Totem Talk: Enhancement Cataclysm update

With such a lame title, you'd never guess we have so much to talk about this week! Mastery bonus is all elemental damage, not just nature! Smarter Searing Totems! Four Ghostcrawler replies (11 paragraphs!) about Shamans, with four paragraphs solely about Enhancement! Longer Hex! New crit-increasing talents! Increased totem ranges! Well, okay, maybe that last one isn't as exciting as the first few. But there's so much news out there for us enhancers, I don't even know where to begin.
The logical place to start is with the biggest news: Enhancement Mastery bonus "increases all elemental damage done by 20%. Damage increased further by mastery rating." This is a change from the first Cataclysm build that included mastery; previously our bonus was only increasing our nature damage. The nature-only mastery was great for our core spell, Lightning Bolt (LB), but with Maelstrom Weapon (MW) now including Lava Burst (LvB) we would not benefit from our Mastery bonus with LvB. This was a problem for two reasons: first LvB does more damage than LB, and second, LvB could be used to keep Elemental Devastation up. Lava Burst will automatically crit when Flame Shock (FS) is on a target, making it a smart choice to used to keep Elemental Devastation active.
That choice changed. Mastery now affects all elemental damage, which includes Lava Burst. Hence, Lava Burst plus Flame Shock plus mastery equals happy enhancer. This is a great buff for us. Because LvB has an 8 second cooldown and LB has none, we'll still keep LB handy for when LvB is on cooldown.
Speaking of cooldowns
In recent post, Ghostcrawler acknowledged that not only are Enhancement Shamans heavily reliant on procs, but that we're so reliant that we suffer too much on high movement fights. This acknowledgment is awesome, though I've yet to see how it's changed in Cataclysm so far. Sure we get Spiritwalker's Grace and the uber Unleash Elements (UE), but the need for time-on-target hasn't changed. Even GC pointed out that warriors regen rage and reset cooldowns while moving, and filthy rogues store up energy. This makes them both ready to burst upon contact, while we have the brakes on and have to accelerate up to speed again.
With a 15 second cooldown, UE pretty much can only be used once each time we're forced to run around like an idiot. If you're running for more than 15 seconds then you're either not fighting a boss, in which case the damage doesn't really matter, or you're doing something wrong, in which case I can't help you. I don't know what the solution is, but let's hope they're working on it.
Improved shields?
One of the first things I noticed in recent builds was the change to Static Shock. Since the first beta build Static Shock lost the component that increased the charges on our shield. In Cataclysm, we're stuck as a set 3 charges on Lightning Shield. In the most recent build, the proc changed from melee attacks and abilities to Stormstrike, Primal Strike, and Lava Lash only. And it was changed to include the funky 15/30/45% chance to do the shield damage without consuming a charge. What does this mean for us? With fewer shields procing from fewer strikes per minute, but with a lower chance to be consumed, I'm not sure what to say without testing.
I did some rough back-of-the-napkin math. On a recent Heroic Deathbringer Saurfang fight I had a total of 501 hits that could possibly proc Static Shock. They were 46 Stormstrike, 23 Lava Lash, 62 Windfury, and 370 melee (including 86 glancing). With a 6% chance to proc that means approximately 30 of my Lightning Shield attacks on the logs should be a result of Static Shock (WoL). In Cataclysm, with this ability only procing off SS & LL but doing so 45% of the time, it should result in 31 Lightning Shield attacks in the same time frame (46 + 23 = 69 * 45% = 31.05).
This is a six point investment, 3/3 Static Shock combined with 3/3 Improved Shields, and makes me wonder if it will be worth it. Six talent points is nothing right now -- actually most specs only use 2/3 Improved Shields -- but come Cataclysm, six points is a huge spend. If we don't take those points we'll still have to reinvest two in the enhance tree, but that frees up four more points for things like Reverberation, Elemental Precision, and Call of Flame.
I couldn't find any test results from the latest build, from what I'll admit to be a cursory search. For my part, I had to download the new downloader, which is currently downloading the, uh, downloadering things. I promise I'll pop on the beta as soon as I can to test this stuff out, either that or just be a better googler.
