I just wish I could turn the damn Solar Beam graphic down.

Also, I mistyped that as “Solar Bear” just now. I do not wish to turn the Solar Bear graphics down, because it clearly would be awesome.

Sun Bear Form:

collapses into paroxysms of laughter

Oh man. Solar Bear. I’ll be remembering that one.

Best part was that someone had an image for it… best/scary part.

Our guild just downed Halfus Wyrmbreaker and Conclave of Wind tonight, both of which sounded super-complicated on paper but ended up being not all that bad. Halfus’ difficulty will change from week to week with the different drakes being active, but once we were able to sort out all the different strats and confusing explanations of what the drakes actually did, it turned out to be a fairly simple fight overall.

We also got in a few attempts at Atramedes, which is just a really cool encounter. Second attempt landed him at ~30%, so it shouldn’t be an issue to get him next week. It’s uses some interesting mechanics, though, and was a lot of fun.

So far, all the fights seem to rest mostly on really good tank coordination and lots and lots of healing. The exception, perhaps, being Magmaw which hinges almost completely on being able to kill the bloodworms quickly. We went in with only 2 ranged dps, but the rogue with slowing fan of knives helped tremendously. We tried it at first with just the mage and I (elemental shaman) killing the worms, but it wasn’t enough. There are quite a few of them and they have a non-trivial amount of health. Once we have more gear it should be doable that way, but we weren’t able to burn them quickly enough before they jumped on someone and spawned more.

Actually, you can. Or at least we can in my battlegroup. The tanks in my guild are rarely online, so we usually enter the LFD with all the roles filled except the tank. We’ll sometimes cycle through 3 or 4 tanks before we get one that’s either teachable or already pretty good.

Halfus has a non-trivial Enrage timer, I thought? Which means you need some pretty decent DPSers.

I’ve read that Maloriak boils down to 95% add control/burn, so there’s that fight too.

I think I mentioned this a while back, there’s very little pre-heroic content at level 85, and that content is very unrewarding. Blizzard’s statement about playing normals if you can’t handle heroics is puzzling in this context.

That said, I can assure you a healer can do heroics before 329. Healer gear is not so terribly important, since after all healers can’t save the group anymore if the group is playing badly. The only difference I have noticed between 329 and 334 is that I rarely need to drink or Shadowfiend anymore, but wipes and successes are still the same as before.

Edit: Ok the above is not entirely true. I bruteforced the healing in an hc Orzuk that simply refused to reflect my DoTs. Thankfully, it was a non-caster group and therefore dps never had to stop during the bulwark, but the two hunters and me spent a lot of time paralyzed and everyone was below 50% health for a large portion of the fight. Lots of Flash Heal and Prayer of Healing.

Yeah, but each active drake makes the boss take an additional 50% damage, which you need to beat the 6 minute enrage. First you have to burn through two of the drakes, each with 4.5mil. So I guess the real test is to kill them before your tanks from go splat. The lowest dps was 12K, and that was a tank. The highest was 26K, which is funny to see in a 10man raid. :)

Maloriak is an absolute bastard.

1% wipe.

Goddamnit.

Halfus’ enrage really isn’t that strict on normal. We had a lot of trouble with the Ascendant Council’s soft enrage in p3, on the other hand. Our problem there could have been anything from crappy positioning to too much moving required during hero or healers just not keeping up, but right now it seems really rough to pump out enough DPS before lightning and bubbles start dropping people.

I’d like a bit more Crit over Spirit on the gear for H00tkin and I will admit to being a spanner and wearing a couple of cloth items because I hadn’t noticed the bonus for leather but overall the kit’s OK, I could just do with some better trinkets for both specs. I think I know why my DPS is low, I’ll admit to it shortly…

8k should be on the low end for you if you’re playing well. What glyphs/spec are you using? Do you have an addon that gives you DoT timers (I use Quartz for this) to help you with DoT refreshing? The last tick of a DoT no longer clips, and is added onto a new cast, so you should aim to refresh Moonfire and Insect Swarm between the second-to-last and last ticks.

