Enhancement Shaman Quick-Start Guide for WoW Patch 5.4 – Stats, talents and spec, glyphs, rotation, reforging and gems, and ability priorities

Mists of Pandaria brought with it one hugely anticipated change for Enhancement Shamans – Thrall won’t be in trouble all the time! Oh, yeah, also new talents, Pandaren, new continent, etc. But not everything’s changed – Garrosh is still a knob and WoW’s Patch [patchnumber] threatens changes to talents, totems, glyphs and more. So, if you’re itching to stick a new and improved axe into The Big Crazy Orc, here’s our quick start guide to get you gemmed, reforged, au fait with your new rotation and ability priority queue, and out there hitting things.

Updated [guideupdated] to World of Warcraft Patch [patchnumber]

Changes to Enhancement Shamans in WoW patch [patchnumber]

Some talent changes and Fire Nova buff.

Enhancement “Rotation” and Priorities

OUr DPS rotations remain mostly the same as they were in Cataclysm – the big change being the removal of buff totems. These rotations assume you’re using our recommended talents.

Single-target DPS as Enhancement

  • Top Priority: Put down a Searing totem if one isn’t down already or is about to vanish.
  • Second Priority: Cast Lightning Bolt if you have 5 stacks of Maelstrom Weapon. Cast Storm Strike if it’s available.
  • Third Priority: Cast Flame Shock if Unleash Flame is active. Cast Lava Lash if it’s available.
  • Fourth Priority: Use Unleash Elements if it’s available. If that’s not available, use Earth Shock. If that’s out, and you have a stack of Maelstrom Weapon, cast Lightning Bolt.

AOE DPS

For 2 or more enemies use your regular single-target rotation, but cast Fire Nova whenever it’s available. At 3 or more, use Chain Lightning instead of Lightning Bolt.

Cooldowns

  • Use Feral Spirit on cooldown.
  • Use Spiritwalker’s Grace whenever you’ll need to move and attack.
  • Use Ascendance on cooldown, or when you’ll need to attack at range.
  • Use Fire and Earth Elemental Totems whenever the elementals are guaranteed to be able to attack the boss for a solid minute.
  • Use Stormlash Totem when your entire group is buffed, usually at the same time as Heroism/Bloodlust/Time Warp.
  • Use Heroism/Bloodlust when your raid leader tells you to, or in dungeons when your group needs to deal high DPS.
  • Shamanistic Rage can either be used when you’re taking damage, or if you’re very low on mana.
  • Spirit Walk is a great speed-increasing cooldown.

Buffs

Rememeber to cast Lightning Shield, Windfury on your main weapon, and Flametongue on your offhand weapon.

Enhancement Shaman Talent Choices

Most Enhancement Shaman talent choices are very situational, and you should expect to end up swapping often if you’re raiding. However, here’s a good general-purpose build to get started with:

  • Tier 1: Astral Shift – defensive cooldown.
  • Tier 2: Earthgrab Totem – only situationally useful.
  • Tier 3: Call of the Elements – resets cooldowns on your totems.
  • Tier 4: Elemental Mastery
  • Tier 5: Ancestral Guidance – gives you a short-cooldown raid healing spell.
  • Tier 6: Unleashed Fury

Stats, reforging and gemming for Enhancement Shaman

Agility is our strongest stat. Then we’re looking to get Hit and Expertise capped (2550 rating or 7.5%). After that, Mastery is our strongest stat and Crit by far our weakest.

Reforging: Reforge for Hit and Expertise caps, then reforge to Mastery. Reforge from Critical Strike first, then other secondary stats.

Gems: For Red slots, Delicate (Agility) gems. For Yellow slots, Adept (Agi/Mastery), and for Blue slots, Glinting (Agi/Hit).

Meta Gem: Agile meta gem.

Enha Glyphs

There are a lot of situational glyph choices, but here’s a good no-downside loadout to use for general purpose:

Major: Glyph of Fire Elemental Totem, Glyph of Feral Spirit, Glyph of Lighting Shield.

Minor: Your choice!

Enhancement Shaman enchants and item enhancements

You should almost always use a profession enhancement item if it provides appropriate stats instead of a general enchant.

