Elemental 6.2 Patch Update


I’m still refining a few things, mostly around profile generation for SimCraft. I’ll try to keep all the profiles included in a post here as well as putting some more “guide” type stuff, but there may be a few issues to iron out. I’ll get to that once I finish doing 6.2 update stuff.

IRC: We have a Shaman IRC on irc.coldfront.net called #earthshrine

Guides: I have two guide locations at the moment.

My Personal Wowhead guide is the one I’d recommend in most cases, as I’m aiming to put as much detail in there as possible.


  • L60: Elemental Mastery only beats out Echo of the Elements if your legendary ring use is every 2 minutes and delays do not result in losing a use of EM. Otherwise, go with whichever L60 talent you prefer (I’m sticking with Echo).
  • L90: Unleashed Fury is still slightly better than Primal Elementalist on Patchwerk results, but when you go to Heavy Movement sims they’re practically equal.
  • L100: Elemental Fusion wins hands down if you have Core of the Primal Elements (the class trinket from Archimonde). More on that later.


Multistrike is still first, with Haste & Crit roughly second equal (depending on your talents one will be slightly better than the other). Versatility is fourth, and Mastery is a distant fifth, with a value of 60% of Multistrike or less. For items, in most cases Multistrike wins over Item Level, unless the Multistrike item has Mastery and the higher item has Crit/Haste. Example stat weights will be updated over the weekend.


Core of the Primal Elements extends your Flame Shock by large amounts. This should be your primary single target & multidot trinket. You’ll want to have a Normal version of this over any Heroic trinkets (possibly Mythic too, need to reconfirm this). When recasting Flame Shock, if you have 2 Elemental Fusion charges and the Unleash Flame buff up you can recast it up to 78% of the base duration, or 100% if you’re using Unleashed Fury. This is to make sure that you have a fully buffed dot up at all times. The damage math works like this: 1.00 * (1 + 1.50) * (1 + 0.4) * (1 + 0.4 * 2) =  630% of the base damage with a Normal trinket. Mythic will have up to 756%

Remaining trinkets Unblinking Gaze > Prophecy of Fear > Iron Reaver Piston. Generally, Heroic HFC trinkets will beat Mythic BRF foundry trinkets.

Set Bonuses

Transition from T17: wait until you can get T18 2pc before dropping T17 4pc. Same with T18 4pc/T17 2pc.

T18 2pc: Don’t change your rotation priorities. ES20 trumps everything, but if you use ES15 & it procs just before Lava Burst comes off cooldown, cast Lava Burst and then go back to Earth Shock.

T18 4pc: Don’t change your rotation priorities here either. You’ll naturally maintain a high buff uptime, and there’s no point in trying to “game” this.

Gear Stuff

If you need to work out what items are best for you, try this handy item spreadsheet for both Elemental & Enhancement (produced in conjunction with wordup)

Boss Notes for Hellfire Citadel

I’m slowly making my own, but for a full list check out Gistwiki’s 6.2 FAQ

Warlords of Draenor – Elemental Summary July 1st

I’ll try to do monthly updates of things in the Beta for Elemental. If I’ve missed anything leave a comment and I’ll add it in.

Yes, there is currently a problem with Elemental mana use after the removal of Rolling Thunder (60% proc chance, returns 2% mana) and Elemental Focus (25% cost reduction via the Clearcasting buff), which should be fixed soon.

Echo of the Elements vs Lava Surge
There have been a number of posts on the interaction of these two buffs. Currently Echo is being consumed first, making the current Lava Burst not trigger the cooldown, then Surge is consumed on the next cast, effectively making it look like two spell casts at once. Echo will need further updates anyway, as a few of the spells it works with have been removed (eg: Earthquake).

Area of Effect Damage
With the removal of Earthquake the question is how Chain Lightning will fill all our AoE needs, or will we stay with the cleave DPS niche. The Chain Lightning Perk (20% bonus to EQ per CL hit) also needs to be re-worked after this spell removal.

Totemic Recall… recalled
Totemic Recall was removed with the comment that totems would no longer proximity agro mobs. Celestalon as since commented in a tweet that it will be reinstated.

PS: To anyone asking why I put a post with a July 1st date out on June 30th, I’m in New Zealand which is GMT+12, so it actually is the 1st of July here.

4.3 fixes for 4.2 problems

With Dragon Soul/4.3 approaching I thought it would be a good time to look at the firelands boss fights and see what problems are there, and whether they have been addressed in the new patch. Read more of this post

Things to add to the new Elemental Guide

Hello Peoples,

I’m currently working on a new Elemental Guide. The main page is for the basic stuff, with links at the end of each section to the “more advanced/detailed” stuff. What I want to know is what extra stuff you think should be added to the guide. Obviously the advanced sections are a work-in-progress, and I have a few more things I want to add in, but I thought this would be a good time to get your feedback.

The State of Elementals: 4.2

So, 4.2 has hit, and with it more class changes, gear, and shiny objects to drool over.

However, all is not rosy in Elemental land. No doubt you’ve seen the veritable lack of single target changes in the patch notes, and wondered about things like the SimulationCraft T12 Heroic sim results to see us down the end of the pack again. Fortunately though, there’s a bit of light at the end of the tunnel as well as some potential changes around fire totems. Will these changes be enough though?

