Elemental Shaman (Elem) - PvP guide WotLK 3.3.5a

PvP guide to Elem Shaman in WotLK 3.3.5a: build 60/11/0, symbols, speed and penetration, working with totems, Thunder and Lightning and Grounding Totem, macros, duels against all classes with difficulty rating, 2v2 and 3v3, BiS of Season 8 Wrathful. Relevant for Warmane, WoWCircle and Sirus.

Specialization overview

Elem is the sharpest burst in the game and a whole set of tools that no one else has: totems. «Lava Burst" is guaranteed to hit a target with a "Fire Shock" with a critical hit, "Thunder and lightning» throws everyone back 20 meters and works even when you are stunned, and the grounding totem eats up the entire spell aimed at you. In return, there are almost no defensive buttons: the element is chosen as the target first and kept under control. Abbreviations in the text: elem - speck himself, shaman - class, LB - "Lava Burst", CM - "Chain Lightning", shock - "Fire", "Ice" and "Earth Shock", EM - "Conquering the Elements", res - stability, penetra - penetrating ability of spells, haste - speed, los - go behind an obstacle, kite - keep the enemy at a distance, swap - change the target, setup - team composition.

Strengths
  • Fastest burst among casters: «Lava Burst» on a target with “Fire Shock” always crits
  • Grounding Totem redirects a targeted spell to itself - this is a separate tool against any caster
  • «Thunder and lightning» throws everyone around 20 meters and is applied directly from the stun
  • «piercing wind" - interruption with a 6-second cooldown, the most common in the game
  • Trembling Totem removes fear, submission and sleep from the entire party every 3 seconds and has no cooldown
Weaknesses
  • There are almost no protective buttons: the element is broken first and kept under control
  • Damage is tied to castes, and any cast can be interrupted or knocked down
  • Totems break: against teams that kill them, half the set does not work
  • There is no mobility, except for the form of a wolf: there is nothing to break the distance with, except for knockback

Races

Draenei B 🔵 Alliance
Heroic Presence, Gift of the Naaru
The only race of shamans of the Alliance. Passive +1% to hits for you and the group cover part of the accuracy cap, and “Gift of the Naaru” is a small heal on the button with a cooldown of 3 minutes.
Orc B 🔴Horde
Hardiness, Blood Fury
Passive -15% to the duration of stuns lasts the entire battle, and “Bloody Fury” gives a temporary increase in the damage of spells under the burst window.
Troll B 🔴Horde
"Berserking"
+20% casting speed for 10 seconds, cooldown 3 minutes. Direct increase to burst.
Tauren B 🔴Horde
War Stomp, Endurance
Stuns up to five enemies within 8 meters for 2 seconds, cooldown 2 minutes, plus +5% to base health. For a spec without protective buttons, an extra margin of safety and extra control mean a lot.

Professions

1
Jewelcrafting
Three special gems instead of regular ones
Three stones only for jewelers are stronger than ordinary ones - this is an increase in characteristics without any conditions.
2
Tailoring
Embroidery on a cloak with spell power benefit
The spell power benefit occurs during a short burst window, but does not trigger at your command.
3
Blacksmithing
Two additional slots - for bracers and gloves
Two more stones: they add penetration or speed.
4
Engineering
Accelerators for gloves, parachute for cloak, bombs for belt
Gives buttons instead of passive characteristics: boosters, parachute and bomb.

Talents

Standard 60/11/0 (arena)
60/11/0
Elements: 60 Cultivation: 11 Healing: 0

The entire Elemental branch plus eleven points in Improvement for the sake of totems: there is a shortened grounding cooldown, a reinforced stone claw and earth shackles, cheap shocks and a quick wolf form. Free points are distributed between "Elemental Precision" and "Thundering Blows" depending on whether the accuracy is sufficient.

