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    [PvE Guide] Enhancement in 6.2

    Enhancement Shaman PvE Guide in Warlords of Draenor


    Contents:
    1: Introduction
    1.1: The Basics
    1.2: Basic Priority List
    1.3: In-Depth Priority List
    1.4: Opener
    2: Core Mechanics
    2.1: Offensive Cooldowns
    2.2: AoE mechanics
    3: Talents
    3.1: Glyphs
    4: Stat Weights
    4.1: Gems & Enchants
    4.2: Consumables
    5: BiS Lists, Sims, Weak Auras & Adendum
    5.1: Hellfire Citadel
    5.2: Blackrock Foundry
    5.3: Highmaul
    5.4: WeakAura Strings
    1 - Introduction:

    Hi, i’m Wordup, currently raiding in Echoes of Laughing Skull (EU) as an Enhancement Shaman. I have played roughly in the top 100 since Sunwell; and hopefully this guide will provide some insight to those interested in picking up and learning the spec, and be a resource hub for active Enhancement players in Warlords of Draenor.

    Spreadsheet Link For gear information, this link is updated much more often and will be maintained throughout 6.2, for anyone looking for a "cheat sheet" for the tier to come!

    Elsewhere, for instant updates on new raiding information on Enhancement or any Q&A, follow @von_wordup on twitter; and for EU players out there you can add me on RealID via wordup#2971

    1.1 - The Basics


    Enhancement is the melee specialization available for Shaman, alongside the caster Elemental, and healing Restoration. It has had a number of iterations over the years, but after Cataclysm it has settled into a priority based system with heavy focus on managing your two core ability cooldowns, Lava Lash and Stormstrike, whilst also being aware of your Maelstrom Weapon stacks to cast instant, high damage Lightning Bolts. You will also find the spec to be fast-paced the more you master the priority list, as you nearly always will have something to fill your Global Cooldown. You will be using Mail as your armor type, and dual-wielding slow one handed Axes, Maces and Fist Weapons. You also have 3 very strong cooldowns, Fire Elemental Totem, Feral Spirit and Ascendance; which you will aim to maximize by utilizing them with your talents and the situation around you to deal High burst damage.

    1.2 - Basic Priority List


    I'll go into detail about more nuance in the priority system below, but as a "quick guide" for single target keep in mind the following:

    1. Searing Totem If there's no fire totem up
    2. Lightning Bolt if you have 5x Maelstrom Weapon stacks
    3. Stormstrike/Windstrike
    4. Lava Lash
    5. Flame Shock if it has 9 seconds or less remaining
    6. Unleash Elements
    7. Frost Shock
    I've highlighted the two things I think are most key outside of simply managing ability cooldowns, and you will want to use WeakAuras or an Enhancement priority addon such as Hekili to track these. The rest, you will learn to do quickly on auto-pilot.

    Bear in mind also, that while Lava Lash does technically do more damage even factoring in extra procs & MSW charges from Stormstrike, because their CDs are synced in a way that if you Lava Lash first and THEN Stormstrike, they will clash when they both come back up. For that reason, Stormstrike first will result in a net gain of good abilities vs. filler abilities over the course of a fight.

    1.3 - In-Depth Priority List


    A more advanced and finely tuned Priority List would look like the following:

    1. Searing Totem
    2. Windstrike
    3. Lightning Bolt if you have 5x Maelstrom Weapon stacks
    4. Stormstrike
    5. Lava Lash
    6. Lightning Bolt if you have 4x Maelstrom Weapon stacks
    7. Flame Shock if it has 9 seconds or less remaining
    8. Unleash Elements
    9. Frost Shock
    10. Lightning Bolt if you have 1-3x Maelstrom Weapon stacks
    11. Refresh Searing Totem before duration ends.
    Following this is MUCH more about practice & having a relative feel for how your rotation and the fight is currently flowing. If you can see a gap coming up with your spell cooldowns, using Lightning Bolt early without 5 stacks can potentially lead to you generating more stacks before that dead period, and being able to fill it with another Lightning Bolt. I strongly advise against using this to start with, as you will punish yourself very hard if you weave hardcasts at the incorrect time. When you have the standard priority under wraps, go for this and if you can perfect it, you will feel it.

    Windstrike during ascendance is also a top priority; as it is a stronger Stormstrike; and only useable whilst Ascendance is active. You want to use it the second it comes off cooldown because once Ascendance is gone, so is Windstrike, and any time you spent waiting for its cooldown. Since you are generally timing cooldowns with Ascendance, you want to take full advantage of the benefits it provides, so a slight adjustment to your priority during it can make your burst noticeably stronger.

    1.4 - All-purpose Opener

    -3 sec. Unleash Elements
    -2 sec. Feral Spirit
    -1 sec. Pre-Pot, Fire Elemental Totem & Spirit Walk
    0 sec. Flame Shock & Project totem under boss
    1 sec. Cooldowns (trinkets/EM/Racial) & Lava Lash
    2 sec. Stormstrike
    3 sec. Liquid Magma
    4sec. Ascendance & Windstrike
    This can change in AoE & you will need to adapt based upon the encounter, how much distance needs to be travelled on the pull, and if there is any differentials with cooldowns, but this will serve you well as a standard opener to work around.

    2 - Core Mechanics:


    Maelstrom Weapon (MW)

    This is generated on a PPM system when dealing damage with a Melee Weapon, meaning your auto attacks, Windfury attacks, and all your active abilities have a chance to generate a charge. Each charge will reduce the cast time of your Lightning Bolt or, if talented, Elemental Blast by 20%. With the new WoD perk, it also increases the damage the spell does by 10%, and stacks up to 5 times; meaning when fully charged the spell will be instant. This is generally your highest priority, Lightning bolt hits very hard and synergizes well with the Stormstrike debuff. Any charges you gain while at 5 stacks however are lost, so I'd advise always keeping track of exactly how many stacks you have, and use it as soon as it's available.

