[12.0.5 PvP Feedback] Enhancement Shaman Pain Points and Targeted Suggestions

The following feedback is written primarily from a PvP perspective. I dabble in PvE but don’t really expect these recommendations have too large of an impact in that area. I don’t expect all of these changes (or really any of them) to be implemented, but I’m hopeful blizzard has more adjustments for patch 12.0.5, as Enhancement Shaman currently struggles with survivability, uptime, and talent value compared to other melee specs.

1. Descending Skies (Stormbringer Hero Talent)
Probably my biggest complaint, update Descending Skies to grant a charge of Tempest when Doom Winds is used.
Many current Enhancement builds no longer take Ascendance, making this talent effectively dead. Allowing Doom Winds to interact with it would restore relevance without requiring a full build overhaul.

2. Earth Elemental – Stun Usability & Damage Reduction
Allow Earth Elemental to be used while stunned and restore its 5% damage reduction.
This is thematically appropriate calling on elemental aid in moments of danger and mechanically important. Enhancement currently feels much squishier than Elemental or Restoration with a lot weaker armour, cooldowns, and our healing has been nerfed. This would help address survivability without adding excessive offensive pressure.

3. Stormbind – Slow Percentage
Increase the slow from 60% to 70% on the Stormbind Enhancement talent.
Uptime is critical for Enhancement, especially in the current PvP environment. With reduced utility and CC options, our ability to apply sustained pressure relies heavily on being able to stay on target. If we can’t maintain uptime, our primary contribution (damage) falls apart.

4. Wind Rush Totem – Jet Stream Talent
Update Jet Stream so that Wind Rush Totem removes snares and roots. This is already a 2‑minute cooldown with a limited radius and short duration. Allowing it to clear roots would give Enhancement a meaningful, skill expressive way to maintain uptime without becoming oppressive.

5. Nature’s Swiftness (Enhancement)
Nature’s Swiftness remains a dead talent for Enhancement.
One possible solution would be to allow it to work on Hex specifically for Enhancement, giving us a real incentive to take it and adding some much needed control utility back into our kit. Otherwise, the talent likely needs a functional rework for the spec.

6. Overcharge / Crit Interaction (Preference)
This is more of a personal preference, but I enjoy the overcharge talent that increases crit damage based on crit chance. That said, it currently feels too weak to justify. I would like more interaction with crit. Increased Maelstrom stack generation on crit for Stormstrike, Lava Lash, and Crash Lightning (our core generators). This would reward stat investment and improve gameplay flow without creating burst outliers.

Thanks for taking the time to read this. I appreciate the continued iteration on Shaman and hope some of these suggestions help guide future tuning for Enhancement

4 Likes

I wrote some suggestions in another post, I would like to add them here to enhance feedback and discussion.

(Weapon imbues) In WoD they made weapon imbues passive. Considering there are no longer alternative imbues besides Flametongue and Windfury, having to reapply them every time you swap weapons feels archaic and unnecessary. What’s even the point? They added the new capstone for imbues, which is fine, but it’s basically mandatory because of the damage increase. It doesn’t add anything meaningful to gameplay and shouldn’t really be a talent. It’s just another example of weak class design. They should simply make imbues passive again. There’s no reason to constantly reapply what is essentially a passive effect that has no impact on the rotation and doesn’t feel good, it just gets in the way when you swap gear (for example, going from PvE to PvP).

(Hybrid DPS) As a hybrid DPS, we fall short. Our off-healing on allies is very poor, so reducing our own defensives doesn’t make sense. If we’re not going to function properly as hybrids, why not just treat the spec as a regular DPS like Warrior, Rogue, or Hunter? Those classes have clearly defined passive mitigation, minor defensives, and major defensive cooldowns. Even Paladin, which in my opinion brings much more utility to others with auras and blessings, still has all these layers (healing, instant self-healing with a cooldown, absorption, Divine Shield, increased armor), not to mention the huge QoL advantage of being able to generate and spend resources at range. In Legion, Enhancement had some of that capability, which has been heavily reduced now. As Shamans in general, we only have one defensive that could be considered strong, while the rest are self-heals with a very outdated design (resource-dependent and also costing mana) and frankly weak passive mitigation. As others have pointed out, Shaman struggles a lot when it comes to surviving and urgently needs a redesign.
I won’t go into Reincarnation since it’s already been mentioned, but it’s clearly outdated and hasn’t evolved with the game. Right now it feels like it exists more for flavor than actual gameplay value.

