other variants). Such gear set should pull near 7k self buff DPS on Heroic Training Dummy.

    Tip. If your character have enought Hit points, then is a good idea to fill all Waist and Legs sockets with Runed Cardinal Ruby.

    How to gem and enchant 25 man raid gear? The 25 man raids offer a better and “wide amount” of items to casters. The gear listed above gives to ele shaman characters 1014 Haste rating and 220 Hit rating, without second Maghia’s trinket. In the end, I think, the Maghia’s trinket is the best choice as second trinket for any PVE below 6kGS. With the specified trinket we can collect about 372 Hit points, so remaining yellow sockets we can fill with Reckless Ametrine, which will give to us the summary of 1094 Haste rating (near ideal value). I run a lot of raids with one yellow socket, filled by rigid King’s Amber, and 2 yellow sockets, filled by Runed Cardinal Ruby gems, which allowed me to show very high DPS. Other gems and enchants are the same as specified in previous “10 man explanations”. This gear set should pull near 7.7kDPS on Heroic Training Dummy (without any professions improvements).

    Maghia’s Misguided Quill. What a strange trinket? This is not pure PVE and not pure PVP trinket, but this is an elemental shaman “long time cousin” over 6kGS, before the BiS gear. For PVE this trinket is bad because requires “Use” to trigger trinket’s abilities (0.5-1.5 sec time, depending by latency and FPS). During huge DPS encounters as DBS, Festergut or BQL this trinket can be used by losing about 1500 -2000 DPS. It is developed as “bursting trinket”. This trinket should have such “procs” like Muradin’s Spyglass, Dislodged Foreign Object … For PVP is bad, because the 152 Hit points with 51 Hit points from “Ashen Band” ring gives a very overcapped hit value. The Skeleton Key or any haste trinket from ICC or RS is much better.

    In any real situations pure 10 man or 25 man raid gear is a rarity. You will see and will be able to farm a mixed variants of items described above. In this VIDEO DPS TEST is an example of such case, performed by another WoW player. He pulled the average 8kDPS with Bloodlust and profession improvements. Probably this is the best self buff DPS on Heroic Training Dummy below 6kGS, which an elemental shaman can pull.

    2.3. GS Over 6k
    c.2.3 January 2014
    Spoiler: Show

    The GS over 6k requires the same items as was described for 25 players raids in section above, at the beginning, but the items should be Heroic ilvl271-277 or better. This is the point where farming of RS 25 Normal periodically is a must. This farming is equal to VOA25, but with improved items ilvl 271. You should be interested in the next stuff:

    Tip. The specified gear has different socket combinations and Hit rating. To make item farming more balanced for DPS I recommend to keep the Maghia’s trinket active, otherwise you will replace dozens of Rigid King’s Amber gems after each loot, just to balance character’s Hit points. Any ICC 25HC item is better than RS 25N, but if you will be able to loot some RS stuff – then get it.

    The Item Level 277 versions are upgraded from the 264 versions, with a Protector's Mark of Sanctification (heroic). Begin such upgrading from Head and Shoulder slots, then try Hands and Legs slots, just to stack Hit points. This will give the possibility to replace the Maghia’s trinket to some DPS trinket.
    The main difference compared to 6kGS stuff in such progression is Waist and Legs items. Really, Lightning-Infused Leggings should be replaced by Sanctified Frost Witch's Kilt (heroic) or Plaguebringer's Stained Pants (heroic, if you are allowed to loot) and Waistband of Despair – by Split Shape Belt (normal) at last. All RS gear is normal here, because ICC 25HC bosses are much easy to defeat than Halion 25HC. The Halion Heroic is hard as the LK Heroic, but for new guild or bad organized is a bit harder even and he is not a easy farming boss. I think RS 25 Heroic is a “pre-Cataclysm” raid.

    2.4. Elemental Shaman BiS Set
    c.2.4 January 2014
    Spoiler: Show

    Under BiS gear level stats priority changes
    The elemental shaman BiS gear gives to us the possibility to stack and balance Haste Rating and Critical Rating only, because Hit points by default are near Hard-cap (370 - 380) and Spell Power is maximal from each item. The process of balancing the Haste and Critical Rating mostly depends by gear type and available types of sockets on it (red, yellow and blue). At specified point, elemental shaman’s Haste Rating is near cap (1100 points - let's say "generic" Haste cap), which tune our Lava casting time to 1 sec, CL to 1.1 sec and LB to 1.3 sec after Totem Relic procs to 5 stacks. During Blood Lust the casting time of all described spells is less than 1 sec = GCD. The none Bloodlust LB casting time is close to GCD after Engineering Gloves or Elemental Mastery ability is used and they can be used in a sequence order. Therefore, it’s not necessary to stack more Haste points. At this point, we can stack Critical Rating only as the most useful stat for higher DPS, because its easier to do and its damage potency scales better than the Spell Power grants. The BiS gear set listed below have all described parameters and I found she provide the best in return of DPS:

    BiS Gear Set

    1. Head. Sanctified Frost Witch's Helm.
    2. Neck. Amulet of the Silent Eulogy.
    3. Shoulder. Sanctified Frost Witch's Shoulderpads.
    4. Cloak. Cloak of Burning Dusk.
    5. Chest. Sanctified Frost Witch's Hauberk.
    6. Wrist. Bracers of Fiery Night.
    7. Weapon. Royal Scepter of Terenas II.
    8. Shield. Bulwark of Smouldering Steel.
    9. Hands. Sanctified Frost Witch's Gloves.
    10. Waist. Split Shape Belt.
    11. Legs. Sanctified Frost Witch's Kilt.
    12. Feet. Plague Scientist's Boots.
    13. Ring1. Ashen Band of Endless Destruction.
    14. Ring2. Loop of the Endless Labyrinth.
    15. Trinket1. Charred Twilight Scale.
    16. Trinket2. Phylactery of the Nameless Lich.
    17. Relic. Bizuri's Totem of Shattered Ice.

    GearSet: 6560.

    Demo1: Elemental Shaman Wotlk 3.3.5a BiS Gear by Rexarjr
    Demo2: Elemental Shaman Wotlk 3.3.5a BiS Gear DPS by Rexarjr

    Tip. A lot of players think that Ring of Rapid Ascent and Blood Queen’s Crimson Choker are the best for any caster Spec, but I should to admit they are wrong a bit. Those items have practically the same performance as other rings and amulets from ICC HC, moreover, for some classes they are bad, because didn’t give the possibility to balance some item combinations, especially for ele shamans and moonkin classes. It's possible to run with Plaguebringer's Stained Pants, but "Regalia's Kilt" have more points in Hit, Spell Power and Critical Rating, which our character need so much at BiS level.

    The “Stained Pants” looks “delicious”, but I don’t think they are so “nutritiously” for elemental shamans. I agree, for Mages, Locks and Shadow Priests they are BiS without a doubt. Let’s compare them deeply. Both have 139 Stamina and Intellect, but the “Kilt” receives more 1026 armor from mail, which grants more points to “Effective Stamina”. The “Stained Pants”, fully stacked with 3x Runed Cardinal Rubies, can stack addition 17 Spell Power (SP = 185 + 3x23 = 185 + 69 = 254 …not so huge advantage) compared to “Kilt” with summary of 237 Spell Power (SP = 195 + 23 + 12 + 7(bonus) = 237). The “Kilt” have addition 2 hit points, but with Veiled Ametrine gem socketed (as he should be socketed), he stacks on 12 Hit points more than “Pants” – it’s enough to turn shamans overall Hit rating into “Hard Cap Range” of 371 points in BiS gear. The third gear attribute is completely different on each item: the “Pants” have 116 Haste (3.54% @L80), the “Kilt” have 122 Crit (2.66% @L80). The last attribute make difficulties for choosing among both if a player hasn’t strong knowledge about character Talent tree, Glyphs and spells. With both Kilt or Pants equipped our character is Hard-capped on Hit. With “Pants” equipped, we can only increase the “soft-capped” Haste rating to 1220, which will be “eaten” by GCD barrier and latency lags during the Bloodlust burst and special Haste buffs casting period, by losing about 2.66% Crit Rating (47% total)! Moreover, elemental shamans have a lot of haste improvement abilities like Elemental Mastery, Engineering Gloves, Wrath of Air Totem and Blood Lust, which can turn the Lava Burst cast time under 1 sec (GCD), the Chain Lightning near 1 sec and the Lightning Bolt between 1 – 1.2 sec during the whole encounter! Now look at shaman’s spell rotation and analyze Elemental Talent Tree. It contains 2 Lava and 12 LB spells per casted FS. If the “Kilt” is equipped, the character can stack 50% Crit chance with minimum 8 “critical” spells in the rotation, because each second LB will crit. Opposite to this, addition 116 haste will not let you to cast addition LB. Also half of FS DoT ticks will do critical damage and this is enormous, because second Lava will increase the working period. Another very important talent, which increases DPS value greatly, is the Lightning Overload which can instantly cast a LB/CL spell as a result (with no mana or threat cost) with 50% damage application once per 3-4 LB/CL spells. Just keep in mind that only Critical Rating (no Haste) can improve [Lightning Overload] talent, because auto casted spells can crit. Just notice the Glyph of Lightning Bolt (+4% dmg) and the meta gem Chaotic Skyflare Diamond (+3% dmg only to when spell crit!) – in “other words” the LB normal damage is increased by 4%, after the LB will crit for addition 50% bonus, will proc the Elemental Fury talent, which will increase the crit bonus damage for 100% and summary result will be improved by addition gem buff of 3% damage!
    Elemental shaman’s critical spells can do 206% increased damage!!!

    My Verdict. For BiS gear the Sanctified Frost Witch's Kilt is better than Plaguebringer's Stained Pants.

    In the ICC HC we have next similar rings for casters:

    All described rings have the same Stamina, Intellect, blue socket and Spell Power attributes. Among them only “Loop” have more Hit (50) and Crit (73) points, which shamans need so much. The “Valanar’s” ring is stacked with 78 Haste points (very well). Only “Rapid Ascent” ring is stacked with 68 Crit and 60 Haste points. I think “Rapid Ascent” ring can be valuable for draenei shamans (+1% to Hit) and other caster classes, like mages, priests. For none draenei shamans this ring provides lesser performance then other two. The “Loop” and “Valanar’s” rings have practically the same performance to DPS and you can loot or roll for one of them who will drop first. Their attributes provides just a “castling” into stats, without any summary changes. In general “Loop” is more preferred, because 50 Hit points is uncomfortably to compensate through gems.

    In the ICC HC we have next similar amulets for casters:

    All described amulets have the same Stamina, Intellect and Spell Power attributes. If “Queen’s” amulet to stack with a Runed Cardinal Ruby or Rigid King’s Amber he will show near the same performance as the“Eulogy” amulet have (tested on private server). The minus of the “Queen’s” neck is a blue socket! The “Eulogy” amulet is more preferred for elemental shamans, because 60 Hit points is equal to 3 Rigid King’s Amber (against 3 Reckless Ametrine = 36 Spell Power and 30 Haste Rating). The amulet’s yellow socket is just designed for one Reckles Ametrine gem, which will grant addition 5 Spell Power bonus.

    Important. Always try to stack Hit points from gear attributes than from enchants or gems! This will give a better hit value in return, without lossless in Haste Rating and Spell Power.

    Update May 2019

    The discussion around Hit cap values always was a debate subject on this forum. I had many dispute converstions around this topic. So, I got another question about it recently. I'll try to clarify it in another way here and in paragraph 2.8.

    As I mentioned above, try to stack the Hit rating from gear mainly. The Hit rating in your character overview will be displayed as a value gained from the gear only. The points from Elemental Precision Talent will not change the "Hit" overview value as raid buffs and debuffs will not also. So, with that Talent learned into 3, a character is Hard-capped with 14% Hit chanche or Soft-capped without those talent points. Soft-cap terminology is a refference to PVE raid buffs mostly (but not only), and means that this will turn our "under-capped" stats to higher levels even Hard-capped (the best possible) ones. Therefore, Orc, Troll and Tauren Shaman's Hit is Soft-capped in raids at 11% due to addition +3% Hit of Druid's or Priest's buff/debuff. Draenei Shamans, based on their racial Heroic Presence, are Hard-capped at 13% and Soft-capped at 10%.

    So, build your FINAL BiS Set based on your character abilities and overall stats. I made my BiS Set based on my character Race and all Talents, Skills, Professions I described already and it works. It depends by your professions, internet connection quality, available Heroic items. Just keep in mind, that current Warmane connection latency is decent and can reach 500ms values randomly. This just will roll the described above items from case to case. You can use a Heroic BQC amulet and in pair with Loop will make your character Soft-capped in "good" raids. "Good" means that all your Hit buffing raid characters will be alive during the 95% of the enctounter time. As soon you'll change to both Heroic BQC and Rapid Ascent items, your character will be under Soft-capped no matter waht kind of pants are equipped Kilt or Pants. A missed well buffed Lava and LB will be a bigger lost to damage and dps than addition 15SP, 30 Haste and 30 Crit can grant to the character.

    2.5. DPS Trainer
    c.2.5 February 2014
    Spoiler: Show

    ATTENTION! This paragraph contains video tests made on my “own private server” for BiS elemental shaman due to new Training Dummy bugs on Molten private server. Based on my previous notes the spell power and spell coefficients on both servers are the same, based on Database and program logic. If Molten org will fix dummies I will add and/or redo current paragraph with specified markers.

    What is the DPS?

    Damage per second (DPS or dps) is a measure of the damage dealt by a person or group over one second. DPS is a more practical measure of damage output than plain damage.

    "Burst DPS" refers to damage dealt over a relatively short period of time. High burst damage is the preferable form of damage against targets at/with relatively low health. Most classes have at least a few spells or abilities that generate high damage very quickly.

    "Sustained DPS" refers to constant damage dealt over an extended period of time. High sustained damage is the preferable form of damage against targets with relatively high health.

    The DPS of a single spell can be calculated as either (Damage / Cast Time) or (Damage/Cast Interval for instant spells)(Official resource). For most calculations, an instant spells' cast time is treated as the GCD, 1.5 seconds / (1 + Spell Haste). Some spells have a reduced GCD as affected by talents.

    Hi – is the spell hit percent; D – is the base damage; P – is spell power; Cp – is the spell power coefficient; B – is the critical damage bonus; Sc - is the critical strike percent; Ha – is the spell haste percent; T – is the base casting time.

    The specified formula was posted on official WoW sites to calculate individual spell DPS, but something is wrong with the formula, because the returned value is too low compared with the Recount results even. For example, the formula returns the dps of 1800 for LB spell under BiS, but on Recount it counts to 8300 dps (with trinkets buff) and 7400 (without trinkets buff). After this case I decided to develop another method to do such calculations, due to my deep mathematical knowledge.