    Going further, you should also be aware how quickly you can generate stacks. A Stormstrike that procs a Windfury can generate 2-4 stacks if you're lucky, so learning to evaluate if you are able to hard cast that 3-4stack Lightning Bolt before you Stormstrike to avoid wasting them is something you will learn the more you play and get comfortable with the mechanic. The key thing to remember though is you need to be thinking 2-3 GCDs in advance to pull this off, as you don't want to be delaying either of your core abilities.

    Flurry

    Also altered in Warlords of Draenor, this now grants direct reduction to your primary abilities relative to your current haste values (including cooldowns such as Bloodlust). This affects Stormstrike, Lava Lash, Shocks, Fire Nova and Unleash Elements, which in conjunction with it being our attuned secondary, makes our haste scaling quite strong. It’s very important to be aware that variable haste values such as procs and cooldowns will alter your ability cooldowns during combat, and you will need to react to this.

    Stormstrike (SS)

    Stormstrike is at the core of your rotation; together with Lava Lash it. It's an instant cast strike that hits with both weapons, and can proc your Weapon Imbuements; leaving behind a debuff for 15 seconds giving 25% increased chance to crit with nature spells on the target. It's an ability you want to make sure you keep on cooldown, as more strikes is more damage, and more Maelstrom procs, and having a base cooldown of 8 seconds makes managing it an important skill.

    Lava Lash (LvL)

    Your other core strike, this is an instant strike that deals fire damage, scales with our mastery, and is an enabler for our AoE. With WoD, the searing flames mechanic is gone, but it has gained a 15% chance to have its cooldown reset whenever Flame Shock deals damage, so be aware of that happening. You'll be using this on cooldown, but not interfering with Stormstrike; unless you're in an AoE situation. You'll want to use this on a target that has an existing Flame Shock debuff, which will cause it to spread to nearby targets within 12 yards (20 glyphed) and enable you to cast Fire Nova from all targets (up to 6). Be aware that Unleash Flame from Unleash Elements does NOT affect Lava Lash, no matter how much we want it to.

    Flame & Frost Shock

    With WoD, we have lost our old friend Earth Shock, and has since been replaced with Frost Shock in our single target rotation. Frost Shock is on a very low 6 second cooldown, and will fill the role of a filler spell when nothing else is available. Flame Shock does steady damage, and the 15% Lava Lash reset mechanic makes it a vital core to our rotation, in particular during cleave & AoE - bear in mind that every Flame Shock up has this chance per tick. You'll want to make sure that Flame Shock is kept up, spread as much as you can, and preferably buffed by Unleash Flame from Unleash Elements whenever possible. With pandemic being available for all damage over time effects, you can also refresh this whenever it has less than 9 seconds remaining, and lose no ticks.

    Searing & Magma Totem

    Our Fire Totems, keeping up Searing Totem is free damage and you always want it up when it can be whenever there is one target. Magma Totem is used whenever there's multiple targets being hit; but be aware that you can't either it up while Fire Elemental Totem is active, and you never want to overwrite that, so only maintain these Totems outside of its duration. Using Totemic Projection is useful to save GCDs, and you will generally be refreshing it whenever there is a completely dead GCD with nothing available, regardless of the duration either have. Just make sure you don't replace it while Liquid Magma is active, as that will kill the Magma spell and cost a lot of damage. Magma Totem is used whenever there's multiple targets being hit.

    Unleash Elements

    Added in Cataclysm, the spell no longer deals damage, and instead is purely a source of buffs. It can be used without a target, which is very useful on the pull and during downtime. Using this will grant 60% attack speed for the next 6 swings, and increases the damage of your next fire spell (that isn't Lava Lash) within 20 seconds by 40% (affecting Fire Nova, Elemental Blast, and Flame Shock). With the WoD perk it also grants 30% increased move speed for 4 seconds, so is great for a short burst of movement.

    Fire Nova

    This is likely the sole reason Enhancement has remained competitive in WoD, and is our core AoE spell. When this is cast, any Flame Shock debuffs applied to enemies within 100 yards of you (ignoring line of sight!) will detonate and deal fire damage to all enemies around them, but not themselves. When you have Flame Shock spread to 2 targets, you'll be using this as your filler instead of Frost Shock. When you hit 4, or 6 targets (the cap) with flame shock, you'll use this over anything and everything; you become the slave to its cooldown. Your Unleash Flame will be used on this when you're AoEing. Basically, if you can Fire Nova, you do Fire Nova, and you try and use it as often as possible.

    Enhanced Weapons

    Formerly Windfury Weapon and Flametongue Weapon respectively, this is now the current incarnation of our Imbuements. They are purely passive damage coming from auto attacks. Windfury can proc Maelstrom Weapon, & they simply perform as they did in the past, Main-hand attacks have a 20% chance to create the Windfury effect, for 3 extra Main-hand swings at reduced damage, and every Off-hand attack creates the Flametongue effect, dealing bonus fire damage based on weapon speed.

    2.1 - Offensive Cooldowns:

    Ascendance

    A shell of its former glory from Mists of Pandaria, it now grants you 30 yard range to your auto attacks and Stormstrike (converting it to Windstrike for the duration) and letting your attacks bypass all of the targets armor for 15 seconds, with a 3 minute cooldown. You'll mostly be using it on cooldown just for a single target damage increase; very weak in AoE situations. Windstrike will raise to the top of your priority list, and everything else will remain the same.

    Fire Elemental Totem

    This big guy is going to be doing a lot of your damage for you, especially if you talent around it. A 5 minute cooldown, it will drop a totem for 1 minute with a Fire Elemental anchored to it, which attacks and casts spells scaling with your haste, mastery and attack power. It can be glyphed for half duration, half cooldown which can be situationally useful, and works quite well with some other talents and trinkets currently, so you'll be using this either on cooldown or to line up with those talents.

    Feral Spirit

    Buffed from where they were in Mists they now do quite a significant amount of damage over their 30 second duration, as well as granting a nice survivability boost with the healing healing aspect. On a 2 minute cooldown, you'll be hitting it whenever it's ready for single target damage.


