- Frost damage ignores armor.
- Fire damage has a 30% increased chance to crit with 50% increased crit damage.
- Arcane damage increases by 10% for each buff carried and 10% for each debuff on the enemy.
- Nature damage echoes itself in a second attack against enemies for 50% damage.
- Holy damage increases by 50% from in front of the unit and 50% when the enemy is at or below 25% health.
- Shadow damage increases by 25% for each stat the unit has lower than their enemy.
EDIT 1: What I’m thinking is that if you’re under-geared for example, then shadow damage is for you. If you’re up against a lot of tanky melee, frost. Fire for low-armored enemies. Arcane if you’re an affliction warlock Holy if you like maneuvering. Nature cus its fun. Just so you have different tools to react to different situations - agree that perfect balance is impossible (thanks to Dottie below for detailing).
EDIT 2: Thanks to Thyri for a good perspective on how balance works in a second by second game like Wow. Might I adapt me post some more? Blizzard has added too many systems to make their balancing job easy to do. The changes I’d propose wouldn’t be in isolation (I’d remove all the needless conduit complexity among other things). Players who got used to the complexity will complain. But there are times where balance is needed (like Holy Priests outnumbering their healer brethren). I like the idea of elemental energies having some unique effect to them, to make them feel as powerful and interactive as you’d expect from the elements. It doesn’t have to be like my post, I’d basically just like to do something simpler, newer and more imaginative with the combat in Wow (see Dunkiee’s idea below as an example).