Enhance Mobility in PVP

We all know enh struggles with mobility. What are your ideas for improving it for the spec?

Here’s a few things I would do:

-improve ghost wolf and associated talents

Introducing talents like spirit wolf, thunderous paws, and ancestral wolf affinity did a good job of making ghost wolf feel more impactful but still feel lackluster.

Adding more abilities to ancestral wolf affinity. Things like shields, thunderstorm, shocks, hex, and healing surge would be cool. This would incentivize staying in ghost wolf longer and in turn synergies with the other ghost wolf talents.

Idk about spirit wolf and thunderous paws. Both seem good to have but neither feel all that powerful.

-delete winds of al’akir or rework it

This talent is so bad. Having to spend 2 points on this to get spirit walk, which I feel is essential, is excruciating. Especially considering our other route is hex and its improved talents. Sorta feel like they should be comparable in power.

I would take wind rush totem, gust of wind, or literally anything else here.

-make feral lunge baseline

it’s one of the worst gap closers in the game and the dps loss of having to spend a talent here will never be worth it. In it’s place I’d introduce a new talent called leader of the ancestral pact which while in ghost wolf either spawns feral spirits every x seconds up to a certain amount or just gave us maelstrom every x seconds

-move burrow into the class tree

-add snare immunity to spirit walk

-give us range on melee attacks

this is what tempest strikes should’ve have been. the same patch they introduced that, they nerfed all our dmg by 5%. It’s was basically net zero.

Ehh we’re not druids, and why would you want to stay in ghost wolf longer? That’s lost dps

Thunderous paws is amazing in certain dungeons and on entangling weeks. Spirit wolf is hella useful to mitigate dmg you know is incoming, both are impactful when played well. Neither should be changed

This feels like shaman’s mandatory point dump, most classes have them, but ours is kinda lackluster, especially the secondary effect as in what situation are you putting 3 totems down in succession for a speed boost? Agreed, rework in some way.

It’s a situational talent which is only marginally a dps increase in situations where youd need it, but is in direct competition with dps nodes. I’d rather have it be a choice node with ancestral wolf affinity than be baseline.

Horrible gameplay, no thx. I dont wanna sit in ghost wolf for x amount of time just to get some maelstrom or spawn a feral spirit.

No we’re melee, the point is for them to be melee attacks. I don’t know why the pally devs decided to make them some wack midranged hybrid thing capable of wacking people at 20 yds or whatever, but I don’t want that. I play melee to be melee.

sounds fun as a defensive and yet another cast disruption for enhance, so that we can continue to be the cast stopping kings

You don’t get the max utility of spirit wolf unless u spend the four seconds in ghost wolf to get to full stacks. So ur inherently incentivized to spend time in ghost wolf. Adding more things to do during would help so u don’t feel like u have to sacrifice as much, waiting to get some dmg reduction. Inversely for thunderous paws, it just gives u more options to use during ur movement buff.

This is a terrible take. I’ve never seen someone argue against making feral lunge baseline. It’s a small quality of life change and either frees up a point or is replaced with something better (ideally something along the ghost wolf/feral spirits fantasy). Ele and resto would have no reason to take it so it makes no sense in the class tree.

Rouges, feral, ret, and I think survival have 3 yds on melee. Why not enh? We were this first melee to have range with Rockbiter way back when. It just makes sense from a spec fantasy. Play warrior if u play melee to be melee

2 Likes

Yet both are poor substitutions for a defensive or mobility. We need more reliable of one or the other, while keeping TP or SW to compensate for the other seems reasonable. I agree no need to change.

There’s no reason not to make it baseline. Most melee have baseline mobility abilities. To say no for no reason because you don’t like the idea doesn’t help the spec keep up with it’s peers.

I agree burrow sounds good, but isn’t good enough. We can still die to dots, there’s no cleanse feature and there’s no healing feature and we can’t heal ourselves while in burrow. We need a better defensive than burrow or improve burrow.