Showing posts with label Mists of Pandaria. Show all posts
Showing posts with label Mists of Pandaria. Show all posts

Saturday, June 1, 2013

Pandaria Totem Post!

Whether you love them or hate them, totems are an intricate part of the shaman toolkit. Once upon a time they were simple buff sticks, usually tossed onto the ground and promptly forgotten about. In Mists of Pandaria that mindset has been changed greatly. Our raid buffs have since been moved from our totems over to passive auras: Grace of Air and Burning Wrath being granted by all shaman, while Elemental Oath is only granted by Elemental shaman and Unleashed Rage is granted only by Enhancement shaman.

 
All of the following questions and comments are commonly stated by those who are either just returning or really can't wrap their minds around the new system. I'll admit, when the new system was first introduced I thought it was clumsy and inefficient as well. I flailed around, took forever to memorize which totems did what; it was awful. However, once I acquainted myself with how the system actually worked, I fell in love. Let's go over some commonly asked questions.

Can I drop all four totems at once?
No. All totems, with the exception of Searing Totem, are now considered cooldowns. Each totem requires a GCD (global cooldown) to cast, making it impossible to drop more than one of a particular school at a time. You may have 4 different totems out at once (one of each school), but it will take you 4 GCDs to do so.

What happened to my totem bar?!
Due to how the new system works, the totem bar in the UI was no longer necessary. While it was a space saver, it's function simply no longer worked.

If you're looking for something with a similar feel, TotemTimers can provide that for you. I love this addon not for its potential space-saving capabilities though - I keep all necessary totems on my bars at all times - but for its tracking of both totem duration and remaining cooldown timers.

Can I set up a macro that will allow me to drop more than one totem at a time?
No. Again, every totem in our arsenal has its own GCD, which makes it impossible to drop more than one at a time. You could in theory use alt modifying macros to help save bar space, but you'll need an efficient way to track your totem cooldowns.

So what are totems good for now? 
Plenty of things! Many of our totems have very niche uses now, but several can save your skin if used right. You just need to know how to apply what when.

How do I use totems? 
Very carefully and one at a time. Sarcasm aside, we'll get into the individual uses of each totem momentarily.

This new system is awful!
Not a question, but let's tackle it anyways! The new system is certainly not a style that fits everyone. It's by no means perfect, but it's really not as awful as you may initially think. It's not as condensed as the old system, and to combat that you'll need to get a bit creative with your UI. A terrible inconvenience, I know.

How am I supposed to deal with all of these totems?
Personally I use Bartender. Due to this addon I'm able to keep all of my totems on my bars where they're easily accessible. I arrange things with how they make sense to me, have Searing Totem keybound (you may easily set character-specific keybinds through Bartender), and then track things through TotemTimers so I don't always need to glance down at my buttons to gauge how much longer it'll be until a certain totem is off of cooldown. You'll simply need to play with your own UI until you've found space for everything, which can be a bit tricky if you prefer to run with the standard UI.

Alternatively, you can pull out the totem drop boxes from your spell book, though trying to access a specific totem in a pinch can be rather clumsy.

We could honestly go on all day with totem Q&A. Instead of doing that though, let's dig into the details on which totems we have and how to use them most effectively.


Fire
Fire Elemental Totem
Duration: 1 minute, reduced if Glyph of Fire Elemental is used, reduced with Assurance of Consequence
Cooldown: 5 minutes, 3 minutes via Glyph of Fire Elemental
Purpose: For Elemental and Enhancement, this is a major DPS cooldown totem. Big Red will grant Searing Flames for Enhancement, which makes this guy actually viable for us to use as a DPS cooldown.

If you choose the Primal Elementalist talent, your standard Fire Elemental will become a better, more potent version of itself. For Elemental and Enhancement shaman, this means that Big Red will hit harder and will gain a control bar. He will also gain an ability called Empower. If the shaman chooses to use Empower, Big Red will focus on the shaman and increase the own shaman's damage by 5% and healing by 10%. Empower isn't something that should be used by Enhancement or Elemental shamans as it would be a DPS loss to do so, though the increase to healing is rather potent for Restoration shaman, especially when paired with Healing Tide Totem or Ascendance.

