1. [Guide] Elemental shaman PvP

    INDEX

    1. Intro
    2. Spells
    3. Stats
    4. Talents
    5. Glyphs
    6. Macros
    7. Duels
    8. Arena Comps
    9. Addons



    Spoiler: Show
    This guide's aim is to establish guidelines for new Elemental shaman players, and give some tips which can be interesting also to a veteran of this spec, even if i can't consider myself a "pro" player. Everything you can find here is the result of reading many other guides, watching videos on Youtube made by people who reached the top, especially in 3s, such as Talbadar, Snodz, Castieel and Jaime, and my personal experience in game. I'm apologizing for my poor English, since it's not my mother language, and i encourage you to let me know your opinion about this guide. It is a PvP guide, so i will use some abbreviations and omit some details.

    LvB: Lava Burst
    FS: Flame Shock
    ES: Earth Shock
    LB: Lightning Bolt
    CL: Chain Lightning
    UE: Unleash Elements
    EB: Elemental Blast
    AS: Ancestral Swiftness
    HS: Healing Surge
    SR: Shamanistic Rage
    WS: Wind Shear
    SWG: Spiritwalker's Grace
    EBT: Earthbind Totem
    TT: Tremor Totem
    ST: Searing Totem
    FET: Fire Elemental Totem
    HST: Healing Stream Totem
    HTT: Healing Tide Totem
    GT: Grounding Totem
    CT: Capacitor Totem
    SBT: Stone Bulwark Totem
    WWT: Windwalk Totem




    Spoiler: Show
    In this section we are going to see the main spells usable by Elemental shamans, starting from base offensive rotation:

    Lava burst: it's the elemental shaman signature fire based spell, it has a 100% chance of crit. 8 sec cd.

    Flame Shock: high duration dot, you have basically two reason to apply that on your targets. First, it will increase your LvB spell damage by 50%; second, it has a 20% chance per tick to reset your LvB cd and make it istant cast via Lava Surge passive. It has 6 sec cd and shares it with other Shock spells.

    Earth shock: often used as finisher spell because of the huge istant damage caused along with Fulmination, whose damage is proportional to the stack number of your LS (7 max).

    Lightning Bolt: it's the filler spell, should be used when FS is aready on your targets and LvB is on cd. It's a single target nature spell, it's part of your mana regeneration mechanic and has a chance to increase your LS stacks by one. Can be cast while moving.

    Chain Lightning: it is a high impact visual effect spell, very suggestive. It is an electric discharge which hits your primary target, and the two closest enemies. You should use it as a filler instead of LB only when three or more targets are one close to each other. If elemental specced, this spell has no cd.

    Elemental Blast: this spell is only obtainable through last tier talent, inflicts a large amount of damage (fire, frost and nature) and increases a randomly choosen secondary stat for 8 sec. 12 sec cd.

    Unleash Elements: istant spell whose effect changes, depending on your main weapon enchant. In most of the cases, you should use Flametongue Weapon, therefore UE effect is to increase next fire based spell damage by 30% and inflicts a small amount of fire damange. It is recommended to follow with LvB or EB for best damage buff usage. 15 sec cd.

    In order to sustain a good dps both in bg and arena, it is necessary to apply FS on more targets as possible (usually three should do the job), for more Lava Surge procs. Prioritize high health targets, which can allow you to squeeze out your procs for a longer time (it would be a waste of a gcd otherwise). If you specced into Unleash Fury, use UE whenever it's off cd, otherwise if you specced into EB always remember that an istant LvB proc is higher in priority list, use LB or CL as a filler and ES as a finisher. If you are in need of bursting a healer or a high priority target (example flagger), do not hesitate about using your offensive cds, like Ascendance or FET. The first spell transforms you into a flame ascendant, modifying your existing spells (it removes the LvB cd and transforms your CL in Lava Beam for higher damage). I suggest you to put in in a macro with SWG, giving you the possibility to cast LvB while moving so you are less vulnerable to cc and should be able to reposition faster while still hurting like hell. FET summons a greater fire elemental up to a minute, which can aid you in putting pressure on your enemies.