(Interrupts) Shaman used to have one of the strongest interrupts in the game. If I’m not mistaken, with talents Wind Shear could go down to a 5-second cooldown. This was balanced by only locking the school for 2 seconds, but it was still very strong. Now it doesn’t really have any advantage over DK, which also has a ranged interrupt but locks for 5 seconds. Yes, we have the talent that reduces magic damage taken, but that talent wasn’t even used back in Cataclysm when the cooldown was shorter.

(General utility) To me, Shaman always felt like an anti-caster class, that was its strength. We had Grounding Totem (why was this removed from the base kit, Blizzard?), we had a ranged slow, a sort of pseudo-immunity to movement impairing effects, and a ranged interrupt. Even before being able to project totems, the class felt fluid when facing ranged classes. It doesn’t make sense that 13 years later the class feels more limited against ranged than ever. Lightning Bolt does no damage without Maelstrom Weapon stacks. Frost Shock is locked behind talent investment despite being a weak ability. Hex, despite having a cooldown while similar abilities don’t, cannot be cast instantly through Nature’s Swiftness or Maelstrom Weapon. Would that be too strong? I doubt it. It would simply give the class another tool instead of relying on excessive self-healing or explosive burst like in recent expansions. Other classes have multiple ways to apply CC without the same level of friction Shaman has.

I do have several suggestions. I’m not sure all of them are viable, but I’ll share them anyway in case someone wants to read them. The goal is to make the class feel more modern without losing its identity. Keep in mind I’m speaking as a long-time player, not as a top-level expert who knows every detail of the class. For PvE damage the class is fine, like most specs, but overall it could be much better, especially in PvP and solo/world content:

(1) Normalize the class compared to other DPS
Shaman should have defensives that can be used intelligently without requiring overly complex setups. My suggestion would be to increase the base healing of Healing Surge by 100% when used on yourself, without requiring Maelstrom Weapon. Maelstrom Weapon would only reduce the cast time, making it instant. The mana cost is already high, and when you heal frequently you run out of mana very quickly. Even with a 100% increase, the healing would still be relatively low (around 20% of your total HP), and since it requires casting, it can still be interrupted or punished, so it wouldn’t be abusable. This would also synergize well with Nature’s Swiftness. Requiring it to be self-cast would prevent excessive off-healing on allies. Maelstrom Weapon would then serve as protection against interrupts rather than being mandatory just to make healing viable. This would encourage smarter mana management and positioning, while giving Shaman a more consistent form of sustain similar to other DPS classes.
I would also replace Astral Shift with Shamanistic Rage, or at least give Astral Shift its old functionality (30% damage reduction, usable while stunned, 1-minute cooldown, 15-second duration). It’s honestly funny that pre-Legion Shaman had better healing and defensives than it does now.
Finally, the class needs a strong baseline defensive. This could come from a rework of Reincarnation (for example, something similar to Guardian Angel, where lethal damage instead heals you), or by making Burrow a baseline ability similar to Deterrence or Divine Shield.
I would also remove Earth Shield from DPS, as well as Chain Heal and Healing Stream Totem.

(2) Improve mobility and ranged interaction again
As mentioned before, while classes like Unholy DK or Paladin gained more tools to deal damage at range, Enhancement lost most of its own. I don’t really understand the reasoning behind this, but it feels wrong that we now have fewer ranged tools than before. My suggestion would be to add some way to deal damage and generate Maelstrom Weapon stacks at range, even if it’s minor. For example, through Frost Shock, which for some reason has a relatively high cooldown despite being a weak ability. I would also reduce the cooldown of Feral Lunge, add a short root effect to it (similar to Warrior Charge), and lower its cooldown overall. Another option would be to have Nature’s Swiftness generate Maelstrom Weapon stacks instead of its current effect.

Aside from those suggestions, a simpler alternative (which might be seen as unnecessary) would be to increase Lightning Bolt’s base damage. Right now, Lightning Bolt needs Maelstrom Weapon to deal meaningful damage, which feels more like a punishment than a rewarding mechanic, since casting it without stacks never results in a meaningful gain. Similar to the healing changes, its base damage could be increased while reducing or removing the scaling from Maelstrom Weapon. That way, if you can’t reach your target, you can still deal some damage, even if it’s not much.

I also want to highlight how much stronger short to mid cooldown mobility abilities have become compared to passive movement effects like Ghost Wolf.

Right now, having something like Divine Steed, which gives you full movement speed and immunity to slows every minute, is far more impactful than having a form that only lets you move at 100% speed.

The game has evolved in a way where active mobility tools provide immediate, reliable value, while passive movement buffs feel outdated and insufficient by comparison. Times have changed, but abilities like Ghost Wolf haven’t kept up.

