Totem Talk: Changes for enhancement shaman in 4.0.6

Last week, I posted a view of the first three bosses of Blackwing Descent from an enhancement perspective. My plan was to continue that trend this week and look at Chimaeron, Atramedes, and Nefarian. However, our long-anticipated patch 4.0.6 was released this week, and along with it came a slew of buffs! At least, to fury warriors.
For our part, enhancement shaman didn't receive the short end of the stick in PvE. For PvP, we saw some huge hits: Purge was removed from Mental Quickness and now only removes one buff from the target, glyphed Hex's cooldown is 5 seconds longer and its duration is 2 seconds shorter, and Tremor Totem has received an entire design overhaul. Oh, and Bloodlust was removed from the entire arena game. I don't PvP at anywhere near a competitive enough level to offer opinion on these changes, so I'm just reporting them as fact.
To move into an area I do know, we're going to take a look at the positive changes for PvE enhancement shaman that came in patch 4.0.6. More after the break!
Wrath of the Windfury swing
The first major change of 4.0.6: Windfury Weapon is back in style. The release of Cataclysm and the past two months saw us maximizing our DPS with spellpower main-hands and Flametongue Weapon on both of our weapons. A 20% nerf to the damage Flametongue Weapon put out, coupled with a buff to make Windfury proc three hits rather than two, changes our entire imbue strategy. Windfury is back in style with an agility main-hand. Your off-hand remains the same, being a slow weapon with Flametongue imbued. Glyph of Windfury Weapon is also making a return and is now our best contender for a third glyph slot.

For those of you who have had some quality time with the local training dummy or raid boss since Tuesday, you might have noticed that Maelstrom Weapon is proccing considerably more than it did a week ago. This is due to a number of factors. First, Stormstrike was recently hotfixed to properly have a chance to proc Maelstrom Weapon stacks. Second, for those whose moral code kept them from using a spellpower main-hand, the extra Windfury Weapon proc means another chance at proccing Maelstrom Weapon.
Those who were rocking the mathematically superior Flametongue/Flametongue setup will be noticing significantly more Maelstrom Weapon procs this patch. Since we now are changing to Windfury Weapon, that's an extra three chances for Maelstrom Weapon to stack per Windfury proc that we weren't seeing before. Beyond that, we'll now be using Unleash Wind and be gaining the 40% melee haste buff. More melee attacks mean more Maelstrom Weapon procs.
Your gear is still good
This patch is incredibly fun for the enhancement shaman's wallet. Unlike certain other classes/specs that required total regemming overhauls, literally nothing has changed for enhancement. Agility is still our favorite stat. We still need to cap spell hit rating at 1,742 and expertise at 541 (values assume no racial bonuses). Mastery is still doubtlessly our superior secondary stat. The only slight change is that the value of haste has gone up a small amount. A very small amount. A minuscule amount. Haste is still bad -- it's just gone from "terrible" to "awful."
The second part of post-patch gearing to look at is trinkets. In patch 4.0.6, Unheeded Warning was changed to proc a 680 increase in weapon damage for 10 seconds. However, that increase in damage only applies to auto-attacks, which make up less than 25% of our total damage. Windfury, Lava Lash, and Stormstrike are all not affected. Unheeded Warning is still an abysmal trinket for enhancement and should be avoided like a duel against a frost mage. Fluid Death and Darkmoon Card: Hurricane are what you should be shooting for. Consider an Essence of the Cyclone if you don't have the funds for DMC:H yet.

One of the real big changes in 4.0.6 was the addition of a slew of new profession items into the game. Most of these changes are restricted to shaman of a certain profession; for instance, alchemists now have access to the excellent Quicksilver Alchemist's Stone, an agility heavy stone with passive crit rating and a delicious red socket. Engineering shaman like myself now see our Synapse Springs providing 480 agility on a minute-long cooldown, bringing the profession more in line with the passive bonuses from other classes.
However, not all positive profession changes are crafter-specific. These are the changes we're really in love with. First off, enchanters can now enchant their bracers with 50 agility after finding or buying the BoE formula. This enchant is more expensive than other comparable bracer enchants like 65 crit, but 50 agility is nearly double the value of 65 crit rating. If you can afford this enchant, get it.