    Spoiler: Show
    Stat priority for an elemental shaman are, sorted by relevance:
    Intellect > hit (6%) > haste > mastery > crit
    Intellect will increase your spell power (therefore the power of your spells, both offensive and defensive) and you crit by a short amount, it's the stat to focus on by far. If you want to always hit your enemies with your spells, you have to reach the hit cap for lvl 90 targets, missing a LvB or Hex which could mean your victory is never a good thing. Haste is the secondary stat you want to max out after capping hit rating, it will allow you to cast your damaging and healing spells faster and increase the number of FS ticks (and therefore Lava Surge procs). It has both offensive and defensive valuability, that's why it must be prioritized over other secondary stats. Mastery increases the chance of duplicating LvB, LB, EB or CL, dealing 75% of the original spell damage. Its potential is only offensive, that's why you usually would prefer haste. Crit is by far our weakest stat, since elemental core spell already has a 100% chance to crit.




    Spoiler: Show


    Lvl 15: choice between first talents is very personal, but i can ensure that Nature's Guardian is maybe the best for three reasons: the health pool increase (and therefore the heal you get from that) is massive, its passive nature works perfectly against teams with hard ccs, and has a relatively short cd (30 sec). Stone Bulwark Totem is also valuable since you will be constantly the focus of your enemies and a shield which periodically renews every 5 seconds it's very useful. The problem with that totem is that it can be destroyed, so you have to be smart and learn to hide it behind pillars. Talking about Astral Shift, it will make you immortal for 5 seconds, but the short duration makes it useful only against team that will not cc you at all, and try to give you a new anus, larger than the one you had before.

    Lvl 30: there are two options viable: Earthgrab Totem against melee teams, which can help you reducing pressure both on you and your partner. Against caster teams, or dks, that will try to stick on you like glue, could be worth of speccing into Windwalk Totem. The weakness of this talent is its long cd which limits its use to absolute necessity and danger. Frozen Power is usable on one target only, it shares cd with Flame and Earth Shock, and these to factors will make this talent next to pointless.

    Lvl 45: the choice for this tier of talents is strongly dependant on your playstyle and the one choosen before. Call of the Elements will allow you to cast any totem you already used, again: double Stone Bulwark, EBT, CT, TT, or WWT. Totemic Persistence talent will allow you to place two totems of the same element simultaneously, without the first one getting destroyed. For example, you could place both SBT and EBT for cc and damage soaking, HTT and HST for massive healing, or GT along with WWT for Chaos Bolt grounding, with no fear of destroying the second one. Possible combos are many, and this talent is very useful if you specced into SBT or (and?) WWT. Last talent is Totemic Projection, which will allow you to freely move your totems every 12 sec within a long range. Major uses of this talent are for Magma Totem, which can force your enemies out of stealth or invisibility(druids, rogues, mages and hunters) and CT. This will allow you to score the stun with almost 100% chance on one or more targets, if you are lucky. As i said before, choice is very personal and strongly depends on your playstyle.

    Lvl 60: the very first dps talent of your build. In that case, there are not many options: Ancestral Swiftness will be your choice. Non really for the 5% haste buff (which stacks multiplicatively with Elemental Oath), but for the possibility of casting an istant nature based spell every minute and a half. That will grant you the ability of using Hex, HS or Earthquake with no fear of being silenced. Other two talents are mainly pve oriented, so they kinda lose any attractive.

    Lvl 75: nothing to say, Rushing Streams will be your primary choice for many reasons, starting from the amount of healing it can pull off and the overall uptime. Ancestral Guidance could be an alternative, but the need of manualy activating it and the dependance from your dps/healing output make it look like less viable, alongside with its long cd.