2 Likes

This has already been brought up, but I’d also like to see Lightning Strikes work cumulatively as opposed to requiring 10 maelstrom in one go. And really anything to bring Stormbringer/Tempest up to par with the alternative.

Maybe this is petty/off-theme, but I also wouldn’t mind having an @self and/or @target option for Surging Totem and Totemic Recall. Really hate babysitting my cursor during CDs / having to use @cursor macros for non-utility abilities.

And possibly, with respect to mobility, maybe a lower CD or a talent to improve the range on the ghost wolf charge thing.

We do have this. You just macro it to lava lash like

/cast Lava Lash

/cast Surging Totem

it’ll only cast the 5 second cd surging totem not the actual cd, and it’ll use it on cd whenever you are pressing lava lash which is good because it brings the totem to you first before the lash actually goes off (due to it being off global) so it tremors on top of you right away w/ hot hands up.

I don’t do this for totemic recall though because I use that based on whatever is going on. I don’t usually need it for surging totem with the above macro, so I usually use it for cap totem or earthgrab or to move tremor away from someone looking to kill it.

I agree and support this 100%.

Going to add to this thread again.

Feedback/Requests for Enhance PvP (some asks will be for the class as all of our honor talents are shared with resto/ele):

-Give Enhance a spec specific honor talent that replaces Hex. Just giving an idea: “Magma Whip: Slam your Magma Whip down on your enemy, stunning them for 5 seconds, replaces Hex, 30 second CD”. Or “Earthen Hand: Command the earth to grab your enemy, stunning them for 5 seconds, replaces Hex, 30 second CD” (similar to what Thrall did to Garrosh)";.

  • Why: Enhance CC feels very bad. There are a lot of things Enhance lacks which is why when it isn’t doing crazy burst damage it is usually not seen often if at all. CC is a major pain point of Enhance in PvP especially now with Lasso ending up in honor talents and still having no way to make Hex instant. Cap Totem is counterable in 3 different ways, its killable, its a magic debuff so can be dispelled by healers and if you drop it far away from enemies to then move it on top of them last second you can just get CCed for 2 seconds and lose your 1 minute CD CC. Static Charge (Cap totem CDR) is insanely hard to take, most Enhancement shamans don’t put any points into it because its expensive and still doesn’t line up with any of our CDs if you take 2/2 points. Trying to cast Hex as a melee is usually rough which leads to us usually opting to not Hex often. It would be really nice for Enhance to get a replacement for Hex that is an instant stun.

-Move Burrow and Static Field Totem to the class tree.

  • Why: This frees up a slot that Burrow takes and would give two really cool unique abilities to the Shaman class as a whole in both PvE and PvP. PvE shamans have been asking for Burrow since it was released years ago. Its a very thematic Shaman ability that is just fun to use and have, should not be limited to PvP. It also causes PvP shamans to just lose an honor talent since its such a strong defensive. Imagine Turtle/Ice block/Divine Shield going in honor talents, would not be good and would probably get changed quite fast. Static Field Totem is really cool utility that could have niche uses in PvE, and it allows PvP shamans to take it in the class tree as opposed to not taking it at all or taking it very rarely since its an honor talent we usually can’t afford to take anymore. Shaman utility has been slowly given to other classes over the years, we have almost no unique utility anymore (Earthgrab:Mass entanglement, Tremor Totem:Berserker Shout, Wind Rush Totem:Stampeding Roar), Static Field would be relatively unique to Shaman as it works differently than Warrior Spear.

-Buff Crash Lightning further as it still has very low priority in PvP. Maybe consider adding an honor talent that effects how the Apex talent works as well. For example: “Pressing Crash Lightning with multiple charges available now consumes all charges to deal its damage at once and Crash Lightning Unleashed now slows enemies by 80% when they are within it”.

  • Why: Crash Lightning is very thematic to Enhance and is now a large part of our spec. It is used on CD in PvE in both single target and AoE but in PvP it is still largely absent from our priority despite getting an 80% buff a couple weeks ago. It does less damage than Stormstrike in PvP so is usually just not pressed. We also don’t have the globals to make use of our Apex talent that resets Crash Lightning, so we just sit on charges of it that go unused. Adding an honor talent that allows us to get benefit from our Apex talent while saving us the globals would be very nice and make Crash a very worthwhile button to press.
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Adding a few more thoughts to this thread regarding Enhancement’s PvP pain points and possible targeted adjustments:

One additional area that could use attention is Ghost Wolf. Right now, this spell prevents you from going below 100% movement speed. I think this could be increased to 120% as we are largely unable to do anything while in this form and it would be comparative to druid shapeshifting. This would help to address our mobility pain points.

