Totem Talk: State of the enhance shaman address, page 2
Wrath of the Lich King: The pros
Our boring, two-button rotation was replaced with a dynamic priority system, completed nicely with the excellent Maelstrom Weapon. Windfury/Windfury was replaced by the newly enhanced Windfury/Flametongue, which scaled with our spellpower and now gave us a passive boost to that stat. Spell hit rating/melee hit rating (and their critical rating counterparts) were rolled into one stat, so that we would be able to feasibly hit the spell hit cap at 17% without sacrificing melee hit. With the coming of Wrath of the Lich King, the entire game was restructured to allow melee/spell caster hybrids to actually work.
Totem twisting was forever removed from the game. While it was unfortunate in some ways (there was nothing cooler than pugging a raid -- yes, we did that in BC, too -- and having the rogues in the group get excited over Vent to see you twisting totems), totem twisting was replaced by having abilities in our priority that actually allowed us to deal damage. Most totems and Bloodlust went raid-wide, allowing us to reach even more people with our excellent buffs. We remained the premiere melee buff class, bringing a strength/agility buff, 20% melee haste, and 10% attack power.
These were just the gifts we received at the beginning of Wrath. Throughout the expansion, we received other useful changes. Earth Shock, which previously had to be left out of our rotation on any fight that required interrupting, was replaced by Wind Shear, the most powerful interrupt in World of Warcraft. In response to our total lack of AOE DPS, we were given Fire Nova; when we got it in patch 3.3, we considered it a good deal. Shamanistic Rage had its cooldown reduced to 1 minute, making recovering from death a significantly easier prospect.
While the end of Wrath of the Lich King left most enhancement shaman bitter and dejected, that isn't the way any of us started out the expansion. During the first patch of Wrath, enhancement shaman were the best hybrid DPS class in the game and competed for the top spot of best DPS spec, period. Our use of agility/intellect mail finally made sense, as both agility and intellect gave us attack power on a 1:1 basis. We had a viable DPS cooldown in Feral Spirit, and patch 3.0.8 gave us Fire Elemental Totem as a useful cooldown, as well.
Wrath of the Lich King: The cons
By the beginning of patch 3.1, we started to slip off the top spot of DPS meters, but it really wasn't until the end of 3.2 that we became the absolute worst DPS spec in the game. The problem was that after 3.2 came 3.3 and Icecrown Citadel, a nearly year-long patch that highlighted every one of our issues and made playing World of Warcraft feel like a death race.
The downsides of playing enhancement in Icecrown Citadel were the stuff of legend. Our phenomenally complex priority system rivaled that of the feral druid, with none of the incredible DPS that came with being a feral druid. Our abilities, though we had a lot of them, all did relatively small amounts of damage per button press. The majority of our damage actually came from passive weapon strikes, like Windfury Weapon, Flametongue Weapon, Static Shock, and Maelstrom Weapon procs. Magma Totem was an annoying part of our priority, a small damage over time ability whose only saving grace was that it did more damage than Searing Totem.
We relied on Fire Elemental as a DPS cooldown, which made us lose ridiculous amounts of DPS potential on any fight longer than 2 minutes or any attempts made while FE was on cooldown. This was in addition to Feral Spirit, a high-damage DPS cooldown that comprised too much of our overall damage. While Feral Spirit was up, our DPS was competitive with every other class. During the 2 minutes and 15 seconds of downtime it had, it wasn't.
We also scaled terribly with gear. Because of the static spellpower we got from Flametongue Weapon and the high spellpower we got through Mental Quickness, we started off the expansion with higher spellpower than most casters. Coupled with our strong attack power, we were powerhouses for the first two patches of the expansion, especially when we were running a Flametongue/Flametongue build and double spellpower weapons.
Even our survivability had problems. Our main survival cooldown, Shamanistic Rage, was also our only way of returning mana. Coupled with the tier 10 two-piece bonus, it also was used on cooldown for a 12% damage bonus. With SR being used on cooldown for DPS, we no longer had an ability to mitigate spikes of damage from bosses.