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Key Talents
Thunder and lightning 1/1 Required
Damage to everyone within 10 meters, knockback 20 meters and return 8% mana, cooldown 45 seconds. Applies even when you are stunned. With the symbol, the cooldown becomes 35 seconds.
Wrath Totem 1/1 Required
Fire totem: +spell power for the entire group and +3% critical strike chance against enemies within 40 meters. Lasts 5 minutes and stays on forever.
Conquering the Elements 1/1 Required
Your next Lightning Bolt, Chain Lightning, or Lava Burst is instantly removed, plus +15% cast speed for 15 seconds. Cooldown 3 minutes, shared with Natural Swiftness.
Shamanism 5/5 Required
Damage boosting effects are 20% stronger for Lightning Bolt and Chain Lightning, and 25% stronger for Lava Burst. The main talent for pure damage.
Lava flows 3/3 Required
+24% extra damage from Lava Burst crit. Separately: if your Flame Shock is dispelled from the target, you gain +30% casting speed for 6 seconds.
Electrical overload 3/3 Required
"Lightning" and "Chain Lightning" have a 33% chance of hitting with a second spell of the same type: free, half weaker and no threat.
Conquering Lightning 5/5 Required
Lightning Bolt, Chain Lightning, and Lava Burst cast 0.5 seconds faster.
Concussion 5/5 Required
+5% damage to Lightning Bolt, Chain Lightning, Thunder and Lightning, Lava Burst and all shocks.
Elemental Fury 5/5 Required
+100% bonus damage from Fire, Ice and Nature crits at full rank, including Searing Totem and Magma Totem.
Call of Thunder 1/1 Required
+5% critical strike chance for Lightning Bolt, Chain Lightning, and Thunderbolt.
Elemental Focus 1/1 Required
After a non-periodic crit with fire, ice, or nature, the next two spells cost 40% less mana.
Oath of the Elements 2/2 Required
While the effect of Elemental Focus lasts, your damage is 10% higher. Plus +5% crit for the entire group within 100 meters.
Storm, Earth and Fire 3/3 Required
The cooldown of Chain Lightning is 2.5 seconds shorter, the periodic damage of Flame Shock is 60% higher, and the Earthbound Totem has a 100% chance of entwining enemies for 5 seconds.
Rolling Echo 2/2 Required
The cooldown of Fire and Ice Shock is 2 seconds shorter, and their instant damage is 20% higher.
Echo 5/5 Required
The cooldown of all shocks and Shearing Wind is shorter by 1 second: wind has 5 seconds instead of 6, shocks have 5, and fire and ice with Rolling Echoes have 3.
Astral Shift 3/3 Required
While you are stunned, feared or silenced, all damage taken is reduced by 30%. For a spec without protective buttons, this is protection.
Protection from the elements 3/3 Required
−6% to all damage taken.
Eye of the Storm 3/3 Required
The delay of Lightning Bolt, Chain Lightning, Lava Burst and Hex from received damage is 70% shorter. Without this talent, you won't cast at all under pressure.
Elemental Limit 2/2 Required
+6 meters to the range of Lightning Bolt, Chain Lightning, Fire Nova and Lava Burst, +15 meters to Flame Shock and +20% to the radius of Thunder and Lightning.
The Unrelenting Storm 3/3 Required
Returns 12% intelligence with mana every 5 seconds, including during casting.
Call of the Flame 3/3 Required
+15% damage to Fire Totems and Fire Nova and +6% damage to Lava Burst.
Earth Grab 2/2 Required
The durability of the Stone Claw Totem is 50% higher, the radius of the Earth Shackles Totem is 20% higher, and the cooldown of both is 30% shorter.
Sentry Totems 2/2 Required
The armor from the Stoneskin Totem is 20% higher, and the cooldown of the Grounding Totem is 2 seconds shorter.
Shaman Focus 1/1 Required
Shocks cost 45% less mana. He uses ale shocks all the time, so his talent pays off immediately.
Swiftness of the ancestral spirits 2/2 Required
The wolf form cast is 2 seconds shorter. Spec's only mobility.
Ancestral knowledge 3/5
+10% to intelligence at full rank. The tooltip shows full rank numbers - this is 3/5 less.
Thundering Beats 1/5
+5% critical strike chance for all attacks and spells at full rank. A free point that is placed here or in “Elemental Accuracy” if accuracy is not enough. The tooltip shows full rank numbers.

Glyphs

Basic glyphs

Lava Glyph Required
Lava Burst gains an additional 10% of your Spell Power. The main damage symbol.
Symbol of Thunder Required
Thunder and Lightning's cooldown is 10 seconds shorter - 35 instead of 45. The more knockback you have, the less you cost in melee.
Stoneclaw Totem Glyph Required
The Stone Claw Totem places an absorbing shield on you as well, and four times more than what the totems receive. The spec has almost no protective buttons - this is one of the few.

