Elemental Shaman DPS Spec, Builds, and Talents — Dragonflight 10.0.7
On this page, you will find out the best talents for each tier for your Elemental Shaman in World of Warcraft — Dragonflight 10.0.7. We also have default talent lists for various types of content, such as raiding or Mythic+. If you play with Warmode on, we have your PvP talents covered as well.
If you were looking for WotLK Classic content, please refer to our WotLK Classic Elemental Shaman talents.
Remember that talents can now be freely modified wherever you are, with no need for tome, codex or a rest area.
Talent Cheat Sheets for Elemental Shaman
Optimizing talents on a contextual basis is the highly recommended method of setting up your build. That being said, the builds listed below are very well rounded and should give you good results. For Mythic+, your choices can depend somewhat on whether the key is Fortified or Tyrannical, although other affixes are also important. Either way, you should generally use the AoE/Cleave build as a baseline for dungeons.
There are multiple competing talent setups which are very close. The following is our current default recommendation for single-target-focused encounters. Remember that you can use the "Copy Export String" option to import it directly into the game.
Note that this purposefully ignores some utility talents such as Cleanse Spirit, Thunderstorm or Purge. You should adjust this recommendation depending on what utility will be used in each encounter. There is a reasonable amount of flexibility in our class tree, and you could choose to get Totemic Surge or two points in Totemic Focus, or to get Totemic Recall and Call of the Elements for example. Thunderstorm and Thundershock might be worth considering for some encounters.
Similarly, there are quite a few possibilities in the Elemental tree. Going for Mountains Will Fall or Further Beyond instead of Windspeaker's Lava Resurgence is a possibility, depending on your priorities in the combat encounter and as a function of your stats for Echo Chamber and MwF.
Note that while the proposed build is on average the best raw DPS, it has a very high variance, as Deeply Rooted Elements associated with Aftershock means your DPS will ebb and flow on the good graces of RNG. This is further compounded if you grab Oath of the Far Seer and Further Beyond. You will get unlucky pulls where your damage will be bad, or with no procs in important moments. Picking Ascendance instead resolves this issue, although it comes at the cost of a lower DPS on average.
Alternatively you can use a lightning-focused build, but this again comes at a significant DPS cost, although it is more reliable and give you stronger cleave. You can import it directly into the game using the following string:
There are many competing builds for non-single-target situations and what is best will heavily depend on your stats and the specific combat situation. They are split into two main categories, "Lightning-focused" builds and "Fire-focused" builds.
Lightning-focused builds have stronger single-target and good burst AoE but are overall significantly behind on overall trash DPS.
Fire-focused builds require enemies that live for longer, but are massively better against spread out enemies and have better priority target damage. They can also spec into reliable burst of various duration, or rely on Deeply Rooted Elements and have higher variance.
For any kind of serious key, we recommend Fire-focused "Wildfire" type builds, that are very reliable and deal with movement way better than Lightning-focused builds. Here is an example build. Remember that you can use the "Copy Export String" option to import it directly into the game.
Note that the class tree assumes a non-specific dungeon situation, so for raid encounters you can spec out of some utility to grab more useful points, or you might have specific utility needs not covered by this general recommendation.
Alternatively, if you want more single-target at a large cost to your AoE damage, you can also use a lightning-focused build. Here is an example, you can import it directly into the game using the following string:
As before, there are many variants of such builds, varying in strengths and weaknesses. Choice paralysis may be a real issue for us this expansion.
The builds suggested above do not account for specific fights in the current raid tier. If you wish to have a boss-by-boss breakdown of talent choices, you should check out our dedicated page below.
Mythic+ can potentially require a mix of certain talents, depending on affixes and other variables. If you want advice that is specific to Mythic+, you should check out our page below.
How To Use Elemental Shaman Talents
There are multiple talents that require a change to your rotation in order to use them optimally. You can find more information on how your rotation will look after selecting your talents on our rotation page below.
The Viability/Uses of Elemental Shaman Talents
The following sections will give the author's opinion on the viability of every talent, including whether some are "automatic picks" because there is no circumstance where you do not want them. Note that several of the starting talents are picked for you, you do not actually have a choice in the matter. The point requirements to reach the next rows of talents also sometimes force picks. Note that these opinions are mostly focused on PvE.
