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Chaman Elem 5.04

 
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MessagePosté le: Jeu 13 Sep - 21:40 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

 
2. Tier 1 Talents↑top
Tier 1 talents have been designed with your own survival in mind.
  • Nature's Guardian will proc every time you receive a damaging attack that brings you below 30% health (although not more often than every 30 seconds). When Nature's Guardian procs, it immediately reduces your threat towards your attacker and increases your maximum health by 25% for 30 seconds.
  • Stone Bulwark Totem is an Earth totem on a 1-minute cooldown that grants you an absorption shield for 30 seconds.
  • Astral Shift reduces damage taken by 40% for 6 seconds. It has a 2-minute cooldown.

Nature's Guardian is useful in a progression environment where you will often find yourself below 30% health. It can also help you when you pull aggro from the tank.
It is important to note that when
Nature's Guardian procs, you are also healed for 25% of your regular maximum health (before Nature's Guardian increases it). When the effect runs out, this healing is taken back. If you are low on health, this will not kill you but simply bring you to 1 health point. Therefore, it is important to keep in mind that Nature's Guardian is a double-edged sword. Sometimes, It might save your life, only to severely endanger it again 10 seconds later because you will not have been healed enough. To prevent this from happening, make sure you are properly healed while Nature's Guardian is active.
Stone Bulwark Totem and
Astral Shift are also viable, depending on how often you will need damage reduction during an encounter.
3. Tier 2 Talents↑top
Tier 2 talents have been designed with crowd control and utility in mind.
  • Frozen Power causes your
    Frost Shock to also root the target for 5 seconds.
  • Earthgrab Totem summons a totem that remains in place for 20 seconds, rooting every enemy within 10 yards for 5 seconds, after which time their movement speed is reduced by 50% (for as long as the totem is up and the enemies are within 10 yards).
  • Windwalk Totem grants immunity to movement-impairing effects to all party and raid members within 40 yards. The effect lasts 6 seconds. Note that it does not remove movement-impairing effects that are already applied on players.

Earthgrab Totem and
Windwalk Totem are the best choices, depending on which one will be the most useful to your raid.
Frozen Powersuffers from only being useful on a single target.
4. Tier 3 Talents↑top
Tier 3 talents have been designed with totem cooldown and mobility in mind.
  • Call of the Elements, which does not trigger the global cooldown, resets the cooldown of your totems that have a base cooldown shorter than 3 minutes:
  • Totemic Restoration reduces the cooldown of your totem proportionally to the duration that remained on them before they were destroyed or replaced, up to a maximum of 50% of the full cooldown. This description is very misleading. What happens is that when your totem is destroyed with, let's say, 20% remaining on its duration, then the remaining cooldown on your totem is shortened by 20% (the remaining duration on your totem) multiplied by 50% (the maximum amount the talent allows you to remove from your totem's cooldown), which means the cooldown of your totem is shortened by 10%. To make things clearer, we take the example of your
    Fire Elemental Totem (60-second duration, 300-second cooldown).
    • If it is destroyed after 15 seconds, then 75% of the duration remained on the spell and you remove 75% of 150 seconds off the cooldown, which equals to 112.5 seconds.
    • If it is destroyed after 30 seconds, then 50% of the duration remained on the spell and you remove 50% of 150 seconds off the cooldown, which equals to 75 seconds.
    • If it is destroyed after 45 seconds, then 25% of the duration remained on the spell and you remove 25% of 150 seconds off the cooldown, which equals to 37.5 seconds.
  • Totemic Projection enables you to relocate your totems to a new location. Casting this spell does not trigger the global cooldown.