Advanced Play: Macros

#showtooltip
/cast Fire Elemental Totem
/cast Empower

This macro will take two clicks to properly use, as both casting FET and Empower takes an individual GCD. However, this makes it much easier for Restoration shaman to activate Empower without having to go to the pet's toolbar.

#showtooltip
/cast (choose a spell to put here)
/cast [pet:primal fire elemental] Fire Blast

When an Enhancement or Elemental shaman chooses the Primal Elementalist talent, their elementals gain additional, controllable abilities. Since using Super Rocky is considered to be a DPS increase, you'll want to turn off his taunt for all non-soloing situations so that he's not taunting off of the tanks (generally not supposed to happen with at-level bosses, but he will taunt all little adds and get himself killed). Super Rocky's taunt is called Angered Earth, which is located in the same spot as Big Red's Fire Blast. If you toggle Angered Earth off, you also toggle Fire Blast off.

Since Fire Blast is a large part of Big Red's damage, you'll want to macro this ability into a few of your own abilities so that you're not clicking Fire Blast on your pet's bar. Fire Blast is available every 6 seconds. Elemental Shaman may just tie Fire Blast in with their Lightning Bolt and/or Lava Burst, while Enhancement may want to tie this spell into their shocks, Stormstrike, and Lava Lash just to ensure they're using Fire Blast as often as possible.

Patch 5.4 Edit: Neither version of the Earth Elemental should taunt off of someone who has a tank specialization activated. Micro-managing our Earth Elementals *should* be a thing of the past now and there should no longer be a need to macro your Fire Elemental's Fire Blast into your other abilities.

Magma Totem
Duration: 1 minute
Cooldown: None
Purpose: Used in AoE situations where there's 5 or more mobs. Biggest downside about this totem for Enhancement is the fact that Magma Totem does not grant Searing Flames. Great for large trash packs or in large, well grouped add situations on boss fights where your Fire Elemental isn't available.

Searing Totem
Duration: 1 minute
Cooldown: None
Purpose: Main, single target DPS totem. Used whenever Fire Elemental Totem isn't available for Enhancement and Elemental. May also be used by Restoration shaman who can spare the mana to drop it and would like to help deal some minor damage. Grants Searing Flames for Enhancement, which is critical for their damage output.

Advanced Play: Macros
 
/cast [nopet:Primal Fire Elemental] Searing Totem

If you use the above macro, you should in theory never again accidentally drop a Searing Totem while Big Red is out. Keep in mind, this macro will only work if you're specced into Primal Elementalist.


Earth
Earthbind Totem
Duration: 20 seconds
Cooldown: 30 seconds
Purpose: Slows enemies within 10 yards by 50%.

Earthgrab Totem (Talent, replaces Earthbind)
Duration: 20 seconds
Cooldown: 30 seconds
Purpose: Will first attempt to roost an enemy within 10 yards. If the root is successful, it'll hold the enemy for 5 seconds. Once the root is broken, it will slow the enemies by 50%.

Earth Elemental Totem
Duration: 1 minute
Cooldown: 5 minutes, reduced with Assurance of Consequence
Purpose: For soloing, Rocky can be used as an emergency tank in most situations. In at-level raiding situations, he may me used as a DPS cooldown. While no where near as powerful as the Fire Elemental Totem, Earth Elemental Totem is still an increase in damage to use. He will taunt bosses in 5 man dungeons, so beware of using him in those situations.