Noteworthy Active Class Tree Abilities for Elemental Shaman
|Lava Burst||It is automatically acquired when specializing.|
|Astral Shift||It is your main defensive cooldown. It is an Automatic Pick. Its cooldown is reduced by Flash of Lightning which mean that if you use it and Planes Traveler you can expect to have it back up about a minute after it ends.|
|Chain Lightning||It is automatically acquired when specializing.|
|Earth Elemental||It is not quite an automatic pick but it is close enough. Its only real downsides are a long cooldown and the taunt can potentially backfire, so you have to carefully choose your moment. The additional health alone makes it worth picking. Note that since Patch 10.0.7, it cannot taunt or pulse threat to enemies that are not in combat yet, making it significantly more comfortable to use in dungeons.|
|Wind Shear||It is your "kick". It is fairly unique in that its 30-yard range and 12-second cooldown are shorter than most other ranged characters. This makes Wind Shear one of the best interrupts in the game, and you should use it a lot. This is again not quite an automatic pick as you will not need it in every raid fight. Outside of those however you should always pick it. Its cooldown can be massively reduced by Flash of Lightning.|
|Frost Shock||Outside of Icefury you should only use this for movement when you have nothing else to cast, when you need the slow, or if you really need extra damage immediately. It is an automatic pick for any build using Icefury, for obvious reasons.|
|Earth Shield||It is very strong for solo play, PvP and useful in most PvE circumstances. There are some things you may want to grab over it in raids and M+, but it should definitely be a default pick and probably alongside Elemental Orbit for solo play and PvP.|
|Capacitor Totem||It is your only way to stun targets. It is of great value (and an automatic pick) almost everywhere outside of raids, and is even useful in some raid fights. It can do Flash of Lightning significantly lowers its cooldown, allowing a very comfortable uptime in Mythic+ especially. It can backfire in PvP however by putting stun diminishing returns on people when you do not want to.|
|Cleanse Spirit||It is occasionally useful in solo play, very handy in PvP, regularly used in dungeons and rarely used in some raid encounters.|
|Spiritwalker's Grace||It is an Automatic Pick It is a very helpful tool for movement which should be used to kite or to keep dealing damage when you have to move a lot. Flash of Lightning lowers its cooldown significantly. You might occasionally just want it for the movement speed to get somewhere quick, especially with Graceful Spirit.|
|Tremor Totem||It is mostly used in PvP and Mythic+. It has some use in solo play and rarely in raids, although when it works in raids you definitely want it. Flash of Lightning can significantly lower its cooldown.|
|Purge||It is occasionally handy in solo and rarely in raids, very useful in Mythic+ and PvP. Even if you do not need it, you usually use the node to path to Nature's Fury, especially when using Icefury.|
|Wind Rush Totem||It is a fantastic tool in raids where it is an automatic pick unless you absolutely need Earthgrab Totem. It is handy in PvP and Mythic+, not as much for solo play unless you combine it with Spiritwalker's Grace or Earthbind Totem to kite things around. Flash of Lightning can significantly lower its cooldown.|
|Earthgrab Totem||It is very handy in solo play, PvP and Mythic+. Not so much in raids with a few exceptions. Flash of Lightning can significantly lower its cooldown.|
|Hex||It is an automatic pick for Mythic+, PvP and solo play. It is rarely used in raids but when you can use it is often mandatory.|
|Healing Stream Totem||It is nice to have for solo play but it makes little difference in Mythic+ or raids. On fights where healing is a struggle it can help a little. Flash of Lightning can significantly lower its cooldown. You probably only pick this if you are going for Ancestral Guidance.|
|Spirit Walk||It is very good in most circumstances. It competes with the more "fun" Gust of Wind which has a much shorter cooldown. In practice, Spirit Walk tends to be overkill in PvE, but in some circumstances you may favor it.|
|Gust of Wind||It is back and it sure feels nice. Unfortunately, it is competing with Spirit Walk, so in some circumstances you will probably pick that instead. Unlike Spirit Walk however, Flash of Lightning can significantly lower its cooldown, meaning in practice instead of having half the cooldown of Spirit Walk, in practice it should be closer to a third if playing a Lightning-focused build. It also allows you to break falls and reach otherwise unreachable locations which is very nice for solo play. Overall it is a default pick unless you specifically want Spirit Walk.|
