Totem Talk: Elemental shaman changes for patch 4.0.1

My name is Sarah, and I have a problem. The diagnosis is farsightedness, a result of focusing on Cataclysm to the exclusion of all else. The quests, the new casting priorities, the shiny surroundings, and the fact that I get to be a dwarf instead of a draenei ... So much to think over, so much to explore! There is nothing cuter that a dwarf shaman, except maybe those new armadillos. Where was I, again?
Now, patch 4.0.1 is on the PTR, dragging in new talent trees and new hit numbers to consider and the removal of Sentry Totem. Time to start paying attention. We must not let the sacrifice of Sentry Totem be in vain! There should be no expectations of balance at this point, as all these new level 80 shiny things are developed with level 85 in mind. There are still questions pending on some of the details, so whether our flames are bright or storm clouds are on the horizon for elemental is up for debate. From hit caps to casting priorities, we've got a bit to get through in my inaugural Totem Talk, so sit tight, make sure you know where your towel is and everything will be just fine. I hope.
Now, where to start? Oh, yes. Hit.
Get your hit checked
The changes to hit and spirit are happening as part of the announced streamlining of stats and will remove the need for players to change gear based on raid and group composition. Blizzard wants us to change our gearing, glyphing and spellcasting based on the fight, not the team, and this is a positive change. As a result, elemental shaman have lost the 3% base hit from Elemental Precision, and on top of that we will no longer get 3 percent from shadow priest or balance druid party members. This makes a total 6 percent extra hit to find from gear. The hit cap in patch 4.0.1 remains at 17 percent, but as of 4.0.1, the amount we need from gear has increased.
So to summarize, your shaman will need 17 percent hit from gear at level 80 after Patch 4.0.1, 16 percent hit if you play a draenei. Lucky space goats! There is 1 percent of spell hit per 26.23 hit rating at level 80, so draenei shaman will get away with 420 hit for the purpose of killing raid bosses and only 132 hit for heroics. For non-draenei, the the hit cap is 446 hit for raids and 158 hit for instancing.
Playing with those free talent points
The much-talked-about 31-point talent trees are upon us. At level 80, there are 36 points to spend, 31 of which must be in the elemental tree. The first 23 points in elemental are fairly straightforward. Grab all the tasty tier 5 talents such as Fulmination, Totemic Wrath and Elemental Mastery. I didn't bother with Convection because the mana regeneration from Rolling Thunder gives us nearly endless mana at level 80. Incoming nerf? Perhaps.
The choices for points 24 and 25 are a little more interesting and depend on whether you are likely to miss the root effect of our old Storm, Earth and Fire talent. I find the added root effect on Earth Bind invaluable on various rights, but you can also go for another point in Acuity or pick up Reverberation. At this point in time, it's very much down to personal preference, with 3/3 Acuity as my preference. I dropped my 25th point in Earth's Grasp because I can, but these two points are flexible. Figure out what works for you, the fights you attempt and the composition of the group you raid with.
The damage increase from Elemental Weapons and Improved Shields is more valuable than most other talents available to us at this time, so our 36-point build includes those. Sadly, this means Ancestral Swiftness is out of our reach until Cataclysm hits for real.
Such shocking priorities
Now we get to the real meat of the patch. Chain Lightning is dead. Single-target casting priorities now consist of managing a new Lava Burst mechanic called Lava Surge, judging the best moment to cast a fulminant Earth Shock, and mixing it up with a healthy dose of Lighting Bolt spam and Feedback-boosted Elemental Mastery. Chain Lightning is still relevant (and very fun) for small and large groups, but staying on top of Lava Surge and Fulmination are should garner greater rewards, without another short cooldown to add to the mix. Shaman in 10-man raids get to play with totems now that Totemic Wrath is live, so keeping Searing Totem active is about keeping the buff active, as well as the ongoing damage.
Lava Surge gives a 10%/20% chance for our Lava Burst cooldown to reset on Flame Shock ticks, and to maximize DPS, Lava Burst needs to be given the highest priority. Where previous spell priorities focused on minimizing the dead space between fixed casts of Lava Burst, we get a more dynamic priority system made flexible by the new nature damage mechanics. Now, Rolling Thunder is where it gets fun. Every time you deal damage with Lightning Bolt or Chain Lightning, you have a 60 percent chance to generate a new Lightning Shield charge, up to a maximum of nine. Fulmination discharges those stacks alongside any Earth Shock, but as a separate component (so you won't see a supercharged Earth Shock on your Skada window.)
