Totem Talk: Elemental stats and reforging principles in 4.0.1

Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Get some Fulmination with your Lightning Bolts! Sort the shocks from the flames with Totem Talk: Elemental, brought to you by Sarah Nichol, otherwise known as Pewter from The 'mental Shaman and the Obscurecast and founding member of TotemSpot.
The lead-up to Cataclysm represents an ideal opportunity to take the time to get re-acquainted with with the new principles around which a class revolves, without the pressures of normal progression raiding or leveling. I've always felt that the puzzle of perfecting a character can be absorbing even if you are not particularly inclined toward numbers and spreadsheets. Knowing the principles also makes it easier to adapt the common knowledge to your personal playstyle and circumstances. The new 31-point talent trees and three-tier glyph system make it much harder to go wrong with a basic spec these days, with glyphs so easy to swap in and swap out. I've found the past few weeks have been stressful, but there has been a wonderful sense of freedom in many of the discussions I've participated in.
In case you can't tell, my maudlin draenei is being supplanted by a very cheerful dwarf shaman with a much more optimistic persona! Despite my grumpiness about Panquakes of Doom, and the lack of aesthetic pay-off for Fulmination, despite the bugs with Reincarnation and the expected stealth nerf of the elemental T10 two-piece bonus, I'm really enjoying this tremor phase of the Cataclysm buildup. The more I investigate and test things, the more I grow to like them. Even Earthquake is starting to look good, albeit in a chocolate chunk kind of way.
Right, I was talking about shaman wasn't I? Ah yes. So there's a lot to cover this week, from reforging, to haste and mastery, to dots and totems and damage modifiers. It seems that the devil is in the details.
Principles for reforging
Before I discuss the interaction of mastery and haste in more detail, I've had a few questions about exactly what to reforge to what and some number goals. Seeing as I didn't cover this in previous 4.0.1 posts, for those of you still feeling a bit bemused by reforging, remember:
- There are no hard and fast numbers that you should attempt to reach. There is no elemental haste cap or minimum amount of haste. You should be able to reach 800+ haste pre-ICC, but reaching 1,000 haste isn't a marker to stop stacking it.
- Do not stack one stat to the exclusion of all others. While mastery is definitely our strongest stat (after intellect), reforging all your haste and all your crit into mastery will not have the result you're hoping for.
- The point of reforging is transforming 40 percent of a weaker stat into a stronger stat. A stat's being weaker doesn't mean it is valueless, however.
- Reforging is our only source of mastery. Consider using Brilliant Spellthread, gems (such as Sparkling Majestic Zircon or Purified Dreadstone ), Arcanum of Blissful Mending and Greater Inscription of the Crag. This will allow you to reforge some excess hit on your gear into mastery without loosing precious haste (or still-useful crit.)
- Our stat priority is better seen as a stat strength ladder. (spirit/hit to hitcap >) intellect > mastery > haste > crit
- Reforge any unnecessary spirit or hit to mastery.
- If more spell hit is needed, reforge crit to spirit.
- Where items have haste and crit, reforge crit to mastery.
- Where items have necessary spirit/hit and crit, reforge crit to mastery.
- Where items have necessary spirit/hit and haste,reforge haste to mastery.
- Don't forget to reforge haste or crit on your trinkets.
- Don't be afraid of leaving haste intact if your mastery percentage chance is already very high.
Going back to the initial principles I laid out above, while mastery is our strongest stat (bar intellect), reforging all your haste to mastery is going to result in some very slow-cast casting times. Glacial, even. The only good thing about reforging all your haste to mastery is some relief from RSI. This is because mastery increases in value at high levels of haste. Why? Well, Elemental Overload has a chance to occur each time you cast Lava Burst, Lightning Bolt or Chain Lightning. In very simple terms: haste increases the speed of casting, and therefore, the number of spell casts you can fit into a given time period. More frequent casts mean more frequent opportunities for Elemental Overload to proc.
So the ideal situation is to balance your haste and mastery percentages so that there is a balance between the opportunity to proc and the increased chance of a proc. Haste increases the opportunities for Rolling Thunder, as discussed last time, and is thus important for Fulmination's damage and efficiency. All of those benefits are on top of the traditional benefits of haste to our rotation (via cast times, DoTs and so on.) Finally, each time your haste percentage changes, you will need to practice in order to feel comfortable at a new casting speed. Hopefully, all of this makes it clear how integral haste remains to elemental shaman, even though mastery is now a top-notch stat.
Crit is still important to our DPS, but it doesn't interact with mastery quite as directly. Even before the current patch the value of crit was undermined by guaranteed crits with Lava Burst. As a result the boost we get from Acuity and Glyph of Flametongue Weapon, along with the crit we can't reforge, is sufficient for our needs.
