WoD Shaman FAQ Updated for 6.2. All information primarily pertains to PvE and Level 100 unless otherwise noted. Weapons Enhance: Slow mainhand and a slow offhand. Put your best weapon in your offhand. Elemental & Resto: Both 2H and 1H+Offhand are fine. Talents Enhancement L15, L30, L45 - Survivability and PvP utility. Personal preference. L60 - Ancestral Swiftness. Elemental Mastery is lower damage but useful if you need burst. Echo of the Elements is nice for AE only. L75 - Ancestral Guidance L90 - Unleashed Fury or Primal Elementalist L100 - Storm Elemental is the best single-target damage and also offers healing. Liquid Magma offers AE. Elemental Fusion is passive. Note that Flame Shock DoTs spread by Lava Lash do not benefit from Elemental Fusion. Elemental L15, L30, L45 - Survivability and PvP utility. Personal preference. L60 - Echo of the Elements is the best overall choice, particularly for AE. Elemental Mastery is useful for single-target burst. Ancestral Swiftness is competitive if you prefer largely passive gameplay. L75 - Ancestral Guidance L90 - All 3 talents are very close. Personal preference. L100 - Storm Elemental is the best single-target damage and also offers healing. Liquid Magma offers AE. Elemental Fusion is passive. All 3 are competitive. Resto L15, L30, L45 - Survivability and PvP utility. Personal preference. L75 - Personal Preference. Depends on the fight. L90 - Unleashed Fury L100 - High Tide. Glyphs Enhancement Glyph of Frost Shock is a small (~0.8%) single-target DPS gain. Glyph of Fire Nova, Glyph of Lava Spread, and Glyph of Chain Lightning are all nice for AE. Glyph of Lightning Shield is a survivability choice. Glyph of Shocks is great for leveling. Elemental Glyph of Chain Lightning is required for AE. Other glyphs are optional. Glyph of Spiritwalker's Focus offers more frequent movement. Restoration Glyph of Riptide impacts performance and is required. Glyph of Chaining is particularly attractive when targets are spread. Other glyphs should be switched out situationally. Gearing The proper way to determine stat weights is to run simulations using your character's stats. Gearing advice below is intended for new or casual players. Remember that in addition to 1% damage, 1% Versatility also gives 1% healing and 0.5% damage mitigation. When stat values are close, go for Versatility. Gearing Enhancement 1) Agility >>> Haste > Versatility = Multistrike = Mastery = Crit 2) Gem Haste. Gearing Elemental 1) Intellect >> Multistrike > Versatility = Crit = Haste = Mastery 2) Gem Multistrike. Gearing Resto If you often run out of mana, prioritize Spirit over everything but Intellect. 1) Intellect >> Haste > Mastery > Versatility > Spirit > Multistrike = Crit 2) Gem Haste. (Note: Resto stat weights are still being actively discussed, as they aren't generated by simulation. They are likely to change.) The Resto Haste Soft Cap DoTs and HoTs now use partial ticks with haste, so the soft cap is no longer in effect. How to AE Elemental Only cast Earthquake after Chain Lightning hits 3 targets so it benefits from the Enhanced Chain Lightning perk. 1) Open with Chain Lightning 2) Cast Earthquake on cooldown. 3) Fill space between Earthquakes with more Chain Lightning. Enhancement 1) Flame Shock. 2) Lava Lash -- To spread the Flame Shock DoT 3) Fire Nova -- On cooldown. 4) Reapply the Flame Shock DoT and spread via Lava Lash when necessary. Remember that Lava Lash spreads the DoT to six targets per cast, and that it spreads the current duration, not the full duration. 5) Chain Lightning -- With 5 stacks of Maelstrom Weapon. 6) Magma Totem -- Only if enemies are not moving and will take over 10 seconds to kill. 7) Unleash Flame -- Works with Flame Shock and Fire Nova. Use it in free GCDs. Slant311
Apr 28
WoD 6.0.3 Enhancement PvP Guide I have returned with my WoD PvP guide! Again, I am starting from scratch again. So let's get this baby stickied! Upvote if it helps! Also I made the guy too on AJ. It is formatted alot better, and has pictures! Would appreciate if you +rep it there if it helped you as well: If you have any questions or concerns, you can message me on my youtube (, on my twitch (, add my btag: tactic#1895 or reply here with your question. I'll try to reply ASAP. I've been trying to stream my games more lately since I just upgraded my internet. If you liked this guide, please rate it and provide feedback. There is a lot of info you need to understand a class in PvP and I want this guide to have all the information needed. Table of Contents: 1. Introduction 2. Playstyle 3. Spell Priorities 4. Talents and Glyphs .....4a. Talent overview and why .....4b. Glyphs and why 5. Stats and Enchants .....5a. Stats .....5b. Enchants 6. Macros and Keybinds .....7a. Macros .....7b. Keybinds 7. Tips/Tricks 8. Addons / UI 9. FAQ 10. Other Resources -------------------------------------------------------------------------------------------------------------- 1. Introduction Hello! My name is Tactic. I've been playing enhance since BC, through the thick and thin, hardships, and good moments. You may have seen me from my youtube channel or my previous [url=""]MoP guide[/url]. At the start of my WoW career, I was mainly a PVE'er, taking part of top 200 guilds through WOTLK and CATA, and it wasn't until CATA that I started to pvp seriously. Since then I have gotten at least 2200 in every season since then, with my last 3 seasons being the most successful, with my achievment of rank 1 duelist in Tyrannical, and Glad in S14 and S15. In S15 I got 2800+ in 3s, and was the highest enhance in 5s. Unlike alot of enhance, I am here to stay (no fotm reroller here). In this guide, I am going to try to go over everything, and I will edit it as soon as I think I have missed something. Some of this info may be redundant and or new to you depending on how much you know of the class -------------------------------------------------------------------------------------------------------------- 2. Playstyle “Enhancement is known as the caster- melee spec, because we have an even distribution of physical damage and magic damage.” What I like the most about of enhance is how we basically have to go balls deep into combat to survive, we have to keep the pressure up or we lose control of the game. That is, you gain maelstrom weapon charges, and you heal or damage depending on the scenario. The main advantages of enhance at the moment is the huge support we offer to the team (grounding, purge), and our heals. Enhance is not a mongoloid spec, I am always looking at my party member's frames to see if they need a heal. -------------------------------------------------------------------------------------------------------------- 3. Spell Priorities As you would assume, there isn’t really a general PVE rotation you can use in pvp, but rather you push whatever is best in that moment. I like to follow a rough list for doing damage, and strictly damage only (think of that !