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  • Author: Thavage
  • Added: 2024/05/17
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(Elune) Simple guide to Elemental Lord.

Welcome to my build guide for Elemental Lord.

In this guide I will go through the core abilities, talents and general advice/information to get you started with my version of this build.

Be sure to check out this guide on card locations to see if any cards you don't have can be earned for this build.

This build is very thematic and not exactly amazing at the end game. Single target is alright within the 20-25k range at min-max state with AoE being slightly mediocre at around 35-40k compared to some of the other builds but its enjoyable, which is the most important factor! BUT If RNG is something you don't like impacting your performance then this might not be for you as it does have some rng elements that will impact performance.

What exactly is Elemental Lord and how does it play?


Elemental Lord is a talent that you have to cast Elemental Blast and/or Lava Burst to benefit from. After casting Elemental Blast or Lava Burst our 3 Shaman shocks gain a unique buff related to those spells.

How does the build work?

Even though Elemental Lord has interactions with pets in mind, my verison of this build is focused on dealing damage with the spells and not the pet itself.

With Elemental Lord, we want to be casting Elemental Blast to proc the individual buffs granted by the talent. In order to achieve this, we have to be using the talent Elemental Domination so we won't ever have to worry about the cooldown Elemental Blast usually has. With this combination, we then get buffs corresponding to our Shaman Shocks such as Flame Shock, Earth Shock and Frost Shock. These buffs are quite impactful as they can either empower our next shock spell or buff our Lava Burst.

If you think you would enjoy playing an Elemental Shaman that bombards their targets with Nature, Frost and Fire spells, then this could be great for you!

Core Abilties and what I recommend to start with.


With the new Synergy system and card slotting changes that came with Chapter 2, it can be beneficial to wait and get to max level before you card anything and once you finished using all your rolls at 60, then you can decide what to card if you miss anything important. But if you don't want to wait til you get to 60 then card abilities/talents that's perfectly fine and up to you.

If you didn't know about the card slotting changes, with the release of Chapter 2, we have more card slots available now and you no longer have to be below level 10 to slot cards anymore so you are able to wait til level 60 to slot abilities or talents but you still want to use this to get your starting abilities. Just make sure you remove your starter spells after you lock them in!

Starting Abilities.

  • Tether Elemental - Pet is quite important even though this guide isn't focused on pets. We gain quite a bit a lot mana sustain from the Frost Shock buffs in Elemental Lord. Can also get 5% crit and hit chance from Power of the Elements when combined with a Fire elemental pet.

Abilties to card.

  • A stance. I listed them in which priority I think would be best (you can only use one):
    • Twisted Mind - Hit chance is super important for all builds and this stance provides 3% ontop of spell power which is also very important for casters.
    • Molten Mind - 5% more crit damage is very valuable and we do not care about the mana cost increase as mana sustain is insanely good with this build.
    • Demonic Mind - When it comes to fire spells, getting crit chance is fairly easy so this stance isn't really amazing but if you don't have any of the others, this can be useful until you are able to get any of the other stances.
  • Arcane Power - Major cooldown that increases our damage dealt. Really good to have.
  • Power Infusion - Spell haste is nice to have on this build so 20% increased casting speed is amazing.
  • Curse of the Elements - For single target raid fights, this is just an amazing debuff to apply to bosses. Cannot go wrong with this.
  • Frost Shock - Can be played without but it is a core skill to our rotation.

Talents


If you get any of the talents listed or ones that have really good synergy with the build (flat % increases for example), be sure to LOCK them in so you don't accidentally roll them off until you are close to the min-max state and need to roll them off. Even getting a 1/5 talent that is good for the build can be worth locking as the new Synergy system has a higher chance of upgrading your locked talents making capstones easier to obtain!

Biggest talents to card.

  • Elemental Lord - The entire build relies on this talent. Cannot be played without it!
  • Booming Thunder - Our Earth Shock deals quite a lot of our damage because of this so it's very important to grab this talent. Can see upwards of 60-70k crits during raids!
  • Tethered Power - Our pet should be critting quite often so this just means a bunch of free passive damage for us!
  • Ignite - Ignite is a big chunk of our damage once we have enough crit chance. Cannot miss out on rank 5 of this.

Complementary Talents to card if you don't have all of the ones above or have spare card slots.

