Currently, it feels like enhance (shaman in general but I’m going to just focus on enhance for now) is in a bit of an awkward spot, we have a lack of identity and the desired gearing route not exactly lining up with how the class will want to gear. There’s a few things I just wanted to draw attention to because the current iteration just feels like its missing the mark.
Maelstrom Weapon – this talent is currently a mess, which is certainly made worse by sharing a “spender” with elemental and the changes that have been made to spell coefficients. Without getting too lost in the weeds of hypothetical damage gains at 60 here, the big issues with the talent currently:
- Assuming weaving does not function, this talent is almost entirely useless for enhancement until you reach 5/5 points in it
- Our lack of hit means this talent will miss a lot
- As a consequence of not being able to weave, we will lose DPS due to this talent over capping. This is even worse as a 2H class vs in Wrath and beyond when you’re DW
- This spell will take a long time to buildup and be similar damage to an auto attack
- Combine all of the above and sprinkle in the base damage changes for LB so players need SP to make their spells do damage, this talent just wont be worthwhile for enhancement to take while levelling
Personally I think this talent needs a complete look over and to be changed up, this is meant to be our penultimate talent that rounds out our rotation and just with the issues listed above it looks so insanely underwhelming. I really implore Blizzard to look into different, unique options as we have been given a different, unique version of enhance for Forever (2 Handed) but then given dual wield talents from future expansions with no consideration for how that will function with a 2hander. Having played 2handed enhance in classic, the spec certainly has issues with long miss/dodge chains or long periods of time without proccing windfury. This talent will only exasperate the bad RNG chains that can occur. There’s a lot of things that can be done here, just some ideas I’ve seen floated around; making shocks have a higher critical chance per stack in order to proc elemental devastation while decoupling our shock cooldowns in some fashion, giving us a new “spender” as our 31 pt talent that scales better for enhancement, making maelstrom gain stacks on stormstrike cast vs a chance on all melees, adding spell hit and a % lightning bolt damage mod to the stacks. Lots of options here but I primarily wanted to call out the weird design for this talent currently.
Rage of the Farseer – while people might not really agree with me here, this just feels like a very bland and boring 31 point talent that doesn’t really seem worthwhile of a capstone talent. On the surface, getting a cooldown is great but the removal of casting from it and the general holes in the rest of our kit just makes it feel a bit hollow. Personally I would love for this to be some type of Strike/Slam ability that is enhanced by a reworked Maelstrom Weapon that gives it (this hypothetical strike) bonus elemental damage based on weapon imbue or something to that effect. Ever since I first played and raided as enhance in classic wow, I just desired for more melee attacks, not necessarily to proc windfury but just to add more flavor. Lightning Bolt because it is a key component of the elemental kit just doesn’t really fit that flavor to me. I feel like Ele and Enhance are very homogenized, using a lot of the same spells and changing this is something that could make enhance stand out from elemental.
Windfury Totem, Grace of Air, Flametongue totem, Personal Imbues - As it currently stands enhance will typically want to run their own personal WFW (Windfury Weapon/Imbue) which wont stack with WFT (Windfury Totem) and we’ll want to run FTT (Flametongue Totem) because that will stack with WFW. This means we will never realistically drop Grace of Air in a group setting, which isn’t the end of the world but does put the totem in a weird solo use-case territory. Which is fine, plenty of specs have to give up personal DPS for the sake of the group. Where this kind’ve gets awkward is how FTT and WFT will function together in a group setting, if theres any chance that FTT will override WFT for a party member, it also puts FTT in an un-useable state for party/raid play. Now, all of this is primarily just to call out the issues with our totem design and not providing a unique buff for enhance. If enhancement doesn’t gain mutual benefit from being in a melee group to the point where their DPS is weakened by being in a melee group, it really puts the spec in an awkward spot. I don’t know 100% how any of these interactions function together but wanted to make sure it was at least mentioned before release so we can avoid this unintuitive situation. With the lack of polish/fine tuning with the rest of the class in general I worry we end up in weird situations where we have to stop dropping FTT so our party can receive WFT or end up in a situation where we ideally want to use WFW, FTT and Grace of Air for Imbues/Totems but in group play we are forced into Flametongue Imbue, WFT and Searing Totem.
The desire for Spell Power gearing – this was stated in the most recent podcast and it just feels a bit off. As it currently stands our damage is about 85% physical and 15% elemental (Shocks/Totems), once we progress to 60 the elemental damage portion will certainly go up with the addition of MSW to our kit but not so significantly that it makes spell power that strong of a stat for us. There really needs to be some hard thought into how we want enhance to gear because while I like the idea of the elemental warrior, the idea of gearing a class that desires for strength, spell power, spell/melee hit, expertise, critical strike and intellect in varying amounts just sounds like a nightmare. It will feel in a lot of cases that we are making our melees weaker to make our spell stronger, or vice versa, which just adds to the confusion of this class. I also dont really want to get into a situation like Wrath where a melee class is “stealing” spell power trinkets and off-pieces from caster classes because it is confusing for players. Even in Wrath which is a very well-understood game, there were lots of players confused by why Enhancement shamans had items like Reign of the Dead equipped. Maybe theres a design intention with hybrids in mind for mail spell power to have a lower stat budget than whats on cloth spell power but that feels like a bit of a clunky solution.
But mr Gambler how can you be so sure that these things haven’t been looked at and thought about already? Look no further than Call of the Elements – WHO WAS THIS MADE FOR? WHAT IS THIS ABILITY? Elemental and Restoration dont even have 4 totems worth placing down in a raid setting if they are in a caster/healer group and enhancement is never going to stop auto attacking to cast a 3 second ability. Okay so we can drop 4 totems pre-pull and save ourselves 1 global… uhh lole. This ability is one of the big reasons I’m concerned for Shaman and enhancement for the near-future of WoW Forever. Its something that was taken from future expansions, shoehorned into classic with some “friction” (a cast time) and not thought of beyond that. This ability just feels like a microcosm of the entirety of the shaman class at the moment, just things shoehorned in from future expansions without thinking through how it will actually function in-game.
In closing, I just want to say that enhancement has always been a strong support class for melee classes in the first handful of expansions for WoW. Its probably one of my favorite specs because of the support it offers. I can understand the desire to want to remove weird/“boring” interactions like totem twisting and not wanting for people to have very specific raid compositions but its left enhancement to be in somewhat of a bland spot for its spec identity. Maelstrom and Rage are both very ‘on the tracks’ with no ability to do anything fun or unique with them which certainly just makes the spec feel very uninspiring.