I’m trying a 31/3/7 spec at the moment. I normally use Squawk and Awe but I was supposedly going to try tanking so I turned it off and have never got round to turning it back on again.

Glyphs? ahem if you promise not to tell anyone then I might be prepared to admit that looking at the armoury I’m still glyphed for feral on the H00tkin

Largely true, but what if you’re at 25 Lunar and in mid-Starfire cast when Shooting Stars procs? You hold the proc for one more cast, because you cast one more Starfire and queue up your Starsurge. Both land with Eclipse’s effect, giving you an “extra” Eclipse cast (if you used your SS proc and then cast Starfire, your Starfire would be un-Eclipse’d). Something similar applies to Wrath.

This is just one example. Balance might be the most complicated DPS spec out there to play perfectly; I’m waiting for the guys who built the Shadow Priest simulation software to get on the job, because there are simply too many variables for me to model it.

Yep, that’s where I say that while technically it might be best on paper, I still feel that mid cast on an eclipsed wrath/starfire I’m more inclined to let the cast complete, especially with starfire and when letting starsurge go will mean that the next cast is uneclipsed. If lunar eclipse us going to drop then I refresh moonfire as soon as the starsurge goes.

I hated playing boomkin in Wrath, but I’m really enjoying it at the moment even if I have been running around for a week or so in feral glyphs. But I do end up wondering on my other dps chars if I’m doing something wrong because they’re so simple to play in comparison.

Also, I only today realised that Nature’s Grace’s 1-minute cooldown resets every time you hit an Eclipse, which dramatically changes things (among other things, it means that Glyph of Starfire may actually be terrible, and I should probably switch it for Glyph of Starsurge). There’s another factor to consider…

Probably not in much of a position to talk about glyphs at the moment sigh but did read a few discussions on starfire vs starsurge glyphs I’m sure I’ll reinvestigate and look more carefully when I sort out the balance spec tonight.

I’ll be honest, I’m terrible at keeping adds rooted/hibernated consistently unless it’s absolutely necessary (Beauty’s adds, for example). Usually, I’ll just throw one root or one Hibernate and then let it lapse and have the tank pick it up, because by that time, a couple mobs will be dead.

To be fair, almost every raid boss (and a lot of the 5-man bosses) is immune to the purge aspect of shield slam, so it’s easy to forget. I actually was wondering why my wife was saying she never got the spell reflect in that encounter, and that would explain it.

Yeah, that is not the sort of spell you expect you can remove. They do like to throw in twists like that every so often, although it’s more common to be a debuff on the players that you should not dispel.

Actually, I dispel the spell reflect on Ozruk damn fast on my Ele Shaman. I’ll probably give everyone one or two GCDs to reflect a DoT onto themselves and then dispel it so I can get a few spells off before the Paralyze goes off.

That fight makes me want to break things.

I’m trying a 31/3/7 spec at the moment. I normally use Squawk and Awe but I was supposedly going to try tanking so I turned it off and have never got round to turning it back on again.

Why /7? Blessing of the Grove? Pick up Owlkin Frenzy instead; it’s actually a DPS boost nowadays, especially in raids (it procs off just about everything).

Now that I know not to hit slam as soon as it’s up I’ll give folks 2 GCDs after the Bulwark goes up, then slam. It’s not a huge deal, it’s just annoying!

For anyone who plays an Elemental Shaman, or has an Elemental Shaman friend, I’m posting the Shammur Guide to Elemental Shaman. TL;DR warning: This Guide is somewhat thorough.

dons a monocle My credentials: I played Elemental Shaman as a progression raider in all of Wrath of the Lich King, including getting a world top-100 25man Insanity run (that’s ToGC25 with no wipes).

Elemental, like all casters, starts with your UI. Specifically, you need two things the default UI does not provide; a DoT tracking mod and a better castbar. Quartz provides both of these, as do many other addons.

Talents and Glyphs: http://www.wowhead.com/talent#hhGzGRfkzGobhM:m0oscoM

There are four points available (counting the point in Reverberation I put in to complete the tree). I personally chose to place these into 2x Reverberation and 2x Totemic Reach. Either of those, as well as Elemental Warding, Spark of Life, and Ancestral Resolve are valid choices.

