Showing posts with label Enhancement. Show all posts
Showing posts with label Enhancement. Show all posts

Sunday, October 23, 2016

Enhancement Resources for Legion

With the retirement of Totemspot and seeing a large swath of incorrect information flying around, I thought it was time for me to come out of my perpetual silence to share with you all a list of resources and FAQs to help you combat the Legion as an Enhancement shaman. Please keep in mind that this is accurate as of patch 7.1. For the most up to date information, keep an eye on the Enhancement channel in Earthrine.


General Resources

Earthshrine - The official Shaman Discord channel. Better than IRC or a forum! Check the pins in the appropriate channels for links to all sorts of resources. Check the #Welcome-Readfirst channel for a list of links to the other class Discord channels.

Wordup's Enhancement Guide - Found on Wowhead, this is your best starting point for Enhancement. Yes, he keeps it up to date. No, Icy-Veins is not 100% accurate at this time (sadly). No, Noxxic is not even remotely useful, stay clear. Keep to Wordup's guide.

Wordup's Enhancement Weakauras - I run a watered down/altered version of this set. Most of what you could want to track as Enhancement can be found within this pack.

Hekili's Priority Helper - If you need help with your rotation, this is the best there is. Hekili keeps this well up to date and is constantly making tweaks to help you get the most bang for your button press. Also available for Retribution and Windwalker.


FAQ

Any Frequently Asked Question not found here can be found within Wordup's guide over on Wowhead. I may add on to this list at a later date.

Q: What are the benefits of playing Enhancement?
A: Strong single target damage, strong consistent cleave, decent mobility, decent self healing. Some nice utility (AoE root/slow OR AoE stun OR AoE CC, strong single target CC, AoE movement speed) that can benefit a raid but especially shines in 5 man content. Plus, some pretty neat aesthetics. Outside of burst AoE scenarios, we're one of the stronger melee specs in game currently.

Q: What are our stat priorities?
A: Mastery > Haste > Versatility >> Crit

Q: When I Sim myself, haste comes out higher. Why?
A: Trinket types or current gear can skew Sim results. Incredibly low haste levels could be causing your Sim to favor more haste. In most scenarios it's still more beneficial to continue to stick to mastery gems and enchants. Chances are you'll gain and change out gear frequently as you continue to improve your ilvl, which will alter your stat balances.

Q: Icy-Veins says I need 17% haste, is this true?
A: No. There is no haste soft cap for Enhancement. Hardcap is 100% and we'll likely not see that within this expansion, even with stat bloat.

Q: Is there a mastery hardcap?
A: Nope. The more, the better.

Q: Where can I find a BiS gear list?
A: There isn't one. Thanks to the Warforged/Titanforged system, it's a complete pain in the butt to Sim every gearing scenario. Take what you can get and when in doubt, Sim it.

Q: Is there a BiS list for trinkets?
A: This is the closest thing you'll get. Up to date as of October 17, 2016 by Wordup. Keep in mind that you'll need to Sim yourself if you have trinkets of varying ilvl; secondary stat levels may change how well certain trinkets perform for you.

Q: Everyone keeps telling me to Sim myself! How do I do this?
A: Check out this guide to get you started.

Q: What's the best artifact path?
A: You can find Wordup's quick and dirty recommendation chart here.

Q: Best race for Enhancement?
A: All races Sim very closely. If you're asking this question, you're likely not playing at a level where the race of your character will impact your performance. Choose whichever race you like best and which racials you think you'll personally benefit from the most.

Q: Best Shaman Class Hall followers?
A: Here's a nifty chart. If you'd like to keep Rehgar as a bodyguard, consider deactivating Avalanch.

Q: Best Shaman Class Hall traits?
A: Personal preference.


Media Links

The following are the fellow Enhancement Shaman folks that I personally recommend. My media production as of this post is on semi-hiatus. You'll see some videos from me crop up here and there, but nothing particularly useful.

If you're ever in need of Restoration or Elemental people to follow, please don't hesitate to give me a poke on Twitter. I'll happily redirect you to some awesome folks.

Wordup's Youtube - Guides, previews, and Mythic content, oh my!
Wordup's Twitter - Enhancement talk and occasionally some sass.
Wordup's Twitch - Best hair EU. Streams sporadically, but worth catching when he does.

 Hekili's Twitter - Best taco dog on the net. Addon stuff, terrible puns.

Maelfus' Twitch - Streams more frequently than Wordup, but not by much. Dies a lot. I'm often in chat heckling him.
Maelfus' Twitter - Food, shaman stuff, general nerdery. Best beard in the shaman kingdom.

Monday, August 3, 2015

Enhancement - Revisiting Playstyle and Talent Options

 Anyone who has played Enhancement this expansion is well aware of the weird state we've been in. Coming out of Mists of Pandaria where we were the kings and queens of burst damage with excellent healing utility, where stat stacking ruled all, and a simple opening macro could mean the difference between 1-2 million burst and being left in the dust of your raid mates, to now where we are the nearly forgotten children of a game that seems highly distracted by bigger and shinier things.

If you dare to wade into even the shallows of the official WoW forums, you'll hear the screams of how our bandaid buffs to bring us up to par of other dps specs are "uninspired." How our totems are easily countered in PvP and essentially useless in PvE. Naturally there will also always be a smattering of "bring back 2h enchantment shamans!!1!" and some variance of "Hey, I have this excellent idea of how we could either turn Enhancement into a tank spec or add in a 4th tanking spec!"

It seems that the days of stat stacking and where Ascendance, one of our "big" button cooldowns, meant half a hoot are long gone. Today we play like a paladin, with all of the flavor but half the utility. We easily have three times the number of buttons of other dps classes, a much steeper learning curve, and yet we struggle to be recognized outside of the AoE gimmick corner we've been thrust into.

We are in a rather precarious place, my shaman friends.

Those of you who have followed me for a length of time probably have a pretty decent idea of where I stand on any and possibly all of these topics. I also have a pretty decent idea of what I personally would love to see in the continued evolution of this crazy class we call shaman and this ridiculously addicting and frankly, masochistic, spec we call Enhancement.

Strap in folks, this is going to be one hell of a wall of text.

---------------

Button Bloat

In a world where homogenization is the name of the game in terms of balance, it's no small feat to bring 11 unique classes and 24 dps specs onto an even playing field while retaining their particular flavor and identity. In the great button culling of Warlords, shaman were relatively over looked in this regard. Instead of button pruning, we mostly only received a few change outs. Frankly, I'm alright with that. If I wanted to play a class/spec that could fit its rotation and utility on two hotbars or less, I'd play those one of those classes/specs. I don't enjoy that particular level of simplicity. I enjoy having a rather large toolkit in which to draw from, a myriad of buttons to mash (provided that they, you know, do something meaningful), and I personally love the quirky and spiritual flavor that shaman has always offered, regardless of its state.

It's one of my deepest fears that we venture into the new expansion with our class' head on the chopping block, so to speak, and we get the treatment warlocks received in Mists. I'd rather not see our class, let alone this spec in particular, stripped down to a 3-4 button rotation. That's not us. It has never been us. I'd personally prefer to keep our high button identity while bringing it into a more manageable state.

Playstyle

While our number of buttons didn't see much of a change in Warlords, our playstyle did. Though, this wouldn't be the first time we've had an interesting change in playstyle. In Cataclysm, we were the turtles that could win races, provided a fight lasted long enough. Slow and steady, we were the masters of consistent damage. We couldn't target swap, burst, or until later on in the expansion, AoE to save our lives, but sometimes slow and steady could win the damage race. Then came Mists where we rose to burst, healing utility, and to some extent, AoE fame. Aside from the obvious fact that we took stat stacking and scaling to an overpowered level and did need to be brought down a notch, this was probably one of the best states we have ever been in. Was it perfect? No. Warlords has brought a few quality of life changes that were sorely needed, namely in the Echo of the Elements redesign (the original design worked exactly how Multistrike does now and the original redesign in Warlords was a proc nightmare, never forget!), the Flurry redesign, and in the form of Lava Spread glyph.

Here's what I like about the playstyle changes and what I think can go into the bin.
- Paladin Playstyle (haste): The Flurry redesign, which mimics how we interact with haste much like how Retribution interacts with haste, has grown on me over this expansion. Initially I had worries that it would make an already button heavy, but dependable, predictable rotation far too chaotic. While that in part is true, it has added a certain zest to the pace of the spec. I'm still not 100% sold on having ridiculously fast button mashing moments during hero/lust or during trinket procs, as that takes a certain smoothness and consistency away from the rotation (two things that are major draws for me), but I will admit I enjoy the overall faster pacing better than I did the older, slower pace. Even if my hands occasionally miss the moments of downtime, especially during AoE encounters.

