Enhancement Shaman Guide for The War Within
Welcome to our comprehensive guide on the Enhancement Shaman changes in World of Warcraft's latest expansion, The War Within. This page is intended to help you navigate the new changes and help you know what to expect from Enhancement Shaman in the War Within.
In this guide, you will find detailed breakdowns of the new Hero Talent Trees for Enhancement Shaman. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Enhancement Shaman or new to the spec, this page will be useful in knowing what to expect come launch in late August.
Enhancement Shaman: The War Within Expansion Preview
Welcome to our War Within expansion guide for Enhancement Shaman. Ahead of launch, this page will contain everything you need to know about the Enhancement Shaman spec in the forthcoming The War Within expansion, including changes, Hero Talent Trees, and some insight into the state of the spec going into the expansion.
This page is a constantly evolving work in progress, and will be kept up to date with developments during the War Within beta. This is not meant to be a launch guide for Enhancement Shaman, but instead serves as a resource for you to keep up to date with how the spec is evolving on Beta, and what you can expect from its playstyle and feel on launch.
The War Within Changes for Enhancement Shaman
Currently throughout Alpha and Beta, both Enhancement as a spec and Shaman as a class have not seen any changes to any of its talents or mechanics. As such, the spec at its core operates the same as it has in Dragonflight - though the addition of Hero Talents add in some new things to play with. In some cases, this is good; in other cases, it opens up flaws that were previously able to be ignored but are now on full display.
Hero Talent Trees for Enhancement Shaman in The War Within
The flagship feature of The War Within are "Hero Talent Trees", with Enhancement having the choice between either "Stormbringer" shared with Elemental, or "Totemic" shared with Restoration. These trees will grant all 11 talent points at once when you reach Level 80 (with a handful of choice nodes), and you can freely swap between them just like regular talent points.
Enhancement Shaman Hero Talents
Stormbringer
Stormbringer focuses entirely on Maelstrom Weapon, providing
a powerful "finisher to our finisher" with
Tempest that activates
after spending 40. This rolls over, counting any extra you spend above the 40
count and feeding into your next one. Alongside that,
Awakening Storms
as the capstone provides a second, more random activation point in the form of
an RPPM proc from
Lightning Bolt,
Chain Lightning and
Stormstrike.
The goal of this tree is relatively simple: generate and spend as much resource
as possible to cycle through Tempest casts. This deals strong uncapped
AoE damage, and interacts with Maelstrom Weapon itself to become instant
and deal increased damage. The remainder of the tree leans even further into this
process, incentivizing using as many of these casts as possible to activate other
effects after. Most important of these is
Rolling Thunder, spawning a
Lightning
Feral Spirit every time Tempest is cast to amplify our Nature
damage even further.
Leaning even further into the heightened value of spending as frequently as
possible is Unlimited Power, providing a stacking 3% Haste buff
whenever we spend any
Maelstrom Weapon, but has a fixed duration
of 15 seconds that does not refresh. This gives the tree a ramping feel that flows
well into our gameplay loop.
Alongside this, Arc Discharge gives a very powerful follow-up of 3
instant
Chain Lightning casts that deal 75% additional damage (these will
also consume any leftover
Maelstrom Weapon when cast to amplify the damage
further). These rapid-fire follow-ups give the tree a frenetic feel in AoE, and
leans really heavily into the goal of cycling as much as possible.
In terms of defense and utility, on the other hand, the tree is fairly weak.
Shocking Grasp slows targets we critically strike with Nature spells,
which can be quite obnoxious given the inconsistent application.
Nature's Protection does provide some defense following our
Tempest casts, but we cast it infrequently enough that it is not
reliable, and holding it plays counter to the tree as a whole.
Surging Currents is largely irrelevant too, considering the overlap it
has with
Maelstrom Weapon, and that spells also consume stacks of that
when activated by this.
As it stands right now this tree is relatively powerful due to the strong
interaction with our primary gameplay loop of our resource, providing an extra
big burst moment that flows well. It also slots into both build archetypes, though
it has a leaning toward Dragonflight Storm due to
Static Accumulation and
Thorim's Invocation. The value of
Rolling Thunder in tandem with
Elemental Blast does still keep
it relevant though, and is universally good in AoE scenarios. Alongside that,
currently
Primordial Wave does not seem to be intended to interact with
Tempest at all (though there is a bug that says otherwise.
Bugs
While it is still Beta and bugs are a part of the process, there are a handful of fairly pervasive bugs that may get in the way of testing the tree to be aware of:
Rolling Thunder causes
Feral Spirit to lose buffs if you are not talented into
Elemental Spirits.
Storm Swell and
Arc Discharge are both active regardless of which talent you pick.