Call of the Elements will be the default choice when neither of the two other talents cannot apply, although it will not work on totems that have a 3-minute cooldown.
Totemic Projection will be useful for moving your totems (mostly
Searing Totem and
Magma Totem) to a new location without spending a global cooldown for it. This talent is primarily meant for encounters with a lot of movement, although you can use it with great success to keep relocating your crowd-control totems (
Capacitor Totem,
Earthbind Totem, or
Earthgrab Totem) as the enemies you are targeting are moving out of the area of effect.
Totemic Restoration is rather disappointing. On the paper, it looks as if it gives you a relative freedom to use your totems with a long cooldown for exactly the amount of time you need them for. While it does give you a bit of freedom, this freedom comes with a huge penalty on the cooldown of your totems.
That said, there are cases when it can be beneficial: for example, if you need your
Fire Elemental Totem twice, each time for 30 seconds, within 4 minutes.
5. Tier 4 Talents↑top
Tier 4 talents have been designed to improve your performance.
  • Elemental Mastery increases your haste by 30% for 20 seconds. It has a 2-minute cooldown.
  • Ancestral Swiftness gives your next Nature spell an instant cast. It has a 1-minute cooldown. Ancestral Swiftness also passively increases your spell and melee haste by 5%.
  • Echo of the Elements gives you a chance to duplicate your spells that do direct damage or healing.

All talents are currently performing the same. In fights with mechanics that cause you to temporarily deal increased damage,
Elemental Mastery will pull ahead.
6. Tier 5 Talents↑top
Tier 5 talents give you a new healing cooldown or a new healing mechanics.
  • Healing Tide Totem heals the 5 most injured nearby players every 2 seconds for 10 seconds. It has a 3-minute cooldown.
  • Ancestral Guidance causes you to heal up to 3 nearby injured party or raid members for 40% of the direct damage or healing you do for 10 seconds. This ability has a 2-minute cooldown.
  • Conductivity is a passive ability that causes you to both increase the healing you do with direct spells to allies standing in your
    Healing Rainand heal nearby allies standing in your Healing Rain every time you damage an enemy also standing in your Healing Rain.

All three talents are viable.
Healing Tide Totem and
Ancestral Guidance are similar, just that Ancestral Guidance's healing depends on how much damage you will do. Choose Ancestral Guidance when your healing will be needed at a time when you will deal increased damage.
Conductivity can be used with success in fights where the enemies and your group/raid are stacked at the same location, which seems to happen most often in 5-man dungeons. In this case, you can put down
Healing Rain, and spam
Chain Lightning.
7. Tier 6 Talents↑top
Tier 6 talents have been designed to improve your performance.
  • Unleashed Fury upgrades your
    Unleash Elements by making it also increase the damage you do with
    Lightning Bolt by 30% for 10 seconds.
  • Primal Elementalist causes your
    Earth Elemental Totem and
    Fire Elemental Totem to deal 50% more damage. They become regular pets (although they are not permanent) with abilities.
    • The Earth Elemental automatically casts
      Angered Earth,
      Pulverize, and
      Harden Skin. If you instruct it to, it will channel
      Reinforce on you, which will decrease the damage you take by 20% and increase the healing you do by 10%.
    • The Fire Elemental automatically casts
      Fire Blast,
      Fire Nova, and
      Immolate. If you instruct it to, it will channel
      Empower in you, which increase the damage you deal by 5% and increase the healing you do by 10%.
  • Elemental Blast is on a 12-second cooldown and will enable you to maintain a 66% uptime on a buff that changes randomly each time you refresh it: +3500 Critical Strike Rating, +3500 Haste Rating, or +3500 Mastery Rating. The ability also deals a bit of damage every time you use it.