Small Glyphs

Water Shield Glyph
The water shield holds one more sphere. The shaman's small symbols have almost no effect on the battle; this one is the most useful of them.
Glyph of Spectral Wolf
In the form of a wolf, there is a slight restoration of health.
Symbol of renewed life
“Rebirth” no longer requires a reagent.

Characteristics

The order is as follows: first accuracy up to the cap, then penetration up to 130, then speed or spell power, depending on whether you have already reached about 500 speed. Five hundred is the mark at which “Lava Burst» becomes noticeably faster; then the speed begins to interfere with itself, because some spells run into global rollback. Resistance is not lowered below 1200: the element has no protective buttons and is chosen as the target first.

1
Hit Rating4% (6% with racial)
The first thing to close. For the draenei, part of the cap is covered by the racial one.
2
Spell Penetration130
It is needed not so much for damage as for “Dispel Magic”: without a cap, the purge is cut by someone else’s resistance and removes one effect instead of two.
3
Resiliencefrom 1200
It’s risky to go lower: the spec has almost no protective buttons, and they will hit you.
4
Hasteabout 500
Five hundred is a landmark: on it “Lava Burst"casts in approximately 1.3 seconds. Part of the speed comes from the air wrath totem, it is also counted.
5
Spell Power
The base damage of the element is already high, so the power of spells is not gained at the expense of speed and penetrating ability - but it is not thrown away either.
6
Intelligence
Mana pool and mana return from Relentless Storm, which counts from intelligence.
7
Critical Strike
Feeds «Elemental Focus" and "Oath of the Elements." Comes with things and meta-stone.

Rotation

The meaning of rotation for the element is one: “Fire Shock"must hang on the target before flying"Lava Burst“—then lava is guaranteed to crit. Everything else is built around this. «Dispel Magic" presses against the target constantly even before the burst begins, and "Conquering the Elements" together with the trinket opens a window in which the target needs to be demolished.

Boss Pool (Opener)

Dispel Magic
debuff
Removes two beneficial magic effects from an enemy. Before the burst, the target is cleared, otherwise all the damage will go to other people's shields.
Fire Shock
debuff
Instant damage plus dot for 18 seconds. It must be placed before the lava: under it “Lava Burst"always criticizes.
Lava Burst
damage
Cast 2 seconds, cooldown 8 seconds, 30 meters. On a target with “Fire Shock,” this is a guaranteed crit—the spec’s main blow.
Conquering the Elements
Cooldown
Instant next spell and +15% speed for 15 seconds. Opens the burst window.
Lightning
damage
The base cast that fills the rest of the time.

Priority in battle

Fire Shock
debuff
Stays on the target constantly - not for the sake of the dot, but for the sake of the guaranteed crit of the lava.
Lava Burst
damage
It presses every time it rolls back, if “Fire Shock" hangs.
Lightning
damage
Basic filler. With Lightning Overload it will sometimes strike twice.
Chain Lightning
damage
Cooldown 6 seconds, with talent - 3.5. It hits harder than Lightning and hits nearby targets.
Ice Shock
debuff
Slow by 50% for 8 seconds. The shock is the same for everyone: by putting ice, you remove fire from the target.
Earth Shock
damage
Third shock: damage and slow attack speed. Taken when you need damage, not slowdown.

AoE rotation

Chain Lightning
damage
Basic area damage:lightning jumps to adjacent targets.
Thunder and lightning
damage
Damage to everyone within 10 meters plus knockback 20 meters.
Ring of Fire
damage
The fire totem you place releases a wave of flames at everyone within 10 meters of it. They also instantly remove snakes from the hunter’s trap.