    Lvl 90: here we come to the last tier of our build, and we can say pretty safely that each of these talents could be viable for pvp. Unfortunately, Elementals does not work properly on Warmane (sometimes they not attack the target and i feel it does less damage than they should), so Primal Elementarist talent is excluded from the race at the very beginning. Between the other two, my preference will go to Unleashed Fury, simply because it increases the effectiveness of two of our already-in-rotation spells, so we can benefit for a istant LvB or LB cast, which will hardly be silenced. The part of the talent about Rockbiter Weapon is bugged and does not work on Warmane, it could be a reason more to make me spec in this, because it's a great survivability tool if used properly. With of wirhout the rockbiter part, i feel Unleashed Fury is just better then EB, especially in 2s and 3s. Hardcasting a EB will always be difficult against enemies who know what they are doing, you will get a 3 or more sec lockout on any of your spell. It's a good talent for bursting someone down, and it can be used with AS making it istant, but it's overall inferior to the sustained damage of Unleashed Fury.




    Spoiler: Show
    I will mention only glyphs that are worth talking about, others should not even be taken into account.

    Glyph of Lightning Shield: only one mandatory glyph for pvp. It will grant you a 10% damage reduction from any source of damage for 4 sec whenever your LS is triggered. That is worth a glyph slot, for sure.

    Glyph of Capacitor Totem: reduces by 2 sec the charge time of your CT. It's very useful, especially against enemies who know how it works, they will have less time to change target and destroy the totem, and your Totemic Projection stuns will be faster when needed.

    Glyph of Hex: reduces by 10 sec the cd of the spell. It's particularly useful when you lack of cc in your team, that glyph will allow you to cast it more frequently and maybe avoid some damage or put more pressure on enemy healer.

    Glyph of Ghost Wolf: you will be always your enemies' target, and every of them will want a piece of you to take home as a trophy. You are the lion whose head would be perfect on everyone's living room, the chicked hunted by thousands of foxes. That's why a movement impairing effect reduction is a very attractive choice. This glyph is almost mandatory against any melee comp, including dk, warrior, fdruid, retradin and enhshaman.

    Glyph of Shamanistic Rage: glyph of controversial utility, it becomes mandatory against any comp which includes mage, paladin of shaman. This glyph adds to the already useful effect of reducing incoming damage by 30% for 15 sec, the possibility of removing any magic debuff from yourself at the activation. That includes every kind of magic effect, or simply Deep Freeze, Hammer of Justice or Capacitor Totem stun. Sometimes saving your trinket usage will be fundamental, this glyph will allow you to do that.

    Glyph of Healing Stream Totem: everytime an ally will be healed by HST, he will also receive a 10% damage reduction from frost, fire and nature spells. That implies that this glyph becomes mandatory against any comp whose damage comes from the before mentioned schools (frost or fire mages, destro lock, bdruid, ele shaman).




    Spoiler: Show
    Let's see some macros which could be useful to play Elemental shaman effectively.

    HEX:
    /cast [@mouseover, exists, harm, nodead] Hex; Hex

    This macro casts Hex on your mouseover, if it does not exists, it's friendly or is dead, it will simply cast it on your target. It's very useful to avoid annoying target changes. Same macro could be used for Purge spell, which removes a beneficial magic effect from an enemy target, and CL, for easier casting without being compelled to manually switch target by left clicking.

    WIND SHEAR:
    /stopcasting
    /cast [@mouseover, exists, harm, nodead] Wind Shear; Wind Shear

    The macro casts WS on your mouseover, otherwise on your normal target. Before doing that, is stops any spell cast already started, for faster reaction and avoid any frightening spell.

    GROUNDING TOTEM
    /stopcasting
    /cast Grounding Totem

    The reason is the same for Wind Shear, sometimes you cannot just wait for the end of your cast to ground a harmful spell.

    UNLEASH ELEMENTS
    /cast [harm] Unleash Elements

    This will prevent you from wasting Unleashed Fury debuff on no target.

    BOOM BOOOOM BABY:
    /use 10 (if you have engineering)
    /use Blood fury (if Orc)
    /use Berserking (if Troll)
    /use 13 or 14, depending on the slot in which you have the activation trinket (you should use the proc trinket anyway)
    /cast Ascendance
    /cast Spiritwalker's Grace

    That will unleash your power for high potential burst, in worst of the cases you will force some defensive cd, or score a kill at best. The SWG usage will make you less immobile and therefore less vulnerable to ccs which could stop you from bursting., or simply avoid enemies hiding behind pillars.