    So, the average DPS calculation of most spells can be interpreted by The Lightning Bolt Graphic of DPS:

    Where AVGSpellDamage() – is average spell damage during cast time, due to Hit% and Critical% chance factors and basic spell damage hit value (between minimal and maximal values); X() – unknown function multiplier, which determines random spell damage factor due to previous explanations (I am going to replace this function with random damage values, based on statistic concept); SpellDamage() – is a defined function, which can be calculated based on Spell Power(SP), spell power coefficient(SPC%), talents(T) and Glyphs effects(G); CastTime() – is overall time spent on spell casting including cooldowns and GCD (for a single spell the function value is equal to spell casting time).

    The value of AVGSpellDamage() can be calculated as the average spell damage after normal hits and critical spell hits to replace X(Hit, Crit) multiplier:

    AVGSpellDamage = [(SDNmin + SDNmax)/2 + (SDCmin + SDCmax)/2]/2; {F2-1}

    Were SDNmin – minimal value of normal SpellDamage(); SDNmax – maximal value of normal SpellDamage(); SDCmin – minimal value of critical SpellDamage(); SDCmax – maximal value of crtical SpellDamage().

    For casting spells the DPSspell of N spells is equal to:

    where ASD – Average Spell Damage; CdT – Cooldown Time; CsT – Casting Time.

    Note for BiS gear. LB hasn’t any cooldown time, but cast time is 1.3sec. FS casting time is equal to zero with 5 sec cooldown interval only. CL has next summary time interval between spells: 3sec + 1.1sec = 4.1sec. We can see now, that LB have the lowest CastTime() and FS – the highest CastTime(), and not matter that FS is instant spell! The DPSspell can be used to calculate casting spell DD, instant spell DD and spell DoT dps; For AoE and channeling spells should be used a bit different formula.

    The character overall DPS is the summary of all average spells DPSspell, included in a “spell rotation”:

    Note. The DPSspelli can be any working dps factor - even DoT kind.

    How to calculate the spell damage?

    Any spell damage can be calculated based on character stat attributes, defined talents, glyphs, gems and spellpower coefficients respectively.

    Spell power coefficient is an intrinsic property of a spell that determines how much bonus damage or healing it gets from the spell power attribute accumulated from gear, buffs, and talents. In most cases, the coefficient is fixed for a spell; in other cases, it is changed by talents, such as various "empowering" talents, available to some caster classes. Spell power coefficients usually follow set rules outlined in the spell power article, but many exceptions exist. Exact spell power coefficients are tested experimentally and documented when well known (Resource link).


    • Concussion: +5% dmg to LB, CL, Th, Lava and shock spells.
    • Call of Flame: +6% dmg to Lava and fire totems.
    • Elemental Fury: Increases spells' critical strike damage bonus by 100%.
    • Storm, Earth and Fire: +60% dmg to FS DoT.
    • Elemental Oath: +10% to spell dmg.
    • Lava Flows: +24% dmg to Lava.
    • Shamanism: +20% dmg to LB and CL; +25% dmg to Lava.


    • Glyph of Lightning Bolt: +4% dmg to LB.
    • Glyph of Lava: +10% spell power to Lava.


    • Chaotic Skyflare Diamond: +3% dmg to spell critical bonus.


    • Lightning Bolt: 71.43%;
    • Chain Lightning: 57.14% + 40% + 28% on each “jump”, respectively (sum = 125.14%);
    • Lava Burst: 57.14%;
    • Flame Shock DD: 21.43%;
    • Flame Shock DoT: 10% per tick; totaling 60%; with 4 bonus of T10 addition 2 ticks –> 80%;
    • Earth Shock: 38.58%;
    • Frost Shock: 38.58%
    • Lightning Shield: 33.33%;
    • Magma Totem: 10% per tick;
    • Searing Totem: 16.67% per tick.

    For example, without any talents, glyphs and gems LB NONE CRIT damage of 889 can be improved by 4200 spell power (under BiS gear set) through SPC% in the next order: 889 + 4200x(71.43%/100%) = 889 + 4200x(0.7143) = 889 + 3000 = 3889 dmg. The CL spell is less improved on a single target: 1167 + 4200x0.5714 = 1167 + 2400 = 3567 dmg, but on 3 targets it counts to 6417 dmg!

    1. The AVGSpelDamage and DPSspell calculation for Lightning Bolt under BiS(1.44 sec cast; dealing 779 – 889 Nature damage).

    LB improvements by Talents: 5% + 10% + 20% = +35% to dmg;
    Elemental Fury +100% to spell crit bonus dmg;
    LB improvements by Glyphs: +4% to dmg;
    LB improvements by Gems: +3% to Critical damage;
    LB improvements by SPC%: 71.43% benefits from Spell Power;
    Summary: +39% dmg, +100% to crit bonus dmg and 71.43% from SP.

    SDNmin = (NormalSpellDamage_min + SpellPower*SPC%)*TalentsImprovementsSumm%;

    SDNmin = (779 + 4238*71.43%)*139% = (779 + 4238*0.7143)*1.39 = 5290 dmg.
    SDNmax = (889 + 4238*0.7143)*1.39 = (889 + 3027)*1.39 = 5443 dmg.
    SDCmin = SDNmin + [SDNmin*(150% + 3%) – SDNmin]*200% = 5290 + [5290*1.53 - 5290]*2 = 5290 + 2804*2 = 5290 + 5607 = 10897 dmg.
    SDCmax = SDNmax + [SDNmax*(150% + 3%) – SDNmax]*200% = 5443 + [5443*1.53 - 5443]*2 = 5443 + 2885*2 = 5443 + 5770 = 11213 dmg.


    SDC = SDN*2.06;

    Due to formula {F2-2}:
    AVGSpellDamage = ((5290 + 5443)/2 + (10,897 + 11213)/2)/2 = (5366 + 11055)/2 = 8210 dmg.

    Result: SDN vary between 5290 and 5443 dmg; SDC vary between 10,897 and 11,213 dmg; AVGSpellDamage is near 8210 dmg WITHOUT ANY TRINKET, RELIC, GLOVES AND ELEMENTAL MASTERY BUFFS. With that buffs calculations are more complex and will show greater values to damage near 10,000 dmg (+ 6-10% to damage and DPS). Look the Graphic Dependency.

    DPSspell{LB} = 8210/1.3 = 6300 dps.

    The real average dps of LB is 8300.
    Demo: [ Lightning Bolt BiS 3.3.5a DPS by Rexarjr ]

    Important! Theoretical DPSspell of LB has 24% less DPS of 6300 due to practical value compared to 8300, calculated by Recount. This is because I discarded the RANDOM boost factors, to remove complexity in calculations, to spell damage and DPS: Overloading, trinkets buff (861 and 1200 SP respectively), Ashen’s ring buff of 285 SP, racial Blood Fury of 168 SP, Engineering gloves haste of 200 points and Elemental Mastery (which makes first spell instant even). With them sometime we can stack only Ashen’s ring buff of 285 SP (sum 4485 SP), sometime all items buff with overall spell power of 6714, depending by their cooldowns.

    To make things more simple I introduced the Boost Coefficient (BoostC%), which shows these random items , racial, professions and talents improvements to DPSspell{LB} with an average CONSTANT number. For LB and BiS items the orcs race have next BoostC%:

    BoostC{LB} = (DPSreal – DPSspell{LB})*100%/DPSspell = (8300 – 6300)*100%/6300 = 32%.

    Based on character spell power, crit rating, hit rating and haste we can easily calculate the real DPS of LB by multiply DPSspell on 1.32.

    With simple trinkets and ring (ilvl 219 -264) the BoostC% will vary between: 15 – 25%; without any “boost” item, racial and profession the BoostC% will be less than 5% (due to random critical chance). Each race class has their own BoostC%, which can be detected in the same way.

    2. The AVGSpelDamage and DPSspell calculation for Chain Lightning under BiS(1.02 sec cast; 3.5sec cooldown; dealing 1021 – 1167 Nature damage).

    CL improvements by Talents: 5% + 10% + 20% = +35% to dmg;
    Elemental Fury +100% to spell crit bonus dmg;
    CL improvements by Glyphs: 0% to dmg;
    CL improvements by Gems: +3% to Critical damage;
    CL improvements by SPC%: 57.14% (single target) benefits from Spell Power;
    Summary: +35% dmg, +100% to crit bonus dmg and 57.14% from SP.

    SDNmin = (1021 + 4238*57.14%)*135% = (1021 + 4238*0.5714)*1.35 = 4648 dmg.
    SDNmax = (1167 + 4238*0.5714)*1.35 = (1167 + 2422)*1.35 = 4845 dmg.
    SDCmin = SDNmin*2.06 = 4648 *2.06 = 9575 dmg.
    SDCmax = SDNmax*2.06 = 4845*2.06 = 9980 dmg.

    Due to formula {F2-2}:
    AVGSpellDamage = ((4648 + 4845)/2 + (9575 + 9980)/2)/2 = (4747 + 9777)/2 = 7262 dmg.

    Due to formula {F3}:
    DPSspell{CL} = 7262/(1.02 + 3.5) = 7262/4.52 = 1607 dps.

    The real dps of CL is 2900.
    Demo: [ Chain Lightning BiS 3.3.5a DPS by Rexarjr ]

    So, BoostC{CL} = (2900 - 1607)*100%/1607 = 80.5% (very interesting result; this is why CL should be used frequently on multiple targets respectively to “AoE spell rotation”).

    3. The AVGSpelDamage and DPSspell calculation for Lava Burst under BiS(0.961 sec cast; 8sec cooldown; dealing 1323 – 1685 Fire damage).

    Lava improvements by Talents: 5% + 6% + 10%+ 24% + 25% = +70% to dmg;
    Lava improvements by Glyphs: +10% from SP;
    Lava improvements by Gems: +3% to Critical damage;
    Lava improvements by SPC%: 57.14% benefits from Spell Power;
    Summary: +70% dmg, +100% to crit bonus dmg and 67.14% from SP.

    SDNmin = (1323 + 4238*67.14%)*170% = (1323 + 4238*0.6714)*1.7 = 7086 dmg.
    SDNmax = (1685 + 4238*0.6714)*1.7 = (1685 + 2845)*1.7 = 7701 dmg.
    SDCmin = SDNmin*2.06 = 7086 *2.06 = 14597 dmg.
    SDCmax = SDNmax*2.06 = 7701*2.06 = 15864 dmg.

    Due to formula {F2-2} and 100% crit of Lava under FS DoT:
    AVGSpellDamage = (14597 + 15864)/2 = 15230 dmg.

    Due to formula {F3}:
    DPSspell{Lava} = 15230/(0.961 + 8) = 15230/8.961 = 1700 dps.

    The real dps of Lava Burst is 1600.
    Demo: [ Lava Burst BiS 3.3.5a DPS by Rexarjr ]

    So,BoostC{Lava} = (1600 - 1700)*100%/1700 = -6% (?!!!).
    The value of -6% is a result of different deviations, but we can round it to 0%. So Lava practically hasn’t any BoostC% from trinkets, racial e.t.c due to hers LONG 8 sec cooldown. In another words Lava Burst will be casted frequently between specified extra buffs, based on trivial statistic! In the video above we can see how trinkets buff expires while I am awaiting for the Lava’s cooldown. The Lava Burst can benefits from buffs only during some “burst” rotations: Potion of Wild Magic + Blood Fury + Maghia’s trinket use + Elemental Mastery + Lava cast. But we should keep this spell in our base rotations, because this spell is well improved by Talents and Glyphs.

    4. Other real spells damage and DPS due to BiS gear .
    • FS DD (Avg dmg: 3000; BoostC% -> 0%) – 600 dps;
    • FS DoT (Avg dmg: 2200; BoostC% = 25-27%) – 700 dps;
    • Fire Elemental – 800 dps;
    • CL AoE (3 targets) - ?.

    Overall DPS of a “spell rotation”

    Due to formula F4 there is easy to calculate the maximal possible real and theoretical DPS of each rotation. As was described in paragraph 2.1 “Macros” (Ctrl+F-> type:c.2.1), for single target, the “spell rotation” has the next values:

    DPSmax = DPSspell{LB} + DPSspell{Lava} + DPSspell{FS DD} + DPSspell{FS DoT};
    DSPmath(max) = 6300 + 1700 + 400 + 500 = 8900 dps;
    DPSreal(max) = 8300 + 1600 + 600 + 700 = 11200 dps;

    DPSreal(max) = DPSmath(max) * AVGBoostC% = 8900 *(+ 30%) = 8900*1.3 = 11570 dps.

    - where +30% (x1.3) is the AVGBoostC% from DPSspell{LB}, DPSspell{Lava}, DPSspell{FS DD} and DPSspell{FS DoT} respectively.

    Demo: [ Elemental Shaman Wotlk 3.3.5a BiS Gear DPS by Rexarjr ]

    Due to the last calculations we can see that obtained value is on 700 dps greater than real AVG DPS of 10500, compared to linked video. Such deviation is a summary result of existing connection latency, lag spikes and other user mistakes per “spell rotation”. Moreover, at high values (over 200 ms) latency can decrease the real DPS by a huge amount (1-2k dps, depending by class and situations) and over 500 ms the latency makes the spell rotation “unmanageable”. For example, you can cast Lava Burst too late before FF DoT expires, as a result your Lava can do a normal hit and instead powerful LB you should cast FF DD again and constantly.

    Another valuable result of last calculations shows us, that elemental shamans can’t pull over 11000 self buff AVG DPS on a single target. So those resources, who demonstrate shaman’s self buff DPS of 14k, 15k or 19k are veeeery suspicious. After the most rough estimates, with 100% haste (1 sec cast time) and 100% crit chance (unreal values; only "cheater hacks" can emulate such values) the ele shamans can pull near 15k self buff DPS, due to previous formula. Greater DPS over 15k can be pulled by stacking the Spell Power to x2, x3, …, x99 after some cheating tricks! Such maximal limitations, to DPS sheet, can be determined for any other character class (even melee), and those values will not vary sufficient!

    I believe that all values, calculated previously, you had seen during your Worldwide or Party WoW gameplay with "gear" over 6kGS.

    The code of DPS by Rexarjr

    1. The DPS rotation should be based on the most important character class spell, without cooldown timer and/or wich is the most improved by talents and Glyphs.

    2. The DPS value is determined by amount of harm spells and their damage values per time interval (1 sec).

    3. The “AoE” or “Single Target” spell rotations should contain different character class spells, depending by their kind or applied effects.