All three talents are viable and perform closely with
Elemental Blastpulling slightly ahead.
8. Major Glyphs↑top
Glyph of Flame Shock is the only mandatory major glyph. It increases the duration of
Flame Shock by 25%, bringing it to 30 seconds, at the expense of reducing the initial damage by 25%. The reason why this glyph is important is because it is a slight DPS increase and it simplifies the rotation somewhat.
Unleash Elements has a 15-second cooldown, which means that you can use it on cooldown and always have
Unleash Flame (a buff that Unleash Elements grants you) up before casting
Flame Shock.
There are other major glyphs that improve your DPS, but they only do so in specific situations.
  • Glyph of Chain Lightning causes your
    Chain Lightning spell to strike 2 additional targets, but it deals 10% less initial damage. This glyph is a slight DPS increase if your Chain Lightning hits 4 or 5 targets.
  • Glyph of Fire Elemental Totem reduces the cooldown and duration of your
    Fire Elemental Totem by 40%. This means that your Fire Elemental Totem will have a duration of 36 seconds (down from 1 minute) and a cooldown of 3 minutes (down from 5 minutes). This can be useful for lining up your Fire Elemental with periods of increased damage that come every 3 minutes.
  • Glyph of Grounding Totem turns
    Grounding Toteminto a damaging ability that reflects a harmful spell back to its caster. We have yet to see how many boss abilities will be allowed to be reflected back with this totem.
  • Glyph of Spiritwalker's Grace increases the duration of
    Spiritwalker's Grace by 5 seconds, making it last 20 seconds in total. You will want to use this glyph when an encounter has periods of movements that last longer than 15 seconds.
  • Glyph of Thunder reduces the cooldown of
    Thunderstormby 10 seconds, which will be very beneficial in AoE situations.
  • Glyph of Unleashed Lightning allows you to cast
    Lightning Boltwhile moving but increases its cast time by 5%. This glyph will be beneficial in encounters where you need to move very frequently for short periods of time.

Finally, there are major glyphs that bring more utility to your spells.
  • Glyph of Capacitor Totem reduces the charging time of your
    Capacitor Totem by 2 seconds. This means that it will stun all enemies within 8 yards after 3 seconds (instead of 5 seconds, without the glyph). This can be useful if a pack of enemies needs to be controlled rapidly.
  • Glyph of Ghost Wolf makes you less susceptible to movement-hindering effects while in
    Ghost Wolf form. This glyph can be useful in fights where you have to travel through areas that slow your movement speed.
  • Glyph of Purge causes your
    Purge spell to remove 1 additional Magic effect from an enemy target. It can come in handy if your raid ever needs to simultaneously remove 2 Magic effects from a boss. Note that in most cases, it may be better to just let Mages
    Spellstealthe effects.
  • Glyph of Unstable Earth causes your
    Earthquake to also reduce the movement speed of enemies by 40% for 3 seconds (in addition to knocking them down).
9. Minor Glyphs↑top
Minor glyphs are mostly cosmetic, although there are two of them that might be situationally useful.


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MessagePosté le: Jeu 13 Sep - 21:40 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

 
1. Single Target Rotation↑top
In the case of a single target, the rotation of an Elemental Shaman is a priority checklist:
  1. Keep
    Flame Shock up on the target. Refresh when there are 3 seconds or less left.
  2. Cast
    Lava Burst on cooldown
    • watch out for its cooldown being reset by procs of
      Lava Surge.
  3. Cast
    Earth Shock when you have between 5 and 7 charges of
    Lightning Shield.
  4. Keep
    Searing Totem up.
  5. Cast
    Lightning Bolt as a filler.

If you chose
Unleashed Fury as your Tier 6 talent, then using
Unleash Elements on cooldown becomes your highest priority.
If you chose
Elemental Blast as your Tier 6 talent, then using it on cooldown becomes your highest priority.
2. Multiple Target Rotation↑top
If the enemies are spread out, simply maintain your
Flame Shock on as many of them as possible while performing your single-target rotation on one of them.
If the enemies are in the same area, proceed as follows.
3. Shield and Weapon Imbue↑top
Use
Lightning Shield and
Flametongue Weapon.
Lightning Shield lasts for 1 hour and damage does not cause it to drop. Thanks to your
Rolling Thunder passive ability, Lightning Shield is an integral part of your Elemental Shaman play style.
4. Cooldown Usage↑top
As an Elemental Shaman, you have 6 main cooldowns:
  • Ascendance is your Mists of Pandaria ability. This ability causes your
    Lava Burst to no longer have a cooldown and your
    Chain Lightning to become
    Lava Beam, a more powerful AoE ability. Ascendance has a 3-minute cooldown and should be used whenever it is available. You can also save it to line it up with periods during which you deal increased damage.
  • Fire Elemental Totem and
    Earth Elemental Totem are important DPS cooldowns (especially the former, which is by far the most powerful), they should be used whenever your Elementals will be able to attack the boss for 1 minute without being interrupted (unless you are using
    Glyph of Fire Elemental Totemor you chose
    Totemic Restoration as you Tier 3 talent). The Elementals will adjust to your statistics over the course of their duration. As such, it often is a good idea to cast them when you expect to receive an Intellect or a Haste buff, for example.
  • Spiritwalker's Grace should be used when you need to move, so that you can keep casting. If you are using
    Glyph of Unleashed Lightning, you will find yourself using this ability a lot less often.
  • Thunderstorm is both
    • an AoE DPS cooldown, which you should always use when you have 6 or more enemies to attack and;
    • a mana management tool, which you should use on cooldown if you are having mana issues (most likely from spamming
      Chain Lightning).
  • Stormlash Totem is a raid-wide DPS cooldown that causes every players within 30 yards of the totem to deal additional Nature damage for 10 seconds. Use it when the raid will deal increased damage (while
    Heroism /
    Bloodlust /
    Time Warpis active, for example).