Our most glaring issue, however, was movement. We had absolutely no way of closing the gap between us and the boss. On fights like Professor Putricide, this issue was particularly prominent. Our inability to maximize time on target in any fight that required much moving (Lady Deathwhisper, Putricide, Blood Prince Council, to name a few) meant that our already low DPS hit absolute rock bottom. This was such a glaring issue that many enhancement shaman picked up engineering as a profession simply for Nitro Boosts, giving us a gap closer on a 3-minute cooldown.
And then Cataclysm hit. Much like the first patch of Wrath of the Lich King, Cataclysm hit us with the answers to many of our Wrath problems. Cooldown DPS too high? Feral Spirit damage was decreased but given a shorter cooldown. Searing Totem was made important enough that Fire Elemental was not worth dropping, so that our damage stayed consistent rather than bursting high and sustaining low. Fire Nova was removed from our single-target rotation, and Lava Lash was given a longer cooldown and huge damage, so that our priority system was less finger-DDR and more Guitar Hero on medium. Static Shock was rolled into active abilities, so as to lessen the passive damage we were doing. Primal Wisdom became our main mana-returning ability, so as to let Shamanistic Rage become an actual damage reducer like Shield Wall. And, in one of the nicest changes to ever grace the enhancement spec, Ghost Wolf became usable indoors, finally giving us a way to have actual DPS uptime on mobile targets.
Of course, Cataclysm has its issues. As I've detailed before, our AOE system is beyond awful. We still have scaling issues, and our reliance on spellpower means that spellpower weapons are still viable options in specific situations. We still could possibly use an execute mechanic, both for helping score kills in PVP and to keep us competitive in the execute phases of bosses.
What I'd like to emphasize is that, while we have always had issues, we're not the neglected, downtrodden class that many forum posters would have you believe. We're not the redheaded stepchildren of WoW, whom Blizzard has never buffed and has no understanding of. When looking at the actual history of the game and class design, it becomes easy to see that Blizzard has addressed a plethora of enhancement issues. It's just a matter of perspective.
I'm not saying to lay down and accept what's given to us or to not enumerate and explain the issues we're faced with. That's feedback -- and without feedback, Blizzard could not have made enhancement shaman the spec they are today.
Show your totemic mastery by reading Totem Talk: Enhancement every week. We've got enhancement-specific advice on rep gear, heroic gear, and raiding gear, plus tips on maximizing your utility skills and tactics for raiding Blackwing Descent.
Our boring, two-button rotation was replaced with a dynamic priority system, completed nicely with the excellent Maelstrom Weapon. Windfury/Windfury was replaced by the newly enhanced Windfury/Flametongue, which scaled with our spellpower and now gave us a passive boost to that stat. Spell hit rating/melee hit rating (and their critical rating counterparts) were rolled into one stat, so that we would be able to feasibly hit the spell hit cap at 17% without sacrificing melee hit. With the coming of Wrath of the Lich King, the entire game was restructured to allow melee/spell caster hybrids to actually work.
Totem twisting was forever removed from the game. While it was unfortunate in some ways (there was nothing cooler than pugging a raid -- yes, we did that in BC, too -- and having the rogues in the group get excited over Vent to see you twisting totems), totem twisting was replaced by having abilities in our priority that actually allowed us to deal damage. Most totems and Bloodlust went raid-wide, allowing us to reach even more people with our excellent buffs. We remained the premiere melee buff class, bringing a strength/agility buff, 20% melee haste, and 10% attack power.
These were just the gifts we received at the beginning of Wrath. Throughout the expansion, we received other useful changes. Earth Shock, which previously had to be left out of our rotation on any fight that required interrupting, was replaced by Wind Shear, the most powerful interrupt in World of Warcraft. In response to our total lack of AOE DPS, we were given Fire Nova; when we got it in patch 3.3, we considered it a good deal. Shamanistic Rage had its cooldown reduced to 1 minute, making recovering from death a significantly easier prospect.
While the end of Wrath of the Lich King left most enhancement shaman bitter and dejected, that isn't the way any of us started out the expansion. During the first patch of Wrath, enhancement shaman were the best hybrid DPS class in the game and competed for the top spot of best DPS spec, period. Our use of agility/intellect mail finally made sense, as both agility and intellect gave us attack power on a 1:1 basis. We had a viable DPS cooldown in Feral Spirit, and patch 3.0.8 gave us Fire Elemental Totem as a useful cooldown, as well.