|Nature's Swiftness||In my opinion an automatic pick in most circumstances. It is extra nice if you are using Elemental Blast as you otherwise always have to hard-cast it if Spiritwalker's Grace is not up. Flash of Lightning can significantly lower its cooldown.|
|Thunderstorm||It is very good for solo play and PvP. It has niche uses in some raid fights, and together with Thundershock talent is very strong in Mythic+. Flash of Lightning can massively lower its cooldown.|
|Lightning Lasso||It is likely an automatic pick for PvP. It is very good for solo play but competes with the formidable Thundershock, making it unpickable in Mythic+. Since you are unlikely to need Thundershock in raids outside of specific circumstances, Lightning Lasso can help lock out an add or deal a bit of damage while moving. Flash of Lightning can significantly lower its cooldown.|
|Ancestral Guidance||Has a hefty point requirement that makes it so you would only pick it if you specifically needed to help with healing at specific moments, especially outside of raids. Raid builds have more points available since you can only need to pick the utility talents relevant to the fight, so AG is probably an automatic pick on most raid fights.|
Noteworthy Passive Class Tree Abilities for Elemental Shaman
|Planes Traveler||It is neck and neck with its sister talent Astral Bulwark, what is best entirely depends on the circumstances. It has more overall effective reduction in a vacuum and is available more often, but the notably weaker damage reduction might get you killed. Overall, prefer Astral Bulwark|
|Astral Bulwark||It is a great default pick especially if you are not very familiar with the content, or if you prefer having a strong panic button over a lighter one that is available more often.|
|Spirit Wolf||It is somewhat niche compared to Thunderous Paws and should mostly be picked if you are going to stand in ghost wolf for several seconds in order to "tank" a powerful ability, like a Druid going into Bear Form. It can be nice for mechanics where you will not be doing any DPS anyway.|
|Thunderous Paws||It is more generally useful than its sister talent and should be a default pick, although if you do not think you will need the extra speed you can safely pick something else.|
|Fire and Ice||It is an automatic pick.|
|Elemental Orbit||It is excellent for solo play and PvP, and largely useless for everything else.|
|Ancestral Defense||It is not very powerful but is almost always handy. You should have this in most circumstances, and always if you use neither Tremor Totem or one of Capacitor Totem's sub-talents.|
|Static Charge||It is an automatic pick for Mythic+. Depending on timings, it might be worth picking if you need Capacitor Totem for a raid encounter. Otherwise you can mostly ignore it.|
|Guardian's Cudgel||It is mostly useful for solo play or some PvP compositions. Diminishing Returns on stuns make it much less useful if other people in your group also have stuns. It can backfire in PvP, however, by putting stun diminishing returns on people when you do not want to.|
|Graceful Spirit||It is an automatic pick outside of PvP where its sister talent is the automatic pick. Spiritwalker's Grace is very useful, getting it more often and moving even faster with it is always going to be useful.|
|Nature's Fury||It is an automatic pick. In and of itself, it would be a must pick, but it is a required pick to keep going down this tree path, which you always do.|
|Elemental Warding||It is an automatic pick. Most of the damage you will take is magic damage, especially outside of PvP.|
|Nature's Guardian||It is an automatic pick. There is no reason to ever not have this, especially for builds using Flash of Lightning.|
|Winds of Al'Akir||It is an automatic pick since it is required to grab Gust of Wind or Spirit Walk. It gives a lot of value for PvP, otherwise is quite forgettable.|
|Brimming with Life||It is an automatic pick in almost every circumstance. Both benefits are very powerful.|
|Swirling Currents||Gives significant healing for solo play or PvP. For PvE it is mostly picked with your leftover points if you do not need anything else, but it is a very nice boost if you can get it.|
|Go with the Flow||It is hard to pass up for PvP. It is otherwise nice to have but only required if you have specific timings/routes in mind. Still a default pick.|
