Totem Talk: Enhancement shaman changes for patch 4.0.1

I can't wait for the new talent trees to kick in with patch 4.0.1. The game designers truly streamlined talent trees, including Enhancement. They've even gone so far as to make Primal Wisdom, our mana regen talent, into a base ability, and they've taken one point out of Unleashed Rage. This frees up two talent points right away and gave us some very viable specs to use right out of the gate of 4.0.1 for our last hurrah at level 80.
I see two different possibilities for level 80 specs for enhancement: Fire Nova or Improved Shields. First, an Improved Fire Nova spec of 5/31/0. Not only did this talent get moved to the enhancement tree, but it got dropped down deep, out of reach for elemental. The unfortunate part is that come Cataclysm, Fire Nova will require a Magma, Fire Elemental or Flametongue Totem and will not work off our new and improved Searing Totem. To further confound matters, the improved nova is right beside Searing Flames, the Searing Totem special kicker.
The improved novas make a big difference in fights requiring both boss and AoE damage, such as heroic Halion-25. Outside of that fight (or any future fights like it), Improved Fire Nova is a waste; better to put the points in Improved Shields. My main spec at 80 will be 5/31/0. Just moving those points isn't going to push your DPS up significantly, but with the changes to Lightning Shield, making it effectively a 10-minute, non-depletable buff (when glyphed), those two points are well spent there at 80.
Dipping into the elemental tree, after our requisite 31 points in enhancement, three points in Acuity are a must-have, especially as we start to level again. The last two points going into Concussion will pack an extra punch.
Check your caps
As Sarah Nichol pointed out, shadow priests and balance druid hit buffs no longer affect the raid; we effectively lose 3 percent hit. Despite this, we still want to maintain hit cap, because our spells continue to be a significant portion of our damage, and so we want them to hit every time. As any experienced enhancement shaman will tell you, we never waste a cooldown, so a spell miss is as good as not pressing a button.
Draenei need 420 hit, while the rest of us need 446 in order to maintain that raid 17 percent hit cap. This shouldn't be a problem because if you're in ICC gear, you're swimming in hit. We're not losing anything on our physical hit, because the soon-to-be-gone 3 percent raid hit buff only affected spells. All that extra hit is coming in handy now. Was there a master plan by Blizzard designers to give us lots of hit in ICC because they knew they were going to take away a buff? Mostly likely not -- but thankfully, it all worked out in the end.
One of the good talent tree changes was making Unleashed Rage a two-point ability, which frees up an extra point to put elsewhere. However, it will increase our expertise by only eight, with two points invested when 4.0.1 goes live; currently, it is a three-point talent, adding 3/6/9 expertise. Thankfully, losing one point of expertise (or 26 rating) is an easy fix. Hit up a Precise Cardinal Ruby and an Accurate Ametrine to get back up at or over the expertise cap, or pop on Enchant Gloves – Expertise.
Stormstrike promotes ED uptime
Stormstrike will no longer debuff your target. This is a welcome change, as it removes another layer of complexity from our rotation. No, we're not taking Stormstrike out of the rotation; we're eliminating such things as "SS_0" and "ES_SS" from the optimal spell priority rotation. SS_0 means cast Stormstrike if there is no active Stormstrike debuff on the current target. ES_SS means if the Stormstrike debuff is active on your target, then cast Earth Shock; otherwise, cast Stormstrike to apply the debuff. Complicated? Don't worry; it's simplified in patch 4.0.1, with Stormstrike yielding an increased chance to crit.
That extra crit chance from Stormstrike means more ED uptime. That's Elemental Devastation. What did you think I meant? Since we won't have any guaranteed critical strikes, we want to maximize our chance to crit with spells for the increase to melee crit.