Smarter searing
I was also pleased to read about the smarter Searing Totems, which will "now prefer to target enemies that are afflicted by your Flame Shock or Stormstrike effects." This is good news, although we may have to wait for the totem to change on fights requiring a fast target switch. Either that or drop a new Searing Totem. Regardless, the change is welcome considering that Searing Flames and Improved Lava Lash look delicious. And by "delicious" I mean "eat-@!%-and-die-rogue."
Talent moves
Some of the big talent changes include Reverberation swapping places with Improved Fire Nova, making the former accessible and the latter unreachable. I think we'll find a place for Reverberation in PvP specs, or maybe even PvE if Static Shock + Improved Shields doesn't pan out. Next, lackluster Ancestral Knowledge was replaced with the crit-inducing Acuity. This is a change I can get behind.
Next, Totemic Reach: Increases the radius of your totems' effects by 15/30%. I can't see a good reason to use this in PvE. Now for PvP, I see it being a great option.
Also, Convection now reduces mana cost of offensive damaging spells, changed from all spells and abilities, and Elemental Warding now reduces magical damage instead of all damage.
Wait. What? What was that last one? Elemental Warding now reduces magical damage instead of all damage? Oh yeah, and don't forget that the defensive cooldown portion of Shamanistic Rage is gone. As if I needed another reason to hate rogues, now we're even more susceptible to their filthy little pinprick, backstabbing knives simply because they're not magical. I might as well buy another two headsets now and keep them handy so I can smash them to bits in Cataclysm PvP while I'm stun-locked to death with no defensive cooldowns or damage reducing abilities.
Give me hex or give me death
Last up for the night, Hex now lasts one minute, increased from 30 seconds. This is a mixed blessing. If crowd control becomes an important factor in running dungeons once again -- and I suspect/hope it will be -- we can expect to be the new Mage. Step aside Mr. Pants, I'm a chain CCing Shaman. I can hear tanks now, "Stoney, your symbol is {moon}, keep that CC'd until we're done with the other six mobs." Granted it's just another GCD to use, we can reapply quickly with MW stacks, and we can keep smashing face while our targets are CC'd.
But the ability to chain CC goes against my very nature. My idea of CC is simple: death. Death is the perfect CC; it's unbreakable and doesn't need to be reapplied. A dead mob does no damage. When Magister's Terrace came out, and before we were given Hex, I was "crowd controlling" Sunblade Warlocks to death with Earth Shock (back when it interrupted casting), a Grounding Totem, and a helluva lot of damage. That is an enhancement shaman's idea of CC. Thank you and good night.
May all your hits be crits!
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 3)
Elmo Aug 7th 2010 4:12PM
Static shock does not consume LS charges anymore.
so you only lose a charge when something hits you and it procs that way.
KPB Aug 9th 2010 11:30AM
Static shock hasn't consumed any charges since the NDA was lifted so that isn't really a new change. Procing on specials on the other hand is from the last beta build.
Mike Aug 7th 2010 4:21PM
Personally, one of the things I like about Enhancement is the proc-based mechanics, and I hope this isn't toned back, but the other changes coming to the spec I'm loving so far (particularly the greater duality between nature and fire damage).
vocenoctum Aug 7th 2010 4:34PM
Quick question for general current game: What should I be doing for AE situations as Enhance? Generally I drop the AE fire totem if the guys will last long enough and fire nova, and then CLB when maelstrom procs up, but not sure if I'm missing something.
Angus Aug 7th 2010 5:58PM
What COULD you miss?
That's the extent of a shaman's AE ability.
