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<onlyinclude>{{Infobox ability
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'''Welcome to Wowpedia!'''
 
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|name=Earth Elemental Totem
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|image=Spell_Nature_EarthElemental_Totem
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|description=Summon an elemental totem that calls forth a greater earth elemental to protect the caster and <his/her> allies. Lasts 2 min.
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|tools={{item|Earth Totem}}
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|class=[[Shaman]]
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|type=Defensive
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|school=[[Nature]]
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|cost=24% of base mana
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|cast_time=Instant
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|cooldown=10 min.
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|ranks=1
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|requirements=[[Earth Totem]]
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}}</onlyinclude>
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{{TCG quote|TCG=Through the Dark Portal|card=92}}
   
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'''Earth Elemental Totem''' is the defensive one of two high-level [[Shaman]] abilities to summon an elemental that aids the caster.
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| 66 || {{Cost|5|80}}
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Casting another [[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 [[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.
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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)
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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.
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==Tips and tactics==
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[[Murmur]], the final boss of Shadow Labs, will occasionally unleash a devastating charge around itself, [[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 [[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.
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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.
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The Earth Elemental is a great soloing companion for harder (group) quests. Certain quests that normally would require a 3 or even 4 man group can easily be soloed with an Earth Elemental Totem and a competent Shaman. A good tactic involves constantly switching between Healing the Elemental, Healing yourself, and dealing damage.
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== Patch changes ==
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* {{Patch 4.0.6|note=The Shared 2 minute elemental cooldown has been removed. Earth and Fire Elementals can now both be used at once.}}
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* {{Patch 3.3.0|note=The cooldown for this totem has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas.}}
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* {{Patch 3.1.0|note=The summoned Earth Elemental should now have significantly more health and slightly more armor. Now scales up in power based on the shaman's spell power instead of attack power. }}
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== External links ==
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{{Elinks-spell|2062}}
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{{Shaman totems}}
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{{Classfooter|Shaman}}
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[[Category:Shaman abilities]]
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[[Category:Shaman totems]]
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[[Category:Nature spells]]

Revision as of 17:29, 11 February 2011

Earth Elemental Totem
Spell nature earthelemental totem
  • Earth Elemental Totem (1 rank)
  • Shaman ability
  • 24% of base mana
  • 10 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 10 min.
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

Level Cost
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.

The Earth Elemental is a great soloing companion for harder (group) quests. Certain quests that normally would require a 3 or even 4 man group can easily be soloed with an Earth Elemental Totem and a competent Shaman. A good tactic involves constantly switching between Healing the Elemental, Healing yourself, and dealing damage.


Patch changes

  • Cataclysm Patch 4.0.6 (2011-02-08): The Shared 2 minute elemental cooldown has been removed. Earth and Fire Elementals can now both be used at once.
  • Wrath-Logo-Small Patch 3.3.0 (2009-12-08): The cooldown for this totem has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas.
  • Wrath-Logo-Small Patch 3.1.0 (2009-04-14): The summoned Earth Elemental should now have significantly more health and slightly more armor. Now scales up in power based on the shaman's spell power instead of attack power.

External links