Mists of Pandaria Enhancement Shaman Guide: 5.4.0
Looking for the information that will take you to the next level? Look no further. The following is a guide for the competitive PvE-minded Enhancement Shaman, which has been written through the combined efforts of Purge, Platform, and Saz.
- Stats Overview
- Levelling Information
- Spells and Abilities
- Primary Spells and Abilities
- Secondary Spells and Abilities
- Utility Spells and Abilities
- Passives and Specialization Bonuses
- Talents, Glyphs, and Racial Bonuses
- Racial Bonuses
- Ability Priority (Rotation)
- Cooldown Management
- Stat Weights and Reforging
- Profession Bonuses
- Sets and Set Bonuses
- BiS Lists
- Heroic Dungeon/Pre-Raid
- Tier 14 Normal
- Tier 14 Heroic
- User Interface
- Credits, Special Thanks, & Copyright Information
Last edited by Purge; 09-01-2013 at 11:56 PM.
Enhancement is a melee specialization of the Shaman class. This particular specialization slightly differs from other melee classes by relying on several different spells (vs strictly melee-based attacks) for their damage output, many of which are shared with the Elemental specialization. In essence, Enhancement is a melee spell caster without the cast times. It's also important to note that Enhancement Shaman prefer slower weapons (2.6 speed) of the fist, axe, or mace variety.
Shaman as a whole rely on their totems for their damage and raid utility, and Enhancement is no different. Along with the usage various talents/totems for raid healing and personal defensive abilities, Enhancement has a nice variety of burst cooldowns, passive personal healing capabilities via their Feral Spirits, and additional damage reduction capabilities through Shamanistic Rage.
Enhancement focuses on mail agility gear, which generally includes any combination of the mastery, haste, critical strike, expertise, and/or hit secondary stats. The rough stat priority for a level 90 Enhancement Shaman will look something like this:
Agility|Hit (7.5%)/Expertise (7.5%) > Haste/Mastery > Critical Strike
It's important to realize that the stat priority above cannot necessarily be applied to each gear and talent combination. There are times when an Enhancement Shaman may favor mastery over haste or haste over mastery. For more information on stat priorities and gearing, please refer to the sections dedicated to those topics found further down in this guide.
Curious about which stat does what for us? The stat breakdown goes something like this:
- Agility: Increases Attack Power and Critical Hit Chance.
- Hit: Increases your chance to hit something.
- Expertise: Reduces your chance to be Dodged or Parried.
- Haste: Increases Attack Speed. Also benefits Flurry and translates over to our pets' attack speeds and decreases the cast time of any spell that needs to be hard cast.
- Mastery: Increases all of our Fire, Frost, and Nature damage done.
- Critical Strike: A chance of attacks doing extra damage.
Here are a few stats that you'll see, but that you'll never gem or reforge for:
- Attack Power: Increases damage done with melee weapons and increases Spell Power (through Mental Quickness).
- Stamina: Increases your health.
- Spell Power: Increases the damage and healing of spells. Please note that Enhancement Shaman gain their Spell Power through other means. One should never gem or enchant for Spell Power or Intellect (which likewise increases Spell Power/Spell Critical Chance).
Buffs & Debuffs
Enhancement provides three passive raid buffs:
- Mastery (Grace of Air)
- 10% Spell Power (Burning Wrath)
- 10% Melee and Ranged Haste (Unleashed Rage)
In addition, Earth Shock applies the Weakened Blows debuff for 30 seconds, reducing the physical damage the target deals by 10%. Given how Earth Shock is woven into an Enhancement Shaman's rotation, the debuff coverage with Weakened Blows should remain consistent.
Each Shaman brings Stormlash Totem as well, which adds nature damage to all spells and attacks by party and raid members within 30 yards. Stormlash Totem has a 10 second duration with a 5 minute cooldown, and is found under the Air Totem section. This is a strong raid DPS cooldown, though it should be used one after the other if there are multiple Shaman as the effect does not stack.
Leveling as Enhancement should feel fairly intuitive at this point, thanks to the many leveling changes Blizzard has made for this expansion. You'll gain a good chunk of your main rotational abilities once you specialize in Enhancement (level 10), and will continue to gain your damage and utility abilities as you level up. Here are a few pointers to help you along your way, along with a few leveling landmarks to look forward to/be aware of.
- Always be on the lookout for Agility-based gear. This gear can come with any variety of secondary stats (Critical Strike, Haste, or Hit generally for lower levels, Expertise and Mastery can be found on items at higher levels). If you're able to find gear that has Agility and Hit on it, use it! If you're unable to find Agility gear with Hit on it though, don't worry about it too much until higher levels.
- Until you reach level 50 and gain your Mail Specialization, you will be wearing leather.
- Even at lower levels you'll want to be on the lookout for axes, maces, and fist weapons that have a speed of 2.6. Do your best to avoid anything faster than that, such as daggers. (Hint: The smaller the speed number, the faster the weapon. You'll often find that daggers are of a 1.6 speed, which is much too fast and doesn't work well with our weapon imbues, Windfury and Flametongue)
- Always keep Lightning Shield on, once you get it. It's fine to use Water Shield until you learn Lightning Shield. Your shields last 60 minutes.
- Always keep Windfury Weapon on your mainhand weapon and Flametongue Weapon on your offheand weapon. You'll have to sport double Flametongue buffs until you learn Windfury Weapon (level 30); keep them on whenever you plan on fighting things. You may find both of these buffs under Weapon Imbues in your spell book. Your weapon imbues last 60 minutes.
Talents and Glyphs
- The levels at which you can choose talents are 15, 30, 45, 60, 75, and 90. See the Talents section of this guide to help you choose the right talents.
- The levels at which you unlock glyphs are 25, 50, and 75. Each time you unlock more glyphs, you add an additional major and minor glyph slot, for a total of 3 major and 3 minor glyph slots once you hit level 75. See the Glyphs section of this guide to help you choose the right glyphs.
- You should be able to more or less follow the max level rotation (aka priority order) listed later on in this guide and do fairly well in both dungeons and out in the world. At first you will be missing many of the abilities listed in the level 90 rotation, and that's okay. Just add your new spells into the mix as you level up.
- If you forget which abilities do what, check out the Core Abilities page in game for hints, which can be found in your spell book. (By Default, the spellbook is opened by hitting "P", then you may navigate to the Core Abilities page by clicking that tab on the bottom of the spellbook)
- As soon as you learn Searing Totem, always use it. You may find it under Fire Totems in your spell book. You may end up using either Magma Totem or Fire Elemental Totem later on in your leveling career, but those particular totems are used in certain situations only. Please refer to the Spells and Rotation portions of this guide for more information.
- Get to know your totems intimately. Most of our totems have powerful capabilities; some are for damage purposes, others will save your life or the life of your groupmates. Most of them are pretty straight forward on their uses, so don't be afraid to reread their tooltips if you forget which one does what. It's very easy to forget about the great utility our totems have to offer.
- The difference between a good Enhancement Shaman and a great one is two fold: the damage that they do, and their ability to survive. Your totems can help you do both! Always be looking for ways to better utilize them.
- If it hurts, don't stand in it!
- Always hit a boss from behind if possible. You can't be parried if you're hitting them from the back.
- If there's a large pack of creatures that want to take you down, see if you can't Hex one of them or use Bind Elemental to temporarily disable the target in question. It may mean the difference between killing them and running back to your corpse.
- Don't be afraid to use your healing spells if necessary. While you can't heal much for very long, due to Enhancement's limited mana pool, you will often be able to save your own life in a pinch, or possibly a tank's, if for some reason the healer is unable to do it or you're questing by yourself.
Last edited by Purge; 02-10-2012 at 06:07 AM.
