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This gives you more tools to use while carrying the flag, such as. If you're engaged in melee combat while carrying the flag, don't forget to put on your shield for some extra damage reduction.
You can support your team's runner by dropping Earthbind Totems and healing. Magma Totem will break Rogue or Druid stealth usually before they can get to you. Tremor Totem can interrupt fear effects, and using Purge on Priests or other cloth mobs will remove their self buffs -- dropping someone by stamina points has a noticeable, immediate impact on their survivability.
Always drop Tremor Totem when defending a node - it does not help against Rogue stuns but it will help with fear and charm effects from Priests and Warlocks. To help against sap , stay in Ghost Wolf form. In this form, you are considered a Beast and as such are immune. You will be vulnerable to Druid sleep and Hunter fear effects, but Tremor Totem will help defend against this.
Arathi Basin means small groups of people fighting in one place - your totems can make a serious difference. Now that most totems have raidwide effects, it doesn't matter if the people defending with you are in the same group or not.
The oft-forgotten Far Sight spell can be used to great effect, particularly from the Lumber mill, to help direct traffic. If you have people defending you at that node, you can spy down to the Stables, Blacksmith, and Farm for any incoming groups or to check on the progress of your attack.
Sentry Totem can also be useful, especially at Blacksmith, Farm and Mine, where you can hide in buildings. A nice little trick for elemental shamans, is to just sit by the flag at the Lumber mill. This usually kills them unless you aren't placed right. Make sure that they are by the ledge and you are away from the ledge, and the Lumber mill will be yours for the whole round. AV can be difficult for Shaman, because it's often a ranged zerg-fest. Tab-selecting opponents to cast Purge can be very effective, especially effective against Paladins, and anyone relying on Power Word: Fortitude or Arcane Intellect.
This can be of great use in AV because you're almost guaranteed three targets for each Chain Lightning. Using a Shock spell will often finish off your target, should it be in range.
If you're hanging out of the fight to heal, using Chain Heal on the melee is very mana efficient. With three targets, it's the most effective heal in the Shaman arsenal, and everyone in the big fight below will appreciate every little bit of healing you can add to the mix.
Further, if as a Draenei shaman, you are grouped with the main tank during the Captain Galvangar fight, dropping a Tremor Totem can be invaluable, as he intermittently casts Intimidating Shout during the battle. This is especially crucial as Galvangar is usually engaged while the Enemy has no local graveyards captured, usually sending dead players all the way back to Stormpike.
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But they can be fragile and rely on healing tools rather than damage mitigation. The specialization has great sustained single-target and mid-target AoE pressure but is best used for short burst phases. The utility you bring to a party in the form of Windfury totem and offheals makes you a great pick-up for most encounters. Level 15 : Elemental Blast — This talent is single-target focused and is excellent in that regard for certain encounters.
Level 25 : Stormflurry — This is the default talent in the row, increasing your burst damage by giving your Stormstrike a chance to hit again for a lower amount of damage. It puts a healing buff on you or your allies, providing great utility and healing throughput in an encounter. The other two talents have limited uses and you should avoid picking them. It synergizes great with Stormflurry, which is the level 25 talent as well. Level 45 : Sundering — This ability has a small second cooldown and should fill in the cooldown gaps that you have in your kit.
The additional interrupt can come in handy in some encounters, making this a great default pick. It allows you to have explosive periods, while also bringing lower cooldowns to your primary abilities. Those abilities will become ranged and will allow you to do damage in encounters where you need to keep your distance from the boss. You benefit from all stats quite well, but Haste is the king in a PvE environment since it allows you to have a higher uptime and lower cooldowns.
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