Danger! High Voltage: Managing Fulmination
There are two components that influence when to cast a fulminant Earth Shock:
- Damage per cast time The cast has to be worth more than a Lightning Bolt in the same global cooldown to make it worth casting at all; currently, this margin is set at six charges or greater. (In other words, Fulmination needs to consume at least three surplus charges, but our interface shows the total number as six.) This could change, of course, so you can also wait until seven charges (or four surplus charges) are available. Casting at six, seven or eight charges makes no difference, because you'll still gain potential charges from your next Lightning Bolt casts anyway. This lends us a flexibility that I have really enjoyed both on PTR and beta.
- Wasting charges Unless you have a Lava Burst ready to cast, then a nine-charge Earth Shock has very high priority. This is because any potential charges from casting Lightning Bolts (or Chain Lightning) are wasted, since Lightning Shield will not stack beyond nine charges. So if you have a nine-charge shield up, you should not be casting anything that has a chance to proc additional charges until you've discharged the Fulmination.
- Priority:
- Flame Shock (if you are just about to cast Lava Burst, but Flame Shock will drop mid-cast)
- Lava Burst
- Searing Totem refresh
- Flame Shock refresh
- Earth Shock (nine charges)
- Earth Shock (six to eight charges) or Lightning Bolt
- Lightning Bolt
- Use Elemental Mastery as often as possible.
- Keep Lightning Shield up.
- Earth Shock is now our on-the-move shock spell.
Glyphs (or "Yay, I have bag slots free!")
Our choices for Prime Glyphs are:
Prime Glyphs represent a straight-up, no-frills DPS increase, and my recommended combination is Flame Shock, Lava Burst and Lightning Bolt. Flame Shock benefits innately from both haste and crit, and in combination with our current tier bonus, this means Flame Shock can be kept rolling on the target for a very long time. Lightning Bolt continues to be the largest portion of our DPS, and everyone likes a big Lava Burst.
For Major Glyphs, we have:
These are intriguing choices and are more likely to be swapped around based on the encounter you're facing or the solo activity you are doing. Lightning Shield may turn out to be not-so-necessary for raiding, but it is delightful for soloing and questing, allowing you to fire and forget at the beginning of your play sessions, and I would definitely pick it up as soon as you can. My picks are the first three on the list, but the primary function of a major glyph is utility, so check out the full list.
A matter of wardrobe
Mail Specialization is a 5 percent intellect increase for the elemental department of the Earthen Ring, so the better your gear, the more you get out of it. I may not be running around in i277 gear, but the spellpower boost from equipping an all-mail set was significant enough to discount the haste lost by putting my Leggings of Woven Death in the sharding pile. Yes, I am quietly gleeful that my shaman gets to match completely for a short time before Cataclysm goes live. I never thought I would be happy about wearing 5/5 tier 10. Ever. You live and learn.
As for getting to that hit cap I mentioned, MP5 gear will be converted into spirit gear, with two points of spirit for every one of MP5, and Elemental Precision gives us one hit rating for every point of spirit. Spirit enchants and Brilliant Spellthread can be used along with gems to make our gear puzzle easier. Gear you currently have with MP5 (such as Belt of the Blood Nova) will now be an acceptable upgrade if you are scrounging for hit when the patch hits. We also continue to benefit from hit on items we share with other caster DPS, including weapons, trinkets, rings and necklaces, so don't discount those items when building your post-4.0.1 outfit.
Haste and crit remain unchanged, but spellpower is now derived from intellect, and your gear will have changed to reflect that. I felt wonky, stat-wise, but this is not a problem! Reforging is now available, allowing you to convert all that hit into spirit or mastery. Spirit will be our preferred source of hit in Cataclysm, as it will provide out-of-combat regen in downtime, and mastery is an amazing stat and worth playing around with. I bumped mine up to 27 percent by converting spare hit, spirit and the occasional bit of crit.
Now, moving on to the relic. All relics are being streamlined into a stat stick, and this is a good change in the long term, as far as I'm concerned. It's easier to balance and another place to put a gem slot. However, in the short term, the loss of 186 haste is something to keep in mind when you start practicing your rotation. Another consequence of this is that haste remains more valuable than crit, even at 1,200+ haste levels, making Charred Twilight Scale and Dislodged Foreign Object an ideal best-in-slot trinket pairing for a larger number of shaman.