- Paladin Playstyle (procs): My biggest beef with our paladin redesign (I'm sorry, I see too many parallels to call it anything else!) is the fact that the Lava Lash reset from our tier 13 set became baseline. While yes, at the time it helped us keep up in those situations where mobs didn't live long enough to get proper spreads of Flame Shock off, or to take the sting out of a bad Flame Shock set up in general, it was a thing that never felt good to me. To me Enhancement has always been that predictable, steady as she goes, fluid spec. Suddenly, there's a Lava Lash proc. It's awkward, knee jerking, and demands your attention like a screaming toddler. With lower GCDs, improved initial spread of Flame Shocks, Glyph of Lava Spread, Glyph of Fire Nova, and the redesign of Echo of the Elements, I'd be incredibly happy to see this proc be removed. It only adds chaos, undependable chaos at that, to an already crazy queue.

If I wanted to play with procs, I'd play Retribution. Unfortunately, this little Enhancement shaman never enjoyed her pally much!

Buttons, Revisited

Alright, so now that we have what I do and do not like out in the open, let's start addressing things that I'd change, starting with our buttons.

- Chain Lightning, remove it!
I'm speaking specifically for Enhancement in this point, it can stay in for Elemental and Restoration.

For a while during the Warlords Beta, Chain Lightning was actually removed, and it was a strange feeling to me to have this button gone. It was reimplemented, but if this expansion has taught me anything, it's how useless this button is to us in a world where Fire Nova is our overlord. At best, it's a spell cleave. At worst, it's a spell that has an excruciatingly small jump range due to the weird hitbox sizings of most bosses. For example, Twin Ogron in Highmaul. Unless both bosses were 100% on top of each other, perfectly, Chain Lightning would not jump. Two massive creatures that I'm sure could conduct a good bit of electricity between them couldn't get Chain Lightning to, well, chain. Similar issues arise with smaller mobs that aren't stacked perfectly as well. More often than not we'll try to gauge whether or not mobs are close enough together, take a gamble, and a good chunk of the time we'll get a glorious Multistrike proc...on a single target. Please, just chuck this spell for Enhance. There are more interesting ideas out there to address!

- Lava Lash
I believe it was Wordup (if it actually was Purge, I'm sorry!) on the latest Enhancement Episode of Finalboss who suggested adding a proper cleave onto Lava Lash. Personally? I absolutely love this idea. He was spot on in saying that we already have the visual, why not roll it onto the ability. It already semi acts like a cleave in regards to the spread of Flame Shock, and since we're removing our only "cleave" spell, aka Chain Lightning anyways, why not roll a proper frontal cleave into Lava Lash? It'd bolster us in an area we're struggling in greatly, shouldn't help nor hinder our single target, and best of all, it doesn't add another button to our rotation. This is assuming multi target tuning would be more aimed in Fire Nova's direction than Lava Lash's, though we could have simply have reduced damage to secondary targets based on number of targets present as well. Meaning, target A (primary) receives 100% damage always, but target B only receives 85%. If a target C is present, targets B and C receive 80% damage each. Something a bit easier to adjust while not making our already potent AoE more so, doesn't affect our single target, but does help to bolster us in cleave and low mob health AoE situations. Numbers are of course factitious, but you get the idea.

All of my love for this change! All of it.

- Ascendance
Hey, remember when it felt really cool to hit this button? I'd like to bring that back. Maybe not to the level of crazy that it was back in Siege of Orgrimmer, but I'd personally really love that level of oomph feeling to resurface.

We can no longer stack stats like crazy since reforging is gone, sockets have been severely reduced, and enchants likewise reduced, so we in theory shouldn't skyrocket like crazy, unless of course the gear bloat continues to spiral out of hand. Therefor I think we're safe with bringing mastery scaling back to Ascendance, if only on a much more mild manner than we saw in the past. Yes, I know, this would be another number to jiggle around, but it'd hopefully help alleviate some of our scaling issues. You know, that thing that we currently need continual buffs to address?

I'd love to see Ascendance also bumped down to a 2 minute cooldown. This was a wonderful quality of life thing to have back in Siege of Orgrimmar which came from having the Assurance of Consequence Trinket (cooldown reduction time approximately 2 minutes, fuzzy memory is fuzzy and it was slightly different for each version of the trinket you had). If we're to continue to have low damage lulls as a spec, bosses with small windows that need high burst (Gorefiend says hello!), and if we want cooldowns that actually matter, it'd be really beneficial to have a shorter cooldown on this ability. Not to mention, as other shaman who are much better with numbers than I have pointed out, other classes have shorter, more and yet much more potent cooldowns than us shaman. Elemental has seen the Ascendance cooldown reduction and us Enhancement folk would love to see this as well change. While we don't need to behave like other classes or our sibling spec, we do need our cooldowns to be meaningful. Addressing both the cooldown length and mastery scaling would address this issue.

Oh, and please give us our awesome graphic back. Yes, it was noisy, but it was absolutely epic. I'm tired of fanning my enemies to death.

Signed, a good chunk of the Enhancement community.

- Feral Spirits
This point is going to be a bit of a spitball. Personally, I like how Feral Spirits is both a dps and self healing button. The cooldown is in a decent place, better if you have/had the 2pc bonus from Blackrock Foundry and use Echo (especially for soloing!), and it's not overly powered. Okay, maybe opinions will differ on that last point, depending on which aspect of the game you're playing.

Our wolves/raptors present an interesting problem. The damage they give us is minimal at best. It's another thing to balance, another button to press, another damage source that is both not coming from the shaman directly (which many shaman players seem to have an issue with) nor is it 100% controllable by us via pet bars. On the healing side of things, they can potentially give us a lot of self healing when glyphed, making us extremely self sufficient in most scenarios for that period of time, but much like the issue with Shamanistic Rage being tied to a dps increase with our old t10 set bonus, we're unable to use this wonderful self heal when we need it. Instead we're stuck using Feral Spirits on cooldown for their dps component.

So, what do we do with this ability? It's been a staple in our spec for the longest time and it's not something I'd ever like to see go, but it does need addressing. Do we turn it into a talent, increasing their damage output and allowing us the ability to control our wolves once again via a pet bar? Do we remove the damage component, allowing them to be healing guardians of sorts? Or do we leave them as is?

For the sake of brain storming, I'm going to roll all these ideas into one weird conglomeration that may or may not work in practice. Baseline, I'd like to see Feral Spirits become a personal (or maybe even raid wide!) healing cooldown. Yes, damage component 100% removed. They attack our enemies as they always have, no visual change needed, but they only grant us healing from it. Scales with our AP and secondary stats, naturally. Improved Feral Spirits can be a talent, perhaps replacing Unleashed Fury, which in itself can become baseline (more on this later). Being on the same tier as Primal Elementalist, there would be no interference of pet bars. Improved Feral Spirits would of course have a substantial dps aspect to it, as well as self healing for the shaman, the return of Twin Howl (taunt), and perhaps some minor passive splash healing for the group/raid.

- Shocks
Separate cooldowns, damage component of Frost Shock removed, done. Universal for all shaman specs. Enhancement's rotation is busy enough to often not even need Frost Shock as a filler (especially during cleave/AoE scenarios and more so with higher amounts of haste on one's gear), therefor adding Earth Shock back in is pointless. Frost Shock can stay as a slow ability, can still use a GCD, can still interact with the Frozen Power talent for PvP, but otherwise for PvE it can be more or less another free button slot.

- Totemic Recall
Relatively useless, but something I wouldn't want to remove. While totems may no longer draw aggro by simply existing, it still feels right to be able to withdraw you totems as well as summon them.

- Tremor Totem
For the love of every puppy to have ever existed, please either 1) allow us to drop this while under Fear, Sleep, and Charm effects once again, even if this totem needs a longer cooldown as a result or 2) make all Fear, Sleep, Charm effects have a cast time (this is for both PvP AND PvE, looking at you UBRS and Highmaul) so proper counter measures can be made. Currently everyone with these abilities has their cake and are eating it merrily, while shaman everywhere are munching on rocks over in the corner with a confused look on their face. Makes me wonder why I still have this totem on my bars. I'd love to see it have a proper place there once more.

Talents, Reworked

This is a bit of a hot topic section, as balance between our respective specs and overall flavor of class resides within our talent choices. We have some good tiers, we have some bad tiers, and while we've also had some traditionally unbalanced tiers, those have at least been addressed or adjusted in one form or another. Let's dive into what I'd like to see for each talent tier.

Level 15 - Defensive
Overall, this tier is in a decent place. Could use some minor adjustments though.

- Nature's Guardian is fine as a reactive, oh crap I should have died there, fail safe.