    On Cooldown Syncing:

    You will have to evaluate the length of a fight to decide how often you can synchronize your cooldowns. You will always be syncing your cooldowns on the pull, and the last use of each cooldown should be lining up together at the end of the fight with your second potion. In between will be up to your judgement of how much longer the fight will last and how much you can desynchronize the different cooldowns by holding the shorter to line up with the longer.


    2.2 - AoE Mechanics:

    2-3 Target Cleave:

    1. Magma Totem If there's no fire totem up
    2. Lightning Bolt/Chain Lightning if you have 5x Maelstrom Weapon stacks
    3. Windstrike
    4. Flame Shock if it is not active on your primary target & you have Unleash Flame[/URL] active
    5. Lava Lash
    6. Stormstrike
    7. Fire Nova at 3+ targets
    8. Flame Shock if it has 9 seconds or less remaining
    9. Unleash Elements
    10. Fire Nova
    11. Frost Shock
    You'll be using Magma Totem here, and you'll want to make sure you time Liquid Magma if it's talented into the situations when the mobs are stacked, and you will be replacing Frost Shock with Fire Nova as your filler. At 3 targets, you'll be using Chain Lightning over Lightning Bolt. You'll also be getting quite a lot of Lava Lash procs which may result in sacrificed Stormstrike uses, but follow the single target priority Fire Nova will also rise above Flame Shock & Unleash Elements as long as you've spread your Flame Shock already.

    4+ Targets:

    1. Flame Shock if not active
    2. Fire Nova
    3. Magma Totem If there's no fire totem up
    4. Unleash Elements
    5. Lava Lash Top priority if you have Flame Shock up but not spread
    6. Chain Lightning if you have 5x Maelstrom Weapon stacks
    7. Flame Shock if it has 9 seconds or less remaining
    8. Stormstrike/Windstrike
    9. Frost Shock
    During AoE, your priority essentially boils down to spreading Flame Shock as much, and as often as possible; and using Fire Nova. You'll want to find an anchor target, usually the most central mob, or the highest health, Flame Shock it, and use it to spread and maintain your Flame Shocks on every target in range. Remember the spread range is 12 yards (20 glyphed) & the blast radius of Fire Nova is 10 yards (15 glyphed) so be aware of mob positions when you spread with Lava Lash. As soon as you spread it Fire Nova at any and every opportunity you get. You will also be using Chain Lightning instead of Lightning Bolt at all times, Glyphed or not, (preferrably glyphed) and Magma Totem. Be very aware of your remaining Flame Shock duration, and your Lava Lash cooldown, because any time spent without Flame Shocks up and spread is Fire Novas you cannot cast.


    3 - Talents



    Here I'll be breaking down talent tiers one by one. On key tiers related to DPS and output, I'll outline each of the separate talents individually and explain when and when not to use them, for utility tiers I will generally just break the whole tier down and recommend individual talents.


    Tier 1 - Defensive

    This tier is your survivability tier. You'll be taking Astral Shift on any fight where you can predict high spikes to avoid it. It has the added advantage of being off the GCD much like Shamanistic Rage so is very useful. Stone Bulwark can be useful for extended periods of low damage, and has a lower cooldown and significantly longer duration. Nature's Guardian can be useful in some niche situations where it's repeated high spikes, and is passive so you don't have to maintain it. It mostly comes down to choice and comfort here.

    Tier 2 - Utility

    All 3 of these talents are relatively lackluster for raiding. Windwalk Totem can have occasional niche uses depending on fight mechanics, as can Earthgrab. Frozen Power rarely ends up being useful, mostly comes down to a fight-per-fight basis, but generally has low impact for raiding.

    Tier 3 - Utility
    Another fairly insignificant tier. Persistence is pretty much useless for Enhancement, Call of the Elements can have some incredibly niche uses with Tremor Totem and Capacitor. I'd generally just advise always using Totemic Projection, because it has a good quality of life effect for maintaining your totems in heavy movement fights.

    Tier 4 - Offensive

    Elemental Mastery
    So in this tier, a lot of what makes your decisions will be the talents you take later in the tier, as some synergize better with each other. Elemental Mastery works very well in conjunction with strong trinket procs that match its duration. It's the perfect cooldown to sync up with your Feral Spirit, or it can be held to combo with a glyphed Fire Elemental. This spell is very heavy on risk assessment, you need to plan well in advance when you're going to use it, and when you're going to hold it, and a bad decision will lose a lot of damage. It's arguably the talent that has the most min/max potential, but you will have to get comfortable with it. I'd recommend combining this with Primal Elementalist.

    Ancestral Swiftness
    Objectively a very good talent, and does perform quite well as a passive source of haste, with the added benefit of a free lightning bolt every 1.5minutes. It also works very well with any talent choice on the level 90 and 100 tiers; and since its passive there is no risk in you mis-using it.

    Echo of the Elements
    In 6.1 Echo was significantly reworked to now grant your primary active damage abilities (Stormstrike, Lava Lash & Fire Nova) to have two charges, instead of one. With higher gear, it is now performing extremely well, making it equal or better than the other two options in certain circumstances, and extremely useful for increasing burst AoE. It also is amazing for increasing proc retention from Lava Lash resets, & is extremely useful for granting a less strict uptime requirement on the boss. It makes the rotation more interactive & is also very good for avoiding cooldowns through clipping. If you cannot realistically plan CDs to take full use of Elemental Mastery it is also superior on Single Target fights. This will be the general go to talent for Hellfire Citadel.

    Tier 5 - Healing

    Here, your choice is mostly insignificant. Ancestral Guidance is arguably the best, but the output it does even in a raid setting is barely noticeable unless you're spamming Fire Nova. Rushing Streams is ok with the Healing Stream glyph, and Conductivity is a no go, in any situation.