|Thundershock||It is a formidable variant of Thunderstorm, turning it into a reliable crowd-control ability without moving enemies and risking attracting additional hostiles. While advanced Shaman players have learned to put the regular Thunderstorm to good use, newer players should probably always pick this. The additional reliable crowd control is very welcome in Mythic+, in other circumstances you are likely better off with the regular version.|
|Call of the Elements||It is generally taken along with Totemic Recall if you want that. This is very strong in PvP and in PvE is mostly used to reset the cooldown of Liquid Magma Totem. Generally an automatic pick if you pick LMT and not worth the points if you do not.|
Niche or Undertuned Class Tree Abilities
|Chain Heal||It is the only multi-target heal Elemental Shamans can get. It does not heal for much but combined with Focused Insight and/or Nature's Swiftness, possibly 1/2 Earth Shields, Primordial Fury and even Master of the Elements, it can add up to a very handy point, especially for party play. Overall it is not something you would pick by default however.|
|Maelstrom Weapon||Requires you to be in melee to have a chance at a tiny DPS gain occasionally. This is an enhancement talent that happens to be on the class tree, forget it exists.|
|Ancestral Wolf Affinity||Might be worth something in PvP but is otherwise ignored.|
|Greater Purge||Has twice the Mana cost of Purge and a 12 seconds cooldown. Good for lazy people in PvP.|
|Spiritwalker's Aegis||It is an automatic pick for PvP and useless everywhere else.|
|Flurry||Like its parent talent, is an enhancement talent that happens to be on the class tree, forget it exists.|
|Totemic Surge||Tends to lose the opportunity cost battle to many stronger options. Still something to be considered in PvP and M+ if you feel the extra cooldown will smooth out a route.|
|Voodoo Mastery||It is mostly a PvP talent although you it might be handy on some specific M+ pulls.|
|Enfeeblement||It is too niche to be picked over its sister talent. Maybe usable against some specific compositions in arenas.|
|Totemic Projection||Can be somewhat useful for solo play or in Mythic+. It has some niche uses in raids but unless you have a specific reason to pick it should not be a default pick.|
|Totemic Focus||Has potential niche uses such as giving you a longer Poison Cleansing Totem to help with poisons in Algeth'ar Academy or making Tremor Totem or Wind Rush Totem stronger to better deal with certain abilities.|
|Surging Shields||It is nice to have in PvP and solo play, largely useless elsewhere.|
|Mana Spring||Gives little Mana back to too few allies with a proximity requirement, and loses a lot of value if you do not use a Lava Burst -centric build. Multiple Mana Spring Totems' effects also do not stack. If your healers are struggling with Mana, this can help a little but the opportunity cost from requiring 2 points in Totemic Surge or Swirling Currents is likely going to be too high.|
|Poison Cleansing Totem||It is either very useful or not at all, depending on the opponents you face. It most likely will not see use in raids in part because of its hefty point requirements in Totemic Focus or Surging Shields, but in dungeons where you will be facing enemies that poison a lot (Algeth'ar Academy) is going to be very useful, and when facing certain classes in PvP. Not worth it for solo play. Flash of Lightning can significantly lower its cooldown.|
|Totemic Recall||Its point requirements make it so you probably want to have a good reason to pick this talent. It has uses in most circumstances but is probably most useful in Mythic+, for difficult solo encounters or for very specific uses in some raid encounters. DPS-wise, it is mostly used to resets the cooldown of Liquid Magma Totem.|
|Stoneskin Totem||It is usable to help deal with specific party/raid-wide damage abilities that deal physical damage but those are few and far between. Potentially worth picking if tanks are getting demolished by physical hits or against multiple melee in PvP.|
|Tranquil Air Totem||It is pretty much exclusively usable in Battlegrounds or 5v5 Arenas.|
|Creation Core||It is too deep in the tree to be worth going for unless you have a very specific purpose in mind for it.|
Active Elemental Tree Abilities
Earth Shock, Earthquake and either Fire Elemental or Storm Elemental are required picks. You cannot go down the tree without picking them all. Fire-focused builds take Fire Elemental while lightning-focused builds take Storm Elemental.