In addition, your talents grant you a number of other DPS and healing cooldowns, as we explain in our talent cooldown section.
5. Optional Read: Mastering Your Elemental Shaman↑top
The advice provided above will enable you to play your Elemental Shaman very efficiently. The only real optimisations are regarding the use of
Unleash Elementsin conjunction with
Lava Burst and
Flame Shock, and regarding the management of your charges of
Lightning Shield. We detail them below. Other than that, you might be interested in the various mechanics your class have.
5.1. Using Unleash Elements
Normally, using
Unleash Elements for
Flame Shock or
Lava Burst does not increase your damage enough that it will make up for the global cooldown you used to cast Unleash Elements.
However, there is a trick to make both
Flame Shock and
Lava Burst benefit from the
Unleash Flame buff that
Unleash Elements gives you. Simply cast Lava Burst immediately followed by Flame Shock, while Unleash Flame is active. Both spells will land on the target at the same time and both spells will benefit from Unleash Flame.
The only time when you should use this trick is when you want to refresh
Flame Shockand
Lava Burst happens to be off cooldown. In every other situation, it is not worth delaying your cast of Lava Burst or refreshing Flame Shock early just for using the trick.
5.2. Fulmination and Charges of Lightning Shield
When you deal damage with
Lightning Bolt or
Chain Lightning, you have a 60% chance to generate an additional charge of
Lightning Shield, thanks to
Rolling Thunder. Damage done by
Mastery: Elemental Overload (your mastery) also has the same chance to proc
Rolling Thunder. Your charges of
Lightning Shield will not drop when you take damage.
Note that each of the jumps of
Chain Lightning has a chance to generate an additional charge of
Lightning Shield. This means that in a multiple-target situation, you will generate charges of Lightning Shield much faster than in a single-target situation. Depending on the number of enemies, you may find yourself in a situation where you generate these charges faster than you can spend them (but there is nothing you can do about the wasted charges).
Using
Earth Shock when you have 1 or more charges of
Lightning Shield consumes the extra charges and deals
Fulmination damage proportional to the number of charges consumed.
Ideally, you should always use
Earth Shock when you have 7 charges of
Lightning Shield. Unfortunately, things are not so easy. There is a slight delay between the moment you finish casting
Lightning Bolt and the moment a new charge of Lightning Shield is being granted to you. This means that when you receive your 7th charge of Lightning Shield, you will have already started casting something, most likely another Lightning Bolt. As you can see, this runs the risk that this new cast will generate a wasted charge of Lightning Shield (since you cannot have more than 7). Therefore, to avoid wasting charges, we advise you to try and cast
Earth Shock at 5 or 6 charges of Lightning Shield (remember that Lightning Bolt can generate two charges, due to
Mastery: Elemental Overload, your mastery).
You also need to keep an eye open for
Flame Shock, which you need to refresh right before its last tick (when its remaining duration is below 3 seconds). Since you need to sometimes save the spell shock cooldown for
Flame Shock, this means that you will sometimes have constraints on your timing for casting
Earth Shock. Approximately 8 seconds before Flame Shock expires, you have two courses of action, depending on your number of charges of
Lightning Shield.
  1. If you have 5, 6, or 7 charges of
    Lightning Shield, cast
    Earth Shock and refresh
    Flame Shock as soon as the shock spell cooldown finishes.
  2. If you have 4 or less charges of
    Lightning Shield, do not cast
    Earth Shock and refresh
    Flame Shock as soon as possible (ideally, right after the duration hits the 3-second mark). When the shock spell cooldown finishes, you will have enough charges of Lightning Shield to use Earth Shock.

