Midnight is already reshaping how classes play, and Elemental Shaman took a particularly loud haircut. The Midnight beta lays out a stack of removals and consolidations that strip Elemental down to fewer buttons, fewer talent choices, and fewer spike moments.
It is a grieving card for long-time Elemental mains: Icefury, Primordial Wave, Liquid Magma Totem, Deeply Rooted Elements, and Stone Bulwark Totem are gone. You also no longer need to summon an Elemental manually. A number of Stormbringer hero-talent actives were simplified too. The net result, you will usually have five or six fewer keybinds to worry about.
Some quality-of-life wins exist. Thunderstorm is a baseline acquired at level 30. Instinctive Imbuements makes Lightning Shield apply other buffs when talented, and Ascendance now casts your Fire Elemental so you do not have to precast on pull. Those are small things that make new-player onboarding easier, and yes, they reduce the pre-combat fiddling.
At the same time, several talents turned into flat-stat or flat-damage nodes. The class and spec trees feel much thinner – lots of 2-point nodes that act as padding rather than choices with teeth. That will bother players who liked the old branching complexity. Specialization-wise, Fire Elemental remains, Storm Elemental largely vanishes and survives only through Fury of the Storms. Ascendance is now a less potent baseline cooldown, with overload damage cut from 150% to 75% and still sitting on a 3-minute cooldown. That nerf plus the loss of Deeply Rooted Elements makes Elemental far less bursty than before.
Talents that changed behavioral roles include the removal of Surge of Power in favor of flat damage nodes like Aftershock, and the option of swapping out utility talents like Master of the Elements for straight Lava Burst damage. Fusion of the Elements now triggers from Power of the Maelstrom, which looks likely to lock certain talent paths in place.
Multiple toolkit merges happened. Primordial Wave and Liquid Magma Totem have been folded into Voltaic Blaze, borrowed from Enhancement. That makes Voltaic Blaze and its daughters mandatory for most multi-target scenarios. Icefury’s removal means Frost Shock loses a lot of its raid value; Frost-related burst tech largely vanished. Farseer is basically back to being the flat damage, single-target option it has often been. Ancestors last longer and Stormkeeper interactions were shuffled, but the feel is familiar.
Stormbringer got a more radical rewrite to remove the need for heavy add-on tracking. Tempest no longer procs from total Maelstrom spent – it can proc per Maelstrom spent, and Awakening Storms doubles that per-Maelstrom chance. Rolling Thunder now reduces Stormkeeper cooldown by 15 seconds instead of driving charge timers. Arc Discharge now gives a charge of Stormkeeper when Tempest procs. The changes add some extra RNG where predictable procs used to exist, which will annoy players who optimized around the previous, more deterministic behavior.
Some defensive pieces were removed but others were added to compensate. Stone Bulwark Totem is gone, but Therazane’s Resilience adds passive healing, and Earth Elemental cooldown and duration have been halved for smoother up-time. Wind Shear now has a 4-second lockout and Seasoned Winds has been reworked into Windveil which reduces all spell damage taken by 15% for 12 seconds after an interrupt. That is a reliable, simple damage reduction for dungeon pulls even though you lose some of the old stacking tech.
That depends on what you value. The pruning makes Elemental much more approachable. The rotation will be simple in many builds and only moderately complex in others. That is a win for new or casual players. For long-term mains and high-end players, the trade-off is painful: gone are many of the high-skill spikes, the big, rare adrenaline procs, and the combo windows that rewarded deep mastery.
On the numbers front it is too early to judge balance. Elemental lost a lot of burst and some mobility but gained steadier dungeon survivability and less button overhead. Whether it sits well in Mythic+ or raids will come down to tuning and how other classes evolve this cycle. For background on how Midnight is landing across the game, see our earlier look at the expansion tease and the recent raid frame tweaks that followed alpha feedback. Read our Midnight expansion tease and see the raid frame tweak breakdown for more context on UI and tuning changes.
Elemental is not dead, but it is quieter and flatter. The specialization that rewarded timing and big, dramatic procs now feels like it was smoothed down to reduce volatility. That will keep it playable for most players and easier to pick up for newcomers, but there will be a group of veterans left pining for the old thrills.
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