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
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Reader Comments (Page 3 of 4)
Amogayvhi Feb 6th 2010 7:58PM
Also Stormstrike is a 'instant attack with both weapons plus bonus'. The slower the weapon the more damage your weapon deals, the higher damage from stormstrike and bigger hits on a windfury proc.
Mike Feb 6th 2010 7:34PM
I've been levelling an Enhance Shaman, now 56, and will very likely replace my main in the near future. I've been using Flametongue Totem instead of Magma/Searing because I don't really need to AoE, it costs less mana, and lasts longer. In the long run, how does the extra spell damage given by Flametongue translate into DPS when compared with Magma?
dkhar Feb 6th 2010 7:55PM
Im actually curious to this as well, all I really ever use is flametongue in 5 man's anyway, I figured the extra spell power would be better with fire nova than doing magma, thoughts?
kabshiel Feb 6th 2010 8:37PM
If there are no elemental/resto shamans or demo warlocks in your raid to provide the spellpower buff, put down Flametongue. If there are, put down Fire Elemental/Magma Totem. It obviously depends some based on your group size and make-up, but in general having that spellpower buff will probably benefit the raid more than your Magma Totem.
fatsephy Feb 6th 2010 8:57PM
I could sit down for 5 mins and jot down the math for each type of caster class using standard rotations, and how much extra dps each would gain from a Flametongue Totem, but instead I will just say this...
If you have less than 6 caster dps classes in your raid, you should drop Magma Totem as there's a very good chance it will provide greater total raid dps than Flametongue on single targets.
As mentioned, this depends on what classes your raid consists of, but this is a general rule to follow when there are no other Shamans in the raid.
Mike Feb 6th 2010 9:16PM
@dkhar The extra spell power would be good for more than just Fire Nova - Lightning Bolt and Earth Shock would both directly benefit.
@kabshiel Yeah, I already get that with totems (like if you have a DK save the Earth Totem for something besides Strength of Earth, etc).
@fatsephy 6 caster DPS is very unlikely, as I don't raid :)
jjtwalton Feb 6th 2010 7:41PM
Woohoo!¬
Awesome guide... didn't take me 4 hours to read a wall of text and it helped me get up to speed in seconds..
Thanks for your help. I certainly hope you stick around!
PhyerFly Feb 6th 2010 9:02PM
Fantastic post for Enh Shaman. Nice to see a good concise guide out there. Looking forward to more from you Rich Maloy
Ghrit Feb 6th 2010 8:49PM
Pardon me, but this is not a 101 guide. I can tell because I have not played a shaman and, after reading this guide, I still have absolutley no idea what it would be like or why. Worse, I would hazard to guess that a non-enhancement shaman reading this "guide" would have a similarly confusing experience, as it seems to be written for an audience limited to enhancement shamans. I kept wondering whether you had let the deadline slide and submitted this post instead of something more thought out. Because, well, at the end of the day, telling a bunch of raiding enhancement shamans how to spec for enhancement isn't really saying much of anything, is it?
Sorry to be the only critical fish in a positive sea.
fatsephy Feb 6th 2010 8:59PM
It's a 101 guide for people that *want* to spec enhancement or have recently changed to enhancement and are in need of a few pointers.
So, why would you care if you obviously have no interest in the spec?
Ghrit Feb 6th 2010 9:39PM
That isn't obvious at all. I am very interested in shamans and enhancement, but I too am postponing a shaman alt until I can make a Worgen.
If you would like an example of a 101 article, see the recent Holy Paladins 101. This is more like Enhancement Shaman Raiding Sparknotes.
And, your wrong, it is at most for *shamans* who want to spec into enhancement at level 80. Normal players would be completely lost in guesswork.
AnnieM Feb 6th 2010 10:04PM
Yeah, I agree with this.
This article is good and accurate, but it's more a 'hey, you already play a level 80 enhancement shaman, here's what you need to know to get into raiding' then a 'you seem like you might be interested in rolling an enhancement shaman - here's some of the strengths/weaknesses and some basics on how to play' article. Maybe change the title to Enhancement Raiding 101.
fatsephy Feb 6th 2010 11:08PM
Precisely. This article is about how to play Enhancement properly.
It's not about leveling a Shaman. 101 guides should never be about leveling. All classes 'how to' guides really don't apply until level 80 when the game actually begins.
In the meantime, while you're getting there, it really doesn't matter if you're 'doing it right'. Rotation , specific key talents, gems, enchants... are all insignificant pre-70 at the very least. If you can't work out how to read in-game tooltips, there's a much greater problem you should focus on.
Pretty sure most players would agree.
Angus Feb 7th 2010 5:03AM
"That isn't obvious at all. I am very interested in shamans and enhancement, but I too am postponing a shaman alt until I can make a Worgen."
Hand in your keys, you don't get to be a shaman.