If you choose the Primal Elementalist talent, your standard Earth Elemental will become a better, more potent version of itself. For Elemental and Enhancement shaman, this means that Rocky will hit harder and will gain a control bar. He will also gain an ability called Reinforce. If the shaman chooses to use Reinforce, Rocky will focus on the shaman and reduce the shaman's damage taken by 20% and increasing their healing output by 10%. Reinforce isn't something that should be used by Enhancement or Elemental shamans for the duration of the totem, as it would be a DPS loss to do so. You could however temporarily use Reinforce to reduce damage taken; simply use a cancelaura macro (listed below) to allow Rocky to continue on swinging at things. The increase to healing though is rather potent for Restoration shaman, especially when paired with Healing Tide Totem or Ascendance.

The Primal Earth Elemental has a taunt that you need to be aware of called Angered Earth. This is an ability that you may toggle off so that Rocky won't taunt, making him viable to use as a damage cooldown in PvE situations. However, if you toggle off Angered Earth for Rocky, this will also toggle off Big Red's (Primal Fire Elemental) ability Fire Blast. See the Fire Elemental Section for more on this.

Patch 5.4 Edit: Neither version of the Earth Elemental should taunt off of someone who has a tank specialization activated. Micro-managing our Earth Elementals *should* be a thing of the past now. Just be aware of any suspicious taunting behaviors in dungeons to be on the safe side.

Advanced Play: Macros

#showtooltip
/cast Earth Elemental Totem
/cast Reinforce

This macro will take two clicks to properly use, as both casting EET and Reinforce takes an indvidual GCD. However, this makes it much easier for Restoration shaman to activate Reinforce without having to go to the pet's toolbar.

/cancelaura Reinforce

For you DPS types who don't need Reinforce to be channeled on you constantly, this macro will be your friend. You cannot toggle Reinforce off through the pet bar, so without this macro you'd have to click off the buff. Clicking off a buff can often be risky business, especially with procs doing their proccing thing, so play it safe with a cancel aura macro!

Stone Bulwark Totem (Talent)
Duration: 30 seconds
Cooldown: 1 minute
Purpose: Places a nice shield on the casting shaman that will absorb a certain amount of damage. Will refresh itself every 5 seconds until the duration of the totem ends. Great for situations with lower, but consistent damage.

Tremor Totem
Duration: 6 seconds
Cooldown: 1 minute
Purpose: This totem will break fear, charm, or sleep effects from all party members within 30 yards. May be used if dispels are not available, or in lieu of in the rare event that mass cleanse of fear/charm/sleep is needed.


Air
Capacitor Totem
Duration: 6 seconds
Cooldown: 45 seconds
Purpose: Stuns all enemies (assuming they can be affected by stuns) within 8 yards of the totem for 5 seconds. 5 second detonation time, unless Glyph of Capacitor Totem is used, which brings the detonate time down to 3 seconds.

Grounding Totem
Duration: 15 seconds
Cooldown: 25 seconds
Purpose: It will absorb 1 harmful spell that was meant for a nearby party member, and be destroyed in the process. If Glyph of Grounding Totem is used, it will instead reflect the spell back at the caster and will still be destroyed in the process. Using the glyph for this totem will extend its cooldown by 35 seconds.

Stormlash Totem
Duration: 10 seconds
Cooldown: 5 minutes
Purpose: Causes the offensive attacks and spells of the raid to deal additional nature damage; a rather large raid-wide damage cooldown. Multiple Stormlash Totems do NOT stack, so if you have more than one shaman within a raid you'll need to work out a drop rotation to prevent overlapping.

Spirit Link Totem (Resto Only)
Duration: 6 seconds
Cooldown: 3 minutes
Purpose: Redistributes health of all party members with in the totem so that all players end up with the same health percentage. Also reduces damage taken by party members within the totem's radius by 10%.

Windwalk Totem (Talent)
Duration: 6 seconds
Cooldown: 1 minute
Purpose: Grants immunity to movement-impairing effects. Can remove all roots and snares. Has some niche uses in PvE.


Water
Healing Stream Totem
Duration: 15 seconds
Cooldown: 30 seconds
Purpose: Creates passive, single target smart healing. Will always try to heal the player within range who has the lowest health. Should prefer player targets over pet targets. This totem should be used liberally when there's damage taken by all three specializations, though Restoration shaman especially should be using this totem as often as possible.