    Spoiler: Show
    In this section we will talk about 1v1 situations against another dps.
    WARRIOR: they are extremely annoying and have crazy mobility. They will open with charge, try to apply FS before they do that. Once stunned, use Thunderstorm, not giving them the opportunity to increase rage. They will likely charge again, root them with EBT and place CT. If you manage to stun them, just pop Ascendance and burst, forcing their trinket usage. If your plan works, you can after use AS+Hex to avoid any kind of damage or interrupt, and heal yourself to 100% again. When they will use Spell Reflect, best choice would be to stop your current cast and use FS. In that case, you will dot yourself and double the chance of getting a Lava Surge proc. If the spell is not avaiable, you can use UE as a substitute: you will reflect the damage, but the buff on you and the debuff from Unleashed Fury will normally be applied. Kite your enemy around EBT as much as you can to keep him slowed. If he's specced into Bladestorm, just keep spamming Hs until the end, you should be able to sustain yourself pretty well and he will not be able to interrupt you, use SR when he pops Recklessness to reduce damage as much as you can. Use pvp trinket on Shockwave or Stormbolt stuns, anda try to keep yourself at maximum distance, since Charge range is inferior to your spells. You can even use EBT and hide behind something to heal yourself with no fear of being interrupted.

    DEATH KNIGHT: it won't be a big deal. The lack of mobility make it a perfect opponent to kite, a key ability will be yout GT. If your enemy is in melee range and you want to knock him back with Thunderstorm, just ensure you place GT before to avoid the Death Grip incoming soon, same thing will happen if you root him with EBT and you try to run away from him. Maybe EBT+CT will not work because he will use Anti Magic Shell as soon as he will see him rooted in place, and once you place your CT, it will be a 1 min cd stun wasted. Once he uses Mind Freeze, pop Ascendance since it will remove the silence from LvB, killing him or forcing an Anti Magic Shell if not used before. Use trinket with Asphyxiate and after AMS is gone you can try to stun with CT. Now he should be low health, so he will trinket and you can AS+Hex him and heal back to full freely. During Dark Simulacrum phase just use utility totems so he won't copy anything dangerous spell, and always remember to also dot the pet for higher proc chance.

    PALADIN: they are pretty annoying with that bubble making them immune to everything, but luckily their output damage is not big deal outside Avenging Wrath phase. Use Thunderstorm when they pop their offensive cds and stun them with CP, place EBT and purge Hand of Freedom if they still chase you. Remember to take glyph of SR to remove HoJ stun, keep kiting and force bubble by using Ascendance, you can soon Hex him or stun again to heal you back or finish him.

    ROGUE: they will be yout nightmare. Stun, silence and another stun, immunity to spells aaaaand stealth again. Everything to start back from the beginning, keep it in your oven for 20 sec, add some salt and here you go, a dead elemental shaman. Drop Magma Totem at the beginning, and cast Earthquake to try and catch them. As soon as the first stun is about to expire, use Thunderstorm and apply FS as fast as you can, together with HST to heal some of the opening damage. The key to defeat a rogue is to stun them with CT, in order to do that you cannot use the EBT+CT combo because he could just pop Cloak of Shadow and you are doomed. Drop EBT then, get away a little bit and start healing, rogues are incredibly prideful and think they are smarter than anyone simply because they can stunlock you for hours, they could not stand watching you replenish your health bar just in front of them and will use Cloak. In that moment, your primary objective is to land CT stun, use pvp trinket if you need to move the totem and you are stunned. Once your stun lands, use Ascendance and they will use pvp trinket+Preparation+Cloak or simply Smoke Bomb to avoid your damage, but what we aim is not to burst them, but make them waste their trinket so they cannot avoid next cc. Fight while you possibly can, and use AS+Hex to avoid any silence effect. During that short 8 sec window, you can heal back almost to 80%, start back from EBT to place some distance between you and him, and even heal more to 100%. Rember to always fake cast whenever you think Kick is avaiable to them, and use trinket as soon as he use the combo point stun in the opening. If you see you are not taking too much damage, you can wait for Vanish and the second opening stun to use your trinket. Anyway do not deceive yourself, a good rogue will always kill you. Always.