Primary Spells and Abilities
- Chain Lightning
Acquired at level 28. Is the base spell for area of effect damage. Jumps three times (five when glyphed). Can be instantly cast when the Shaman has 5 stacks of Maelstrom Weapon.
- Earth Shock
Acquired at level 5. Shock spell that deals nature damage and applies the Weakened Blows effect. Shares a 5 second cooldown with other shock spells.
- Elemental Blast
Acquired at level 90, talent. Harness and direct the raw power of the elements towards an enemy target, dealing Elemental damage and increasing the caster's Agility, Critical Strike, Haste, or Mastery by 3500 for 8 sec. 12 second cooldown.
- Fire Nova
Acquired at level 12. Causes the Shaman's Flame Shocked targets to emit a wave of flames, inflicting Fire damage to enemies within 10 yards of each Flame Shock. Main source of AoE. Does not cause damage to target in which the Flame Shock is ignited from. Radius can be extended through a glyph.
- Flame Shock
Acquired at level 14. Shock spell that deals fire damage and applies a damage over time effect to the target for 30 seconds. Shares a 5 second cooldown with other shock spells. The DoT can also cause passive healing via Glyph of Flame Shock. Can be spread by Lava Lash if Lava Lash is left unglyphed, up to 4 targets within 12 yards. All duplicate Flame Shocks take on the same duration of the parent Flame Shock.
- Lava Lash
Acquired when you specialize in Enhancement (level 10). You charge your off-hand weapon with lava, instantly dealing 300% of that weapon's damage to an enemy target and spreading your Flame Shock from the target to up to four enemies within 12 yards. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue Weapon.
- Lightning Bolt
Acquired at level 1. Deals nature damage with a base cast time of 2 seconds. Can be cast instantly when the Shaman has 5 stacks of Maelstrom Weapon.
Acquired when you specialize in Enhancement (level 10). Instantly strike an enemy with both weapons, dealing 380% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, Earth Shock, and Elemental Blast spells for 15 sec. 8 second cooldown.
- Unleash Elements
Acquired at level 81. Unleashed the existing weapon imbue spell, dealing direct damage as well as providing an additional benefit. For Enhancement, this is the Unleash Wind and Flametongue effect, which will cause melee attack speed to be increased by 50% and increasing the next Fire spell's damage by 30%, respectively. 15 second cooldown.
Secondary Spells and Abilities
- Ancestral Swiftness
Acquired at level 60, talent. Your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Passively increases spell haste by 5% and melee haste by 10%. 1.5 minute cooldown.
Acquired at level 87, Ascendance is a 15 second duration, 3 minute cooldown ability which for Enhancement turns us into an Air Ascendant, causing autoattacks and Stormstrike to deal pure Nature damage and have a 30-yard range.
Acquired at level 70. Gives a raid wide 30% haste buff to everyone in the raid, and applies a debuff to players preventing them from benefiting from another raid haste effect for 10 minutes. 5 minute cooldown.
- Earth Elemental Totem
Acquired at level 56. Summons an Earth Elemental to fight by your side for one minute, with a five minute cooldown. Can taunt non-boss enemies.
- Elemental Mastery
Acquired at level 60, talent. Call upon elemental forces, empowering you with 30% haste for 20 sec. 1.5 minute cooldown.
- Feral Spirit
Acquired at level 60. Summons two Spirit Wolves that aid the Shaman in battle, lasting 30 sec. Spirit Wolves' attacks heal them and their master for 150% of damage done. 2 minute cooldown. Can be modified by a glyph to heal the shaman for an additional 40%.
- Fire Elemental Totem
Acquired at level 66. Summons a Fire Elemental to fight by your side for one minute (or 30 seconds when glyphed), with a five minute cooldown (2.5 minutes when glyphed). While it has a Fire Nova ability it is best used as a single target DPS cooldown, or rather, it shouldn't be saved for AoE burn phases if doing so will result in less overall uptime on the ability. The fire elemental's attacks build Searing Flames on the shaman.
- Magma Totem
Acquired at level 36. Summons a totem that deals fire damage every 2 seconds to targets within 8 yards. Lasts for 1 minute. An AoE totem, but is best cast before any AoE phase to increase damage output. Can be cast mid-burn, but requires 7 or more targets to be effective. Does not add the Searing Flames buff.
- Searing Totem
Acquired at level 16. Summons a totem that shoots fire damage at a single target every 2 seconds for 1 minute. Adds the buff Searing Flames, which is necessary for optimizing our damage output. Searing Totem is our default single-target damage totem, to be used when we aren't using our Fire Elemental.
- Stormlash Totem
Acquired at level 78. Summons a totem that buffs all allies within 30 yards, causing their attacks and spells to deal additional Nature damage for 10 seconds. This is a strong raid DPS cooldown, but the buff does not stack, so it should be cast one after the other if you have multiple Shaman in the raid. 5 minute cooldown.
Utility Spells and Abilities
- Ancestral Guidance
Acquired at level 75, talent. When you deal direct damage or healing for the next 10 sec, 40% of damage or 60% of healing is copied as healing to up to 3 nearby injured party or raid members.
- Ancestral Spirit
Acquired at level 12. Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Cannot be cast when in combat. Cannot be cast on oneself.
- Astral Shift
Acquired at level 15, talent. Seek haven by shifting partially into the elemental planes, reducing damage taken by 40% for 6 sec. 1.5 minute cooldown.
- Astral Recall
Acquired at level 30. Yanks the caster through the twisting nether back to <Hearthstone Location>. 15 minute cooldown. Cooldown can be reduced by another 5 minutes if glyphed.
- Bind Elemental
Acquired at level 72. Allows crowd control of one Elemental type unit for 50 seconds with no cooldown.
- Call of the Elements
Acquired at level 45, talent. When activated, immediately finishes the cooldown on all totems with a base cooldown shorter than 3 minutes. 3 minute cooldown.
- Capacitor Totem
Acquired at level 63. Summons an Air totem which causes a 5 second 8 yard AoE stun after a 5 second delay (to allow players a change to kill or relocate it). Cast time can be reduced to 2 seconds if glyphed.
- Chain Heal
Acquired at level 40. Heals the friendly target, then jumps to heal the most injured nearby targets. If cast on a party or raid member, the heal will only jump to other members. Heals 4 total targets. 40 yard range. Can be cast instantly if the Shaman has 5 stacks of Maelstrom Weapon.
- Cleanse Spirit
Acquired at level 18. Removes all Curse effects from a friendly target. 8 second cooldown is applied if the cleanse is successful.
- Earthbind Totem
Acquired at level 26. Slows foes within 10 yards by 50%. Can be upgraded to Earthgrab Totem (talent, level 30), which roots foes in place for 5 seconds in addition to the slow effect. Each target can only be rooted once.
- Earthgrab Totem
Acquired at level 30, talent. Pulses every 2 seconds, causing roots to ensnare enemies within 10 yards for 5 seconds. Enemies that have already been rooted once will instead be slowed by 50%. Upgraded version of Earthbind Totem. Lasts 20 seconds, 30 second cooldown.
- Far Sight
Acquired at level 36. Changes the caster's viewpoint to the targeted location. Lasts 1 min. Only useable outdoors, unless glyphed.
- Frost Shock
Acquired at level 22. Shock spell that deals frost damage and applies a 8 second debuff that reduces movement speed for 8 seconds. The cooldown incurred by Frost Shock can be reduced by 2 seconds via glyphing. Also causes a high amount of threat. Primarily used for single target kiting. Can be talented (Frozen Power, level 30) to freeze the target in place for 5 seconds.