If Glyph of Health Stream Totem is used, the person who receives a heal from that shaman's HST will receive a 10% reduction in Fire, Frost, and Nature damage for 6 seconds. Can be useful in some situations.

Patch 5.4 edit: If you choose the talent Rushing Streams, your Healing Stream Totem will heal two targets (instead of just one) per pulse and will do an increased 15% healing done per tick. This talent is great for more static healing, while many raiding/soloing DPS shaman may still prefer Ancestral Guidance for stronger burst healing.

Mana Tide Totem (Resto Only)
Duration: 16 seconds
Cooldown: 3 minutes
Purpose: Returns mana to both the shaman and nearby party/raid members. The return is based on the casting shaman's own amount of spirit, multiplied by 200% (excluding short-duration spirit boosts, such as trinkets).

Healing Tide Totem
Duration: 11 seconds
Cooldown: 3 minutes
Purpose: A rather potent AoE healing cooldown, especially for Restoration shaman. This was a talent prior to patch 5.4, but is now baseline for all shaman. Rejoice! More raid healing utility for all specializations.


There are several things that can change up our totem's behaviors. We already touched upon how Reinforce and Empower can help increase the healing throughput of Healing Tide Totem (it'll increase ALL healing throughput, but since we're talking about totems here...), but it's important to remember that Empower/Reinforce will also increase the healing done by Healing Stream Totem.

Of course several totems have glyphs that may change their behavior, which have already been noted. Likewise we have a tier of talents that slightly changes how we can interact with our talents.


Tier 3 (Level 45) Talents
Call of the Elements
Cooldown: 3 minutes
Purpose: It resets all totems that have a base cooldown of 3 minutes or less. Meaning, even if you glyph Fire Elemental Totem to get the 3 minute duration version of that totem, FET's cooldown will NOT be affected by this talent. This talent is great for back to back use on any utility totem in tight situations though.

Totems that fall under the 3 minute or less category are:  Capacitor Totem, Earthbind Totem /Earthgrab Totem, Grounding Totem, Healing Stream Totem, Stone Bulwark Totem, Tremor Totem, and Windwalk Totem.

Overall this one is my preference for general use as Enhancement. I like having the option of being able to provide a little more healing or having some extra general utility right on hand if I've already used said totem (back to back Stone Bulwarks anyone?). Probably forgotten about more often than it should be, but it's still nice to have in a pinch.

Totemic Persistence
Cooldown: None (Passive)
Purpose: This talent will allow you to summon a second totem of the same type. For example, if you have your Earth Elemental out and suddenly need a Tremor Totem, you may use your Tremor Totem without causing your Earth Elemental to despawn. If you're Restoration and have Healing Tide Totem out, you may use Mana Tide Totem simultaneously without issue. Likewise with the Air Totems. This talent will not allow you to have more than one fire totem out at the same time, however.

Totemic Persistence has become a personal favorite of mine, especially with soloing and in the rare event when I'm filling a healing role.

Totemic Projection
Cooldown: 10 seconds
Purpose: Moves your totems from one place to another place. Click the spell once, you gain a little targeting circle. Click the spell again, your totems will magically move to the spot you chose.

This one is often a must-have for a lot of Restoration shaman, especially on high movement fights where the tank/melee region may need a Spirit Link Totem, but you can't run into melee to drop it. Also very handy for Elemental shaman who wish to get a magma totem into melee range without having to run into melee themselves. Great for high movement fights in general, especially ones in rather large areas. Haven't found too many uses for it as Enhancement though, save for Capacitor Totem placements.

As you can see, this tier of talents is heavily based on both situation and personal playstyle. These talents often end up being very niche and are often overlooked, but they do have their uses and seem to have better general usage in tier 15 than they did in tier 14. Have yet to find a fight to use this talent effectively for tier 16 as Enhancement; the other two talents seem to be preferable for now. Still can be rather useful on some fights as Restoration or possibly even Elemental though.