|Icefury||It is a controversial ability because it is considered "hard". It is not actually particularly hard and people should give it an honest try, especially considering it is currently optimal for single-target encounters and PvP, and a contender for lightning-focused M+ builds. It is also quite comfortable to use for solo play.|
|Stormkeeper||It is an automatic pick for lightning-focused builds and some hybrids, but the opportunity cost to path to it is too high for fire-focused builds. Its burst value remains significant however, and it may be picked on a per-encounter basis. It is likely to remain a must-have for PvP.|
|Elemental Blast||Now does tremendous damage and synergizes well with most of our talents. It is picked by all our recommended builds, although it could feasibly be ignored in some circumstances if you prefer keeping the mobility of having an instant cast spender, like for solo play or PvP.|
|Primordial Wave||It is now a staple of fire-focused builds and along with its dedicated path is picked for both raid encounters & Mythic+. It is debatable for solo play but is probably mandatory for PvP as well.|
|Ascendance||While its sister talent Deeply Rooted Elements is on average superior, its unreliability can be enough that you want to use Ascendance itself instead, especially if you absolutely need to have reliable burst for specific packs or a specific boss/phase. With Further Beyond on top, Ascendance is an extremely powerful cooldown that can potentially last for about a minute in AoE circumstances.|
|Liquid Magma Totem||It is an optional Mythic+ pick for fire-focused build. If you pick it you should also grab Totemic Recall and Call of the Elements from the class tree.|
Passive Elemental Tree Abilities
|Elemental Fury||It is an automatic pick for every build.|
|Tumultuous Fissures||It is mostly nice in unorganized Mythic+. If you do not think Inundate will give you enough value and you want a bit more crowd-control and are pathing to Call of Thunder, get this.|
|Inundate||It is a nice boost for PvP, Mythic+ and solo play, but you only get it to path to Call of Thunder. Better than its sister talent in most circumstances.|
|Primordial Fury||It is picked when you are getting Flow of Power but does not increase your damage.|
|Focused Insight||Default pick. It is a very noticable effect in PvP but is nice all-around.|
|Refreshing Waters||It is great for solo play and PvP. Debatable in other circumstances, in raid or if using Skybreaker's Fiery Demise you should mostly use Primordial Bond instead, assuming you are pathing to Lava Surge.|
|Primordial Bond||It is mostly picked in order to grab Lava Surge. If you do not, you can ignore it.|
|Call of Thunder||It is an automatic pick for lightning-focused builds and fire-focused builds making use of Stormkeeper.|
|Flow of Power||It is inherently much weaker in Mythic+ and often skipped for those builds. Otherwise a strong pick.|
|Lava Surge||Automatic pick for fire-focused builds but generally not worth the points for lightning-focused builds.|
|Unrelenting Calamity||Automatic pick for lightning-focused builds and fire-focused builds making use of Stormkeeper.|
|Swelling Maelstrom||It is nice quality of life or allows you too pool more Maelstrom. Helps not overcapping on multi-target builds. Picked in most PvE builds although some fire-focused Mythic+ builds will skip this.|
|Echo of the Elements||Gives Lava Burst an additional charge.|
|Call of Fire||Automatic pick for fire-focused builds, not picked otherwise.|
|Flux Melting||Part of our best single-target setup for raids. It can be an option for solo play or PvP.|
|Electrified Shocks||Makes Icefury usable in Mythic+. Excellent to keep doing damage while moving, and can incidentally be an AoE slow or even an AoE root with a Surge of Power proc. Highly recommended for lightning-focused Mythic+ builds.|
|Aftershock||It is unreliable power but overall quite good in most circumstances, especially in AoE. Pairs well with Elemental Blast. Good default pick in most circumstances.|
|Surge of Power||It is a strong contender for Lightning-focused builds, giving stronger single-target and 6+ targets DPS. It also works nicely for Fire-focused builds although Aftershock is generally preferred when using Elemental Blast.|
|Flames of the Cauldron||It is an automatic pick for fire-focused builds and is otherwise ignored.|
|Flash of Lightning||It is an automatic pick for Lightning-focused builds and some Mythic+
Fire builds. Not so good in PvP where you cast too few Lightning Bolts.