- Stone Bulwark Totem I'd like to see scale a bit better, preferably with mastery as well as AP, or barring that, scale percentage wise with the shaman's health pool.

- Astral Shift isn't a particular favorite of mine, being only 10% stronger than Shamanistic Rage, on a 1.5 minute cooldown, and only lasting 6 seconds, versus the 15 seconds of SRage. As a talent, I think it's a bit weak, even though in PvE situations it is often numerically the superior talent in this tier. If SBT gets the scaling I think it deserves, I'd also like to see Astral Shift's duration and/or damage reduction increased.

Level 30 - Crowd Control
All three talents fine as is. Perhaps make the roots on Earthgrab Totem a little harder to break, but otherwise I see no need to adjust this tier.

Level 45 - Totem Control
Ah yes, the tier no one really cares about or utilizes. All three of these talents should be baseline. Yes, that would potentially add in 1-2 more buttons to our already bursting bars. This is how I see things playing out.

- Call of the Elements, baseline. No change to the current workings of this ability, aside from perhaps making it on the GCD to prevent any sort of chain cc'ing abuse.

- Totemic Persistence, baseline. No change, even for Fire Totems (I agree with Blizzard about not having two fire totems up at once, sorry!). It's fairly rare that we have two utility totems of the same school up at the same time, assuming we even have two or more utility totems of the same school (water for Elemental and Enhancement), so being able to double up on them without worry of overriding one should be minor at worst.

- Totemic Projection, baseline. This is a quality of life change for all three specs. Instead of adding in a button, perhaps this talent can have some sort of double tap interface. Click once, totem is placed. Double click in quick succession, target indicator comes up. Move target indicator where desired, click again, totem is instantly placed. Ideally this would work in one smooth motion, interface willing. If the interface can't be made to function in this way this is another button for us, as it'd remain as it is now, just a given now instead of a talent.

Alright, everything is baseline. What are we replacing these abilities with?

Why, improved Crowd Control of course! "But Saaaz," you may say. "We already have a CC tier!" I can feel those who counter shaman in PvP grinding their teeth already, as well as the devs who have to balance these talents. Any PvP shaman knows the feeling of not having solid control during a skirmish and any PvE shaman not specced into Totemic Projection knows the frustration of having a tank move a bunch of mobs out of Capacitor Totem before it pops, or having someone use a knock back and again having mobs out of range of your already placed Cap Totem, or someone breaking your Hex. Some of these things have been cried for by players to make certain adjustments baseline, but personally I'd like to see a bit more choice. Yes, implementing these talents would remove a few glyphs, but I think ultimately that's okay.

Fret not, I'll try to keep these talents relatively in focus.

- Improved Capacitor Totem. Takes the existing glyph and makes it baseline. Glyph of Capacitor Totem is removed. Totem's base health is increased.

- Improved Hex. Removes the cooldown of Hex. Reduces the cast time of Hex by 10 seconds. Enemies affected by Hex can no longer control their characters. Glyph of Hex is removed.

- Lightning Whip (new). 15 yards. Instant cast. 45 second cooldown. Frontal cone attack that stuns enemies for 4 seconds and leaves behind a trail of forked lightning on the ground, lasting for 15 seconds. Area of effect slows enemies standing within it for 6 seconds.

Level 60 - DPS (Minor)
I have only two main wishes for this particular tier.

- Elemental Mastery remain on a 2 minute cooldown, no change UNLESS Ascendance remains on a 3 minute cooldown. In that event, I'd like to see EM reverted back to a 1.5 minute cooldown. Yes, it's boring that you can macro everything together. I don't care if a macro sets the good Enhancement shaman apart from the great. Save our sanity, please let us properly line up our cooldowns again.

- Ancestral Swiftness. Please either make the instant cast ability once again scale with Maelstrom Weapon (at the end of the day the boost was incredibly minor at best because of the 1.5 minute CD), or remove it all together and instead give a minor bump to the haste given by this otherwise passive talent.

- Echo of the Elements. I hated you at the start of this expansion, but you have evolved wonderfully. Don't change you glorious bastard.

Level 75 - Healing
Frankly, scrap the whole damn tier.

- Rushing Streams, removed. Instead Healing Stream Totem's healing has been buffed for all specs, more so for Restoration.

- Ancestral Guidance, removed. AG, I loved you so, but you and your lag have gotta go. I'm so sorry, but it's not me, it's definitely you. It was fun while it lasted.

- Conductivity, removed. This was one of those abilities that was really cool on paper, but no good in practice. In a world where stand still patchwerk fights simply don't exist, this talent no longer has a place in our talent tree.

I do like the idea of a purely offensive healing tier, so we're going to be sticking to that theme.

- Water Elemental (new), instant. 5 minute cooldown. Summons a Water Totem at the feet of the caster, summoning a Greater Water Elemental to help aid the shaman and his/her allies, casting Rip Tide once every x seconds in on those in the most need. Lasts 60 seconds. (This would be a slightly more potent version of the shaman's Rip Tide)

- Thunder Cloud (new), instant. 40 yard range. 2 minute cooldown. The skies break open in a torrent of rain and lightning, healing allies for the next 8 seconds. (visual: clouds somewhat like what Moonkins have for Hurricane, light on the lightning effects, rain in the AoE but not heavy enough to be visually impairing or lag inducing)

- Ancestral Infusion (new), instant. 40 yard range. 3 minute cooldown. Call upon the ancestors, bolstering the resolve of the shaman and his/her allies. Damage reduction is increased by 30%, healing taken is increased by 10%. Will not stack with other Ancestral Infusions. Lasts 10 seconds. (visual: everyone becomes spectral, minus spells to avoid the visual blinding issues we ran into during Mists with the Darkmoon Fair card trinket)

Level 90 - DPS Major (1)
There are a few tweaks I'd like to see made for this tier. Keep in mind that some of these play back to other ideas I have mentioned earlier in this post!

- Unleased Fury, removed (baseline). I like this talent. I'd like to see this talent be part of what defines a well practice shaman from a not as practiced shaman. I think UF as a baseline, under the hood mechanic will help to provide that high management, high reward aspect that so many of us Enhancement players would love to see. Not to mention, it'd open up space for its potential replacement.

- Improved Feral Spirits (new), instant. 1 minute cooldown. You summon a pair of empowered Feral Spirits to protect you, with additional abilities, and acting directly under your control.  Lasts 30 seconds. (Would deal damage, unlike baseline Feral Spirits. Increased healing given to the shaman caster. Twin Howl (taunt, does not taunt off of people in tank spec) reintroduced via the pet bar. Call of the Wolf, increases the speed of all party/raid members by 50%, 25 yard radius)

- Primal Elementalist, no change. New addition, Primal Water Elemental. The Elemental's Rip Tide is increased by x%. In addition to casting Rip Tide on allies every x seconds, it will alternate casting Tidal Waves every x seconds in the direction of those in greatest need. (Tidal Waves can be intercepted as they travel. I see two scenarios for healing behavior. 1) potentially do a finite amount of healing which can be divided among those it hits.  Say one Tidal Wave heals for 100k max. Person A jumps in and intercepts the wave, for top off of 20k. Wave has 80k left to split between Persons B, C, and D that are in its path next. 2) Alternatively, remove the finite aspect and simply have Tidal Wave hit for x amount done to each target it hits)

- Elemental Blast. Now replaces Lightning Bolt. Cooldown removed.

Level 100 - DPS Major (2)
For now, I'd like to leave this line of talents relatively untouched.

- Elemental Infusion. An interesting talent in theory, but is an absolute nightmare to track by default. If Frost Shock was to be removed as a dps spell though, this talent would potentially no longer have a place on our talent tree. Mixed, non-definitive feelings about this one!

- Storm Elemental. I like this guy, despite his flaws. I'd like to see a bit more lightning action from both his forms, which I'd gladly sacrifice his wimpy healing component for. I'd also like to see him cast on the move. The movement speed this elemental grants either needs an increase in range or removed all together and maybe replaced with something else neat. Perhaps his special bonus thing (like Empower/Reinforce) can be a tornadic well of sorts, a bit like Ursol's Vortex mixed with Gorefiend's Grasp.

- Liquid Magma. The only change I'd like to see with this ability is for it to mind its manners properly. No more breaking CC, no more aggroing mobs that aren't already in the fight. Yes, I know you can't control where lava will flow in real life, so from an immersion standpoint it's true to its self. From a usability and mechanical standpoint though, this guy is a butt. I'm a shaman, I should be able to bend magma away from things I don't want it to attack!

Closing

*deep breath* Whew, almost done!