    Tier 6 - Offensive

    Unleashed Fury
    Unleashed Fury works well for AoE, and is generally the most consistent in Single Target. It raises Unleash Elements to the top of the priority list, as the buff it grants is very strong, and it also puts a bit more weight on hardcasting Lightning Bolts if possible. This would arguably be the best talent to use when learning an encounter and gauging if you can make use of Primal Elementalist.

    Primal Elementalist
    This talent is often the strongest in the tier on Single Target or for priority targets. It puts a huge focus on you using your Fire Elemental Totem correctly, and managing your cooldowns around it. It also puts a lot of weight on you knowing the fight duration so you can make the most use out of it, and in tandem the glyph. It is also amazing if you need medium periods of high damage, such as say Imperator transitions, in which having a Fire Elemental out effectively doubles your DPS during its uptime.

    Elemental Blast
    Elemental Blast is technically competitive, but it adding an extra button that is also so easy to mis-use which has a huge effect on your DPS. It's damage, even when buffed by Unleash Flame, isn't that much higher than Lightning Bolt. If I were to recommend a talent though, it would be Swiftness to pair it with.

    Tier 7 - Offensive

    Elemental Fusion
    With 6.1 it seems that spreading empowered Flame Shocks has been fixed, and as such on fights where you can have a constant rolling buffed Flame Shock to spread onto high health adds makes the spell very strong. As an example, on Iron Maidens using a pumped up Flame Shock to spread to the inactive boss is very strong. Paired with Echo (which is by far the best synced talent to mix with it) you can very quickly get your stacks & pump the Flame Shock, dump it on the target & spread it constantly, just maintaining the buffed shock on the primary anchor. With fights having an anchor that will survive for a long period to bounce the Flame Shock from, this can be very strong if managed properly; and will have uses on some HFC encounters.

    Storm Elemental Totem
    Another 6.1 change, with the 30% buff added, this is now a heavy hitter, dealing roughly equal, or sometimes higher than a Fire Elemental affected by Primal Elementalist. The damage however doesn't increase with Primal Elementalist, which only grants the extra utility of a Movespeed aura. On fights in which you notice Fire Elemental is running around not hitting the boss enough (Oregorger as an example) this is very much an increase if used correctly. It does however create a much higher requirement for pre-planning CDs as you now have two 5 minute duration guardians to juggle, meaning if this is your selection you will need to be aware of the projected fight duration & also be able to make judgement calls so this can be synced with other CDs.

    Liquid Magma
    This talent is really, really good. It's amazing in burst AoE, it's good single target, it's just good. It takes a little micromanagement as the splash requires the mobs to be stacked up, and you need to be aware of the remaining duration of your active fire totem, but it is just good. This will likely be the best, or at least extremely competitive, on all encounters.

    3.1 - Glyphs


    Useful Major Glyphs

    This is mostly down to how you feel about the priority list. If you're finding you have a lot of dead time, this can remedy it by giving you Frost Shock more often to fill it up. It provides a nominal DPS increase if you use it effectively, but if used incorrectly it can delay some of your other spells significantly. It reduces your Frost Shock cooldown by 2 seconds, causing Frost Shock to be a much more effective filler. If the fight is AoE heavy, you likely won't have room for this, but fortunately you don't use Frost Shock pretty much ever in that situation.


    This glyph has a fairly interesting interaction. You'll have to know the fight's duration, or key moments that you need a Fire Elemental up, in advance. It's very strong when you pair it with Elemental Mastery and 2 minute procs/on use trinkets, but it is definitely something you use only if you know for sure that it won't hurt your DPS. The golden rule is to never use it if it will cost you Fire Elemental uptime.


    If there's AoE you use this. It's pretty standard, just stops having any dud Fire Novas go off if mobs stray away from the main pack. It’s also useful if the adds tend to move around too often, to minimise the impact it has on your AoE.


    This glyph is particularly useful if you have mobs that are going to be very far away at some points in the fight that you will want to still be maintaining your Flame Shock spread on. A staple for any fight with 2 targets or more that has regular movement aspects.



    If there’s regularly more than 3 targets in a fight this glyph is a small increase, but only if they are there more often than there is 3 targets available.

    If there's any mechanic in a boss fight you need to be dispelled from, consider this glyph. Just be aware that it isn't cloak of shadows, and dispelling it on your own may kill you. It does make it easier to avoid some nasty mechanics such as Ko'ragh's expel fire.

    4 - Stat Weights



    Enhancement stat weights fluctuate very regularly, depending on a number of factors within Warlords of Draenor. Simulating your stat weights yourself will result in a more real-time and accurate guide, but a general rule for Enhancement in General is the following:

    Haste > Mastery = Multistrike > Crit > Versatility
    These do change on a player-to-player basis however, as with no reforging can cause stats to interact with eachother and inflate them, meaning personal simming is very important for enhancement, for example, T17 stat weights often look like this:



    For max 6 target AoE; it looks more like this:

    Mastery >>> Haste > Multistrike > Versatility = Critical Strike


    My advice would be to download Simcraft and import your character to work out your weights, especially on an item-to-item basis, but generally, this rule should work.

    Stats are generally in flux, especially with new tier sets/trinkets which are affecting values. Haste has the most effect on our DPS according to sims currently, due to the Flurry mechanic. Mastery is extremely strong in AoE as our damage is almost entirely Fire Nova; and Multistrike is just a better version of crit in every way, and is a very good stat.

    Our mastery increases the elemental damage we do, so all our magical skills such as Lightning Bolt and Lava Lash all scale with this. It has good multiplicative synergy with other stats, and is generally a good stat. During AoE situations, it can often scale up to ridiculous heights, since it's buffing what is our only real sources of AoE damage, and has exponential scaling with the other stats, making it worthwhile overall aiming for a Mastery over Multistrike priority for general raiding purposes.


    4.1 - Gems & Enchants


    Gem slots will be using Immaculate Haste Taladite, or alternatively the cheaper Greater Haste Taladite. You'll also be using Gift/Breath of Haste on your cloaks, necks and rings.

