In PVP our problems are many, but I'll provide a brief overview both as a starting point for discussion and for any non-shaman who thinks "we're fine in pvp" :
An edited version of this post can be found at http://forums.worldofwarcraft.com/th...852521&sid=1#0 , please show your support there if you feel our pvp situation needs to be addressed.
Shocks (All share the same CD):
Wind Shock - Interrupt off GCD, no damage 2 sec lockout from school interrupted
Earth Shock - Interrupt, and ~30% of damage potential for Enh.
Flame Shock - Our only DoT ability (not including magma/searing totem)
Frost Shock - Slow, less damage than Earth Shock (not modified by Stormstrike debuff) - root at +15 yards from target
Totems (Short Version):
Air : Grounding Totem ( absorbs next target magic spell to group members) / Windfury Totem (16% haste, for PVP purposes)
Water: Cleansing Totem (cures poison/disease), Mana Spring Totem
Fire: Fire Nova Totem (stuns, but is usually instapopped in pvp before it can go off), Magma Totem (AoE damage)
Earth: Tremor Totem (clears fear effects), Earthbind Totem ( slows opponents, grants snare immunity if talented)
Okay so with that groundwork I can give a short explanation of our few issues. I'll start with the most obvious:
Health Pool
Enh has about 5-6k less HP on average than all other melee classes, excepting rogues (I don't think I need to justify why it doesn't matter). We are a bit closer to pallys, but they still outshine us and possess far greater ability based survivability (and damage) than enhancement. Toughness is nearly mandatory in PVP, but the bonus from it is garbage. Enhancement needs a deep talent tree pvp targeted stamina buff.
Shamen have the lowest base HP pool of all classes. Even with 10% HP from talents and a 30% damage reduction ability ( which we really need to use to get mana back anyway ) the gap is pretty big. It seems unfair that Paladins, Warriors, and DK's get more hp, more survival CD's/CC, and more burst damage, in addition to wearing plate.
Death Knight 8121
Druid 7417
Hunter 7324
Mage 6963
Paladin 6934
Priest 6960
Rogue 7604
Shaman 6485
Warlock 7164
Warrior 8121
Moving on to what is probably our biggest issue in PVP:
Burst Damage
Enh possesses almost no on demand burst. In pvp more often than not our shock cooldown needs to be sat on and used for interrupts. So there goes that ability ( also note that if trying to keep a rogue from stealthing with flame shock, we now cannot interrupt the heal incoming to him in order to finish him off, nor can we root another player with frost shock to catch up with them and then shock an incoming heal to them). Maelstrom weapon really takes forever to build to 5 in pvp, its a joke. The buff is also EASILY purgeable and dispellable. Assuming a team does allow us to attain a 5 stack, it is MORE than likely that its necessary for us to use it as a free heal on ourselves. Had we another 4-5k hp buffer to allow healers an extra second or two to top us off this might not be necessary. More often than not we can expect not to be able to use a MSW 5 stack for a lightning bolt, so there goes our damage from Lightning bolt ( If you want the truth in arenas if you're playing any team with a dispell you will never reach MSW 5 stack).
So to recap we've lost about 40% of our damage at this point, and nearly ALL of our on demand burst. We're left with 3 abilities: Stormstrike, Lava Lash, Windfury. Stormstrike and Lava Lash when taken together in PVE make up about 20% of our total damage, this number will be significantly lower in comparison with our white damage in pvp ( because we're moving around constantly and cannot use these abilities every cd). Stormstrike loses most of its luster in pvp as you are not doing much nature based damage to your opponent. Stormstrike and lava lash can HARDLY be considered "burst" damage.
So what's that leave us? White damage and Windfury. Windfury does give some pretty sick burst--sometimes, when it feels like it. Stormstrike, Lava Lash, White Damage, and Windfury procs are also all mitigated by armor, reducing our effectiveness that much more. When an enh shaman wants to "burst someone down" in pvp he has to auto-attack that person and wish for an ability to proc. I would complain far less about this if every class in the game did not have some form of "burst damage" that they could feasibly decide to use at a given moment in pvp without gimping their chances of survival or ability to interrupt. Our lack of on-demand burst keeps us from having the ability to finish off an opponent on our terms. We have to just hope it happens, and frankly in 2v2 vs a healer, it almost never will if you aren't running a double dps comp.
On to my personal pet peeve when it comes to Blizz:
Totems
Outdated, archaic, boring, not streamlined. This is how one wowforums poster describe the totem system. You might be surprised to find that ghostcrawler not only agreed with the poster but added in additional flak for the totem system, by saying that it has never really worked out as planned. I'll let you check the link for yourselves.
Source: http://blue.mmo-champion.com/28/1289...-you-said.html
It's worth mentioning that GC and Blizzard have as of yet done nothing to address these design flaws ( and frankly our vanilla wowness ).
Enh's issue here is simply stated: Earth totems.
Too much of our goodies are locked up in one element of totem. The biggest problem here is with SoE. With earthbind (snare immunity, slowing enemies) and tremor(clearing fear) having so much necessary pvp utility it is almost impossible to ever drop SoE, one of our most classic buffs. Meanwhile DK's get this buff in castable (unkillable i should add) form. To add to the fun casting the buff actually GIVES them runic power. Cool right? Not so much. This isn't DK qq, but rather an argument having to do with wherein this situation we can find the "balance", because I'm not seeing it.
The biggest problem for sure: Enhancement is doing great in PVE and there aren't very many ways that Blizz can address our pvp issues without fucking it all up. Most of these solutions include things that they've said will not be handed out anymore ( funny that we got left off the list of classes that get these fun tools though eh? )-- Mortal Strike, Stuns, More CC.
My personal feelings (up for debate)
The pvp situation for enh would be WORKABLE if we were to receive an MS effect, or some extra CC/Stuns. However, I'm afraid it won't be "balanced" until we're able to interrupt without reducing our damage by 20% (as other melee, and some casters, are allowed to do), until we have a bit more health, and until we're actually allowed to push our buttons to decide when our damage goes out.
I am currently temp-banned from wow forums for necro'ing the above linked totem post, when the ban is up I will be making an attempt at compiling and posting a constructive list of enhancement shamen pvp issues (you're looking at this post's predecessor now and I am interested in your opinions!). I will pass along the link to that thread when I post it; I hope that with your enthusiastic support we may be able to catch Blizzard's eye with this issue. I'm of the mind that a 50page bitchfest containing demonstrably warranted whining is just about the only way to get Blizz's attention these days.