Please realize that these talent changes were made mainly with Enhancement in mind. I'm also well aware that there are hundreds of variations of this post on the official forums and that not all of my ideas are original or all that novel, and I'm pretty certain not all of them are that great! However, I do believe that it's important to keep these discussions kicking around in hopes that we land in a better place come the next expansion.

Ideally we'd see a divide between specs and talent choices, meaning if you spec differently you'll actually be presented with slightly different talent choices, much like what priests and druids have now. I'll leave the variations of the Elemental and Restoration specs up to the players who spend much more quality time with those roles than I ever do however.

On top of all these changes, because there certainly wasn't enough, I'd like to shuffle some of the tiers around for the sake of getting certain goodies are certain times while leveling up. For the most part, everything remains where it was, save for the Healing Tier which I'd like to see moved from the level 75 slot down to the level 30 slot, the CC tier moved from the level 30 slot up to 45, and the new stun tier (formerly totem control) to be moved into the level 75 slot. Completely personal preference, of course!

I really wanted to tackle glyphs in this post, both major and minor, but I think I'll save that project for a later date. There's also the can of worms to tackle about possibly tacking on yet another tier coming in the new expansion, assuming they go that route. Likewise, this speculation and wish-listing can be saved for another post. For now, enough words are enough.

Until the next post, keep swingin'.



Tuesday, July 28, 2015

Soloing Throne of Thunder as Enhancement

Throne of Thunder is an instance that's been mostly soloable by Enhancement since 6.1, depending on the amount of gear one had and how nicely RNG on Jin'rokh wanted to play. 6.2 has brought some nice quality of life changes to the soloing scene, mainly with Jin'rokh himself, making this instance a little less of a hassle to solo.

In this post I've included all of my ToT soloing videos, up through Ji-Kun. At this time Durumu does far too much damage to allow non-tanks such as ourselves to survive, but thankfully us mount hunters only really need up to Ji-kun anyways. So unless you're someone who's missing a raid drop pet from one of the later bosses or are looking to get your mits on some transmog that drops from a later boss, you're in luck.

What are the benefits of soloing ToT?
- Transmog! As long as you're not after an item off of the Council of Elders (loot drops currently do not exist for some reason - bug), this place has some pretty nifty items that have a troll vibe to them.
- Mounts! There are two rather neat looking mounts to gain from this instance.
Spawn of Horridon - 1.7% chance and drops from Horridon.
Clutch of Ji-Kun - 1.8% chance and drops from Ji-Kun.
- Pets! There are several pets that can be collected in this instance.
Living Sandling - 4% drop chance and comes from the trash between Horridon and Council of Elders.
Ji-Kun Hatchling - .94% drop chance and comes from Ji-Kun herself.
Son of Animus - 1.13% drop chance and comes from Dark Animus. While you're currently unable to solo your way through Durumu and Dark Animus, it's worth a mention since it will be possible someday. For now, bring a (tank and possibly healer) friend!
- Toys! Okay, there's only one toy that drops from this instance, but it's a fun and incredibly rare one.
Gastropod Shell - .69% chance to drop and comes off of the Gastropods (aka Gary!) between Megaera and Ji-Kun. His name is Jerry.
- Achievements! There are numerous achievements in this instance, which when all completed award Glory of the Thundering Raider. At the time of this post *most* of the achievements are not soloable, or at least not easily soloable. Cage Match, One-Up, and Head Case are your best bets for now. Heroics modes are out, and several other achievements will require at least 1-2 other people.
2/1/2016 Edit: It's now possible to solo Heroic ToT up until Durumu, who seems to be still impossible for non-tank classes, even on norma
l.

How do I do the thing?
Take a gander at the following videos. I've put how to tips on the videos themselves (it's text, not VO, sorry!) that should lead you in the right direction. As always, I'm happy to answer any and all questions either on this post, on the videos themselves, or on Twitter.

Jin'rokh

Horridon

Council of Elders

Tortos

Megaera


Gary

Ji-Kun


Good luck, have fun, and may drop luck be on your side!

Monday, May 18, 2015

Shaman WeakAuras (2)

As of Legion, this post is completely out of date. If you've stumbled upon this post looking for Enhancement Weakauras, allow me to redirect you to Wordup's Weakaura setup. I personally use a stripped and modified version of his string.


Back in March I had put together a little post of the WeakAuras I had been playing around with. Since then I've come across several incredibly useful auras that other players have put together, customizing them to my taste in certain cases, and I've even made a few shaman-specific auras myself.


The image above show all of the auras I'm currently using. Looks a little noisy, but keep in mind most of these will not be displayed at the same time. I've divided these auras into four sections: Defensive and Healing, DPS, Procs, and Interrupts.


These auras come in the Defensive and Healing pack.
Upper Left - Glyph of Lightning Shield is activated, applying the 10% damage reduction.
Upper Right - Shamanistic Rage is active, displays remaining duration.
Bottom Row - Spec dependent. Shown is Nature's Guardian activation, duration, and cooldown. The "?" will display the shield value of Stone Bulwark Totem, SBT's duration will be an icon placed under where Shamanistic Rage is shown. Astral Shift will likewise appear underneath Shamanistic Rage's aura.


Here we have miscellaneous auras split between the Defensive and Healing pack and the DPS pack.
1 - Fire Totem tracker (DPS). Will display an image of either your Fire Elemental, Searing Totem, or Magma Totem (depending on which you're using at the time) when you have 10 seconds remaining on the totem's duration. Incredibly useful for when you're specced into Liquid Magma.
2 - Elemental Mastery duration (DPS). Pretty self explanatory. Will only be displayed while the talent is actively being used.
3 - Elemental Fusion tracker (DPS). Will display one icon for one stack of EF, two icons for two stacks of EF. Very necessary for getting the most out of that talent.
4 - Ancestral Guidance tracker (D&H). Will display anytime any shaman in the raid activates AG. Also displays remaining duration of the current AG being used.
5 - Unleashed Flame tracker (DPS). Displays if you have an unused Unleashed Flame buff.
6 - Feral Spirits tracker (DPS). Only displays while wolves/raptors are active and displays remaining duration.
7 - Liquid Magma tracker (DPS) - Displays when LM is activated and displays remaining duration.
8 - Healing Rain duration (D&H) - Displays the remaining duration on your current Healing Rain. Timer is accurate when using the talent Conductivity, though the visual bar may be a little funny at times.


In this image we see a bunch of trinket, ring, and weapon procs, along with a duration timer for your potion. This series of auras (aka the Procs pack) is from a much larger pack someone else put together, which you can find here. Since I'm still using it, I've also included an aura for Scales of Doom. The larger pack includes ALL trinkets from Blackrock Foundry, as well as all weapon enchant procs. Ring procs may also be found within, though I've included both versions in the smaller pack as well.


Last up we have the interrupt aura. Stumbled upon this little gem in one of the WoW subreddits and found it somewhat useful, especially if not all of your interrupters run with some sort of announcing addon. The word 'Interrupts' will be replaced by the name of anyone who successfully interrupts a spell, bosses included. I've brought down the opacity of this aura just because of personal preferences.


I'm still very much getting used to WeakAuras, both in utilizing them visually in a raid setting and on the creation side of things. If anything seems off/doesn't work quite right, please drop me a line so I can go about fixing it!

Friday, January 16, 2015

Them Dummies Did It Again!

For those of you who don't follow me on Twitter/Facebook or have missed the announcement, those two guys who run The Training Dummies had me back once again as a guest on their podcast! Apparently I'm their first threepeat guest and theirs is certainly the first podcast that I've had the pleasure of being a repeat guest on. We spoke a little bit about the changes in Enhancement, how to up your game, transmog, and a whole pile of other things I've forgotten about, since they just let me ramble on for hours. Enjoy!

Monday, March 3, 2014

Training Dummies Podcast

This past week I once again had the pleasure of joining Rob and Hend on The Training Dummies podcast. The last time I was a part of their show, we spoke about soloing and all that fun jazz. This time around they had me ramble excessively about Enhancement Shaman and I ended up using very technical terms such as "thingies." If you missed the live show and would like to hear me yammer on for over two hours, have a link!


The Training Dummies ep 63

Thursday, August 1, 2013

Reforging with ReforgeLite (Addon)

One of the more common questions I see is focused on reforging. How do I reforge? What should I reforge into? Do I use the guess and test method until I meet my caps, or do I need to learn how to do napkin math? Fret not, as there are several resources out there that can help you figure out how to reforge. Beware though, some are definitely better than others.

Reforging Resources

Ask Mr. Robot - This site has grown in popularity over the years and has improved greatly since it first launched. It's an alright place to start if you're an absolute beginner, but I find that that the reforging presets are often limited and/or are straight up incorrect. Sure, you can adjust some of the presets, but I personally find it rather cumbersome to do so. The site by default also has a habit of landing you under your hit/expertise caps. While I understand their rational behind doing this, as a dual-wielding class that already sees far too many parries for my liking in both soloing and in raiding situations, the last thing I want to do is undershoot my caps.