Cooldowns

Thunder and lightning
cc
Cooldown 45 seconds, with symbol 35. Returns 8% mana, knocks everyone back 20 meters and is applied even from stun. This includes breaking the distance, saving a partner, and interrupting.
Piercing wind
cc
Interrupt with a cooldown of 6 seconds, with the talent “Echo"- 5. Range 25 meters, school blocked for 2 seconds. The most common interruption in the game.
Evil eye
cc
Transforms the target into a frog for 30 seconds, cast 1.5 seconds, cooldown 45 seconds, range 20 meters. Removes any damage.
Dispel Magic
debuff
Removes two beneficial magical effects. It squeezes all the time, and not “when I remember.”
Conquering the Elements
Cooldown
Instant plus +15% speed for 15 seconds, cooldown 3 minutes.
Bloodlust
Cooldown
+30% to the speed of the entire group for 40 seconds, cooldown 5 minutes. After it, the target receives “Exhaustion” for 10 minutes and cannot be buffed again - that is, this is exactly one window per match. It is spent during a specific kill window, and not at the beginning of the battle.
Natural swiftness
Cooldown
The next nature spell is instant, cooldown 2 minutes. General rollback with “Conquest of the Elements”, so choose one or the other.
Ghost Wolf
buff
+40% movement speed and less susceptible to slowdowns, outdoors only. The basic cast is 2 seconds, with the talent it becomes instant. Spec's only mobility.
Water Shield
buff
Three spheres: 100 mana every 5 seconds, plus 400 mana for each hit received with the removal of the sphere. It is removed against another element: with a shield on you, someone else’s purge can kill your grounding totem.
Healing Wave
heal
Cast 3 seconds, 40 meters. Elem heals himself and his partner seriously, and not “a little.”
Lesser Healing Wave
heal
Cast 1.5 seconds - quick healing when there is no time for a full wave.
Tips
  • «Fire Shock" to Lava Burst is the only ironclad rotation rule.
  • The shaman has the same shock for all three types: put ice on, take off the fire, and the lava stopped crit guaranteed.
  • Purge always hits everyone: two effects at a time, and without a penetration cap there will be only one.
  • «Thunder and lightning"is used from stun - this is the only button that works when everything else is blocked.
  • Start healing in advance, and not at 30% health: they won’t let you complete the full cast of treatment.
  • “Bloodlust” is spent under the window when someone else’s healing is already turned off, and not at the beginning of the round.

Macros

The shaman needs separate buttons for each key totem - you cannot combine them into a general call, they are situational. The rest is an interruption with a break in your own cast, purge and burst. The names of the spells in the code are in English, as the client understands them; Russian names are indicated in the explanations.

Interrupt and purge

Piercing wind Required
It interrupts its own cast and immediately interrupts someone else’s.
#showtooltip /stopcasting /cast Wind Shear
Wind Shear — «Piercing wind" Without /stopcasting, you will finish your spell first and be late.
Piercing wind on focus Required
The same thing, but in focus.
#showtooltip /stopcasting /cast [@focus] Wind Shear
The main button against someone else's healer: he started casting - you interrupted without leaving your goal.
Wind and storm with one button
Interrupts and immediately removes two buffs from the same target.
#showtooltip /stopcasting /cast Wind Shear /cast Purge
Purge — «Dispel Magic" The button is situational: sometimes you only need the wind, and not the wind with a blizzard.
Purge on guidance Required
Removes buffs from the person the mouse is pointing at.
#showtooltip Purge /cast [@mouseover] Purge
Convenient to clear your partner's target without switching.
Piercing wind across arena1 Required
Kick a specific opponent without switching targets.
#showtooltip Wind Shear /stopcasting /cast [@arena1] Wind Shear
Russian title: «Piercing wind" 25 meters, cooldown 6 seconds. Create three such buttons - for arena1, arena2 and arena3.

Control

Set focus Required
Focus on the enemy healer or caster.
/focus
Without focus, the macros below do not work.
Focus Evil Eye Required
Frog in focus.
#showtooltip Hex /cast [@focus] Hex
Hex — «Evil eye": 30 seconds, removes any damage. Given by heal or second caster.
Thunder and lightning Required
Throwing everyone away.
#showtooltip Thunderstorm /cast Thunderstorm
Thunderstorm — «Thunder and lightning" Works from stun: hold it as a separate button, not in combination.

Totems

Grounding Totem Required
Separate button for grounding.
#showtooltip Grounding Totem /cast Grounding Totem
Grounding Totem - “Grounding Totem”. Be sure to use a separate button, and not in the general call of totems.
Deception Casting and Grounding Required
He interrupts his cast and immediately puts a grounding.
#showtooltip Grounding Totem /stopcasting /cast Grounding Totem
A technique against interruptions: you start casting, the enemy spends the interruption - and you interrupt and place a totem into which the interruption goes.
Trembling Totem Required
Separate button for trembling.
#showtooltip Tremor Totem /cast Tremor Totem
Tremor Totem - “Totem of Tremor.” Placed before fear, not after.
Earthbound Totem Required
Separate button for shackles.
#showtooltip Earthbind Totem /cast Earthbind Totem
Earthbind Totem - “Earthbind Totem.”
Stoneclaw Totem Required
Separate button for shield.
#showtooltip Stoneclaw Totem /cast Stoneclaw Totem
Stoneclaw Totem - "Stone Claw Totem." With the symbol it gives you a shield too.