Addons
There are many addons that may help aid you in the totem juggle. As previously suggested, something like Bartender or Dominos may help aid you in the quest to find room for each and every totem.

For communication, addons such as TellMeWhen and WeakAuras may be programmed to alert you as to when someone has placed a Stormlash Totem and when said totem ends, imperative information since you don't want to overlap Stormlash and waste it.

Alternatively, RSA will put an alert in raid chat (or elsewhere, if you tell it to) stating that you have placed a Stormlash Totem and will again state when said totem has faded. Also works for other raid wide cooldowns, such as Spirit Link, Healing Tide, Mana Tide, etc. This text alert can be handy for many players, and may be redirected into alternative chat channels if a raid finds them to be too distracting.


I hope that this post has helped to sort a few of you out. As always, if you have any questions please do not hesitate to ask. Remember, if you miss the cozy glow of having all four totems down at once, Glyph of Totemic Encirclement is there for you!

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.

Thursday, October 18, 2012

MoP Enhancement Shaman - Need To Know Guide (90)

Yes, this is a nearly identical post from the original Need To Know guide that I did shortly after 5.0.4 dropped. I have however tweaked a few things so now it reflects what you need to know as a level 90 Enhancement Shaman. This guide has been updated to reflect changes that have taken place in patch 5.4.

What's Changed
Stats
- Hit and expertise caps are no longer what they were. You need 7.5% hit and  7.5% expertise, respectively. 7.5% = 2550, or 2210 for those of you who have racial bonuses that grant hit or expertise.
- Haste is no longer completely garbage. At level 90 mastery, haste, and crit are all roughly equal; the stat that is strongest will depend on your personal gear. Haste will increase RPPM procs (legendary cloak, legendary meta gem, certain trinkets) and is the preferred stat when using the talent Primal Elementalist. Haste will also increase the number of ticks done by our healing totems, depending on how much haste one has.
- Mastery in 5.4 is generally the preferred secondary stat, but it may depend on your gear set up. Mastery increases all of the fire, nature, and frost damage we do (which is to say a large majority of our spells) and becomes very strong with AoE situations.
- Critical Strike becomes less of a focus for Enhancement once we've surpassed roughly 20% crit. Once we're around that percentage point, Flurry uptime becomes adequate (making haste worth our time) and everything beyond that is just bonus. Crit, along with excess hit and expertise, tends to be our reforge stat.

Mechanics
 - Searing Flames (x5) no longer build up on a target; instead they stack on us, making target switching less of a pain.
- Buff totems have become auras, thus our clunky totem bar is gone. What totems you have left are now cooldown-type deals, save for the Searing and Magma totems.
- Our Fire Elemental has had his CD reduced to 5 minutes and should reset once an encounter is either completed or a wipe has occured. He now gives us Searing Flames, which makes him not only a viable totem to use, but a rather powerful CD.
- Our Earth Elemental can now be considered to be a minor DPS CD. He should no longer taunt off of someone who is rocking a tank specialization, but he may still try to taunt little adds that haven't been picked up by a tank yet. Keep an eye on him.
- Feral Spirits have lost their control bar. Because of this change, we no longer have their stun ability. The ability they used to grant, called Spirit Walk, is now a separate ability that has a relatively short CD, especially when glyphed.
- Pets such as our Feral Spirits and our Fire/Earth Elemental totems will no longer "snap shot" stats and will adjust to your current procs and stats as they roll out. No more double-dipping on Heroism for your puppies, but no more sitting around for the proc-gods to line up either.

Rotation
Our rotation varies slightly depending upon the talent choices we make. For more information on this, please read the rotation portion of the complete Enhancement guide over on Totemspot.

Spec
For the most part, you'll be adjusting your spec on a per-fight basis. I'm going to suggest talents that you'd use depending on encounter. Please note that specs are no longer of a "set it and forget it" mindset; adjust to your needs accordingly!