WoW Reforge - This was my personal favorite reforging resource for the longest time. Far more accurate than AMR and even ReforgeLite, WoW Reforge was an excellent and rather easy to use site. Unfortunately it doesn't seem to support the item upgrade system, hence the use of past tense. If you're not using your Valor Points to upgrade gear, this site can still be of great use. As I said, it's a pretty easy site to use overall, allowing you to to easily adjust the stat weights to your liking and while it doesn't automatically account for hit/expertise racial bonuses, those numbers are very easily adjusted and adding in multiple caps it's a snap. With everything this site has to offer, I'm very bummed that it doesn't support the upgrade system, to say the least.

ReforgeLite - My current go-to source for reforging. Unlike the previous two links, this addon allows you to make reforging changes right in game and it's fairly accurate to boot. This addon automatically takes into consideration hit/expertise racials and even automatically determines the hit/expertise required for your level (super handy for those Herald of the Titans twinks!). The biggest downside to this addon would be the fact that it is limited to two caps only. So if you're say, a Windwalker Monk who wants to hit your hit/expertise caps first, then set a haste threshold and have everything else dumped into crit or mastery once you've hit that threshold. You unfortunately won't be able to that with ReforgeLite. You'll be restricted to just getting your hit/expertise caps and will need to manually adjust for how much haste/other stats you'd like. Outside of that downfall though, this addon provides a very quick and easy way to reforge any character. Presets are readily available, and while they may not always optimal for your current gearing scheme (they are usually incorrect for Enhancement), they are ridiculously easy to readjust for your needs.


ReforgeLite - The Quick and Dirty Guide
(Click on the images to enlarge)


When you have ReforgeLite installed, you'll see the an extra window pop up whenever you visit your local Reforging Agent (shown on the right). At first it may look scary and confusing, but fret not! It's actually rather easy to use.


The red circle indicates where the preset drop down menu button is located. Clicking on that button will pop down said menu and show you all of the available presets. Click on the one that most resembles what you're aiming for (in this case, Enhancement) and the addon will automatically give you presets for hit/expertise caps as well as a secondary statistic priority order.


If the secondary stat order isn't to your liking, as it often isn't for me, you may use the little up and down arrow buttons that are located to the left of the stats to adjust their priority. Click on these arrows to adjust as needed.

Here's how I view stat priority for Enhancement: Hit/Expertise cap (7.5% for each respectively), always first and foremost.

Level 80 (Twink):  Mastery > Haste > Crit

Leveling 85-90: Mastery > Haste = Crit

Fresh 90/Heroic 5 Geared: Crit (until ~20%) > Mastery = Haste
Tier 14 Geared: Mastery = Haste > Crit (Assuming ~20%)
Tier 15 Geared: Haste > Mastery > Crit Haste overtakes Mastery once you gain 2 RPPM trinkets + your legendary meta gem, actual change over threshold before these items may vary depending on gear; haste and mastery are pretty equal without RPPM items.
Tier 16 Geared: Mastery > Haste > Crit Due to the large amount of cleave/AoE encounters in Siege of Orgrimmar and Mastery's high burst potential, Mastery is often favored. Haste is king for single target situations when one has a certain gear set up (including the Assurance of Consequence trinket) and when specced into Primal Elementalist, however reforging on a per-fight basis often becomes too problematic and costly for such a small difference between the Mastery and Haste-heavy builds.

Challenge Modes: Mastery > Haste > Crit (I have 20% crit after reforges when scaled down; depending on your gear, you may need to tweak some things)

PvP: Hit/Expertise to 3% | Mastery > Haste > Crit (As suggested by Vanguards over on AJ)

Soloing Burst: Mastery > Haste > Crit Depending on situation. With certain set ups Haste may be greater than Mastery, though I personally prefer to stick to high mastery builds.
Soloing Survivability (Echo Healing): Mastery > Haste > Crit

Keep in mind that roughly 20% crit is needed for a decent Flurry uptime, which is what makes haste worth its salt for us. Without proper Flurry uptime, haste is pretty much poop. Once you hit that 20% threshold, mastery and haste over take crit, though crit is still a pretty decent stat!


Once you've settled on your reforging priority, you'll want to hit the 'Calculate' button, as indicated in the red circle in the image above. Keep in mind that on certain machines this may cause your screen/game to freeze momentarily (it does on mine). Give it a few seconds while it crunches all of your numbers and everything should be fine relatively quickly.


When the addon is done calculating, you can scroll down a bit and see which stats will be traded for what. As you can see in the image above, I'll be taking on a slight loss in mastery with this reforge, but I'll gain crit, haste, and expertise in the process.


If you are satisfied with what you see, you'll want to hit 'Show' next, again indicated in the red circle in the image above. This will pop up another box, which is overlapped on my reforge box and my character sheet in this image (it can be scooted around to where ever for your liking). This Output box will show you which items will be reforged (indicated by the lack of a check mark) and how each piece will be reforged. If you do not want an item to be reforged, say if it's trading mastery for haste and you don't want it to, simply toss a check mark in the box and it will skip over making that change. This window will also give you an idea as to how much your reforge will cost, as indicated at the bottom of the box next to the Reforge button.


To get things moving, simply hit the 'Reforge' button! The addon will automatically start feeding the items that are to be reforged through the reforger. That's right, this part of the process is all automated!

 

After a few seconds, the addon is finished with its job. As you can see on my character sheet, my alt shaman is now at her proper hit and expertise caps while having excess stats filtered off into haste.

When I first started using ReforgeLite I was super skeptical of it, as I tend to be with most things. If you find this addon to be confusing at first glance, you're not alone. I too found it overwhelming the first couple of times I tried to use it. However, over the past year or so I've absolutely fallen in love with ReforgeLite. While it may not necessarily always give you the most absolutely perfect, bleeding edge, completely optimum reforge for your current gear set up (you'd need to run simulations for that sort of a thing), it'll definitely put you solidly in the ballpark of good enough.

Install, enjoy, and I hope this post has helped you out with your reforging endeavors!

Tuesday, May 21, 2013

Patch 5.3 Primer for Enhancement

Patch 5.3 is upon us! With this patch we will see several buffs to our damage and a couple of quality of life changes to boot. While these changes may not address things such as the long ramp up time for our AoE damage, they should bring our overall damage up enough to make us more competitive with other classes/specs in Throne of Thunder.


Lightning Bolt can now be cast while moving.
The effects of the Glyph of Unleashed Lightning (a glyph that has been revamped; we'll get to that) has been baked into the shaman toolkit, minus the increase in Lightning Bolt's cast time. What does this mean to Enhance? Not a whole lot really. This will be handy in those situations where we're on the move and may not have a full Maelstrom stack available. For high movement encounters, this change may yield a minor DPS increase for us.


* Glyph of Lightning Shield (previously Glyph of Unleashed Lightning) will reduce damage taken by 10% for 6 seconds after Lightning Shield is triggered. 
At first glance it seems like this glyph could potentially become a "must have" item for both PvP and progression raiding alike. However as it stands now, it is not triggered by Static Shock, which means that in order to receive the damage reduction effects, we must receive some sort of damage (spell, melee, or ranged attack, according to Lightning Shield's tooltip) before we receive the 10% damage reduction. This pretty much means that Glyph of Lightning Shield is reactive, versus proactive.

Bottom line, unless you're receiving some sort of semi-consistent direct damage, this glyph may not be worth a slot. Of course this glyph can have its uses, but it'll be very dependent upon the situations you find yourself in. Personally, I think I'll love this one for soloing.


* Feral Spirit: The summoned Spirit Wolves are now immune to movement impairing (root and snare) effects.
This change seems to be more of a quality of life change for PvP, though there are some situations in PvE where roots/snares occur. Though we may get stuck to the floor, our pups will still be able to chase down whatever it is that we're attacking, keeping up the damage pressure and giving us some passive healing in the process.


*Lava Lash now deals 300% weapon damage, up from 250%.
Single target damage buff? I'll take it!


*Stormstrike now deals 450% weapon damage, up from 375%.
Another nice buff to our single target damage. No complaints here.


*Mental Quickness now coverts 65% of the shaman's attack power to spell power, up from 55%.
This is a little buff that will effect a number of different aspects of both our damage and utility toolkits. Without going into heavy details, this change should slightly boost our AoE damage output, increase shock damage just a touch, and will also bring up healing throughput just a smidge.


That about covers it, barring any hotfixes. Now get on out there, swing those weapons, and enjoy the buffs!

Friday, April 19, 2013

Enhanced Macro Mania!