    When it comes to weapon enchants, Mark of the Shattered Hand is a great starter enchant. On weapons you're intending to stick with, I'd advise using Mark of the Bleeding Hollow & Mark of Warsong, one of each, on your two weapons. Bleeding Hollow works best on the Main Hand, and Warsong on the Off hand.


    4.2 - Consumables

    Food - Buttered Sturgeon (125 Haste)/Frosty Stew (100 Haste) on Single Target & Cleave, and Sleeper Sushi (125 Mastery)/Sleeper Surprise (100 Mastery) on AoE focused fights. It's usually good to carry a stack or two of each. Savage Feasts will be providing you 100 haste, if you are using that.

    Flasks & Potions etc. - Draenic Agility Potion is your DPS pot this expansion. You'll want to use one just before the boss is pulled as your pre-pot, and then again during the fight to line up with your cooldowns (Fire Elemental preferably). You have a cheap and slightly less cheap Flask option in Draenic Agility (200 Agility)/Greater Draenic Agility (250 Agility). Also consider using Healing Tonics in raids simply because they're better than Healthstones for survivability. Also look into Hyper Augment Runes from Missions/LFR for min-maxing.


    5 - BiS List & WeakAuras


    5.1 - Hellfire Citadel BiS List

    Single Target
    Head: Crown of the Living Mountain - Kormrok
    Neck: Chain of Lidless Eyes - Fel Lord Zakuun
    Shoulders: Pauldrons of the Living Mountain - Xhul'horac
    Cloak: Cloak of Tangible Dread - Mannoroth
    Chest: Ringmail of Madness Accordant - Fel Lord Zakuun
    Bracers: Bracers of Fel Empowerment - Mannoroth
    Gloves: Gauntlets of the Living Mountain - Socrethar the Eternal
    Belt: Girdle of the Legion General - Fel Lord Zakuun
    Legs: Leggings of the Living Mountain - Gorefiend
    Feet: Unhallowed Voidlink Boots - Trash
    Ring 1: Maalus, the Blood Drinker - Legendary Quest Chain
    Ring 2: Portal Key Signet - Xhul'horac
    Trinket 1: Soul Capacitor - Socrethar the Eternal
    Trinket 2: Core of the Primal Elements - Archimonde
    Main Hand: Demonblade Eviscerator - Fel Lord Zakuun
    Off Hand: Demonblade Eviscerator - Fel Lord Zakuun

    Spreadsheet Link - This spreadsheet is more regularly updated than this post, for anyone who is interested in the latest information.

    Off Pieces:


    Tier Bonuses


    (2) set (Enhancement): Gaining a Maelstrom Weapon Charge Electrocutes all enemies within 10 yards for (15.75% of Spell Power) Nature Damage.
    (4) set (Enhancement): Maelstrom Weapon charges increase the damage of your Nature spells by an additional 5%, and you may now have a maximum of 10 Maelstrom Weapon charges.


    Currently, the 2 and 4pc are both worthwhile to move to from even Mythic Blackrock Foundry tier as they both have strong bonuses and much more versatility for AoE situations. You should aim at the very least for the 2pc as early as possible for both ST and AoE encounters in 6.2.

    Trinkets:


    These sims are currently showing the Single Target power. Mirror loses out to Core in a pure single target sim as it does not gain any benefit from Soul Capacitor procs, everything else within the sim can be followed as the value of trinkets individually.

    Stat weights when using full HFC mythic gear & Soul Capacitor/Core of the Primal Elements are as follows:


    Multi Target:
    Head: Crown of the Living Mountain - Kormrok
    Neck: Chain of Lidless Eyes - Fel Lord Zakuun
    Shoulders: Pauldrons of the Living Mountain - Xhul'horac
    Cloak: Cloak of Tangible Dread - Mannoroth
    Chest: Robe of the Living Mountain - Mannoroth
    Bracers: Bracers of Fel Empowerment - Mannoroth
    Gloves: Gauntlets of the Living Mountain - Socrethar the Eternal
    Belt: Girdle of the Legion General - Fel Lord Zakuun
    Legs: Haughty Chain Legguards - Tyrant Velhari
    Feet: Unhallowed Voidlink Boots - Trash
    Ring 1: Maalus, the Blood Drinker - Legendary Quest Chain
    Ring 2: Serrated Demontooth Ring - Gorefiend
    Trinket 1: Soul Capacitor - Socrethar the Eternal
    Trinket 2: Mirror of the Blademaster - Hellfire High Council
    Main Hand: Demonblade Eviscerator - Fel Lord Zakuun
    Off Hand: Demonblade Eviscerator - Fel Lord Zakuun

    Off Pieces


    Trinkets


    Mirror will have extended use within HFC, unless fights make it too difficult to make use of; same as Soul Capacitor in AoE. Censer will be a good trade off if these issues become too severe, and in extreme circumstances even Fel-Spring Coil.

    AoE stat weights instead look like the following:


    5.2 - Blackrock Foundry BiS List
    Head: Windspeaker's Faceguard - Kromog
    Neck: Engineer's Grounded Gorget - Blast Furnace
    Shoulders: Windspeaker's Mantle - Operator Thogar
    Cloak: Cloak of Delving Secrets - Kromog
    Chest: Windspeaker's Tunic - Flamebender Ka'graz
    Bracers: Bracers of Callous Disregard - BRF Trash
    Gloves: Windspeaker's Handwraps - Iron Maidens
    Belt: Earthgrasp Girdle - Kromog
    Legs: Legguards of the Stampede - Beastlord Darmac
    Feet: Slagstomper Treads - Blast Furnace
    Ring 1: Spellbound Runic Band of Unrelenting Slaughter - Legendary Quest Chain
    Ring 2: Unexploded Explosive Shard - Oregorger
    Trinket 1: Beating Heart of the Mountain - Kromog
    Trinket 2: Meaty Dragonspine Trophy - Gruul
    Main Hand: Hans'gar's Forgehammer - Hans'Gar & Franzok
    Off Hand: Hans'gar's Forgehammer - Hans'Gar & Franzok

    Spreadsheet Link - This spreadsheet will likely be updated faster than here, for anyone that is also interested in keeping up with this.