And accessories?
Take your pick from the following, depending on which hit cap you're going for:
- Most sockets Brilliant Cardinal Ruby
- 2 blue sockets Timeless Dreadstone, Purified Dreadstone or Sparkling Majestic Zircon
- Yellow sockets Reckless Ametrine, Quick King's Amber
I'm inclined to go with traditional gemming for now -- piling on the Brilliant Cardinal Ruby in most sockets and a couple of purple gem as required in order to activate Chaotic Skyflare Diamond. If you are not decked out in i277 gear, it might be worth slapping some Reckless Ametrines into yellow sockets, to help plug the haste gap left by the change to our relic. Spirit cuts are preferred over pure hit, if you do need to top up your hit rating with a gem or two.
What to remember
- Check your new hit cap.
- Totem of Tranquil Mind has been added.
- Bind Elemental has been added.
- Put on some mail.
- Shuffle your gems.
- Put Earth Shock back on your action bar.
- Swap in spirit instead of hit.
- Use reforging to try out mastery.
- Relics are now stat sticks.
- New talent trees and specialization bonuses are active.
- New glyphs and glyph system are active.
Filed under: Shaman, (Shaman) Totem Talk
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Reader Comments (Page 4 of 4)
TTFK Sep 24th 2010 6:50PM
"So to summarize, your shaman will need 17 percent hit from gear at level 80 after Patch 4.0.1, 16 percent hit if you play a draenei."
This is incorrect.
http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1
"If you are a Balance druid or Elemental shaman:
* Your gear will have Spirit on it. It won’t have Hit on it. "
https://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1
"Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating. "
Base spirit at 80 right now is what, 141? That equals approximately 5.375% hit.
This means that in reality, shamans will need to find 0.675%, or approximately 15, more hit.
Sarah Nichol Sep 24th 2010 7:19PM
If you actually read the tooltip of the ptr/beta version of Elemental Precision (as linked in my article), the spirit we gain hit from is 'items and effects' only, base spirit does not count towards our hit, so 1 spirit=1 hit at 80. I have tested this on the PTR and at 80 we need the hit rating I indicated for raid bosses ;) Hit 'caps' will function differently in cataclysm, but this is a 4.0.1 post ;)
As for 'spirit on gear', they're referring to new mail in Cataclysm as far as I can tell. I was under the assumption that all the hit on my T10 would be spirit, but so far on the PTR and Beta the hit on existing level 80 mail is still hit, only MP5 has been converted into spirit. Thus the post you link is likely to refer new greens, blues and purples released with Cataclysm.
Julie Oct 13th 2010 12:09AM
Based on what I am experiencing in game at the moment, you need 315 hit because of the spirit conversion.
Julie Oct 13th 2010 12:18AM
The hit you need is based on your spirit.
Nidaba Sep 25th 2010 4:25AM
I don't seem to be able to get the talent tree to load (just goes to the Wowtal website and asks me to pick a class - this may just be me!) so I'm not sure if I'm missing something important, but is Ancestral Swiftness really out of our reach at the moment? When I was experimenting with 4.0.1 talent builds I skipped over Convection, Elemental Warding (though not sure about this one, it's in a couple of other builds I've tried) and Reverberation, with only one point in Earth's Grasp. If I then go on to take Elemental Weapons and Improved Shields, I have a point left. That point could go into Ancestral Swiftness if I wanted it to, which is still a 7% speed increase if that's what I'm desperate for. Although that would be slightly less than enchanting for speed, is this point definitely not worth it at this time?
I'll be mourning the loss of my instant ghost wolf either way for now, but if you're not maxing out Earth's Grasp (though I expect I will end up doing this) is there nothing to be gained from Ancestral Swiftness or a point in Totemic Reach?
Sarah Nichol Sep 25th 2010 6:26AM
Well you can put points in the wowtal tree all the way to level 85, however be sure to check the 'level required' when you're putting points in - we only have 36 points at level 80 (and yes I checked on PTR), and you cannot activate any points in the Enhancement tree until you have put 31 points in the Elemental tree. You need 6 points in enhancement to reach Ancestral Swiftness or Totemic Reach as elemental. So you need to be level 81 to have 37 points and be able to drop a point in AS or TR.
Sarah Nichol Sep 25th 2010 8:05AM
I've also fixed the wowtal links so that they go to the wowhead versions, so they should work correctly now.