Those of you who follow me on Twitter/Facebook may recall my geekery over discovering some new ways in which I could macro a few spells together. You may have also recalled that I had promised a post on it. While I meant to make good on that promise, life/laziness managed to get in the way, yada yada. Anyways, here's that said post! Finally /cheer!


I am by nature not a huge macro person. For the longest time my macro stash only consisted of Ventrilo information macros and weird /say macros. Once I discovered how well my Synapse Springs lined up with Feral Spirits, I made a cheap macro to put those two abilities together. For the longest time, that is to say until a month ago, that is all I had. That is, until last month when I had the noob revelation about exactly how many of enhancement's cooldown abilities are actually off the global cooldown. Ladies and gents, this somewhat opened up the flood gates on my tiny stream of macro knowledge.

For my macros I have omitted the #showtooltip line, since I have the habit of using an icon of my choosing anyways and rarely have tooltips themselves showing. Please feel free to add #showtooltip to the beginning of your macros if you're not an oddball such as myself.


~Feral Spirit Macro~
Engineers

/use 10
/use Blood Fury       
/cast Feral Spirit

Things to be aware of:
1) The '/use 10' portion activates your Synapse Springs on your gloves, 1 min cd.
2) Blood Fury is an Orc racial, omit if you are not an Orc. 2 min cd.
3) Two of the three potential abilities in this particular macro are on a 2 min cd, minus Synapse Springs. Not using your Springs as soon as they come off cooldown will slightly desynchronize the tooltip cooldown timer, as it will only show the cd time of your Springs, not your Lifeblood/Blood Fury/Feral Spirits.

OR

Herbalists

/cast Lifeblood
/use Blood Fury
/cast Feral Spirit

Things to be aware of:
1) Blood Fury is an Orc racial, omit if you are not an Orc. 2 min cd.
2) All three abilities are on a 2 min cd. Hooray for less tracking!

OR

Engineering Herbalists

/use 10
/cast Lifeblood
/use Blood Fury
/cast Feral Spirit

Things to be aware of:
1) The '/use 10' portion activates your Synapse Springs on your gloves, 1 min cd.
2) Blood Fury is an Orc racial, omit if you are not an Orc. 2 min cd.
3) Everything in this particular macro is on a 2 min cd, minus Synapse Springs. Not using your Springs as soon as they come off cooldown will slightly desynchronize the tooltip cooldown timer, as it will only show the cd time of your Springs, not your Lifeblood/Blood Fury/Feral Spirits.

*Please keep in mind that it may be slightly more beneficial to hold off on Lifeblood and to use it when Ascendance is up for even more burst there.


~Ascendance Macro~

/cast Elemental Mastery
/cast Berserking
/cast Ascendance
/cast Fire Elemental Totem

Things to be aware of:
1) Elemental Mastery is up every 1.5 minutes. Assuming that you're able to use it on cooldown, it should line up perfectly with everything else in the list (which have 3 minute cds) every other use of this macro.
2) Berserking is a Troll racial, omit if you are not a Troll.
3) Your Fire Elemental Totem will only line up with Berserking/Ascendance the second time you go to use it if it's glyphed. Our Fire Elemental is generally a 5 minute cooldown, though with the Glyph of Fire Elemental we can bring that cd down to 3 minutes. The glyph is only recommended for those specced into Primal Elementalist.

Ascendance Alternative

/cast Ascendance
/cast Berserking
/cast Elemental Mastery
/cast Fire Elemental Totem

Alternatively, if you'd like to use this macro for openers (as I tend to do) but are not always specced into Elemental Mastery, you can list Elemental Mastery after Ascendance so that the tooltip timer will still show the cd of Ascendance. Just be sure you have some sort of tracking that will alert you as to when Elemental Mastery comes off of cooldown so that you may gain its benefit.

Alternatively alternatively, you may use the original macro, but place this in the first line of the macro: #showtooltip whateverspellyouwanthere


~The 'I Win' Macro~

/cast Bloodlust
/cast Berserking
/cast Blood Fury
/cast Lifeblood
/cast Elemental Mastery
/cast Ascendance
/cast Fire Elemental Totem

Things to be aware of:
1) If you're Alliance, the first line of this macro should say /cast Heroism
2) If you're a Troll, omit /cast Blood Fury. If you're an Orc, omit /cast Berserking. If you're neither of those races, omit both of those lines!
3) /cast Lifeblood is for Herbalists only. If you're not an herbalizor, remove that line!

The 'I Win' macro is my new BFF when it comes to soloing, especially since many soloing situations for enhancement tend to be a race to kill the thing before it kills you. This macro may also be used as an opener in those raiding situations where you're popping Hero/Lust right off the bat and you'd like to set yourself up for some mad burst (why wouldn't you?!).


For my openers: I tend to prepot (using a potion before entering combat), use my Feral Spirits macro, then either use my Ascendance Macro (depending on raid opener situations) or my 'I Win' macro (depending on what I'm doing). Stormlash Totem is dropped just as I hit the boss.

In the event you have on-use trinkets, place them in the spots in these macros where Synapse Springs would be IF, and only IF, the on-use is stronger than the buff that Synapse Springs provide. Synapse Springs will trigger a short cd on your on-use trinkets and vise versa, hence the need to potential macro things a bit differently. If your Springs still provide the superior buff, use your trinkets as they become available and/or in conjunction with other CDs that line up with them, assuming that your Springs don't also line up with said abilities. Place '/use 13' into your macro for the top on-use trinket, '/use 14' is for the bottom trinket.


Please keep in mind that the macros mentioned here are not perfect for all situations. You will need to use these macros intelligently and be somewhat flexible with them. These are meant to be aids in helping you to maximize your burst damage, however they may not always be applicable depending on the encounter you're facing.

Also be aware that if you have quick, twitchy fingers as I do, you may sometimes find that only half of the spells in these macros actually go off. The easiest solution? Hold the button down momentarily. It doesn't need to be some 5 second long press of the button, but actually click/press/however you activate your macro button long enough for the program to register everything you're asking of it in your macro. Quick taps just don't cut it!

There you have it, all of the nuggets of insight I gained a month ago! I swear, I feel like I should have thought of these things an expansion or two ago. Just goes to show, even an old ghost wolf can learn new tricks sometimes.

Friday, March 15, 2013

Enhancement Shaman - Need To Know 5.2

For those of you who are actively playing or paying attention to World of Warcraft, you're probably aware by now that patch 5.2 has thundered its way into Azeroth. With its arrival, a few new changes have come into play for nearly every class and specialization. Enhancement shaman is no exception.


Please note that if you've been using my old Need To Know post, the information found in there is still relevant for a fresh level 90. The purpose of this particular post is to expand upon the new talent tweaks and how they may interact with gear from Throne of Thunder.. If you're a fresh level 90 and/or just returning from the spirit realm (aka if you haven't played your shaman since Cataclysm) I highly suggest going back and reading my Need To Know post linked in this paragraph.


Talent Tweaks
As has been noted in the 5.2 Changes for Shaman post, several talent tweaks have been made. With these adjustments in mind, the following is more or less how we should think about our talent choices.

Tier 4
Elemental Mastery - Best used in burst situations and becomes more valuable during fights where our damage uptime may be a bit low (numerous target switches that cause downtime; controlled dps situations such as Titan Gas phase on LFR/Reg Will of the Emperor, or the no add lull on H-Will of the Emperor)

Ancestral Swiftness - Best for static (Patchwerk) fights. The higher uptime on a boss, the more this talent shines. Used mostly with haste builds, which will become more widely used once one acquires the legendary meta gem, along with trinkets from Throne of Thunder.

Echo of the Elements - Still the best talent choice for those who are leveling, as it can proc extra healing. Also a very solid choice for soloing in my personal opinion, again due to the chance for extra "free" healing. For competitive raiding, this talent is best when paired with mastery stacking and will shine more during AoE/cleave encounters.


Tier 6
Unleashed Fury - This talent received a slight nerf in this patch to help bring it more in line with our other two talent choices, but the nerf bat wasn't too harsh. For those of you who are still fresh level 90s/sporting t14 gear, this will still be your best overall talent choice. With this particular talent, it seems that mastery will still be your favored secondary stat.

Primal Elementalist - PE received a pretty decent buff in this patch to help it compete with Unleashed Fury. Our elementals now provide some fairly substantial burst (they did a good bit before as well, but now it's really solid), enough to the point where they'll make up for the lack of damage during their down times. This talent is my personal favorite for soloing, but unfortunately may not be the best choice for general raiding purposes until you have acquired your Capacitive Primal Diamond, plus have gotten your mits on Talisman of Bloodlust and Bad Juju. This talent *could* be useful on controlled burst fights even with current gear, however. This is of course assuming that phases of whichever encounter you're tackling line up properly with the CDs of your totems.