Damage and healing

One button burst Required
Trinket and "Conquering the Elements" together.
#showtooltip Elemental Mastery /use 13 /cast Elemental Mastery
Elemental Mastery — «Conquering the Elements" Number 13 is the trinket slot number; if the one you need is in the second slot, put 14.
Guided treatment Required
Heals the one the mouse is pointing at.
#showtooltip Healing Wave /cast [@mouseover,help] Healing Wave; Healing Wave
Healing Wave — «Healing Wave" Elem heals seriously, and this is often more important than the extra damage cast.
Fire Shock and Lava
Order reminder: shock first, lava later.
#showtooltip Lava Burst /castsequence reset=8 Flame Shock,Lava Burst
Flame Shock — «Fire Shock», Lava Burst — «Lava Burst" The sequence resets after 8 seconds. Button for beginners: experienced ones keep the shock and lava separately, because the shock is needed on its own.

Strategy and general tips

Elem wins not with long pressure, but with one window: the target is cleared with a blizzard, “Fire Shock", and a bunch of instant lava and lightning goes into it. The rest of the time the shaman works with totems - grounding against other castes, awe against fear, chains against miles and a stone claw under his own burst.

  • Totems are not placed in a pile and are not summoned as a set: they are broken, and each one is needed for its own situation.
  • The grounding totem is placed under a spell with a cooldown -evil eye, chaos bolt,lava eruption, - and not at random.
  • A trick with a deceptive cast: start casting, let the enemy spend an interrupt, break it and put a ground - the interrupt will go to the totem.
  • The totem of awe is placed before fear. If your partner has already been scared, it’s too late to bet.
  • «Thunder and lightning"works from stun: this is the only button that remains when everything else is blocked.
  • Knockback is also used in defense: before leaving behind a column, throw away the pursuer - he will not be able to return with a jerk.
  • The purge presses before the burst, and not during it: otherwise all the damage goes to other people's shields.
  • The element's healing is real: if you have a second, it is better to heal than to add one cast of damage.
  • «Bloodlust» is spent under a window in which someone else’s healing is already turned off.

Duels

In the open field, Elem loses to almost everyone: it has neither protective buttons nor mobility. In an arena where there are columns, he fights with anyone. The ratings below are given on a ten-point scale.

Matchups

Warlock Difficult
The most difficult matchup: sorcery is a ten out of ten, destruction is a nine. The lock has almost as much damage as you, and has three times more control. The totem of awe is permanent - it removes one of its types of control entirely. You need an obstacle behind which you can heal. Usually he starts with a curse and then gives a stun - at this moment, get closer to interrupt him with Thunder and Lightning. As soon as “Sacrificial Fire” appears on you, immediately set up grounding: “Ignite” flies behind you. If you don't catch it with a grounding, use a stone claw, it will eat the blow.
Mage Difficult
Against a strong frost mage it’s a nine out of ten, against a weak one it’s a three: the class has a very high ceiling. Start healing when you are at 80-90% health, and not when you are in trouble. Counterspell either fake or catch with grounding. If you fall under a full counterspell at half your health, the battle is most likely over. By grounding they catch a deep freeze, and if you are sheeped and there is no grounding or interruption, throw them away with “Thunder and Lightning”.
Priest Difficult
ShP - eight out of ten. A technique that works: start casting the evil eye so that it spends silence on you, break it and at the same moment put a grounding - the silence will go into the totem.
Death Knight Difficult
Wicked is an eight out of ten. Hold the purification totem: it removes diseases on which all its damage is based. A separate technique: throw it away with “Thunder and Lightning” and immediately ground it - the grip of death will go into the totem. Interrupting it also counts as a spell, so it too is caught by grounding.
Hunter Average
Seven out of ten. At the opener, remove Snake Sting manually, rather than waiting for the cleansing totem - the totem triggers once every three seconds, and this may not be enough. Traps and freeze arrow are caught by grounding.
Druid Average
Feral is a seven out of ten, balance is a five. Hold a totem of cleansing from poisons and bleeding against the feral and don’t let him sit close: “Thunder and lightning"throws him back twenty meters. Against balance, a tornado is caught by grounding, and the totem of awe removes fear from the owl’s form.
Warrior Average
Four out of ten. The main thing is not to keep him in the shackles of the earth all the time: this way you yourself enable the restoration of his health. He will come in with a jerk, you slow down with ice and go into the form of a wolf; to interception you respond with “Thunder and lightning” and hang “Fire Shock" Feikai «Lava Burst”, until he raises the reflection of the spell, interrupt him - and only then burst. Evil eye let's go at about three quarters of health so that he spends the trinket in advance. You can’t run away from a whirlwind of blades: put up a stone claw and heal.
Paladin Easy
The easiest class for an element is three out of ten, both retry and prot fight equally. Slow down everything with ice and blizzards, including freedom of movement. If you come to a medium distance, put a grounding: a hammer, repentance, or, in the worst case, expulsion of evil will go into it. Don’t waste the trinket on the hammer until it has raised its wings, and the wings are immediately flushed. If you come close, throw it away.
Rogue
Place totems one at a time and away from each other so that they are not demolished at once. Roga will try to go into the cloak of shadows exactly under your instant “Lava Burst" via "Conquering the Elements“, so press the bunch as soon as it comes out of the kidney: then you have a minute while the cloak is on the rollback.
Shaman
In the DSLR, don’t hold anything on yourself “Water Shield", nor "Lightning Shield": while you have a shield hanging on you, the enemy can kill your grounding totem with "Dispel Magic", and without a shield he will have to spend "Piercing wind».
Tips
  • Against casters, half the game is grounding and cheating casts.
  • Against miles - earth bonds, ice, knockback and stone claw under their burst.
  • The cleansing totem is used against dk, rog, ferals and shp; in single combat, sometimes a healing stream is more useful.
  • Start healing in advance: they won’t let you complete a full cast of treatment at low health.

