{Off-Meta} 31/20/0 Elemental Flurry Frostbrand Shaman

This build deviates further from the Meta™ than the 31/0/20 Elemental Shaman build did. The difference between these builds basically boils down to a question of how “dedicated” do you want to be to your role as a Caster? :thinking:

31/0/20 Shaman is more of a “pure caster” type of build. Everything is oriented around maximizing spell throughput via Lightning and Fire Totems. This is “fine” so long as you have an aggro magnet who can hoard Threat and keep attention away from you (so you can keep DPS casting with minimal pushback). It’s therefore a strategy that delivers best when in groups. There’s some melee potential left over in the build, but that’s mostly incidental.

31/20/0 Shaman is more of a “swing role” type of build. The basic premise is that when soloing … every fight should START from range, but END in melee (or at least, close to it). So every fight starts by spending mana, which invokes the 5 second Rule of Casting … but then once Foes close into melee range, you want to be only casting Instant spells (in clumps, preferably) and use your Auto Attack melee swings to deal damage while NOT casting to finish the fight. This lets you get out from under the 5 second Rule of Casting debuff to mana recovery from Spirit while finishing each fight using melee. Pull from range with Lightning spells, melee to achieve the kill. With a decent timing on switching from casting to melee, it then becomes possible to end fights with plentiful mana and needing a lot less time to sit/eat/drink.

Note that the same strategy can apply to Balance Druids as well.
Pull using spells, then switch over to melee and let Spirit recover the mana you’ve spent while continuing to fight.

Ironically, this means that in a PvE context, a 31/20/0 Troll Shaman has additional advantages over the options of Orc and Tauren … but it requires investing in Spirit to achieve those returns. Being able to recover mana (and health!) from Spirit while combat continues (due to not expending mana unless it is necessary) will easily outclass almost any amount of Mp5 gearing that can be obtained. The trick is to refrain from using mana … which attacking with melee weapons will accomplish quite nicely.

Anyway, that’s enough preamble.
On with the talent build. :troll:

Level 60 Shaman ( 31 / 20 / 0 )

https://classicdb.ch/?talent#hxbuVfhqoVV00E

Elemental (31 points)

  • Convection - Rank 5/5
    Reduces the mana cost of your Shock, Lightning Bolt and Chain Lightning spells by 10%.
  • Earth’s Grasp - Rank 2/2
    Increases the health of your Stoneclaw Totem by 50% and the radius of your Earthbind Totem by 20%.
  • Call of Flame - Rank 3/3
    Increases the damage done by your Fire Totems by 15%.
  • Elemental Focus - Rank 1/1
    Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
  • Call of Thunder - Rank 5/5
    Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by an additional 6%.
  • Improved Fire Totems - Rank 2/2
    Reduces the delay before your Fire Nova Totem activates by 2 sec. and decreases the threat generated by your Magma Totem by 50%.
  • Eye of the Storm - Rank 3/3
    Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.
  • Elemental Devastation - Rank 3/3
    Your offensive spell crits will increase your chance to get a critical strike with melee attacks by 9% for 10 sec.
  • Elemental Fury - Rank 1/1
    Increases the critical strike damage bonus of your Searing, Magma, and Fire Nova Totems and your Fire, Frost, and Nature spells by 100%.
  • Lightning Mastery - Rank 5/5
    Reduces the cast time of your Lightning Bolt and Chain Lightning spells by 1 sec.
  • Elemental Mastery - Rank 1/1
    When activated, this spell gives your next Fire, Frost, or Nature damage spell a 100% critical strike chance and reduces the mana cost by 100%.

Enhancement (20 points)

  • Shield Specialization - Rank 5/5
    Increases your chance to block attacks with a shield by 5% and increases the amount blocked by 25%.
  • Thundering Strikes - Rank 5/5
    Improves your chance to get a critical strike with your weapon attacks by 5%.
  • Anticipation - Rank 5/5
    Increases your chance to dodge by an additional 5%.
  • Flurry - Rank 5/5
    Increases your attack speed by 30% for your next 3 swings after dealing a critical strike.

Restoration (0 points)

  • None

Why no 5/5 Concussion talent? :face_with_raised_eyebrow:

The answer to this one gets a bit Theorycrafty™ … but it basically comes down to the fact that the talent only boosts the BASE damage of Lighting, Chain Lightning and Shock spells by +1% per talent point. It does NOTHING to any spell power you might have equipped.

So if you’ve got a spell that does 100 damage … 5/5 Concussion would increase that amount to 100*1.05=105 damage.

