(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?






How does the build work?
Even though
With







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.
Lightning Bolt - Will be used as our main damage source until we can get
Elemental Blast.
Earth Shock - One of our core rotational spells.
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.
Arcane Intellect - Simple buff we can gain some more spell scaling with.
Abilties to card.
Frostflame Shock - We won't use this on single target but for cleave fights or AoE situations, this will replace
Flame Shock in our rotation.
- 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!
Elemental Domination - Just as important as
Elemental Lord. We really need
Elemental Blast to have no cooldown for our rotation to not feel awful.
Primordial Aftershocks - With
Elemental Blast having no cooldown, we can reliably reset our shocks with this on every cast which we are focusing on.
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.
Elemental Equilibrium - More damage with no change in rotation. Can proc this entirely from spamming
Elemental Blast
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 .
Righteous Radiance - This isn't really a core part of the build, but it does provide us with some extra ways of scaling our fire damage and some cleave. If you decide to go down this talents route, just remember to look out for
Holy Fire,
Inner Fire,
Kindles for Holy Fire,
Accelerated Ascension,
Burning Inner Fire and
Improved Inner Fire.
Divine Illumination and
Fury of the Light combination is nice as well but the whole Holy Fire route is a lot of talents to invest in.
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.
- Cooldown spells such as:
Nature's Swiftness /
Icy Veins /
Elemental Mastery - The cast speed these provide just allows us to do more damage when we cycle between them.
Molten Armor - Since we are stacking Intellect, this can give us upwards of 3% crit chance. Just toggle it on and forget about it!
Fizzle /
Counterspell /
Wind Shear - Examples of interrupts. Any interrupt is fine as long as it can be casted at range.
Divine Infusion /
Divine Protection /
Unending Resolve - Examples of defensives. 1 defensive is recommended, 2-3 is perfectly fine to have if you want to do aspiring content such as Ascended raids or raid trials.
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.
Elemental Focus - This is a big one. Might not look it at first but combine this with
Spell Slinger +
Unbounded Spell Slinger and we get quite a lot of passive damage. Can also get a nice buff from
Elemental Fury capstone!
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.
- Intellect stacking talents such as
Lunar Guidance and
Mental Strength. More we have the better.
- General Crit chance talents such as
Thundering Strikes.
- General chance to hit talents until your hit capped such as
Accuracy.
Mystic Enchants.

Lunar Guidance 3/3
Concussion 3/3
Booming Echoes 3/3
Critical Mass 3/3
Call of Flame 3/3
Wildfire 1/1
Lava Flows 1/1
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
Summon your pets and buff before anything else! Now once you've done that:
At the start of the fight, cast




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










For any AoE situation I follow the same process but instead replace


If you end up going into





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:



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:
- Righteous Radiance. (Similar Playstyle)
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