ele-shaman

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  • Totem Talk: Choosing an elemental shaman weapon in Dragon Soul

    by 
    Josh Myers
    Josh Myers
    01.14.2012

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Josh Myers once only tackled the hard questions about enhancement but has recently expanded his sphere of responsibility to all shaman DPS specs. (And no, two-handed enhancement is still never coming back.) One of my favorite things about Dragon Soul are the weapons off Deathwing, as proc weapons have a long but tenuous history with WoW players. Some fondly remember the Fireball proc from Sulfuras, Hand of Ragnaros, while enhancement shaman look back on Onyxia's Empowered Deathbringer and wonder what Blizzard was thinking. Seriously, the lower-ilevel Calamity's Grasp off the end boss from two patches prior was a better choice. Losing stats in favor of a weapon's proc effect is always a gamble, especially given how incredibly loaded weapons are with stats. Going from a Lightning Rod to a Ti'tahk, the Steps of Time involves giving up a tremendous 300 hit rating and even more haste rating with the hope of the haste proc's paying off in times of great need. Because of this, I was curious about how the weapons in Dragon Soul would stand up when compared to one another, especially since there are multiple non-proc weapons in the instance to compete with the proc ones. So, I took to every elemental shaman's best friend -- Simulation Craft -- and did some simulations with a variety of weapon combinations. The shocking results: Dragonwrath, Tarecgosa's Rest is still the best weapon in the game. Surprise?

  • Totem Talk: 2011 in review for elemental shaman

    by 
    Josh Myers
    Josh Myers
    12.31.2011

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Josh Myers once only tackled the hard questions about enhancement but has recently expanded his sphere of responsibility to all shaman DPS specs. (And no, two-handed enhancement is still never coming back.) It's hard for me to believe that Cataclysm has only been out for slightly over one year, especially given how we're already on the last raid of the expansion. It's been a turbulent year for the shaman class, and elemental as a spec is no exception. Between legendaries, highly fluctuating DPS, and more tweaks to AoE then I care to count, elemental has had more than its fair share of ups and downs this year. Tier 11: The lows Elemental was not a strong DPS class in the first tier of Cataclysm raiding. Fights like heroic Halfus, Maloriak, and Sinestra brought our lack of competitive AoE damage into the limelight, while Cho'gall, Conclave of Wind, and Ascendant Council all highlighted how elemental's mobile DPS was terribly low. With Unleash Elements and shocks being our only mobile cast -- not to mention low levels of haste that left us with terribly slow Lightning Bolt casts -- and we really struggled to pump out respectable numbers on any fight that wasn't Patchwerk-esque.

  • Totem Talk: Thunder! Thunder! Thunderstorm, ho!

    by 
    Michael Sacco
    Michael Sacco
    02.16.2010

    Melee combat? Barbaric. Healing? How pedestrian. Let the elements do the talking. Totem Talk: Elemental. Brought to you by Mike Sacco. Elemental is one of those specs. The kind of spec whose 51-point talent is more of a fun, situational ability than one you stick in your regular rotation. The kind that you'll love and everyone in your party will hate. That's right. We're talkin' about Thunderstorm today. In terms of the normal WoW ability "kit," Thunderstorm is a pretty unique snowflake. What makes it so special? It's free. Unlike nearly every damaging spell in the game, all Thunderstorm costs you is a global cooldown. It gives you mana for nothing. Not mp5, not lowering the mana costs of spells -- this is a straight 8% mana return every 45 seconds if you so desire. It's got knockback. Twenty yards of it, in fact. Wrath added the knockback ability into the gestalt WoW experience, but it's still fairly unique, shared only with a few other spells like Typhoon and Blast Wave. And twenty yards is a long way to go. While one or two of these qualities might not be so strange to see together, all three of them makes it in a class of its own. Thunderstorm is incredibly appealing as an emergency mana reserve and as an "oh-shit" button, but the knockback tends to make fellow players really angry when used inappropriately (or even appropriately, depending). They say "glyph it!" Well, I disagree. I think Thunderstorm is one of the best spells in the game, and it's because of the knockback, not in spite of it. Today we're going to take a brief look into making Thunderstorm work for you.