By the beginning of patch 3.1, we started to slip off the top spot of DPS meters, but it really wasn't until the end of 3.2 that we became the absolute worst DPS spec in the game. The problem was that after 3.2 came 3.3 and Icecrown Citadel, a nearly year-long patch that highlighted every one of our issues and made playing World of Warcraft feel like a death race.
The downsides of playing enhancement in Icecrown Citadel were the stuff of legend. Our phenomenally complex priority system rivaled that of the feral druid, with none of the incredible DPS that came with being a feral druid. Our abilities, though we had a lot of them, all did relatively small amounts of damage per button press. The majority of our damage actually came from passive weapon strikes, like Windfury Weapon, Flametongue Weapon, Static Shock, and Maelstrom Weapon procs. Magma Totem was an annoying part of our priority, a small damage over time ability whose only saving grace was that it did more damage than Searing Totem.
We relied on Fire Elemental as a DPS cooldown, which made us lose ridiculous amounts of DPS potential on any fight longer than 2 minutes or any attempts made while FE was on cooldown. This was in addition to Feral Spirit, a high-damage DPS cooldown that comprised too much of our overall damage. While Feral Spirit was up, our DPS was competitive with every other class. During the 2 minutes and 15 seconds of downtime it had, it wasn't.

Even our survivability had problems. Our main survival cooldown, Shamanistic Rage, was also our only way of returning mana. Coupled with the tier 10 two-piece bonus, it also was used on cooldown for a 12% damage bonus. With SR being used on cooldown for DPS, we no longer had an ability to mitigate spikes of damage from bosses.
Our most glaring issue, however, was movement. We had absolutely no way of closing the gap between us and the boss. On fights like Professor Putricide, this issue was particularly prominent. Our inability to maximize time on target in any fight that required much moving (Lady Deathwhisper, Putricide, Blood Prince Council, to name a few) meant that our already low DPS hit absolute rock bottom. This was such a glaring issue that many enhancement shaman picked up engineering as a profession simply for Nitro Boosts, giving us a gap closer on a 3-minute cooldown.

Of course, Cataclysm has its issues. As I've detailed before, our AOE system is beyond awful. We still have scaling issues, and our reliance on spellpower means that spellpower weapons are still viable options in specific situations. We still could possibly use an execute mechanic, both for helping score kills in PVP and to keep us competitive in the execute phases of bosses.
What I'd like to emphasize is that, while we have always had issues, we're not the neglected, downtrodden class that many forum posters would have you believe. We're not the redheaded stepchildren of WoW, whom Blizzard has never buffed and has no understanding of. When looking at the actual history of the game and class design, it becomes easy to see that Blizzard has addressed a plethora of enhancement issues. It's just a matter of perspective.
I'm not saying to lay down and accept what's given to us or to not enumerate and explain the issues we're faced with. That's feedback -- and without feedback, Blizzard could not have made enhancement shaman the spec they are today.






Reader Comments (Page 1 of 2)
Diop Jun 4th 2011 4:28PM
What a wonderful article, it's nice seeing someone actually step back and look at their class with some sense of perspective or history.
killercactiii Jun 4th 2011 4:36PM
Great article. Though I didn't start my Shaman till 3.3, the changes I have seen are definite improvements. It gives me hope for the future. Only thing I'm worried about is gear in 4.2, with many other dps classes making better use of the increased amounts of haste and crit than we will. We'll still be stacking as much mastery as we can I guess.
And our AOE? sure it's not top of the charts, but I like that it's an actual rotation rather than a 1 button spam. Mouseover macros are a must, though.
joak_244 Jun 4th 2011 4:43PM
Very nice post. I have to say it, I'm among the first to QQ about Enhancement shaman not being buffed. I know it's just a matter of perspective, but when you see Mages, Warriors, Rogues, Hunters, etc. All being buffed for no real issues other than damage... well I start to think why are we forgotten?
I know some issues were corrected, but we still scale bad, our AoE is still bad. And we're last on the chart...