Tier 1: Stone Bulwark Totem or Astral Shift
- SBT is a great general use talent. This ability has decent uptime with a relatively short cooldown, so feel free to use it liberally.
- AS is for those moments when you need a large damage reduction cooldown, but only for a very short window of time.

Tier 2: Earthgrab Totem or Windwalk Totem - Both of these talents have utility uses. These are abilities that are often forgot about, but they can be incredibly handy in a large variety of raiding and soloing scenarios.

Tier 3: Call of Elements or Totemic Persistence or Totemic Projection
-  CoE will allow you to use your Capacitor Totem, Earthbind Totem /Earthgrab Totem, Grounding Totem, Healing Stream Totem, Stone Bulwark Totem, Tremor Totem, and Windwalk Totem more often. Great for encounters that require you to use your utility totems more often.
- Totemic Persistence allows you to have up to two totems of the same school up at the same time. This does not include fire totems. Having your Earth Elemental out and still being able to pop a Tremor Totem or Stone Bulwark totem at the same time without despawning your Earth Elemental is a wonderful thing.
- Totemic Projection does have some uses, though as a general rule we don't often need to move a totem to any place besides our feet.

Tier 4: All three talents at level 90 pretty much on par with each other. Each has its use, depending on your situation.
- Elemental Mastery is for situations where you need higher, concentrated burst in a pinch. Also a nice talent for single target encounters where you may have down time in between where you can hit something.
- Ancestral Swiftness is preferred for single target static fights.
- Echo of Elements is great for AoE/cleave encounters, as well as for leveling and soloing

Tier 5:  Ancestral Guidance or Rushing Streams
- Ancestral Guidance is a very strong healing cooldown, so long as you're able to hit something while it is active. This talent can produce some pretty ridiculous healing numbers when tied in with Ascendance, however it's not always possible to have both of these abilities rolling at the same time. AG is the perfect talent for when burst hybrid healing is necessary.
- Rushing Streams causes our Healing Stream Totem to heal for an increased amount of 15% and to hit two targets (instead of just one). This is a very solid choice for general static healing, especially for those still running with haste builds.

Tier 6: All three talents are fairly close to each other, even with the various combinations from tier 4. What you choose to use will rely on a combination of gear, the encounter, and your comfort zone.
- Unleash Fury With mastery back in action in Siege of Orgrimmar, UF has once again become an appealing choice. This ability will buff your personal damage (not that of your Elementals or wolves, sadly), and becomes a very solid choice with the t16 2 set bonus.
- Primal Elementalist is an amazing burst cooldown choice, even though it prefers haste builds over mastery. Even when using a mastery build, PE still can treat you well, depending on the encounter.
- Elemental Blast is a strong talent choice, though it does complicate the Enhancement rotation some. If you're unfamiliar with the Enhancement priority rotation, or are working on a fight that has a lot of high movement, this may not be the best choice. Complications aside, it is very viable, as it will buff your pets and all of your abilities for a short amount of time.

Major Glyphs
- Flame Shock causes this ability to heal for 50% of the damage it does.
- Healing Storm increases any of your direct healing done. This is to say that it makes Healing Surge and Chain Heal stronger by 20% for each stack of Maelstrom Weapon you have. Fairly potent and pretty much a necessity for soloing.
- Feral Spirits increases the healing done to you by your wolves or raptors (if you have the Spirit Raptors cosmetic glyph) by 40%. Excellent for extra passive healing when they're up, also very helpful for leveling/soloing.
- Lightning Shield is a glyph that has some niche uses. The major downside to this glyph is that it is reactive, instead of proactive. If you're not receiving hits within a rapid succession (which in a raiding environment it's pretty rare that you will be) the proc of this glyph is pretty much a waste, as it has a rather short duration for the 10% reduced damage. I've found that this glyph is absolutely fantastic though for soloing.
- Fire Elemental Totem can be used in certain situations, though its use often results in a DPS loss. Times to use this glyph include short windows of increased damage where this glyph will allow said windows to line up with your Fire Elemental cooldown, or fights that last a certain duration and allow you to stack other cooldowns with your Fire Elemental.