Looking a bit deeper at the SimulationCraft results, there are a few assumptions going on there, but first, a recap of the numbers.

  • Total DPS: 33042
  • Fire Elemental DPS: 5634
  • Personal DPS: 27191
  • Personal Mobile DPS (ignoring LvB): 19079

Putting two and two together, assuming the Fire Elemental works properly we’ll be doing 24713 DPS while moving, vs 33042 DPS when stationary (or in other words, we’ll be doing roughly 75% of our stationary DPS while mobile) without taking the 4pc Insta-LvB-On-Lava-Surge bonus into account. This is all thanks to that Unleashed Lightning LB-While-Casting glyph. Without it we’d be doing a much lower 8373 (~25%), although this is without taking UE & more frequent ES casts into account. In any case, it looks like the power indicator has swung from grossly underpowered to grossly overpowered for Elemental mobile DPS.

Scaling wise, things look fairly good. The graphs show what we expect, Int>SP>Haste>Mastery>Crit, with a large focus on haste over mastery & crit. However, the stat preferences for Elemental runs a bit contrary to that of Resto (being mostly Mastery>Haste>Crit) and also leaves me wondering why there are so many crit based items for Shaman. It may be that because we scale well with specific stats and poorly with others that has resulted in the general impression that we scale badly overall. It’s likely that if we weren’t restricted to mail for the 5% intellect bonus that we’d be picking up cloth & leather items that are itemised “better” than mail gear. This suggests that a background mechanics change on improving the value of crit while reducing the value of haste may make gearing more interesting and solve those “scaling issues”.

In short, until the fixes we need for Fire Elemental actually come through, Elemental is definitely the bottom-of-the-pack DPS spec that we were back in the Black Temple/Sunwell days, and even when those changes come through our deficiencies in stand-and-deliver encounters will be masked by our new mobility strength. The only silver lining is that you can pull out my old quote from 2.4 where I said “If you’re getting beaten by an Elemental Shaman, you’re doin’ it wrong”

Ghostcrawler posts on 4.2 class balance



  • We previously nerfed Water Shield via hotfix because shaman were gaining too much mana in PvP when attacked (especially by pets to discourage drinking). The 4.2 change is just a more elegant implementation of the same nerf that should keep the same mana per time as they have currently.
  • We recognized Fire Nova had some usability issues so we increased its throughput and added the Flame Shock refresh mechanic to help ease some of the inconvenience. This is a new mechanic and one we are still evaluating.
  • We introduced the Glyph of Unleashed Lightning to help shaman feel less punished by movement in both PvP and PvE. The impact of changes like this are very difficult to model.
  • We nerfed Mana Tide for the same reason we nerfed Innervate — it was just providing too much mana for the group’s healers as a whole. We didn’t want to decrease the benefit to the shaman, so we redesigned / added the talent of Resurgence to help offset the nerf to them personally

Being an Elemental kinda guy, I’m going to ignore the first and last one because they don’t affect me.

It’s good to know that the Fire Nova changes are being monitored. I still think that it’s a bit of an awkward system to manage, and could stand to have things tweaked and limited, because I can see things getting a bit silly with never-ending dots and high numbers of novas going out. The question is really whether we’ll get to any of those extreme points or not, and how long the ramp up time is. Too long, and we’ll be under the curve, but too short and things will be a bit over powered.

Likewise, the introduction of Unleashed Lightning will most likely get reviewed after 4.2 is released. I still believe that it’s going too far, and we’ll turn into running, jumping lightning bolt machines, but we’ll see how it goes. I’m still thinking that a better way to handle the Movement Problem is to rejig the Spirtwalker’s Grace duration/cooldown, or change it so that it has no cooldown/duration but rather a toggle with a damage/healing reduction.

In any case, those words “still evaluating” and “very difficult to model” make me think that there is some hope for improvements after 4.2 is released.

Elemental 201: Ability Management

Hello Class. Today we’re going to look at some of the more advanced & finicky details of the Elemental Rotation, or in other words, Looking Into The Future.

Essentially, making sure you know what is coming up is one of the most important things to do when trying to improve your damage output. This means that you can do things like cast Earth Shock early, or delay it, when you know what is coming up. For example. if I see that my Lava Burst cooldown will be up in a second or so after my next Lightning Bolt cast finishes, and I have my yellow eight lightning shield charges warning up, I’ll cast Earth Shock next rather than another Lightning Bolt in order to get that Lava Burst out earlier.

This is why bar systems like EventHorizon or Gnosis are useful. They allow you to see what is coming up, rather than what you have to react to now. Using Power Auras and other popup indicators are useful, but if you don’t have some sort of indicator that allows you to make split second decisions about what to cast next then every Lava Burst cast will be a surprise reaction, as opposed to a more informed choice for when you don’t get a Lava Surge proc. One of the reasons I like EventHorizon is that it allows me to put some extra time bars in, so in addition to the 0 point (ie: now) I also have a pair of lines, one at 2 seconds and the other at 5. This gives me a good indicator for managing my shock casts, as well as a better visualisation of how my other cooldowns are going.


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