Arena 2v2

Elem feels best in threes and fives, but can also play in twos. The logic is the same in all options: the shaman has the best synergy with casters, and the combination is based on catching someone else’s healer in the control chain and destroying the damage control in one window.

Computers

Elem + Destro-lock
Companions: Warlock (Destruction)
The most burst option. The scheme is simple: the healer is caught in the control chain, the damage dealer is blown up. For two you haveevil eye, fear, «Piercing wind", "Deadly Move", "Fire Whirlwind" and seduction with interruption from a pet. You open with a burst at the target and wait for control from the lock. When the healer's trinket has already been spent, and the dd has spent protective cooldowns - "Bloodlust", control over healing and burst. Felhunter removes the lamb, hammer and silence from you, and with knockback you knock out opponents from behind cover if they move away from Bloodlust.
Elem + Munkin
Companions: Druid (Balance)
Two knockbacks and the best self-heal among damage combos. The druid starts from invisibility: stun, healing tornado, then “Starfall” and a general burst. Heal will be forced to trinket, and often waste cooldowns. After the opener, play defensively until Starfall rolls back, or look for a window throughevil eye by hil. Both must heal the one they are playing with - this is what the connection is based on.
Elem + ShP
Companions: Priest (Darkness)
It looks like a variant with a lock: off-heal, buffs that serve as a cover for Bloodlust, plus control and damage. You start both with the purge, then control and window.
Elem + Fire Mage
Partners: Mage (Fire)
Very effective if the magician knows how to play: «Oath of the Elements» andtotem of wrath Raises his crit. The main problem is other people's dispels, so healing must be strictly controlled. Evil eye on the target of killing early, lamb on healing, knockbacks and freezes against a mile, interruptions on healing from both sides.
Hard against: Setups with unholy dk
Elem + SD horns
Companions: Rogue (Stealth)
Like any combination with a horn, everything is decided by the opener: the horn grabs the healer and goes into damage control, you give out maximum damage for the stunlock, after the horn the horn blinds the healer. This forces you to spend a trinket or bubble. Then you play from defense until the next window.

Matchups

Setups with healing for Elem + Destro-lock
As long as someone else's healer is free, no one will die. Purge on the target, control chain to heal, and only then burst. The healer's trinket is knocked out with the first window, killed with the second.
Setups with unholy dk for Elem + Fire Mage Difficult
A combination with a fire mage loses to everything where there is an unholy dk: you both have little vitality, and he presses continuously.
Double dd for Elem + Munkin
Both heal the one they are playing and bide their time until the next Starfall. Knockbacks are the main survival tool here.
Tips
  • Purge is the first thing the ale does in a round, not the last.
  • Knockback pulls enemies out from behind cover as they try to sit out Bloodlust.
  • Evil eye the kill target at the start often knocks out the trinket even before the burst begins.
  • Don’t be afraid to heal your partner: with Elem this is a full-fledged caste, and not symbolic help.