Ancestral Swiftness and Feral Spirit
Ancestral Swiftness -- what an awesome talent. Aside from Feral Spirit, this is the best talent point spend in the tree, in my opinion. Well, Unleashed Rage is pretty good. And so is Flurry. And Stormstrike. And ... OK. It's not the best, but it's damn good. For two points, we get insta-wolf and a permanent run speed boost of 15 percent. Plus, baseline Ghost Wolf is usable indoors! Ever get jealous when you hear the whoosh of a warrior charging back in after a Defile? Ever make a special spec, just to include Ghost Wolf for just one boss? Fret not, young shaman -- insta-wolf is nearly here.
Speaking of Feral Spirit, the cooldown goes to 2 minutes and the wolves only last for 30 seconds. By my estimation, this is actually a slight nerf for most boss fights, though of course the nerf/buff depends on the fight duration. I ran some numbers in Excel and posted them here. Assuming we pop our wolves at the very start of the fight and then again on every cooldown, by breaking boss fights down into 30-second increments, the current 3-min./45-sec. setup of Feral Spirit edges out the forthcoming change two to one.
As for clearing trash and PvP, this should be a good change. We'll use the wolves more often, and they'll coincide with more cooldowns, which inevitably means more time in Storm Peaks farming Chunk o' Mammoth to make Spiced Mammoth Treats. We lose the ability to use Spirit Walk twice in the same feral spirit duration -- which I rarely used more than once per pop, anyway, in PvE.
New, improved and angry Searing Totem
Our go-to totem is the new and improved Searing Totem. Long the outcast of the enhancement world, shunned by its fellow fiery peers, looked down upon by all other totems, even the lowly Sentry Totem hasn't given Searing the time of day since patch 3.1. We now get to experience first hand the comeback of the Searing Totem! No more will Magma kick sand in Searing's face and run off to the beach with Ophera Windfury. The day of the searing has arrived!
From what I've read, the Searing Totem is fast to switch targets, quite aggressive towards critters, and smartly ignores crowd-controlled enemies. The mechanics on getting it to always follow our active target are still being worked on, but getting the CC-safe functionality completed first was an excellent move. In what we expect will be a CC-centric expansion, a wild totem breaking your bound elements and hexxed people simply wouldn't get use. Thankfully, we don't have to worry about that. Searing's ready for prime time; it's got half a brain and a bad attitude to boot.
Like the last pre-expansion patch, 4.0.1 is going to bring a lot of changes. Stay tuned for more updates as they come.
May all your hits be crits!
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
slartibart Sep 26th 2010 8:55PM
If I read the most recent beta/ptr racial changes correctly, I believe the racial is changed to affect only the Draenei.
Hasselhoff Sep 26th 2010 9:04PM
The party-wide buff has gone away, but the self-buff remains. Draenei still have a 1% increased chance to hit.
Alex Yang-Nikodym Sep 26th 2010 8:47PM
Actually, Searing Totems will only attack mobs with the Flame Shock or Stormstrike debuffs.
Boobah Sep 27th 2010 2:03AM
No, it picks the closest (I think) target if nothing has the debuff it's looking for, just like the warlock's Ebon Imp, Infernal, and Doomguard. As soon as it spots the debuff, it'll switch to that target... although if you drop the totem and then shock/stormstrike, it'll finish its first cast before looking around for the debuff.
Hayzues Sep 26th 2010 8:49PM
ED uptime? Isn't that a bit oxymoronic?
matt3270 Sep 26th 2010 9:30PM
I see what you did thar.
Angus Sep 27th 2010 12:02AM
I had a piece of ice go flying out of my nose along with my water, jerk.
Have an upvote.
Aureliusz Sep 27th 2010 1:50AM
For anyone who didn't immediately get the joke, ED also stands for Erectile Dysfunction.
Rofl.
Hasselhoff Sep 26th 2010 9:11PM
SS actually does still debuff your target, but it no longer has charges.
I haven't seen the latest EJ theorycrafting, but I've been using a FS, LL_5xSF (LL with 5x searing flames), MW5_LB, SS_0, ES, SS priority with the best results so far (for myself, not speaking for anyone else). Of course, it's hard to get a bead on what's best with all the people hitting the dummies on the PTR (and my searing totem not hitting them for some reason this last build).