    4. Always include in your DPS spell rotation all possible spells, which does DoT harm effect on the target.

    5. Always use in your DPS spell rotations the maximal number of spells, which have better critical chance and/or doing increased critical damage.

    6. To get high DPS values the spell rotation must contain spells with greater values of BoostC%.

    7. Always use any "racial", trinkets, talent effects and potions at the same time to stack more points in return of DPS value and/or BoostC%.

    2.6. New Ele Profession Topic
    c.2.6 March 2014
    Spoiler: Show

    As I mentioned and described in detail about elemental shamans optimal useful and profitable professions in paragraph 1.5 Elemental Shaman Profession Recommendation (Ctrl+F -> type c.1.5), they are: Jewelcrafting+Mining, Alchemy+Herbalist, Jewelcrafting+Enchanting, Leatherworking+Skinning, Inscription+Herbalist. They all contain one Gathering profession, because raw materials on Molten server are very expensive and in the most cases are more expensive than finished crafted products. The professions posted above tend to profitable category, but if you are interested in some special profession abilities or their improvements to DPS meter, then I recommend you to develop Jewelcrafting and Engineering. Any skilled player, with a hunter or other caster character “avatar” online, will offer to you the same pair of professions.

    Tip. Due to paragraph 1.5 Elemental Shaman Profession Recommendation we can easily switch from one of our profitable “pair”, which contains Jewelcrafting, to this one by replacing only one Gathering profession with Engineering. In my case, I switched from Alchemy+Herbalist to Jewelcrafting+Engineering in 3 days, during weekend, using AH as a raw materials resource base mostly. For such profession leveling I paid near 130 000 gold coins. That was just “Insane” profession leveling.

    Jewelcrafting. This profession grants the possibility to equip 3 improved Dragon’s Eye gems into gear slots respectively. Being a PVE shaman you should be interested only in Runed Dragon’s Eye, which will grant to your character Spell Power sheet addition 48 points. This makes the effect of addition 2 Runed Cardinal Ruby gems equipped or one addition powerful Spell Power enchants applied! To make money with Jewelcrafting in pair with Engineering the Battleground and raiding are the only ways. Try to collect BG honor points (max 75000) then buy on them any kind of uncut epic gems (10000 points per gem) from Lady Palanseer (H) / Captain O’Neal (A). This will give to you between 700 and 1000 gold coins per crafted gem, depending by gem type and market demand. If you are active raider, then collect as many Emblems of Frost and/or Emblems of Triumph as possible. Convert them into Emblem of Heroism, using macro posted in paragraph 2.1. Macros, to buy uncut epic gems from Harold Winston in Dalaran.

    Engineering. This profession grants the next very valuable enchants/devices not only for PVE criteria, but for PVP also:
    • Hyperspeed Accelerators. This is an engineer-only “enchant” to gloves. This item takes the same “spot” as an enchant from Enchanting. Allowing a skilled engineer (400) to increase their haste rating by 340 for 12 sec (1 min cooldown).
    • Springy Arachnoweave. This is an engineer-only “enchant” to cloaks. It will give a 30 sec parachute every 60 seconds. In patch WoW 3.2.0 added the Spell Power bonus of 27! Requires: Engineering (380).
    • Nitro Boosts. This is an engineer-only “enchant” to feet. It will give a 5 second speed increase every 3 minutes. The actual speed increase is 150%. . In patch WoW 3.2.0 added the Critical Strike bonus of 24! Requires: Engineering (405).
    • Frag Belt. This is an engineer-only “enchant” to belts. Allowing you to detach and throw a Cobalt Frag Bomb every 6 minutes, incapacitating targets for 3 sec in a 3 yard radius. Any damage will break the effect. This does stack with the Eternal Belt Bucklet! Requires: Engineering (380).

    To make money with Engineering in pair with Jewelcrafting is possible by using this profession like a Gathering one. For this you need to complete the quest "The Zapthrottle Mote Extractor! (H)” or “The Zapthrottle Mote Extractor! (A)” from Mack Diver (H) or K. Lee Smallfry in Zangarmarsh, as a reward you will obtain the [Schematic: Zapthrottle Mote Exctractor] for next device - Zapthrottle Mote Exctractor. This item is used to extract motes from various clouds, gases, mists and vortices in Outland and Northrend. The extracted raw resources can be “dropped on AH”.
    In Wrath of the Lich King:
    • Arctic Clouds in Howling Fjord, Dragonblight and The Storm Peks produce [Crystallized Air] and [Crystallized Water].
    • Cinder Clouds in the Savage Thicket in Sholazar Basin, the Obsidian Dragonshrine in Dragonblight, and the Cauldron of Flames in Wintergrasp produce [Crystallized Fire].
    • Steam Clouds around the Geyser Fields and Scalding Pools in Borean Tundra and throughout Sholazar Basin produce [Crystallized Fire] and [Cystallized Water].

    Other very useful engineering devices during the raid period are: Field Repair Bot 110G (helps your allies to repair their gear), Super Sapper Charge (use for addition powerful AoE, Goblins specialization), Jeeves (repair bot + remote bank access for engineers only), MOLL-E (portable mail box), Gnomish Army Knife.


    The described professions in this paragraph are oriented to maximize the character DPS and grants a lot of new useful abilities in WoW, which helps not only your character, but entire raid or party. For hi-end gamers, where no need so much gold coins, they make possible to earn enough gold through gameplay :) by doing the Battlegrounds or specified raids. As I know, most players character, after few months of intensive raiding, have over 500 Frost Emblems and over 1000 Emblems of Heroism. Who have over 6 months of gaming experience in Northrend raids they have a few thousands of Emblems of Frost. To spend those emblems on uncut epic gems or Primordial Saronite is a good idea (23 Frost Emblems per Primordial Saronite). This is absolutely a new kind of uncommon money farming :). If you are interested to get addition gold coins per week, then begin to level up a new character with Mining and Blacksmithing professions. The paladin is the best class for this due to his Crusader Aura (+20% to speed) with a mount (+310% speed) makes mining farming just awesome (without “speed hacking”, which are mitigated on Molten). The mining profession is the best one to support the described here Jewelcrafting (JC) and engineering (Eng). Miners can farm Titanium and Saronite ore for JC and remaining Saronite ore should be smelted into Saronite Bars for Eng one. Using some Alchemy transmutation ability it’s possible to convert 8 Saronite Bars into 1 Titanium Bar, without smelting Titanium ore! It makes sense, when you will stack over 70 stacks of Saronite Bars. Also mining grants the possibility to farm [Crystallized Earth] and [Crystallized Shadow] from Saronite and Titanium veins mostly, which “mote extractor” can’t give.

    2.7. Our Friendly Addons
    c.2.7 March 2014
    Spoiler: Show

    Many add-ons can be downloaded from site: Curse Client.
    If some add-ons on CurseClient site are outdated, then try the archive database on: Curse Forge.

    Read This Before

    Below are posted the most important add-ons for patch Wotlk, which most shamans must have. I have them installed anyway. Some of them must be configured first to make them work properly; otherwise there is no sense to install them. Depending by game patch and localization some add-ons will not work as supposed, in this case you must to search other similar variants, due to their version. All these nuances are described in the Synopsis section.

    1. Important – very useful and valuable add-ons for a dedicated raider, especially in the Heroic mode.
    2. Valuable – if you want to increase your in-game performance, then install these add-ons also.
    3. Intermediate –just grants your character with new functionality modes.
    4. Avoid – can be a source of low FPS, lags, serious UI bugs, restricted on Molten e.t.c.

    Synopsis criteria:
    1. Configuration.
    1.1. Required – need to be configured before using.
    1.2. Recommended – not required, but should be to make UI more convenient.
    1.3. No need – no need; it’s configuration is balanced by default.
    1.4. Universal – is usable for any class + spec, in PVE and PVP area.
    1.5. By default – by default, but can be optimized under specified class.
    1.6. Individual – must be configured under specified class for PVE or PVP.
    1.7. Simple – the interface is simple, with few menu options.
    1.8. Medium – the interface have many options, oriented in a list style.
    1.9. Multilevel – very complex conf interface, with many tabs, which are linked (animation, sounds, speed, icons for a specific effect).

    2. Complexity.
    2.1. Low – easy to understand and use in the game.
    2.2. Medium – average difficulty.
    2.3. High – is hard to understand and working with the add-on; required deep experience for well using.


    1. PowerAuras. Designed to give visual or audible cues to the user in response to in-game events, such as gaining buffs or debuffs. Types of cues range from simple texture displays to stack counters, timers to timer bars, and are fully user-configurable.

    2. Heal Bot. Adds a panel with skinable bars for healing, decursive, buffing, ressing, range, checking and agro tracking.

    3. DBM. Boss mods for all Wrath of the Lich King raids and 5-man dungeons.

    4. Aloft / Tidy Plates. Customize and enhance unit nameplates. I am using Aloft personally, because the addon don’t change classical WoW UI.

    5. Recount. Records Damage and Healing for Graph Based Display.

    6. TotemGuru. Shows totems dropped by other people in the raid.
    • Configuration: no need (you must position addon’s panel in right place); simple.
    • Complexity: low;
    • Stable version: TotemGuru v.7 (37 KB zip)

    7. Quartz. Modualr casting bar.

    8. GearScore_Lite. Quickly and easily judge a player’s level of Gear.

    9. Class Loot. Kaliban's Class Loot List provides ratings for all raid loot with respect to it's suitability for different class/spec combinations.


    1. OmniCC. OmniCC is an addon that adds text to items, spell and abilities that are on cooldown to indicate when they will be ready to use. In other words: it turns all the standard analogue cooldowns into digital ones.

    2. LoseControl. LoseControl makes it easy to see the duration of crowd control spells by displaying them in a dedicated icon onscreen.
    • Configuration: no need; universal; simple.
    • Complexity: low;
    • Stable version: LoseControl v.3.33

    3. Gatherer. Gatherer is an addon for herbalists, miners and treasure hunters in World of Warcraft. It's main purpose is to track the closest plants, deposits and treasure locations on your minimap. The addon does not track like a tracking ability does, rather it "remembers" where you have found various items in the past. When you view your World Map, you will also see the item locations marked on the particular map you are viewing there.

    4. ButtonForge. Button Forge is an Action Bar addon that allows you to create completely new Action Bars (as many as you want). Each bar can have up to 1500 buttons organised into rows and columns (up to 5000 buttons total).

    5. Plate Buffs. PlateBuffs (PB) displays people's buffs and debuffs above their nameplates.

    6. Gladius. Gladius adds enemy unit frames to arenas for easier targeting and focusing. It is highly configurable and you can disable most features of this addon.

    7. Move Anithing. MoveAnything enables you to move, scale, hide and adjust transparency of just about any screen element in WoW, offering tools to help you customize your UI. Some other frame modifications are also possible using MA's Frame Editors (Introduced in 11.b2), including framestrata, frame grouping and more. I used this addon to change the position of default WoW unit frames near middle of the screen and their buff and debuff locations.

    8. Range Display. Is a simple range display addon. It is using spell range, item range and interact-distance based checks to determine the approximate range to your current target.

    9. Loot Filter. Are you tired of deleting all the crap items from your inventory that you get from looting corpses? Or are you tired of having to manually click the items you want from a corpse? Then this addon is for you. It lets you filter loot by quality, item name and item value, and helps you keep your inventory clean. It also features an option to easily sell or delete items in bulk. The best type of add-on for those, who farming different NPC (like in-game elementals). Also apply Auto Loot checkbox for in-game interface (Interface->GameTab->Controls->Auto Loot) for better performance!
    • Configuration: required; individual; simple.
    • Complexity: low.
    • Warning: -- Be very and very careful with this add-on!!! Remove all checkbox from options on "Clean" tab! Open command: "/lf".
    • Stable version: Loot Filter v.3.14 (59.2 KB zip)


    1. Spell Flash. This addon is able to make suggestions of what spell you may want to cast next by flashing on top of the spell buttons. It’s an addition “flash” support for OmniCC addon.

    2. Button Timers. ButtonTimers is action buttons with timers attached. The timers can be configured to show a buff/debuff or the cooldown of a spell. The timers are highly configurable, with lots of options to play with. Addition functionality for OmniCC.

    3. Auctioneer. From purchasing to posting, the Auctioneer Suite provides time-tested tools to allow you more time to actually play your characters or play the market. As you will soon discover, it is much more than a simple "Auctioning AddOn", the Auctioneer Suite also shows in-depth information for all game items, such as those used in quests or recipes, enchanting, milling, prospecting and more. The addon is supported by a few sub-addons, which gives addition information, installed by default. In general, I noticed this addon enough confused and powerful – the time is required to understand how to manage him well, due to fact, that on Molten server things looks differently on AH pricing.

    4. Spell Alerter. SpellAlerter is a basic spell alert mod based off the original SpellAlert mod. See the images for the different alert types you can setup.

    5. NPC_Scan. _NPCScan tracks seldom-seen rare mobs by proximity alone, making the old “/targetexact …” macros obsolete. It has the same range as those targeting macros, but you won't have to mash any buttons. Just go about your business and let _NPCScan alert you when it finds something. Can be configured to find any other NPC, using WoWhead DB. Just search your NPC, type “Links” button there and check the “Markup Tag” field code (For, example: 50882 Chupacabros ).
    • Configuration: recomended; individual; simple.
    • Complexity: medium;
    • Warning: need to delete “creaturechace.wdb” file in WoW folder to reset it's database;
    • Stable version: http://www.curse.com/addons/wow/npcscan/441050] NPC_Scan v. (50.1 KB zip)[/url]

    6. NPC_Overlay. NPCScan.Overlay is an addition to _NPCScan that adds map overlays for rare mob patrols. When you search for a rare in _NPCScan, _NPCScan.Overlay will show where it patrols until you find it.


    1. AVR. AVR (Augmented Virtual Reality) allows you to draw and add lines, circles and other markings on the 3D world itself. All markings may also be shared with others. Suitable for example to mark locations when explaining raid tactics. These marks can even be left visible for the fight itself.
    Warning! Decreases UI FPS to 10-15, abandoned project, on some servers counts as a “cheating” addon.

    2. Omen. Omen is a threat meter.
    Warning! If you run with full PVE talented spec, being a ele shaman you don’t need this addon. Most addon versions make a “FPS lag spike”, when you drop your totems.

    2.8. The Stats Priority
    c.2.8 April 2014
    Spoiler: Show

    There is nothing uncommon to say about stats abilities and their priority. Overall the Internet you will find a lot of well explained threads about this. Most guides about elemental shamans, as players had seen it before, include only: Stats description, Gems, Enchants, Rotations and rarely Talents. In this guide I posted a lot of unknown and uncommon things about low studied shaman’s Spec. This paragraph is just a supporting Info for the next two paragraphs. Here I focused explanations on our Soft-cap and Hard-cap stat values mostly, because they are bad explained in Web threads mostly.