  • Shoulder – Greater Tiger Claw Inscription
  • Cloak – Accuracy
  • Chest – Glorious Stats
  • Wrist – Greater Agility
  • Hands – Superior Expertise
  • Belt – Living Steel Belt Buckle
  • Legs – Shadowleather Leg Armor
  • Feet – Blurred Speed
  • Weapon – Enchant Weapon – Dancing Steel

There are quite a few good Enhancement Shaman resources out there, although they’re often pretty hardcore:

  • Icy Veins continue to dominate the WoW theorycraft scene with their great Enhancement guide
  • Finally, as a WoW player, you should really check out the latest and greatest from the blogosphere on World of Warcraft, here at the Melting Pot.

If you’ve found this article useful, please consider sharing it using the buttons below!

Read more →

Firelands Boss Guides: Lord Rhyolith melee DPS tips

Melee DPS players have had a hard time of things in Cataclysm. There’ve been very few fights which were balanced in our favor, and most were downright unforgiving. That’s not the case with Lord Rhyolith. Melee DPS have the hardest job in this fight, but we also have by far the most fun.

If you want an overview of the fight, you can also check out our overall guide to Lord Rhyolith tactics.

It’s all down to you

For most of the fight, Rhyolith won’t do any direct damage to the raid. Instead, he’ll wander casually in the direction of the molten lava at the edge of the fight area. Your job is to stop him from ever getting there. Why? Because if he manages to reach the lava, he’ll take a big refreshing drink of it, then spew it back out as liquid fiery death all over your lovely clean raid. Lord Rhyolith reaching the lava is an almost guaranteed raid wipe.

To stop him reaching the lava, you need to turn him and point him in another direction. You’ll need to constantly adjust his trajectory throughout the fight. It’s not as simple as asking him nicely, though. You can’t even taunt him, or trap him, or slow him. No. What you’re going to have to do is hit his feet to turn him like a badly-behaved kodo. That’s right: you get to steer by spanking. Navigate by nastiness. Guide by goading. Drive by DPS.

Lord Rhyolith actually has three separate unit frames: one for his body, and one for each of his feet. Damage done to his body or feet will be automatically spread evenly among all three of his bodyparts, so you don’t have to worry about DPSing the three bodyparts at the same rate, Mimiron-style. What you will have to worry about is whether you’re applying more pressure to his left or his right side.

 

  • Hitting Rhyolith’s body has no effect other than damage. He’ll keep moving in his current direction.
  • Hitting Rhyolith’s left foot will cause him to turn gradually to the left.
  • Hitting Rhyolith’s right foot will cause him to turn gradually to the right.

There’ll be a new element added to your user interface for this fight: a Direction Guage, indicating Rhyolith’s current heading. The meter can be a bit confusing to read, but it’s actually quite simple. It’s a horizonaltal bar, like an energy bar or a mana bar. If the value of the bar is towards the left (i.e., an energy bar on low energy), Rhyolith is currently steering left. If the value of the bar is towards the right (i.e., an energy bar close to full energy), he’s steering right. The closer to the left or right, the more acute Rhyolith’s current ‘turning’ is. That means that when the bar is 50% full, Rhyolith is neither steering left nor right, and will therefore continue in a straight line.

As melee DPS, your most important job in this fight is to steer Rhyolith so that he never reaches the lava at the edge of the platform. Your raider leader will have assigned somebody to coordinate the direction in which to steer, so you should pay attention to the direction currently being requested (either in /raid chat or via voice comms). If you’re the one doing the ‘driving’, check out uur main guide to Lord Rhyolith tactics to see where you should be steering him.

Insert meme reference here

Good news, everyone! There’s fire on the ground in this fight! Don’t stand in it.

Rhyolith will cast Concussive Stomp every 30 seconds. This ability has three effects:

  • It has a knockback effect on anybody who’s close to him (which, almost certainly, includes you).
  • It deals fire damage to all raid members. This damage is unavoidable.
  • It creates volcanoes on the ground.

Each Concussive Stomp will create either 2 or 3 volcanoes. Volcanoes occasionally erupt, spreading fire damage among the raid for 20 seconds. Your aim is to steer Rhyolith in such a way that he steps onto the volcanoes. When that happens, they become craters.

[inline-ad]

As soon as a crater is created it will spew out Lava streams. Lava streams start at the point of the crater and move slowly outwards in all directions. If you stand in a stream it’ll deal you some fire damage, so … don’t.

After 10 seconds, the lava streams explode, dealing yet more fire damage to anybody who’s stood on them. Once that’s happened, the crater will disappear and be replaced by a lava pool – which, in a shocking twist, is a thing on the floor made of fire that you shouldn’t stand in.

