Overall, I think the class and spec trees for Enhancement have great bones, but they just need a lot of minor fixes. Below I have given my thoughts on the tree, working from top-to-bottom and left-to-right. I hope this feedback is helpful!
Enhancement Tree
Doomwinds – Nerfing the proc-chance and duration of this ability makes it feel worse to play as opposed to just nerfing its damage. I would rather see damage elements of forceful winds / unruly winds nerfed or just reduce the windfury damage increase on DW itself.
Overflowing Maelstrom – There NEEDS to be a way to increase max stacks beyond 10 for this to feel good. Otherwise, you are absolutely going to overcap MSW frequently.
Windfury Totem – This would make more sense as the central ability compared to CrL, since you would very rarely not take this talent (see Crash Lightning below)
Elemental Weapons – This would make significantly more sense in power level and at this place in the tree if it were limited to only Frost & Fire damage. Otherwise, this far-off-center node will be mandatory for all builds (even if it were severely nerfed)
Ancestral Wolf Affinity – This feels odd to be on the spec tree (for all specs). It seems it would fit much better on the class tree in a branch with the other wolf talents.
Refreshing Waters – This seems unnecessary in the spec tree, but also in the class tree as well. With the addition of Orbit and Swirling Currents, we will likely already be topping our bar with surge.
Crash Lightning – This is an odd ability to have in the absolute center of the tree. It is ubiquitous on any 2+ targets that you would take this, but in pure ST it would be nice to be able to avoid.
Storm Flurry – This is not in the correct place
Ice Strike – The new effect is interesting, but I’d rather this just be an off-GCD short cooldown in this case.
Improved Stormbringer – Its fine. Not the most interesting point to spend, but its fine.
Hot Hand – This is in a really odd position in the tree. Also, the flat 5% proc rate still feels bad. I would very much like to see this scale with mastery.
Swirling Maelstrom – There is no world where you would take both Fire Nova and Ice Strike, so this talent loses major value. Also, since LL and Nova do not interact with MSW, that playstyle already is in danger of over-capping all the time. I think this talent is more of a hindrance than a benefit in most scenarios.
Primordial Wave & Ascendence – These should switch places (along with the subsequent talents) to better match the talents above
Primordial Wave – Since Enh can now access Lava Burst and can buff it with MSW, would it be possible to let PW buff either Lava burst or Lightning Bolt?
Primal Maelstrom – The 1-point version of this talent is better/more fun since it will not cause over-capping
Elemental Assault – The 2nd point in this talent is significantly less interesting. I think this should just be a 1 point node that gives the generate effect. Also, this should be higher up on the tree and part of the SS branch.
Legacy of the Frost Witch – The 2nd point in this talent is currently less interesting. Could it instead allow this ability have 2 charges/stacks instead? That would fix any issues this playstyle current has with “proc-munching”
General Thoughts about the Enhancement Tree
It is possible to make a build that uses 29 of the 30 points and it is identical to how my Enhancement shaman currently plays in raid (ST with light cleave). Except without the tier set. Admittedly, picking up lava actuators or ascendence with the last point feels good, but the fact remains that Enh is getting very little added in DF compared to many other specs. Frost DK can barely make it halfway down the tree before they are “forced” to pick up something new. Enh has only 16 points to spend below the “20 points required” line compared to 23 on the Ele tree. And one of these “capstone” choices is a current level 35 talent. I recognize Enhancement is the most recently updated (reworked) spec in the game so maybe it doesn’t need anything new, but it just feels a bit lacking to me.
Mastery – Enhancement’s mastery currently influences the proc rate Stormbringer and refers to such in the tooltip on alpha. However, the Stormbringer talent says it is a flat 5% proc rate. I’d much rather this proc rate (and hot hands, as mentioned above) scale with the mastery as well as any other proc rates. These procs are such a core part of Enhancement at this point that I think it makes more sense for the mastery than the Elemental damage buff.
Elemental Damage buffs - This would be the first time in 6 years that Enhancement does not have some kind of mixed magic damage aspect to it. No eye of the twisting nether. No Natural Harmory. No Elemental Equilibrium (not that this was commonly used). I don’t know that we need this, but if you were looking for additional nodes, this seems like an easy one to add.
Deeply Rooted Elements – Why did the other two specs get this as an option, but not Enh? Even if it were just an option against Ascendence like the Ele talent, it would be nice to have the choice.
Shaman Class Tree
(from an Enhancement perspective)
Earth Elemental – I like that the conduit has survived to DF, but I’ve never liked that it was tied to Earth Ele. This presents an odd situation in M+ where you still threat from the tank in order to survive a mechanic.
Planes Traveler/ Astral Bulwark – Both talents are great. It would be neat if Bulwark also let you use AS during stuns as a callback to Shamanistic Rage.