Arena 3v3

In threes, Elem reveals himself best: he has damage, control, and totems that work for the entire team. The scheme of any composition with it is the same - lock or other damage control maintains constant pressure, element alternates burst and control, heal closes the difference.

Computers

LSD (Lok + Elem + Rezto Druid)
Companions: Warlock (Affliction), Druid (Restoration)
Locke keeps dots on all three, you alternate burst and control, the druid adds tornadoes. While the pillboxes are eating up the team, you crush one target so that the healer is forced to heal only that one. I saw someone below half - swap and control on the heal. "Bloodlust» is spent when the healer is already in full fear or the evil eye and only if the damage dealer has already spent protective cooldowns. The strength of the setup lies in the sudden changes in target and the amount of control.
LSP (Lok + Elem + Khpal)
Companions: Warlock, Paladin (Holy)
The same thing, but instead of the druid's tornadoes, the paladin's hammer and vitality. It is played according to the same scheme.
ShHP (Elem + MM-hunt + DC)
Companions: Hunter (Marksmanship), Priest (Discipline)
Ranged composition: two sources of damage at a distance and a priest with dispels. The element here requires control and interruptions.

Matchups

Setups with healing for LSD (Lok + Elem + Rezto Druid)
You crush one target until the healer begins to heal only it, and at that moment the swap. A tornado on a target also blocks healing, so you can use it to cover an almost dead enemy and switch.
Mile setups for LSP (Lok + Elem + Khpal)
Earth Shackles, Ice, and Knockback work throughout the entire fight. The stone claw is placed before their window, not after.
Tips
  • «Bloodlust" is not a battle start button, but a window button: someone else's healing should already be turned off.
  • The druid's tornado also blocks healing: it covers a target that you do not have time to finish off, and changes the target.
  • Interrupts in a trio are distributed in advance: two people who spend an interrupt on one cast have a lost cooldown.

Battlefields (BG)

On the battlefield, elem is valuable for area damage and knockback: «Chain Lightning" hits multiple targets, and "Thunder and lightning" scatters the entire crowd.

Tips
  • Knockback on bridges and narrow passages matters more than any damage.
  • The Earth Shackle Totem at a point slows down several enemies at once.
  • The shaman has only one mobility - the form of a wolf, and his caste is short only with talent. Plan your departure in advance.

Totems

Stones

First, the penetrating ability is closed: four blue stones per penetra give a hundred, the rest is obtained by spells and things. Further, the nests go under the speed, and if the bonuses of the nests are worth observing, then under the “spell power plus speed” combinations.

meta
Chaotic Skyflare Diamond
+21 Critical Strike Rating and +3% Critical Damage
Standard meta caster for damage.
blue
Thunderous Majestic Zircon
+25 Spell Penetration
Four pieces cover most of the 130 cap.
yellow
Soft royal amber
+20 speed rating
Yellow sockets until the 500 speed mark is reached.
red
Runed Crimson Ruby
+23 Spell Power
Red sockets when the speed is already enough.
orange
Anxious Ametrine
+12 Spell Power and +10 Speed ​​Rating
Compromise for red and yellow sockets if you want to respect the socket bonus.

Enchantments

SlotEnchantmentBonusAlternative
Head Magic sign of dominance +29 Spell Power and +20 Resilience Rating —
Shoulders Mark of Dominance +23 Spell Power and +15 Resilience Rating —
Cloak Scroll of Enchant Cloak - Piercing Spells I +35 Spell Penetration Scroll of Enchant Cloak - Speed ​​II (39003): +23 speed rating when penetration cap is already closed
Chest Scroll of Enchant Chest - Resilience II +20 Resilience —
Wrists Enchant Bracer - Spell Power III +30 Spell Power —
Gloves Scroll of Enchant Gloves - Spell Power II +28 Spell Power Hyperspeed Accelerators (54999), if you have Engineering
Belt Eternal Belt Buckle Additional stone socket —
Legs Sapphire Arcane Thread +50 Spell Power and +30 Stamina —
Shoes Scroll of Enchant Boots - Tuskarr Vitality Some movement speed and +15 stamina —
Weapons Formula: Enchant Weapon - Spell Power +63 Spell Power —
Shield Scroll of Enchant Shield - Resilience +12 Resilience —
Rings Enchant Ring - Spell Power II +23 Spell Power, Enchanters only —