Minor Glyphs
- There is only one minor glyph that has a non-cosmetic function: Lava Lash. This glyph is necessary in those situations where you don't want to break CC via spreading your Flame Shocks around, or if a boss fight requires you to control your cleave. It's just a "per basis" sort of glyph, like many of the majors.
- All other minor glyphs are purely for fun. However, I find that Spirit Wolf can be pretty handy to have around.

Utility Totems
- Stormlash Totem is a wicked little thing that buffs the raid for 10 seconds, causing them to pump out some extra nature damage. Naturally (har har) this gets slightly buffed through our own mastery. Sadly it's on a five minute cooldown and isn't reset through Call of Elements. Also, does not stack with other Stormlash Totems.
- Healing Steam Totem no longer works like the old, static HST. This one is a single target SMART heal, which will always try to choose the target with the lowest health. Can have its timer reset by the talent Call of Elements. May also be improved through the talent Rushing Streams.
- Healing Tide Totem is no longer a talent, but a cooldown that is baseline for shaman of all specializations. Great AoE healing utility.
- Capacitor Totem, Earthbind Totem /Earthgrab Totem, Grounding Totem, Healing Stream Totem, Stone Bulwark Totem, Tremor Totem, and Windwalk Totem are all great minor utility totems. Remember them, use them, love them.

If you wish to read more in detail about each of the spells, glyphs, and various other Enhancement-related MoPish things, please take a look at the Enhancement Guide for Mists of Pandaria, which can be found over on TotemSpot. If you're looking for some macro tips, check out my Enhancement Macro post, and for all things totems, there's my Pandaria Totem guide at your service.

Saturday, August 18, 2012

Enhancement Pre-Raid Gearlist for MoP

This post is a bit of a work in progress. I'm simply going to list all of the reputation, crafted, and dungeon gear here. Later on I'll hopefully get around to a "pre-raid" BiS list of sorts. If I have missed anything, please point it out to me and I'll happily add it.


Factions
Shadow-Pan
The Kaxxi
Golden Lotus
The August Celestials


Valor Points
Helm - Hawkmaster's Headguard (Shadow-Pan - Revered)
Neck - Choker of the Klaxxi'va (Klaxxi - Revered)
Shoulder - Windwalker Spaulders (Golden Lotus - Revered)
Cloak - Blackguard Cape (Shado-Pan - Revered)
Chest - Breastplate of the Golden Pagoda (Golden Lotus - Revered)
Bracers - Tiger-Striped Wristguards (August Celestials - Revered)
Hands - Sentinel Commander's Gauntlets (August Celestials - Revered)
Belt - Klaxxi Lash of the Winnower (Klaxxi - Revered)
Pants - Locus Swarm Legguards (Klaxxi - Revered)
Boots - Steps of the War Serpent (August Celestials - Revered)

Ring 1 - Anji's Keepsake (Golden Lotus - Revered)
Ring 2 - None

Trinket 1 - Hawkmaster's Talon (Shadow-Pan - Revered)
Trinket 2 - None

Weapons - None

Items Per Faction
Shadow-Pan: 3
The Klaxxi: 3
The August Celestials: 3
Golden Lotus: 3


Justic Points
Helm - None
Neck - Amulet of Swirling Mists (Golden Lotus - Honored)
Shoulder - None
Cloak - Bladesong Cloak (August Celestials - Honored)
Chest - Undergrowth Stalker Chestpiece (August Celestials - Honored)
Bracers - Entombed Traitor's Wristguards (Klaxxi - Honored)
Hands - Brushcutter's Gloves (Shadow-Pan - Honored)
Belt - None
Pants - Leggings of Twisted Vines (Golden Lotus - Honored)
Boots - None