Lava Surge, Fulmination and Lightning Bolt
One of the ongoing discussions in the elemental community is the placement of a nine-stack Earth Shock in our dynamic priority system. Now, there are answers that work in a perfect testing environment that don't allow for human error, lost Rolling Thunder procs due to overzealous Lightning Bolt spam, or incoming damage destroying Lightning Shield charges. However practically things aren't quite so simple, due to the new spell queue system, latency and pure human error. That and the number crunching is still going on!
In my first post here, I discussed the specifics of managing Fulmination. In my opinion, a fulminant Earth Shock is appropriate to cast whenever its damage (ES+Fulmination combined) exceeds that of a Lightning Bolt. As with Chain Lightning, part of the spell's value is our ability to weave it in-between our Lightning Bolts, fitting it in where a Lightning Bolt won't fit, in order to be able to cast Lava Burst as soon as possible. This is not quite so important as it used to be, due to the unpredictable nature of Lava Surge, but Lava Burst is still a larger proportion of our damage. The longer we leave an available Lava Burst un-cast, the more DPS we lose, while an un-cast nine-stack Earth Shock only loses potential sustained DPS if Lightning Bolts are cast instead, thus wasting potential Rolling Thunder procs. In addition, Fulmination also depends on your spellpower and crit rating at the time you cast the Earth Shock, so in theory there is some damage to be gain by casting when Clearcasting is guaranteed to be active, due to the spellpower bonus of Elemental Oath.
I'd like to emphasize the flexibility that this system gives us. You can pop in a six-stack Earth Shock in between your last Lightning Bolt and Lava Burst coming off cooldown (without a Lava Surge proc.) You can let it hang for a moment while you refresh Searing Totem or hit your trinkets and other such cooldowns. It gives us the freedom to make choices that are appropriate for the moment and for the fight. In a stand and nuke fight we may be able to pick out the risky nine-stack as the ideal, or at least we will once they've fixed the spell queue, but this new dynamic spell priority is so much more than that. Not to mention the fun you can get using Chain Lightning on multiple targets!
Flame Shock, Elemental Mastery and haste
I've seen a lot questions about the worth of recasting Flame Shock during high haste moments in order to roll a hasted DoT for the rest of the fight. Haste is actually applied dynamically to Flame Shock, and currently decreases the amount of time between DoT ticks without decreasing the total duration of the DoT. The time between ticks will be decreased for the duration of the haste effect, but will return to normal once the haste effect expires. This mechanic is shared by most HoTs and DoTs in the game at this time, and means that there is no way to keep a super-hasted Flame Shock rolling on a mob when using the T10 four-piece set.
What Flame Shock does benefit from is damage modifiers and temporary spellpower bonuses, and it is possible to keep these rolling with Lava Burst. So recasting Flame Shock after Elemental Mastery , potions and trinket procs will result in a reasonable DPS increase. A nice bonus is that an accidental recast of a weaker Flame Shock will not overwrite the stronger existing Flame Shock, so we don't need to worry about losing the boost unless the DoT drops off completely. If your shaman isn't using the four-piece bonus, any recasts of Flame Shock will simply start the duration all over again at your current stats, and would be a DPS decrease in such cases.
Now, for completeness of understanding here are the totems (although I'm sure many of you are aware of this already). Searing Totem takes your spellpower and crit at the time of casting for the full duration, and comes with it's own Totemic Wrath buff so it automatically receives the ten percent modifier. Fire Elemental scales with your spellpower at the time of casting, but apparently has his own ideas about crit rating and simply disdains any damage modifiers you have. The snob.
Round up
If you've got any questions, I'll be posting every two weeks although you might see me helping out with BlizzCon coverage, but you can send me an email or join the bunch over at TotemSpot. I'd also like to give a special thanks to Masanbol, who is the most patient shaman I know. As we get closer to Cataclysm, I'll have more juicy dissection of elemental details for you, but this weekend is Blizzcon and all the madness that ensues. I'm going to be watching the live feed and joining Medros and Gazimoff live on air as part of the An Obscure All Things BlizzCon Weekend, and I am extremely excited about an event I'm technically not attending, so I wish you all a happy BlizzCon weekend!
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
TheBlob Oct 21st 2010 8:18PM
"Crit is still important to our DPS, but it doesn't interact with mastery directly quite as directly." Bamf.
Otherwise, very good article.
Sentara Oct 21st 2010 9:08PM
Using a stop-cast macro for lava burst in incredibly important for elemental now too.
Lava Burst should be used every time it comes off cooldown in order to increase dps.
/stopcasting
/cast Lava Burst
Good call on fulmination too, nothing worse than wasting possible orb generation when you're capped at 9, waiting to earth shock. General idea being anywhere between 7-9 orbs you should earth shock.
