Build Shop: Shaman 18/43/0

Shock and awe
For optimum DPS, an Enhancement Shaman's spell cycle should be punctuated by shocks, which are instant cast damage-dealing spells that don't interfere with a Shaman's swing timer. The biggest problem with utilizing shocks as part of an offensive spell cycle is the prohibitive mana cost, which can make a dent on an Enhancement Shaman's relatively low mana pool. To alleviate this , we take 5/5 Convection from the first tier of the Elemental tree, which reduces the cost of Lightning and Shock spells by 10%.
Naturally, we would also like to give as much punch to our shocks as much as possible, making 5/5 Concussion, also from the first tier, a convenient choice. 5/5 Reverberation, on the third tier of the Elemental tree, cranks up shock DPS by allowing the Shaman to throw out three shocks every fifteen seconds as opposed to two every twelve. On the fourth tier, there's an interesting talent called Elemental Devastation which seemed to have been specifically designed to complement Enhancement. Although it's unlikely given the low spell crit of most Enhancement Shamans, even with a modest spell crit rating, 3/3 Elemental Devastation can confer a substantial 9% melee crit enough times to make the investment worth it.
Strike out
In the Enhancement tree, taking 5/5 of the first tier Ancestral Knowledge is a no-brainer that boosts the Shaman's longevity in combat. While Chris' Enhancement Shaman Build Shop focused on raid utility, opting to go for improved totems, I'm going to recommend taking Improved Ghost Wolf and Improved Lightning Shield from the second tier. With the changes to Ghost Wolf in Patch 2.4, it becomes an instant cast spell that can prove to be extremely useful in maneuvering in combat, specifically PvP. Because Enhancement Shamans are always in the thick of things, taking their fair share of hits, a constant refresh of Lightning Shield should boost our DPS by a decent margin.
Because Enhancement is all about weapons, 5/5 Thundering Stikes from the second tier is another no-brainer talent. The higher the critical chance, the more Shamanistic Focus -- the next talent we'll pick up -- will proc. The more times Shamanistic Focus procs, the more shock spells we'll be able to dish out. Naturally, higher crit chance is also synergistic with Flurry, on the fourth tier. The faster our attacks, the more chances we have to crit again, and the cycle continues.
On the fifth tier of Enhancement, we'll take Spirit and Elemental Weapons to boost our offensive punch. We take Spirit Weapons primarily because it's a pre-requisite for Dual-Wield and Elemental Weapons because we want to squeeze out as much Attack Power from Windfury Weapon. Along with Dual-Wield on the same tier, we necessarily branch out for Dual-Wield Specialization, as the +6% hit will greatly ease the +hit requirements we'll need to stack on gear. On the sixth tier, we'll take Mental Quickness, which further reduces the cost of our shock spells by another 6% in addition to scaling our spell damage and healing with our Attack Power. The more Attack Power we have, the more powerful our shocks become.
On the seventh tier we'll find the key talents for Enhancement, such as Stormstrike, the only controllable melee attack a Shaman has. Stormstrike also applies a debuff on an opponent which makes them susceptible to the next two Nature damage spells for 12 seconds. With Reverberation, it's fairly easy to squeeze in two Earth Shocks within that period. More pew pew.
5/5 Unleashed Rage on the eighth tier grants more Attack Power on every critical strike, which also translates to slightly more shocking shocks. Because critical strikes also proc Flurry, there are more chances to further get crits within a shorter period of time, in theory creating a steamrolling crit and shock machine. Of course, all this only lasts as long as we have the mana to cast shocks and Stormstrike, which makes the 41-point talent Shamanistic Rage some sort of reset button. Because the chance to regenerate mana only occurs on successful melee attacks, it's crucial to stack enough +hit to reduce miss chance to the minimum.
This leaves us about four points to throw into either 4/5 Weapon Mastery or 2/2 in both Enhancing and Guardian Totems. Neither of the latter talents contribute directly to the shock and attack cycle, but provide more group utility. In particular, the Guardian Totems talent is valuable mostly for its reduction in Grounding Totem's cooldown, which will prove extremely useful in PvP. Strength of the Earth and Grace of Air will more than compensate for not taking Weapon Mastery.
The idea is go for a moderate amount of spell crit to ensure that Elemental Devastation procs often enough to raise attack crits to create the illusion of a self-sustaining engine of shocks and crits. Because Enhancement talents are designed to proc off each other, we tried to variate on the more common build by reaching deep enough into Elemental to get the one talent designed for Enhancement. It also takes talents that are tailored for shocks, the augmentative spell for Enhancement, and focuses on mana reduction to conserve our small mana pool. Played right, the build raises traditional Enhancement DPS at the expense of moderate raid utility, which should be just fine as the last thing you want to do as an Enhancement Shaman is to be spamming Healing Waves, anyway.
Filed under: Shaman, Analysis / Opinion, Build Shop






Reader Comments (Page 1 of 3)
tq Apr 29th 2008 8:55PM
The 2/45/14 will actually put out more dps then the 18/43/0 spec, the +3% hit really helps the dps on windfury
Charlie Apr 29th 2008 9:15PM
With 14 points in resto your wasting 5 of them. And if your only going for DPS your wasting 11. For pure DPS/PvP Spec, this is the way to go.
But, if your looking at raid utility, 2/45/14 is the way to go, untill you max out your hit, then its 5/45/11 (totemic mastery will really help out your raids DPS in alot of fights, and the points in focus are lifesaver for your mana, something always important in raids. More Mana, more shocking.
hellshire Apr 29th 2008 9:35PM
Actually he's right, Shamans are the only class who can get their yellow attacks hit capped by talents alone. Toss that into the fact that your shocks make up at MOST 10% of your total damage (usually somewhere the vicinity of 6-7%) while stormstrike, windfury and white attacks make up the remaining 90% - all of which benefit from +hit, it's downright foolish not to pick up the resto hit talent.
Thander Apr 29th 2008 9:06PM
Zach, remember to put a link to the actual build. I like to look at the build first, and then, read the descriptions about why you chose what, etc.
Frostwolf Apr 29th 2008 10:41PM
Agreed
Hurode Apr 30th 2008 12:58AM
I think I put it together right. I put the four points in 2/2 Enhancing and 2/2 Grounding Totems, which he listed as an option between that and 4/5 Weapon Mastery.
http://www.wowhead.com/?talent=hE00x0hZxifdV0shuqo
Zach Apr 30th 2008 1:13AM
Thanks for the advice, Thander. I think I missed that on reviewing past Build Shops. I've added a link on the first paragraph.
Jason Apr 29th 2008 9:11PM
I have to agree with TQ, that's my preferred spec. Getting Elemental Devastation imo is pretty worthless, your gear shouldn't have any spell crit so you probably won't crit hardly at all. 3% hit for both spells and melee is a huge help, it lets you pack more Str/AP in your itemization and you shouldn't have any spell hit in your gear so it helps you land those shocks.
I suppose for arena thom this may be a decent build for the reduced shock cooldown. But I don't like arena, so I can't c/d.
SaintStryfe Apr 29th 2008 9:10PM
Spell damage should only be a tiny portion of your DPS output. As ENH you should be getting your damage from white and yellow hits from your weapons. Thus, Ehn/REsto, with it's +hit damage, is much more reliable. Without SHamanistic Rage, you won't have Mana regen. Sorry, not buying this one.
Zweel Apr 29th 2008 9:21PM
Don't forget that 30% threat reduction only applies to melee too. Ele/enh (or suicide spec) only has one advantage over enh/resto, and that's more earth shocks=more interrupts.
The myth of Elemental Devastation contributing to more dps is that, a myth. There's no gear you can wear that will bring you over 6-8% spell crit, so you'll hardly ever see the benefits of that.
Elitist jerks have done the math and the math, sir, proves your build wrong. Also, the dps you get from white hits from the hit talent points in resto is superior to the threat-ladden dps from elemental. But nothing like trying the build for a heroic or two and seeing if it makes a difference for others, I guess.
I HAVE tried this spec and I keep coming back to it as my gear gets better. Enh / resto is simply much, much better.
Rick Apr 29th 2008 9:41PM
I don't see how this is a viable build for shaman in any stretch of the imagination for end game PVE or PVP.
Spirit Apr 29th 2008 9:57PM
Any young shamans - don't be mislead by this build! +3% hit is a lot better for PvE and PvP, and increased totem range is an absolute necessity to PvE.
You may say 10% increase dmg on shocks is better than a little 3% difference on hit. But 3% of 90 (Percent of damage due to melee) is greater than 10% of 10 (Percent of damage from shocks)
But don't make me explain it - give the Elitist Jerks thread a good read!
Soriel Angelfyre Apr 29th 2008 10:11PM
this has nothing to do with the post, but more with the Build Shop tag at the bottom, the link to the "PvP MS Warrior" on there is to the Rogue in Plate build from a while back.
dean.speedway Apr 30th 2008 12:05AM
Is there a link to the actual build?
If there is, I couldn't see it.
Bunky Apr 30th 2008 1:35AM
The link to the build is at the end of his first paragraph. Where he says "You can take a quick look at the build here."
However, as a damage focused build skipping Weapon Mastery is ridiculous. In any fight normal attacks, Windfury attacks, and Stormstrike will easily account for 80% of your overall damage. Why wouldn't you want to increase the damage of all of those by 10%?
dean.speedway Apr 30th 2008 3:35AM
Thanks :)
Zach Apr 30th 2008 2:16AM
Most of you are all probably correct in pointing out the substantial DPS upgrade of getting 13 points in Resto for the +Hit. But that build has been covered, and this another Enhancement alternative. I'm also probably just not a big fan of dropping ten points in talents just to qualify for +hit the same way I don't like dropping five points in Improved Devotion Aura just to get Precision.
As some of you pointed out, what actually gimps this build is the fact that Enhancement doesn't have much spell crit. About 5-8% for most decently geared Enhancement Shamans. Good call on the build's weakness, but it's an alternative. You can only review so many cookie-cutter specs before exploring odd builds.
Zweel Apr 30th 2008 4:12AM
Yes, Zach, but you aren't really walking on unknown territory here. Enhancement shamies are the hardest spec to analyse correctly in the game due to the nature of the damage we produce, so many, many articles have been written analysing the correct and wrong ways to do things.
Your threat *will* go through the roof, the theoretical advantages of linking spell damage crits with melee will never be visible at the dps charts (a better trinket will give more benefits than specing this deep in ele, I'd say), and for a melee class +hit is, if not critical definitely not bad to stack if you can get it, so yes, you'd go as deep as you can to grab that extra 3%, there's simply not enough +hit mail gear.
Basically, dps-wise ele/enh is equivalent to enh/resto, but skewing the damage towards spells. Spells do not benefit from threat reduction, so your aggro *will* go up 10-15% with that build. Now, since shamans are always threat capped, I really cannot see the benefit.
However, I apologise for not having noticed another flaw with your build, that is the lack of weapon mastery. This is unjustifiable and makes this build useless beyond debate. Leaving that talent out is a flat out 10% reduction on dps. I appreciate trying to show something different but this spec is just not viable.
Zach Apr 30th 2008 4:41AM
@Zweel - Perfectly good breakdown, Zweel. I'll confess I completely scrubbed it on the PvE aspect. I didn't even think about threat at all! Goes to show how much I neglected group and raid utility.
I come from a PvP perspective, and even though the traditional Enh/Resto build is still more ideal, you won't need as much +hit and the 5 second shocks spells come in more handy for control. My error must've been to generalize the build... it's obviously not optimal for endgame PvE.
I did mention the toss-up of Weapon Mastery and totems. The build I linked took 2/2 in both totem talents but the original one I drew up had 4/5 in Weapon Mastery. Easily switched to 5/5 removing perhaps from Mental Quickness.
But there's no going around the fact that this isn't a great build relative to the others that have already been covered -- the traditional 0/45/16 in particular. But there are Enhancement Shamans who have pursued this build. I guess it's not too viable, but man, I'd love to see it work.
Zweel Apr 30th 2008 6:29AM
Agreed Zach... The class seems to be constructed to benefit from synergy between elemental and enhancement, but the lack of gear with both +spelldmg and +str makes it impossible for that build to become viable, unfortunately...
As for pvp, I admit to not even being a factor in what I wrote, so maybe the more frequent frost shocks, for example, would benefit the group more... I don't really do pvp so I'll defer to your opinion :)
Thanks for the article at any rate :)