    MONK: they are quite unpredictable. It's not easy to establish a preventive strategy, but we can base our strategy upon some guidelines. Use Thunderstorm to counter Fist of Fury, you can avoid most of the damage this way despite the stun. Use pvp trinket whenever he stuns you with Leg Sweep, and do not cast anything during Touch of Karma phase, you should rather spam HS to recover your health pool (remember to even fake cast to avoid Spear Strike silence). EBT+CT combo should work pretty well, if not be ready with Totemic Projection to score the stun, abd reember that Flying Serpent Kick is an ability which allows the monk to travel in a straight line, so once you use Thunderstorm remember to activate Ghost Wolf and strafe left or right to avoid the monk sticking onto you again.

    FDRUID: here's another strong opponent. He will not allow you to do anything, fake cast is an essential part of the strategy, it will allow you to avoid interrupts as much as you can. Hex is useless against them, we lose consequently the only reliable cc we have. The only possibility we have is to kite him as much as we can and hope in a lot of Lava Surge procs, if you have low ping (< 50 ms) you can try an AS+Hex combo when he switches form to get rid of roots from EBT, or the slow from Frost Shock, but your possibilities are very poor. It is therefore fundamental to stun him with CT, even if a good fdruid will always destroy it in time. Get out of los to drop EBT (slow is constantly applied, he will not be able to get rid of it even switching form) and heal to full health using SWG. A good way to force his defensive cds is using Ascendance as soon as he tries to interrupt you (always remember that Ascendance will remove LvB cd), use your pvp trinket on Mighty Bash and Thunderstorm any time it's off cd to reduce the pressure on you.

    ENHA SHAMAN: the strategy is quite simple, just kite him constantly by using EBT and moving it with Totemic Projection where we need it. Fake cast is a fundamental component of your plan, because shamans have the shortest cd interrupt of the game, which is Wind Shear, and your enemy will use it with no regrets any time it's off cd and you are casting. Use EBT whenever it's off cd to put some distance between you, and save CT for the Ascendance phase. Use SR to reduce incoming damage, and ensure you hit your stun eventually by Totemic Projection usage. Once enemy is cced, you can burst or heal yourself back with HS. The Enha shaman suffers a lot against long ranged enemies, because of the Frost Shock and WS short range, therefore a good executed Thunderstorm will surely ensure you at least a 5 sec free kite. Preserve your pvp trinket use for Hex or if you were not able to avoid CT stun.

    HUNTER: it will substantially be a dps race. Hunter uses ranged abilities, like spell casters, but they all belong to the physical school, therefore not interruptable with WS. Your aim is to reduce as much as you can the incoming damage, and increase yours. Use SR whenever he pops an offensive cd (Rapid Fire, Beast Within), and put FS both on him and on his pet to double proc chances. Another way to force him defensively is to use Ascendance, he will pop Deterrence, and you will be able to time correctly CT while spamming HS to heal you up. This will ensure you to land the stun and, if he trinkets, you can always AS+Hex him and refill your health bar completely. If hunter can also reflect spells during Deterrence, remember to dot yourself with FS to increase Lava Surge procs. Use Thunderstorm and EBT whenever you can to avoid pet damage, which is very important especially against BM specced enemies. Drop HST and HTT anytime soon to reduce the drop rate speed of your hp.

    BDRUID: here's one of the strongest MoP specs for casters. His burst and sustain are kinda illegal, it will be very hard but not impossible. Keep him purged to eliminate Rejuvenation and, if you are lucky enough, some Shooting Stars proc. Use GT whenever he hard casts Starsurge or Starfire, this way you should be able to reduce overall damage taken. Interrupt him whenever you can with WS (bdruid uses only nature based spells, so you can interrupt pretty everything to annoy him), and use EBT+CT combo for a safe stun. Use pvp trinket whenever he uses Roots+Beam combo or istant cyclone, do not hesitate to burst him if you manage to land the stun because if he find the right moment, he will do the same. Two glyphs are needed to help you defeating this enemy: first is SR glyph, which should be used during his burst to reduce damage and remove dots, the second is HST, which will reduce upcoming nature damage by 10%.