- Ghost Wolf
Acquired at level 15. Transforms the player into a Ghost Wolf, increasing run speed by 30% and reducing the effect of slows, especially if glyphed. Usable indoors and is helpful for covering distance during combat; Ghost Wolf is cancelled upon the use of any spell.
- Grounding Totem
Acquired at level 38. Redirects a single harmful spell to itself, which destroys the totem. Effectively negates the spell cast. Will not redirect area of effect spells. Lasts 15 sec. 25 second cooldown. Can be glyphed to reflect spells, though generally this only works in PvP scenarios.
- Healing Rain
Acquired at level 60. An area of effect heal with a 10 second duration/cooldown. Heals up to the 6 most-injured targets standing within the area of effect (12 yard radius). Can be instantly cast when the Shaman has 5 stacks of Maelstrom Weapon.
- Healing Stream Totem
Acquired at level 30. Heals the most injured party/raid member every 2 seconds for 15 seconds. 30 second cooldown. A smart but low value heal. When glyphed, your Healing Stream Totem heals an ally, it also reduces their Fire, Frost, and Nature damage taken by 10% for 6 sec.
- Healing Surge
Acquired at level 7. A 1.5 second single target heal. The high mana cost allows for spot or emergency healing only. Can be instantly cast spell if the Shaman has 5 stacks of Maelstrom Weapon.
- Healing Tide Totem
Acquired at level 65. Heals the 5 (12 in a 25-player raid) most-injured nearby party or raid members every 2 seconds for 11 seconds. 3 minute cooldown.
Acquired at level 80. Transforms a target into a frog for 1 minute. 45 second cooldown. Cooldown can be reduced by 10 seconds when glyphed.
Acquired at level 12. Removes 1 beneficial magic effect from the enemy. If glyphed, this spell may remove 2 magic effects, but will gain a 6 sec. cooldown. Spells that can be dispelled by this spell should be highlighted so that they stand out among other buffs on the enemy target.
- Shamanistic Rage
Acquired at level 65. Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned. 1 minute cooldown. Can also used to dispel all harmful magic effects if glyphed.
- Spirit Walk
Acquired at level 60. Removes all movement impairing effects and increases your movement speed by 60% for 15 sec. 1 minute cooldown. The cooldown can be reduced by 25% when glyphed.
- Spiritwalker's Grace
Acquired at level 85. When used, allows you to move while casting non-instant spells, granting you some mobility for 15 seconds. Duration can be extended by 5 seconds through a glyph. Rarely needed by Enhancement Shaman, but may have certain niche uses. 2 minute cooldown.
- Totemic Projection
Acquired at level 45, talent. Relocates your active totems to the specified location. 40 yard range, 10 second cooldown.
- Totemic Recall
Acquired at level 30. Destroys any active totems, returning 25% of their mana cost to you. Useful if repositioning and in need of mana, and can be combined with the Totemic Restoration talent to destroy totems early and maximize the potential cooldown reduction.
- Tremor Totem
Acquired at level 52. Breaks Fear, Charm, and Sleep effects when dropped, and for 6 seconds thereafter, on all party and raid members within 30 yards. Can be used while afflicted by those effects as well. 1 minute cooldown.
- Stone Bulwark Totem
Acquired at level 15, talent. Places a shield on the caster that absorbs damage for 10 seconds, and then additional damage 5 seconds thereafter. Lasts 30 seconds, 1 minute cooldown.
- Water Walking
Acquired at level 24. Allows the friendly target to walk across water for 10 min. Any damage will cancel the effect. No cooldown.
- Wind Shear
Acquired at level 16. Our ranged interrupt, locking out spells of that school for 3 seconds. Also has a small threat reduction effect. Note that the range on Wind Shear is only 25 yards, not 40, unlike most of our other spells. 12 second cooldown. May be modified by a glyph, which will increase the school lockout duration of Wind Shear by 1 sec, but also increases the cooldown by 3 sec.
- Windwalk Totem
Acquired at level 30, talent. Summons an Air Totem at the feet of the caster for 6 sec, granting raid members within 40 yards immunity to movement-impairing effects. 1 minute cooldown.
Passives and Specialization Bonuses
- Burning Wrath
Acquired at level 40. Gives a 10% spellpower bonus to the player and any group/raid members Range: 100 yards.
Acquired at level 75, talent. Whenever you cast Lightning Bolt, Chain Lightning, Earth Shock, Stormstrike, Healing Surge, or Chain Heal, the duration of your currently active Healing Rain spell is increased by 4 sec. A healing rain cast cannot last more than 40 seconds before expiring.
- Dual Wield
Acquired when you specialize in Enhancement (level 10). You may equip one-handed weapons in your off-hand, and you have a chance to parry incoming frontal melee attacks.
- Echo of the Elements
Acquired at level 60, talent. When one of your spells causes direct damage or healing, you have a chance to gain Echo of the Elements, duplicating that spell's effect.
- Flametongue Weapon
Acquired at level 10. Increases magical damage done by 7%. Each hit causes additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Always cast on our offhand weapon. Lasts 60 minutes. See Unleash Elements (under the Primary section) for more benefits of this spell.
Acquired at level 20. After dealing a melee critical strike, your attack speed increases by 15%, and you gain 50% additional benefit from Haste granted by items. Lasts 15 sec, or until 5 melee attacks have occurred.
- Frozen Power
Acquired at level 30, talent. Your Frost Shock now also roots the target in ice for 5 sec.
- Grace of Air
Acquired at level 80. Provides a mastery bonus to the player and nearby group/raid members. Gives 3000 mastery at level 90. Range: 100 yards.
- Lightning Shield
Acquired at level 8. A nature based damage shield. As Enhancement you have a 45% chance to deal damage equal to a Lightning Shield orb when you use your Stormstrike or Lava Lash abilities. Lasts 60 minutes.
- Maelstrom Weapon
Acquired at level 50. When you deal damage with a melee weapon, you have a chance to reduce the cast time and mana cost of your next Nature spell with a base cast time shorter than 10 seconds by 20%. Stacks up to 5 times. Lasts 30 sec.
- Mail Specialization
Acquired at level 50. Provides 5% bonus Agility to the player while you have mail items equipped in every armor slot as Enhancement.
- Mastery: Enhanced Elements
Acquired at level 80. Increases all Fire, Frost, and Nature damage done through the mastery stat.
- Mental Quickness
Acquired when you specialize in Enhancement (level 10). Your spell power is now equal to 65% of your attack power, and you no longer benefit from other sources of spell power.Your instant beneficial, damaging, and totem spells cost 75% less mana. Your melee attacks have a 40% chance to immediately restore 5% of your mana.
- Nature's Guardian
Acquired at level 15, talent. Whenever a damaging attack brings you below 30% health, your maximum health is increased by 25% for 10 sec, and your threat level towards the attacker is reduced. This effect cannot occur more often than once every 30 sec.
- Primal Elementalist
Acquired at level 90, talent. With this talent, your Fire and Earth Elementals inherit 80% more spell power than regular elementals, act as pets directly under your control, and gain additional abilities.
Acquired at level 30. Allows you to resurrect yourself at 20% health & mana. 30 minute cooldown.
- Rockbiter Weapon
Acquired at level 75. Increases threat generation by 30% and reduces damage by 5%. Works as a mock-taunt, which may have its uses in certain situations. Lasts for 60 minutes.
- Searing Flames
Acquired at level 34. When your Searing Totem deals damage or your Fire Elemental lands a melee attack, the damage dealt by your Flametongue Weapon is increased by 8% for 15 sec. Stacks up to 5 times. Your Lava Lash ability will consume this effect, dealing 20% increased damage for each application present. Now stacks on the Shaman instead of the target.
- Static Shock
Acquired at level 40. When you use your Stormstrike or Lava Lash abilities while having Lightning Shield active, you have a 45% chance to deal damage equal to a Lightning Shield orb.