Usable for solo play as it gives all your tools slightly lower cooldowns but
you will not be casting enough spells for it to matter much. Which cooldowns,
you ask? Almost all of them. Here is the list:
|Eye of the Storm||It is an automatic pick apart from some fire-focused Mythic+ builds that do not use Elemental Blast either.|
|Power of the Maelstrom||It is quite strong for Lightning-focused builds and an automatic pick for them. For other builds, Lightning Bolts will not do enough damage for this to be worth the points and you do not need it for pathing purposes.|
|Master of the Elements||It is an automatic pick. Reliable damage buff that works on pretty much any build.|
|Improved Flametongue Weapon||Stacks with weapon runes. Very powerful in single-target and unless things change willbe picked for single-target Fire-focused builds. It is quite a bit worse when there are many targets, but there may not be better talents to spend points on in order to reach the last talent tier.|
|Deeply Rooted Elements||It is your go-to for Fire-focused build. It is powerful in every circumstance although its inherent unreliability has lead to builds using it being called "gambling" builds. It has high highs and low lows, expect to have it refuse to proc for sometimes minutes. Not recommended for solo play or PvP.|
|Primal Elementalist||It is relatively weak compared to the competition. With Skybreaker's Fiery Demise in Mythic+ you can have your elemental most of the time, making this talent significantly more powerful and most likely a must pick for Fire-focused Mythic+ builds, although those would also love to have Liquid Magma Totem.|
|Echoes of Great Sundering||It is strongly recommended for lightning-focused Mythic+ builds along with Elemental Blast. Alternating spenders on AoE is something a lot of people dislike, but it is a fairly easy rhythm to pick up, and makes a lot more sense when using EB.|
|Elemental Equilibrium||Requires using either Icefury, Elemental Blast or both. Since we recommend always using at least one of the two, this is an okay damage increase for lightning-focused builds and is mandatory for those not getting Echoes of Great Sundering, as you need one of the two in order to grab Lightning Rod.|
|Rolling Magma||Massively reduces Primordial Wave's cooldown for Fire-focused builds, especially in multi-target situations. Automatic pick if you use Primordial Wave.|
|Echo Chamber||It is a potentially very powerful damage increase if you can stack a lot of Mastery and/or for Lightning-focused builds using Surge of Power. Not currently a go-to for Fire-builds until you can reach very high levels of Mastery, after which it becomes the right choice.|
|Oath of the Far Seer||It is a contender for Fire-focused builds, depending on a few things. It makes Deeply Rooted Elements variance even higher and along with Further Beyond can potentially gives Ascendance crazy uptimes in multi-target situations.|
|Magma Chamber||Scales up our spenders, especially in multi-target situations. Because Elemental Blast is much stronger than Earth Shock, you generally want to pick them together.|
|Searing Flames||Gives you lots and lots of Maelstrom in multi-target situation, especially if you are using Liquid Magma Totem. Not good enough for single-target situations so this is only for fire-focused Mythic+ builds. Might be good for PvP outside of 2v2.|
|Lightning Rod||It is an automatic picks for Lightning-focused builds and is otherwise ignored. Dubious for PvP apart from Battlegrounds.|
|Primordial Surge||It is picked for raid encounters with fire-focused builds. In Mythic+ you want its sister talent Splintered Elements. Very strong in PvP as well. Generally overkill for solo play.|
|Splintered Elements||It is picked for Mythic+ with Fire-focused builds picking Primordial Wave. It is very strong for this niche but is not really usable in other situations.|
|Mountains Will Fall||It is an automatic pick for Lightning-focused builds but has the similar strengths and problems as Echo Chamber. Once you get a lot of mastery, it will likely be best for Fire-focused builds as well but until you do it is not good enough.|
|Further Beyond||Gives Ascendance crazy uptime in multi-target situations, both for the regular active cooldown and Deeply Rooted Elements. Strong contender in and of itself for DRE, but can also elevate its sister talent to a new level of power by giving you the ability to choose an extended burst period over relying on RNG. Probably best in Mythic+ if you can keep extending multi-target pulls, or if there is a specific boss that needs to die quickly, or a specific phase in a raid where you do not want to gamble for DPS.|
|Windspeaker's Lava Resurgence||It is an excellent addition to any build for single-target. Reliable damage and mobility is always nice, especially for Deeply Rooted Elements builds. For Mythic+, especially fortified weeks, you would likely prefer another talent. Fine option for solo play and PvP.|
|Skybreaker's Fiery Demise||It is used in Mythic+ for Fire-focused builds that want to have an almost permanent Fire Elemental. Usually picked along with Primal Elementalist, especially if you want more single-target damage. Not an option for other circumstances.|
PvP Talents (War Mode)
In the open world, you can go into "War Mode". Enabling War Mode provides the following benefits:
- PvP talents enabled in the outdoor world.