But to be honest, I have to agree with you. Blizzard answered some of our problems and we may not be the "redheaded stepchildren" of WoW. We are not ignored, but we can clearly say we do not give us much love... :/
Elmo Jun 4th 2011 4:55PM
I'd like to add that T6 was pretty terrible for Enhancement since it had useless stats like MP5 on it! you were better off gathering offset hunter pieces which just sucked since you had far less chance to get a proper set of gear than others. also you mention hit and expertise but iirc expertise was introduced late into BC and was very rare on items and hit was useless since we were hitcapped anyway and spellhit was a seperate stat.
And on Cataclysm, we still scale terribly as my guild progresses through 25 heroics I fall lower and lower on the DPS charts while I started out quite high, always in the top 5 during normal modes.
I feel there's never been a time when we really worked perfectly, always having clunky mechanics, little reward for effort, poor scaling and plain silly itemizing though I still like playing this spec.
Angus Jun 5th 2011 2:57AM
Hunter pieces had MP/5 too.
During BT I was wearing the BADGE LEATHER PIECES and a shaman in the top raiding guild on our server mocked me openly for it. He had 5 pieces of T6. I asked him what his DPS was on a boss we both had on farm and laughed at him. "What, 1100 DPS is amazing in that fight for Enhance." "I do 1350 average. The Rogues and I compete for first on that boss." He called me a liar and my GM sent him a link to the logs along with a comment about me being nice enough to let the Rogues have the pieces first and waiting on any raid drops that are leather.
Truth is, leather at 10 ilevels less beat mail almost every time in BC. At the same ilevel it wasn't even close.
The sunwell pieces of Tier were best in slot though, beating even the leather. Getting a single good piece of tier and having the 4 pc bonus was worth it.
BC was not the shining period of enhance. Hell, I recall trying to go to Magister's Terrace as a pug. That almost never happened.
mdienekes Jun 4th 2011 4:55PM
It's true our class has come a long way, and this article makes some valid points. However, that doesn't excuse the current shortcomings. The two main problems I have are with stat itemization (who doesn't have a problem with this?) and the mainhand Windfurry enchant. It's just beyond me that our offhand should hit harder than our main hand. While there is a lot I will not miss from BC, I do miss the glory days of Windfurry Weapon.
Lohac Jun 4th 2011 5:40PM
I'm extremely confused as to what the current enhancement short-comings are. So far our shaman class leader routinely beats other dps by 2-3k as enhancement, in pre-raid gear.
For one of the current top melee dps specs in live content, there seems to be a lot of people thinking that they are lacking. Why is this?
Kyle Jun 4th 2011 6:02PM
The key here is "pre-raid gear"
Like some commented above you, Enh scales HORRIBLY, and partly because the gear this spec uses is really designed around hunter use. Trying to hit the expertise cap, while not nearly as hard as it used to be, is still a pain b/c all of our gear is actually designed around hunters, who don't need the stat.
While stat priority on gear doesn't help us either, it seems this is the complaint from most classes. My Resto set (equally geared to my enh set) has this issue, and so do my other 6 alts and their main and off specs lol...can't please every class I guess.
So in 5 man regs, enh pwns
5 man heroics, decent...i do top if not at least top 2 damage
Starting raids, top 5 usually
Beyond this, Enh plummets and I switch to my resto spec lol
Elmo Jun 4th 2011 6:07PM
Enhancement scaling is terrible, they start out really high like you said 2-3k ahead of all others but as you progress into raiding and heroic raiding gear you begin to fall behind everyone else. seeing this is only just the first tier this will become worse with every new tier they introduce.
iamtehg Jun 4th 2011 6:41PM
I don't believe Blizzard has figured out how to make the transition from 'support' class to a class that actually can compete on the meters. Cataclysm has been real hard to deal with so far in the fact that we don't bring unique buffs to the raid anymore and we can't use them to explain our way into raids anymore. We've seen Blizzard try, and fail, at buffing our AoE DPS and our single target DPS is about middle of the pack, putting us toward the bottom of the charts on most fights. But overall, and this is the biggest issue in my book, I've found myself having more fun with my alts than I have with my shaman. That's never happened to me before and I don't see much hope in the current patch notes for 4.2. And yes our dps will be going up in the next patch just because pretty much everyone else, even those specs that need nerfs, are getting nerfed to some degree. But they did something like that back in Wrath and it failed miserably. So I'm currently getting my hunter ready for the Firelands release here soon because I'm sure that, even though they've been hit with the nerf bat as well, that I won't feel so hopeless about my class like I do right now.
