...and up to 75% less totem-redrop!
Welcome shamans and shawomans,
this is the first post of the new Mists Of Pandaria Enhancement Guide. Here you will find the actual guide, containing recommendations, stat priority, rotation and so on. If you only want to know what to do and what is new, this is all you need.
The second post will be filled with mostly (lengthy) explanations and maybe some math as well as references and links to other sites. You may stick around a bit, if you like to know why you should or might do things the way they are written here.
The third and last post will contain a changelog and patchnotes. This is interesting for you, if you like...well...changelogs.
Before we get started:
Credit where credit is due!
I want to thank:
- Purge from Dread, Korgath and Totemspot - Guide
- Platform from TM, Zul'jin
- Saz aka SerenitySaz from Evil Deeds Inc, Aggramar and World of Saz
Another big thanks goes to Binkenstein, who gathered most of us together and gave us the opportunity to work together and create these guides at Totem Spot. His Elemantal guide is mirrored here at Elitist Jerks or can be found over at Totem Spot (Elemental Guide).
And a special thanks goes out to you out there, fellow readers, who will surely find some mistakes and improvements to our all work.
Also make sure that your question has not been answered anywhere before you post it. ElitistJerks search function is great, so use it! Theres no penalty to that.
|BiS||Best in slot|
|DoT||Damage over Time|
|DPS||Damage Per Second|
|Echo||Echo of the Elements|
|FS_UEF||Flame Shock when Unleash Flame buff is active|
|HTT||Healing Tide Totem|
|MW5_CL||Maelstrom Weapon x 5 stacks - Chain Lightning|
|MW5_LB||Maelstrom Weapon x 5 stacks - Lightning Bolt|
|SBT||Stone Bulwark Totem|
- Gear for Agility and Mail-Armor.
- Gear for the hit- and expertise-cap.
- Use slow one-handed weapons with high damage, which would be an axe, a fistweapon or a mace, no swords as we can't use them, no daggers as they are fast and no two-handed weapons.
- Put Windfury on your MH and Flametongue in your OH.
- Always keep Lightning Shield up.
Once you reached level 10, you may choose one specialisation. Since you are reading this thread, I am assuming you took/want to take Enhancement.
As soon as you do this, you will be granted 3 abilites:
|80||Mastery: Enhanced Elements|
Also you will now have the ability to skill up to 6 talents from you talent tree. You will get access to one tier every 15 levels. You may only pick one talent per tier.
This is what realy has changed, because now every Spec can choose any talent and is no longer bound to an indivdual talent tree.
Furthermore these tiers are thematically ordered, like tier 5 is filled with healing CDs and tier 1 gives you a survival talent.
Even though this is not completely new, I will again say it:
After the latest changes regarding this topic, it is no longer in any way viable to use caster-weapons. You want to stick to your slow but smashing weapon.
There are several changes to what secondary stats we like and how Hit and Expertise work. Take a look at the Stat section!
Generally we lost a lot of totems, mostly the static ones that granted passive buffs like Windfury. The only totem we will have up 100% of the time is our fire totem, which will mostly be the Searing Totem.
I'm not going over the new talents at this point. They will be discussed later on.
Cleanse Spirit has been changed to dispelling all curses from a friendly target, but having a 8 second CD. Sadly enough Purge hasn't had a similiar change...
Flurry is not new, I know that, but it has changed. Additional to the old effect, it grants bonus haste based on our haste rating. Note that this does not affect %-haste like Ancestral Swiftness!
Healing Stream on a side note has changed as well. Lasts only 15 seconds now with a 30 seconds CD and heals only the most injured party or raid member (smart heal).
Searing Flames isn't a stacking debuff anymore. It has finally become a buff stacked on ourself, which now buffs the damage from Flametongue Weapon. Also SF will now stack every time our Fire Ele autoattacks.
Now any Shaman grants 10% spellpower for the party. Which....doesn't affect us in anyway, since we do not scale with SP-buffs.
Feral Spirit used to be a pet-like summon. But that has changed, since they are no longer controllable! Now they act like a totem and count as guardians. But they got Spirit Bite which gives a little bit extra damage versus armored target, since it is nature damage.
Spirit Walk is a fine sprint. This ability was linked to our Spirit Wolves before, but from now on we don't have to call them just to have a sprint!
The Capacitor Totem will be mostly relevant for PvP. Its only use in PvE might be a situation like Ragnaros or Nefarian, when mass stuns can be planned and used on adds. Anyway it wont hurt (us).
Stormlash Totem is a raidwide DPS CD! Now we have one more besides Hero/BL. Raidspot is secured for every shaman!