    MAGE: probably the most annoying caster class you will ever find in game. The number of ccs they can pull is amazing, a good timing in Gt use will be decisive to avoid some of them. You should definitely use SR glyph to get out of Deep Freeze and remove all dots (fire mage), and HST glyph, which will reduce by 10% damage taken. A Frost mage is easier to beat than Fire, because you will be able to dot both the main target and the pet, for double Lava Surge proc chance, and you will not have to deal with Dragon's Breath. Dispel the mage from any kind of barrier he has up, try to force Counterspell placing GT before spamming HS. This will be your only chance to catch him offguard, because for the remaining duel time you will be able to do quite nothing. If you are in trouble, you can choose to force Ice Block and heal something by popping Ascendance, but a good mage will remove Ice Block and silence you again as soon as he sees you are casting HS. Try to get out of los by placing EBT at the right time, and use SWG if he continues to chase you while healing. You can even try to place a CT to stun him, even if it's quite useless since he has Blink avaiable to remove it. Try to save pvp trinket use for the second Deep Freeze (since you should remove the first by using SR).

    WARLOCK: base rule to deal with a warlock is to remember that he uses a pet, which is dottable together with his master. Let's talk about Destruction first. They are dangerous essentially for two spells: Chaos Bolt and Shadowburn. Both are shadow school spells, so if you want to avoid them you should use WS with the same Chaos Bolt or Fear, which are the only castable shadow spells used by the warlock. Grounding properly is fundamental, i suggest to drop GT especially when your enemy is hard casting a Chaos Bolt, in order to avoid the whole damage. It is not easy to do that, if the warlock knows how to play he will cast Shadowfury or Fear to avoid any interrupt and cast it freely, in both of the cases do your best to remove the cc (pvp trinket, TT or SR glyphed) and place GT. Talking about Shadowburn, it's very difficult to predict it, but in most of the cases he will use it as execute, therefore if your health pool drops below 30% and GT is off cd just place it, if you are lucky enough you will ground it. Do not hesitate about using it, it could make the difference between victory or defeat. SR glyph will dispel both Shadowfury stun and the Ignite dot, glyph of HST will reduce by 10% fire school spell damage, which is huge. Warlock affliction is much less dangerous, even if it's a monster class in 2s and 3s, he needs some time to build up some serious damage and he's strongly partner-dependant. Save your WS for Fear cast, it will lock all of his spells since shadow school is the only one used by affliction warlock. Remember to cast Cleanse Spirit on yourself, since it will remove the curse which deals increasing damage over time. A good GT use is to protect you from a Haunt spell (it increases dot damage by 35%, avoiding it will significantly cut your enemy's damage) and Fear. Ascendance use is suggested as soon as Teleport and silence are used, be sure to have pvp trinket or TT up to avoid any interrupt.

    SPRIEST: only thing you have to pay attention the number of orbs he's currently building up, the silence and Psyfiend. Talking about the silence, try to guess when he's going to use it and place a GT, or use pvp trinket followed by Ascendance to remove LvB cd. Psyfiend is not a big deal, just put TT and put some distance between you and the guardian, and everything is gonna be alright. Interrupt any priest spell with WS and keep him purged to remove buffs and shields, if you are lucky enough you could also dispel an istant Mind Blast/Mind Spike proc. Once he silences you, you can burst him to force a Dispersion and time CT stun properly, while spamming HS to recover your lost hp. If he trinkets, just use AS+Hex to heal up to 100%. SR glyph will help you mitigating the damage and removing any dot during your enemy burst phase.




