Enhancement Shaman DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Enhancement Shaman (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Enhancement Shaman guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Purge, one of the best Enhancement Shamans in the world, who often contributes to the Enhancement Shaman section of Totem Spot.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents have been designed with your own survival in mind.
Nature's Guardian will proc every time you receive a damaging attack
that brings you below 30% health (although not more often than every 30 seconds).
When Nature's Guardian procs, it immediately reduces your threat towards your
attacker and increases your maximum health by 25% for 30 seconds (when the
effect ends, your health percentage is preserved).
Stone Bulwark Totem is an Earth totem on a 1-minute cooldown that
grants you an absorption shield for 30 seconds.
Astral Shift reduces damage taken by 40% for 6 seconds. It has a
2-minute cooldown.
Nature's Guardian is useful in a progression environment where
you will often find yourself below 30% health. It can also help you
when you pull aggro from the tank.
Stone Bulwark Totem and
Astral Shift are also viable,
depending on how often you will need damage reduction
during an encounter. Astral Shift is best for mitigating
infrequent, large sources of incoming damage. Stone Bulwark
Totem is best for mitigating damage more frequently, or for
mitigating smaller chunks of damage over long periods of time.
3. Tier 2 Talents↑top
Tier 2 talents have been designed with crowd control and utility in mind.
Frozen Power causes your
Frost Shock to also root the
target for 5 seconds.
Earthgrab Totem summons a totem that remains in place for 20 seconds,
rooting every enemy within 10 yards for 5 seconds, after which time their movement
speed is reduced by 50% (for as long as the totem is up and the enemies are within
10 yards).
Windwalk Totem grants immunity to movement-impairing effects to all
party and raid members within 40 yards. The effect lasts 6 seconds. Note
that it also removes movement-impairing effects that are already applied
on players.
Earthgrab Totem and
Windwalk Totem are the best choices,
depending on which one will be the most useful to your raid.
Windwalk Totem
is basically a raid-wide version of
Hand of Freedom and can be useful
on many encounters. There often are other classes that can do a better
job than
Earthgrab Totem, so the opportunities to use it are rather
limited.
Frozen Power
suffers from only being useful on a single target, but in that particular
case (rooting a single enemy) the short cooldown of
Frost Shock
makes Frozen Power better than Earthgrab Totem.
4. Tier 3 Talents↑top
Tier 3 talents have been designed with totem cooldown and mobility in mind.
Call of the Elements, which does not trigger the global cooldown, resets
the cooldown of your totems that have a base cooldown shorter than 3 minutes:
Grounding Totem: 25-second cooldown;
Earthbind Totem: 30-second cooldown;
Earthgrab Totem: Tier 2 talent with a 30-second cooldown;
Healing Stream Totem: 30-second cooldown;
Capacitor Totem: 45-second cooldown;
Stone Bulwark Totem: Tier 1 talent with a 1-minute cooldown;
Tremor Totem: 1-minute cooldown;
Windwalk Totem: Tier 2 talent with a 1-minute cooldown.
Totemic Restoration reduces the cooldown of your totem
proportionally to the duration that remained on them before they were
destroyed or replaced, up to a maximum of 50% of the full cooldown. This
description is very misleading. What happens is that when your
totem is destroyed with, let's say, 20% remaining on its duration,
then the remaining cooldown on your totem is shortened by
20% (the remaining duration on your totem) multiplied by
50% (the maximum amount the talent allows you to remove from your totem's cooldown),
which means the cooldown of your totem is shortened by 10%. To make things clearer,
we take the example of your
Fire Elemental Totem (60-second duration,
300-second cooldown).- If it is destroyed after 15 seconds, then 75% of the duration remained on the spell and you remove 75% of 150 seconds off the cooldown, which equals to 112.5 seconds.
- If it is destroyed after 30 seconds, then 50% of the duration remained on the spell and you remove 50% of 150 seconds off the cooldown, which equals to 75 seconds.
- If it is destroyed after 45 seconds, then 25% of the duration remained on the spell and you remove 25% of 150 seconds off the cooldown, which equals to 37.5 seconds.
