Warning: WALL OF TEXT CRITS YOU!!!
You have been warned!
Although this time, it’s not quite as bad. 
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Okay, about that “dropping Convection” from the typical 5/5 down to 0/5 thing, it basically involves a lot of number crunching, but my starting point of comparison was the notion that I could have either 5/5 Conviction OR 3/3 Call of Flame … but not necessarily BOTH, in the build 31 talent points invested into the Elemental tree. That then required doing an Analysis of Alternatives that pit the two options against each other (5/5 vs 3/3) in terms of “throughput” when used.
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Concussion - Rank 5/5
Increases the damage done by your Lightning Bolt, Chain Lightning and Shock spells by 5%.
Lightning Bolt
- (L1) 13-16 Nature damage … 5% = 0.65-0.8 extra damage
- (L8) 26-31 Nature damage … 5% = 1.3-1.55 extra damage
- (L14) 45-54 Nature damage … 5% = 2.25-2.7 extra damage
- (L20) 83-96 Nature damage … 5% = 4.15-4.8 extra damage
- (L26) 125-144 Nature damage … 5% = 6.25-7.2 extra damage
- (L32) 172-195 Nature damage … 5% = 8.6-9.75 extra damage
- (L38) 227-256 Nature damage … 5% = 11.35-12.8 extra damage
- (L44) 282-317 Nature damage … 5% = 14.1-15.85 extra damage
- (L50) 347-390 Nature damage … 5% = 17.35-19.5 extra damage
- (L56) 419-468 Nature damage … 5% = 20.95-23.4 extra damage
Chain Lightning
- (L32) 191-218 Nature damage … 5% = 9.55-10.9 extra damage to 1st target hit
- (L40) 277-312 Nature damage … 5% = 13.85-15.6 extra damage to 1st target hit
- (L48) 378-425 Nature damage … 5% = 18.9-21.25 extra damage to 1st target hit
- (L56) 493-552 Nature damage … 5% = 24.65-27.6 extra damage to 1st target hit
Earth Shock
- (L4) 17-20 Nature damage … 5% = 0.85-1 extra damage
- (L8) 32-35 Nature damage … 5% = 1.6-1.75 extra damage
- (L14) 60-65 Nature damage … 5% = 3-3.25 extra damage
- (L24) 119-128 Nature damage … 5% = 5.95-6.4 extra damage
- (L36) 225-240 Nature damage … 5% = 11.25-12 extra damage
- (L48) 359-382 Nature damage … 5% = 17.95-19.1 extra damage
- (L60) 517-546 Nature damage … 5% = 25.85-27.3 extra damage
Flame Shock
- (L10) 21 + 28 over 12s Fire damage … 5% = 1.05 + 1.4 extra damage
- (L18) 45 + 48 over 12s Fire damage … 5% = 2.25 + 2.4 extra damage
- (L28) 86 + 96 over 12s Fire damage … 5% = 4.3 + 4.8 extra damage
- (L40) 152 + 168 over 12s Fire damage … 5% = 7.6 + 8.4 extra damage
- (L52) 230 + 256 over 12s Fire damage … 5% = 11.5 + 12.8 extra damage
Frost Shock
- (L20) 89-96 Frost damage … 5% = 4.45-4.8 extra damage
- (L34) 206-221 Frost damage … 5% = 10.3-11.05 extra damage
- (L46) 333-354 Frost damage … 5% = 16.65-17.7 extra damage
- (L58) 486-515 Frost damage … 5% = 24.3-25.75 extra damage
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Call of Flame - Rank 3/3
Increases the damage done by your Fire Totems by 15%.
Searing Totem
- (L10) 9-12 Fire damage … 15% = 1.35-1.8 extra damage per attack
- (L20) 13-18 Fire damage … 15% = 1.95-2.7 extra damage per attack
- (L30) 19-26 Fire damage … 15% = 2.85-3.9 extra damage per attack
- (L40) 26-35 Fire damage … 15% = 3.9-5.25 extra damage per attack
- (L50) 33-46 Fire damage … 15% = 4.95-6.9 extra damage per attack
- (L60) 40-55 Fire damage … 15% = 6-8.25 extra damage per attack
Fire Nova Totem
- (L12) 48-57 Fire damage … 15% = 7.2-8.55 extra damage per target hit
- (L22) 102-117 Fire damage … 15% = 15.3-17.55 extra damage per target hit
- (L32) 184-209 Fire damage … 15% = 27.6-31.35 extra damage per target hit
- (L42) 281-318 Fire damage … 15% = 42.15-47.7 extra damage per target hit
- (L52) 396-443 Fire damage … 15% = 59.4-66.45 extra damage per target hit
Magma Totem
- (L26) 22 Fire damage … 15% = 3.3 extra damage per target hit per DoT
- (L36) 37 Fire damage … 15% = 5.55 extra damage per target hit per DoT
- (L46) 54 Fire damage … 15% = 8.1 extra damage per target hit per DoT
- (L56) 75 Fire damage … 15% = 11.25 extra damage per target hit per DoT
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Although this comparison isn’t “perfect” (being more of an apples vs apricots type of deal), it’s still an instructive thing to be looking at to notice general trends and get a handle on tactical strategies that favor one over the other. 
The thing that jumps out at me is that even by Level 20, a 5/5 investment into Convection is adding less than 5 damage per spell cast. That’s a pretty lousy rate of return on investment. Downranking (to Level 20 spells, to save mana) isn’t going to help this factor.