You want to be a druid, because worgen aren't going to be shaman.
You want to know why this doesn't feel like a 101 article?
Because enhance shaman need a simulator, a supercomputer, and a math genius to figure out what they should be gearing for at any particular moment.
ArP is almost worthless, but if the other stats make up for it sucking so bad, it is actually okay to grab the item, except if it would lower X,Y, or Z stat below a cap, then you will have to regem for the 4th time this month, swap an old trinket back in, and change your spec slightly. But hey, it's an upgrade!
He could have spent 3-4 pages on spec.
He could have spent 3-4 pages on glyphs.
His rotation is actually kind of short.
He could have mentioned a lot of stuff, but all of it is advanced.
Going over enhance prior to 80 makes no sense either.
Do we talk about levels 1-39? You are playing "spellcaster" enhance. You take a 2-hander or an axe/mace + shield and act like you are cool. Heck you don't even start with windfury so you might as well be elemental for all being "enhance" matters.
Do we talk about level 40 and deciding whether to DW or stormstrike is more important? Always nice to have 2 completely game changing talents at the same time and not be able to take both. Oh and now you can wear mail and you start getting hunter mail everywhere.
Do we talk about level 50? Oh now I am no longer OOM after every 4 pulls. yea!
Do we talk about level 55 being more important than 60? Suddenly the ENTIRE focus of the spec shifts and now you are a true hybrid, no longer just a melee with a magic shock instead of some instant physical attack. Now you are launching spells around that are nasty, you can heal yourself with them and you can see your damage shifting to be closer to even between spells and physical.
Do we talk about level 60 and the wolves. Suddenly you can pvp for 45 seconds every 3 minutes! yea!
Or, do we talk about level 80 and how to play the spec in raids? Cause you don't need to know how to play the spec out of it. A bad enhance shaman can still quest very quickly.
alpha5099 Feb 6th 2010 9:12PM
Stoneybaby! Welcome. I unfortunately was never a regular reader of Big Hit Box, but I did catch a number of your articles and absolutely loved them. I even cited your piece on fast weapons sucking when talking with some of the other shamans in my guild, one of whom seemed to have missed the part where fast off-hands were obsolete several patches ago.
Great first article, and hopefully it'll bring some new shammies into the fold to enjoy the greatest spec in the world. One thing, you may want to throw in some leveling tips, which seems to be included in most of the other 101 articles. Leveling Enh was one of the most engaging and fun things I've done with any class.
Some quick tips for anyone interested:
1) Use Water Shield until you get Shamanistic Rage. Until SR, we can plow through mana pretty quickly, but once you start running with WS, your downtime will usually be the second or two it takes to heal after a fight; all the mana you used will come back to you next fight when the mob starts hitting on you.
2) You probably won't be using totems too much while leveling, although when I leveled Enh I didn't have the awesome Call spells, which should make dropping totems much easier even for trivial things. Magma Totem is awesome at 80, but it will obliterate your mana while your leveling. Searing Totem'll probably get the job done, and we get some nice bonuses from Flametongue, which can put out some damage if you can take the mana cost of Flame Nova.
3) I don't know the exact theory-crafting behind it, but the conventional wisdom is that off-hand Flametongue isn't necessary until you've started going into Ele talents. Go WF/WF until you've got 5/5 Elemental Fury.
4) You unfortunately have to wait until 40 to get the badassery that is Dual Wield. Personally I like the aesthetics of a shield enough that I went with a one-hander and a shield until I could get the talent, but others swear by the massive WF hits you can get with a two-hander.
5) Wolves are awesome. Even with mounts now available at 20, Improved Ghost Wolf is still definitely worth it for leveling. And get ready to love you some Feral Spirits, the coolest 51-pointer in the world. Prepare to scoff at almost every group quest you'll find in Outland and Northrend.
AnnieM Feb 6th 2010 9:55PM
Excellent article. I'm glad to see some enhancement shaman info for the masses. I've been playing enhancement forever, and this all pretty much matches up with what I've been doing. I don't think any of us should gem for crit - all our gear is agility anyway, so we should naturally have high crit percentage.
'The reason has everything to do with Flametongue Weapon: "Slower weapons cause more damage per swing." ' doesn't really make sense. Flametongue damage was normalized patches ago, so the weapon speed doesn't affect the total damage. We use slow weapons for flurry and stormstrike.
thehoodie Feb 6th 2010 10:32PM
Yeah, gemming crit is NEVER something you should do. EVER.
fatsephy Feb 6th 2010 11:11PM
And then, Flametongue was UNnormalised to favour slow weapons a short while later.
You must have missed that. :(
Edge Feb 7th 2010 3:50AM
I gem for crit in PvP, always seemed like the right thing to do, and more-so now that resilience damage was nerfed but NOT crits.
TP Feb 6th 2010 10:02PM
Isn't the spell hit cap for dranei 421?