Note that you should always prioritise casting
Lava Burst over consuming your charges of
Lightning Shield with
Earth Shock, even if you have 7 charges. Indeed, Lava Burst does not generate extra charges of Lightning Shield, so you will never run the risk of wasting a charge of Lightning Shield when you cast Lava Burst.
5.3. Lava Burst and Flame Shock
The reason why
Flame Shock should always be up on your target is because:
  • each tick has a chance to proc
    Lava Surge, which resets the cooldown of
    Lava Burst;
  • your Lava Burst is guaranteed to be a critical hit, if Flame Shock is on the target.

Conversely, you should only cast
Lava Burst when
Flame Shockis up on your target.
Flame Shock ticks every 3 seconds, which means that you have 3 seconds to make use of a proc of
Lava Surge before running the risk to see it wasted by a new proc of
Lava Surge. To prevent wasting procs of
Lava Surge, you should always cast
Lava Burst as soon as its cooldown is reset.
The reason why you want to refresh
Flame Shock with 3 seconds remaining or less is because if you refresh the spell with one tick remaining, this tick will simply be added to the new duration (and will therefore not be wasted).
5.4. Mana Management
As we will see in this section, you have many talents and abilities to ensure that you will never go out of mana.
You have several passive mana management tools:
  • Rolling Thunder talent, which causes each hit with
    Lightning Bolt and
    Chain Lightning to have a chance to restore 2% of your mana (for Chain Lightning, each target struck counts as a hit);
  • Elemental Focus talent, which causes critical strikes with non-periodic spells to reduces the mana cost of your next 2 spells by 25%.

In addition to this, you have
Thunderstorm, which you can use to restore 15% of your mana every 45 seconds (35 with
Glyph of Thunder). Thunderstorm will mostly be useful when you are faced with the high mana cost of spamming
Chain Lightning.
5.5. Talent Cooldowns5.5.1. Tier 4 Talents
Ancestral Swiftness gives you an instant-cast
Lightning Boltor
Chain Lightning every minute. The best way to use it is to make a macro (see our Ancestral Swiftness macro).
Elemental Mastery greatly increases your damage throughput for 20 seconds, so you should use it on cooldown or keep it for times when you deal increased damage.
5.5.2. Tier 5 Talents
Healing Tide Totem and
Ancestral Guidance are two powerful healing cooldowns. Whichever you choose should be used in times of high damage during which you also deal a large amount of damage.
5.5.3. Tier 6 Talent: Primal Elementalist
If you chose
Primal Elementalist as your Tier 6 talent, you can get your
Earth Elemental Totem and your
Fire Elemental Totem to respectively channel
Reinforceand
Empower on you. While they are channeling, your Elementals are not doing any damage.
Reinforce reduces the damage you take by 20%. As your Earth Elemental does not do much damage, you should never hesitate to let it channel Reinforce if you are taking damage.
Empower increases the damage you do by 5%. Your Fire Elemental does a significant amount of damage and, in the general case, increasing your damage by 5% does not make up for the damage your Fire Elemental is not doing while channeling. If you are in a situation where 5% of your damage represents a larger amount than the damage your Fire Elemental deals, then it is beneficial to let your Elemental channel Empower.
Both channels also increase the healing you do by 10%, but this will rarely affect your decision as to whether you should let your Elemental channel.
5.6. Tier 13 4-piece Restoration Bonus
If you have 4 pieces of the Restoration Tier 13 set, you can equip them before a fight begins and cast
Spiritwalker's Grace. You will benefit from the +30% haste that theTier 13 4-piece Restoration bonusgives you while Spiritwalker's Grace is active. Do not forget to equip back your Elemental gear.