SaintStryfe Sep 26th 2010 9:41PM
Tell me if I'm right:
Right now I use a Macro that automatically switches between Stormstrike and Lava Lash.
The way I'm reading it now, Searing Flame will almost become like a second Maelstrom Weapon - reaches 5 points, hit Lava Lash to get maximum damage.
Is this correct?
Hasselhoff Sep 26th 2010 10:20PM
Yes, Searing Flames is another combo point system like MW. And it's awesome.
SaintStryfe Sep 26th 2010 10:50PM
so then I assume we'll have nice addons like totemtimers that will give us an audible and on-screen proc to tell us when to hit one or the other
Hasselhoff Sep 27th 2010 12:00AM
I prefer either Power Auras or Shock and Awe. Power Auras is better, but it takes time to learn how to use it correctly. And the last I saw him say anything, the author of SAA was considering dumping his enhancement shaman in Cataclysm, so it's probably best to learn how to use a non-shaman-centric priority/proc monitoring system.
Texanatthedoor Sep 27th 2010 7:25AM
Cats going to give us native powerauras that are, supposedly, easy to configure. Problem solved, if so.
Gondlem Sep 27th 2010 7:53AM
I don't think the stack count on Searing Flames will really matter the way it does with Maelstrom. On a single target, you'll get 5 stacks each time Lava Lash comes off CD anyway, and even if you don't, Lava Lash does so much damage after the 4.0 changes that you will be using it every CD anyway. I've seen crits for upwards of 20k without raid buffs on the beta.
Malak Sep 26th 2010 9:42PM
Hay Matt, thanks for the article! so far my shaman is the toon that I'm getting the most excited about (it's also changing the least of my other toons, with the most benefits).
I was somewhat confused by your graph on feral spirit tho (I could just be confusing the numbers and times). Btu as far as I can see, whichever mechanic it higher dps would depend on the length of the fight. under 4 min, the old mechanic would have higher dps. between 4 and 6 it would be the new one. 6-7m and the old mechanic jumps ahead, and 8-9 the new one. at 9 the odl mechanic is king again, but once you hit the 10m mark the new mechanic steps up once more. Overall, I don't see it as a DPS loss, but specific variances in your fights may determine the current impact of the timing change.
I like the changes to searing a lot! especially since you get it so early on, it will be a definite improvement to leveling new shamans (have visions of dozens of dwarfs running around Loch Modan zapping everything in sight. the new compact efficient Shaman! half the size, all the power!)
Jamz Sep 26th 2010 10:31PM
ally shamans still have 1 thing wrong. That horrible, wanna-be pally, pompous, look-at-me-i-wanna-be-a-hero-but-i'm-not-allowed-to-be spell. HEROISM. All shamans should bloodlust. end of convo.
ok why? Lore!
Shamans should NOT EVER EVER EVER EVER EVER EVER be nothing more than a humble being restoring balance to the elements. Heroism is just...just...GAHH...it's not shaman
SaintStryfe Sep 26th 2010 11:03PM
Actually, I never got either name. Bloodlust only makes since for Orc shamans. Everyone else really should'nt feel "blood lust", especially tauren.
Draenei are heroes. it's their nature. It's as good a name as any, even if I'm not personally big on it.
PErsonally, if I were designing, I would rename the spell something to reflect it's shamanistic roots and make it the same for both horde and alliance - something like Gathering of the Winds. And the debuff would be Exhaustion, the same one Alliance get for both sides (since "Sated" wouldn't make sense). I like this because it's a generic enough name that it would work for the other heroism effects - the one that pets can give plus Time Warp.
SR Sep 26th 2010 11:44PM
So you're saying that a humble being that restore balance to elements should have a craving for blood, murder and slaughter once every 10 minutes at most?
Saeadame Sep 27th 2010 1:33AM
Or they could just name both something easy and somewhat descriptive like "Swiftness", call the debuff "Exhaustion" (or "fatigue" or "burnout" or "weariness" - there's a ton of options)