Zachary Hartley Oct 21st 2010 9:44PM
This is completely wrong. Go read Totemspot to find out why.
Boobah Oct 21st 2010 10:19PM
Well, for the stopcasting... while Lava Burst is better than Lightning Bolt, it's not *enough* better for it to be worthwhile to interrupt your Lightning Bolt cast; it's effectively the same thing as standing there doing nothing between starting the LB cast and hitting the stopcasting macro.
If Lave Flows procs a half second into your LB cast, and it takes you another half second to react, then you're comparing a 1-second LB to a 1.5 second Lava Burst. Oh, and then you've got to work in however much haste you're dealing with, which only makes things worse; if you've got a net 30% haste, you're comparing a .6 second cast LB to a 1.2 second Lava Burst. And thanks to Lava Flows, you may not even be pushing back the next Lava Burst by delaying the fractional LB cast time.
Sarah Nichol Oct 22nd 2010 5:37AM
Boobah is right here. It breaks one of the basic principles of elemental DPS - the removal of deadspace from your rotation (or Always Be Casting).
You might have better luck with
#showtooltip
/castsequence Lightning Bolt,
/cast Lava Burst
But again, while it is 'easier' I'm not convinced it is the way forward.
Merch Oct 21st 2010 9:14PM
Does anybody else say "fulmination" the same way the assistant lacrosse coach in American Pie says "culmination"? Or is that just me?
Squelchy Oct 21st 2010 9:38PM
I thought Spirit was a base stat, and therefore couldn't be reforged to or from?
Peragon Oct 21st 2010 10:02PM
Because it is transformed into hit for some specs spirit is counted as a secondary stat.
Boobah Oct 21st 2010 10:26PM
It's also a secondary stat because it's possible to get to a point where you have 'enough' spirit. It may vary by encounter, group, and the healer in question, but at some point you no longer run out of mana.
It's not really possible to have enough strength, agility, or intellect; more is always better, and without them the other stats are pretty useless; nobody cares if you never miss, always crit, and have your four second spell down to the GCD if it only hits for a couple points of damage.
Stamina is a primary stat mostly to keep all the DPS from reforging themselves into glass cannons, and then blaming the healers when the (probably avoidable) raid damage kills them.
Teaspoon Oct 21st 2010 11:02PM
Yes, you'd assume that based on everything we've been told about reforging, wouldn't you?
You'd also assume resilience rating could be added or removed through reforging, right?
You'd be wrong on both counts. They like to keep us guessing, I guess?
I suppose they don't want people buying a Wrathful Gladiator's Barrier for 90 honour and shuffling 25ish resilience into haste when they get sick of waiting for Marrowgar to give them a Bulwark of Smouldering Steel to replace their Protective Barricade of the Light (seriously, two shamans and a paladin in my guild are in this position).
Meanwhile, for holy paladins, elemental shamans, balance druids and shadow priests, spirit is hit rating. There won't be any hit rating on caster leather, mail or plate anymore and shadow priests are expected to take spirit stuff instead of hit stuff so they can offspec to one of the healing trees without carrying a separate set of gear. I guess they enabled reforging of spirit because they figured it was too nasty to lock two thirds of the caster damage dealers out of being able to reforge their "hit rating" into something useful if they go over hit cap.
Yada Oct 22nd 2010 12:12AM
Attention all writers. Please. I know this is a minor thing, but it seems to be endemic among the WoW population. For players who forego English 10 for another level on their rogue, it is perhaps to be expected -- though never condoned. For writers, it is always inexcusable. It is this, simply:
LOOSE is the opposite of TIGHT.
LOSE is the opposite of WIN.
You cannot "loose" DPS or your car keys or your chance at a date with that girl you think is hot. You LOSE DPS, and etc.
Please, for the love of everything that is holy -- use a dictionary. Spell-checkers do not catch misuse of legitimate words.
kaminari Oct 22nd 2010 12:40AM
yo' dps ain't tight no mo' when did yo' loose dps?
Sarah Nichol Oct 22nd 2010 5:38AM
There's a moose loose in this hoose :(
Hurbster Oct 22nd 2010 3:01PM
http://www.youtube.com/watch?v=kdFtQZ-FibM
Squeek Oct 22nd 2010 1:20AM
I've been studying and analyzing my fights in raids, 5-mans, and solo situations and I've noticed some neat things, some great things, and some annoying things. To summarize:
1) Fulmination randomly decides when it wants to generate threat and when it does not. I've crit an Earth Shock + Fulmination for over 30k damage and ended up with 3k threat. I really don't understand this one.
2) Endless flame shock is a great thing and a terrible thing. It's great when you can line up procs such as a full 10-stack of Surging Power from a Dislodged Foreign Object with your Elemental Mastery for +1000 spell power and 15% increased damage. It's terrible when you cannot get it to fall off to get a new, stronger one on.