Amaxe Jun 4th 2011 7:19PM
"The complaint I most often hear used to demonize Blizzard goes something like this: "Blizzard doesn't care about enhancement shaman. We're the redheaded stepchildren of WoW." Beyond just being offensive to the fiery-follicled and to stepparents everywhere, Blizzard does have a history of dealing with enhancement shaman issues."
Well, as I recall, they eventually changed the shaman issues when we really began to complain. IIRC, a lot of times on the old forums they denied there were any problems.]
I think our lot didn't begin to improve until 3.0 and later.
Maelstrom Weapon was a good idea. Getting the totems to drop at once was a good idea. Making our relic slot count as one of each totem was a good idea, allowing us to get rid of those four damn totems in our backpacks.
But Blizz really didn't come up with any of these on their own initiative. They were only implemented in the face of a very dissatisfied class being very vocal about it. It was pointed out how ineffective the class had become, and eventually we got changes. But we're talking years of complaining.
Now it wasn't all bad. To give Blizz their due, Enh shamans **are** much more fun to play now than they were in TBC and WOLK... something I can't say about my paladin or DK or feral druid. I do appreciate what they did do with the class.
But tbh, I don't think it was something they were constantly taking the initiative on.
Matthew Jun 4th 2011 8:26PM
I've heard about 'the dreaded shaman's windfury weapon' from vanilla.
Can someone please explain that. (I think it's even in my old manual somewhere!)
How dreaded was it??
mdienekes Jun 4th 2011 9:17PM
http://www.youtube.com/watch?v=9Bb3HT1ubtk
Amaxe Jun 4th 2011 10:01PM
Each proc of WF (which launched extra attacks) also had a chance of proccing WF. You could have a runaway chain reaction which could one-shot a person.
I remember my level 40 warrior was attacked by a level 29 Horde shaman and almost lost because of that.
Murdertime Jun 4th 2011 10:53PM
Shamans were actually something of a pvp powerhouse at various points in Vanilla to the point where they got accused of being the most OP class.
This was due more to some quirks of mechanics than any inherent strengths.
There were a few factors at play.
In Vanilla, enhancement shamans used big, slow two handers and wind fury weapon was affected by weapon speed.
Secondly, wind fury could proc off itself.
Thirdly, there was no resilience.
This meant an pvp enhancement shaman with an arcanite ripper could theoretically one shot you, though this did not actually last that long.
They also had Frost Shock and Earthbind totem which were frankly terrifying before diminishing returns.
RedLobsterRocks Jun 4th 2011 8:56PM
The best retrospectic article I've ever read on enh shaman. I look forward to further posts from Elamqt!
Fletcher Jun 4th 2011 10:44PM
I think every class thinks it's the red-headed stepchild. DKs complain about getting changed about every patch, rogues complain about not doing enough damage, pallies complain about ... well, about a lot of things, but on *my* pally I complain about Inquisition's lack of rogue-like quality-of-life mechanisms (such as Envenom's refreshing SnD or SnD being talentable or glyphable for longer duration).
I don't think any class is cripplingly bad (although some specs, such as subtlety, are doomed to eternal PVE irrelevance because buffing them would make them OP in PVP).
In short, I guess what I'm trying to say is QQ MOAR LOL. :P
DeathPaladin Jun 4th 2011 11:58PM
"By the beginning of patch 3.1, we started to slip off the top spot of DPS meters, but it really wasn't until the end of 3.2 that we became the absolute worst DPS spec in the game."
I call BS. Subtlety is technically a DPS spec.
Angus Jun 5th 2011 3:01AM
Try PVP as enhance...
At least Rogues can switch between different flavors of Melee DPS for PVE and PVP.
Josh Myers Jun 5th 2011 11:03AM
Subtlety was actually one of the better Rogue DPS specs when WoTLK hit, but Honor Among Thieves was broken at the time. :P
I stand corrected, though!