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.
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Reader Comments (Page 2 of 2)
Zetsubou Jun 5th 2011 4:21AM
i think part of enh problem is they still use proc based damage like windfury. that was part of what made me hate ret pallies too, back when seal of command was a separate seal that gave a chance of striking. it would probably be better if windfury was a "buzzsaw" instead of a "hatchet". they could also use more stat conformity, like unholy and ret gaining spell power off of attack power. another thing they could use is a "good for enh only" aoe. some kind of weapon or windfury strike that acts like whirlwind or cleave. it could even spread a debuff when it hits a flameshocked target, opening up some sync with fire nova.
this has all probably been said before, but on the off chance it gets looked at ever i'll add my vote for doing even some of the above.
drumma_kid Jun 5th 2011 12:51PM
Speaking as a Rogue, specifically Combat, I can empathize a lot with the tone of this article, Chase wrote an article with remarkably similar overtones last week on our class, and by glancing at DPS parses I can see that we're residing in the same area of melee obscurity compared to other classes, especially our ranged colleagues.
I won't pretend to fully appreciate Shamen DPS class mechanics, or claim who has the larger problem, but we're in the same kind of boat as far as I can tell, albeit likely for different mechanical reasons. So I extend a leather-clad hand of friendship to our totemic brothers-in-arms, and hopefully you'll lend us a Mail-covered shoulder to QQ on in return.
Rollo Jun 6th 2011 7:52PM
Ok, but I'm not giving you a hug so long as you have (Pick Pocket).
Chrisp Jun 5th 2011 5:00PM
Nicely done. My main's been enh since BC, and it's remained my fav class through all the changes. I find that even today, many people don't know what to do with us though. Maybe that's just MDps in general...but trying to pug BOT, or BWD takes a lot of patience. I've even been replaced by a rogue specifically for FOK on Chogall's adds.
I would love to see us gain some better AOE, make it so reincarnation could be cast on others as well, etc. I agree with Blizzard when it should be about the player, not the class...but maybe some more unique raid utility would make it so people knew what we brought to the table as well. Right now that's our interrupt...
johnnyamerika Jun 6th 2011 11:55AM
Good piece, Josh. I hope you go more into the current issues with enhancement in future columns, however, because there are many.
I'll always hold enhancement as my true love. It's an amazingly rich class with lots of cool abilities. But as a high end raider, I've retired my shaman of 5 years in favor of my freshly rolled warlock.
To highlight some of enhancement's weaknesses for those looking for more information, I'll use the example of my swap to my warlock. My guild was working on Sinestra, which requires intense burst AOE dps and a very high single target requirement. For 3 minutes of the fight, each player receives a 100% haste buff/unlimited mana buff as well.
Firstly, haste as we know is awful for enhancement now. So single target, I was scaling the worst out of any class in the raid. The other effect of that buff is it provides every other class with unlimited resources - mages have infinite mana and can just AB spam, ferals and hunters have super regenerative energy, warriors have nearly infinite rage. Enhancement? Our resource (mana) is already available in unlimited reserves - we're never capped by it, so we have nothing to gain by getting more of it. As a result, we gain nothing there in the fight as well.
TLDR: my enh DPS on Sinestra was pitiful compared to the rest of my guild. I'm no slouch either - my shaman has a 367 ilvl and I'd like to think I'm fairly skilled, holding top 10 DPS ranks on almost every fight in this tier at one point or another. Yet the night I swapped to my warlock I shot from doing 27k DPS over our best attempts ~6 minutes, to doing 38k DPS on our kill. My warlock did identical single target damage as my shaman, and I was the top damage done to the aoe packs of whelps. My warlock was 353 ilvl at the time.
So yes, there are a number of serious issues with shaman at the moment. Perhaps Sinestra isn't the best fight to use as an example due to the buff mechanic, but it does illustrate some key problems (no resource managment, continually poor cooldowns, poor scaling with stats).
Naku Jun 6th 2011 1:16PM
We're not the neglected? Well ok I can accept this. Lets say enhancement shaman has the worst support ingame.
helfarchwow Jun 6th 2011 2:12PM
What a fantastic article! I've never played a shaman in my life, have next to no knowledge about how they work, but I thoroughly enjoyed reading it. In fact, I read it twice.
Vixsin Jun 6th 2011 1:23PM
Brilliant summary, Elam. And your point is well-taken and well-timed, what with T11 coming to a close and T12 on the horizon. I think just about every class and spec out there could come up with a list of issues that have been hard-fought and ultimately resolved over the course of multiple expansions. The key is remembering that those issues will get resolved, soon enough.
Snuffey Jun 6th 2011 2:08PM
I am sorry but i played a Kitty and an enhancement Shaman in wrath in fact they were my 2 favorite specs to play. But there is no comparison Kitty was the more difficult spec to play even if you tried to weave a 4 stack Maelstrom Weapon proc between weapon swings.
Rathshai Jun 9th 2011 8:20PM
I must say, I somewhat disagree with us being the worst by 3.3. In my guild, which is pretty good on our server, I was systematically beating the top DPS on nearly all fights. I remember when the LK fight came out, and on the night we downed him, my DPS was up at about 12-15k, way higher than the warrior behind me. I don't know whether it was just the way my equipment was set up, maybe different gem config or something, but I was doing damn good DPS at the back end of WOTLK.
You do raise a very valid point, and I agree with what you've said. (But I still