Navigator_Black Sep 28th 2010 5:32PM
Yeah, Elemental and Resto Shaman are unfortunately deprived of the instant Ghost Wolf until level 82 now, which is really unfortunate. Only the Enhancement Shaman will be able to use it for leveling and questing (where it's massively useful) and have it available for the first 5 mans and any Wrath raiding.
Nidaba Sep 25th 2010 9:49AM
D'oh! I see where I was going wrong! Thanks :)
Navigator_Black Sep 28th 2010 5:29PM
This is a great first column Pewter! I've bookmarked it for easy reference when 4.0 hits, there's so much solid info contained here in one place.
Looking forward to future columns!
Vikt Oct 1st 2010 2:29PM
Great first post Sarah.
I could care less about shaman but I am very happy to see you in this position, congratulations!
Sarah Nichol Oct 13th 2010 10:29AM
Awww, thank you!
Tattu Oct 6th 2010 8:48PM
Hello,
This is my first time posting here. I would like to congradulate you on a great article. I have been playing an elemental shaman with a friend of mine for a little less than a year. I still am not up to my characters full potential. I can't seem to grasp the interconnections between all the talents, glyphs, gear, gems, spells and active "powers" use rotation.
I can see the effects and when they are pointed out I see the connection.
I just can't seem to remember all the stuff so I can say (not even remotely real example coming up) ...oh if I take talent "X" I can cast LB a half second faster and do 3% more damage... I currently have unspent talents because I do not know what to take (level 68). I have looked at other highly successful elemental shaman builds so I can use that, but then I am just copying someone elses build and not really understanding why it works.
Knowing what I do know about my shaman, your post was spot on for explaining to me what is going to change in the "rules" and what I need to look at to re-build my shaman.
My question is this. Really really quickly ... (well not really really quickly, only kinda quickly) What kind of basic rotation would you use in your build? I see everyone talking about if you already have a 9 charge LS up then use fulmination, but what is the rotation that gets you to a 9 charge LS? I currently only have a level 68 shaman, but if you can give me a basic rotation for level 80 I can work towards that.
I do understand that what I am asking is a loaded question as the rotation for solo (multiple targets), solo (single targets), group, raid, or PVP will all be different and even those will be different at different levels. That being said, there has to be some basic rotation elements, right?
I had a friend of mine tell me I suck as a wow player. My DPS "was for the suck" as we say. He asked me why I was using the spells I was, why I was dropping my 4 totems when the fight was going to be over so fast, etc. He is a LONG time wow player in one of the top ranked guilds and ranked in the top 10 geared characters on our server, so I value his opinion, but wowch it hurt being told that. So, I am now on a ! QUEST ! to re-build my character in a better more effective way and to really get a good understanding of how best to play an elemental shaman. He is always saying it is about player awareness. If the player is not aware of what is going on in game then they will always be less effective.
Sorry to ramble so much.
Thank you for your article it was very helpful.
Tattu (Steel Legends)
Sarah Nichol Oct 13th 2010 10:28AM
The word rotation is a bit misleading - it's really a priority. You get to a nine stack Lightning Shield by casting Lightning Bolt, so simply by casting lightning bolt you will reach 6-9 stacks. Each LB (and CL) has a 60% chance to generate a Lighting Shield charge.
Fragglez Oct 10th 2010 12:19PM
Hello, this is a great post! Thank you for breaking everything down so clearly.
I have a concern regarding the 6 - 8 charge fulminantion. Why would you cast a fluminant earth shock before 9 stacks ever? Is waiting a few seconds to cast lava burst and a few extra lightning bolts to get a ninth stack really that damaging to dps/damage done?
In the PTR I noticed that a 6 - 8 charge fluminant shock did 8k reg and 15k crit, while a 9 charge was reliable at 18k reg and 25k crit.
Thoughts?
~Fragglez
Sarah Nichol Oct 13th 2010 10:27AM
There's not really much point 'waiting' to cast Lava Surge. You'll get more dps off casting it, then casting your LBs to get a 9 stack and then casting. Also it's worth casting a 6-8 stack while on the move.
@Julie I'm really not sure where you're getting 315 for raid bosses from, I'll double check when I get home. Yes, the spirit/hit conversion is via the talent elemental precision.
Julie Oct 13th 2010 12:13AM
Actually, that's because of my spirit. So the hit you need is based on your spirit rating.