    Off Pieces:


    Tier Bonuses:


    (2) Set (Enhancement): Stormstrike reduces the cooldown of Feral Spirits by 5 sec.
    (4) Set (Enhancement): While Feral Spirits is active, you also turn into a Feral Spirit. While you are transformed, you move 25% faster, and your wolves can proc Windfury.


    Currently (disregarding the survivability & utility increase) the 4pc is worthwhile for DPS as the stats are generally well balanced on most of the pieces. However, with the way that the 4set directly increases the value of the 2set it looks like a very poor gain initially, but is definitely worth going for.

    Trinkets:


    This is very bare bones simulations of the Trinkets individually. I would not take it fully as gospel (I personally think that Scales will generally outperform Skull of War) & there are also situations in which some will do better. However, Beating Heart & Meaty DST will definitely remain top for Single Target currently. As an after note, the Stone of Fire simulation here is simming with MASTERY as the stat, and not the current Versatility, so it will likely be weaker come 6.1 launch.

    Simcraft item codes for individual items:
    Pastebin Link

    Use these codes for simming single item upgrades & their value for you if necessary.
    If you find any alternative combinations of items that are higher, please let me know, but currently I have found this to be the highest combination (300sec Patchwerk 20% variance simulation). Stat Weights for full BRF Mythic gear is as follows:



    This is how it looks for pure single target. On Cleave & AoE, the list changes slightly Given our current situation, gearing for a little more Cleave/AoE might be wise over a slight Single Target increase; and as such below is the list at 3+ targets, or Hectic Add Cleave situations (i.e. Beastlord, Thogar, etc.)

    Multi Target:
    Head: Windspeaker's Faceguard - Kromog
    Neck: Engineer's Grounded Gorget - Blast Furnace
    Shoulders: Spaulders of Reflected Stone - Gruul
    Cloak: Cloak of Delving Secrets - Kromog
    Chest: Windspeaker's Tunic - Flamebender Ka'graz
    Bracers: Bloodwhirl Bracers - Iron Maidens
    Gloves: Windspeaker's Handwraps - Iron Maidens
    Belt: Grenadier's Belt - Operator Thogar
    Legs: Windspeaker's Legwraps - The Blast Furnace
    Feet: Railwalker's Ratcheted Treads - Operator Thogar
    Ring 1: Spellbound Runic Band of Unrelenting Slaughter - Legendary Quest Chain
    Ring 2: Unexploded Explosive Shard - Oregorger
    Trinket 1: Beating Heart of the Mountain - Kromog
    Trinket 2: Meaty Dragonspine Trophy - Gruul
    Main Hand: Sorka's Chainfist - Iron Maidens
    Off Hand: Sorka's Chainfist - Iron Maidens



    5.3 - Highmaul BiS List
    Head: Hood of Dispassionate Execution - The Butcher
    Neck: Flechette-Riddled Chain - Tectus
    Shoulders: Living Mountain Shoulderguards - Tectus
    Cloak: Magic-Breaker Cape - Mythic Trash
    Chest: Moss-Woven Mailshirt - Brackenspore
    Bracers: Bracers of the Crying Chorus - Twin Ogron
    Gloves: Grips of Vicious Mauling - Kargath Bladefist
    Belt: Belt of Imminent Lies - Twin Ogron
    Legs: Leggings of Broken Magic - Ko'ragh
    Feet: Face Kickers - Imperator Mar'gok
    Ring 1: Flenser's Hookring - The Butcher
    Ring 2: Spellbound Solium Band of Fatal Strikes - Legendary Quest Chain
    Trinket 1: Scales of Doom - The Butcher
    Trinket 2: Captive Micro-Aberration - Imperator Mar'gok
    Main Hand: Phemos' Double Slasher - Twin Ogron
    Off Hand: Phemos' Double Slasher - Twin Ogron

    With Highmaul, it's fairly straight forward. There's only one item per slot aside from a select few, generally just go with "if it's a higher ilvl, take it".

    A special mention to Lucky Double-Sided Coin as being an on use trinket, it gives potential to time procs, and with the strength of Fire Elemental and our cooldowns in general, in a lot of situations I can see it outdoing Micro-Aberration. My genuine opinion would be that currently it is better based on how our DPS is going now, but it is mostly based on conjecture, and it obviously has much more room for mistakes, as aberration is loaded with great stats for us. On paper, it is weaker, but don't be afraid to give it a try. It's definitely superior to the heroic version of Aberration.

    5.4 - WeakAuras

    Basic all-purpose Enhancement auras:
    It has all the basics of cooldowns being ready, and their duration while active. It also has an Unleash Elements icon for it being ready, which changes to Unleash Wind, or Unleashed Fury if you have that talented. It also has a Liquid Magma aura that shows when it is available and your active totem has 12 seconds or more remaining, which is really useful.
    The bars underneath are Unleash Flame and your current active fire totem's duration.

    Maelstrom Weapon bar:
    All together they look like this:


    Updated version including Echo of the Elements for ALL 6.1 Enhancement Spells:
    Pastebin link


    With Echo


    With EM



    Changelog:
    Edit: 01/02/2015 Updated for Blackrock Foundry Bis List
    Edit: 12/02/2015 Updated for Blackrock Foundry Multi-target info
    Edit: 25/02/2015 WIP misc. updates for 6.1
    Edit: 18/03/2015 More 6.1 stuff, Elemental Fusion info & formatting
    Edit: 02/05/2015 Yet more formatting, more clarification on Elemental Fusion & Flame Shock Pandemic use; & updated Weak Auras
    Edit: 09/05/2015 Added to core mechanics for extra clarity
    Edit: 05/06/2015 Small update to the consumables; forgot to add with 6.1
    Edit: 22/06/2015 Big update for pre-6.2 information, first of many, also formatting, as always!
    Last edited by wordup; 2015-06-23 at 04:12 AM.

