The best Elemental build for PvP

31/7/13 might be the best build you can use in WPvP as an Elemental Shaman. This is the build I'm talking about: http://db.vanillagaming.org/?talent#hiczAcMqoV0bZVbI
Concussion
This gives a direct increase of 5% dmg to your major spells and it stacks with your spellpower. The more damage you do the higher threat you are and the easier it is to force out defensive cooldowns from your opponent. Convection on the other hand does not do this, it makes you last longer but it doesn't put more pressure on your opponent. The importance of pressure is quite big which makes Concussion the superior talent over Convection.
Elemental Warding
Mages and Warlocks are formidable opponents duo to their strong CC and range. You can play with them but sooner or later you will catch a fear or sheep that you won't be able to dispell, when that time comes you will need all the dmg reduction you can get, this talent helps with that.
Some people don't see the value of this talent but I can only assume that it is duo to their lack of experience in fighting against geared Mages and Warlocks. They are a serious threat and this is the only talent in the Elemental tree that helps to reduce their dmg, so get it.
Eye of the Storm
You will recieve a crit and when you do your opponent is in a world of pain, casting 3 LBs will deal serious dmg. You can also use this to heal back up without getting interrupted. Not to mention you can simply force out a crit and get free casting that way.
Storm Reach
Extra range is mandatory. You don't want to be in a position where your opponent can attack you but you can't fire back and this talent helps with that.
Elemental Mastery
100% crit on your cast means that your cast won't be resisted, 100% mana free means that you basically have another 500+ mana. If you have 5K mana then this talent basically gives you another 10% mana, it's better than Ancestral Knowledge if you think about it like that. While the potential is lower than NS, the reliability is higher.
Shield Specialization
Once a melee class catches up to you it can be very difficult to escape and escaping will take some time. This talent will reduce the amount of dmg you, which in turn translates into having more time to do the things you want to do. The extra 5% mana is near useless anyway as it only gives about 250 mana if you have 5K, which is something you might not even reach as a PvP Elemental Shaman.
Imp Ghost Wolf
I've played with and without Imp Ghost Wolf, but not having it makes Shaman way too immobile, combine this with the lack of (innate) hard CC and you have a very hard time winning any positional battle.
Not having Imp Ghost Wolf makes you basically a turret which is bad for several reasons, such as that your opponent as an easy time kiting you and yours opponent can easily se the terrain to LoS your casts. I consider this talent a must have for any serious WPvP'r.
Using this in combination with PvP boots means that it takes you 1 second to increase your movement speed by 55%. This is very useful for chasing opponents down or simply running away when things don't go as planned.
Improved Reincarnation
You will die and when you do it's quite predictable that you will self ress. Ressing with only 20% health makes you an easy target, if you use your mana to heal back up you're be (near) oom. If you don't you're near death. Getting back up with 40% health and mana gives you enough time to recover.
Not to mention that this talent is fun as fuck when you turn losing battles around with a self ress.
Totemic Mastery
You'll be using your totems constantly, if you don't like Imp Re I would take this up to 5/5.
Nature's Guidance
You don't want your spells resisted and getting that 4% hitcap is a must. As an Elemental Shaman you will be dealing most of your dmg through spells but a fair bit will be done through melee. This talent is incredible as it gives both spell and melee hit, leaving you with only 1% spell and 1% melee hit that you can fill up with items. I consider this talent to be a must have.
Aside from the fact that getting hit capped in PvP is basically a must, getting your spells resisted is also frustrating. I can't count the amount of times an opponent ran away because my Frost Shock resisted, or a Rogue could vanish because my Flame Shock resisted, or my opponent won with 10% health left because my Earth Shock resisted. If I lose I want to do so because I made a mistake in my playstyle, not because the dice rolled a 'resist'.
Concussion
This gives a direct increase of 5% dmg to your major spells and it stacks with your spellpower. The more damage you do the higher threat you are and the easier it is to force out defensive cooldowns from your opponent. Convection on the other hand does not do this, it makes you last longer but it doesn't put more pressure on your opponent. The importance of pressure is quite big which makes Concussion the superior talent over Convection.
Elemental Warding
Mages and Warlocks are formidable opponents duo to their strong CC and range. You can play with them but sooner or later you will catch a fear or sheep that you won't be able to dispell, when that time comes you will need all the dmg reduction you can get, this talent helps with that.
Some people don't see the value of this talent but I can only assume that it is duo to their lack of experience in fighting against geared Mages and Warlocks. They are a serious threat and this is the only talent in the Elemental tree that helps to reduce their dmg, so get it.
Eye of the Storm
You will recieve a crit and when you do your opponent is in a world of pain, casting 3 LBs will deal serious dmg. You can also use this to heal back up without getting interrupted. Not to mention you can simply force out a crit and get free casting that way.
Storm Reach
Extra range is mandatory. You don't want to be in a position where your opponent can attack you but you can't fire back and this talent helps with that.
Elemental Mastery
100% crit on your cast means that your cast won't be resisted, 100% mana free means that you basically have another 500+ mana. If you have 5K mana then this talent basically gives you another 10% mana, it's better than Ancestral Knowledge if you think about it like that. While the potential is lower than NS, the reliability is higher.
Shield Specialization
Once a melee class catches up to you it can be very difficult to escape and escaping will take some time. This talent will reduce the amount of dmg you, which in turn translates into having more time to do the things you want to do. The extra 5% mana is near useless anyway as it only gives about 250 mana if you have 5K, which is something you might not even reach as a PvP Elemental Shaman.
Imp Ghost Wolf
I've played with and without Imp Ghost Wolf, but not having it makes Shaman way too immobile, combine this with the lack of (innate) hard CC and you have a very hard time winning any positional battle.
Not having Imp Ghost Wolf makes you basically a turret which is bad for several reasons, such as that your opponent as an easy time kiting you and yours opponent can easily se the terrain to LoS your casts. I consider this talent a must have for any serious WPvP'r.
Using this in combination with PvP boots means that it takes you 1 second to increase your movement speed by 55%. This is very useful for chasing opponents down or simply running away when things don't go as planned.
Improved Reincarnation
You will die and when you do it's quite predictable that you will self ress. Ressing with only 20% health makes you an easy target, if you use your mana to heal back up you're be (near) oom. If you don't you're near death. Getting back up with 40% health and mana gives you enough time to recover.
Not to mention that this talent is fun as fuck when you turn losing battles around with a self ress.
Totemic Mastery
You'll be using your totems constantly, if you don't like Imp Re I would take this up to 5/5.
Nature's Guidance
You don't want your spells resisted and getting that 4% hitcap is a must. As an Elemental Shaman you will be dealing most of your dmg through spells but a fair bit will be done through melee. This talent is incredible as it gives both spell and melee hit, leaving you with only 1% spell and 1% melee hit that you can fill up with items. I consider this talent to be a must have.
Aside from the fact that getting hit capped in PvP is basically a must, getting your spells resisted is also frustrating. I can't count the amount of times an opponent ran away because my Frost Shock resisted, or a Rogue could vanish because my Flame Shock resisted, or my opponent won with 10% health left because my Earth Shock resisted. If I lose I want to do so because I made a mistake in my playstyle, not because the dice rolled a 'resist'.