I am leveling as elemental shaman from 61 lvl. It's quite easy, impossible to kill me ( thunderstorm+frostshock+healing wave) and personally for me when I made respec, i got risen my dps for 65% . I am nor really geared, nor really skilled - first time at official wow and first time as shaman, but if you are interested you can look my build in my
armory.
About furture talent point distribution :
- Put 5 points in Shamanism
- Put 5 points in Ancestral Knowledge
- Put 5 points in Thundering Strikes
- Put 1 point in Shamanistic Focus
- Put 3 points in Astral Shift?
- Glyphs
- Major Glyph of Flame Shock
- Major Glyph of Lightning Bolt
- Major Glyph of Lava
- Minors glyphs can be put as you want, but from my own experience I would recommend you to put Minor Glyph of Renewed Life, because ( at least for me ) ankh is always the thing that is forgotten to buy.
- I don't have a glyps which I described because I don't have money, so dont look at my glyphs
First 3 have easily understandable reasons. About 4. and 5. points - I took Shamanistic focus because shocks are main DPS spells, vital parts of DPS rotation, and Frost Shock is ultimate thing saving you from melee encounters.
The 3 points in Astral Shift is because I like to go to BG, and there is a lot of evil enemies who stun(fear,silence) and tries to kill me. You can ask me what about Cleansing totem, Grounding totem and Tremor totem - my answer : totems can be killed, do not rely on them too much. I don't say there are crap, no, they are very nice and there are shamans trademark. But still, be careful. If you dislike PVP, or going more to off-heal in dungeons-raids while leveling, you can freely put last 4 points whereever you want.
About gear ( material taken from
elitistjerks theoorycraft ) :
Quote:
Damage done by Arcane, Fire, Frost, Holy, Nature, or Shadow spells
Increases the amount of damage done by spells of a specific school.
Spell Damage
Increases the amount of damage that your damage-dealing spells inflict as well as increases the amount of healing that your healing spells restore. Commonly referred to as +damage or +dmg.
Healing
Increases the amount of hit points that your healing spells restore. Commonly referred to as +heal or +healing.
Spell Hit Rating
Decreases the chance that your damage-dealing spells will be resisted.
For all casters, 26.2 spell hit rating is equivalent to 1% increased chance to hit at level 80.
Spell Critical Strike Rating
Increases the chance that your spells will critically hit your target.
Spell Haste Rating
Decreases the time it takes for your spells to finish casting. Does not affect the spell's coefficient, but may lower the Global Cooldown to a certain point.
Spell Penetration
Decreases the amount of resistance your target has to your spells. Cannot drop a target below zero resistance.
Mana per 5 seconds ( mp5 )
Restores an amount of mana over the course of five seconds. Will restore this amount in two and a half "ticks".
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