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10.2.7
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Melee Range Elemental Shaman Build
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Post by
Wildsea
With the changes coming in 3.2 I'm beginning to wonder if an elemental shaman shouldn't be at melee range...
It seems silly but we are getting improved stam and easier to drop totems but no improvement to our current issues of damage on the move.
Take a look at this
build
If we are at melee range we won't need thunderstorm and since ToW's buffs can be coverage by other classes I dumped that. I also dumped Storm Reach because we don't need the range.
If we go to melee range we can maintain an attack while on the move (melee swings), it won't be much but its better then the nothing we have now. We can use fire totems, all of which are usually out of range to be effective. We would be able to interupt with wind sheer, which again would usually be out of range to use.
Being in melee range might be the best way to optimize elemental tools and skills.
Post by
97210
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Post by
Alias
So as Ele. You're going to move around a cast spells.... how? One of your few skills that can be used while moving you neglected to pick up for 2% stamina, which is hardly going to save your skin. If you want to melee, go Enhance. I don't see that build doing any DEEPS at all.
Post by
278900
This post was from a user who has deleted their account.
Post by
Wildsea
My arguement is that is movement fights are the norm where both range and melee have to move then its superior for Elemental Shaman to be in melee range after 3.2. drops.
And ToW is no longer required for elemental because other class do the same thing better... Ret Pally's judgement knocks ToW off a target. Moonkin Aura overrites the ToW crit buff and Demonic Pack can create a better spell power buff, which scales with gear.. something ToW doesn't do.
As I see it you get into melee range, drop totems which includes either searing or magma depending on number of targets. next, would be melee auto attack (which is almost nothing but better then nothing) and then begin the regular elemental shaman rotation. being in melee range will also make Wind Sheer more useful.
I made a slight change to the build.. take a look at
this
Post by
Taiki
And you also knock 20% off the threat cap so you now have to mind your aggro better.
I've only raided as healer so i don't know if this is an issue anymore but with a crit heavy class I don't think having less leeway in the start of a fight is a good thing.
Post by
54514
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Post by
Wildsea
Honestly, pulling aggro isn't an issue anymore. I'd have be an idiot or in a massive buff to pull aggro. With a good tank, I can get all three buffs in Hodir and still not pull aggro.
I also don't see what's so impractical about my build. Besides ToW (which just isn't that good of a buff in 25-man anymore) what am I really missing. Thunderstorm is a waste of a talent point in raids and if I'm in Melee range what do I need Elemental Reach for?
Post by
54514
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Post by
amythist
can't forget that you seem to be writing off ToW since other classes can put the crit debuff on mobs, but ignoring the free spell power it's giving to everyone, which I thought was one of the best parts of that totem,
Post by
63926
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Post by
Wildsea
I'm not writting off the spell damage from ToW. I'm justing that also can be covered by others (locks) and since their buff scales and ToW doesn't, down the road it will overwrite ToW anyways.
As far as threat goes I'd still be spec'ed for Elemental Percision which reduces threat. But more ot thep oint how often do you get to 130% of threat? I don't get over 100% of threat because we have good tanks (not to say you don't). I'd have to do somethign stupid to get threat to 110, let alone 130.
As to Traysh's comment, this isn't meant to do a lot of melee damage. It is still an elemental build that could be used in melee range. The reason for being in melee ranges is if the fight requires movement we'd at least do some damage. Now, if range is required to move the best we can do is shocks and most likely only one will be in range (flame shock).
Post by
Booterang
Bad idea, there should not be a situation where you must always be in melee range. If you want to consider a melee spec, go Enhance. Your spec is basically a mauled elemental spec.
Post by
Haxzor
Demonic Pact
Totem of Wrath
you will need 2.8k+ base SP for DP to overwrite ToW
Now I'm fairly geared and I have around 2.8-9k SP raid buffed. Including ToW, and the 30% extra SP I get from the Glyph.
It'll be a while before it's overwritten
Post by
315061
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