Glyph-wise, there’s really no room for adjustment in your Primes. Chain Lightning is a possible choice for a Glyph, and so is Glyph of Thunder if you use the Thunderstorm Minor Glyph. I recommend keeping Glyph of Healing Stream Totem for 10man raids and Heroics, but for 25man raids, it’s often not useful.

Gearing:

As with nearly every caster, your gearing is pretty easy to figure out. Intellect > Spirit/Hit until you’re capped > Haste >> Mastery >> Crit.

Crit is both more expensive and does not affect your Lava Bursts, which makes it valued very low. Reforge all Crit on your gear into Hit/Spirit until you’re hitcapped, then Haste. Reforge all Mastery the same way on any item with Mastery and no Crit.

Gem for Intellect first and foremost. Reckless (Int/Haste) in any yellow socket that has a non-terrible bonus (10 crit is questionable, certainly) and a Purified (Spirit/Int) or Veiled (Hit/Int) gem in any blue socket. Because of socket bonuses, it is better to take socket bonuses with int/hit gems than it is to reforge into Hit.

Meta-Gem: As of next patch, the Chaotic and Burning Shadowspirit Diamonds will require 3 Red gems instead of requiring more blue than red. This means that they are by far better than any other Meta (+3% Critical Damage), and you should probably go with the BSD.

Self-buffs:

Always keep Flametongue Weapon and Lightning Shield up. Never use any other weapon buff or shield buff as Elemental.

Every time a Lightning Bolt or Chain Lightning lands (the chance is drastically reduced for CL), you have a chance to gain a Lightning Shield charge. At 9 charges, you can Earth Shock them all off for a massive nuke. It’s good times.

Spiritwalker’s Grace is a fantastic spell which you will learn to love. Cast it (including while casting), and you can freely cast while moving. Use it to kite, use it to freecast during “run out of the fire” phases of bosses, use it because it’s candy.

Totems:

Air Totem - Wrath of Air (unless covered by a Balance Druid or other Shaman) > Windfury Totem (unless covered by Frost DK, Survival Hunter, or other Shaman) > Grounding Totem.
Fire Totem - Searing Totem unless you’re facing more than 3 mobs, in which case you use Magma Totem.
Earth Totem - Tremor if there are fears, Strength of Earth otherwise (unless covered by a Hunter, Warrior, or DK), in which case you drop Stoneskin. If you’re dropping Stoneskin, let any Paladin who is running Devotion Aura know to change to something else (like Concentration or Retribution Aura).
Water Totem - Healing Stream. It helps the healers more than Mana Spring does, and you should have it Glyphed to reduce the amount of damage coming in in the first place.

Spell Use: AoE

AoE pulls are simple. If you have three mobs, prioritize Chain Lightning over all other spells, use Earth Shock when you have nine Lightning Shield charges, and Lava Burst your Flame Shock’d target to get Clearcasting for more mana.

For any number of mobs greater than three, keep Magma Totem down instead of Searing Totem.

If you have four or five targets, or six to seven and you have Chain Lightning glyph’d, maintain that rotation.

Otherwise, for large packs, use Earthquake.

Do not use Fire Nova unless you have to move and you do not have your Shock, Unleash Elements, or Spiritwalker’s Grace off cooldown, and your totems are all up. It’s a pathetic amount of damage.

Single-Target DPS:

Chain Lightning is no longer a viable single-target spell, due to its lower coefficient, lower chance to proc Overload, and lower chance to proc Rolling Thunder. Therefore, Elemental has a simple priority rotation:

Searing Totem should be kept up, both for personal DPS and because it provides a large spellpower buff to yourself and the raid.

Flame Shock should be kept up for 100% uptime. Due to the changes in DoT mechanics with Cataclysm, casting Flame Shock before the last tick but after the second-to-last-tick will grant you maximum possible uptime.

Lava Burst should be cast every time it’s up. If Flame Shock is going to fall off before your Lava Burst lands, you should recast Flame Shock, because there’s only one tick of the DoT left and Flame Shock has a higher priority than Lava Burst.