More things made of fire

Lord Rhyolith will regularly summon adds during this fight. They’re not your problem – the tank and the ranged DPS should be dealing with them – but they may occasionally get in your way.

The smaller adds are called Fragments of Rhyolith. They won’t prove much of a worry, unless they take longer than 30 seconds to die. That’s because, 30 seconds after they spawn, they’ll pick a random player to charge at in a clever Suicidal Kamikaze Explosion strategy. The random player might be you. There’s not a lot you can do about it if it does happen, but if a little fiery mob suddenly charges right at you and explodes, taking a big bite out of your health bar, at least now you’ll know why.

The larger adds are called Sparks of Rhyolith. They don’t have such dramatically suicidal tendencies as their smaller cousins, but they do emit AoE damage to everyone around them. The tank will be tanking each Spark away from the raid, probably somewhere at the edge of the platform, so be careful not to guide Rhyolith in that direction.

Getting to Phase 2

Each time Rhyolith stands on a volcano, he’ll lose a bit of his armor. The armor is not just cosmetic – it actually does give him a buff which lowers the amount of damage he takes. At the start of the fight, in full armor, he has an 80% damage reduction – so don’t panic when your uber DPS doesn’t seem to be making a dent!

Once Lord Rhyolith’s health (that’s his hit points, not his armor) reaches 25%, he’ll initiate a short bit of scripted animation, and then move to Phase 2. Just like Shannox and Beth’tilac, the final phase of this fight is DPS race. Your aim is to kill Rhyolith before his slowly-increasing damage kills you.

Although no more adds will be summoned during Phase 2, Rhyolith will still be throwing down Concussive Stomp, which causes knockback. Watch out for this cast – there’s little more frustrating than starting a once-per-fight channeled spell only to have it immediately interupted.

As you might expect, this is the phase to use all your cooldowns, trinkets and potions. There’ll be a lot of raidwide damage heading your way, but hopefully you’ll give as good as you get, and then some.

Read more →

Firelands Boss Guides: Beth’tilac melee DPS tips

Wanna hit some spiders? ‘Course you do. One of the first bosses you’ll encounter in the new Firelands raid is Beth’tilac. Melee DPS have a reasoanbly easy time on this fight, but there are still a few mechanics that could trip you up. Here’s our quick and easy guide to Beth’tilac as melee DPS:

Your raid will be split into two groups: one to stay on the ground level and one to climb up to Beth’tilac’s web level. Read our full guide to Beth’tilac tactics to get a detailed breakdown of each group. As a melee DPS, you’ll probably be assigned to the Web Level Group (if you’re not, use the tactics for the Ground Level Group from our guide to tackling Beth’tilac as ranged DPS).

Getting to the web level

At the start of the fight, Beth’tilac will run away to hide on the web level, and additional spiders called Cinderweb Spinners will start to spawn. Initially they’ll appear suspended from the base of Beth’tilac’s web, out of melee range, but your tanks will be taunting these mobs to bring them down to the ground level. If you have a taunt ability (Dark Command, Taunt, Hand of Reckoning, etc) feel free to help out. It’s important to start killing spinners as soon as possible.

A dead Spinner will leave behind a spider’s thread (which takes the form of a thin red line leading from the corpse to the web level). These threads are vehicles, and you can use them to move from the ground level to the web level. Each thread is only good for a single use.

[inline-ad]

Your tank and healer should claim the first two threads to appear, but you should grab a thread as soon as you can after that. Do not be overeager here, and make sure that the tank and the healer have made it up before you make the move.

Once you’re on the web level, your job is to DPS Beth’tilac. Watch out for Meteor Burn, during which Beth’tilac drops flaming meteors onto random spots on the web. Each meteor is preceeded by an indicator in the form of a fiery orange circle on the ground, which you should be sure to dodge. Once a meteor has hit, it will leave a small pool of fire behind. You know the rule about fire and the stepping therein: don’t.

Running away

Beth’tilac has an energy bar, called Fire energy, which will slowly deplete over the course of the fight. When it reaches zero, she’ll begin to cast Smoldering Devastation. You need to be on the lookout for that castbar. As soon as you see Beth’tilac begin to cast, run like the wind. You need to head for the hole in the web. It’s bang in the center. Drop down through there to the ground level.