Well....right now it seems to be realy strong, and lining it up with CDs or other Stormlash Totems for burst phases might be great.
Note: They do not stack, if they are placed in the same time. Only one procc can occur!
Grace of Air is another raidwide buff, this time a new one for mastery. We do like that.
Ascendance will be our new great cooldown. First of all it adds 30y range to our autoattacks as well as Stormstrike and makes them deal nature damage, which will be affected by mastery!
Replaces Stormstrike with Stormblast.
buffed: Elemental Mastery, Ancestral Swiftness, Elemental Blast, Primal Elementalist, Stone Bulwark Totem, Nature's Guardian, Conductivity
nerfed: Unleashed Fury
Chain Lightning no longer looses damage when it jumps to the next target.
Spirit Walk cooldown halfed.
6 Tiers want to be assigned, each has 3 talents. But you may only choose one from each tier. Thats a rather interesting choice, because each tier has a theme and there is no optimal build. It will vary a lot on your playstyle and on what your going to do. I'm also sure you will be swapping talents for boss encounters more often than in the past.
So, what are those tiers? I already posted and linked them above, so here are the themes:
|1||Survival for ourself|
|2||Movement Imparing Effects|
|5||Raid- or Grouphealing|
|6||Final Talent – DPS/HPS|
Right now there are pretty much three ways to go:
UF/EB with mastery, still good with mostly T14 gear
PE/AS with haste reforges, might be slighty better (for me it gives around 300 more dps with iLvL500 gear)
PE/EM with haste reforges, slightly worse than PE/AS, but better suited for burst-fights.
As 5.2 goes on, PE/AS and PE/EM will start to gain a greater advantage over UF/EB because of trinkets and meta-gem favoring haste.
I will keep on updating this part as Sims go on and even the last changes are implemented. I will then also give links to those sims.
This one I recommend if you don't 'plan' on taking damage. If your playing an encounter which has mostly random and unpredictable damage incoming, this can save your life. Remember though that this effect only occurs after you took damage, so it will neither protect you from it nor make it easier for your healers. If you drop directly to 0% life NG won't do anything. It just helps surviving any hit that might come in right afterwards.
SBT shines, when there is a lot of constant damage coming in. The problem with SBT has: it collides with other earth totems, especially the Earth Elemental, which will be even more of a concern, as you might skill into Primal Elementalist.
My personal favorite. While we already have one damage reduction CD (Shamanistic Rage, 30%) another 40% reduction is quite nice. Especially since it does not trigger the GCD and has only 2min CD. Also imagine stacking this with Shamanistic Rage...
Rooting an enemy? With a shock? I can imagine more useful things as an Enhancer. Sacrificing our shock cooldown doesn't seem worth it in PvE.
Better use this if you need a rooting skill. It's AoE, it lasts as long and slows afterwards. Most PvE situations that require a root are when a lot of adds need to be rooted. Remeber Nefarian or Beth'Tilac? Also notice, its an earth totem! Might screw up your EE or SBT.
This is what I find most interesting in this tier. Even though there are not may boss fights that slow your raid, it is more often than those that require rooting enemies. Would have been useful at Hagara or maybe Spine, if it worked against the slow when standing in those wounds.
Call of the Elements has been nerfed trough the beta. Originally it had a 8min cooldown and reset every totem with a lower cooldown, which would be FE, EE, MTT, HTT, Stormlash and many more minor ones. Right now it just helps out with more roots or shields that you may have picked up above and some healing from Healing Stream Totem.
Has a very niche field of use. Imagine a fight with a lot of very short bursts, you have the possibilty to drop and cancel your FE and maybe Stormlash Totem to have them up for the next burst. Now also apllays to canceled and destroyed totems.
This spell could be useful on a lot of fights that involve a lot of moving. Even on nearly every pull! Just drop your Searing Totem and while running to your target project it there, so you don't have to set it up when you would rather hit something like SS or LL. Has also a minor use if you need to plant any other totem somewhere else, like Earthgrab or Windwalk.
Elementals Cooldown? Not exclusive any more! Everytime you need a load of burst damage, like Spine or Hagara, this is what you want. Combine it with Primal Elementalists FE and Feral Spirit and Ascendance and you will top charts for one or 2 minutes!
Use that if the encounter needs burst damage at lower gear levels, otherwise stick to EotE and UF.
At higher gear levels, this will sim higher combined with PE, especially as you attain more and more RPPM gear, like trinkets and/or legendary gem.
Well, that used to be in the resto tree, now added with a passive effect. Since it has a higher passive effect for an Enhancement Shaman, this talent pulls equal with EM an EotE.