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MessagePosté le: Jeu 13 Sep - 21:41 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

 
Buffs
Burning Wrath
Increases the Spell Power of all party and raid members by 10% — does not stack with
Still Water,
Arcane Brilliance, and
Dark Intent
Elemental Oath
Increases spell casting speed of all raid or party members by 5% — does not stack with
Moonkin Aura and
Shadowform
Grace of Air
Increases the Mastering Rating of all party and raid members by 3000 — does not stack with
Roar of Courage,
Spirit Beast Blessing, and
Blessing of Might
Alliance and Horde equivalents of
Time Warp
Stormlash Totem
Causes all allies within 30 yards to deal additional Nature damage for 10 seconds, 5-minute cooldown
Buffs
Earth Shock
-10% Physical Damage dealt — does not stack with
Scarlet Fever,
Thrash/
Thrash,
Demoralizing Roar,
Demoralizing Screech,
Keg Smash,
Hammer of the Righteous,
Curse of Enfeeblement, and
Thunder Clap
Utility
Cleanse Spirit
Decurses a friendly target
Purge
Dispels 1 beneficial Magic effect from an enemy target (2 with
Glyph of Purge)
Tremor Totem
Summon this totem down whenever a boss or an add is about to cast a fear effect on your party or raid. This totem is unique to Shamans and it is important to use it when needed.
Wind Shear
Interrupt on a 12-second cooldown
Rockbiter Weapon
Single-target taunt (when combined with
Unleash Elements)
Windwalk Totem
Tier 2 talent that grants raid-wide immunity against movement-impairing effects for 6 seconds, 1-minute cooldown
Water Walking
Grants a friendly target the ability to walk on water for 10 minutes
Crowd Control
Frost Shock
Single-target slow
Earthbind Totem
AoE slow, 20-second duration, 30-second cooldown
Capacitor Totem
5-second AoE stun on 45-second cooldown
Incapacitating abilities that have a limited interest due to the fact that other classes have equivalent abilities that do not have cooldowns (namely
Polymorph for Mages, and
Banish for Warlocks)
Thunderstorm
AoE slow and knock-back (
Glyph of Thunderstorm removes the knock-back component)
Survival
Grounding Totem
Prevents a harmful spell from damaging a nearby ally. Reflects spell back to caster with
Glyph of Grounding Totem.


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MessagePosté le: Jeu 13 Sep - 21:41 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

 . Basics↑top
The stat priority for an Elemental Shaman is:
  1. Hit Rating or Spirit (until the 15% hit cap);
  2. Intellect;
  3. Haste Rating;
  4. Critical Strike Rating and Mastery Rating.

These statistics have been obtained by combining common sense, in-game testing, and simulations using Simulation Craft. They are meant for level 85 characters. Level 90 statistics are currently beyond the scope of this article.
If you are unsure what the optimal reforging strategy is for the above priority, you can Ask Mr. Robot for a personalised optimisation of your character's gear, by filling the form below.
CNEUKRTWUS
Realm
Character Name
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2. Getting a Better Understanding↑top
Hit Rating (or Spirit) decreases the chance that your spells will miss their target (15% against a raid boss). Therefore, your goal is to reach the 15% hit cap (see section below), which will ensure that your attacks never miss.
As an Elemental Shaman, any Spirit found on your gear will also provide you its full amount as Hit Rating (thanks to
Elemental Precision), allowing you to easily maintain an equipment set for a healing off-spec.
Intellect is your primary stat. You should look for this stat in all of your upgrades. It provides you with Spell Power, which increases the damage of your spells, and increases your critical strike chance.
Haste Rating influences the cast speed of your spells and the number of ticks of your
Flame Shock.
Critical Strike Rating increases your chance to critically hit with all spells and abilities.
Mastery Rating increases the chance that
Mastery: Elemental Overload will proc. Elemental Overload causes
Lightning Bolt,
Chain Lightning, and
Lava Burst to trigger a second, similar spell on the same target for 75% of the damage that the spell you cast dealt.
2.1. Hit Cap
At level 85, most races require 1,537 Hit Rating to reach the spell hit cap. Some races, in some cases, only need 1,435 Hit Rating, thanks to passive racial skills:

Note that, in Mists of Pandaria, 1% expertise counts as 1% hit towards the spell hit cap.
At level 90, most races require 5,100 Hit Rating to reach the spell hit cap. Some races, in the cases listed above, only need 4,420Hit Rating.