Once you’ve reached ground level, you should temporarilly join the Ground Level Team and help to DPS the various spider adds that will have appeared. Once Smoldering Devastation has finished, Smolderweb Spinners will start to appear in just the same way as they did at the start of the fight. Once again, you should grab them, spank them, and steal their threads. Get yourself back up to the web level as soon as you can (but, as always, let your tank and healer go first).

In total, Beth’tilac will cast Smoldering Devastation three times. You need to jump down the hole in the web every time. After the third Smoldering Devastation, Beth’tilac will move from the web level to the ground level. Follow her down and get ready to pound some spider backside.

Phase 2

Beth’tilac’s descent from the web level to the ground level indicates the start of Phase 2. This is a pure DPS burn phase, just like the last phase of Shannox. Make sure you’re positioned correctly first of all: you should stack up directly behind the boss, with the healers and the rest of the raid. Once you’re there it’s time to break out the big guns: pop every cooldown you have, drink a potion, scream a battlecry, and hope that this time you beat that damn Rogue on the meters.

Read more →

Firelands Boss Guides: Shannox – Melee DPS tactics

The first Firelands boss most raids will tackle is Shannox. Melee DPS, frankly, have it easy for this fight, so there’s no excuse not to be on top form. Take a look at our general guide to Shannox tactics, then come back here for specific melee DPS tactics.

Initial positioning

As melee DPS you’ll be focusing all your attention on Shannox himself. Ignore the two dogs unless your raid leader specifically tells you otherwise. Your job in this fight is to avoid Shannox’s Cleave attack, avoid the traps he regularly drops, and hit him with your big weapon of choice – in that order.

Yes, Shannox does have a nasty cleave attack which will hit any target in a 120° arc, so your first priority should be to make sure you’re standing behind him. Your tank shouldn’t need to turn Shannox once the fight starts, so get yourself entrenched right behind his fiery rear end and prepare to do some damage.

Avoid the traps

Your primary task during this fight is to avoid the traps that Shannox regularly drops. This takes priority over everything, even DPS. The traps in this fight look like standard Hunter traps, and are easy to spot.

There are two types of trap. The first is an Immolation Trap, which will burn your lovely shoes right off if you stand in it. It’s not an instant kill, but it throws out some nasty damage, and you’ll have a ‘fire hurts more’ debuff at various points during the fight, so be nice to your healers and don’t stand on the fire traps.

The second type of trap is called a Crystal Prison Trap, and is basically an iceblock. Stand on this nasty little device and it’ll encase you in crystal. You won’t be able to do anything at all until the crystal is shattered. That means that the rest of the raid will have to stop what they’re doing and DPS your prison to free you. The crystals have lots of health, so this is a distraction you don’t need.

There’s another fight mechanic which effectively counts as a third type of trap. When Shannox throws his spear he’ll do colossal damage to anybody standing in the way. If you’re standing in the circle of fire once the spear comes down you’re virtually guaranteed to die. It’s easy to avoid – just look out for the big pillar of fire and make sure you step away from it as soon as it appears.

[inline-ad]

The secondary effect of Shannox’s spear throw is lots of little fires that appear on the ground after the spear throw triggers. There’ll be a lot of them, which can be quite panic-inducing the first time you see it, but – like the spear throw itself – they’re easy to avoid. They appear in a spiral pattern, moving outwards from the spear’s point of impact. Just make sure you’re not standing directly on one of them.

Remember – none of these do any AoE damage, so they’ll only ever affect one person. It’s also worth noting that the _Immolation Trap_s and the _Crystal Prison Trap_s can be disarmed by Rogues. Rageface and Riplimb can be affected by the traps, so you normally want to keep them all in place, but occasionally it might be worth disarming a trap which is in an awkward place, or which is in danger of hitting a tank.

The moment you’ve been waiting for

Your aim in this fight is to kill both the dogs when Shannox is at about 35% health. When that happens, he’ll enrage and start to give your tanks a very bad day. That’s your time to shine. Turn the DPS dial up to 11 and pop every cooldown in your arsenal. Burn, burn, burn – you need to kill Shannox before he kills your tanks (and shortly thereafter, you).

This fight is all about awareness. Watch out for the traps and you should be fine.

Read more →

Patch 4.3 Enhancement Shaman Quick-Start Guide – Stats, talent spec, glyphs, reforging and gems, priorities and rotation

Thrall’s in trouble! Again. Must be Tuesday. And you’ve got some totems and an urge to punch, bludgeon or hack Deathwing right where it hurts? Welcome to our Patch 4.3 Enhancement guide. Read on for all the rotation, gem, glyph, talent spec, reforging and stat info you’ll need to Enhance the new patch!