This comes out very slightly ahead in Patckwerk scenarios.
The worst thing I can say about that: it is completely passive. But it is realy strong anyway. Combined with Unleashed Fury which also buffs those doubled Lbs even more!
One a sidenote, it is able to proc on LB, CL, LvB, Healing Surge, Chain Heal with a 30% chance and Elemental Blast with 6%. Those numbers are true for Enh, not for Ele or Resto!
Use that for fights with a lot of AE.
While this is a standard raid healing cooldown, it is weaker than Ancestral Guidance, as you can see in the second post. Reason is, that we don't increase any healing done and it only scales with half our AP in comparsion to AG, which scales with our whole damage.
This is a pretty big chunk of healing and has a lower CD than HTT. The next advantage is the 40y range it seems to have. If you can time that with AoE damage or cooldowns or special boss mechanics, its going to be a beast! Especially now that it seems to be comfirmed, that the damage is multiplied by 0.4 and then copied to up to three targets, it is as much healing as 120% of the damage you did within those 10 seconds.
A good way to increase healing with AG by a lot is to use the Healing Storm Glyph and put down a MW5_Healing_Rain before/while activating AG on as many people as possible. Seeing ticks around 50k isn't unusual, multiplying that by up to 5 people and then again by 1.8 (it is healing and thus 60% is copied) will top off your raid in notime!
Works even better with CDs like EM and so on.
While this can be realy strong for Elemental, it is quite weak as Enhancement. First of all you need to sacrifice up to 5 MSW stacks to cast Healing Rain and after that SS, Earth Shock and LB won't do that much damage in a 10 second time-window. Also notice that you might oom if you use if frequently and without MSW stacks.
Uf got nerfed with 5.2 and thus is not the top talent anymore. If you still use it - and that might be the case as you have worse gear - use UE as your top priority!
This makes your Elementals kick ass (Am I allowed to say that?). Both of them will get new abilities and a pet bar.
This talent is realy strong, especially combined with Elemental Mastery. You will gain a huge burst out of that. Use that for fights with high burst requirement. It also combines well with different additional CDs, like trinkets, tinkering, Lifeblood or racial bonuses to get a HUGE burst damage.
Currently sims out to be the best talent in the long run.
Elemental Blast is a realy interesting design idea but sims out as the weakest talent in this tier right now. It is indeed affected by Maelstromstacks, but is another spell you want to use as soon as the cooldown finishes and following the SimCraft priority for now, you are even going to nearly hardcast this as top priority, which can make your complete priority clunkier than it already is.
The Glyphsystem has – again – changed. There are only few glyphs that have any impact on our DPS at all.
There seems to be not a single glyph that increases our damage in most occassions. We thought that [Glyph of Flame Shock] would do that, but right now it seems we were wrong. In fact, this glyph might be a DPS loss regarding to SimCraft (in BiS gear as well as in normal T14 gear). The DPS difference is somewhere in the range of 200 DPS, so for most of you it will be a question of which priority/rotation you like more. But for those who want to have that extra damage: don't glyph FS!
Note that the priority list therefore has changed a bit.
Any other glyph choice is up to you preferences, but here are some recommendations:
[Glyph of Fire Elemental Totem] for burst speccs. This glyph currently is a DPS upgrade for many encounters, especially those that favor many shorter bursts. Also this glyph lets you line up ALL your CDs perfectly: FE (3min), Asc (3min), EM (90sec, so every second EM), Engineering Gloves (1min, every third), Lifeblood (Herbalism, 2min, but might delay it), Racial Boni (Troll, Orc)
[Glyph of Flame Shock] for a little bit of passive selfheal
[Glyph of Chain Lightning] for AoE
[Glyph of Fire Nova] for AoE
[Glyph of Lava] for more sprints
[Glyph of Feral Spirit] for more selfheal
[Glyph of Totem of Wrath] for selfcleanse
[Glyph of Water Breathing] for raidsupport. (HR with 5 MW stacks is quite strong)
Of greater importance may also be [Glyph of Lava Lash] for those cases when spreading FS will kill you (or your raid). This is a MINOR glyph!