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MessagePosté le: Jeu 13 Sep - 21:42 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

 
1. Gems↑top
SocketsGems
Burning Shadowspirit Diamond
Brilliant Queen's Garnet, Brilliant Inferno Ruby (cheaper), or Brilliant Chimera's Eye (JC)

If you are still unsure what the optimal gemming strategy is for your character, you can Ask Mr. Robot for a personalised optimisation of your character's gear, by filling the form below.
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2. Enchants↑top
SlotMain EnchantmentsExtra Enchantments
Shoulders
Back
ChestEnchant Chest - Peerless Stats
WristsSocket Bracer (Blacksmithing)
Hands
Waist
Legs
Feet
RingsEnchant Ring - Intellect (Enchanting)
Weapon
Off-handEnchant Off-Hand - Superior Intellect

Note that Extra Enchantments can be applied to an item in addition to aMain Enchantment.
3. Consumables↑top
You should always be eating food that provides 90 intellect, whether this is in the form of:

Your flask should be aFlask of the Draconic Mind.
During the encounter, your best choice for a potion will beVolcanic Potion.
4. Summing-up Profession Perks↑top
Choosing a profession for your Elemental Shaman can impact your raid performance. As a rule, you should shy away from gathering professions (with the exception of Herbalism), which leaves the following viable professions for raiding:
ProfessionPerks
TailoringProvides a gain of approximately 120 Intellect through Lightweave Embroidery. It also provides Sanctified Spellthread, a much cheaper equivalent of Powerful Ghostly Spellthread, the usual leg enchant.
BlacksmithingProvides a 100 Intellect gain through two extra sockets: Socket Bracer and Socket Gloves. Only provides an 80 Intellect gain if you are still using Brilliant Inferno Ruby, and not the newer Brilliant Queen's Garnet.
JewelcraftingProvides a 51 Intellect gain through the ability of using 3 Brilliant Chimera's Eye. It does provide an 81 Intellect gain if you are still using Brilliant Inferno Ruby and not the newer Brilliant Queen's Garnet.
AlchemyProvides an 80 Intellect gain to your flask through Mixology.
EnchantingProvides an 80 Intellect gain through Enchant Ring - Intellect.
EngineeringProvides an 80 Intellect gain in average through Synapse Springs. Also provides Grounded Plasma Shield, an additional Waist enchant that can be used as a survival tool during encounters, but it runs the risk of backfiring (in which case, you taunt and take aggro on all nearby mobs).
InscriptionProvides an 80 Intellect gain through Felfire Inscription. It also saves you from the trouble of farming reputation with Therazane to get the usual enchantment.
LeatherworkingProvides an 80 Intellect gain through Fur Lining - Intellect.
HerbalismProvides an 80 Haste Rating gain in average through Lifeblood.

With the exception of Tailoring, which is currently the best profession for casters, you will generally prefer a passive Intellect bonus over any of the temporary gains. Indeed, Lifeblood provides Haste Rating, which, as an Elemental Shaman, is much less valuable than any Intellect bonus. Synapse Springsis good, but if you already have an on-use trinket, the two effects cannot be used simultaneously and you will prefer that of your trinket, which is, most likely, a lot more powerful than that of Synapse Springs.


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MessagePosté le: Jeu 13 Sep - 21:42 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

 
1. Macros↑top1.1. Generic Macros for Shamans1.1.1. Wind Shear
  • #showtooltip
  • /stopcasting
  • /cast [@focus,exists][@target] Wind Shear

This macro casts
Wind Shear at your focus, if you have one. Otherwise, Wind Shear is cast at your current target.
1.1.2. Purge
  • #showtooltip
  • /stopcasting
  • /cast [@focus,exists][@target] Purge

This macro for
Purge works in the same way as the above macro for
Wind Shear.
1.1.3. Hex
  • #showtooltip Hex
  • /clearfocus [modifier:alt]
  • /focus [@focus,noexists]
  • /cast [@focus,exists][@target,exists] Hex
  • /y Casting Hex on %F