I’d also like to suggest revisiting disarm duration across the board, as Enhancement is disproportionately affected by long disarms due to how much of our pressure relies on actually being able to press our melee abilities during short burst windows. Disarms are almost always available for melee cooldowns, they last longer than most comparable forms of control, and they primarily punish melee specs. They’re often compared to silence effects, but silence is used on casters and some melee in both offensive and defensive situations, which means it isn’t reliably held for every offensive cooldown the way disarm typically is. Even a small reduction in disarm duration would meaningfully smooth out our survivability and create healthier counterplay windows without significantly altering overall PvP balance.

As with my previous post, I want to reiterate that not all of these ideas need to be implemented. The goal is simply to offer a handful of targeted, reasonable adjustments that could help address some of the long‑standing friction points for Enhancement in PvP without requiring a full redesign. Some ideas for Blizzard to consider when looking at adjustments.

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Fully agree but I don’t even think it needs to be across the board. I think enhance suffers from Disarm more than any other melee spec in the game because it has longer CDs that it can’t CDR, so doom winds is strictly a 1 minute cd that lasts 8 seconds (10 with Thorims). Whereas ret has 30 sec wings, bm hunter (not melee but still) has 30 sec BW, sub rogue has non stop shadow dance, outlaw rogue has damage all the time even outside of adrenaline rush, ww monk has 2 charges of Zenith, Warrior can CDR avatar/reck etc.

Enhance has no way of protecting itself from stuns or any cc really outside of Grounding for magic cc (which we can no longer reset) and trying to pre-tremor fears (which we can no longer reset). A lot of melee have ways to get out of cc while they’re in cc (like dk IBF/lichborne, WW monk port, Warrior Berserker roar, rogue cloak, ret pally BoP/Bubble) so they can continue to do damage without being forced to trinket.

They need to either make Doom Winds a 30 second CD or build Weapon Chain into Doom Winds baseline (during Doom Winds disarm duration is reduced by 50%) that way disarm still has some value but isn’t a 5 second disarm that’s usually followed up by 4-5 second stuns or fears or incaps that force you to trinket if you still want to do damage. And this happens every single go.

And they also keep nerfing Primordial Storm which is our only 30 second CD. Our only CD that doesn’t line up with Disarm so we get 1 use of it when Disarm is on CD. I want this to be powerful so badly on its own so we have something outside of Doom Winds to create pressure but they always nerf it. Very annoying.

Want to make some requests for Honor Talents. This will primarily be for Enhance since Enhance has no spec specific honor talents at all which is really sad, one of if not the only spec in the game without a single spec specific honor talent. I also want to request improvements to at least one of Enhancements weaknesses now that its utility has been nerfed, namely improvements to CC would be nice as Enhance has the worst CC in the game objectively, but now it also has much weaker utility, mid mobility, no MS and counterable damage.

General Honor talent changes:

  • Burrow moved to the class tree as a capstone

CC update via Honor Talent and/or Class tree
-New Enhancement specific honor talent: “Overflowing Hex: Hex is now effected by Raging Maelstrom” (I believe Raging maelstrom and Overflowing Maelstrom are swapping names soon but this would make Hex instant from spending 10 MSW stacks just like Healing Surge).

  • Hex being a 1.5s cast and on a melee spec is really bad gameplay overall, hard to get off since your in melee 99% of the time or trying to be, and casting anything resets your melee swing timers which hurts our damage quite a bit since we have windfury/flametongue procs from auto attacks, would really like this to be instant for Enhance and theres a good way to do it. Its counterable anyway via curse dispel and it is the only cc in the game that allows people to retain control over their movement.

-Possible class tree change via adding a choice node under Capacitor Totem that would look like this: “Quick Capacitor: Capacitor Totem now goes off instantly and its stun duration is increased by 1 second” vs “Static Charge: The cooldown of Capacitor Totem is reduced by 25 seconds”

Enhancement specific Honor talent ideas/requests:

-Enhanced Imbuements: “Windfury Weapon now grants 800(?) armor to your main hand weapon and increases the damage of Stormstrike by 5%. Flametongue Weapon proc chance increased by 5% and increases the proc chance of Hot Hand by x%”

-Crashing Thunder: “Crash Lightning will now consume any additional charges of Crash Lightning dealing their damage instantly. Crash Lightning Unleashed slows enemies by 70% when they stand within it”

1 Like