  • Legacy of the Arcanist - Due to the nature of this build, we will be using Fire, Frost and Nature spells so we are able to proc those 3 element meteors without having to think about proccing this. More free damage and it gives us some cleave!
  • Crackling Echoes - We want Booming Echoes later on and since the shocks are core to our rotation, being able to double the buffs power granted from this is really good .

Abilities and Talents to keep an eye for during levelling and at level 60.


If you aren't able to card any of the above, be sure to keep those abilties/talents in mind!
  • Flame Shock - Flame shock is crucial to have but it's not ideal to card it.
  • Molten Armor - Since we are stacking Intellect, this can give us upwards of 3% crit chance. Just toggle it on and forget about it!
  • Totem of Wrath / Wrath of Air Totem - These two totems are very nice to have for this build. Can drop them and forget during raids and also your groups casters will love the extra damage you are bringing with these!
  • Shimmer / Blink / Unchained Blink - A blink is amazing to have as a caster. Since we don't want to be moving, this just allows us to teleport away from danger in an instant.
  • Overloaded Mind - With Elemental Blast, you can get really high uptime on this talent with no change in your rotation.
  • Eccentric Elementalist - This can be a fun talent to mess around with. Free spells while your doing your rotation, which can proc any of your shaman shocks but can mess with your flow a little if you do end up proccing shocks over and over.
  • Fel Concentration - Not only is this useful because of the pushback but the capstone healing us while casting. Since we have Ignite and Flame Shock ticking nearly 100% of the time we will be constantly healing ourself with this talent.
  • General chance to hit talents until your hit capped such as Accuracy.

Mystic Enchants.

Rotation and how to play the build.

I highly recommend getting a Weakaura from the database or creating your own to track the buffs from Elemental Lord!

Summon your pets and buff before anything else! Now once you've done that:

At the start of the fight, cast Elemental Blast followed by a Flame Shock. Now we want to be casting Lava Burst on cooldown but at the same time also buffing it with the Elemental Lord buffs.

It can be a little confusing and slightly annoying at first but my priority of this and how I deal with it is:
Try and get the Frost Shock buff to empower Lava Burst then cast Lava Burst. If I cannot cast Lava Burst then I cast Flame Shock to reset the cooldown on it. If I cannot cast either of those shocks, I then check to see if I have 20 stacks of Booming Thunder. If I have 20 stacks of Booming Thunder I then cast an Earth Shock. If I don't have 20 stacks of Booming Thunder I then go back to casting Elemental Blast until I can start the process again.

For any AoE situation I follow the same process but instead replace Flame Shock with Frostflame Shock

If you end up going into Righteous Radiance and you have Burning Inner Fire, then make sure your Inner Fire is always up and press Holy Fire on cooldown so your Inner Fire does not run out of charges.

What Armour and Weapons do I want to use?

For Armour you want cloth gear with Intellect. Have not been able to test which set is best yet but good examples of sets to use are Warlord's Raiment, The Defiler's Fortitude, (Item Set #-1643) and (Item Set #-1646).

For Weapons, Ideally you want the most Spell Power you can find on a Mainhand and Offhand. Good examples are: Sorcerous Dagger from Molten Core, Claw of Chromaggus from Blackwing Lair and Kris of Unspoken Names from Ruins of Ahn'Qiraj.

Setting your Primary stat to Intelligence to open Caches from Manastorms is by far the cheapest, easiest and fastest way of getting any set item or items in general. If you need or want a offspec or just a build in general that can push high Manastorms and is able to get the best caches available with relative ease, I made a guide for exactly that!

Extra information, tips or misc.

If you're like me and constantly forget to buff, I made a weakaura to track buffs that can be toggled. This covers nearly everything you would need for this build but I will be updating this to track other buffs eventually.

I did make my own Weakaura to track my buffs but this pack here is pretty handy. If you don't like the flashy aesthetic of that pack, you can maybe give this one a shot as it's just basic images instead of custom notifications.

If you like this build guide and want to check some other guides? I have also made:

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I would personally recommend swapping the Hot Headed ME for the Wildfire ME. Hot Headed increases Phys and Fire, but Wildfire increases Nature and Fire.

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Thavage <Author> on 05/23/2024

Good point. Didn't have that collected so I missed it. Will swap them around.

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