Proposed changes I would like to see for Enhancement Shaman in TWW
My credentials are that I suck and I’m a masochist, so I play a class that isn’t mage
Following the Dragonflight update, the Enhancement specialization underwent significant revisions, addressing many existing issues. However, despite these improvements, the class still lacks a sense of completeness. The following ideas aim to address these remaining concerns, offering suggestions for potential QoL and changes to the class.
Storm Vs. Elementalist
One of the main issues faced by us is the choice between two different damage profiles: Storm and Elementalist. This decision, often driven by the desire to optimize damage output, significantly restricts talent tree diversity and personal preference. Moreover, the choice between single-target (ST) and area-of-effect (AoE) lacks substantial differentiation, limiting individual customization. (bring back 2h windfury)
To mitigate this issue, I think a fundamental restructuring of the talent tree is needed, starting with the introduction of a pivotal choice early on at the level 1 capstone. This choice, represented by the selection of either Lava Lash or Stormstrike, would dictate the subsequent progression of the talent tree, branching into distinct paths tailored to each playstyle. Furthermore, incorporating neutral nodes accessible to both specializations, such as Crash Lightning, could enhance versatility without overly complicating decision-making for newer players. An example would be a final capstone of the talent tree are two ascendance choices one being designed for windfury and one being designed for lava lash. I chose lava lash and now the windfury ascendance is now grayed out for me to pick and I must go forward with picking the lava lash ascendance if I decide to choose it.
Reevaluation of Mastery
The current Mastery, “Enhanced Elements,” might not come across as an issue for most Enhancement players, as it attempts to accommodate both Storm and Elementalist profiles within a single framework. While this approach theoretically benefits both playstyles, it results in a sense of disconnection for players who find themselves unable to fully leverage their Mastery’s potential.
To address this, I suggest exploring the concept of Mastery specialization, wherein players can align their Mastery bonuses more closely with their preferred playstyle. This could be achieved through a mechanism tied to the selection of the level 1 capstone node, allowing players to tailor their Mastery bonuses to their chosen profile.
Modernizing Cooldowns
The cooldowns available to Shamans, while functional, suffer from a lack of impact and relevance in contemporary gameplay scenarios. Ascendance doesn’t feel as impactful as it is for resto, and for elemental spec and storm profile you’re choosing DRE over the actual cooldown because the button itself is lackluster, and Earth Elemental fails to provide significant utility or damage output, particularly in high-end content such as Mythic+ dungeons. anyone can just pick up a Diurna’s and get the same effect for a longer uptime
To address this disparity, a comprehensive reassessment of cooldown abilities is warranted. This may involve reimagining existing abilities to better align with the demands of modern raid encounters and Mythic+ dungeons, ensuring that each cooldown serves a meaningful purpose and contributes to the overall effectiveness of its own toolkit. an additional change reinventing spells like “The Spirit of Earth” and adding the additional elements and you gain x elemental benefit pertaining to it, similar to Blessing of Summer. An idea changing the ability to:
Spirit of Earth or Way of the Earth:
Envelops you with Earthen’s Might: Increasing x Health/Decreasing x% damage taken and your attacks have a chance to deal x Nature damage .and so fourth with each element. also scaling with mastery and wolves. while this may provide seeing people to use it for DPS its intention is to be more thematic and flavor.
another idea is moving earthen harmony to the class tree and curating it to all shields. while this solution caters more towards a defensive issue rather than a cooldown issue i figured i’d add it to the topic of defensives while we’re on it
EDIT: From Wordup (enhance writer for wowhead): Ascendance’s problem is that it’s not strong enough to justify a 3 minute cooldown and the offset DRE random sporadic uptime is far far too strong relatively to ever justify it - and it blockades a couple of v.powerful passive talents that it requires to be worth it, so a 4-point investment for a cooldown weaker than most everything else isn’t good. The cooldown isn’t even fundamentally bad for Elementalist, but that’s also telling as to just how much the followup talents carry the incredibly weak intro one that gets too little support in terms of frequency. Simple point - 3 minute cooldowns are outdated unless they’re grotesquely overpowered, it’s anti-our other gameplay loop and the passive proc overrides the rotation too much. (also what side of the tree it’s on kind of makes no difference since our pathing is super flexible, I get the aesthetics but from a gameplay pov kinda doesn’t matter at all)
Personal Nitpicks
At the bottom of the class talent tree, Enhancement Shamans face no significant choices. Rarely would we find value in selecting Stoneskin Totem. Reworking the bottom end of the tree seems a bit past overdue as it feels more tailored towards Resto and Elemental. Another notable change would be an increase in attack range, addressing the challenge posed by bosses and mobs with damaging abilities that restrict melee access. This adjustment is crucial for maintaining the consistent uptime needed to produce Maelstrom, in comparison to other melee classes unaffected by such limitations. Additionally, the functionality of Molten Assault appears to be inconsistent, with instances of bugginess or failure to activate properly, especially evident when attempting to spread Lashing Flames to spawned adds, as observed in encounters like those with the first boss in Nokud or the final boss in Dawn of the Infinite. Furthermore, maximizing haste from Splintered Elements, the application of Flame Shock to an additional target beyond the initial five, introducing unnecessary complexity and hindering gameplay fluidity. Lastly, the reliance on tank assistance to properly position Lashing Flames can lead to frustration and inefficiency, particularly in situations where a tank, such as a demon hunter, is unavailable. Adjusting this mechanic to consider player position over enemy position would alleviate these issues and streamline gameplay mechanics.
Legendaries. Throughout of WoW there hasnt been a legendary that an enhancement shaman could make use out of. although its a niche thing to fill that many people may not be happy with, I would love to see a one handed legendary into the game that enhance shamans can wield.
Thanks for reading.