- Totemic Restoration
Acquired at level 45, talent. When a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown.
- Unleashed Fury
Acquired at level 90, talent. Your elemental weapon imbues are empowered, granting additional effects when triggered with Unleash Weapon. Generally for Enhancement these additional effects will be: 1) Windfury Weapon - For 8 sec, your melee autoattacks can trigger Static Shock and 2) Flametongue Weapon - Increases the enemy target's damage taken from your Lightning Bolt by 30% for 10 sec.
- Unleashed Rage
Acquired at level 55. Increases the melee and ranged attack speed of all party and raid members by 10%. Range: 100 yards.
- Water Shield
Acquired at level 20. Provides mana regeneration both passively and when struck. Generally not necessary, since so long as an Enhancement Shaman is hitting something he/she should have sufficient mana. Handy to remember in certain situations, though. Lasts 60 minutes.
- Windfury Weapon
Acquired at level 32. Imbue the Shaman's weapon with wind. Each hit has a 20% chance of triggering three extra attacks with 8550 bonus attack power. Always cast on our mainhand weapon. Lasts 60 minutes. See Unleash Elements (under the Primary section) for more benefits of this spell.
Last edited by Purge; 07-09-2013 at 07:06 PM.
Tier 1: Level 15
Whenever a damaging attack brings you below 30% health, your maximum health is increased by 25% for 10 sec, and your threat level towards the attacker is reduced. This effect cannot occur more often than once every 30 sec.
Stone Bulwark Totem
Summons an Earth Totem with 5 health at the feet of the caster for 30 sec that grants the caster a shield absorbing (AP * 0.625 * 0.875 or SP * 0.875) * 4) damage for 10 sec, and up to an additional (AP * 0.625 * 0.875 or SP * 0.875) every 5 sec thereafter. 1 minute cooldown.
Seek haven by shifting partially into the elemental planes, reducing damage taken by 40% for 6 sec. 1.5 minute cooldown.
All of these talents have situational uses. Pick Astral Shift if you need to mitigate large, infrequent attacks, and pick Stone Bulwark Totem or Nature's Guardian if you want lesser survivability more frequently.
Tier 2: Level 30
Your Frost Shock now also roots the target in ice for 5 sec.
Summons an Earth Totem with 100 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs of all enemies within 10 yards for 5 sec, preventing movement. Enemies that have already been rooted once by the totem will instead have their movement speed reduced by 50%. Replaces Earthbind Totem.
Summons an Air Totem with 5 health at the feet of the caster for 6 sec, granting raid members within 40 yards immunity to movement-impairing effects.
As with Tier 1, there are two possible choices here between Earthgrab and Windwalk Totems. Frozen Power is not recommended as Frost Shock is on the shared shock cooldown with Earth Shock and Flame Shock. Earthgrab should be taken for snaring, while Windwalk will be useful in anti-snaring situations (mostly PvP, but there may be some PvE applications).
Tier 3: Level 45
Call of the Elements
When activated, immediately finishes the cooldown on all totems with a base cooldown shorter than 3 minutes.
Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem may benefit from this effect at a time. Does not affect Fire totems.
Relocates your active totems to the specified location.
This is a fairly weak talent tier. Call of the Elements is probably the "strongest" of the three talents overall, as it grants us more frequent access to our utility totems; however, you might also find that Totemic Persistence has some uses (e.g. granting you the ability to use stone bulwark totem whenever you want without locking yourself out of your other earth totems). Totemic Projection is situationally useful if you don't have an aoe ranged CC'er (like a hunter or a frost death knight), since you can project earthbind/earthgrasp or capacitor totem to help control add spawns from range.
Tier 4: Level 60
Call upon elemental forces, empowering you with 30% haste for 20 sec. 1.5 minute cooldown.
Your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. 1.5 minute cooldown.
Passive: Increases spell haste by 5% and melee haste by 10%.
Echo of the Elements
When one of your spells causes direct damage or healing, you have a chance to gain Echo of the Elements, duplicating that spell's effect.
All of these talents have situational applications. In general, Ancestral Swiftness and Elemental Mastery will offer superior single-target performance, and Echo of the Elements will offer superior multi-target performance, though there may be exceptions to this rule depending on your own particular gear level. Import your character into simulationcraft in order to determine which talent choice is best for your individual gear configuration.
Tier 5: Level 75
Your Healing Stream Totem now heals two targets at once for 15% additional healing.
When you deal direct damage or healing for the next 10 sec, 40% of damage or 60% of healing is copied as healing to up to 3 nearby injured party or raid members. 2 minute cooldown.
When you cast Healing Wave, Greater Healing Wave, Healing Surge, or Chain Heal, your Healing Rain's duration is increased by 4.00 sec.
When you cast Lightning Bolt, Chain Lightning, Earth Shock, or use Stormstrike, your Healing Rain's duration is increased by 4.00 sec.
This cannot cause Healing Rain to last longer than 40 sec.
This talent tier was extensively redesigned for 5.4 - Healing Tide Totem was made baseline and replaced with Rushing Streams in the talent tree, and the cost associated with dropping Healing Rain for Conductivity was greatly diminished.
Unfortunately, neither of these new/redesigned talents are worth using for Enhancement - Healing Stream Totem doesn't heal for enough to justify taking the Rushing Streams talent, and the healing done by the conductivity talent was removed alongside with the talent's DPS cost reduction (though the talent can still be worth some healing at the cost of DPS if you use your saved maelstrom charges on Chain Heal instead of Lightning Bolt). As such, Ancestral Guidance will remain the go-to talent for every imaginable circumstance.
Tier 6: Level 90
Your elemental weapon imbues are empowered, granting additional effects when triggered with Unleash Weapon.
Windfury Weapon: For 8 sec, your melee autoattacks can trigger Static Shock.
Flametongue Weapon: Increases the enemy target's damage taken from your Lightning Bolt by 30% for 10 sec.
Your Earth and Fire Elemental Totems draw forth powerful primal elementals directly from the elemental planes. These servitors are 80% more powerful than regular elementals, act as pets directly under your control, and gain additional abilities.
Harness and direct the raw power of the elements towards an enemy target, dealing 4372 to 5079 (+ 211.2% of SpellPower) Elemental damage and increasing the caster's Critical Strike, Haste, or Mastery by 3500 for 8 sec. 2 second cast, 12 second cooldown.
All of these talents are closely balanced against one another in T15 gear with the 5.4 changes in place, affording you the ability to choose whatever talent you want based on feel or situational application. Our T16 2p bonus increases the relative value of Unleashed Fury, and the Assurance of Consequence trinket increases the relative value of Primal Elementalist; however, even with these items, the difference between the best and worst talents on this tier is only 2-3% of overall performance.
Last edited by Purge; 08-09-2013 at 01:27 AM.
Advantage: Increases AoE damage from Chain Lightning by adding two additional jumps.
Disadvantage: Reduces initial damage by 10%.
This glyph is best used when you expect to face 4+ targets, as it's a damage loss when dealing with three targets or fewer.
Advice: Required for AoE situations where there's more than 4 mobs present.
Advantage: Increases the healing done by your Feral Spirits' Spirit Hunt by 40%.
Disadvantage: Only applies while your Feral Spirits are active.
Advice: This is a nice way to increase passive healing whenever your wolves are out. If you don't need the glyph spot for Chain Lightning, this could be a solid choice, especially if your healers are struggling a bit for mana.
Fire Elemental Totem
Advantage: Decreases the cooldown of Fire Elemental Totem from 5 minutes to 2.5 minutes.
Disadvantage: Decreases the duration of Fire Elemental Totem from 60 seconds to 30 seconds.