Totemic Projection enables you to relocate your totems to a new
location. Casting this spell does not trigger the global cooldown.
Call of the Elements will be the default choice when neither of the
two other talents can apply, although it will not work on totems that have
a 3-minute cooldown.
Totemic Projection will be useful for moving your totems (mostly
Searing Totem and
Magma Totem) to a new location without
spending a global cooldown for it. This talent is primarily meant for
encounters with a lot of movement, although you can use it with great
success to keep relocating your crowd-control totems
(
Capacitor Totem,
Earthbind Totem, or
Earthgrab Totem)
as the enemies you are targeting are moving out of the area of effect.
Totemic Restoration is rather disappointing. On the paper, it looks
as if it gives you a relative freedom to use your totems with a long cooldown
for exactly the amount of time you need them for. While it does give you a bit of
freedom, this freedom comes with a huge penalty on the cooldown of your
totems.
That said, there are cases when it can be beneficial: for example, if you
need your
Fire Elemental Totem twice, each time for 30 seconds, within
4 minutes, or if you die while your Fire Elemental is up.
5. Tier 4 Talents↑top
Tier 4 talents have been designed to improve your performance.
Elemental Mastery increases your haste by 30% for 20 seconds. It
has a 90-second cooldown.
Ancestral Swiftness gives your next Nature spell an instant cast. It has
a 1-minute cooldown. Ancestral Swiftness also passively increases your spell haste by 5% and your melee haste by 10%.
Echo of the Elements gives you a chance to duplicate your spells that do
direct damage or healing.
Each of these talents have situational uses with
Elemental Mastery
being the usual default choice.
Elemental Mastery is the best single-target DPS talent, especially at
higher gear levels when paired with
Primal Elementalist and
Glyph of Fire Elemental Totem.
Ancestral Swiftness is situationally useful if you need sustained DPS
rather than the somewhat infrequent bursts of damage granted by
Elemental Mastery.
Echo of the Elements lags far behind the other two talents for
single-target DPS, so it is recommended to use it only when
sustained, heavy AoE damage is required.
6. Tier 5 Talents↑top
Tier 5 talents give you a new healing cooldown or a new healing mechanics.
Healing Tide Totem heals the 5 most injured nearby players every 2
seconds for 10 seconds. It has a 3-minute cooldown.
Ancestral Guidance causes you to heal up to 3 nearby injured party or
raid members for 60% of the direct damage or healing you do for 10 seconds. This
ability has a 2-minute cooldown.
Conductivity is a passive ability that causes you to both increase
the healing you do with direct spells to allies standing in your
Healing Rain
and heal nearby allies standing in your Healing Rain every time you damage an
enemy.
For burst healing, you will almost always prefer
Ancestral Guidance to
Healing Tide Totem. In a worst-case scenario, Ancestral Guidance will do
as much healing as Healing Tide Totem, but it can do significantly more,
depending on fight mechanics (when you do AoE damage or when your main target
takes increased damage). Moreover, Ancestral Guidance has a shorter cooldown,
allowing you to use it more often. The only reason to use Healing Tide Totem
is when your healing will be required at a time where you cannot deal damage.
Conductivity can be useful if you need to provide sustained healing
to the raid, something that cannot be achieved with Ancestral Guidance and
Healing Tide Totem.
7. Tier 6 Talents↑top
Unleashed Fury upgrades your
Unleash Elements, which
will increase the damage you do with
Lightning Bolt by 20% for 10
seconds and grant your melee auto attacks a chance to trigger
Static Shock for 8 seconds.
Primal Elementalist causes your
Earth Elemental Totem and
Fire Elemental Totem to deal 80% more damage. They become regular pets
(although they are not permanent) with abilities.- The Earth Elemental automatically casts
Angered Earth,
Pulverize, and
Harden Skin.
If you instruct it to, it will channel
Reinforce on you,
which will decrease the damage you take by 20% and increase the
healing you do by 10%. - The Fire Elemental automatically casts
Fire Blast,
Fire Nova, and
Immolate.