More importantly, patch 4.0.6 gave us some amazing changes to meta gems. First off, our old staple Chaotic Shadowspirit Diamond has become obsolete. In its place, we now have the Agile Shadowspirit Diamond. It gives the exact same amount of agility as Chaotic gave crit rating, meaning we're now getting a significantly larger bonus just for slotting this gem. Second, the gem requirements have been changed to requiring three red gems to activate. This is a huge change, as activating our meta used to be nearly as large a DPS loss as the 3% crit damage buff was a gain. Since we're gemming straight agility now, the meta will be activated with no DPS loss. This is a nice DPS buff. The entire meta gem is about a 2.5% DPS increase.
The big question
The most important question on anyone's mind after any major patch is "Did I just get nerfed?" Taking the patch notes at first glance, it might seem that way, as the 20% Flametongue nerf looks painful.
Things aren't that simple, though. Here's the lowdown:
If you were using an agility main-hand pre-patch, you will see a DPS increase. The Windfury change easily makes up for the 20% Flametongue damage loss, and everything else is just gravy on top.
If you were using double Flametongue and a caster main-hand pre-patch, you will see a change that is largely DPS-neutral. While the nerf to Flametongue hit us hard and we're losing nearly 2,000 spellpower on all our spells, we made up a lot of that lost damage through Windfury/Maelstrom Fix/meta gem change.
Overall, we might be seeing a slight DPS nerf in the long run. However, we're talking a nerf that is within the low hundreds of DPS, whereas pre-patch, the difference between a caster main-hand and an agility main-hand was in the thousands. Overall, the patch ended up being a great addition to the actual flavor and playstyle of the class and, at worst, a slight nerf to DPS for those of us who weren't playing as intended. And, for those of you who stuck through it with your melee main-hand weapon, congrats on the DPS buff!
Filed under: Shaman, (Shaman) Totem Talk, Cataclysm






Reader Comments (Page 1 of 2)
Daco Feb 12th 2011 6:12PM
yay windfury 3x as awesome!
MikeLive Feb 12th 2011 6:17PM
Though we've only been able to do BH since the patch, my DPS looked very much the same (and I was playing the intended way, using Unleash Elements and Windfury on an Agi mainhand, though I'm at mostly 346 gear) while our guild's Elemental Shaman was certainly brought up - we were within 3% of each other that fight, I was most impressed by the balancing.
Josh Myers Feb 12th 2011 6:49PM
The thing you need to remember is that an actual fight in game is susceptible to a lot of RNG elements from strings of no crits to rolling higher on your abilities' base damage rolls. You can't really look at any one fight and say "oh, hey, my DPS didn't increase from last week" to this week because there is no way to guarantee this week had the same variables as last week. In pure numbers, the changes in 4.0.6. will be an overall dps increase for you!
Brune Feb 12th 2011 6:46PM
Does the new alchemy trinket beat out either hurricane or fluid death for BiS?
Josh Myers Feb 12th 2011 6:52PM
If you can use the hit on Fluid Death to stay hitcapped and not waste itemization, Fluid Death is just amazing. As for Hurricane, the Alchemist's stone has 10 more passive agility which makes it better in that regard. As a result, it comes down to whether the PPM nature blast mechanic of Hurricane outvalues the 194 Critical Strike rating on the stone. I don't honestly know an answer to that offhand, and it's definitely something you want to look into.
Brune Feb 12th 2011 7:04PM
Given that the proc on DMC:H is worth about 500dps to me with my mastery, I suppose it won't become BiS. Will probably be better than Key to the Endless Chambers/Skardyn's Grace/Left Eye of Rajh/Unheeded Warning for people without access to raid gear. I'll be keeping my Tia's Grace though.
Jormund Fenris Feb 12th 2011 6:55PM
Sorry, but when you say "third glyph slot"... which one exactly? I've only heard EJ's "You're going to want LL, and 2 of the 3 others listed" the others being Feral Spirit, Stormstrike and Windfury.
Josh Myers Feb 12th 2011 7:08PM
Stormstrike is generally accepted as the best 2nd glyph. Windfury/Feral Spirits contend for third place, with WF winning out right now.
Joe Feb 14th 2011 10:49AM
I just simmed on my heroic-geared shaman and had about a 40dps increase replacing Feral Spirits with Windfury -- probably ends up being higher in real combat since I don't use FS on cooldown during most fights.