    The "Cap" may be used when referring to gear itemization. For example, players theorycraft about the hit cap, the expertise cap, the dodge cap, the spell penetration cap, and others.

    Hard-cap. A "hard cap" is a point beyond which a stat becomes useless. For example, 1400 armor penetration rating bypasses 100% of all armor, so more rating has no effect. A spellcaster with 17% increased chance to hit will never miss a boss, so this is the hard cap for hit rating for casters.

    Soft-cap. A "soft cap" is either the point at which a stat stops providing a particular benefit but continues to provide others, or the point beyond which a temporarily active buff will push the stat over a hard cap. For an example of the first, a defense rating of 689 is sufficient to eliminate the chance of a boss getting a critical hit against you, so further defense will not have any effect on your chance to be critically hit, but will still increase your chance to parry, dodge, block and be missed by attacks.

    Stat Priority
    1. Hit
    Hard-cap: 17%; Soft-cap: 14-15%; 26.23 Hit Rating grants 1% hit chance @lvl80.

    In Wotlk we have a 17% chance to miss. This equates to needing 17% hit on your character Sheet (excluding talents, raid buffs and so on). The elemental shamans can stack Elemental Precision talent. At rank 3th, this talent gives us an additional 3% chance to hit with all our schools of spells. This talent is a must for PVE ele shamans, because the talent provides a 30% threat reduction also (so dismiss your Omen). Draenei shamans, due to their racial aura (+1% Hit) have a reduced Soft-cap value.

    2. Spell Power
    Hard-cap: as much as possible; Soft-cap: missing; 100 Spell Power increasing spell damage, based to Spell Power Coefficients% (SPC%).

    After hit chance is Soft-capped the Spell Power is our primary offensive stat and the one which we stack as high as possible. This stat determines how hard our spells hits due to SPC%. Most of the time, you will be gemming and enchanting to improve this stat.

    3. Haste
    Hard-cap: 1100-1500; Soft-cap: 1000-1100; 32.79 Haste Rating grants 1% haste.

    This is our second strongest offensive stat. We should stack this stat until our Lava Burst and Chain Lightning spell cast time is near 1 sec (GCD), which requires a Soft-cap haste rating of 1100 points (33.67%). There is no sense to stack enough haste to turn our Lightning Bolt casting time to GCD!

    4. Critical Strike Rating
    Hard-cap: 50% -71% (ideally unreal 100%); Soft-cap: 40-50%; 45.91 Crit Rating grants 1% crit chance.

    This is our weakest offensive stat until we reach the under BiS gear set (over 6.2kGS). There is no sense to enchant or gem this stat. Try to stack some critical chance from gear and trinkets only, if Hit and Haste are Soft-capped.

    5. Intellect
    Hard-cap: as much as possible; Soft-cap: missing; 100 Intellect grants 1500 mana also 166.7 Intellect grants 1% Spell Crit.

    This is a core passive stat that affects both our natural mana regeneration and our spell critical strike rating. It is on our gear by default and don’t stack properly. We use it on shield enchants, because is nothing better to enchant a shield.

    6. MP5
    Hard-cap: as much as possible; Soft-cap: missing; 100 mp5 = 100 mana reg per 5 sec (simple).

    This is useless for elemental shamans as Spirit, Agility and Strength, especially over 6kGS.

    7. Stamina
    Hard-cap: as much as possible; Soft-cap: missing; 1 Stamina grants 10 HP.

    Stamina is a stat you will collect passively on gear like Intellect. Due to the requirements of our Meta gem, you will find yourself needing two blue gems in your gear, which grants Stamina by default. In this case, use Glowing Dreadstone.

    8. Spirit
    Hard-cap: as much as possible; Soft-cap: missing.

    Completely useless for ele shamans. No ‘elementalist’ gear have this stat. You can stack Spirit only form Marrowgar’s Bonespike Dagger.

    2.9. Gemming the BiS Gear
    c.2.9 April 2014
    Spoiler: Show

    There is nothing to say something different or uncommon about gemming a gear set, because this theme is well known and obvious. The gear socket optionally should be stacked with required color to stack some bonus stats. In general you can see on the most BiS geared Retry Paladins all red sockets filled with red gems of Strength and a lot of yellow or blue sockets also filled with Strength gems; the MM Hunters, Warriors and Combat Rogues prefer to stack Armor Penetration on all available sockets; the BM Hunters prefer to stack Attack Power through gems; the Prot Paladins filling their gear with blue Stamina gems and e.t.c. Most classes also have the same socketing technology. They are socketing the required gem by color only to get the Meta Gem buff. But some casters can have a bit different “socketing formula”, due to their multivariate talents and how the talents can be improved by some stats.

    The rules of gemming the elemental shaman’s gear:

    1. Build your gear set with items, which contains red and yellow sockets mostly.
    2. Get and equip the gear items, which have more sockets.
    3. Try to fill the required gems into gear item, which grants addition 7 Spell Power bonus.
    4. Try to fill your gear with gems, which contains Spell Power attribute firstly and Haste attribute secondly.
    5. Never stack full Haste gems.

    Under 6kGS to apply the gems is simple enough as was explained in paragraph 2.2. GS Under 6k. All red sockets fill with Runed Cardinal Ruby, yellow – Reckless Ametrine, blue - Glowing Dreadstone.

    First ruler’s option say: “Try to collect not only the specified gems under a gear item, but a specified gear under preferred “class gems” like Spell Power and Haste”. For example, the Bracers of Fiery Night are better than Bloodsunder's Bracers and no matter the “Fiery Night” are Cloth type; the Cloak of Burning Dusk is better than Frostbinder's Shredded Cape; the Amulet of the Silent Eulogy is better than Blood Queen's Crimson Choker (really “Queen’s” neck normal is great, but on heroic that blue socket make it good for mages, locks, shadow priests mostly; read more in paragraph 2.4. Elemental Shaman BiS Set ).

    The second rule’s option give to us the decision to choose between character class T10 items and items with one addition socket (you should choose between Sanctified Frost Witch's Kilt and Plaguebringer's Stained Pants; read paragraph 2.4. Elemental Shaman BiS Set ).

    The third rule’s option points us to mathematical calculations. Really, let’s analyze the Split Shape Belt. With Eternal Belt Buckle enchant we can attach an addition socket to the belt. If we will fill all 3 sockets with Runed Cardinal Ruby , then summary item Spell Power will be the next: 151 + (3x23) = 151 + 69 = 220 SP. Now let’s stack the yellow belt’s socket with Veiled Ametrine: 151 + (2x23) + 12 + 7(socket bonus) = 151 + 46 + 12 + 7 = 216 SP. In the second case we lost only 4 SP points, which is not so horrendous, but gained addition 10 Hit points, which can be very valuable at BiS gear (because we dismissed “Maghia’s” trinket).

    The fourth rule’s option point’s us to previous paragraph. The shamans should stack only to attributes through gems, which have higher priority at specified GearSet.

    The last rule’s option say: “Never stack pure Haste rating through gems, because it’s a pure waste of valuable points! Exception if you are Restoration Shaman!”.

    The gems, which should be used in PVE gear:
    1. Red socket: Runed Cardinal Ruby (+23 Spell Power) – by default.
    2. Red socket: Runed Dragon's Eye (+39 Spell Power) – for Jewelcrafters only (max 3).
    3. Yellow socket: Rigid King's Amber (+20 Hit Rating) – if your character’s Hit is low.
    4. Yellow socket: Reckless Ametrine (+12 Spell Power and +10 Haste Ratin) – by default.
    5. Yellow socket: Veiled Ametrine (+12 Spell Power and +10 Hit Rating) – to turn your character Hit into soft-cap range at BiS gear by dismissing “Maghia’s” trinket.
    6. Blue socket: Glowing Dreadstone (+12 Spell Power and +15 Stamina) –by default to activate Meta gem; nothing better.
    7. Meta socket: Chaotic Skyflare Diamond (+21 Critical Strike Rating and 3% Increased Critical Damage).
    8. Prismatic socket: Runed Cardinal Ruby.

    Tip. I noticed that some players prefer to fill ele shaman gear’s blue sockets with Nightmare Tear to activate Meta gem (two blue gems are required), because this gem matches any socket. It’s not good idea anyway. The elemental shaman’s BiS gear have only 3 blue sockets (shoulder, chest and ring). The ring should be filled with Runed Cardinal Ruby (no better option). If you will fill shoulder or chest blue sockets with Nightmare Tear gem (only one "Tear" can be filled!), then you will receive +10 to all base stats. Now look at previous paragraph. Only Intellect can grant some benefits to DPS meter by increasing Critical Rating by scanty level of 1% from each 166.7 Intellect. The +10 Stats to Intellect, Strength, Agility, Stamina and Spirit are completely useless and ridiculous. If you will fill the specified items with Glowing Dreadstone, than your character will receive addition 12 Spell Power and 30 Stamina, which is on 5 Stamina more compared to previous variant! The weight of addition 12 Spell Power compared with +0.06% critical chance, from one “Tears”, is obvious. My opinion: the Nightmare Tear is perfect for Retry Paladins, Feral Druids, and good for Hunters, Rogues and Enhancement Shamans to activate Meta gem. Their offensive abilities benefits a lot form Strength, Agility and Intellect.

    2.10. The Elemental Shamans Best Enchants
    c.2.10 May 2014
    Spoiler: Show

    Due to previous paragraph our main task is to stack both primary stats: Spell Power (SP) firstly and Haste Rating (HaR) secondly. Only some character items haven’t any good SP or Haste enchants and we should use something different.



    By default: Arcanum of Burning Mysteries (+30 Spell Power, +20 Critical Strike Rating).
    - You need Kirin Tor reputation at revered or higher to buy this.


    By default: Greater Inscription of the Storm (+24 Spell Power, +15 Critical Strike Rating).
    - You need Sons of Hodir reputation at exalted to buy this. You can use Emblem of Triumph to increase reputation with many Northrend factions by purchasing specified badges.

    For scribers: Master’s Inscription of the Storm (+70 Spell Power, +15 Critical Strike Rating).


    By default: Scroll of Enchant Cloak - Greater Speed (+12 Haste Rating).
    For tailors: Lightweave Embroidery (chance to increase SP by 295 for 15 sec).
    For engineers: Springy Arachnoweave (+27 Spell Power (beginning from WoW 3.2.0) and a 30 sec parachute every 60 seconds).


    By default: Scroll of Enchant Chest - Powerful Stats (+10 to all base stats).


    By default: Scroll of Enchant Bracer - Superior Spellpower (+30 Spell Power).
    For leatherworkers: Fur Lining – Spell Power (+76 Spell Power).
    For blacksmiths: Socket Bracer (+1 gem socket).


    By default: Scroll of Enchant Gloves - Exceptional Spellpower (+28 Spell Power).
    For engineers: Hyperspeed Accelerators (+340 Haste Rating for 12 sec every 1 min).
    For blacksmiths: Socket Gloves (+1 gem socket).


    By default: Eternal Belt Buckle (+1 gem socket).
    For engineers: Addition Frag Belt (throw a Cobalt Bomb every 6 minutes, incapacitating targets for 3 sec in a 3 yard radius).


    By default: Sapphire Spellthread (+50 Spell Power, +30 Stamina).


    By default: Scroll of Enchant Boots - Icewalker (+12 Hit Rating, +12 Critical Strike Rating).
    For engineers: Nitro Boosts (will give a 5 sec 150% speed increase every 3 minutes and +24 Critical Strike Rating (beginning from WoW 3.2.0)).


    By default: Scroll of Enchant Shield - Greater Intellect (+25 Intellect).


    For enchanters: Enchanting Ring – Greater Spellpower (+23 Spell Power).

    One-Handed Weapons

    By default: Scroll of Enchant Weapon - Mighty Spellpower (+63 Spell Power).


    By default: Scroll of Enchant Staff - Greater Spellpower (+81 Spell Power).

    Note. All enchants, posted above, are the best and expensive enough (AH price vary between 2000 and 3000 gold coins). I can redirect you to another enchants “web-page menu”: Shaman Enchants, Level 80, where you can choose another and more cheaper enchants, during your “gear leveling time”. There are not any analyze, comparison or recommendation about, just pure WoW statistic of usage.
    The previous enchants list shows to us that any profession enchants are much better than any trivial type of them. There are reason to level up some crafting profession. You can teach more about professions from paragraphs 1.5 and 2.6 respectively. When both of our professions are Crafting type we receive the best performance to DPS meter from them.

    So, our main question now is:
    “Which profession combinations are better for elemental shamans?”

    Comparison & Analyse
    Scribers (SC): +46 Spell Power.
    Tailors (TL): % chance to buff 295 Spell Power for 15 sec.
    Enchanters (EnH): +46 Spell Power.
    Engineers (EnG): +27 Spell Power; +24 Critical Strike Rating; +Parachute; +340 Haste for 12 sec; Frag Belt; +150% moving speed for 5 sec.
    Leatherworkers (LW): +46 Spell Power.
    Jewelcrafters (JC): +48 Spell Power.
    Blacksmiths (BS): +2 prysmatic sockets => +46 Spell Power.

    It’s obvious that EnG should be our main Crafting profession due to the best improvements to our overall stats in PVE and PVP criteria. Really, +27 SP and +24 CrR are nice values compared with default enchants. A parachute (with 1 min cooldown) is great ability, especially at VDW, even after Nitro Boosts “backfires”. The Hyperspeed Accelerators have great buff to keep our LB casting time near 1.1 sec, while our Elemental Mastery is on cooldown. The Frag Belt can save you from packs of incoming trashes, while your Earthbind Totem is on cooldown. The Nitro Boosts is just superb to escape from some boss deadly abilities (like PP’s Maleable Goo; Rotface’s Slime Spray, while near you is a Big Ooze or Slime Pool; Sindragosa’s Blistering Cold; LK’s Vile Spirits). I don’t say something about PVP even.

    So, the second important question is:
    “What profession to get in pair with Engineering?”