If you instruct it to, it will channel
Empower on you,
which will increase the damage you deal by 5% and increase the
healing you do by 10%.
- The Earth Elemental automatically casts
Elemental Blast is on a 12-second cooldown and will enable you
to maintain a 66% uptime on a buff that changes randomly each time you refresh
it: +3500 Critical Strike Rating, +3500 Haste Rating, or +3500 Mastery Rating.
For Enhancement Shamans, the buff can also be +3500 Agility.
The ability also deals a bit of damage every time you use it.
The relative value of the talents changes with your gear:
Elemental Blast is best until you reach Tier 14 Heroic gear;
Unleashed Fury is best at Tier 14 Heroic gear levels;
Primal Elementalist is best with Tier 15 gear.
Even if
Primal Elementalist is best for Tier 15 gear, there are still
situations where
Unleashed Fury is useful, for example when sustained
damage is more valuable than bursts every 3 or 5 minutes.
Even at gear levels where
Elemental Blast is best, using it complicates
the rotation, as it gives an additional ability to manage (while the other two
talents simply enhance existing abilities).
Note that when using
Primal Elementalist, it is usually not worth
using
Empower from your Fire Elemental (more on that
in the rotation page).
8. Major Glyphs↑top
Below, you will find the glyphs that can improve your DPS, in specific situations.
Glyph of Chain Lightning causes your
Chain Lightning spell to
strike 2 additional targets, but it deals 10% less initial damage. This glyph is
a significant DPS increase if your Chain Lightning hits 4 or 5 targets.
Glyph of Fire Elemental Totem reduces the cooldown and duration of your
Fire Elemental Totem by 40%. This means that your Fire Elemental Totem will
have a duration of 36 seconds (down from 1 minute) and a cooldown of 3 minutes
(down from 5 minutes). This is extremely potent if you choose
Elemental Mastery
as your Tier 4 talent, because you will be able to combine your Fire Elemental
and Elemental Mastery for every other cast of Elemental Mastery.
Glyph of Fire Nova increases the radius of your
Fire Nova
spell by 5 yards, bringing it to 15 yards (this means a 125% increase to
Fire Nova's area of effect). This glyph will be useful in
AoE situations where the enemies are loosely stacked.
Glyph of Grounding Totem turns
Grounding Totem
into a damaging ability that reflects a harmful spell back to its
caster. We have yet to see how many boss abilities will be allowed
to be reflected back with this totem.
Finally, there are major glyphs that bring more utility to your spells.
Glyph of Capacitor Totem reduces the charging time of your
Capacitor Totem by 2 seconds. This means that it will stun all
enemies within 8 yards after 3 seconds (instead of 5 seconds, without the
glyph). This can be useful if a pack of enemies needs to be controlled
rapidly.
Glyph of Feral Spirit increases the healing done to
you by your Feral Spirits'
Spirit Hunt by 40%. That is to say,
Spirit Hunt will now heal you for 210% of the damage done (instead of
only 150% without the glyph). This glyph will be a default choice
when none of the other glyphs can be put to use.
Glyph of Flame Shock causes
Flame Shock to heal you for
30% of the damage it deals.
Glyph of Ghost Wolf makes you less susceptible to movement-hindering
effects while in
Ghost Wolf form. This glyph can be useful in fights
where you have to travel through areas that slow your movement speed.
Glyph of Healing Storm causes each stack of
Maelstrom Weapon
to increase the healing you do by 20%. It will double the healing that
Healing Rain and
Healing Surge do (provided you cast them
with 5 stacks of Maelstrom Weapon).
Glyph of Healing Stream Totem adds a damage reduction component
to your
Healing Stream Totem spell, which can be useful if your raid
will be taking Fire, Frost, or Nature damage when you need to
use Healing Stream Totem.
Glyph of Lightning Shield causes you to take 10% less damage for 6 seconds
every time your
Lightning Shield is triggered. Note that
Static Shock
cannot trigger this damage reduction.