|0||ST_0||Searing Totem with 0 ticks remaining|
|1||EB_MW>1||Elemental Blast if specced into it with >1 MW stacks|
|2||UE_EF||Unleash Elements if spec into Unleashed Fury|
|3||MW5_LB||Maelstrom Weapon x5 stacks + Lightning Bolt|
|5||LL||Lava Lash with 5 Searing Flame stacks|
|6||LB_MW>4_ifT15_2pc||Maelstrom Weapon x 4 + LB if you have the T15-2piece equipt|
|8||MW>3_LB_UF||Maelstrom Weapon >3 stacks + Lightning Bolt and UF debuff up|
|9a||FS_UEF||Flame Shock if the Unleash Flame buff is present and FS is about to drop (glyphed FS)|
|9b||FS_UEF||Flame Shock if the Unleash Flame buff is present, even though there might be seconds left (unglyphed FS)|
|11||SW||Spirit Wolves//Feral Spirit|
|13||MW>1_LB||Maelstrom Weapon >1 stacks + Lightning Bolt|
|14||ST||Searing Totem (with x ticks remaining, set in sim)|
As you can see you'll want to use either UE or EB as top priority if you specced into it in the last tier of talents.
Regarding EB, remember that it will consume the Unleashed Fire Buff. That gives you the opportunity to use the Unleashed Fire Buff that doesn't go into your Flameshock. But always use the buff for FS, because its damage gain is greater than that of an buffed EB.
Since Flameshock's duration got increased to 30 seconds, you have 1 free Unleash_Flame buff in between, which can be used for EB.
For an even more deatailed list, I will post the SimCraft priority in its raw form in the next post.
CDs are one of the strengths Enhancement has to offer right now. We have a lot of them and with T15 gear, you will most certainly specc into EM and PE, giving you incredible burst potential. Combine them with any other short time buffs like Synapse Springs, Lifeblood, Racials and so on for even higher results. You might even want to glyph your Fire Elemental Totem to have your CDs line up all the time.
You will – as you may already know from classes and specs which had DPS-Cooldowns long before we had – want to stack your DPS-CDs, that affect each other.
Meaning: Before you pull out your (Primal) Fire Elemental, Feral Spirit and/or Ascendance form, you might want to consider using any trinkets or Elemental Mastery, because more haste means also more dmg from FE and SW, while having the same bonus for yourself. Same goes for Ascendance as more haste means more autoattacks which means more bonus damage from mastery-buffed autoattacks in the same time.
For any of you who's asking "Why do we prioritise SS over LL?": It's because of the CDs. If we'd use LL before SS, they will become ready nearly at the same time, wasting a GCD of either one before we can use it again, effectively increasing their CD.
But that may change due to the fact that we will take way more haste than we did in the past, which reduces the GCD and can solve this CD problem.
Together with Dragonsoul came changes to Enhancements AOE-arsenal.
In MoP Lava Lash will spread Flameshock from the attacked target (if not glyphed to have this effect removed) to up to 5 nearby enemies with the exact same FS as on the first target, meaning that those Flame Shocks will last as long as the 'main'-FS did at second LL hit as well as being buffed by UE.
Fire Nova will then spread from any target that is affected by FS, hitting every enemy around but not itself. (Meaning: 4 Mobs with FS => FN => Each mob takes 3 hits)
Depending on how many enemies are around, you might want to buff FN with UE instead of the initial Flame Shock.
In between you will want to stick to your normal priority but change LB for CL.
340 rating (either Hit or Expertise) = 1%
The mechanics of Hit and Expertise have been changed for MoP.
- Hit and Expertise now cap at 7.5%, meaing that styles are hitcapped with 7.5% Hit and you will no longer be parried as you have 7.5% Expertise
- Expertise now counts toward the Spellhitcap
- Spellhitcap will remain at 15%, but can be reached with expertise
|Melee Special Hit||2550 rating|
|Expertise (Dwarf/Orc)||2210 rating|
|Melee Special Hit (Draenei)||2210 rating|
|Spell Hit||5100 rating|
Agility is still our best stat available. It converts to Crit and AP, which again converts at 50% into SP. Aim for that when socketing and choosing gear.
302 rating = 1 point
Mastery has been our best stat up to 5.1 but will be out-classsed by haste as you gear up in 5.2 and obtain more and more RPPM-items, like trinkets and the legendary meta gem.
Mastery also greatly favors UF and EotE as talent choices.
423 rating = 1%
Haste will be our best stat in 5.2 because it so much affects RPPM-effects. It will become so strong, that you will even swap to haste gems. But always watch out for your exact statweights to get the perfect balance between mastery, haste and agility
600 rating = 1%
Crit is as always crit, but hasn't have any major changes since cata and will be our worst stat for now. It is okay if you need to pick it up to gain a higher iLvL, but never gem for it.
We will no longer be affected by any spellpower as a stat or buff. We will only gain SP by AP.