    It’s obvious that JC (with +48 SP) is better than BS (with +46 SP from addition two sockets) and EnH (+46 SP). Really, Runed Dragon’s Eye grants +39 SP, which is on +16 SP more than Runed Cardinal Ruby have (+23 SP). Let’s check it by replacing standard gems. For example, 3xRCR = 69 SP and 3xRDY = 117 SP; difference = 117 SP – 69 SP = 48 SP (Summary JC buff)! LW grants addition +46 SP compared with default Bracer enchant of 30 SP (76 SP – 30 SP = 46 SP), which is on 2 SP less than JC grants. SC grants addition 46 SP, but 5CrR less (70 SP – 24 SP from “Storm” enchant = 46 SP and 15 CrR – 20 CrR = -5 CrR) than JC grants in pair with standard Greater Inscription of the Storm enchant. About TL, it’s not our profession by default. A chance to increase SP by 295 for 15 sec sounds great, but such kind of enchants are not good for casters without DoT based DPS, like Black Magic also is. Such kind of enchants, which have a chance to proc powerfull stats, are good for DoT DPS based casters and melee characters. They can proc frequently before you get “Spiked”, “Entombed”, while you should to run with a debuff, just before a boss phase will change (you are not able to DPS in the most cases). Compared to other type of professions JC is very profitably, but is very hard to level and learn all recipies also. I just demonstrated the best profession in pair with EnG above. You can choose any other one if you prefer to craft something different, because you will not lose too many offensive stats anyway.

    My Verdict. Get Engineering and Jewelcrafting professions.

    Black Magic Buff. The most confused discussion is around Scroll of Enchant Weapon - Black Magic enchant in comparison with Scroll of Enchant Weapon - Mighty Spellpower .

    As I posted above about TL enchant the Black Magic have the same problem. The WoW community discovered that Black Magic have a 35% chance to proc 250 Haste Rating for 10 sec, with a 35 seconds internal cooldown! Notice, a 35% chance to proc! During intensive movement encounters your chance to proc it is lowest even (you can proc it like 5-10 sec after cooldown). Moreover, over 6kGS your Haste Rating is Soft-capped and EnG Gloves can easily replace the functionality of this enchant. More important is next: EnG Gloves are manageable – you can proc them with Blood Fury (for orc race only) or while some of your trinkets buff is working, controversy is Black Magic buff, which can proc while you are “Spiked” or under Unchained Magic debuff (as an example). I think this enchant was designed for patch WoW 3.1 or 3.2. If your GS is under 5.5kGS and your character Haste Rating is under 700 points, then you can get this enchant as the best for weapon. During ToC and ICC, especially in Heroic modes, while T10 gear is available, nothing is better than Enchant Weapon – Mighty Spellpower. The Black Magic can use Mages, Shadow Priests and Locks mostly, because they need a lot of Haste and their dozens of DoTs can proc this enchant buff immediately after cooldown. About the Black Magic enchant I can’t tell more “deep” than Sihmm did – read his article “Black Magic: Stay away from da voodoo”.

    Chapter 3. Beyond the Frontier of Elemental Shamans

    This chapter is under moderation - can be changed until finished.

    3.1. Totems Optimization in Raids
    c.3.1 January 2015
    Spoiler: Show

    Shaman Totems Overview
    All shaman’s totems are divided in 4 “element groups”: Earth (Nature-based spells), Fire (Fire-based spells), Water (Water/Frost-based spells) and Air (Nature-based spells). Once totem is put down it cannot be moved, but a new totem can be used to replace it. Only one totem from each “element group” can be dropped at the same time. In other words, the player cannot activate two spells that use the same totem because the last spell will override the previous one. Totems are immune to AoEs and DoTs, and must be specifically attacked to be destroyed. Totems only trigger a 1 second GCD as opposed to the regular 1.5 second GCD. Totems are also considered Physical spell school so they can be dropped even when silenced. They have 30-40 yards mostly party/raid area effect for 5 min. All totems can be divided in 3 combat categories: Offensive, Defensive and Utility.

    1. Earth Totem Spells (Defensive totems): Earthbind Totem, Stoneskin Totem, Stoneclaw Totem, Strength of Earth Totem, Tremor Totem, Earth Elemental Totem;
    2. Fire Totem Spells (Offensive totems): Searing Totem, Totem of Wrath, Magma Totem, Flametongue Totem, Fire Elemental Totem, Frost Resistance Totem;
    3. Water Totem Spells (Utility totems): Healing Stream Totem, Mana Spring Totem, Cleansing Totem, Mana Tide Totem, Fire Resistance Totem;
    4. Air Totem Spells (Offensive/Defensive totems): Windfury Totem, Grounding Totem, Sentry Totem, Nature Resistance Totem, Wrath of Air Totem.

    In general, for PVE areas totem usage is not so important and crucial. You can bind them to your Call of the Elements, Ancestors and Spirits Spell the most common totem combinations for universal usage. Things going difficulty when is need to play with a shaman in PVP areas, because the totems taking main role there. You need to key bind practical 60% of available totems and drop them fast in right order depending by duel, BG or arena situation. There isn’t possible to win any duel or arena if you are not master of totem usage (practically they grant 40% of shamans performance). I should to admit, that Offensive, Utility and Offensive/Defensive totems combat category have defensive spell – Resistance Totems. It was implemented by Blizzard for PVP purpose to let players to use different defensive spells at the same time due to previous explanations.

    Totems Priority
    Earth: 1. Strength of Earth; 2. Stoneskin Totem.
    Fire: 1. Totem of Wrath; 2. Flametongue Totem.
    Water: 1. Mana Spring Totem; 2. Healing Stream Totem.
    Air: 1. Wrath of Air Totem; 2. Windfury Totem.

    Common Totem Combinations
    The following applies regardless:
    1. Totems do not stack. Two Totems of Wrath does not mean more Spellpower.
    2. Totems that have been enhanced by talents will overwrite Totems that aren’t (this not working as intended always).

    Totem common combination usage mostly depends by party and/or raid composition and the number of shamans in the raid.
    1. One Elemental Shaman. Drop Strength of Earth Totem, Totem of Wrath, Mana Spring Totem, Wrath of Air Totem.
    2. Two Elemental Shamans. First shaman should drop the previous combination. Second one should drop: Stoneskin Totem, Searing/Fire Elemental Totem, Healing Stream Totem, Windfury Totem.
    3. Elemental/Restoration Shamans. Elemental shaman should be dropping Ele shaman totems combinations by default while Restoration shaman: Stoneskin Totem, Frost Resistance Totem, Healing Stream/Mana Spring (double Ele totem) Totem, Windfury Totem.
    4. Elemental/Restoration/Enhancement Shamans. Elemental shaman should be dropping: Stoneskin Totem, Totem of Wrath, Healing Stream Totem, Wrath of Air Totem. Enhancement shaman should be dropping: Strength of Earth Totem, Magma Totem, Healing Stream Totem, Windfury Totem. Restoration shaman should be dropping: Stoneskin Totem, Frost Resistance Totem, Mana Spring Totem, Nature Resistance Totem.

    Enhancement shamans can improve the Strength of Earth Totem by sharing 3 points to Enhancing Totems to receive 15% increased effect to the totem (155 + 15% = +178.25 to Strength and Agility). Also they can improve Windfury Totem using Improved Windfury Totem talent to receive +4% increased haste granted (16% +4% = 20% total). There is possible to improve Stoneskin totem but that is pure PVP purpose.

    Restoration shamans can improve the Mana Spring Totem by 20% and Healing Stream Totem by 45% using Restorative Totems talent (91 MP5 + 20% = 109.2 MP5). It’s funny but paladins can share Restoration Aura with 92 MP5 and that has priority.
    Be ready to change your totems due to “Totems Priority” list if some shaman character will die in raid.

    Important. The totems which are improved by character talents should be dropped by specified characters, otherwise their effects will be overwritten (some Molten issues). For example, if Elemental shaman will drop Mana Spring Totem (especially firstly) the totem buff will be shared to Restoration shaman with 91 MP5 only. Totem buff is triggered if dropped by talented character only.

    Tip. Talented totem buff cannot be shared to all party or raid members. His buff is linked to talented character only, which dropped the totem.

    Tip. Totems can be removed by using Call to Earth (restoring % of mana at the same time). You can dismiss totems one by one by right clicking on them on totems panel under character UI.

    Notice. Totems can be grouped by usage also: Long Time Buff usage, Temporary Spell usage. More about totems usage and how the totems sharing their buffs with other class buffs in raids and party is explained in paragraph 3.5. Which Spell to Cast?.

    3.2. The Best Casters Offensive Buffs and Debuffs
    c.3.2 January 2015
    Spoiler: Show

    Some Important Aspects
    To explain the functionality of all possible buffs, their stacking and consolidated effects is hard very hard, because many buffs can be improved by different classes and Talent Trees differently and they work differently on specified classes. To understand the wilds of Buffs and Debuffs is required other general meta-guide. I’ll focus on casters offensive buffs only, which benefits elemental shamans also.

    Notice. Moreover, due to my observations there are some buffs/debuffs which stacking randomly (after somebody got DC in raid, wiping, teleporting…) and stacking permanently (still not fixed), but should not.

    A buff refers to a temporary beneficial spell or effect placed on a player character. Buffs can be of two types: those that expire over time and those that are dependent of the environment around you. You can dismiss an active buff that expires over time by right-clicking on its icon. Most buffs do not stack with other similar buffs.

    A debuff is the contrary of a buff. Most debuffs works well on other player characters and normal or elite trashes, but on dungeon and raid bosses they don’t work (you can’t Fear, Silence, Stun, Root, Slow a boss). On raid bosses works only those types of debuffs which grants similar effects as buffs have. Debuffs come in many varieties and most of them are race/class specific spells or abilities. There is no effective limit on the number of debuffs that may be applied to a creature at one time. Prior to the release of WotLK expansion, a single target could have at most 40 debuffs at one time. Similar debuffs generally do not stack with eachother. For example, Misery is a Shadow Priest debuff on a target which grants +3% hit to everyone hitting that target respectively. If 2 Shadow Priests hits the same target, the total hit chance on the target will be the same – not stacking to +6% hit chance. However multiple DoT debuffs from different characters will generally stack. For example, two Flame Shock DoTs on a raid boss does x2 total FS DoT damage (counting as a stack to overall raid DPS), but each Elemental shaman apart does only x1 total FS DoT damage (counting to personal DPS).

    Both Buffs and Debuffs can be Additive or Multiplier which increase a particular spell/ability (Flat) or all class spells (All Types). For example, Totem of Wrath buff has additive effect: if your character Spell Power by default is 3,000 SP the totem buff will increase character’s SP by 280SP which is equal to 3,280 SP. Wrath of Air Totem has multiplicative buff effect: if your character Haste Rating is 1,100 (33.67%) the totem buff will increase character’s Haste by 5% based on default Haste Rating.

    Tip. Don’t mix or muddle together class Buffs and Debuffs. They have different in-raid usage, mechanics and beneficial effects!

    Offensive casters buffs and debuffs are displayed in the ordered lists below. Each list item represents a specified buff/debuff type with consolidated buffs/debuffs which can’t stack in any way.

    Offensive Casters Buffs (Temporary or Permanent)
    1. Multiply Haste (+30%, Temporary). Bloodlust (H)/Heroism (A).
    2. Multiply Haste (5%, Permanent). Wrath of Air Totem.
    3. Add Spell Power. Demonic Pact (+200-400SP, Temp)/Totem of Wrath (+280SP, Perm)/Flametongue Totem (+144SP).
    4. Multiply damage (+3%, Permanent). Arcane Empowerment/Ferocious Inspiration/Sanctified Retribution.
    5. Multiply Critical chance (+5%, Permanent). Elemental Oath/Moonkin Aura/Focus Magic (Temporary).
    6. Multiply stats (+10%, Temporary). Greater Blessing of Kings/Blessing of Kings.
    7. Add Intellect (+60|48 Int, Temporary). Arcane Intellect/Arcane Brilliance/Fel Intelligence/Dalaran Brilliance.
    8. Add stats (+37, Temporary)| Armor (+750)| Resistances (+54). Gift of the Wild/Mark of the Wild.
    9. DoT (+73dmg * [talents, SP], Temporary). Thorns (Druids; can cast on any target).
    10. DoT (+287dmg * [talents, SP], Temporary). Lightning Shield (Shamans; self casting only).

    Offensive Casters Debuffs (All are Temporary)
    1. Multiply spell damage (+13%). Curse of the Elements/Earth and Moon/Ebon Plague.
    2. Multiply spell critical chance (+5%). Improved Scorch/Winter’s Chill/Improved Shadow Bolt.
    3. Multiply all critical chance (+3%). Totem of Wrath/Heart of the Crusader/Improved Faerie Fire.
    4. Multiply spell hit (3%). Misery/Improved Faerie Fire.

    Special Buffs (Environmental, Case, Temporary...)
    1. Multiply damage (+15%, Temporary). Tricks of the Trade.
    2. Multiply damage (+30% dmg; +30% HP; +30% HPS/Ab, Environmental ICC). Hellscream’s Warsong.
    3. Multiply damage (+100%, Case). Essence of the Blood Queen.

    From lists above is obvious that Elemental Shaman caster buffs (Totem of Wrath, Elemental Oath) mostly interfere with Demonology Warlock (Demonic Pact) and Balance Druid (Moonkin Aura) buffs. Arcane Mage’s Focus Magic reported as stacking buff on Molten. Elemental Shaman Offensive debuff (Totem of Wrath) interfere with Retry Paladin (Heart of the Crusader) and Balance Druid (Improved Faerie Fire) debuffs. So the Balance Druids and Ele shamans are very similar specializations due to their buffs. Moreover, they are very similar due to their talents, spells and play style. But, but… Among all caster specializations, moreover, among all WoW classes, the Elemental Shamans have unique and very powerful AoE debuffs: Totem of Wrath, Earthbind Totem with 3 sec Root and Thunderstorm knockback (if used correctly). These abilities are golden when fighting boss encounters with a lot of trashes. For example, Heart of the Crusader and/or Improved Faerie Fire debuff only 1 target (boss), while Totem of Wrath debuff (+3% Critical chance) all targets in 40 yards area. Fighting trashes people using different AoE spells and most of you know that AoE spells mostly benefit from critical chance – not for Spell Power and Haste.


    Totem of Wrath vs Demonic Pact Notice! While the Demo Lock’s SP is lower than 2800 the Totem of Wrath buff has advantage. A well geared lock can stack 4000 SP so Demonic Pact grants 4000*0.1 = 400 SP to all raid player characters for 45 sec. This effect has a 20 sec cooldown. On Warmane Wotlk the Totem of Wrath not covering the Demonic Pact after last fixes, but there are random cases also: ToW cover DP and, moreover, they both stacks with Flametongue totem!!! So you can use ToW or any other Fire totem to stack more dps or protection.

    Focus Magic. Due to my last observations Focus Magic can't stack with Elemental Oath or Moonkin Aura but should. It's fixed on Bugtracker and soon can be fixed.