Ring 1 - Mark of the Dancing Crane (Shadow-Pan - Honored)
Ring 2 - None

Trinket 1 - Shado-Pan Dragon Gun (Shadow-Pan - Honored) - Maybe, if it scales with our mastery bonuses.
Trinket 2 - None

Weapons - None

Items Per Faction
Shadow-Pan: 2-3
Golden Lotus: 2
The August Celestials: 2
The Klaxxi: 1


Professions
Helm - Deadly Retinal Armor - Engineering (600) Epic *
Neck - Golembreaker Amulet - Jewelcrafting (575) Rare
Chest - Raiment of Blood and Bone - Leatherworking (600) Epic
Chest - Chestguard of Earthen Harmony - Leatherworking (600) Epic
Gloves - Raven Lord's Gloves - Leatherworking (600) Epic
Gloves - Gloves of Earthen Harmony - Leatherworking (600) Epic

Ring - Roguestone Shadowband - Jewelcrafting (575) Rare
Trinket - Ghost Iron Dragonling - Engineering (550) Rare
Trinket - Quilen Statuette - Archaeology (??) Rare
Trinket - Zen Alchemist Stone - Alchemy, Quest (500) Rare *

*Requires you to be proficient in the profession to equip.


Darkmoon Faire
Trinket - Relic of Xuen


Dungeons
Gate of the Setting Sun
Ring - Pulled Grenade Pin - Saboteur Kip'tilak
Belt - Impaler's Girdle - Striker Ga'dok
Helm - Swarmcall Helm - Commander Ri'mok
Boots - Treads of Fixation - Raigonn

Mogu'shan Palace
Helm - Crest of the Clan Lords - Kuai the Brute
Weapon - Claws of Gekken - Gekken
Bracers - Groundshaker Bracers - Xin the Weaponmaster

Scarlet Halls
Houndmaster Braun - Nothing
Shoulder - Harlan's Shoulders - Armsmaster Harlan
Belt - Bindburner Belt - Flameweaver Koegler
Neck - Scorched Scarlet Key - Flameweaver Koegler

Scarlet Monestary
Legs - Legguards of the Crimson Magus - Thalnos the Soulrender
Brother Korloff - Nothing
Trinket - Flashing Steel Talisman - High Inquisitor Whitemane

Scholomance
Instructor Chillheart - Nothing
Jandice Barov - Nothing
Boots - Bone Golem Boots - Rattlegore
Lilian Voss - Nothing
Trinket - Searing Words - Darkmaster Gandling

Shado-Pan Monastery
Chest - Azure Serpent Chestguard - Gu Cloudstrike
Master Snowdrift - Nothing
Bracers - Bladed Smoke Bracers - Sha of Violence
Weapon - Crescent of Ichor - Sha of Violence
Weapon - Ke'eng, Breath of the Shadow - Taran Zhu
Ring - Seal of Hateful Meditation - Taran Zhu
Shoulders - Shadowspine Shoulderguards - Taran Zhu

Siege of Niuzao Temple
Neck - Engraved Amber Pendant - Vizier Jin'bak
Gloves - Archer's Precision Grips - Commander Vol'jak
Cloak - Aerial Bombardment Cloak - General Pa'valak
Chest - Galedodger Chestguard - Wing Leader Ner'onok
Weapon - Ner'onok's Razor Kater - Wing Leader Ner'onok

Stormstout Brewery
Ook-Ook - Nothing
Pants - Hopping Mad Leggings - Hoptallus
Weapon - Gao's Key Tapper - Yan-Zhu the Uncasked

Temple of the Jade Serpent
Cloak - Wind-Soaked Drape - Wise Mari
Trinket - Windswept Pages - Lorewalker Stonestep
Ring - Signet of Dancing Jade - Liu Flameheart
Hands - Hopecrusher Gauntlets - Sha of Doubt



A slightly different version of this list will be showing up over on Totem Spot. For you resto/elemental types, Binkenstein has already completed a list for you, which can be found here.