Consumables

flask
Flask of the Frostwyrm
+125 Spell Power for 1 hour
Main flask.
food
Fish feast
+80 attack power, +46 spell power and +40 stamina, applied to the entire group
First food option.
potion combat
Potion of Speed
+500 haste rating for 15 seconds
Banks are not available in the arena - an option for BG.
elixir
Scroll of Intelligence VIII
+48 Intelligence for 30 minutes
Scroll before the start.
elixir
Scroll of Stamina VIII
+132 stamina for 30 minutes
Second scroll.
Advice

Before the battle they set uptotem of wrath andtotem of wrath air, the remaining three slots are kept free for the situation.

Best Items (BiS)

Patch: Season 8 - Wrathful Gladiator

The shaman has three chain mail sets of the season, and they must be distinguished by characteristics, not by name: “chain mail” - with spell power and crit - is ale, “ringed” with MP5 - healing, “riveted” with agility - improvement. The set gives for two items +100 to resilience and +29 to spell power, and for four – another +88 to spell power and the cooldown of the grounding totem is shorter by one and a half seconds. For the sake of the latter, the four are not torn apart. Elem wears almost no PvE items: he has no defensive buttons, and durability is more important than extra spell power.

Set bonus

Set (2): +100 Resilience and +29 Spell Power. Set (4): +88 Spell Power and Grounding Totem Cooldown 1.5 seconds shorter

SlotItemSource
Head Wrathful Gladiator's Mail Helm T Requires a personal and team arena rating of at least 1950. Item level 270: +195 stamina, +87 intelligence, +182 spell power
Shoulders Wrathful Gladiator's Mail Spaulders T Requires a personal and team rating of 2000 in a 3v3 or 5v5 team. Item level 270
Chest Wrathful Gladiator's Mail Armor T Requires a personal and team arena rating of at least 1600. Item level 270
Gloves Wrathful Gladiator's Mail Gauntlets T Requires a personal and team arena rating of at least 1400. Item level 270
Legs Wrathful Gladiator's Mail Leggings T Requires a personal and team arena rating of at least 1500. Item level 270
Neck Wrathful Gladiator's Pendant of Dominance No rating requirement. Item level 264
Cloak Wrathful Gladiator's Cloak of Dominance No rating requirement. Item level 264
Ring Wrathful Gladiator's Ring of Domination No rating requirement. Item level 264
Wrists Wrathful Gladiator's Wristwraps of Dominance No rating requirement. Item level 264
Belt Wrathful Gladiator's Belt of Domination Requires a personal and team arena rating of at least 1300. Item level 264. Under buckle with additional slot
Shoes Wrathful Gladiator's Boots of Domination Requires a personal and team arena rating of at least 1400. Item level 264
Weapons (for speed) Wrathful Gladiator's Blade of Agility Requires personal and team rating of 2200 in a 3v3 or 5v5 team. Item Level 277: +836 Spell Power, +58 Speed, +58 Resilience
Weapons (crit) Wrathful Gladiator's Magic Blade Requires personal and team rating of 2200 in a 3v3 or 5v5 team. Item level 277: +836 spell power, +58 crit, +58 resilience
Shield Wrathful Gladiator's Barrier Requires a personal and team arena rating of at least 1800. Item level 270: +111 spell power, +63 crit, +63 resilience
Relic (totem) Wrathful Gladiator's Survival Totem Requires a personal and team arena rating of at least 1700. Shocks provide +119 spell power for 10 seconds
Trinket Medallion of the Horde No rating requirement. Item level 264, +153 resistance; removes slowdowns and loss of control effects, cooldown 2 minutes. For the Alliance - “Alliance Medallion”, item 51377
Trinket (second) Rusted Bone Key No rating requirement. Item level 264, +228 stamina; absorbs 6400 damage in 10 seconds, cooldown 2 minutes

Purchase procedure

  1. First, where the rating is not needed: neck, cloak, ring, bracers and both trinkets
  2. Belt - 1300
  3. Set gloves and shoes - 1400
  4. Leggings set - 1500
  5. Set armor - 1600
  6. Relic - 1700, shield - 1800
  7. Helmet - 1950, shoulder pads - 2000
  8. Weapons over 2200 are the last