    Spoiler: Show
    We must talk separately about 2s and 3s when we face the arena comps topic. Balance druid is maybe your best friend when we deal with the first bracket, not only for the amount of ccs it brings to the table, but also for the crazy off healing and huge burst potential. Ascendance+Incarnation combo is lethal, neither a full geared healer could avoid dying under your combined burst. Very good comps are also ele/disci and ele/destro, being the second one a little more challenging to play because you need your teammate to hard cc the enemy, so you can release you full offensive potential. Elemental shamans are not famous for their survivability tools, so you need to play safe and wait for you partner to start the offensive maneuver, expose youself only if you are sure to not take tons of ccs or damage in your face, it's up to you to have the right timing and follow up with Hex and Ascendance to score the kill. Playing with healer is a whole different thing: you are the playmaker, you must put pressure on your enemies and try to start a cc chain with CT or Hex, meanwhile trying to avoid as much damage as possible. Talking about 3s, there are 3 good comps which can lead you to significant achievements:

    LSD: maybe the best in terms of offensive and defensive abilities, you can rely on a mix of sustained damage from the affli lock, your great burst and a plethora of ccs. Your task is to keep your druid safe and out of ccs with GT, TT or simply dispelling him, keep people up with off healing when necessary and do as much damage as possible. This is my favourite comp by far, because Unstable Affliction will prevent any healer to dispel your FS and an appropriate use of Fear and Cyclone will let you free cast almost forever.

    Thundercleave: ele, arms and rduid. This comps brings on the table huge cc ability and immense single target pressure. War is difficult to cc because of Spell Reflect and Berserker Rage, just be sure you use Slam and LvB simultaneously to make your enemies disappear.

    Shattercleave: played with ele, frost mage and healer (usually disci). This is a very good comp too, with huge burst and neverending cc potential. The playmaker is the mage, who must start the action with stun/silence/poly on your enemies, just make sure to follow up with the right timing and keep your healer alive, while you apply FS on everyone to maximize your Lava Surge procs.




    Spoiler: Show
    In this section i will mention only useful addons for improving your PvP gameplay, even if some of them are class related.
    - Elementarist, for FS debuff and LS stacks tracking.
    - IceHud, for better perception of your HP and mana pool.
    - Shadowed Unit Frames, for player and target frames customizable in every aspect.
    - Plate Buffs, it will allow you to clearly see dot and cc duration on top of enemy nameplate.
    - Gladius, very useful during arena matches. It includes DR tracker, enemy cast bar and trinket use tracker.
    - GladiatorLosSa, this addon announces the main cds used by your enemies in battle, and allows you to react faster.
    Edited: September 5, 2015

  2. Post reserved to edits and Changelog.
    Gems and Enchants section coming soon.

    05.09.2015: added Lightning bolt description and Unleash Elements macro.
    Edited: September 5, 2015

  3. I have to agree with you on most points, for the sake of arenas.

    Haste cap is 35%. Which isn't that obtainable in Grievous gear, but if like myself you prioritise it over Int you will need to calm it down once you hit 35%.

    You might want to throw a BG spec up there, Stone Bulwark, Call of the Elements, Echo of the Elements, Astral Guidance. Designed to put out chunks of damage and throw down Party/BG wide benefits like Healing (AG + CL spam = Undying BG Team), Totems and RNG damage (always fun to triple lava burst someones face).

    Also I'd suggest NugComboMeter, which has a sexy Lightning Ball skin for it as standard for your Elemental Shield.

    Oh and two macros for you.
    This just stops you accidently using UE without a target.
    #showtooltip Unleash Elements
    /cast [harm] Unleash Elements

    And your instant Lava Burst Macro... (Dont spam it.. just hit it once)
    /stopcasting [casting]
    /cast Lava Burst
    Edited: September 4, 2015

  4. Nice guide!

    I have a few suggestions:
    In the spell description of lightning bolt I would mention that it can be used while moving.
    When it comes to the lvl 60 talent I think that Echo of the Elements and Elemental Mastery are also an option and should be metioned.
    I agree that Ancestral Swiftness is usually the better talent for arena but the other two talents have also their usage.
    - Echo of the Elements is a extrmely RNG based talent and can lead to some crazy dmg when it duplicates LB or EB and to some nice extra healing when it duplicates healing surge. Imo EoE is the best talent for BGs.
    - Elemental Mastery in combination with Ascendance leads to some insane burst dmg.