Glyph of Hex reduces the cooldown of
Hex by 10 seconds,
which can be useful if you are assigned to crowd-controlling adds.
Glyph of Purge causes your
Purge spell to remove
1 additional Magic effect from an enemy target, but adds a 6-second
cooldown. It can come in handy if
your raid ever needs to simultaneously remove 2 Magic effects from a boss.
Note that in most cases, it may be better to just let Mages
Spellsteal
the effects.
Glyph of Shamanistic Rage causes your
Shamanistic Rage
ability to also cleanse you from all dispellable harmful Magic effects.
There will no doubt be encounters where this will come in handy.
Glyph of Spirit Walk reduces the cooldown of
Spirit Walk from 1 minutes to 45 seconds. This can
sometimes be useful if you need to remove movement-impairing effects every
45 seconds. This glyph is also useful if you just the movement speed increase
provided by Spirit Walk more frequently.
Glyph of Wind Shear increases the cooldown of
Wind Shear
by 3 seconds, but increases the school lockout duration it causes
on the target. This glyph can be useful if having a 15-second cooldown
on Wind Shear will not hinder your interrupting duties.
9. Minor Glyphs↑top
Minor glyphs are mostly cosmetic, although there are two of them that might be situationally useful.
Glyph of the Lakestrider enables you to walk on water when
Ghost Wolf is active.
Glyph of Lava Lash causes
Lava Lash to no longer spread
Flame Shock to nearby enemies. This can be useful if nearby
enemies around your main target must not be damaged.
10. Changelog↑top
- 19 May 2013: Patch 5.3 update: removed Glyph of Unleashed Lightning and added
Glyph of Lightning Shield. - 05 Apr. 2013: Removed mention of
Glyph of Healing Storm having
an interaction with
Conductivity (this is not the case). - 04 Apr. 2013: Big update following review from Purge.
- Fixed description of
Nature's Guardian (the initial description was
correct, but the discussion on the Tier 1 talents was still mentioning
that the healing is taken back when the spell expires, which is no longer the case). - Added more information to help people decide between
Astral Shift and
Stone Bulwark Totem for their Tier 1 talent. - Improved advice for when to choose
Frozen Power as your Tier 2 talent. - Mentioned that
Totemic Restoration can be useful if you die while
Fire Elemental Totem
is up. - Updated relative strengths of the Tier 4 talents and added more information regarding when to choose each of the talents.
- Updated relative strengths of the Tier 5 talents and added more information regarding when to choose each of the talents.
- Updated relative strengths of the Tier 6 talents and added more information regarding when to choose each of the talents.
- Added more information on the synergy between
Glyph of Fire Elemental Totem and
Elemental Mastery. - Improved the descriptions of
Glyph of Fire Nova and
Glyph of Spirit Walk. - Added
Glyph of Hex,
Glyph of Healing Stream Totem, and
Glyph of Wind Shear.
- Fixed description of
- 27 Mar. 2013: Updated description of
Nature's Guardian to properly reflect the Patch 5.2 change. - 09 Mar. 2013: Patch 5.2 update.
- Updated
Elemental Mastery's cooldown, which is now 90 seconds (down from 2 minutes). - Updated
Conductivity explanations (enemy no longer needs to be standing inside
Healing Rain). - Updated
Ancestral Swiftness explanations (now increases melee haste by 10%, up from 5%).
Glyph of Purge now adds a 6-second cooldown to
Purge.
Elemental Blast can now increase Agility by 3,500.
Glyph of Flame Shock has been completely redesigned and no longer has anything to do with DPS
(it heals for 30% of the damage of
Flame Shock).- Updated
Unleashed Fury explanations. The Flametongue component now increases the damage
of
Lightning Bolt by 20% (was 30%). - Updated
Ancestral Guidance explanations, as this spells now copies 60% (was 40%) of
the amount healed.
Glyph of Spirit Walk now reduces the cooldown of
Spirit Walk from
1 minute (was 2) to 45 seconds (was 1 minute 30 seconds).
- Updated