Thunderous Paws/ Spirit Wolf – The placement of movement abilities all throughout the tree is a bit odd, but this is an excellent node. However, I would love to see a side branch with this, Ancestral Wolf affinity and Winds of Al’Akir for a build choice that focuses more on using ghost wolf
Cleanse Spirit – The placement of this node seems very strange since it is technically locked behind 2-3 additional points and is positioned such that it feels like an inconvenience to take. For both druid and priest the “cleanse” abilities are much more central and feels obvious to take when a situation requires a debuff dispel.
Focused Insight – This is an extremely odd talent choice to see in the “enhancement” section of the tree. I would expect to see this with other healing spells and it actually would fit perfectly if swapped with Totemic Surge.
Elemental Orbit – Can there be some discussion around removing the charges from our shields? I love the idea of Elemental Orbit, but maintaining 3 shields could also become extremely irritating. Alternatively, a way to generate charges on your personal shields would mitigate a lot of the potential frustration.
Spiritwalker’s Grace – I’ll go into more details below, but this should probably be a choice node with Spirit Walk.
Ancestral Defense – Extra defense is always nice, but this talent is boring. Maybe make this effect like the other trees and give some stats when you successfully Interrupt/Purge/Cleanse?
Hex – Similar to cleanse above it, this is in an odd location where you would need to spend several extra points to get Hex in a situation where you need it. I’d rather see this far more isolated, take for example Hibernate/Maim on the druid tree.
Totemic Surge – Boring and mostly a waste of 2 points. Also, has anti-synergy with Call of the Elements
Elemental Warding – Boring, but of all the basic talents we have this is the one I would least like to lose
Winds of Al’Akir – I’ll explain my issue with totems in detail, but encouraging the maintenance of multiple totems is extremely bad right now
Ancient Ankh Totem – If you maintain 100% for the entire duration, this will be about 11 mins off of Reincarn, which is nice but also still terrible. Paladin gets bubble every 5 min, rogue and Veng get cheat death every 8 mins, Blood get purg every 4 mins. Just because some WF raider might break a mechanic should not be the reason I am stuck with an archaic 30 min CD. Also, if Anhk doesn’t reset on boss wipes in raid, then the 10% hp buff is going to HEAVILY incentivize never using ahnk.
Gust of Wind/ Spirit Walk – I’ve never felt that Enh needed gust of wind, but I won’t complain about getting it. However, I cannot think of any scenario where I would rather have spirit walk over gust. I suggest moving Spirit Walk to a choice node with SWG where it will be an easier 1-to-1 comparison. Thanks though, this talent will make Shaman one of the most mobile classes now, which is a huge and welcome change.
Totemic Focus – Extra radius on totems is nice, but the duration increase is only significant for Earthgrab and Poison Cleansing totem (niche totems with a more niche increase). I think this talent is fine (the extra radius amount seems a bit weak), but it should just be much higher on up on the tree. Given it usefulness for windfury totem, I could see it being on the “Enh” side in place of something like Focused Insight.
Surging Shields – This talent is bad. 2 points for a 50% buff to something you never want to see proc anyways is extremely bad. I like the idea of new/better effects on our shields, but this is not the best way. Something like 1% secondary stat based on the shield you have applied could be cool. Also, this talent should be much higher on the tree and probably gated behind Orbit.
Call of the Elements – I hate this talent, mostly because it is worse than the original in my opinion. The only good uses I see for this talent is the extremely niche CDR on Wind Rush or having an extra Cap totem. Which will be nice to have a 12 second stun, but also is going to be frustrating to use properly given the charge-time on cap totem. This is also making the totem problem worse by incentivizing spending even more GCDs on totems. I just think there must be better options for capstone talents.
Totems
My issue with totems ultimately boils down to one simple request: take totems off the GCD. Maintaining all these different effects and buffs is frustrating in SL at times. With all the returning totems in DF, this problem is going to be significantly worse.
Tremor totem is frustrating on the first boss of Mists since the fear effect does not have consistent timing and you are forced to be reactionary with it, but it is impossible to react when you are on a GCD and your M+ keys collapses because of it. Windfury Totem is frustrating because it is a GCD I must waste to maintain every minute or so of a raid, while a monk brings their debuff without any thought. Healing Stream Totem is going to be frustrating when I want a big Healing Surge, but have spend a GCD on HST first to get the buff. Stoneskin Totem is going to be enraging when I need to spend a GCD every 30 seconds to maintain this on a Sludgefist-like physical damage encounter.
Please just take these buttons off the GCD. At least the 4 mentioned above. I’ll happily spend talent points to do so. I’d spend a point on my class tree to do so. Just please don’t make me try to maintain 3+ group buffs while they are on GCD. “Totem-twisting” was fine in classic, but I don’t want anything even remotely resembling that in DF.