  2. #2
    The Lightbringer Joyful's Avatar
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    Before I read this, I just have to comment on that I just (literally less than 5 minutes ago) said in guild chat that there's no enhancement shit on MMOC.

  3. #3
    Quote Originally Posted by Joyful View Post
    Before I read this, I just have to comment on that I just (literally less than 5 minutes ago) said in guild chat that there's no enhancement shit on MMOC.
    Well I know it probably needs a bit more refining, but since it's been 2 months I decided to dive in and make one :d

  4. #4
    The Lightbringer Joyful's Avatar
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    You can remove the first to sentences off of your fire nova description.

    First time reading through it you should probably in the section of Lava Lash explain that it isn't affected by the unleash elements buff. As well as mentioning that Unleash Elements doesn't do damage anymore have close to no point in a guide like this.

    Mentioning that storm ele should be top helps no one.



    Overall very nice, if nothing else this is a place where we can discuss enhancement shamans, but tbh - it looks like it'll be more than that.

    - - - Updated - - -

    Quote Originally Posted by wordup View Post
    Well I know it probably needs a bit more refining, but since it's been 2 months I decided to dive in and make one :d
    Nothing negative about it, it was just a instant reflection I made towards it.

  5. #5
    Quote Originally Posted by Joyful View Post
    You can remove the first to sentences off of your fire nova description.

    First time reading through it you should probably in the section of Lava Lash explain that it isn't affected by the unleash elements buff. As well as mentioning that Unleash Elements doesn't do damage anymore have close to no point in a guide like this.

    Mentioning that storm ele should be top helps no one.



    Overall very nice, if nothing else this is a place where we can discuss enhancement shamans, but tbh - it looks like it'll be more than that.

    - - - Updated - - -



    Nothing negative about it, it was just a instant reflection I made towards it.
    I agree with you on the first few bits, definitely just me rambling on while adding it, so did some alterations. Didn't take the first thing as negative, just been noticing the exact same thing as well since we're usually really active at launch, gotta set the ball rolling and all that :>

  6. #6
    The Lightbringer Joyful's Avatar
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    Quote Originally Posted by wordup View Post
    I agree with you on the first few bits, definitely just me rambling on while adding it, so did some alterations. Didn't take the first thing as negative, just been noticing the exact same thing as well since we're usually really active at launch, gotta set the ball rolling and all that :>
    I'm really happy to have a enhancement thread to talk inside. Good job Wordup!

  7. #7
    Dreadlord Glyphtics's Avatar
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    I was going to write one, but hardcore raiding and university was going to cause a lot of issues. Thanks for this.
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  8. #8
    Pandaren Monk Murderdoll's Avatar
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    Frost Shock

    Effectively this is a mandatory glyph for single target. It reduces your Frost Shock cooldown by 2 seconds, causing Frost Shock to be a much more effective filler. If the fight is AoE heavy, you likely won't have room for this, but fortunately you don't use Frost Shock pretty much ever in that situation.
    I found this interesting as many people tend to agree that taking this is a trap. On paper its a ~200 or so DPS increase yet in practice it throws the entire "rotation" out of whack and because Frost Shock is such a low priority you tend to not take full advantage of it and it can lead to postponing another ability which is of much higher importance ie Lava Lash, Stormstrike or LB.

    As haste levels increase I can see it being absolutely horrible to use.

  9. #9
    For Unleash Elements and AoE:

    When you cast UE and Flame Shock a target, then Lava Lash, does it spread a buffed version of the FS to all enemies in the area?

    If so, is it more worthwhile to use the UE on Flame Shock to spread a buffed version, or to instead spread a normal Flame Shock and use UE on your Fire Nova after all the Flame Shocks have been spread?

  10. #10
    Quote Originally Posted by ro9ue View Post
    For Unleash Elements and AoE:

    When you cast UE and Flame Shock a target, then Lava Lash, does it spread a buffed version of the FS to all enemies in the area?

    If so, is it more worthwhile to use the UE on Flame Shock to spread a buffed version, or to instead spread a normal Flame Shock and use UE on your Fire Nova after all the Flame Shocks have been spread?
    No, the FS that you spread from LL will spread the unbuffed version. In an aoe situation it will be better to use UE on Fire Nova

  11. #11
    No idea how to incorporate this into an APL. Is it a DPS increase to delay feral and EM to sync with a glyph primal ele in an infinitely long single target encounter?

  12. #12
    1. Searing Totem
    2. Lightning Bolt if you have 5x Maelstrom Weapon stacks
    3. Stormstrike/Windstrike
    4. Lava Lash
    5. Flame Shock if it has 9 seconds or less remaining
    6. Unleash Elements
    7. Frost Shock
    Priority list is pretty terrible and far from optimal tbh.

    Single Target dps:
    1. Lightning bolt (with 5 stacks of maelstrom, might be wasting new maelstrom stacks if there are 5)
    2. Lava Lash (possibly wasting lava lash reset procs if this is off cooldown for a period of time)
    3. Stormstrike/Windstrike
    4. Empowered flame shock
    5. Searing totem
    6. Frost shock

  13. #13
    Quote Originally Posted by martvg View Post
    Priority list is pretty terrible and far from optimal tbh.

    Single Target dps:
    1. Lightning bolt (with 5 stacks of maelstrom, might be wasting new maelstrom stacks if there are 5)
    2. Lava Lash (possibly wasting lava lash reset procs if this is off cooldown for a period of time)
    3. Stormstrike/Windstrike
    4. Empowered flame shock
    5. Searing totem
    6. Frost shock
    I just did a quick sim with the same profile I usually use, but changed my priority over to this, and it actually came out as a 200~ DPS loss. I might be incorrect, I mostly go off what sims the highest unless I can notice a big difference to change from what sims advise me on a fight-per-fight basis. I'd be happy to change it if you can get me a profile regularly showing that as higher however

    - - - Updated - - -

    Quote Originally Posted by Murderdoll View Post
    I found this interesting as many people tend to agree that taking this is a trap. On paper its a ~200 or so DPS increase yet in practice it throws the entire "rotation" out of whack and because Frost Shock is such a low priority you tend to not take full advantage of it and it can lead to postponing another ability which is of much higher importance ie Lava Lash, Stormstrike or LB.