(( Advanced play recommendation: If your Lava Burst is coming up in one global cooldown and your Flame Shock will be on its last tick in 2 GCDs, cast Unleash Elements, Lava Burst, and then Flame Shock while your Lava Burst is in the air. ))

Cast Earth Shock whenever you have nine charges on your Lightning Shield (you will get a graphic on your screen, as well) for massive nukage.

(( Advanced play recommendation: Earth Shocking at 9 can lower your Flame Shock uptime if it happens to coincide with FS falling off. ES at 8 if your FS has 6 seconds or less on it. ))

Lightning Bolt is your filler. Cast it when the above are not applicable.

Multi-target fights call for multi-dotting. When there are multiple targets being tanked separated from each other (Halfus is a perfect example), try to keep Flame Shock up on as many targets as possible without losing DPS uptime on your main target. Remember that you can queue spells, so during a Lightning Bolt’s cast, you can target another target, queue up a Flame Shock, and return to your original target during your Global Cooldown!

If you feel up to it, use Unleash Elements before your Lava Burst if you have a target that does not have Flame Shock on it. You will get the boost on both LvB and FS. Doing this on Halfus with two drakes up, for example, will give you around 85% uptime on Flame Shock on Halfus and the second drake while you lose next-to-no DPS on the drake you’re focusing (since all you lose is one lightning bolt every 30 seconds). A significant personal DPS increase!

Finally, there are a number of utility abilities the Elemental Shaman should be looking to maximize his use of.

Hex: This is one of the best crowd control spells in the game. Usable on Beasts and Humanoids, Hex is not broken by trivial damage, is fast-casting, and lasts longer than its cooldown.

Bind Elemental: Another crowd control spell, this one works on (you got it) Elementals. Both this and Hex can make Heroic runs much easier on your group!

Remove Curse: Shaman have the ability to remove Curses off their party members. There are very, very few curses in the game you want to leave on for any amount of time (Kalecgos cough), so as a general rule, dispel all curses on all party members instantly.

Purge: This spell removes beneficial Magic effects from enemies. Many enemies use such effects, from Heroics to raids. In almost all cases, it is absolutely worth using the time to purge any such buff off. Do it, even if it’s not the target you’re attacking; groups live and die by interrupts and dispels. The only real exceptions are Heroic Ozruk and if there is a Mage who wants to Spellsteal buffs for himself (such as in Halls of Origination and Throne of the Tides).

Wind Shear: This spell interrupts spellcasts. You can interrupt almost every spell that any creature in the game casts, and you should. As a general rule, do not let any spell get off if Wind Shear is off of cooldown. Practice it! Go into Vortex Pinnacle and interrupt every heal from the Adepts. Go into Grim Batol and interrupt every everything.

Thunderstorm: This spell makes tanks want to beat you to death with your stupid little shield that makes you supposedly smarter. Don’t use it to knock mobs away from the tank; use it to knock mobs into the tank. He will love you.

Kiting: Finally, the Elemental Shaman is one of the two best kiting classes in the game. Between Earthbind Totem, Thunderstorm, Frost Shock, and Ghost Wolf, the Shaman can remain comfortably ahead of his enemies; with Hex, Wind Shear, and Grounding Totem, he can nullify spell damage; and with his instant-cast spells, the occasional casted spell, and Spiritwalker’s Grace, he can kill entire trash packs by kiting them until the cows return to their barns, full of grain or hay or whatever cows eat before they come home.

Well, that’s about it. Good luck, slay safe, and pew a great pew!

/pewpew,
~Shammur of Kel’Thuzad Alliance

Are there any mods that give me a targeting indicator for off-screen enemies, a la your favorite flight/space sim?

Basically, if I have something targeted and it’s not on screen, I want an arrow pointing me to it.

The old Mage trick is to make a focus/polymorph macro. It will focus & cast the CC on your targeted mob, then when you hit the key after that, it recasts CC on the focused mob without you needing to target it. You should also have it clear/reassign your focus when you hold a modifier key or cast on a dead target.