The duration:cooldown ratio remains the same, so what this glyph allows is a more frequent but shorter use of your Fire Elemental. Glyphed fire elemental uptime will always be equal or worse than unglyphed uptime (never better), though you may be able to improve your effective uptime of fire elemental by glyphing on fights that don't allow for a full minute of uninterrupted DPS time (e.g. Lei Shi in Terrace of Endless Springs)
Advantage: Increases the radius of your Fire Nova by 5 yards.
Disadvantage: Might pull extra mobs if you're within an area that has tightly packed groups of enemies, due to the extra range. Otherwise, no disadvantages.
Advice: A must have for AoE fights, especially if mobs have a tendency to be a little more spread out.
Advantage: When your Flame Shock deals damage, it heals you for 30% of the damage dealt.
Free, passive HoT of sorts. Doesn't generate a ton of healing for single-target fights, but can be decent enough when used on encounters where Flame Shock is able to be cleaved to multiple targets.
Advice: As with all of our Major glyphs, this one is fairly situational. Has more potential for passive healing on AoE fights, but can also be used for minor passive healing on single target fights as well, assuming that other utility glyphs are not needed.
Advantage: While in Ghost Wolf form, you are less hindered by effects that would reduce movement speed.
Advice: This is an optional glyph. There are only a few instances where you could use such a glyph outside of PvP (think of Heroic Hagara when someone drops a patch of ice on the pathway), so only glyph it if absolutely necessary.
Advantage: Each application of Maelstrom Weapon also increases your direct healing done by 20%.
Disadvantage: You're sacrificing the DPS of your Lightning Bolts in order to heal. However, if you're finding that you are using healing spells often to help out, there is no disadvantage to this glyph.
Advice: Use it in situations where it may be necessary to do a bit more off healing.
Healing Stream Totem
Advantage: When your Healing Stream Totem heals an ally, it also reduces their Fire, Frost, and Nature damage taken by 10% for 6 sec.
Disadvantage: Only active while Healing Stream Totem is active.
Advice: If you're dropping HST during times of heavy incoming Fire, Frost, or Nature damage, this may be a good glyph choice. However, if other shaman in the group, the reduced Fire, Frost, or Nature damage may not apply even if the heal does.
Advantage: Activating your Shamanistic Rage ability also cleanses you of all dispellable harmful Magic effects. Can help ease any issues your healers may have with multiple dispells.
Disadvantage: Can only be used with Shamanistic Rage, which is typically needed as a defensive cooldown.
Advice: Use only if absolutely necessary. Ideally should never need to be used, as Shamanistic Rage is often needed to be saved as a defensive cooldown against major incoming damage.
Advantage: Reduces the cooldown of your Spirit Walk ability by 25%. Incredibly handy to have for encounters where there's a lot of long distance target switching involved.
Advice: Viewed as a DPS increase simply because it decreases the downtime in between long distance target switches. Highly recommended for those fights where there's a lot of running between bosses/mobs.
Advantage: Increases the duration of your Spiritwalker's Grace by 5 sec.
Disadvantage: Only applies while SWG is active. It's incredibly rare that an Enhancement Shaman needs to be casting on the move; generally casting an instant Lightning Bolt (if 5x Maelstrom Weapon is available) and UE + FS on the move suffices to keep our up time high while target switching. If not, casting SWG is an option if MW is at <5 stacks. It's incredibly rare that we need to have extended casting time while on the move.
Advice: This is a very, very, very niche glyph. Chances are pretty good that you as an Enhancement Shaman will never need to use it.
Advantage: Provides an occasional buff that mitigates 10% of received damage for 6 sec.
Disadvantage: The glyph doesn't activate off of static shock procs (only reactive lightning shield procs in response to raid damage), so its use is highly encounter-dependent.
Advice: Only use this glyph if the encounter mechanics will frequently trigger extra lightning shield charges.
Advantage: Increases the school lockout by 1 second
Disadvantage: Increases the cooldown by 3 seconds
This glyph brings Wind Shear into line with the interrupts of most melee classes (4 second lockout, 15 second cooldown).
Advice: Optional, depending on encounter and interrupt management.
Advantage: Your Lava Lash no longer spreads Flame Shock to nearby targets.
Disadvantage: Your Lava Lash no longer spreads Flame Shock to nearby targets.
Advice: This is a highly situational glyph. It's unnecessary most of the time, except for in those situations where you need to not be cleaving due to certain boss mechanics or you need to control your Lava Lash -> Flame Shock spread so you don't break CC. Use it accordingly to the situation.
Last edited by Purge; 07-09-2013 at 05:28 PM.
Heroic Presence - Increases personal hit chance by 1%, effectively reducing the needed hit for the Shaman to 2210 rating.
Gift of the Naaru - Heals the target for 20% of their health over 15 seconds. Can be cast on oneself or another friendly target. 3 minute cooldown.
Shadow Resistance - Reduces shadow damage taken by 1%.
Mace Specialization - Expertise increased by 1% when using maces, effectively reducing the required expertise needed by the Shaman to 2210 rating.
Stoneform - Removes all poison, disease and bleed effects and reduces all damage taken by 10% for 8 sec. 2 minute cooldown.
Frost Resistance - Reduces frost damage taken by 1%.
Rocket Barrage - A little bit of additional fire damage. Something to note, this ability IS on the GCD. 2 minute cooldown.
Rocket Jump - Will allow you to jump forward, adding additional mobility. 2 minute cooldown.
Time is Money - Attack and casting speed is increased by 1%.
Axe Specialization - Expertise increased by 1% when using axes and fist weapons, effectively reducing the required expertise needed by the Shaman to 2210 rating.
Blood Fury - Increases attack power for 15 seconds. 2 minute cooldown.
Command - Damage dealt by pets (Fire Elemental, Earth Elemental, and Feral Spirits) increased by 2%.
Epicurean - Doubles the stats gained from the Well Fed buff.
Quaking Palm - Incapacitates the enemy target for 4 seconds. Decent if you need an extra short-duration CC or quasi-interrupt, but the effect breaks on damage.
Endurance - Increases your base health by 5%.
War Stomp - Stuns all enemies within 8 yards for 2 seconds. Might be useful for helping out on larger trash packs. 2 minute cooldown.
Nature Resistance - Reduces nature damage taken by 1%
Beast Slaying - Damage dealt to beasts increased by 5%. Not a consistently useful racial, but beneficial for those rare beasty boss encounters.
Berserking - Increases your melee, ranged, and spell haste by 20% for 10 sec. 3 minute cooldown.
Regeneration - Health regeneration is increased by 10%, both in and out of combat.
Comparative Strengths and Weaknesses
For Horde, either Orcs or Trolls will have the highest simulated sustained patchwerk DPS, depending on your gear, and Goblins have the best movement potential with their rocket jump. For Alliance, Pandaren have the highest simulated sustained patchwerk DPS (conditional upon use of a food buff) and dwarves have the best survivability.
Last edited by Purge; 24-05-2013 at 12:58 AM.