    As haste levels increase I can see it being absolutely horrible to use.
    To me it feels the exact opposite, it lets Frost Shock fill in more empty gaps, but yeah I can see where you're coming from. I suppose it's not so much mandatory but is down to how you feel about the way the spec flows in combat and if you can make the decision effectively if you have room for it.

    - - - Updated - - -

    Quote Originally Posted by AMonkeyCourier View Post
    No idea how to incorporate this into an APL. Is it a DPS increase to delay feral and EM to sync with a glyph primal ele in an infinitely long single target encounter?
    This is mostly just conjecture for me since I haven't got a working profile for this either, but if the fight is infinitely long I'd probably lean toward no. Delaying it to sync with Fire Elemental is usually strongest when you don't lose an extra use, or you know you'll have extended buffs during the window you use them (second pots, trinkets, etc.). If the fight duration is set to infinite it will result in a lot of uses wasted and have an increasing impact on your DPS I'd think.

    Edit: Just got a quick sim running of it tying using them with Fire Elemental being active only & with the glyph, and it is generally coming out as a slight loss (150-200 DPS), but I'd still advise holding it if you're using the glyph on a shorter fight (say, butcher) & can time your second pot with that second use.
    Last edited by wordup; 2014-12-28 at 12:47 PM.

  14. #14
    The Lightbringer Joyful's Avatar
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    Quote Originally Posted by Murderdoll View Post
    I found this interesting as many people tend to agree that taking this is a trap. On paper its a ~200 or so DPS increase yet in practice it throws the entire "rotation" out of whack and because Frost Shock is such a low priority you tend to not take full advantage of it and it can lead to postponing another ability which is of much higher importance ie Lava Lash, Stormstrike or LB.

    As haste levels increase I can see it being absolutely horrible to use.
    Doesn't really matter how it feels, it can be nothing but a dps increase to get extra Frost shocks in your rotation. The only way it'll be a dps loss is if you start using Frost shock over higher priority spells - in which case it's a player error.
    No real other glyphs to pick that can increase your DPS.

  15. #15
    Herald of the Titans T Man's Avatar
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    Question about weapon enchants as I keep hearing so many different things. Haste one your weapon is a must I get that.. But I've been told to use shattered hand on the offhand and now you say Mastery? so my question is why? and why not multistrike if it's our 2nd best stat?

  16. #16
    Quote Originally Posted by T Man View Post
    Question about weapon enchants as I keep hearing so many different things. Haste one your weapon is a must I get that.. But I've been told to use shattered hand on the offhand and now you say Mastery? so my question is why? and why not multistrike if it's our 2nd best stat?
    Again with these I'm going mostly off how they perform in sims & playtesting; however, the reason I go with Mastery is because the benefit of Frostwolf is that it can stack twice, but has a shorter duration, meaning to maximize its use, we'd want it in our MH to force procs and keep it refreshing, but since Warsong is better in every way and we want to force those procs more, we don't want to put it there.
    Bleeding Hollow however has a really high uptime, often up to 50% in raids, compared to Frostwolf having 30%~. That means even though Multistrike is slightly better as a stat (we're talking between 1-5% depending on gear), the enchant is just simply stronger for us because of the mechanics it operates on.

    Shattered Hand is just flat damage, doesn't really have a benefit in AoE and cleave. For pure single target, it's very, very close to Bleeding Hollow, and can sometimes outsim it. It's a good enchant, and if we're talking a pure single target boss like say, Butcher, then I wouldn't see any issue with using it instead.

  17. #17
    Just wanted to point out that when you have Unleashed Fury selected, using Chain Lightning over Lightning Bolt on 2 targets is a DPS loss. In fact, unless you are keeping Stormstrike debuff on both targets, it's likely to be a DPS loss even without the talent as the CL bounce won't get the bonus crit chance.

  18. #18
    The Lightbringer Joyful's Avatar
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    AS PE LM

    450sec 20% variation single target fight.



    450sec 20% variation 2 target fight.



    450sec 20% variation 6 target fight.



    AS UF LM

    450sec 20% variation single target fight.


    450sec 20% variation 2 target fight.


    450sec 20% variation 6 target fight.



    EM UF LM

    450sec 20% variation single target fight.


    450sec 20% variation 2 target fight.


    450sec 20% variation 6 target fight.



    EM PE LM

    450sec 20% variation single target fight.


    450sec 20% variation 2 target fight.


    450sec 20% variation 6 target fight.




    Can't see how using mastery enchant would be better than either haste, bleed or multistrike. (using the default API - using my own characters gear).

  19. #19
    Quote Originally Posted by Atylia View Post
    Just wanted to point out that when you have Unleashed Fury selected, using Chain Lightning over Lightning Bolt on 2 targets is a DPS loss. In fact, unless you are keeping Stormstrike debuff on both targets, it's likely to be a DPS loss even without the talent as the CL bounce won't get the bonus crit chance.
    I agree with the UF part, not sure I'd agree on the 2 target, but I'd imagine the difference is small enough that you won't be noticing it either way.

  20. #20
    Quote Originally Posted by wordup View Post
    I agree with the UF part, not sure I'd agree on the 2 target, but I'd imagine the difference is small enough that you won't be noticing it either way.
    Its fairly straightforward

    Spell Power coefficients:
    LB = 88%
    CL = 46%

    There is a 25% chance to deal 100% extra damage, so on average they will do 25% more damage on the primary target.

    88 * 1.25 = 110%
    46 * 1.25 = 57.5%

    Adding a second target without the Stormstrike debuff:

    57.5% + 46% = 103.5% vs 110% of LB.

    This is without Unleashed Fury, with UF LB wins by a large margin.

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