Totemic
Totemic spreads itself thin by interacting with a huge number of our
spec tree abilities, alongside adding in a replacement to Windfury Totem
with
Surging Totem. This is a 30-second cooldown ability that will
deal AoE damage to the nearest enemy every 6 seconds, which we mostly use as
soon as its ready. The tree also gives some nice quality of life by moving the
Windfury aura to ourselves so long as we have
Windfury Weapon applied to
our main hand.
Currently much like our spec tree, there are two entirely separate paths you
can take with the tree, which can be a little confusing. For Storm builds
that lean into Stormstrike, it will be leveraging the damage from
Surging Totem itself, alongside
Totemic Rebound to empower
the totem further with
Stormstrike casts. This is rounded out by
Oversurge to empower it even further during
Ascendance
procs, and
Earthsurge to give a big burst of damage via
Sundering. This all works well with the baseline
Feral Spirit
buffs as the totem deals Physical damage.
Conversely, Elementalist builds focus on Lively Totems and
Reactivity as its primary damage source here, instead using
Surging Totem as an enabler. This somewhat reduces the value of the
talents on the tree you can take that interact with the totem directly, but it is
reasonably similar value, if a bit confusing. This is mostly because when
taking
Elemental Spirits, we lose a lot of the buffing power that applies
to the totem, shifting the value in the tree around a lot.
The capstone, Whirling Elements, hooks into a lot of
different spells, granting a mote of Air, Fire and Earth when cast that enhances
the next associated ability of that element. The main one of note here is the
Earth Mote, which interacts with either
Elemental Blast or
Sundering in the form of cooldown reduction. Obviously, Storm
trends toward Sundering here to bring it down to a roughly 30 second cooldown to
make use of
Earthsurge. Elementalist on the other hand makes
use of the Elemental Blast consumption to get an extra cast every totem cycle,
meaning that
Maelstrom Weapon pooling is required to make sure it never
sits at 2 charges while playing.
For defense and utility, the tree is severely lacking. Oversized Totems
is fun, but a bit pointless in terms of power, while
Swift Recall is so
incredibly niche that you will be unlikely to ever see real value from this.
Wind Barrier is theoretically a nice anti-rot tool, but at 6% of our max
health every 30 seconds it is both weak and infrequent.
Power wise, Totemic can be quite strong (if a little RNG) for either build archetype, but the problem comes down to the spec talent tree failing to give room to actually pick up everything you need to. No matter what build you play, there are always some compromises you need to make here to get things working, and some of those sacrifices are significant.
Bugs
While it is still Beta and bugs are a part of the process, they are worth keeping track of. Thankfully, for the most part Totemic has had most of its issues cut down, with a handful left:
Reactivity does not activate on target dummies.
Surging Totem cannot be dragged from the Hero Talent UI, instead you need to drag
Windfury Totem from the spec tree.
Enhancement Shaman Tier Set in The War Within
Below are the Season 1 Tier Set Bonuses for Enhancement Shaman in The War Within. Bear in mind that these are the first passes of bonuses and may change going forward.
-
Shaman Enhancement Season 1 2pc —
Stormstrike,
Lava Lash,
Ice Strike and
Crash Lightning deal 15% increased damage.
-
Shaman Enhancement Season 1 4pc —
Feral Spirit lasts 100% longer. This includes any Feral Spirits spawned from alternate sources.
Enhancement Shaman War Within Set Bonus Impact
Due to this being a very early reveal of the set bonuses, I have a feeling that at least one of them may change going forward, so bear that in mind.
The 2-piece is very standard, a non-committal bonus that simply improves our primary strikes regardless of build. A healthy start to a new expansion that is unlikely to rock the boat while letting the Hero Talents breathe.
The 4-piece on the other hand is incredibly powerful, providing an
enormous boost to our DPS due to the value of our Feral Spirit buff
effects and the multiplicative nature of them. The power of this bonus is
universal, applying to both single-target and AoE, and to both archetypes and
Hero Talent trees. It does however, incentivize Stormbringer
quite heavily due to
Rolling Thunder, allowing you to reach up to
10 wolves with some good RNG - which seems a bit extreme.
The current value of the 2-piece is somewhere around 2% give or take in most situations depending on build. The 4-piece however is harder to predict because of just how much it hooks into the very core of the spec and warps it, but rough estimates put it somewhere north of 20%.
Enhancement Shaman Strengths and Weaknesses
Still have flexible damage profiles, allowing us to tailor damage to raid encounter needs.
Strong sustained single-target alongside some decent burst tools.
Very mobile, with some decent control options, alongside easier to use Windfury Totem.
Still a lack of consistent uncapped AoE tools.
Even longer setup time than before for both Hero Talent trees.
Still very fragile, with a lack of tools to survive frequent big damage events.
Changelog
- 17 Jun. 2024: Page added.
More Shaman Guides
Guides from Other Classes
This guide has been written by Wordup, a frequent theorycrafter involved in a number of class communities. He is also an experienced player who has been in the world top 100 since the days of Sunwell, currently raiding in Echoes. You can also follow him on Twitter.
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