Our single target damage-dealing priority list (rotation) hasn’t really been subject to too many changes—even with the 5.04 class revamp and gear degradation that we are subject to from having to hit a new level cap. That being said, there are some (slight) important and noticeable changes that need to be made with our execution; all of which are brought from Ascendance, and our choice on level 90 talents. For simplicity sake, I’m going to break the three priorities down based on your choice of a level 90 talent—as your choice is ultimately going to be the deciding factor in how you go about dealing damage:
1. Searing Totem (Fire totem not active)
2. Maelstrom Weapon x1+ -> Elemental Blast
3. Maelstrom Weapon x5 -> Lightning Bolt
5. Lava Lash
6. Unleash Elements##
7. Flame Shock (Not active on the target, and Unleashed Flame buff is still active)
8. Flame Shock (Still ticking, and Unleashed Flame buff is still active)**
9. Earth Shock
10. Maelstrom Weapon x1+ -> Lightning Bolt
11. Searing Totem (Already active; refresh)
1. Searing Totem (Fire Totem not active)
2. Unleashed Elements
3. Maelstrom Weapon x5 -> Lightning Bolt
5. Lava Lash
6. Flame Shock (Not active on the target, and Unleashed Flame buff is still active)
7. Maelstrom Weapon x3+ -> Lightning Bolt (Non Ascendance)
8. Flame Shock (Still ticking, and Unleashed Flame buff is still active)**
9. Earth Shock
10. Maelstrom Weapon x1+ -> Lightning Bolt
11. Searing Totem (Already active; refresh)
1. Searing Totem (Fire Totem not active)
2. Maelstrom Weapon x5 -> Lightning Bolt
4. Lava Lash
5. Flame Shock (Not active on the target, and Unleashed Flame buff is still active)
6. Unleash Elements
7. Flame Shock (Still ticking, and Unleashed Flame buff still active)**
8. Earth Shock
9. Maelstrom Weapon x1+ -> Lightning Bolt
10. Searing Totem (Already active; refresh)
##With Unleash Elements' Unleashed Flame buff increasing the damage of Elemental Blast, it allows Enhancement to weave their Unleash Elements buffs within use between both it and Flame Shock (Unleashed Flame -> Flame Shock, Unleashed Flame -> Elemental Blast, back to Flame Shock, etc.). That being said, it should always go to Flame Shock first, as Flame Shock deals more damage over the course of its duration than the direct damage from Elemental Blast.
When it comes to dealing damage to multiple targets, our flexibility and potential truly starts to shine. Enhancement, over a decent period of time (10-15+ seconds), has the potential to pull absolutely ridiculous AoE numbers with a combination of both Fire Nova and Chain Lightning. With more than 5 targets, an Enhancement shaman can also make use of his Magma Totem over his Searing Totem to deal more damage.
Flame Shock (Not active on the primary/any)
Lava Lash (Flame Shock is active on your primary target and flame shock isn't yet ticking on every available target)
Maelstrom Weapon x3+ -> Chain Lightning (3+ targets)
Unleash Elements (use to buff flame shock initially, then on fire nova once 2-3 lava lash spreads are out)
Flame Shock (Refresh duration on primary target)
Maelstrom Weapon x1+ -> Chain Lightning (3+ targets)
Stormstrike (Applies the debuff for Chain Lightning on your primary target, assuming it isn’t already present)
Magma Totem (If less than 5 targets, leave your Searing Totem up)
Stormstrike is listed at the bottom because when it comes to damaging multiple targets, it has the least amount of effect. When you reach this point in your multi-target priority and all of the above conditionals are met, everything starts to shift back to the single-target priority with Fire Nova at the top.
3. Cooldown Management
Perhaps one of the greatest innovations brought to our specialization with 5.0 was the addition of multiple burst cooldowns (means of dealing ridiculous amounts whenever necessary in a short period of time). Besides for their burst use, these cooldowns are also important in optimizing an overall sustained single target DPS. Poor management of your DPS cooldowns will result in poor numbers, whereas clever ingenuity and proper execution will allow an Enhancement shaman to shine.
We currently have 3 cooldowns in our arsenal: Fire Elemental Totem, Feral Spirit, and Stormlash Totem (Also a raid DPS cooldown). With Mists, we have been given Ascendance—our fourth DPS cooldown. Besides for these spec specific cooldowns, there are also other ones that need to be considered and used effectively—things such as on-use trinkets, racials (Bloodfury for Orcs, Berserking for Trolls), and the new Synapse Springs if you’re an Engineer.
A good example of proper cooldown management would be below (Going to use DS):
You and your raid are fighting Madness of Deathwing on heroic. Prior to the pull, your raid leader has stated that Bloodlust is to be saved for the final platform during Cataclysm to ensure that you beat the soft enrage timer—due to the added chaos of Blistering Tentacles. You realized on your prior pull (After wiping to the fourth tentacle’s soft enrage multiple times, simply due to a lack of damage) that you were able to use your Fire Elemental on the first platform once, with it coming back off cooldown during the burn phase of the third platform during that tentacle’s Cataclysm. Rather than use it during that burn phase, you instead (Being an orc, because we’re awesome) use Blood Fury-- because by the time that Blood Fury comes off cooldown on the fourth platform, the Cataclysm phase will have just started. Since your Synapse Springs have a 1 minute cooldown (Which would mean they would be used once every ‘X’ use of your other cooldowns), you also use your Synapse Springs during the third platform’s burn phase. Your Feral Spirit(s) are still on a 1 minute cooldown from being used on the Mutated Corruption earlier on that platform.
Finally, when it comes to that fourth platform’s burn phase (With the rest of that platform performed flawlessly, due to countless amounts of practice/DS buff or whatever), you hear the raid leader’s command for “Bloodlust!” and immediately are able to pop both your Stormlash Totem (Held in the same scenario previously as your Fire Elemental Totem), Fire Elemental Totem, Feral Spirits, Blood Fury, and Synapse Springs. Congrats! Your raid ended up beating the enrage timer for Cataclysm by a marginal ~7 seconds to spare, and you end up on phase 2; inches away from tasting your Savior title/Heroic Deathwing mount.
A bad example of proper cooldown management would be below:
You use your cooldown abilities as often as possible with complete reckless abandon—not taking into account raid strategy, fight mechanics, or all of the above. You pop your Fire Elemental right before Hagara goes into an Ice Phase, Feral Spirit/Stormlash right before Morchok temporarily disables/pulls raiders in for Black Blood, you use your Synapse Springs/Blood Fury seconds before the raid leader Bloodlusts, etc.
Last edited by Purge; 11-09-2013 at 06:09 PM.
Stat Weights and Reforging
In general and independent of talent selection, our stat weights (according to SimulationCraft) seem to be roughly as follows:
Agility >/= Hit(7.5% special cap) = Expertise(7.5% dodge/spell cap) >>> mastery / haste > crit
If you're only interested in doing "good enough," then that will probably suffice. Reforge to the hit and expertise caps (2550 hit rating (2210 for draenei) + 2550 expertise rating (2210 for orcs with axes or fists, or dwarves with maces)), and then favor haste/mastery over crit with the rest of your gear. But that's not the whole story, so for those of you who are interested in the nitty-gritty details on our secondary stats, read on:
In general, crit will be worth slightly less than haste or mastery, although there are some exceptions to this (in particular, at low gear levels when you may be using trinkets that proc on critical strikes, and your limited access to crit/agility gives you comparatively low flurry uptime).
Haste and Mastery Rating
First thing's first: if you truly want to know whether haste or mastery is better for your shaman at any given point, then you're going to have to become familiar with importing your character into SimulationCraft and doing stat weights and reforge plots. Why? Because we have too many competing and sometimes conflicting interactions to sum the whole thing up in a nice little formula. To put it simply, chances are pretty high that mastery will be your preferred stat; however, you'll generally want to have a decent amount of haste backing it up.
The best way to determine how much haste and mastery (and crit, if you're at a funny point in the gearing process) you'll want on your gear is by using SimulationCraft's reforge plot functionality, as seen below:
(click to enlarge)
This graph was generated using SimulationCraft's current T15H best-in-slot profile. As you can see, I've already reforged the profile as close to an optimal haste/mastery balance as possible (sacrificing haste for mastery and sacrificing mastery for haste both appear to be a DPS loss in comparison to the baseline at the extremes). This is basically what your reforge plot will look like if you've struck a reasonable balance.