    Arcane Brilliance. This buff like Arcane Intellect doing the same thing, exception is the manner how the buffs are applied. Arcane Brilliance is party/raid buff while Arcane Intellect is single target buff and they not stacking. Both buffs stack with Scroll of Intellect VIII and/or Spirit.

    Tip. Raid Leader must build a balanced raid composition. So there is a good idea to pair similar class specializations like: Elemental Shaman with Balance Druids or Enhancement Shaman with Frost DK. If once character will die, this possibility is high in Heroic raids, and the other one will keep buffs up. The chance that both “paired” specializations will fail is low.

    Combo Party
    It’s obvious that elemental shaman’s strongest party can be created by joining: Demonology or Affliction Warlocks, Beast Mastery Hunters and Arcane Mages.
    • Demonology Warlocks grants to us: Demonic Pact (300-400SP); Curse of Elements (+13% dmg); Improved Shadow Bolt (+5% crit).
    • Affliction Warlocks grants to us: the same as Demo Locks without Demonic Pact, but it’s not crucial because we can compensate the most of spell power by using Totem of Wrath buff (DP and ToW can’t stack if fixed).
    • Beast Master Hunters grants to us: Ferocious Inspiration (+3% dmg).
    • Arcane Mages grants to us: Arcane Empowerment (+3% dmg like BM Hunter, not stacking), Focus Magic (stacking +5% crit), Arcane Intellect (+60 Int).

    Previous described specs grants to our character like 60% of available beneficial buffs, other 40% of buffs we get from our spec. Moreover, our elemental spec buffs them in the same order with strongest buffs also.
    To previous list we can add a Paladin and a Priest classes due to GBoK, Misery and Stamina buff. But this isn’t crucial because +10% is not so important to us, our character should be hit capped already and Stamina buff can be acquired from scrolls. No doubt, these two specs are good to build an arena combo party as previous noticed with a lot of buffs and CC.

    3.3. Elementals in Heroic Raids
    c.3.3 January 2015
    Spoiler: Show

    In OS, Naxxramas, Ulduar, ToC and normal mode ICC/RS raid instances the described above talent tree, supported by specified glyphs, is good and balanced enough. The situation changes a bit while raiding in ICC and RS HC mode. To improve the elemental shaman’s performance I changing talents for specified boss encounter respectively. It’s not a DPS optimization, - it’s an utility optimization mainly.

    For ICC10/25 HC raid modes my character Talents are tuned like My ICC HC Talent Mode . Obviously, I switched 2 points from Improved Shields (1/3) talent to Earth’s Grasp talent (2/2). The Earth’s Graps talent (2/2) increases the radius of Earthbind Totem by 20% and reduces the cooldown by 30%. This PVP talent worth those 2 talent points. True, there isn’t a better spell to intercept LK’s Vile Spirits and to save a lot of players. Moreover, 20% increased radius helps to Root more Vile Spirits and grants to you more secure play style. Remember, Vile Spirits explodes at 8 yards distance from their target. After the Totem cooldown is reduced by 30% you can drop that totem each 21 sec – you can root and slow each wave of Vile Spirits. Improved Earth’s Graps helps a lot at Lady Deathwhisper and Valithria Dreamwalker boss encounters also. Moreover, you can use that ability to help your tanks during trash clearing.

    Below are linked 2 videos about LoD and Bane guild runs and are demonstrated how to use improved Earthbind Totem.
    Spoiler: Show

    Lethality vs The Lich King 25 Heroic by Rexarjr

    Lethality vs The Lich King 10HC by Rexarjr

    With “My ICC HC Talent Mode” I like to use Glyph of Chain Lightning by replacing Glyph of Lightning Bolt at Gunship and Valithria Dreamwalker boss encounters. There is possible to use improved Chain Lightning at LK to increase overall DPS, but that will not help to increase your damage to LK.

    Tip. It’s good idea to hold in your inventory a stack of Glyphs of Lightning Bolt and Glyph of Chain Lightning. Moreover, you must be ready to switch your Glyph of Totem of Wrath and Glyph of Fire Elemental Totem at any time.

    Important.Try to raid any Heroic and Normal raid with Glyph of Thunderstorm, especially if your second spec is PVP spec. Remove this Glyph temporary when it’s really required.

    For RS25 Heroic I recommend to use My RS25 HC Talent Mode. Just switch in previous mode 1 point from Improved Shields and 1 point from Elemental Weapons talents to Improved Fire Nova talent. With this talent mode replace your character’s Glyph of Lightning Bolt with Glyph of Chain Lightning because your character will be focused on AoE DPS mainly there. It’s well known that during AoE DPS critical chance is much more important stat than Haste and Spell Power. That’s why Thundering Strikes is more important talent than Elemental Weapons. Moreover, due to long RS25HC encounter and intensive usage of Fire Nova and Chain Lightning the Ancestral Knowledge is more important than Elemental Weapons also. Don’t touch Earth’s Grasp – yes! Fire Elemental trashes can be rooted! If RL will let to knock them back – remove the Glyph of Thunderstorm, but remember, mana regeneration will decrease.

    Below is linked 1 video about Halion guild run.
    Spoiler: Show

    Lethality vs Halion 25N by Rexarjr

    Raid mode concepts

    In both 10 man Normal and Heroic raids elemental shamans are able to push more DPS than other characters compared to 25 man modes, because this spec buffs are “all-sufficient” and suffers less from fps and input lags due to less characters in zone. As is described above, obviously ele shamans didn’t benefit so much from raid buffs as other classes. This spec is a buff giver – not a buff consumer.

    If there are two elemental shamans in the raid there is good idea to install the Glyph of Fire Elemental and summon the elemental at every boss encounter.

    3.4. DPS Optimization
    c.3.4 December 2015
    Spoiler: Show

    Your character gear is BiS as is described in paragraph 2.4. “Elemental Shaman BiS Set”, the gear is already gemmed like is described in chapter 2.9 “Gemming the BiS Gear” and also enchanted like is described in paragraph 2.10. “The Elemental Shamans Best Enchants”. Both professions are crafting type: Engineering and Jewelcrafting. So, the main question now is:

    How to improve DPS of a BiS geared character?

    There are couples of clear and vague responses and they can be sorted from easy to apply and use to hard:
    1. Combo Glyphs.
    2. Combo Talents.
    3. Combo Trinkets.
    4. Addons.
    5. Hybrid DPS.
    6. Keybinding.
    7. Optimizing PC Performance.
    8. Mixing DPS Styles.
    9. Temporary Buffs Stacking.
    10. Environmental Strategy.

    1. Combo Glyphs (Easy way of DPS optimization).

    We can switch Major Glyphs depending by encounter, but Minor Glyphs mainly are unchanged. The combination of Major Glyphs depends by Target Mode (Single or Multiple) and raid composition (Which kind of shamans are in? If other class talents can interfere with our class specialization).

    Major Glyphs for “Single-Static” target DPS (universal combo):
    - Glyph of Lava;
    - Glyph of Lightning Bolt;
    - Glyph of Totem of Wrath.

    Major Glyphs for “Long Single-Dynamic” target DPS or other shamans/locks are in the raid:
    - Glyph of Lava;
    - Glyph of Lightning Bolt;
    - Glyph of Fire Elemental Totem.

    Major Glyphs for “Multiple” targets DPS:
    - Glyph of Lava;
    - Glyph of Chain Lightning;
    - Glyph of Fire Elemental Totem/ Glyph of Totem of Wrath (personal option).

    Minor Glyphs:
    - Glyph of Renewed Life;
    - Glyph of Thunderstorm;
    - Glyph of Water Shield.

    “Single-Static” is a DPS model like at Saurfang or Festergut boss. Your character just stay in a spot and pushing dps rotations. The specified Glyphs above improves your character’s main single-rotation spells in the best way.
    “Long Single-Dynamic” is a DPS model like at PP HC, Halion HC, LDW, Sindragosa, LK, Yogg-Saron. Due to Fire Elemental Glyph and long encounter you can summon the Elemental 2 times per encounter! Also, if is another ele shaman in the raid or Wrath Totem buff can’t stack with lock’s Demonic Pact buff, you can install the Elemental Glyph to summon the fire minion at every boss encounter due to reduced cooldown!

    “Multiple” is a DPS model like encounter at LK Ph1, Jaraxxus, Sartharion, Gunship, Kelthuzad, Aurya – the boss summons a lot of minions (more than 3) which stacks near MT or boss. So, damaging a boss with our AoE spell rotations, we damaging the boss trashes also. The Glyph of Fire Elemental Totem is good in this case because Fire Elemental has Fire DoT Aura vs all nearby enemies and casts Fire Nova periodically – that’s good addition AoE burst damage.

    2. Combo Talents.

    There’s nothing to post something new here. The Combo Talents was described in Chapter 1 (1.6. Elemental Talent Tree and Glyphs) of this guide very well. Practically all WoW Class guides have recommendations about Talent tree hierarchy. Most talent specializations just improve single target or multiple targets spells and abilities. There are some pure PVE or PVP talents also. Every player can tune a standard Talent Tree just a bit – like 5 or 7 talent points, based on play style or encounter usage as is described in paragraph “3.3. Elementals in Heroic Raids”.

    3. Combo Trinkets (Not so easy DPS optimization!).

    Not easy because good combo trinkets are so damn hard to obtain through game play (exception is a donation way). I noticed that having a BiS geared elemental shaman, his DPS performance vary pretty nice, depending by which trinkets are equipped. Moreover, not even which trinkets are equipped based on their item level and abilities, but which combinations of trinkets are equipped. This is why I’m calling this “COMBO TRINKETS”. Below is a list of the best elemental shamans trinkets, ordered descending by their performance if single equipped on a BiS geared character:

    Using specified trinkets in different combinations grants different DPS values and mechanics.

    Combo trinkets

    1. CTS+PNL = 10500 self DPS. The best combo for both burst and sustained DPS. This pairs grants to BiS elemental shaman just superb haste (5.61%) and critical (3.75%) stats and enormous SP buff. Their hard burst mechanics occurs because while your character opens with damaging spells both trinkets triggering SP buff at the same time: 861SP + 1207SP = 2068SP!!!, which is equal to a half of shaman’s SP by default. Their sustained DPS is great due to their working time and internal CD. After some casting time they’ll trigger one by one, granting to shaman an average 1000 SP based on Blood Fury and/or Ashen ring buff. Only pair worthy for donation due to extreme farming difficulties (for HC type).

    2. DFO+RnD = 10300 – 10400 self DPS. Very good “under the best” combo for sustained DPS. This combo requires more time to bring your sustained DPS at max AVG value than CTS+PNL. The RnD grants great flat SP buff of 168 and superb passive DoT every 6-7 seconds. Due to my ICC Recount records this trinket dmg scales from SP by dealing 4500-5000 dmg, such as FS DoT! This combo doing better than CTS+RnD, because DFO SP buff rolls for 20 sec which improves 3 RnD scaling DoTs in a row; the CST – only 2 RnD DoTs.

    3. MSG+RnD = 10200 – 10300 self DPS . No matter this combo missing haste rating, they still doing as good performance as previous one. MSG grants critical rating (3.31%) as PLN and flat 200 SP buff. These strange trinkets for elemental shamans work pretty well together. Sure, MSG crits improving all RnD DoTs and they grants 368 flat SP to shamans and improves RnD DoT damage also. So, this 3.31%crit + 200SP cover DFO SP buff over decent casting time. Obviously RnD DoTs aren’t improved by haste, but they can crit! To do the best with this combo it’s required to have flat 1050-1100 flat haste rating. Also Demonic Pact buff is golden here (+400 SP -> 800 SP flat buff)!

    4. CTS+RnD = 10000 self DPS. This combo grants good stats to shamans mainly, but they do not improving RnD DoT so good. CTS haste doing nothing to RnD DoT; CTS 861 SP is not so high value as PNL one. For example, MSG+RnD combo improves all RnD DoTs in some decent way, but CTS+RnD only few DoTs and not so good.

    5. PNL+RnD = 10000 self DPS. This combo can do better performance than CTS+RnD, but requires 1050 self flat Haste Rating (more Reckless gems than Runed). This is because increased crits improves each RnD DoT and 1207 SP for 20 sec doing much better for RnD and shaman spells also.

    6. DFO+MSG = 9500 self DPS. This combo is similar to top CTS+PNL but with lower stats, without bursting abilities and has serious floating DPS values.

    7. CTS+DFO = 9300 – 9800 self DPS. This combo grants surprisingly low performance due to their stats and very unstable floating DPS value. “Haste and Haste – just too much Haste”. During Elemental Mastery, Engineering haste buff or BL/Heroism you’ll waste like 0.3-0.4s per casted spell due to GCD mechanics and no matter they grants decent SP buffs. Your character will cast LB in 0.8-0.9s, CL and Lava in 0.6-0.7s and next one will be available after GCD will finish the round. All those buffed spells will be sliced by GCD and this is all. Let’s see, 0.3s wasted per GCD. After 300 casted spells (boss encounter round) –> 0.3*300 = 90s = 1.5 WASTED mins!!! It’s not PVP!!!

    4. Addons.

    There is nothing to say new about wow addons. Addons can improve your game play significantly. Any serious PVE raider must have installed: DBM, Power Auras, Quartz, Recount and some raid frames UI. About raid frames UI choose between two: Healbot or Skada. I prefer Healbot, because it let’s not only to see the character health, mana, threat, buffs and debuffs but let’s you to keybind some of your class spells/abilities to mouseover (over UI frames) event to cast on specified raid members.

    More about addons read the guide’s paragraph “2.7. Our Friendly Addons”.

    5. Hybrid DPS.

    The hybrid DPS is an unique DPS mode mainly available for shamans among casters. Basically should be used (open your dps with command: “/startattack”) during PVP game play due to its mechanic. But, because melee swing timer is bugged on old Warmane servers it can be used very effective during PVE “tank n spank” encounters.

    Note. The “swing timer bug” happens when it not resets after a spell is casted. So it lets us perform addition melee damage between casted spells. This issue is registered on bugtrucker and possibly will be fixed soon.

    The hybrid DPS allows our character to perform addition melee “white” damage, but main damage is of course fire Flametongue damage from enhanced weapon after hit is performed. So it’s very important, during specified encounters, to DPS the boss from behind like other melee classes. Without dual wielding talent our main hand weapon has a 8% hit cap and without any expertise rating our hybrid DPS is defined by: 4-6% miss chance, 5.6% dodge chance, spell power and haste rating. The glancing blows practically can’t be taken into consideration.

    Tip. It’s obvious that one-handed weapon with a off-hand shield is much better than any two-handed staves.