This is actually a very important point, so I'll get into a little more detail here. Before, this wasn't an issue, as you could toss up a new Flame Shock that would override your original, weak one (your first FS is always your weakest as raid buffs and procs have not happened yet). When we did Blood Queen Lana'thel this week though, I noticed a serious issue. I had a 2-minute Flame Shock ticking from before I got the bite that I was not able to override with a new Flame Shock with 100% increased damage. Absolutely killed my DPS. I think the only time you can override your old Flame Shock is if its duration is
Squeek Oct 22nd 2010 1:21AM
Ugh, I forgot about the less-than sign. Disable that garbage, sheesh =/
I've been studying and analyzing my fights in raids, 5-mans, and solo situations and I've noticed some neat things, some great things, and some annoying things. To summarize:
1) Fulmination randomly decides when it wants to generate threat and when it does not. I've crit an Earth Shock + Fulmination for over 30k damage and ended up with 3k threat. I really don't understand this one.
2) Endless flame shock is a great thing and a terrible thing. It's great when you can line up procs such as a full 10-stack of Surging Power from a Dislodged Foreign Object with your Elemental Mastery for +1000 spell power and 15% increased damage. It's terrible when you cannot get it to fall off to get a new, stronger one on.
This is actually a very important point, so I'll get into a little more detail here. Before, this wasn't an issue, as you could toss up a new Flame Shock that would override your original, weak one (your first FS is always your weakest as raid buffs and procs have not happened yet). When we did Blood Queen Lana'thel this week though, I noticed a serious issue. I had a 2-minute Flame Shock ticking from before I got the bite that I was not able to override with a new Flame Shock with 100% increased damage. Absolutely killed my DPS. I think the only time you can override your old Flame Shock is if its duration is less than 18 seconds, so with the infinite Flame Shocks we're all getting, you have to do it early or choose not to Lava Burst. Like I said, it's tricky.
3) For those who know the Sindragosa encounter in Icecrown Citadel, you no longer have to worry about Unchained Magic, at least for now. Elemental is not considered a DPS or healing spec and will not receive this debuff. This will probably get fixed, so enjoy it while you can. I know I did.
4) Earthquake's knockdown may or may not be considered a stun. If it's not a stun, it will be extremely helpful in the Lich King encounter as it will not put other stuns on DR. Even as it is, it's great for certain situations, like Rot Worms on Valithria. Be careful though, as this ability generates a ton of threat.
5) Speaking of threat, I'm noticing Shadow Priests and Balance Druids are having a lot of issues with it. Elemental certainly is not. A lot of our DPS comes from Overload hits, which are 0 threat, so this is to be expected. It's still pretty cool though, since those two specs are sitting around waiting to fight half the time.
6) /Stopcasting does not work for Lava Burst, but it may work for Earth Shock. What does work is
/castsequence Lightning Bolt,
/cast Lava Burst
The comma is intentional. This will use Lava Burst as soon as it's up. It's tricky to get used to, but it's really helpful when you can't readily track Lava Surge procs (Power Auras is at least half a second behind on registering them, unfortunately).
And finally, boy do I love Spirit. I can finally fill in all the pieces of gear I didn't have available 277 gear for before because it had mp5 on it.
Sarah Nichol Oct 22nd 2010 5:42AM
Yes, that infinite Flame Shock is....if we weren't so close to beta I would expect to see it hotfixed, although I could have sworn in my testing that it was possible to overwrite it with a stronger FS, just not with a weaker one. Instead of simply adding 'at least 2 ticks', it is resetting the entire duration and then adding 'at least 2 ticks', so this 'stacking up' of FS is...not good.
I've had similar odd results, threat wise, with Fulmination. Something to keep an eye on in the beta I think.
Alexa Oct 22nd 2010 8:04AM
"3) For those who know the Sindragosa encounter in Icecrown Citadel, you no longer have to worry about Unchained Magic, at least for now. Elemental is not considered a DPS or healing spec and will not receive this debuff. This will probably get fixed, so enjoy it while you can. I know I did."
Uhm, what? I definitely get Unchained Magic when in Elemental spec. Are you sure you didn't just get lucky?
Jake Oct 22nd 2010 11:41AM
It's true. I haven't gotten it as Elemental since the patch over many many attempts. Has been fun to just nuke and not care.
Cetha Oct 22nd 2010 1:55AM
I too am looking forward to changing my draenei shammy to a dwarf shammy. She was a tauren for 3.5 years, but I recently changed to alliance to play with some friends. Draenei just don't cut it for me as a shammy, mostly because I don't like their totems. I'm looking forward to having the female dwarf i've always wanted.