[Capacitive Primal Diamond]
[Agile Primal Diamond]
If you have an appropriate helm (i502+) and you're far enough advanced in Wrathion's quest chain, then you'll generally want to use the capacitive primal diamond, which is worth some ~5-6% dps over the agile primal diamond when you're facing a single target; however, the agile primal diamond has the potential to close this gap when heavy sustained AOE dps is involved (e.g. the capacitive primal diamond is only worth ~2% dps over the agile primal diamond when you're facing 8 targets). Chances are you'll never be facing a high enough number of targets for a long enough period of time for the agile primal diamond to ever outpace the capacitive primal diamond.
[Delicate Primordial Ruby] / [Perfect Delicate Pandarian Garnet]
[Adept Vermilion Onyx] / [Perfect Adept Tiger Opal]
[Keen Vermilion Onyx] / [Perfect Keen Tiger Opal]
In general, all of your red sockets are going to be devoted to +160 agility gems at low gear levels, because agility is worth more than 2x the value of any of our non-capped secondary stats (haste/crit/mastery) at this point. At higher gear levels (i.e. T15+), our secondary stats will begin to overtake 50% of agility's value, so the 2:1 ratio they're offered to us on gems will become increasingly attractive. During this transition, you may find yourself increasingly using +80 agi / +160 mastery or +160 expertise / +160 mastery gems in your red sockets (sim your character to be sure which gem is best for you).
[Adept Vermilion Onyx] / [Perfect Adept Tiger Opal]
[Fractured Sun's Radiance] / [Perfect Fractured Sunstone]
In Mists of Pandaria, socket bonuses are typically worth 60 stats per gem slot, which is 6x the cataclysm rate (10 stats/slot); meanwhile, stat rating to percentage conversions have only increased by ~3.3-3.4x. Consequently, socket bonuses are relatively more valuable now than they used to be, encouraging the use of hybrid gems in yellow (and blue) sockets rather than pure agility gems.
In general, you're going to be using orange +80 agility/+160 mastery hybrid gems in these sockets at low gear levels. At T15+ gear levels, you'll probably be devoting an increasing number of these sockets to pure +320 mastery gems*.
* see red socket recommendations for an explanation of the impact gear level has on primary/secondary stat balance
[Glinting Imperial Amethyst] / [Perfect Glinting Roguestone]
[Sensei's Wild Jade] / [Perfect Sensei's Alexandrite]
In general, you're going to use purple +80 agility/+160 hit rating gems in these sockets rather than pure +160 agility red gems at lower gear levels, even if it sends you over the hit cap*. At T15+ gear levels, you'll probably be devoting an increasing number of these sockets to +160 mastery/+160 hit gems*.
* see yellow socket recommendations for an explanation of the value of socket bonuses
* see red socket recommendations for an explanation of the impact gear level has on primary/secondary stat balance
[Greater Tiger Claw Inscription]
[Tiger Claw Inscription]
You should use the greater inscription if you're in a serious raiding guild, as it provides more stats; however, it is also more expensive. If you play the game more casually, then you should use whichever enchant you feel provides the best cost/benefit ratio.
[Enchant Cloak - Accuracy]
[Enchant Cloak - Superior Critical Strike]
If accuracy allows you to reforge your gear closer to the hit cap, then it will be the more valuable enchant. It might even be more valuable if it forces you to slightly overshoot the hit cap, if it will unlock more haste and mastery on the rest of your gear that had previously been sacrificed to reforging; however, critical strike rating isn't worth that much less than haste and mastery, so you'll have to sim your character to determine which is the best enchant for you in most cases.
[Enchant Chest - Glorious Stats]
Use the only option available to you!
[Enchant Bracer - Greater Agility]
[Enchant Bracer - Mastery]
+180 agility will likely always be worth more than +170 mastery rating, so it is the stronger of the two enchants.
[Enchant Gloves - Superior Mastery]
[Enchant Gloves - Greater Haste]
[Enchant Gloves - Superior Expertise]
[Enchant Gloves - Super Strength]
Expertise will be the most valuable enchant if using it allows you to reforge closer to the expertise cap. If not, then the mastery, haste or strength enchants might be better. Sim your character to determine which is best for you.
[Living Steel Belt Buckle]
Use the only option available to you!
[Shadowleather Leg Armor]
[Sha-Touched Leg Armor]
You should use the shadowleather leg armor if you're in a serious raiding guild, as it provides more stats; however, it is also more expensive. If you play the game more casually, then you should use whichever enchant you feel provides the best cost/benefit ratio.
[Enchant Boots - Blurred Speed]
[Enchant Boots - Pandaren's Step]
[Enchant Boots - Greater Precision]
[Enchant Boots - Greater Haste]
Blurred speed will provide the most DPS for raiding enhancement shamans due to the primary stats provided and movement speed. Greater Precision should only be used if you can't reach the hit cap via gear and reforging alone.
[Eye of the Black Prince]
[Enchant Weapon - Dancing Steel]
[Enchant Weapon - Elemental Force]
[Enchant Weapon - Windsong]
If you have appropriate weapons and you're far enough advanced in Wrathion's quest chain, then you should use an Eye of the Black Prince on each of your weapons to add a socket. This is not mutually exclusive with other weapon enchants, so you'll also want to use Dancing Steel as the best raiding enchant for either weapon.
At low gear levels, elemental force and windsong are somewhat competitive with each other as cheap alternatives to dancing steel (you sacrifice performance for a less expensive enchant); however, that relationship tilts in favor of windsong at whenever you're AOEing and/or higher gear levels due to an increased emphasis on secondary stat value. It remains to be seen whether or not windsong can outscale dancing steel at super-high gear levels (T16+), although that doesn't appear to be likely at this time, given the size of the current gap.
Averages out to a minimum of +320 agility (1920*10/60), assuming it is used exactly on cooldown and the fight length is an integer multiple of the cooldown. Worth slightly more than +320 agility on average if the fight lasts any other length of time, and worth slightly less if you don't use the ability on cooldown. This ability cannot be used simultaneously with a use effect trinket. Since this ability can be paired with some of our other DPS cooldowns (feral spirit, fire elemental, ascendance and/or elemental mastery), this is likely going to be one of the strongest profession perks available to us.
Averages out to a minimum of +480 haste (2880*20/120), assuming it is used exactly on cooldown and the fight length is an integer multiple of the cooldown. Worth slightly more than +480 haste on average if the fight lasts any other length of time, and worth slightly less if you don't use the ability on cooldown. At a casual glance, this profession is only worth using if agility falls as low as 1.5x haste's value; however, this is an oversimplification, as it can be used simultaneously with some of our other cooldowns, including feral spirit, fire elemental totem, ascendance and/or elemental mastery, so its actual value will be significantly higher than that. At T15+ gear levels, herbalism shows as our strongest profession in simulations.
The sockets are color-neutral and do not have an associated socket bonus, so you can place anything into them that you want (except meta gems). For now, the value of this perk will be 2x +160 agility gems (= 320 agility, total); however, if agility falls below 2x the value of any of our secondary stats, you can place +320 secondary stat gems into these sockets (+640 secondary stats, total). The flexibility of this profession's perk makes Blacksmithing the 3rd most valuable profession for Enhancement.
[Delicate Serpent's Eye] x2
The jewelcrafting-specific gems are Unique-Equipped(2), and each offers +320 agility (+160 agility more than the gem that would otherwise fit into the socket), making this profession perk worth 2(320-160) = +320 agility. Jewelcrafters also have the option of using secondary stat gems for their profession perk (each offering 480 stats), but going that route only grants 2(480-320) = +320 secondary stats. Chances are, our secondary stats will never be good enough to overtake agility at a 1:1 ratio, so this aspect of the profession is something of a dud.
