My shaman's are Elemental.

My first shaman, when I was one-boxing, leveled up Enhancement to 60, then Elemental beyond.
My 4x RAF shaman's were Elemental from the get-go.



Totem Drops:
#show
/castsequence reset=8 Totem of Wrath, Wrath of Air Totem, Mana Spring Totem, Stoneskin Totem

#show
/castsequence reset=8 Grounding Totem, Mana Spring Totem, Tremor Totem, Searing Totem

#show
/castsequence reset=8 Grounding Totem, Tremor Totem, Mana Spring Totem, Searing Totem

#show
/castsequence reset=8 Grounding Totem, Mana Spring Totem,, Searing Totem

#show
/castsequence reset=8 Grounding Totem, Mana Spring Totem,, Searing Totem

The fourth press drops the Searing Totems, which you may not want in all situations. In a totem-stomp macro, the best you get is one totem per one second. Tremor pulses every 2 seconds, so adding more then 2 Tremor's gets you nothing really.

In addition to totem stomp macro's, its helpful to have all grounding totems on a hotkey for use against casters. I personally have access (via Keybinds) to all shaman's drop Grounding, Mana Spring, Healing Stream, Searing, Fire Nova as well as cast sequences for Fire Nova, Fire Elemental, Earth Elemental, Tremor Totem, maybe others but that's off the top of my head.



When fear is an issue:
#show
/castsequence Tremor Totem,,,,

#show
/castsequence ,Tremor Totem,,,

#show
/castsequence ,,Tremor Totem,,

#show
/castsequence ,,,Tremor Totem,

#show
/castsequence ,,,,Tremor Totem

Mash this five times over two seconds, and you have multiple Tremor's spaced out.
You can adopt this to Fire Elementals or Earth Elementals, fairly easily.
I usually don't want more then one E.Elemental out, but multiple F.Elementals is nice at times.



#show
/cast [mod:alt] Fire Elemental Totem
/castsequence [nomod] Fire Elemental Totem,,,,

#show
/cast [mod:atl] Fire Elemental Totem
/castsequence [nomod],Fire Elemental Totem

The other three shammies have the same macro's, but with the delay comma's spaced appropriately as the above say Tremor Totem macros.



My Thunderstorm is a similar idea.
#show
/use [mod] Trinket Name
/cast [mod] Thunderstorm
/castsequence [nomod] Thunderstorm,,,,

#show
/use [mod] Trinket Name
/cast [mod] Thunderstorm
/castsequence [nomod] ,Thunderstorm,,,

So no-modifier key (alt/shift/control) and its a round-robin, for control to keep players/mobs off of your shaman's.
With a modifier key, its a blow them up macro where every shaman who has the ability not on cooldown casts it.
You can easily adopt this to the Fire Nova Totem, which now has a stun mechanic. Probably diminishing returns in PvP and better to mass drop so they either take damage/stunned or run away, which is what you wanted.



#show Lightning Bolt
/cast [help] Lesser Healing Wave; [harm] Lightning Bolt

#show Chain Lightning
/cast [help] Healing Wave; [harm] Chain Lighting

These are my default nuke spells, when cast on a friendly they heal, when cast on a hostile they harm.



In Wrath, at level 75+ this will be a good one.
#show
/castsequence reset=target/combat/18/Alt Flame Shock, Lava Burst

When you change targets (reset=target), end combat, press the macro in conjunction with the ALT key, or 18 seconds after the initial press of this macro it resets.
If you don't reset the macro, it casts Lava Burst after the Flame Shock.
Lava Burst will auto-crit if the mob/player has Flame Shock on it.



#show
/cast [help] Chain Heal; [help, target=targettarget] Chain Heal; [target=player] Chain Heal

This one can be adapted to anyone's healing spells, or PW:Shield etc.
If your target is friendly, the spell goes off.
If your target is hostile, it lands on the hostile's target which will usually be you, your multibox slave, or the tank in your party.
If both your target and their target is hostile, it lands on you.
In a multi-character group, the default healer toon usually adapts this by adding a "/assist TANK" in front of the "/cast" part of the macro, so they heal the target of whoever the mixed group is trying to kill.

#show
/cast [target=Shaman B] Chain Heal
#show
/cast [target=Shaman C] Chain Heal
#show
/cast [target=Shaman A] Chain Heal

This is also worthwhile, as each shaman hits another with the Chain Heal, guaranteeing a primary hit on whoever is taking damage, without the pushback delay from taking damage. On a click, every shaman in the team is topped off with a primary hit, and the secondary hit goes to the most injured, which will be whoever is taking the damage that prompted you to click the Chain Heal macro.
Use this for higher damage taken, and just drop Healing Stream Totem x (all) for smaller amounts.



Adapt these as you like. You basically have castsequences, castsequences with delays, normal casts with or without mods, reset conditions and normal spells.