This macro casts
Hex on your focus or your current target. The first time you use this macro, the focus is set on your current target (if it is an enemy). Subsequent uses of the macro will keep casting Hex on your focus, unless you press alt(or whatever modifier you specify in the second line of the macro), in which case, the macro will set the focus on your current target before casting Hex on it.
To sum it up, use the macro to keep your assignment controlled and pressalt while using the macro to cast Hex on a new enemy.
Note that this macro will slightly interfere with the
Wind Shear and
Purge macros given earlier. If you try to use one of these two macros, it will result in the spell being cast on your hexed target (which is your current focus). In such cases, use a simpler macro for Wind Shear and Purge that casts the spells at your current target.
1.1.4. Bind Elemental
  • #showtooltip Bind Elemental
  • /clearfocus [modifier:alt]
  • /focus [@focus,noexists]
  • /cast [@focus,exists][@target,exists] Bind Elemental
  • /y Casting Bind Elemental on %F

This macro works in the same way as the above macro for
Hex.
1.2. Specific Macros for Elemental Shamans1.2.1. Ancestral Swiftness and Lightning Bolt
  • #showtooltip Lightning Bolt
  • /cast Ancestral Swiftness
  • /cast Lightning Bolt

If you chose
Ancestral Swiftness as a Tier 4 talent, this macro will grant you an instant-cast
Lightning Bolt every minute. You can also use Ancestral Swiftness with
Chain Lightning in AoE situations. In this case, simply replace Lightning Bolt with Chain Lightning in the macro.
2. Addons↑top2.1. Generic Addons for Shamans2.1.1. ElvUI
Here, at Icy Veins, we useElvUIfor all our characters. This addon is a complete replacement of the default User Interface. It comes with almost everything you need to perform properly: action bars, cooldown timers, proc display, etc.
We strongly recommend you to get this addon.
2.1.2. Boss Mods: Deadly Boss Mods or Bigwigs
Boss mods are addons that warn you about boss abilities and give you live advice on how to handle some mechanics. We strongly recommend you to get one such addon. At Icy Veins, we mostly useDeadly Boss Mods, the most popular boss mod. A good alternative isBig Wigs.
2.1.3. Parrot or Mik's Scrolling Battle Text
Parrot andMik's Scrolling Battle Text are highly customisable addons for displaying floating battle text while in combat (incoming heals, damage of your spells, etc.). They both work very well by default.
2.1.4. Recount
Recount is a well known addon that most people use for displaying current DPS or HPS (Healing Per Second). We advise you to also use it for checking what you take damage from and if the share of damage/healing you do with each of your abilities is similar to that of other players of your class.
2.1.5. Power Auras Classic
Power Auras Classic is an extremely useful addon that allows you to have visual effects on your screen, helping you track your buffs, debuffs and cooldowns. It is highly customisable and it can make it much, much easier to keep track of your procs and play your spec more proficiently.
2.1.6. Grid and GridClickSets (Optional)
ElvUI comes with decent raid frames. The only real reason for usingGrid andGridClickSetsis if you want to be able to decurse raid or party members (with
Cleanse Spirit) by right clicking their frame in the raid of party frame. If you choose to go with Grid, then you might want to also useGridStatusRaidDebuff.
2.1.7. Shaman Friend
Shaman Friend is an addon that contains many useful tools for Shamans: proc tracking, shield tracking, etc.. It also makes it possible to efficiently use Blizzard's default frames.
2.2. Specific Addons for Elemental Shamans2.2.1. Omen Threat Meter
Omen Threat Meteris the most popular addon for displaying the current threat levels on your target. We recommend you to use it to avoid taking aggro when the tank is still building up threat on an enemy.


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MessagePosté le: Lun 24 Sep - 10:33 (2012)    Sujet du message: Chaman Elem 5.04 Répondre en citant

Et bah merci pour nous faire suivre ces infos.
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MessagePosté le: Aujourd’hui à 02:08 (2018)    Sujet du message: Chaman Elem 5.04

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