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{{Shaman totems}}
 
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[[Category:Nature spells]]
 
[[Category:Nature spells]]

Revision as of 08:51, 29 December 2008

Earth Elemental Totem
Inv misc questionmark
  • Earth Elemental Totem (1 rank)
  • Shaman ability
  • 24% of base mana
  • 20 min. prevents fire elemental totem from being cast for 2 min. cooldown
  • Instant
  • Tools: Spell totem wardofdraining [Earth Totem]
  • Summon an elemental totem that calls forth a greater earth elemental to protect the caster and <his/her> allies. Lasts 2 min.
Properties
Class Shaman
School Nature
Cooldown 20 min. Prevents Spell fire elemental totem [Fire Elemental Totem] from being cast for 2 minutes.
Other information
Requirements Spell totem wardofdraining [Earth Totem]

[[Category:shaman abilities]][[Category:shaman abilities]]

Template:TCG quote

'Earth Elemental Totem is the defensive one of two high-level Shaman abilities to summon an elemental that aids the caster.

Rank table

Rank Level Cost
1 66 5g 80s

Notes

Casting another Spell totem wardofdraining [Earth Totem] will destroy the elemental. Elementals have a fairly large aggro range and may cause problems in instances by attacking mobs that were not otherwise in combat, much like Spell fire searingtotem [Searing Totem], although the elemental is not aggro-linked to the shaman, and when it dies the mobs will reset as long as no-one else is on their threat list. Elementals move surprisingly quickly, and use an AoE taunt ability frequently.

This is mainly a tanking minion, and is not the best for damage. On average at level 70 it does about 70 damage per attack. Earth elementals have a fair amount of health, roughly as much as the shaman does; as such, while they excel at handling mobs out in the world, elite monsters will kill them rapidly. Earth elementals deal physical damage, but as with any earth elemental, they are immune to all Nature spells and effects. This has a major significance in Shadow Labs (see Tactics)

In instances, the primary use for Earth Elementals is to serve as an emergency magnet. Their AoE taunt will almost always gain the attention of any mob that is affected by it - while monsters focus their attacks on the elemental, they are gathered up for another player, preferably the tank, to deal with. As such, they serve as a bit of an "Oh no!" totem.

Tips and tactics

Murmur, the final boss of Shadow Labs, will occasionally unleash a devastating charge around itself, Spell nature unrelentingstorm [Sonic Boom], at which time all melee are advised to flee. However, if Murmur is left too long without a target in melee, it begins nuking all members of the party with Spell arcane arcane01 [Resonance], a stacking debuff that also inflicts damage. Earth Elementals are immune to the effects of Sonic Boom, and will be in melee range, thus preventing Resonance attacks. Murmur's hits are physical, however, so the elemental will not live very long without heals or until the tank returns.

The Earth Elemental can be useful in certain raids, such as during Zul'jin's "Eagle phase" - the Elemental is immune to the Nature damage from the tornadoes, and will keep doing damage for its entire duration. It can also be used to great effect against the Aqueous Spawn in the Black Temple's sewer area.

External links