  5. You might want to throw a BG spec up there, Stone Bulwark, Call of the Elements, Echo of the Elements, Astral Guidance. Designed to put out chunks of damage and throw down Party/BG wide benefits like Healing (AG + CL spam = Undying BG Team), Totems and RNG damage (always fun to triple lava burst someones face).
    I personally don't like Stone Bulwark Totem, its shield is easily dispellable and the totem can be destroyed, so i feel it's kinda unreliable. Call of the elements is fine, and maybe should be taken as first pick instead of Totemic Projection, but a projected cap always ensure you to hit a 5 sec stun, which is huge imho against all classes, especially melees. Talking about Echo of the Elements, i was specced in it at the beginning, but when i tried out AS could not come back. I often find myself in 2v1 or 3v1 situation, and the possibility to istantly cut off for 8 sec the damage of one of the enemies with no possibility of being silenced during Hex cast, is amazing to me. I can even pull an istant Earthquake if in need it against an annoying rogue, the knockback will often help so much, or an istant Healing Surge (hopefully critting it), which can pull me out of a dangerous situation. It's better to maybe do slightly less dps, than dying and doing not at all :)

    Oh and two macros for you.
    This just stops you accidently using UE without a target.
    #showtooltip Unleash Elements
    /cast [harm] Unleash Elements

    And your instant Lava Burst Macro... (Dont spam it.. just hit it once)
    /stopcasting [casting]
    /cast Lava Burst
    The first one is very nice, it does not happen very often but surely it will avoid the annoying situation of wasting a UF debuff on someone :)
    Talking about the second macro, if you started a LB cast and you get a Lava Surge proc, you should cast LvB within the first 0.2 sec of LB cast, in order to avoid any dps loss. It's always better to finish the cast, rather than interrupting it for an istant LvB. I would change the macro this way if needed:

    #showtooltip Lava Burst
    /cancelqueuedspell
    /cast Lava Burst

    This way you are sure the next spell which will be cast is LvB. And btw, i love spamming LvB button, my friends talking with me on teamspeak always know when i'm using Ascendance :P

    Originally Posted by Jakkre
    I have a few suggestions:
    In the spell description of lightning bolt I would mention that it can be used while moving.
    Thanks m8, you came and saved my day :)

    Originally Posted by Jakkre
    - Echo of the Elements is a extrmely RNG based talent and can lead to some crazy dmg when it duplicates LB or EB and to some nice extra healing when it duplicates healing surge. Imo EoE is the best talent for BGs.
    - Elemental Mastery in combination with Ascendance leads to some insane burst dmg.
    That's why i don't like EoE, it's kinda unreliable for his RNG nature, has 6% proc chance according to Wowhead and has a short internal CD. Talking about Elemental Mastery, it's not that strong as it was in Cataclysm, it provides a nice burst when used but outside of it you will be missing some dps, and trust me if i say that you can feel it. Elemental Mastery is much more viable for Enhancement, for example.

  6. I personally don't like Stone Bulwark Totem, its shield is easily dispellable and the totem can be destroyed, so i feel it's kinda unreliable. Call of the elements is fine, and maybe should be taken as first pick instead of Totemic Projection, but a projected cap always ensure you to hit a 5 sec stun, which is huge imho against all classes, especially melees. Talking about Echo of the Elements, i was specced in it at the beginning, but when i tried out AS could not come back. I often find myself in 2v1 or 3v1 situation, and the possibility to istantly cut off for 8 sec the damage of one of the enemies with no possibility of being silenced during Hex cast, is amazing to me. I can even pull an istant Earthquake if in need it against an annoying rogue, the knockback will often help so much, or an istant Healing Surge (hopefully critting it), which can pull me out of a dangerous situation. It's better to maybe do slightly less dps, than dying and doing not at all :)
    I always played with a Shadow Priest, even in a premade of 10 we would always generally be together 2 manning everything, be it vs 2, vs 5 or at some frightening points vs15.

    Between all the CC we had, Echo was far stronger for the DPS and Offhealing it provided. AS is only strong in situations were you cannot get of a hex, but even then you shouldn't have much difficulty against a melee if you root them just out of reach, or cap totem and then cast.

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