    So, all shaman’s one-handed SP weapons are daggers and maces with 1.8 swing speed mainly which is reduced, based on character 1100-1200 haste rating, to 1-0.9 s with any temporary haste buffs it can be reduced even more. Even while fixed this mechanic allows elemental shamans to perform addition swing between casted spells.

    It’s important to notice that not always hybrid DPS is effective. During many encounters it’s better to stay well spread and far away from boss spot due to encounter mechanics. Any debuff applied on melee party can turn into more damage lost than total hybrid damage during the encounter. If the swing timer bug will be fixed the BiS elemental shamans will lost near 500-800 dps. In general, this will not change the total performance especially during Heroic Mode encounters.

    6. Keybinding.

    Keybind, keybind, keybind… keybind any spell/ability of your rotation, keybind any other spell/ability with cooldown lesser than 60sec!!! Obviously keybinding is unbelievably important during PVP game play where the more keys are bind to specified spells/abilities the more effective is you character. For PVE it’s not so crucial but let’s you play much faster, precious, “in time”.

    We can put all our spells on UI buttons and just click on them as the easiest way of game play, but at the same time it’s the worst way of game play. Firstly due to server loaded status and connection latency it creates some static latency lags, secondly during intensive PVE encounters your WoW client also is overloaded, especially when a lot of Addons are installed, so it turns into UI input lags. UI input lags is a kind of latency delay between events “you click on a screen icon” and “the clicked icon triggers specified net-command to server by WoW-client”. The total latency is very high – your commands can be performed 1-1.5 sec latter than should be; during any Heroic mode raids it can turn to wipe and e.t.c.

    We can put all our spell rotations into a macro; we can create different macros for different spell rotation commands. Compared to previous “clickers” mode this game play mode grants to us better performance and faster return reaction. At the same time holds easy play mode, because most of our actions can be bind to 3-4 buttons.

    We can bind every spell/ability to specified button respectively and push specified command based on environmental events. This is the best mode for high DPS and at the same time the hardest one, obviously because requires a decent training time. This mode always allows us to cast the most optimal spell (single, AoE, buff, debuff) based on what is going near target and how our buffs are rolling on.

    Many PVP gamers recommend us to move our character only with a mouse and cast spells using a keyboard for better reaction. Maybe long time ago it was right while only 2-3 button mouse was available. Nowadays, while mouse with 7 or even more buttons are available it makes sense to distribute all functions between keyboard and mouse, because it allows you to perform more actions at the same time. For example, let me ask: “When you’ll perform more strikes in boxing, while fighting with only left hand or while fighting with both hands?”.

    Tip. Personally I managed my WoW offensive abilities to keyboard and my WoW defensive abilities to mouse buttons. The movement buttons are available on keyboard as: “A”, “W”, “D” and “Space”; the back pedal “S” is disabled, because it’s useless in any situation. The mouse movement buttons are both pressed “Left and Right main buttons”. This keybind model allows me to play offensive or defensive and move respectively. It allows me to perform the most complex actions at the same time.

    I’m not a streamer and it’s not my purpose/job to promote some goods over internet, but I just want to show you the best PVP mouse currently available, as for me, – Roccat Tyon.

    By default 15 buttons and with “SHIFT” button mode - 28 total buttons available; it’s practically addition keyboard under right hand. I personally bought this mouse not so long ago and I’m impressed how much can be bind to this mouse – not only basic spells or rotation, but a lot of macros. Moreover, this mouse can be used while you working with Photoshop, 3dMax, SONY Vegas or any other UI Tools. You can bind practical all basic functions and macros to mouse. Sure, Razer models are superb also, but Tyon’s buttons position, distance, size are more ergonomic. They let’s you to use four fingers compared to Razer Naga mouse, while only big finger, under which are situated 10 small and closely situated buttons.

    7. Optimizing PC Performance.

    This kind of optimizing is hard to achieve due to its financial side mainly. But most modern PC (2012-2013), so called 3rd generation computers, based on Intel i5 or i7 processors can offer best WoW performance. It’s important to have 8GB RAM or even more, because for smooth run on high resolution (Full HD) and quality the WoW will consume near 2GB RAM (summary RAM is based on video card RAM + in game RAM), Win7/10 – 0.5 or 1 GB, other running applications (player, browser, RC …) – from 1GB. So, total RAM required will be near 5GB. Otherwise the OS will cache most textures and data to local HD which will turn in low performance, lags, “screen freeze”. High PC performance is required if you are in 25 man raids or Battlegrounds. While many characters use their spells abilities at the same time there is a lot of textures and media files to be rendered per second. Low PC performance = high UI lags.

    Tip. If your PC is 2nd generation type (Pentium 3, Core Duo) with max possible supporting RAM of 4GB (but only 3.5GB supported) then close all other running applications, especially browsers. I’d offer on such machines to install a video card with no more than 0.7 – 1GB RAM.

    Nowadays laptops are relatively cheap and popular. Their relatively low resolution not allows to display all favorite UI addons well. Such “clients” should use simple addon mode; and install the most important. I have a laptop and PC but I prefer to play WoW on PC due to its performance and 24’ Full HD screen. The WoW on big screens its completely another game. Somehow I played WoW on Mac 2k resolution screen for a while – and it was fabulous: those balanced colors, detalization (a difference between home video and iMAX cinema).

    Video resolution and effects also helps to increase FPS rate. Below is a screenshot of my video effects setting in most raid situations:

    - In any raid environment you can tune View Distance to 50% or 30%. This will not change your view due to close raid environments, but will improve your FPS by 10-20 points;
    - If your PC CPU has low performance then tune Terrain Blending, Particle Density, Shadow Quality and Weather Intensity to minimal levels or levels for best FPS;
    - The Environment Detail, Ground Clutter Density, Ground Clutter Radius, Texture Resolution, Texture Filtering, Player Textures are completely defined by your video card class and memory and your PC RAM. Tune them for best FPS;
    - The most important effect is Projected Textures. Always keep it up even you have to downgrade other effects! It lets you to see all terrain projected textures like: Death and Decay, Shadow Trap, Defile, Frost Bomb impact location, other slime pools, falling bombs e.t.c.;
    - Only the Texture Filtering effect decreases your FPS seriously! This effect rendering textures you looking at under some angle for best view. Not so important attribute if you aren’t quality guru. Set it to 30% or disable!.

    Additionally, in any situation don’t fill your screen like this:
    or like this http://imgbox.com/KbpZoAuS,
    or like this http://imgbox.com/rXhOOrWL,
    or like this crazy UI http://imgbox.com/bquYQlZo.

    These players mainly step into Shadow Trap, spreading Defile, can fail on Frost Tomb and wipe in many and many situations. Sure, how can you see “Defile on me” say message of neighborhood character while your screen is completely filled with those “s h i t y” quality things? How can you see Shadow trap under your character while your character is completely covered with your buffs cooldown, log texts, character/boss GIGANT frame plates? Anyway, how it can event help to you while at one side you see long buffs timers (nothing changes during whole encounter) and at other side you see an infinite stream of log effects (if you see this GCD you did 10k dmg and previous one – just 8.5k for Crusader Strike – can it help to improve your combat in any way?).

    Tip. Split your screen into three radial segments virtually. The first segment should contain your middle screen 35% area (where is your character situated by default). Try to keep this area completely free; place the most important temporary buffs and debuffs only here, using PowerAuras addon. The second segment should contain the next 35% radial ranged area. In this screen area you can place some of your most important addons UI elements, including Healbot or Skada. The last screen segment should take the last 30% area. Here you can place your buffs icons, longs cooldown buttons, maps, Recount, Aggrometer and other utility UI elements.

    Nice example is Kahva’s UI from Paragon (the best Wotlk guild):

    Internet connection speed and quality is also a very and very important attribute of hardware performance and good game play. Try to use any cable internet connection while raiding because WiFi connections has very high internal latency, due to its engineering concept – channel protocol model and increased collision concurrence. If you already using any cable connection (ideal is optical fiber one) then you can reduce by 20% your network latency by configuring your PC “registers” and process priority. It can be done automatically by using Leatrix Latency Fix 3. This program is a must if you have WiFi connection!

    8. Mixing DPS Styles.

    It means that all your spells must be already keybinded and depending by encounter situation you should use single target DPS or AoE DPS during every GCD. Under “mixing DPS styles” I understand both PVE and PVP DPS style also. There are a lot of encounters where you should play like during PVP, using Wind Shear, Earthbind Totem, Grounding Totem, Frost Shock, Thunderstorm knockback. Examples of PVE encounters where you have to play like PVP are: LDW (partially), Gunship, VDW, LK, Faction Champions (ToC), Anub’arak, Halion 25HC. This concept requires some mastery, because sometime you can wipe the raid. For example, a balance druid wiped our LoD run few times, after Typhoon a pack of Viles into raid party – 6 death characters. Mixing DPS styles require a single target and AoE burst rotation.

    9. Temporary Buffs Stacking.

    This concept is obvious by its “Name”. Stack not only trivial raid buffs as its obvious but personal temporary buffs also. For example, if you have a trinket which grants to you 800SP for 20 sec then its good idea to use Engineering Gloves or Elemental mastery just after trinket triggered. As a result – more casted spells with +800SP. The idea of stacking buffs consist in: while your character is buffed with temporary SP (ring, tailor’s cloak or trinket effect) use some temporary Haste buffs; while your character is buffed with temporary haste (BL/Heroism, EM or trinket effect) – use some temporary SP and/or Crit buffs (trinket on “use” or Potion of Wild Magic). In real situations it’s hard to perform, to track specified temporary buffs. To do this more easy use such a powerful addon like PowerAuras.

    10. Environmental Strategy.

    The effective environmental strategy tends to hard aspects to achieve. It requires decent knowledge not about your character only, but about most encounters of the expansion and how your character should be played there especially. The requirements are: where your character must be located, the best location places at specified boss phase, how to move, how to DPS in “stay in one place”? what to do while moving? There is not possibly to teach anybody about this. It comes after long personal experience. Is not possible to teach somebody to play his class in Arena because you can say do this, do that, but when it’s time to do something the player lost himself, he don’t know which ability to cast or which button to press. Not every class but every specialization has its own environmental strategy.

    About elemental shamans I can notice next:

    - Use ABS (Always be Casting) concept;
    - If there is possible stay in melee range and DPS with auto attacks;
    - While “DPS from one position” use Lava, LB, FS and CL spells and never refresh totems;
    - While moving cast Thunderstorm, FS, FrS, EaS, Fire Nova or drop totems;
    - Don’t move if it’s not really need for it;
    - Always move across to shortest path just to avoid some deadly ability;
    - Always move sideways or forward and never back.

    About DPS optimization an environmental strategy there is an old (patch 3.2.2) video guide referred to hunters, but shamans also can learn a lot from the video:

    After performing such optimizations your DPS should be like :

    3.5. LB vs CL
    c.3.5 December 2015
    Spoiler: Show

    Based on guide’s posts I took into consideration the value of this comparison analyze.
    Yesterday I got into argument with guildies that insisted that Chain Lightning is good for single target DPS, and I was like "wtf man, get a job, LB does more damage". But as it turns out Chain Lightning on single target procs Lightning Overload more than 100% of the times.I tested on single dummy (in Iron Forge) and with 10 casts I got 24 hits, every cast procced a Lightning Overload and twice I got it to deal 4 hits with single cast.

    Now I cannot wrap my head around as to why this is happening.

    I believe this is a bug???
    Previously the LB had advantage vs CL.

    I performed some tests with under BiS geared character (no buffs) and found:

    1. 1xLB(normal) > 1xCL(normal): 5500dmg > 4500dmg;
    2. 1xLB(crit) > 1xCL(crit): 10-11kdmg > 8.5 - 9.5 kdmg;
    3. 2xLB(any combination hit&crit with Overload) =(+/-) 2xCL(any combo hit&crit or crit&crit): 12-15kdmg = (+/-) 11-14kdmg (14.5 - crit&crit --rare);
    4. 2xLB(crit&crit) >> 2xCL(crit&crit): 16-19kdmg >> 11-14kdmg;

    Overal view:
    1. With my 49% crit chance I got 50%/50% crits and hits on any combination of direct and overloaded damage.
    2. The Lightning Overload talent has the right proc chance of 33% (+/- 10%) as should be.
    3. During Lightning Overload both LB and CL have the same output damage for CRI&HIT case. For CRIT&CRIT case, which is too rare, LB is more powerful.

    Usage concept:
    1. For a long single target dps the LB has advantage due to higher damage and leser "ooming". Mainly LB should be casted.
    2. If two targets are close the CL should be casted once per 10 -15 sec (each second CL).
    3. If three or more targets are close the CL should be casted on cooldown. Has priority like Lava Burst. CL boosts really good based on Spellpower Coefficients and Chain damage.

    ... Maybe there was a bug, or your race is bugged or that was a temporary bug IDK... You must check if there isn't another target close to your Dummy! But on Thunder Bluff Heroic Training Dummy I got previously posted results. The same statistic occurs in raids also.

    Very good guide by Rexar. But i can say only 3 things. First never say that CL for single target sux i can prove that CL using on cd is DPS and damage done increasing for every SINGLE target...

    ...Let's start from there what exactly is DPS. DPS is damage per second. That means the game calculates every second your total damage done for 1 sec, the game does same for next 1 sec, and next and next, ... till end, and on base these intermediate calculations the game does your middle DPS what you see on your recount (if you see you recount in battle it refreshes recount's values every 1 sec)...
    I'm familiar what is dps and about this I wrote an etire paragraph (P2.5. DPS Trainer), where I calculated theoretically the damage of each elemental shaman spell and had introduced an example how those theoretical digits to project on practical values. Check that paragraph if you didn't. Talking about LB or CL rotation I didn't forgot about the LB and CL mechanics.

    LB has flying time, but CL has instant hit. This is why I always noticed that CL is good to perform some fast burst against low HP targets. Because due to CL mechanics we can do more output damage during short time (first 3-4 sec) compared to LB. It's very important vs targets which each second presence in the encounters can turn to raid wipe (for example, Blazing Skeletons at VDW). Such bursting rotation I already wrote in paragraph “2.1 Macros”. The CL rotation burst is very effective during PVP also due to previously explained criteria. Moreover, fly time of LB can be encountered by Iceblock, Deterrence, Spell Reflection, Antimagic Shield and e.t.c. Finally, CL always should be casted after Lava for best output fast burst with minimal “ooming”, because after Lava will 100% crit we will recieve Clearcasting and 50% less mana cost on expensive CL mana cost.