- 10% increase in World Quest rewards at maximum level.
- 10% more experience gained while leveling.
- Earn Conquest Points which can reward gear every week.
With the benefits of enabling War Mode for leveling and PvE content, it is recommended to enable the feature to maximize your leveling and rewards at maximum level. However, you will make yourself available for open world PvP, and the possibility to be "ganked" while leveling or doing World Quests exists. If you need advice on how to fight against other players, visit the link below.
Elemental Shaman War Mode Talents
In this section we will rank the PvP talents best for leveling and doing solo or small-group PvE content. Below is a ranking of Elemental Shaman-specific PvP talents to aid in PvE.
- Skyfury Totem increases the critical effect of spells of allies within 40 yards by 20% for 15 seconds, 40-second cooldown. Good for solo play, excellent if you are doing outdoors content with others.
- Swelling Waves makes your Healing Surges 50% stronger. The delay on that additional healing can actually be a positive. It is fantastic for solo play and surviving without healers.
- Control of Lava offers a small DPS gain, so it can be a good option for people not finding use for more active talents.
- Static Field Totem summons a totem at a target location that creates a circle of terrain that enemies cannot move through. It is extremely handy, versatile crowd control with a 1-minute cooldown.
- Counterstrike Totem replicates and reflects damage you take for 15 seconds, on a 45-second cooldown. This can be really strong when in a high damage area to deal some chip damage to targets around you, and convert your health pool into additional damage.
- Traveling Storms allows Thunderstorm to be cast on allies within 40 yards and additionally increases the knockback range by 25% and the slow effect by 60%. It also doubles the knock up range of the Thundershock talent. This has pretty good potential uses in PvE and PvP both.
- Seasoned Winds is mostly nice when facing a bunch of enemies doing similar damage types, and it is one of the few useful PvP talents that are not active, so it can be a good pick-up if you are not finding yourself use the active talents much.
- Grounding Totem can be handy in PvE but is mostly strong in PvP-exclusive activities.
- Unleash Shield is a 20-yard range, 30-second cooldown crowd-control ability, the effect of which depends on the type of elemental shield you are using. For Elemental, it will mostly be a knockback, which is always nice, but in our opinion not really worth picking up for PvE.
- Spectral Recovery can help especially early on for solo play, but I would only consider this talent if you are really struggling.
We recommend picking 3 of the above talents, depending on what you value most. Personally, I recommend choosing, Skyfury Totem, Control of Lava and either Swelling Waves or Static Field Totem by default.
Precognition is a new caster talent that rewards "fake-casting" by granting you 15% haste as well as interrupt and crowd control immunity for 4 seconds when an interrupt is used on you while you are not casting. As such, it is almost exclusively useful in PvP.
Tidebringer reduces the cast time of your next Chain Heal by 50% and increases its jump distance by 100% every 8 seconds, with a maximum of 2 charges. This talent requires taking Chain Heal from your class and unless you are group-leveling you should not do that.
- 20 Mar. 2023: Updated for Patch 10.0.7 changes. .
- 24 Jan. 2023: Updated commentary on Mana Spring (Totem).
- 13 Dec. 2022: Updated Electrified Shocks blurb.
- 11 Dec. 2022: Adjusted recommended fire build for dungeons for more AoE burst.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 18 Nov. 2022: Updated a few things, removed unnecessary export strings, removed a fire build embedded calculator to lessen clutter.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
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