Elemental Blast - Like Primal Elementalist, Elemental Blast has received some love to help make it a more enticing talent to take as Enhancement. In addition to proccing extra secondary stats, EB will also proc Agility for us. Pretty neat, eh? As it stands right now though, EB is still a touch behind the other two talent choices. It's viable for use, don't get me wrong, but it is still slightly behind. Couple this minor negative with the fact that it still has a cast time (which can be negated if you have a Maelstrom Weapon stack of x5, but if you don't you'll be hardcasting), that you'll have yet another button in your already button-heavy arsenal, AND you'll have another minor CD to watch (12 seconds, so not all that different from our other rotational CDs like Lava Lash and Stormstrike), EB still remains to be a less than desirable talent for most shaman. Essentially it complicates an already somewhat hectic rotation for no actual DPS gain over the other two talents. However, if you're a diehard fan of this talent for whatever reason, you still may choose to spec into EB and not have the fear of severely gimping yourself on the meters.


Talent Choices, Secondary Stats, and You
One of the more common questions I see coming from fellow Enhancement shaman is thus:

I'm ilvl 461. How should I gem/reforge? How do I spec?

The common answer is often "Well, you're going to have to sim it." This answer is unfortunately both completely true, but can also be rather frustrating to someone who isn't familiar with either theorycrafting or the program Simulation Craft itself. The fact of the matter is, two Enhancement shaman may both have an ilvl of 461, but they could very well have a large variation in stats. One may be really heavy in Critical Strike, while the other could be Mastery heavy. A third shaman may very well have a balance of all three non-mandatory secondary stats, but is starving for things such as Hit and Expertise. Early on in the gearing process, Critical Strike can actually outweigh Mastery and Haste, because of how the synergy between the different stats works out. As you gain more gear though, Crit tends to depreciate in value, making way for the power houses that are Mastery and Haste.

Bottom line, if you're looking to min/max your shaman to the greatest extent, you will need to learn how to run Simulation Craft, aka SimC. Luckily for you, Poneria did up a post on WoW Insider about Simulation Craft. Don't balk at the fact that it's actually a warlock post; there is a ton of excellent information and links in that post to help get you started with SimC. It's a definite must-read for those who wish to push themselves a bit further.

For those of you wishing to merely get by without having to dip your toes into the wacky world of theorycrafting, there is are a few rules of thumb that you can follow to make yourself at least competitive in regards in how to gem, reforge, and spec your Enhancement shaman.


Leveling
Gems: You can stick with whatever gems you had in your level 85 gear. Most leveling gear is socketless, so you don't need to worry about this much.

Reforging: Not necessarily something you need to worry about much. You want at least some hit and expertise to make life a bit easier for you; more mastery while leveling is quite handy.

Speccing: As far as the DPS talents are concerned, Echo of the Elements (for those wonderful double Healing Surge procs) and once you hit 90, Unleashed Fury will be your best bets. All other talents are more based on preference and situation.


Fresh Level 90s
Gems: Delicate (pure Agility gems) in red sockets, Adept (orange gems, Agility/Mastery gems) in yellow sockets, Deft (purple gems, Agility/Hit gems) for purple sockets.

Reforging: You must first shoot for your Hit/Expertise caps, if possible. If you need to, you can help supplement this with Hit and Expertise enchants. For secondaries, it'll be, as I said, a bit of a toss up depending on what stats your particular gear setup actually has. I personally went Mastery > Crit > Haste on my second shaman while I was working on getting the rest of her heroic 5 man set.

Speccing: For those of you heading into those 5 mans, Echo and UF will still be great choices, since you'll more than likely be putting priority on Mastery, plus the extra chance at AoE procs from Echo (Fire Nova can proc echos) will help out nicely for all of those trash packs.


Tier 14
Gems: As with the fresh level 90s, you'll still be going for straight Agility gems, Agility/Mastery gems, and Agility/Hit gems.

Reforging: Once I started getting a decent base of crit and stopped starving for so much Hit/Expertise on my second shaman (meaning, I was starting to get purples) my priority changed over to Mastery>=Haste>Crit. You'll want to have a healthy balance of Mastery and Haste, as they're both excellent stats to have. I tend to go a bit heavier into Mastery for this particular tier though, especially with often still being specced into Echo+UF.

Speccing: With the new changes, speccing for raiding becomes rather situational. For your level 60 choice, see the Talent Tweaks section earlier on in this post. For the most part though, Unleashed Fury will be your level 90 talent of choice.


Tier 15
This is were things start to get nice and murky as far as secondary stats are concerned. Until you get your hands on the new RPPM* trinkets (Talisman of Bloodlust, Bad Juju, Renataki's Soul Charm, and Rune of Re-Origination are specifically being considered for BiS lists, see this thread for more info), you'll be speccing and reforging just as you had for tier 14. However, the game changes some once you get said RPPM and your legendary meta. Suddenly, with these items, Haste becomes a pretty big thing.

Gems: For those in LFR/Normal mode t15 gear with RPPM trinkets, you'll be most likely going with pure Agility gems, Agility/HASTE gems, and Agility/Mastery gems. If you do not have the RPPM trinkets, the t14 scheme will still be more ideal.

**Note: There is a slight possibility that we may even gemming straight Haste with the new trinkets + legendary meta gem + BiS Heroic Throne of Thunder gear. Theorycrafters are still working out the details on this, as the RPPM trinkets are still being tweaked, but the future possibility is there. **

Reforging: Again, once you get your RPPM trinkets, Haste will take a priority over Mastery. It'll more than likely be a reforge priority of Hit/Expertise | Haste > Mastery > Crit.

Speccing: This follows suit with t14 until you get, you guessed it, the RPPM trinkets. Once you do, your level 90 talent of choice will often be Primal Elementalist. There may be certain situations where UF may still be better, but with all of the Haste procs and stacking going on, PE becomes a delicious source of damage. The level 60 talent choices will be very encounter-based still, so please refer to the Talent Tweaks section of this post for more information.

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Please keep in mind that this is an extremely rough and broad guide. Your stat change over points may slightly differ depending on which trinkets you have, which set bonuses you manage to activate, and of course may depend a bit on whether or not you have acquired your legendary meta.

Also keep in mind that each of the three level 90 talents have a slightly different rotation priority. To find out more about that, I highly suggest you read up on the Ability/Rotation section of the Enhancement Guide over on Totemspot.

If you're looking for a Throne of Thunder shopping list, you'll want to keep your eyes on the Enhancement Best in Slot List for Tier 15 thread, which can also be found over on Totemspot. Keep in mind that the list is subject to change, as the TC guys are still working on simming out all of the possibilities, plus Blizzard is still tweaking trinket procs and the like.

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The long and short of this post is thus: 5.2 has moved us away from what was nearly a cut-and-dry spec set up as far as our DPS talent choices were concerned, and dumped us into the realm of situational choice. Everything - your gemming scheme, spec choices, and reforges - is dependent upon your particular gear set up and raid encounter situation. From a min/maxer's stand point, this kind of makes things both chaotic and interesting. From the view point of someone more casual, this simply means you have a bit more leeway in choosing how to play.

The difference between talents is rather small now, so you very well could simply choose a combination of talents that you like the feel of and still be rather competitive. If you're not trying to eek out every last drop of damage from your character, you have plenty of room to experiment with. Personally I've been playing around with a high-burst build on my main shaman for soloing situations (it's pretty damn awesome, I'll tell you what!). Would I use my current build in a current raiding situation? Hell no, since I know I don't have an optimal gear set up to make my EM/PE + Haste stacking as competitive in damage as say, being a tad more Mastery heavy and rocking AS (or whatever talent depending on encounter)/UF. Since I'm not raiding for the moment though, it's very fun to toy around with. Sometimes experimenting to see how far your gear can take you in certain scenarios is a very fun thing to do, or perhaps I'm too much of an Enhancement/soloing nerd for my own good.

As always, if you have any questions, comments, or concerns about this topic or anything else shaman related, please don't be shy!


*For those of you who are confused as to what RPPM means, it stands for Real Procs Per Minute. This is essentially the internal system that's in place that determines how certain trinkets and enchants proc. If you want to read up on some of the nitty gritty details of this system, you should check out this series of blue posts.

Sunday, February 3, 2013

Healing As Enhancement

New visitors! Please be aware that much has changed since this post was written. WoD has changed off healing capabilities drastically. Expect an updated guide somewhere in the near future.

If you're just now returning to the game, or if you're leveling an enhancement shaman for the first time, you may be wondering "How the heck do I heal?" Enhancement healing is relatively simple, yet can seem a bit complex at times to the untrained shaman.


