Thanks for viewing my topic. I've been playing a shaman since release. Started with Orc and then drifted off to alliance. My shaman skills and knowledge of my class has rolled me into a top 20 US guild and I am most happy with my home and the achievements I have earned with this game. I have plaied all 3 specs weather it was Sunwell, Molten Core, or Ulduar. I hope you like some of my ideas.
Lets start with Elemental.
Call of the Elements(2 talents)
Allows you to summon both the Earthen elemental and the Fire elemental at the same time, reduces the cooldown by 2/4 minutes and reduces the time they assist you by 60/45 seconds. You are no longer able to heal these elementals. If no target is available for them to attack, they will turn on each other until destroied.
Totemic concentration: 1 point talent
Allows the shaman to place Earthbind totem, Magma totem, Healing Stream totem, and cleansing totem anywhere around them within 20 yards, in addition, reduces the mana cost of all totems by 5%
Static Electricity: 5/5 point talents
While using Chain Lightning, Lightning bolt, or Earth shock, you have a 15% chance to gain a static charge. When you reach 5 charges, your next lightning spell will benefit an additional 3/6/9/12/15% off your spell power
Enhancement
Frenzied Spirit 2/2 talent
Your wolves now have the scent for blood. Their overall damage is increased by 10/20% but last 5/10 seconds less. In addition, you and your wolves also gain an additional 5/10% speed increase from Spirit Walk
Totems of Iron 3/3 talent
Your totems are now empowered. Your party gains an additional 2% bonus health while each totem is down and also increases the overall effectiveness of Strength of Earth totem, Windfury totem, and Magma totem by an additional 3/6/10%. In addition, your totems are now coated in Iron
Wild Wind 1/1 talent 2 min cooldown, lasts 30 seconds
After your weapon deals damage with windfury, for the next 4 seconds your melee attacks deal an additional 2% damage per charge of Lightning Shield you have up
Restoration
Natures' good deed 1/1 talents
If you critically heal with Chain Heal on 2 or more targets, Nature grants you a favor, casting an additional chain heal to the lowest health party member within 25 yards and jumps to 2 additional nearby targets as well. This talent triggers no global cooldown. (15 second internal cooldown)
Way of Mist 1/1 talents (15 second cooldown)
You launch a wall of mist hitting up to 5 targets infront of you healing each of them for 1946 to 2441 and an additional 343 - 556 every 2 seconds for 12 sec. If the mist hits an enemy, it deals 398 to 462 and an additional 132 to 144 damage every 2 seconds for 12 seconds. This effect consumes Earthliving if on an effected healed target.
Natures' Beacon 1/1 talents (2 minute cooldown)
You place a beacon of Nature on a target. For your next 2 chain heals, they will be casted at the beacons location and will be able to heal targets 40 yards from the beacon. The beacon and the shaman do not need to be in line of sight of each other. However, the beacon and the shaman must be within 80 yards of each other.
Ancestral Sacrifice: 1/1 talents (5 minute cooldown)
You sacrifice the power of earth, fire, water, and air to create a barrier of elemental protection. Standing within this barrier will reduce all magic effects taken by 40% with a maximum of 28224 damage being taken before the wall is destroied. You may not use any totems for 20 seconds after this move has been used.