    You explaining DPS mechanics under theorycraft criteria as damage per second. The DPS is Damage Done divided on Combat Time (casting time), as Recount usually calculating. So, DPS after 20 sec is all damage done during this time divided on 20. Some practical kind of normalization. I performed many tests and can confirm that Recount and Skada aren't good tools to calculate burst DPS. Their digits are right after 10 sec of casting time, after some normalization.

    Tip. Talking about Boss encounters the sustained DPS is better option than burst DPS. The LB doing better sustained DPS vs single Boss target as is shown below.

    Also, you forgot about one basic and very important concept which determines the DPS of each class - the GCD. It's the main barrier for any DPS rotation which makes this game playable at the same time. Below is a graph example about LB DPS and how GCD limits it's value (posted in paragrah 2.5).

    Anyway, to explain this time line collisions I prepared two graphs based on SELF BUFF DAMAGE vs Heroic Training Dummies. One graph is based on spell rotation with CL, the other one - with full LB.

    CL Rotation - a kind of PROACTIVE DPS

    With green vertical lines are marked the GCD barrires during first 6 seconds. DPS1, DPS2, ... DPS5 are theorycraft DPS values during each second respectively. As wee can see, due to CL mechanics, between GCD1 and GCD2 we can push very high damage. The CL and it's Overload damage is done during the "second" second. Even during third second our damage can be high if next LB and FS DoT will crit. The output damage can be a way higher if CL will hit 3 targets, but we are talking about single target DPS. After 6 seconds the NORMALIZED DPS is 13.3k (as total damage of all spells divided on 6 sec). It's a case when LB crits are not so high as usually.

    LB Rotation - a kind of BEHIND TIME DPS

    Let's take a situation while our FS DoT, Lava and LB, during GCD2, GCD3, GCD4 GCD5, doing the same damage just to project and compare CL and LB more exactly. As previous CL has Overloading our first LB also has Overloading. So, due to it's fly time the LB Overload will land during third GCD. As a result the DPS2 will be a bit lower, but the DPS3 will be a way higher. After 6 seconds the normalized DPS will be around 14k. It's not even equal DPS, it's higher DPS. Talking about Boss encounters we are not interested when the highest damage will be done - during first second or during third second. We usually are interested what damage will be done after 10 minutes!

    You said : "The CL is good to perform some fast AoE bursts and to synchronise your Lava Burst and LB with FS DoT sometimes."

    Or this is total wrong in my opinion or just i can't understand what you mean. We talk here for some minimal part of the second like 0.1s or 0.2s where you never can calculate or synchronise in the encounter just because first you are not robot second it more depends from your haste raiting (what you never can sychronise too because no one can tell you what is ideal haste raiting for you even 5 haste raiting can broke this your synchronisation) and 3rd every moving from you will refute your theory - you don't know how much time you will need to move 1s or 2s or 1.9s or 4.3s or ... and when, just you will need to start all again. ..
    Well, I'm not going to explain this in detail, because the abilty to synchronise your spell mostly depends by latency, lags, skills. For a person which plays elemental shaman as an ALT one hour per week or per two weeks the explanation will not help. This is a way how simple ele shaman's rotations become very hard. I can say only one thing.. During BL/Heroism, Elemental Mastery, Engineering Gloves, Potion of Speed your casting time of spells will vary between 0.3 - 0.5 second. So, I personally have some sense based on my current haste (casting time) and distance from the Boss the next Lava will crit (land while FS DoT is up) or not (FS DoT will expire while Lava fly), if I'll "clip" FS DoT or not. Clipping FS DoT is bad for dps; you should synchronise your LB in the some way to cast new FS between 0.3-0.8 second after last DoT ticked. You'll cut it's initial damage by clipping FS DoT. If to caste too late, you’ll miss one DoT source of DPS during 2-3 seconds. While you casting LB the target will be without FS DoT.

    Pro Tip. For example, let's say the FS DoT timer on BOSS is on 2 sec (it means that in 2 sec the FS DoT will perform it's last tick).Based on my current haste rating and distance to Boss I know that I'll cast Lava in 1 sec and Lava will land in 0.7 sec - so it will crit. In other case I know that I'll cast Lava in 1.1 sec and Lava will land in 1 sec - so it has a 50%/50% chance to crit due to my 52% crit rating. It's good idea to wait Lava and fake it's priority and to cast next LB during 1,3 sec. The LB fly time is also 1.1sec. So, we have 0.7 sec to cast something different but not Lava (chance to do normal damage), not LB (because we will lost FS DoT on target for too long time), not FS (cause we will clip previous one). Sure CL is the option due to it's fast casting time 1-1.1 sec and chance to Overload and to Reduce Elemental Mastery CD and Frost Shock or Earth Shock are bad options (DEDICATED TO PLAYERS WHICH PREFER TO WASTE TALENTS POINTS FOR BOOMING ECHOES and /or SHAMANISTIC FOCUS). After CL will insta land we will cast insta FS just in 0.1-0.4 sec after last FS DoT will tick, based on latency, filled by Lava so the FS DoT will be set to 18 sec.

    To be continued...

    Follow me on YouTube :)
    Edited: September 8, 2019 Reason: Broken links were fixed

  2. iAmAthirat's Avatar
    I hope this project ain't daed :)

  3. I hope you are going to continue this. Looking like it will be one of the best guides on the whole forum. Keep up the good work!

  4. iAmAthirat's Avatar
    PvE talents for ele are okay for early game, but for end game these are superior ones : http://wow335.gamestool.net/shamant.php?05330015232133513223013510050500310000 000000000000000000000000000000000000000000

  5. VERY nice guide so far. BUMP

    This should be stickied when completed.

  6. PvE talents for ele are okay for early game, but for end game these are superior ones : http://wow335.gamestool.net/shamant....00000000000000
    Well, I think you didn't read all my post referred to paragraph 1.6. Elemental Talent Tree and Glyphs, where I had posted a link to the same thread Elemental DPS Talent Build / Spec (3.3.5). Your link shows the same talents, but all points from Convection you spread between Elemental Warding and Improved Fire Nova and IT'S VERY STRANGE!. I don't understand which are the benefits from Booming Echoes without full Convection active, counting that Lightning Bolt is the basic spell in PVE Elemental rotation. About DPS I have a lot of info, which I will explain later, based on my TABLE OF CONTENTS.

    My best DPS rotations shows when: Lightning Bolt have 73.5% from overall damage, Lava Burst - 18%, Flame Shock (DoT) - 7% and e.t.c. - on Heroic Training Dummy.

    I tested my Improved Shields (with default 4,000 Spell Power) @ LK 25 Normal just yesterday. And during 14 min boss encounter the DoT damage from Lightning Shield done 69,000 dmg (1.9% from all dmg). For example, Flame Shock direct damage done a bit more (more or less 4.8%). Because my character Lava Burst crit. was 23,000 - 28,000, LB crit. was 18,000-19,000 and Flame Shock crit. - 5,000 - 6,000 damage. Shield's orb max damage was 4200, but average value was 3650!

    Tip to DPS. Moreover, each shock spell locks your cast bar for 1 sec GCD compared with LB, with 1350 haste, which has 1.3 sec cast time (summ is 2.3 sec per application + addition one, with 33% chance and half damage ,if talent Lightning Overload procs). During this time you are able to cast max 1 shock spell with max possible damage under 7,000, if you gonna using shocks in your rotation! Min shock spells cooldown is 3 sec compared with Lightning Bolt's 0 sec cooldown.

  7. iAmAthirat's Avatar
    Tip to DPS. never use shocks if you don't have to (except for movement es, refreshing fs >6k SP)

    EDIT: and about that talent tree, show me a high geared shaman running oom in raid environment when you can dance between shields/ts.

  8. you seriously don't need convection, unrelenting storm and specially improved shields

  9. you seriously don't need convection, unrelenting storm and specially improved shields
    Hmm... I think Convection is a must, but about Improved Shields mostly depends by players play style and manners. During encounters where Chain Lightning is casted frequently (Lord Marrowgar, Lady Death, Gunship, Saurfang, Valithria and partially Lich King ?? 15min!), elemental shaman's mana drain is huge and without Convection and Thunderstorm is a risk. I can't see another well path where to spread points from Convection. Ele shaman without mana doing nothing! It helps a lot when your character ressurects during combat also. So this talent is not a waste.

    About shields I can say one thing - shamans should stack everything which can give some points to damage sheet. Any improved defensive stats in PVE is not primary, counting shamans have mail gear against trashes physical damage. Any boss have 2 kinds of ability: dangerous (where Elemental Warding will not help, but can be healed), 1 shot (what to say :) ?). So, we need to decide where to put those 3 last talent points... We can stack them in Booming Echoes or Improved Shields only, as offensive talent criteria. I choosed IShields, because shields and enchanted weapons are basic concepts of shamans combat idea. Moreover, LShield can make a DoT damage during your spellrotation without any GCD, as I described above. iAmAthirat's play style concept is to spam shock spells during moving (read post above), my style - is to refresh shields and cast Thunder near trashes and boss during moving to dodge boss abilities.

    This post gone in my hobby this time, so I decided to open an additional You Tube channel where I will share vidoes with similar themes to this thread... and with my raid progression :)...

  10. Tip to DPS. never use shocks if you don't have to (except for movement es, refreshing fs >6k SP)

    EDIT: and about that talent tree, show me a high geared shaman running oom in raid environment when you can dance between shields/ts.
    Just watch this [HD VIDEO: Lord Marrowgar 10 Normal by Rexarjr ], [HD VIDEO: Lady Deathwhisper 10 Normal by Rexarjr -- 16600DPS], [HD VIDEO: Lord Marrowgar 10 Heroic by Rexarjr ] or [HD VIDEO: Deathbringer Saurfang 10 Heroic by Rexarjr --> AVG DPS 16500].

  11. iAmAthirat's Avatar
    If you wanted to show something new here, sorry - you failed. That dps is really low for your gear m8 =)

  12. There is absolutely no use in putting into shamanistic focus, convection and unrelenting storm as your wouldn't go oom unless you decide to do some off spec healing in the raid. I put them into ghost wolf and fire nova as they are especially useful in end game raidings.

    Next, I would like to point out that the dps done on recount can be deceiving especially in 10man raids due to lack of raid buffs and etc... Therefore you shouldn't be using it to compare with your 25man full raid buff DBS encounter. That being said, you should have posted a video on your DBS encounter instead.

    From what I can see, its quite a nice guide for newbies but there are a few things I would like to point out. I feel that Glyph of Lava is over rated and should be replaced by Glyph of Flametongue weapon and Glyph of totem of wrath to be replaced by Glyph of Elementary mastery. You can easily do the math on Lava VS Flametongue. As for elementary mastery, I feel that its better but I do not have the statistic to support it.(I might be wrong though) Do take note that this applies only to BiS geared shamans.

    Anyway its nice to see that people are still playing Ele shamans.

  13. How do you DPS bosses with Lightning Shield as ele?

  14. If you wanted to show something new here, sorry - you failed. That dps is really low for your gear m8 =)
    Hehehe... Not low, but "REALLY low"... Well, tell me please, what is your patch? Isn't CATA? In any 25 HC ICC the best DPS classes, under BiS gear, can pull between 15k and 20k DPS on a single target and IT'S NORMAL. More DPS is possible during AoE, extra buffs (Vampiric Essence), bugs, cheats, burst. Somehow I pulled 38k AoE DPS on trashes, but who cares about that? Some DK pulled 51k AoE DPS on trashes anyway.

    Maybe this DPS is enough [Video]?

  15. There is absolutely no use in putting into shamanistic focus, convection and unrelenting storm as your wouldn't go oom unless you decide to do some off spec healing in the raid. I put them into ghost wolf and fire nova as they are especially useful in end game raidings.

    Next, I would like to point out that the dps done on recount can be deceiving especially in 10man raids due to lack of raid buffs and etc... Therefore you shouldn't be using it to compare with your 25man full raid buff DBS encounter. That being said, you should have posted a video on your DBS encounter instead.

    From what I can see, its quite a nice guide for newbies but there are a few things I would like to point out. I feel that Glyph of Lava is over rated and should be replaced by Glyph of Flametongue weapon and Glyph of totem of wrath to be replaced by Glyph of Elementary mastery. You can easily do the math on Lava VS Flametongue. As for elementary mastery, I feel that its better but I do not have the statistic to support it.(I might be wrong though) Do take note that this applies only to BiS geared shamans.

    Anyway its nice to see that people are still playing Ele shamans.

    About talents...

    The dispute about where to put last few talent points turn to awesome manner. I wrote about it a lot before, so I am a bit tired after this discussion :). In general, I sense that you thinking as an enhancement shaman. Only enh shamans should stack Fire Nova points. Really, I can't imagine an elemental shaman who will use Fire Nova, on a single boss, instead Lightning Bolt. Moreover, I can't imagine an ele shaman which will run for boss arround just to put Fire Totem near him, for one purpose - to use that fu-king Fire Nova. The Fire Nova AoE become useful only against 5 or more stacked targets. On 2 or 3 stacked targets the Chain Lightning is the best spell. On a single target -Lightning Bolt is preferred. I know, Magma Totem and Fire Nova was used a lot by enhancement shamans early, when that spell crit was bugged. It's not so cool to use this everywhere now. The Fire Nova spell is usable against Saurfang, Festergut, Rotface, BQL static targets only. In this VIDEO i tested Fire Nova in 10 pl mode and I think it sucks, compared with Chain Lightning.

    About DBS DPS...

    The DBS DPS is not pure - it's burst and AoE DPS at once. The elemental shaman will never beat hunters, mages and DK DPS there. Trully, with our 1100 haste our benefits from Bloodlust is VERY low. Hunters and mages are fully stacked with Crit points and Bloodlust should tune their hits to insane, plus a douzens of DoTs. Moreover, Hunters and DK doing increased damage against targets below 20%-30% HP. For example, just look at this Kill Shot and remember that DBS is still under 20%HP for a very long term. Also every hunter have Engineering gloves - each 45sec have 240 Haste for 12 sec plus Multi-Shot. So, hunters are in a constant INSANE BURST stance during DBS all encounter. The Training Dummy is the best target to show real DPS skills. Anyway, here is a screenshot from one of my DBS DPS meter of 19,600 DPS at 40%HP. During Bloodlust, DPS was 21,000. That mage pulled incredible 37,000 DPS there.

    About Glyphs...

    Thanks a lot for advice. I tested the described Glyphs individually and they shown lower performance. After your post, I set both and they shown 8.5% less DPS than Glyps described in paragraph 1.6. Elemental Talent Tree and Glyphs (PVE). The 100% Lava Crit, Engineering Gloves, Shaman T10 Elemental 2P Bonus and high Haste by default cover both Glyphs. We need more Spell Power and some additional DoT damage.

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