You are doing fine. About the only thing you could change in there is to use the Frie Elemental instead of magma, and he's bet saved for bosses.
vocenoctum Aug 7th 2010 10:46PM
That's what I'd figured, but you never know. :)
Thanks.
vocenoctum Aug 7th 2010 10:47PM
Heck, I was swapping weapons in hand for the longest time to put the buffs on them since I never saw anything that said they buff in order... :)
Amaxe Aug 8th 2010 3:03PM
I find this macro is useful (use with your preferred buffs):
/stopcasting
#showtooltip
/cast [button:1] Windfury Weapon
/use 16
/cast [button:2] Flametongue Weapon
/use 17
translation: leftclick and it buffs the main hand with windfury. rightclick flametongue on off hand
Greeni Aug 7th 2010 4:51PM
i am SO switching back to enhancement/resto for Cataclysm d-(^_^)-b
maybesew Aug 7th 2010 5:01PM
Something to consider on your math, you might have more lava lash hits in the same period of time if it becomes higher on the priority list thanks to the buff from searing totem.
Also, it looks like your total attacks work out to be about the same, but with Mastery, it might be doing a larger percentage of your damage. It will be hard to make a call on if this is worth the talent points until you can produce a similar log in beta. Will be interesting to see how it works out. I have a feeling we'll be taking the talent points.
Boobah Aug 7th 2010 6:05PM
Unless they changed it again, Lava Lash in beta has a longer cooldown and hits harder even before you get to its synergy with Searing Totem. It may end up closer to the top of the priority list, but you still won't be able to use it as often as today.
Nabu Aug 7th 2010 5:10PM
I guess the change to Static shock makes it more "bursty" now
Tailica Aug 7th 2010 5:15PM
"Oh yeah, and don't forget that the defensive cooldown portion of Shamanistic Rage is gone."
Is that a change that hasn't been picked up and shown anywhere else yet? The only changes so far that I've seen to SR were the Mana Regen portion being cut for first a 90% mana cost reduction and then to no mana cost for 15 seconds.
I'm not in the beta myself, but been trying to follow the changes as much as possible and I'd think that would have been a rather big one for people to miss.
alpha5099 Aug 7th 2010 6:32PM
Yeah, I'm scratching my head over that one too. I have seen absolutely nothing to suggest that SR doesn't include the 30% damage reduction it has now.
Matthew Rossi Aug 7th 2010 5:47PM
No idea why he argues that warriors regen rage while moving. It's not true. We regenerate rage only when taking or dealing damage. Moving on a fight is just about as bad for us as it is for you, we lose bloodsurge procs (and the chance for more) and don't regenerate rage.
I have NO idea why he said that.
Angus Aug 7th 2010 6:09PM
You are surprised?
About the only way warriors will be able to get more rage while moving is to shout. yippee.
This makes them fine in his head.
I think the crab and crew have been making some pretty questionable assumptions and decisions of late. Spell damage is still going to suck even with a 20% boost thanks to losing the 50% crit damage bonus and moving the damage to be mainly about melee attacks (SS and LL will now be slamming for huge damage, causing Static Shock hits and Lava Lash ignoring armor) means enhance is now a burst class. Yea, that will be fun in PVP.
jonas Aug 7th 2010 6:11PM
Sounds like you're regenerating rage just fine right now... (don't hurt me! I had to do it!)
Zoltana Aug 7th 2010 6:16PM
Warriors regen rage while moving via AOE damage, enhance shamans have no similar effects
Matthew Rossi Aug 7th 2010 6:49PM
Water Shield would do the same, Zoltana. (I know you wouldn't use it because of Static Shock.)
For that matter, I'd regenerate the same amount of rage while NOT moving from AoE effect as I would moving. It's a silly thing to say. It's got nothing to do with moving, if you mean AoE damage then say so and we can discuss that aspect of it. (This isn't aimed at you, but at the original idea that warriors regenerate rage while moving.)
Furthermore, the amount of rage you get while moving is trivial compared to the amount you'd get with one weapon swing. Comparing the 'caps at 100/regenerates through damage taken and dealt' resource system with the enhancement shaman mana system (which can be easily regenerated in combat via SR and SS but which has its own inherent limitations) just doesn't make sense even without pretending that warriors are getting a full rage bar while not in melee.
I seriously don't even understand why he said this. I'm not even angry, I'm just very confused.
Dave Aug 7th 2010 7:58PM
He's talking within the context of WotLK so I believe he might be thinking of Anger Management for most DPS Warrior specs. Admittedly, it's a bit of a trickle feed but it's there.