Some of you old-timers may be wondering about where the heck Healing Wave and Greater Healing Wave ran off to. Well, both of these spells have decided to get permanently hitched to our restoration brothers and sisters, effectively dumping us. That's right, our only actively cast healing spells are now Healing Surge, Chain Heal, and Healing Rain. I see you giving Healing Surge the stink eye; try not to judge it quite yet, it's more potent than it looks.

Please note that I will only be covering the spell modifiers (mainly talents and glyphs, not necessarily procs/secondary stat scaling) that directly effect healing. There are several other glyphs/talents that boost resistances and help to dispel, but I will not be including those within this article.


Unless you're hard casting Healing Surge for some odd reason, this spell is more than adequate for the pinch healing that you'll need during leveling/soloing/raiding. Trust me, this spell has been saving my shaman butt for months now. Check out these modifiers that makes Healing Surge more potent for us.

Modified by:
1) Maelstrom Weapon - For each stack of Maelstrom Weapon, Healing Surge will both cost less mana and heal for greater amounts.
2) Healing Storm - This glyph will cause your healing done to be increased by 20% per Maelstrom Weapon stack.
3) Echo of Elements - This talent can cause your Healing Surge to "echo," effectively casting Healing Surge a second time without any extra effort from you or resource cost. Both the original spell an the echoed spell can crit independently.

Might not be so bad, eh? Now let's break down some of our other healing abilities.


Chain Heal is not a spell commonly cast by an enhancement shaman unless said shaman is within proximity of several raid mates and their healers are struggling. Remember, it is your job as a dps to do damage, not play healing hero. In the event that your healers are oom, you may use Chain Heal and Healing Rain as last ditch efforts to save your raid team long enough to make a kill. If you need to save yourself in the event that you accidentally stood in the bad though, use Healing Surge. Chain Heal doesn't heal for a ton single-target, and can unfortunately only bounce so far.

Modified by:
1) Maelstrom Weapon - For each stack of Maelstrom Weapon, Healing Surge will both cost less mana and heal for greater amounts.
2) Healing Storm - This glyph will cause your healing done to be increased by 20% per Maelstrom Weapon stack.
3) Echo of Elements - This talent can cause your Chain Heal to "echo," effectively casting Chain Heal a second time without any extra effort from you or resource cost. Crits will behave as if you had cast Chain Heal twice, meaning they'll do their own thing regardless of what the original spell did.


Much like Chain Heal, Healing Rain is not a spell commonly cast by an enhancement shaman unless said shaman is within proximity of several raid mates and their healers are struggling. Healing Rain can help to stabilize a group's health, though overall doesn't do a ton of healing. Remember, it is your job as a dps to do damage, not play healing hero. In the event that your healers are oom, you may use Chain Heal and Healing Rain as last ditch efforts to save your raid team long enough to make a kill. If you need to save yourself in the event that you accidentally stood in the bad though, use Healing Surge.

Modified by:
1) Maelstrom Weapon - For each stack of Maelstrom Weapon, Healing Rain will both cost less mana and heal for greater amounts.
2) Conductivity - Causes the duration of Healing Rain to be extended when certain abilities are used; more on this later.
3) Healing Storm - This glyph will cause your healing done to be increased by 20% per Maelstrom Weapon stack.

Patch 5.4 Edit: Healing Rain is no longer affected by the glyph Healing Storm. Due to this change, Healing Rain's effectiveness has been severely nerfed for Enhancement.


Healing Stream Totem
This totem has been a healing staple for us shaman for quite some time now. While it has had a bit of a makeover since Cataclysm, this totem can still put out a good little bit of healing. Currently this totem is a single target smart heal, and prefers to target those in the shaman's group who have the lowest health. The Mists of Pandaria version only lasts for 15 seconds at a time and has a cooldown, but said cooldown is relatively short (30 seconds). If you're in dire need of a second Healing Stream Totem, and fast, you may reset the cooldown if you're specced into Call of the Elements (3 minute cooldown on this talent).

Modified by:
1) Call of the Elements - Resets the 30 second cooldown on this totem. Usable once every 3 minutes.
2) Rushing Streams - Causes your Healing Stream to heal two targets (up from one) for an increased healing amount of 15% per tick.
3) Totemic Persistence - Allows you to have up to two totems per school activated at the same time (Healing Stream + Healing Tide = Whoa totem healing, Batman)


Healing Tide Totem
It's a totem and it's a "major" healing cooldown! As of patch 5.4, Healing Tide Totem is now a baseline ability for all of the shaman specializations, as opposed to being a talent choice prior to this patch. More healing utility for us, huzzah! This bad boy is great for re-stabilizing the raid in a pinch, or even saving your own butt in a soloing situation.

Modified by:
1) Passive talents that only Restoration has which boosts all of their healing, including totems.
2) Haste plateaus, which Enhancement doesn't shoot for.
3) Totemic Persistence - Allows you to have up to two totems per school activated at the same time. (Healing Stream + Healing Tide = Whoa totem healing, Batman)


Ancestral Guidance
This particular talent currently offers us dps shaman types the biggest bang for our talent point...assuming we can swat at things. Ancestral Guidance yields the highest output while we are in our Ascendance form, though please keep in mind that tying the two together may result in a complete waste of Ancestral Guidance, unless there's an increased damage taken and received phase, such as the gas phase on Will of the Emperor normal mode. For soloing purposes however, if you happen to pop AG while in Ascendance, you could very well see yourself go from nearly dead to full very quickly. Stormstrike/Stormblast, Lava Lash, Lightning Bolt, Chain Lighting, the initial impact of shocks (meaning NOT Flame Shock's tick, just the impact when you first cast it), and Fire Nova all essentially become means of healing through this talent for a short duration.

Modified by:
1) The use of dps cooldowns in conjunction with this ability.


Conductivity
This talent has received a major overhaul with patch 5.4. Conductivity now extends the life of our Healing Rain by 4 seconds each time Lightning Bolt, Chain Lightning, Earth Shock, or Stormstrike is cast. The Healing Rain has a maximum duration of 40 seconds. Between this change and the removal of Healing Rain from our Healing Storm glyph, this talent has pretty much become useless for us Enhancement types.


Feral Spirits
That's right, even our wolves heal us! Just us though, they really don't like anyone else. Every time they attack, 150% of the damage they deal heals both them and us. Pretty neat, eh? But that's not all! If you have Glyph of Feral Spirit in, they deal another 40% in healing, which is to say pretty darn potent. Yeah that's right, our wolves aren't just a little damage cooldown that looks all flashy, but they're also a fairly decent self healing cooldown as well. Pretty hard to take us down when we have our wolf pals out!

Modified by:
1) Glyph of Feral Spirit
2) Mastery - The Feral Spirits attack using a spell called Spirit Bite, which deals nature damage. Due to our Enhancement Mastery, the more mastery we have, the stronger our wolves will attack. The stronger their attacks, the more healing we receive.
3) Battlegear of the Witch Doctor (4pc) - Tier 15 (Throne of Thunder) The cooldown of your Feral Spirits is reduced by 8 sec each time Windfury Weapon is triggered.
4) Assurance of Consequence - This is a trinket that comes from the Sha of Pride in Siege of Orgrimmar. Our wolves are one of the cooldowns affected by this trinket.


Glyph of Flame Shock
You will personally be healed by 30% of the damage your Flame Shock does. If you were to spread your Flame Shock via Lava Lash and had multiple Flame Shocks rolling at once, you'll receive healing from those Flame Shocks.

For single target, this glyph isn't all that powerful. However, in situations where you're able to spread your Flame Shock around, it does a decent little bit of healing. I find myself running this glyph often enough (though generally one of the first I switch out if utility calls) because hey, extra passive healing is always nice.



That's everything we have currently. So let's break it down into simple terms, going by what is typically specced for and glyphed:

Personal/Single Target Healing: Healing Surge, Feral Spirits, Healing Stream Totem, Flame Shock (with glyph)
Party/Raid Healing: Chain Heal, Healing Rain (not ideal), Healing Stream Totem, Ancestral Guidance (or Healing Tide Totem)
Healing Glyphs: Feral Spirit, Healing Storm, Flame Shock

Also, don't forget your professions and racials. If you're an herbalist, Lifeblood can help you out in a pinch (plus the extra haste is pretty neat) and if you just so happen to be a Draenei, Gift of the Naaru can restore 20% of your (or a friend's, or Tsulong's) health to you (or your friend, or Tsulong even) over the duration of 15 seconds. Can't beat free healing!


I hope this article has helped you out some, even if it is rather lengthy. Remember, enhancement shamans have a ton of healing utility within our bag of tricks, so there's no need to feel helpless if you're hurting!