By contrast, the 3/3 investment into Call of Flame looks “equally lackluster” until you consider that the bonus damage numbers are per DoT tick (Searing and Magma Totems) or per Foe hit (Fire Nova Totem), rather than just per spell cast. What I mean by that is:
- 5/5 Convection adds 4.15-4.8 extra damage to Lightning Bolt (Rank 4) @ Level 20.
3/3 Call of Flame adds (1.95-2.7)x2=3.9-5.4 extra damage to Searing Totem (Rank 2) @ Level 20 with just 2 hits.
- 5/5 Convection adds 17.35-19.5 extra damage to Lightning Bolt (Rank 9) @ Level 50.
3/3 Call of Flame adds (4.95-6.9)x3=14.85-20.7 extra damage to Searing Totem (Rank 5) @ Level 50 with just 3 hits.
In a spreadsheet vacuum … that’s enough, but in actual gameplay you need to worry about magic schools and resistances (along with Fire and Nature Immunity in endgame raids). But while leveling, assuming (mostly) solo play with the occasional group opportunity for dungeons, that “damage buff per talent point efficiency” starts to matter. If you can’t (or won’t) do both, 3/3 Call of Flame consumes fewer talent points for similar rates of return from 5/5 Convection … and Convection doesn’t even REALLY justify the investment until reaching the mid-late game (because +5% to small numbers is still really small bonus!).
The flipside to this is that when playing PvE and needing to “be your own tank” as a Shaman, Call of Flame will allow you to inflict “more damage” (via Fire Totems) once a pull has turned into a melee where spellcasting might not be practical (for pushback/interrupt reasons).
- Convection is better if you can cast spells without being harassed.
- Call of Flame is better if you need to make use of weapon swings and can keep aggro on yourself.
There’s a fair bit of overlap between these two conditions, but they aren’t necessarily congruent, so there will be edge cases where one is better than the other … but if you can’t afford both (and you aren’t confronting Fire Immune Foes on the regular), Call of Flame 3/3 is the “less expensive” option for comparable returns (especially if adding in Improved Fire Totems 2/2 like I am).
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Earth’s Grasp 2/2 is chosen partly as a filler, but also as an option for the utility it brings (so you don’t have to just Stand & Deliver).
- Youtube video links (Stoneclaw): 1 and 2
- Youtube video links (Earthbind Kiting): 1, 2 and 3
Earthbind Kiting makes use of a Staff, rather than 1h+Shield, a practical option as a spellcasting Shaman. 
However, in close quarters (where you don’t have running room to work with), you can always fall back on your other Earth Totem options.

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As previously alluded to, Elemental Devastation 3/3 is included in this build for the purposes of soloing in PvE in order to reduce exposure times to incoming damage once battles close to melee range.
Eye of the Storm 3/3 is included as a “backdoor” to achieving spellcasting pushback protection while engaged in melee.
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The choice between Improved Healing Wave and Tidal Focus in the Restoration tree is basically a toss up, but the way I figure it the tie breaker is reduced mana costs for healing spells.
Most builds will tend to reach for Totemic Focus 5/5 to minimize the mana cost for Totems, but I took an inventory of the casting costs for totems and only the Fire Nova+Magma Totems have really high mana costs (520-650 at max rank, because they’re AoE damage). Everything else is in the 100-300 mana cost range at max rank. So there IS a return on investment with Totemic Focus … especially if you’re going to be Totem Twisting like a mad dervish … in actual gameplay it might not be as magnificent a savings in practice as when envisioned in theory.
- Totemic Focus: save 5 mana per 100 mana cost per talent point invested
My point here being that you’re definitely going to want SOME investment into Totemic Focus, but you aren’t going to need to go ALL IN on Totemic Focus 5/5 (or you’re a Bad Shaman™). 
By contrast, Ancestral Healing 3/3 yields +25% Armor (15s) buff after getting a critical on a healing spell … and Healing Wave (Rank 1) “counts” for this. So if you’re soloing and “need to be you’re own tank” you can fish for crit casting Healing Wave (Rank 1) prior to casting damage against a target and start fights with an armor bonus.
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Everything else in the talent build is “relatively standard” but I wanted to create something which can be both weapon preference and profession choices agnostic, while still delivering the Elemental Shaman experience. 
As I’ve discovered from playing Balance Druid … if you want to be a pure spellcaster, there are various “mana conservation tricks” that can be used. Druids get Entangling Roots, but those can be broken by damage … so the most Damage Per Mana (DPM) efficient way to spellcast is to:
- Cast Entangling Roots
Back up until at max casting range
… WAIT … until the DoT has almost completed … in order to get out from under the 5 Second Rule of Casting and recover mana from Spirit while in combat …
- Cast Wrath or Starfire (timed to align with the end of Entangling Roots DoT so as to not break early and get all the damage ticks)
… repeat …
It’s SLOW … but reliable … and it conserves resources (health, mana) so you need to eat/drink less while going about your business.
Elemental Shamans can do something similar, but you “Fight Choreography” your strategy a bit differently. Instead, you start fights with spellcasting (which invokes the 5 Second Rule of Casting) but then deliberately encourage opposition to melee with you, during which you aren’t casting (much) … allowing your mana recovery from Spirit to work in your favor while swinging your weapon. So you’re less of a “pure” spellcaster and more of a “spellcast to pull” type of Shaman in PvE.
It’s always better to fight on YOUR ground (away from enemy mobs) than it is to fight on THEIR ground (where allies are close by to get help from when/if they choose to run). See: Murlocs, if the motives for this way of tactical fighting are unclear. 