Enchant Ring - Agility x2
Enchanters can put +160 agility enchants onto their rings (non-enchanters don't get any ring enchants), making this profession perk worth +320 agility.
Fur Lining - Agility
Leatherworkers can place a +500 agility enchant onto their bracers (non-leatherworkers only get +180 agility), making this profession perk worth 500-180 = +320 agility.
Tailors can place an enchant on their cloak that grants +4000 attack power for 15 seconds (57 sec ICD), at the cost of an enchant that would otherwise go on the cloak (+180 crit or +180 hit). Assuming it procs exactly on cooldown and you receive full benefit from each proc, this perk is worth the equivalent of ~325 agility; however, it's not guaranteed to proc exactly on cooldown, and you can't control when it procs (it might proc just before a movement phase), so the benefit you get out of this perk may be lower than that in practice.
Master of Anatomy
Provides a static +480 crit rating. Only worth using if agility falls as low as 1.5x crit's value, which doesn't seem likely to happen over the course of this expansion.
Sets and Set Bonuses
Increased Maelstrom Weapon Chance
This set bonus is worth approximately +1.5-1.6% towards your single target DPS. It is beneficial to obtain this bonus for some pre-raid gear sets. It slightly improves the value of critical strike rating, and moderately improves the value of haste and mastery ratings.
Item - Shaman T14 Enhancement 2P Bonus
This set bonus is worth approximately +1.5-2.0% toward your single target DPS. It slightly improves the value of critical strike rating, and moderately improves the value of mastery rating.
Item - Shaman T14 Enhancement 4P Bonus
This set bonus is worth approximately +1.5-4.5% toward your single target DPS, depending on your talent selection (strongest for Unleashed Fury). The stormstrike debuff affects lightning bolt, lightning shield, and earth shock against a single target, so it has excellent synergy with the unleashed fury talent (+echo of the elements, to a lesser extent). This synergy is not present for Primal Elementalist, and Elemental Blast has something of an anti-synergy with the set bonus (some lightning bolts are crowded out of our rotation in order to make room for EB casts). The bonus slightly improves the value of haste rating and moderately improves the value of mastery rating.
Item - Shaman T15 Enhancement 2P Bonus
This set bonus is worth approximately +0.8-1.5% toward your single target DPS, depending on your talent selection (strongest for Elemental Blast). Although the bonus offers more raw maelstrom charges than the PvP set bonus, they're offered as discrete bursts after each stormstrike rather than as a continuous stream, which greatly increases the likelihood of waste. Elemental Blast receives the most benefit from this set bonus, as it hardcasts the most spells by default, minimizing this waste. The bonus ever-so-slightly improves the value of mastery rating.
Item - Shaman T15 Enhancement 4P Bonus
This set bonus is worth approximately +1.8-2.0% toward your single target DPS, depending on your talent selection. This bonus slightly improves the value of haste rating.
Item - Shaman T16 Enhancement 2P Bonus
This set bonus is worth approximately +4.0-6.75% toward your single target DPS, depending on your talent selection (strongest for Unleashed Fury). This bonus improves the value of all of our stats, and it has some AOE/cleaving value due to the extra Unleash Flame buffs that we can take advantage of.
While using this set bonus, Unleash Elements will be your top-priority ability, regardless of your level 90 talent selection.
Item - Shaman T16 Enhancement 4P Bonus
This set bonus is worth approximately 1.3-1.4% toward your single target DPS, depending on your talent selection (marginally strongest for Elemental Blast). This bonus ever-so-slightly improves the value of all of our stats. The value of this bonus is entirely based upon the number of flame shocks you have rolling, so it will perform better in AOE/cleaving situations than it will against a single target.
Last edited by Purge; 08-09-2013 at 01:11 AM.
A special thanks goes out to the following for their contributions to this guide:
- Pyrdon from Elitist Jerks for his numerical input and for taking care of the mirror guide over there (Guide Link)
- Chillbros from the WoW Shaman Forums for putting up a similar Enhancement guide up over there for us. To see his guide, click this link. Please put in a request to have that thread stickied!
- Binkenstein from Totem Spot for pulling all of us together to create this guide, for giving us all a place to work together, and for all of his hard work in helping theorycraft several different aspects found within this guide. You can find his guide for Elemental here.
- Our readers and fellow Shaman, of whom will undoubtedly find some of our mistakes for us and are the reason we make these guides in the first place.
This article has been written by Purge, Platform and Saz. The article and all future versions of the article are licensed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. Reproduction of the article in full or in part, or further derivative works based on the article, including translations, are permitted as long as:
- The reproduction or derivative work includes a direct link to this article and prominently displays the name of both the original author and subsequent authors.
- The reproduction or derivative work is not used for commercial purposes or for profit.
- The reproduction or derivative work is also released under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License.
The full text of the license agreement may be viewed here or via written request to Creative Commons, 171 2nd Street, Suite 300, San Francisco, California, 94105, USA.
Last edited by SerenitySaz; 31-10-2013 at 04:26 AM.
(reserved for possible extra content #1)
(reserved for possible extra content #2)
(reserved for possible extra content #3)
This is an extremely "alpha" version of the guide, but we wanted to get it out there now that people are hitting level cap and wondering where to go from there. The guide will likely undergo extensive revision over the next month or two. Some parts of the guide might be light on content, completely absent right now (e.g. UI section), and/or based on outdated or inaccurate information. We'll try to get all of that sorted out as soon as possible. For now, feel free to post questions or feedback.
Wow thanks very much for the awesome Guide! Much appreciated
Wow, this guide is really well written and thought out. I registered only to thank you for it! Keep up the good work, I highly appreciate your effort .
A fantastic read and a very detailed 'bible' for all things Enhancement. Bookmarked and will come back to again and again.
The only point I would pick you up on is when you say "Healing Tide Totem is never worth taking". This simply isn't true. There are many, many times in certain encounters where your raid might need healing and you can't DPS or your DPS may be low. Raid healing during raid stack away from Epicenter on Feng, or emergency exiting the Spirit World on Gara'jal to take just two examples.
Although its healing output may be lower than the other two - its often beneficial to have an emergency raid heal that is not tied to your DPS.
I'd have to agree with you, Mewt. There are certain niche areas where Healing Tide might be more beneficial than AG (soloing for me, especially, due to kiting). I do believe though the thought process between AG > HTT nearly 100% of the time was that healing CDs, such as HTT or AG, should be planned ahead of time. I know I personally was considering HTT for Feng as well for that Epicenter phase, but after a few pulls the tanks/healers had their CD rotations down and it wasn't needed for me to bust out HTT. I was then able to swap over to AG to put out higher heals during his Draw Flame and arcane AoE phases.
Your healing CD choices will depend heavily on the capability of your raid to use their healing/defensive CDs, and of course the encounter itself. AG does SIM out to be the best choice though, if you're able to use it while you're on a target. Never may have been too strong of a term for *some* situations, but you should in theory (all groups are different, I know this all to well) be able to plan out ahead of time when/how you'll be using your healing CDs in conjunction with the rest of the raid.
Personally, on Feng, I run with glyph of Healing Storm and drop Healing Rains with considerable stacks before each Epicenter.
I run AG as well on Feng, and save it for the Fire phase/Arcane phase as that's where the damage is the most ridiculous. It's also the part where I am getting the most of my damage output/burst to go out so I couple it at those times during the high damage phases for considerable amounts of healing done.
That way, I'm still contributing via Epicenter, and as well as Fire/Arcane phase. Healing Rain does a lot of healing with Healing Storm at 5 stacks (On Sha of Anger, I was seeing crit ticks for 29k before AoE diminishing returns).