Stormwalker Feb 12th 2011 7:00PM
Not directly related to Enhancement shamans, but does anyone know what the addon is called that changes the font of the damage numbers above the target's head on the first screenshot of this page?
Amafi Feb 12th 2011 7:18PM
Also wondering about this addon. Is it SCT-Damage?
Hamumu Feb 12th 2011 7:50PM
You don't need an add-on to change fonts. I have my whole game looking adorable with Insaniburger. The process is simple. Create a folder inside your WoW folder called Fonts (if there is one, rename it and make a new one). Then pick your four favorite fonts (I used the same one four times) and copy it into that folder under the names: ARIALN.ttf, FRIZQT__.ttf, morpheus.ttf, and skurri.ttf . Now since I used the same font for all four, I'm not sure which is used for which thing, but you can experiment (or google it). One is the text in quest descriptions, one is the damage numbers, one is the damage numbers for crits, I think, and one is menus and such. Something like that, anyway.
If you want to restore the original fonts, just delete this fonts folder you made.
Heii Feb 12th 2011 7:17PM
Thought I'd say this;
As a long time Shaman lover, I am glad to see Windfury now hitting with three attacks instead of two.
I am also happy that on my lowbie Orc Shaman (46ish) I am now capable of one-shotting pretty much anything that isn't in plate. Or Resto Shamans.
See that rogue? BAM, he's dead. That caster? SWISH, he's dead. See that Arms Warrior? CRUNCH, I'm dead.
Sean Feb 12th 2011 7:23PM
Auto Attacks are only 25% of our total? Really?
I have always used the Windfury/Flametongue strat, currently using two Perforators my Jewelcrafting wife made for me.
From 80 heroics/raids to the present, melee damage has always been between 40-45% of my total DPS. And while I don't claim to be the best totem slinger in Orgrimmar, I'm no slouch either.
So what stats are changing at the highest levels that drop melee from 45% to 25% of our DPS? Even with the buff, it can't all be Maelstrom procs?
Josh Myers Feb 12th 2011 7:56PM
Here is my Magmaw kill this week, 19,500DPS while rocking an iLevel 333 blue mainhand because I'm bad. :P click on "Damage by Spell" to look at the damage breakdown.
Keep in mind that Windfury/Auto attack damage are abnormally low because of the blue quality mainhand. They'd each be a few percent higher with a 359 epic.
http://www.worldoflogs.com/reports/88k9pcc2njmm0uff/details/12/?s=182&e=495
Sean Feb 12th 2011 8:35PM
Ok, I see your numbers, but I still don't understand the "why." Why is your spellpower/Nature damage scaling with your gear levels more than melee damage?
Is it just spellpower increasing as your AP goes up? Ungodly amounts of Mastery? Are you hitting Lava Lash on every cooldown or waiting for 5 stacks of Searing Flames? (I use it on every CD)
Angus Feb 13th 2011 1:38AM
You don't need to wait for LL to get to 5 stacks, once you hit it, if the totem is smart enough to keep attacking that target(pretty big if considering how stupid this stick is) your next LL should be hitting a 5 stack. The totem has a cast time under 2 seconds. So after that first LL hits, all the rest should have a full stack behind them.
The reason it is so little is simple:
Melee damage is affected by armor, glances, and hit. Unless you manage to hit cap for 24% melee hit, you will miss some. The armor makes that damage lower. Glances will lower damage as well.
Now look at all the other things on that list.
Lava Lash hits like a mack truck.
Lightning Bolt shows up a lot thanks to MW.
Windfury is showing up for more.
The normal flametongue is sort of an autoattack, but is not melee damage.
flameshock and earthshock are both just doing their thing.
Just keep going down that list....
The big issue is that if you look, how much of this is active damage vs passive.
Auto-attack, Windfury, flametongue, searing flames all of these require no more than 1 button push (searing flames is a bit more active, but is not even really 100% controllable)
Sangoma Feb 12th 2011 7:38PM
Forgive me for being behind the curve...
Are we still using Slow/Slow weps???
Josh Myers Feb 12th 2011 7:51PM
Yep.
ljrk99 Feb 12th 2011 7:55PM
Since we no longer need the sp weapons, does this change our weapon enchants? I really like the idea of avalanche, but i dont know if its as good as beserking or hurricane.