Updated 29th Nov, 2011, for Patch 4.3

Enhancement changes in Patch 4.3

The patch is looking pretty exciting for Enhancement shaman – after a rather lackluster last six months or so, Blizzard appear to be making some serious efforts to beef Enha up and fix a whole bunch of problems.

First up, the first-tier talent Mental Quickness has been completely redesigned. It now grants us 53% of our attack power as spellpower. However, Enha spells no longer benefit from any other source of spellpower – meaning that we no longer need to even consider spellpower weapons. We’ve also been assured that this change will be DPS-neutral – we aren’t being nerfed.

Secondly, Flametongue Weapon has been changed to provide a percentage of damage, rather than a flat spellpower increase – meaning it no longer compares badly with later-tier gear.

Finally, Lava Lash has been redesigned, buffed, and now has AOE potential – it spreads Flame Shock to nearby targets. That means that our Fire Nova will now do more damage, faster, meaning I might be able to delete the line in this guide that used to read “AOE: If at all possible, don’t.”

These changes don’t alter our single-target rotation, our weapon enchants or our talent spec, but they do change our AOE rotation. See below.

Enhancement Rotation / Priorities

Like most DPS classes in Cataclysm, Enhancement shamans don’t have a fixed rotation any more. Instead, we have priority system – use whichever ability is highest-priority and available.

  • Top Priority: Put down a Searing totem if one isn’t down already. Cast Storm Strike if it’s available.
  • Second Priority: Cast Lava Lash if it’s available.
  • Third Priority: Cast Lightning Bolt if you have 5 stacks of Maelstrom Weapon. Cast Flame Shock if Unleash Flame is active.
  • Fourth Priority: Use Unleash Elements if it’s available. If that’s not available, use Earth Shock.

Totems: Unless your raid/group leader tells you otherwise, use Earth: Strength of Earth, Air: Windfury, Water: Healing Stream, Fire: Searing.

Buffs: Keep Windfury on your Main Hand Weapon and Flametongue Weapon on your Offhand weapon and Lightning Shield active at all times.

Cooldowns: Use Feral Spirit whenever it’s off cooldown.

AOE: Drop Magma Totem, then Flame Shock on an opponent, then Lava Lash, then Fire Nova. For added power, use Unleash Elements before Lava Lash, and put Flame Shock on additional opponents whilst Lava Lash cools down.

[inline-ad]

Enhancement Talent Spec

This is a good standard Enhancement talent spec for 4.3

If you need to interrupt, you can put a point in Reverberation, probably from Elemental Precision.

Stats, reforging and gemming for Enhancement

Agility is the most important Enha stat, followed by Hit or Spirit to the spell hit cap (1742, or 1639 for Draenai). After that it’s Expertise, Mastery, then finally Crit and Haste.

Reforging: Reforge to Hit to the spell hit cap, then reforge to Expertise to the Expertise cap (541), then Mastery. Reforge from hit above the cap first, if you have any, then Crit and Haste.

Gems: Use a Delicate Inferno Ruby in all sockets. unless the socket has a per-socket bonus of 20 AGI or better. In blue or yellow sockets where the bonus is 20 AGI or better, use Glinting Demonseye or Adept Ember Topaz.

Enhancement Shaman Enchants

Remember, your profession may provide a better option than a standard enchant – check the stat priorities above!

Head Arcanum of the Ramkahen
Shoulders   Greater Inscription of Shattered Crystal
Back Enchant Cloak – Major Agility
Chest Enchant Chest – Peerless Stats
Wrist Enchant Bracer – Agility
Hands Enchant Gloves – Greater Mastery or Enchant Gloves – Expertise if you are under expertise cap.
Belt Ebonsteel Belt Buckle
Legs Dragonscale Leg Armor
Feet Enchant Boots – Major Agility
Weapon Enchant Weapon – Landslide on both

Glyphs

  • Prime: Glyph of Lava Lash, Glyph of Stormstrike, Glyph of Windfury Weapon
  • Major: Chain Lightning, Lightning Shield, and Healing Stream.
  • Minor: Entirely your choice.

You also might find the rest of MMO Melting Pot interesting – we look for the best articles about WoW and other MMOs and deliver them straight to you. Check out the latest articles .

Have you found this guide useful? If so, please consider sharing it! You can find buttons for Twitter, Facebook and Google+ below.

[groups-list]

Read more →