Hit/Exp cap > Agi > Haste > Mastery > Crit
This will do it if you are the "good enough" type. But if your purpose is min/maxing, you should notice that there are points at which haste is stronger than mastery and the other way around. As you may know, simming yourself will give you the needed information.
Following that link to Totemspot, you will find a good explanation to why that is.
You may ask "Well, MoP isn't here yet, I don't have any LvL 90 talents, so what?".
I myself will stick to Echo and Haste > Mastery > Crit. That's what SimCraft tells me right now, for my own gear and also for BiS_T13.
Apart from that, there is only one real recommendation I can give to you: SIM IT!. But even though, most of the stat-priorities seem to work right, as SimCraft tells me that haste > master > crit nearly equaly crit > mastery > haste.
Sim it and see if what fits your gear and gameplay best.
At level 85 it should be 769 hit rating and 769 expertise rating or 666 if you have hit or expertise racial bonus. With both ratings we should be also spell hit capped.
This will net you about 1.5-1.6% DPS and might be considered for pre-raid-gear, as gloves and pauldrons from the PvP-Set have a PvE socket bonus which makes them equally good or better than gear from heroic instances.
This will net you about 1.6-1.7% DPS gain.
This will net you abount 2.0-3.5% DPS gain. This depends on your talent choices. As the SS buff increases the critical strike chance of your Lightning Bolt, Earth Shock and Lightning Shield, this bonus synergizes well with Unleashed Fury and partly with Echo of the Elements. It is neutral for Primal Elementalist and slightly anti-synergetic to Elemental Blast, since that talent forces us to cast lesser LBs.
This will grant you a dps increase in the range of 1-1.5% in T15_nh_BiS and around 1% in heroic BiS setup. (both using EM/PE)
This bonus will give you a steady 2-2.5% dps increase in normal BiS as well as in heroic BiS setup. (both using EM/PE)
LFR Tier-Bonus or higher iLvL gear?
How to get the answer (as an example)
I'm guessing, for math's sake, you would exchange chest and head for the tier-parts, assuming a loss of maybe 300 agility and 400 secondary rating. Which makes up for about 2% of your total agility and secondary rating (comparing to my own gear at around iLvL 492), thus assuming a loss of 2% dps. Following Purge's results, which indicates a win of 2-3.5% DPS gaining the bonus, you can only win. (I also read somewhere, the bonus might give something about 4% or even more, but I didn't confirm that yet or see anyone do that)
Thats for the long and 'maybe incorrect', but lazy answer.
For the short and correct answer:
Sim it! (I love to say that)
I won't list up any gear or BiS setup at this point. Instead I encourage you to follow this link to the T15 BiS Discussion over at Totemspot.
In Mists of Pandaria, gems will grant you double the amount of offstats compared to the primary stat. For e.g.
In the start of 5.2, agility gems will still be better.
BUT as you gear up towards the potential BiS gear, haste becomes stronger and stronger and there will be a point, when you will want to swap to haste gems. This is mostly indicated by aquiring the legendary meta and better trinkets. Always sim your character, to see exactly how much haste gems you will want to wear.
|Shoulder||[Greater Tiger Claw Inscription]|
|Cloak||[Enchant Cloak - Accuracy] or [Enchant Cloak - Superior Critical Strike]||You can reforge out of hit somewhere else to a better stat than crit|
|Cheast||[Enchant Chest - Glorious Stats]|
|Wrists||[Enchant Bracer - Greater Agility]|
|Gloves||[Enchant Gloves - Superior Mastery] or [Enchant Gloves - Greater Haste] or [Enchant Gloves - Superior Expertise] or [Enchant Gloves - Super Strength]||Use Exp to reforge into something other or reach the cap. Strength might be good as well => Sim it!|
|Waist||[Living Steel Belt Buckle]|
|Legs||[shadowleather Leg Armor]|
|Feet||[Enchant Boots - Blurred Speed]|
|Weapon||[Enchant Weapon - Dancing Steel] or [Enchant Weapon - Windsong] or [Enchant Weapon - Elemental Force]||Dancing Steel will be best for raiding, even though weaker in the offhand. Windsong may overcome that in later tiers. On low gear lvls, Elemental Force is better than Windsong|
Word of warning for fellow enhancers:
For Elegon HM your ST will not target Elegon while in the bubble. The best you can do is use FE for 2/3 P1s and magma the rest of P1. For P2 your totem will correctly target the pillars. This means that you will have ~3 minutes out of a 9 minute fight where you are not generating SF stacks.
If anyone wants to tag along, I've made a bug post here:
|•Shaman Searing Totems will no longer break on Heroic Elegon due to the line of sight restrictions while the energy vortex is active. (source)|