But if you downrank to conserve mana, the base spell is going to be doing less damage … and the boost from 5/5 Concussion goes down with it. So if you’re instead using a spell that does 40 damage (to conserve mana) … 5/5 Concussion would increase that amount to 40*1.05=42 damage … which is kind of lackluster in terms of return on investment (see: rounding errors). :downcast_face_with_sweat:

If you’ve got +100 spell power boosting those example spells I just demonstrated above, the math adds up like so:

  • 100*1.00+100=200 damage (0/5 Concussion)
  • 100*1.05+100=205 damage (5/5 Concussion)
  • 40*1.00+100=140 damage (0/5 Concussion)
  • 40*1.05+100=142 damage (5/5 Concussion)

Point being that you’re not seeing returns on investment that would be possible with this order of operations in the math:

  • (100+100)*1.05=210 damage (5/5 Concussion) :cross_mark:
  • (40+100)*1.05=154 damage (5/5 Concussion) :cross_mark:

So if you’re planning to be in the habit of downranking your spellcasting in order to improve your sustain/endurance, the Concussion talent isn’t as “awesome” as it might at first appear.

Lightning Bolt (rank 3) @ Level 14 is the earliest you can obtain 5/5 Concussion and at that rank the spell does 45-54 Nature damage. 5/5 Concussion is adding an additional 2.25-2.7 damage per spellcast:

  • 45.00 - 54.00 Nature damage (0/5 Concussion)
  • 47.25 - 56.70 Nature damage (5/5 Concussion)

Spending 5 talent points to add ~2.5 damage per Lightning Bolt (rank 3) cast definitely falls into the category of … marginal benefits … that can be difficult to notice in actual gameplay (see: rounding errors).

The Concussion talent CAN “make a (meaningful) difference” … but you effectively need to be using max ranks on the spells that can benefit from the talent in order to get a useful return on investment into it. It’s just that you need to jump through a lot of hoops in order to get it (max spell rank, critical hit, Elemental Fury boost to crit damage) or even really be able to FEEL the difference (more damage per cast = fewer times casting needed).

But in a build where the idea is to cast only a few times before switching to melee, the priority on max damage possible per spell cast drops to lower rungs and can be (somewhat safely) discarded in favor of other options. :sweat_smile:

Also, just as an aside, if you’re using your Fire Totems … 3/3 Call of Flame can actually have a slightly better return on investment than 5/5 Concussion would in terms of overall damage throughput for comparable mana cost. :astonished_face:
Offer not valid in Molten Core (of course). :rofl:

The real Secret Sauce™ for this build is actually the combination of:

  • 3/3 Eye of the Storm
  • 3/3 Elemental Devastation
  • 5/5 Flurry

This combination of talents makes the “swing role” between caster and melee much more productive overall, allowing both casting and melee roles to “feed” off each other in complimentary ways that wind up ending fights faster. :smirking_face:

5/5 Shield Specialization (+5% Block chance) and 5/5 Anticipation (+5% Dodge chance) are included to mitigate incoming damage while in melee, improving sustain/endurance/longevity. Obviously, Shield Specialization is useless if planning to wield a 2h weapon (Staff or similar). However Pallytime215 demonstrated that 1h+Shield is net better for endurance/sustain than 2h+Earthbind Kiting (which requires enough room to work), including an in-game demo and calculation (1h 8m 30s video LINK) when normalizing to “effective HP” to determine comparative survival rates.

TL;DR … 1h+Shield is net “better” than 2h+Earthbind Kiting for survival and sustain over the long haul. :sweat_smile:

But if you’re still determined to wield a 2h, use 5/5 Ancestral Knowledge instead of 5/5 Shield Specialization (easy swap).

Just recognize that +5% Block chance AND +5% Dodge chance combined amounts to an Avoidance mitigation equivalent to +100 Defense (kind of :shushing_face:). So for anyone chasing the 440 Defense cap, Shield Specialization plus Anticipation makes that task a LOT easier (only need +40 Defense on gear)! :face_exhaling:

One last thing that I want to mention for this build is the choice for Shaman Weapon Enchant (Rockbiter, Flametongue, Frostbrand, Windfury). I have been convinced by this Frosthance Shaman guide on youtube that for a 31/20/0 Elemental Flurry Frostbrand Shaman the best option is going to be Frostbrand Weapon … NOT Windfury Weapon. :face_with_raised_eyebrow:

Long story short(er) is that Frostbrand Weapon gets 10% of your spell power added to damage on procs, but unlike all of the other options … Frostbrand (when it procs) has a chance to critically hit. NONE of the other options will critically hit.

  • Rockbiter … adds Melee Attack Power and Threat, deals no elemental damage
  • Flametongue … adds Fire damage, but does not spell crit
  • Frostbiter … proc chance for Frost damage and slow, can critically hit spell damage
  • Windfury … proc chance for extra hits with extra melee attack power

Where this synergizes best with the 31/20/0 Elemental Flurry Frostbrand Shaman build plan is thanks to Elemental Fury … so the Frostbiter procs do x2 damage (after boosting for spell power) instead of x1.5 damage on proc. The proc rate seems to be 9.0 PPM according to the sources I was able to find online, so even a fast 1.30 weapon speed dagger can do all kinds of “interesting things” (spell pushback to casters, damage+slow procs :cold_face: to foil runners, etc.). It just seems like a really good 1h+Shield combo that leverages the investment in Elemental+Enhancement for the greatest return yield when not hard casting. :smiling_face_with_sunglasses: