Totem Talk: Enhancement 101

Axes, maces, lightning, fire, frost, and wolves, and best of all, Windfury. It can mean only one thing: enhancement. Rich Maloy (aka Stoneybaby) loves it and lives it. His main spec is enhance. His off-spec is enhance. And he will be penning the enhance side of Totem Talk.
It seems 101 guides are all the rage these days, which makes enhancement shaman 101 a convenient place to start with my inaugural WoW.com post. Playing an enhancement shaman, and playing it well, means dealing with the most extensive spell rotation in the game, having two caps to hit in gearing, and a dozen cooldowns to track. Not to mention the need to run out of fires, avoid whirlwinds, and generally dodge all that hate on melee. It's safe to say enhance is one of the most complex specs to play. It's also one of the most fun.
My favorite part is that we're right up front making a mess of things with both physical and magical damage–to deadly effect. You want to play enhancement? Let's dive right in to get you started!
Spec & Glyphs
First things first, a spec. 19/52/0. Okay, that's done.
The best two glyphs are Feral Spirit and Stormstrike. I swap between Windfury Weapon and Fire Nova depending on the fight, but if frequent glyph changes isn't your thing then go with Glyph of Windfury Weapon.
Hit
After the spec and glyphs are nailed down it's time to dive into priorities. First and foremost, before doing anything, before you invest one single gem in anything at all: get spell hit capped.
- 341 for Alliance
- 367 for Horde
These numbers are for raid bosses and assumes you have a balance druid with Improved Faerie Fire or shadow priest putting Misery on the boss. Don't worry about those debuffs with 5-man dungeon bosses because they are level 82 and their required hit cap is much lower.
Going over the hit cap is good but as a rule don't gem or enchant for more than the spell cap. Hit the cap and any extra hit from gear is a bonus. And we don't worry about the melee cap because we have other priorities than hitting 100% of the time with our off hand weapon; occasional melee misses are perfectly acceptable.
Expertise
Because you're an intelligent enhancement shaman and took the above spec you now have the required 3/3 Unleashed Rage, which increases expertise by nine. You now need an additional 140 expertise rating. The end result is that upon opening the character sheet it reads 26 expertise.
Extra expertise over 26 is bad. Sometimes you don't have a choice such as with trinkets and gear, but as a rule, if you can avoid going over exp cap, do so.
Crit
The third priority is crit. Get to at least 30% unbuffed physical crit, which should easy with all levels of gear. Once you're at 30% unbuffed crit don't worry about it any more.
Gems & Enchants
Once you start getting more into the ways of enhance you'll come across two schools of thought: The AP stackers vs. the haste stackers. What's best for you is really situational (you'll hear "sim it" as the answer to just about every theorycrafting question), but since you're just starting out here is my recommendation:
- If you're not spell hit capped, gem/enchant for Hit
- If you're not expertise capped, gem/enchant for expertise
- If you're not at 30% unbuffed melee crit, gem/enchant for crit
- After that, gem AP (Bright) in red, haste (Quick) in yellow, one Nightmare Tear in a blue to activate your meta
- Gem AP for remaining blue sockets
- Use Relentless Earthsiege Diamond for your meta
Starting out I would suggest going the AP route -- but not being maniacal about it -- because AP affects your physical as well as spell damage (through Mental Dexterity Mental Quickness).
Weapons
Let's talk about weapon speed. Enhance choices are slow and ... slow. Let's review: slow and slow. Slow is the way to go. If it ain't slow then it's a no. Slow fo' sho'. Slow is pro. I can do this all day people. Go slow mo-fo.
Get the idea?
Fast weapons are for your filthy Rogue friends -- not that one can ever be friends with a rogue with all that backstabbing and shadow stepping and vanishing about and such. But in so much as one can befriend a Rogue one should pass all fast weapons to them.
A few months back I ran some simulations using the amazing enhancement shaman simulation tool, EnhSim, trying to find the breakeven point for Slow/Fast. At that level the very best fast off-hand weapon was equivalent to Stalactite Chopper from Sons of Hodir rep. That's right iLevel 200 rare quality rep-reward slow = iLevel 258 fast.
Slow/Slow is the only way to go. The reason has everything to do with Flametongue Weapon: "Slower weapons cause more damage per swing."
Imbues
Speaking of which, weapon imbues are as easy as weapon speeds. Imbue Windfury on your main hand and Flametongue on your off hand. WF/WF was pre 3.0 and FT/FT with caster weapons was a flash in the pan for a hot minute. WF/FT is the way to go.
Totems
Standard Drop:
- Earth – Strength of Earth Totem
- Fire – Magma Totem
- Water – Mana Spring or Healing Stream Totem
- Air – Windfury Totem
Depending on the situation you will be responsible for putting down Tremor Totem or Cleansing Totem for your group.
Spell Selection & Rotation
I saved Rotations for last because they are the most complex part of playing an enhancement shaman. In total there are 12 spells to track, including Heroism/Bloodlust. I'm just going to give you the crash course in enhance spell rotations here, and we'll save a more in-depth explanations for a later post.
Here's the short list to get you started:
- Drop your totems
- Cast Lightning Bolt (LB) as soon as you have five Maelstrom Weapon procs (MW5) if you don't have 5 just keep attacking
- Use Stormstrike (SS) as soon as it is available
- Cast Flame Shock (FS) and don't use it again it runs its full duration
- Cast Earth Shock (ES) in the meantime
- Lava Lash (LL) if everything else is on cooldown
- Fire Nova (FN) if everything + LL is on cooldown
- Time your Spirit Wolves (SW) with Heroism/Bloodlust
- Use Shamanistic Rage (SR) when you're below 30% mana
- Refresh Magma Totem (MT) and Lightning Shield (LS) when they run out.
Even typing that out makes it seem fairly complex. In fact it is complex and does take some getting used to, especially in the heat of battle. It deserves its own post. Tune in next week for Enhance 102: Spell Rotations & Priorities. Until then...
May all your hits be crits!
Show your totemic mastery by reading Totem Talk. For other Shaman 101 Guides check out Mike Sacco's Elemental 101.
Filed under: (Shaman) Totem Talk






Reader Comments (Page 1 of 4)
Edge Feb 6th 2010 6:09PM
I would add, maybe for a more advanced rotation, to bring your wolves out when they are on cooldown, not just when you use Hero on bosses. It really adds to your DPS. I've also found that using Shamanistic Rage at 50% seems to keep it full.
You'll probably mention this next week, but the addon shock and awe really helps keeping track of everything.
Glad to see you writing this new blog, look forward to your articles.
SaintStryfe Feb 6th 2010 6:33PM
Agreed. Shaman rage is one of our best abiltiies - it is a never ending Mana Pool as well as a Defensive tool. With a Minute CD, there's no reason any ENH shaman should ever, EEEEEEEEEver run out of Mana. THe only time I can even figure is if you are pulling trash too fast - and in that case, just ask the tank to slow down and let you hit something a bit. And that's with using Fire Nova and wolves and Magma Totem when ever you damn well feel like it.
As well, it probably should be noted that if you use Bloodlust/Heroism, try to cast your Wolves first. They gain the BL/H, but only if they are out first.
And on any Stationary fight (say, Festergut or Sartharion) Fire Elemental Totem is your buddy. It's 2 minutes you don't need to waste replacing Magma totem and it does better damage. With the new 10 minute CD, you can even use it on successive wipes usually (though I wish it were reset with kills like Sated/Exhausted defbuff).
erictapley Feb 6th 2010 9:29PM
I find that a couple of interrupt and healing spells are good to keep close at hand, too, but not as part of a standard rotation. I make sure that I'm ready to Wind Shear (interrupting offensive spells, reducing aggro, etc.), Chain Heal (to give the group a quick boost), and Greater Healing Wave (for when I need a personal boost). The heals can pop off Malestrom procs so if you see a need and you're at 5 charges that's an easy way to make a needed healing contribution.
I find this versatility to be a huge part of what's fun about Enhancement. It always feels good to be the DPS who steps in and throws an extra heal to the tank so we don't wipe, especially when racing through random heroics.
thehoodie Feb 6th 2010 10:28PM
FN provides higher DPS over LL if you have 2/2 Improved FN. Just something to note.
Edge Feb 6th 2010 11:38PM
Oh yes forgot about Wind Shear, such a great spell. Always have it one finger away from your regular rotation.
Angus Feb 6th 2010 6:11PM
Welcome aboard, we are in good hands. I have your blog bookmarked for the few times I actually play my shaman nowadays (He's farming frost badges for my paladin) and I am glad you got the job.
Now a weird question.
Why not skyflare? I have found the extra spell crit = more ED uptime (+ crit damage) = more use out of the meta.
Most of the time you will be able to find a blue slot to stick an expertise/stam gem in there anyway and finish off your expertise cap.
Let me guess, I should Sim it?
SaintStryfe Feb 6th 2010 6:39PM
Personally, I do this, but if a baby ENH is just hitting 80 and gearing fresh, they need all the slots they can they can muster for useful stats, and not half-gem wastes like Exp/Sta. So personally, the RED is the beginner's choice you can't go wrong with, while CSD is a more complicated, but more powerful choice.
Angus Feb 7th 2010 3:04AM
good point, it is 101 after all.
makes sense.
j4ykworks Feb 6th 2010 6:15PM
I hate flame shock in the rotation... I'm supprised you didn't mention having to keep up magma totem and lightning shield up, windsheer and reincarnation as aggro wipes :D Nice 101
SaintStryfe Feb 6th 2010 6:37PM
I wasn't big on it either - but two recent macros I've tried have made it better. If you're in a fight where you aren't changing targets (Say Sarth)
#showtooltip
/castsequence reset=18/combat Flame Shock, Earth Shock, Earth Shock
If you're in a fight where you move between a few different bosses (say Blood Princes)
#showtooltip
/castsequence reset=target/combat Flame Shock, Earth Shock, Earth Shock
And if you're in a fight where it's a lot of little movements or Trash, I just stick with Earth Shocking.
I just keep all three barred up and toss the appropriate one onto my keybinding when I'm ready to use it. You can even do it mid-fight if you're good.
Know Feb 6th 2010 6:12PM
Thanks and great article! Makes me want to bust out my lvl 60 Shaman and finish running him to 80 :)
poggg Feb 6th 2010 6:14PM
A good enhancement guide? On WoW.com? It's...so beautiful.
Just...excuse me for a moment. I've got something in my eye...
Sadrach Feb 6th 2010 6:21PM
Honestly, for a 101 guide, I'd recommend not using Flame Shock. It's a marginal benefit over just using the shock cooldown for an Earth Shock, and only if you make sure to never EVER clip anything. It's not worth the added complexity for anything but a top-end Enhancement shaman.
It'd be worth mentioning that Fire Elemental Totem is a dps boost, albeit a once-per-fight one.
Does Clearcasting really provide that much of a benefit that it'd be better than the second point in Improved Stormstrike?
Starlin Feb 6th 2010 6:23PM
All of these 101 articles make me want to play the class and spec. However, I'm not sure what heirlooms to get. Does anyone have that info?
tom Feb 6th 2010 6:41PM
Prized Beastmaster's Mantle or Champion Herod's Shoulder, Champion's Deathdealer Breastplate, Swift Hand of Justice (if you need a trinket), and 2 * Venerable Mass of McGowan
Rowan Feb 6th 2010 6:46PM
Don't take my word for it but, from what I've heard/read you want [Champion Herod's Shoulder] + [Champion's Deathdealer Breastplate]. That covers armor. For weapons you want, [Venerable Mass of McGowan] x 2. These seem the most logical choices but again, I'm not a Shaman so may wanna double check. :)
Clydtsdk-Rivendare Feb 6th 2010 7:38PM
As someone who leveled a shammy to about 21, I can say that early on you most def. will want the mana-returning trinks. Once you get Water Shield at 20 though you'll probably be all-but fine for mana.
robzdapengfan Apr 1st 2010 10:49PM
actually, I recommend getting the Blessed Hammer of Grace for mainhand. up until about northrend it has just as much weapon dps as the VMoM, with spellpower instead of agi/ap, which helps since you don't get mental quickness until 50. Its also usable with resto/ele in case you decide to respec or dual spec.
Kylenne Feb 6th 2010 7:44PM
Take it from someone who knows: spend the extra emblems to get 2 of the maces. It really is worth it, considering what a pain in the ass it often is to find good enh weapons, especially in the old world. Be sure to slap the +16 agi enchant on both of them for extra oomph, too.
Amogayvhi Feb 6th 2010 6:26PM
I'd say wolves whenever possible. The DPS boost is goodand if you are, say, saving wolves for the boss to be at 30% thats alot of time inbetween that they could have been up at least once more.
Of course this rotation is a good base until you get things like T10 two piece bonus, then that Rage is alot nicer to pop on every cooldown.