Alright so I did a good amount of M+ dungeons on Beta and I’ve sort of come to some conclusions with Enhancement’s apex tree, Storm Unleashed.
As I preface it in the title, it feels like extra layers of complexity that, mechanically, gives us confusing choices to make during the rotation. A messy lasagna of procs and buffs interactions, if you will. Here’s my take on the chronological apex tree.
Storm Unleased node 1 - Unreliable and situationally bad and messy because of other talents’ collateral RNG. It adds a new proc that makes everything confusing outside of Doom Winds/Ascendance since Crash Lightning does not consume Maelstrom Weapon stacks baseline. There’s a sort of dilemma that happens when Thunder Capacitor + Supercharge do proc, which is quite often, where you ask yourself:
What do they want me to do? Cast Stormstrike because I have 3+ stacks of Crash Lightning, or spend my Maelstrom Weapon stacks on spenders?
How this rotational question came to be in this age of spec simplification is beyond me. To me, it introduces the spreadsheet minmax aspect to enhancement. Since the DF rework, it seems like there’s a big emphasis on Stromstrike and Lava Lash but also an equally big one on spenders, so which is it?
In the previous Enhancement iteration, when we had the Maelstrom bar and not MSW stacks, it was clear: Generate predictable amounts of Maelstrom, then spend. Now with all the modifiers, overlapping talents, procs and RNG baked into the rotation, the Storm Unleased extra layer feels very unnecessary. It’s bloat.
Storm Unleashed node 2 - Trolling talent point, seriously. Those modifiers should be baseline on Enhancement’s abilities. This node feels like an optional hotfix. Imagine not picking it… this node is mandatory for the whole spec, both hero talents included, period. Also has no direct interaction with Storm Unleased, just flat % passive. Again here, a messy lasagna layer of point distribution even tho the node is extremely simple.
Storm Unleashed node 3 - Another trolling talent point. The static ground effect is not desirable is most situations. Packs of mobs move, bosses move, this is modern WoW, nothing is static anymore. Back in BFA, maybe SL too if my memory is good, there was a talent, in the old system, that made Crash Lightning do just that and it had a 0% pick rate for the whole expansion(s). Why is this not taken into account? Is this not valuable data for the design team? And finally the +15% attack speed should just be added to the Flurry talent baseline as it does not have direct interaction with Storm Unleashed anyway.
So here’s my conclusion.
The Apex tree is bloat and not what Enhancement needs. I would seriously consider scrapping it and go back to the drawing board. Keep the new Crash Lightning as it is, because the redesign was most needed, but leave it alone.
Make the Apex tree about wolves maybe? I don’t know, just my take.