@# last season that DC'd and never waited for you and you kill them). -Purge!!!! Get in the habit of purging, it's our strongest utility. Now obviously this isn't a damage ability, but it mitigates alot of damage because clean targets get farmed. This is always the top of the list if the target has important buffs such as: any hand spell from a pally, any absorb shields, fear ward, NS/AS, Spiritwalker's grace. -Cast Lightning bolt with 5 stack maelstrom. Unlike before, Lightning bolt actually hits as hard as elemental blast and even harder if you decide to use unleashed fury. You may be forced to use this at 3-4 stacks when your target is so low and you can't hit it. -Cast Stormstrike. This is my spam dps ability, and most likely my favourite. It provides me the crit buff for LB and EB and is a good generator for maelstrom weapon due to the main-hand and off-hand attack -Cast Lava Lash. Recently they made Lava Lash scale with our mastery, so it does offer some burst now. Depending on the situation and if you have an echo proc, this moves up in the list due to hit being the bustiest. - Keep searing totem up: The damage it provides is little, but its brainless damage you don’t have to think about. It's almost like a second auto-attack, like your off-off-hand. -Keep Flame shock up with unleashed flame buff, idealy with 2 stack Elemental fusion talent if spec'd that way. When you spread it, it will mimic your target's FS. Keep in mind the more flame shocks we have active, the better chance it resets (15%) our lava lash. -Cast Fire Nova. They buffed fire nova's damage quite a bit in this expac making it pretty real. Assuming you are not going to break CC, and there is more than 3 active targets grouped up, you can harvest pretty hard. -------------------------------------------------------------------------------------------------------------- 4. Talents and Glyphs This is generally what you want to run, with green talents the preferred talents: 4a. Talents In PvP you will never find a cookie cutter spec, you will need to change your talents and glyphs depending on the team you face. Tier 1: Level 15 In this tier, I strongly recommend choosing Nature’s Guardian. It’s a free 115k heal that procs when you are low. The duration of astral shift is way too low, and you can’t use it while stunned. Stone bulwark totem use to be good, but now it scales with battle fatigue so the shield it provides is horrible now. Tier 2: Level 30 All the talents are viable! But in most cases I recommend using windwalk totem, as most teams have a root or a snare to prevent you from reaching your target, also popping freedom totem can allow your healer your healer to run around a pillar and kite more effectively. Especially with the amount of melee running around, when your healer is CC'd and you have nothing else, you might just have to run with freedom. Earth grab totem is good for for double melee teams with no root breaks and you need to snare, like TSG. Same thing for frozen power, use this for comps that you might need to peel for. But for most cases, that freedom totem will help your healer more than ever, as it can allow him to pop his speed and get the $%^- out of dodge. Tier 3: Level 45 Ooooooooooh baby a triple! I would chose Totemic Projection for this tier for those meaty triple cap stuns. I absolutely love this talent, it's so fun. Need to ground something for your healer but not in line? Totemic Project. Your healer get's feared to africa, but you don't want to fall back to tremor him, TP it! Shaman pops spirit link, Priest life grips, behind a box? Get dat double/trip cap stun. Now the reason we swapped to this from call of the elements, is due to how fear is not nearly as strong as it once was, and you don't see it as often. I still reccommend using CotE for teams with an abundance of fears, or if you need double freedom to reach your target. But overall I would recommend TP as it is an extra CC for the healer, or a peel for your healer. I use glyph of cap totem often, if I am the only person on the team with a stun. Tier 4: Level 60 Definitely think Echo of the elements is the choice to go here. What vanguards says in his guide is a perfect description of this talent, as it allows you to go almost "rotationless", assuming you are using purge and other abilities other than lava lash, and stormstrike. Echo procs often and allows some mini burst opportunities with lava lash, however if you need maelstrom, use your echo proc on stormstrike as it is a better maelstrom generator. Alternatively if you want faster globals for all dem purges you do, the passive haste from Ancestral Swiftness is decent.. With 6.1 and the new echo change we can actually pool our burst, which is really good. Tier 5: Level 75 I would recommend Rushing Streams. With the nerf to Ancestral guidance from 40% to 20%, along with the nerf to our burst, the maximum healing output from AG went down alot. Don't get me wrong, it's still an okay talent to use, as it is on-demand healing for burst scenarios. However healing stream will help your healer a little bit more in the long run with his mana, that and like always rushing streams shines in rot cleaves. Tier 6: Level 90 Oh man this talent tier, it blows. They all suck, and to be honest this tier, and the 100 tier blow. You could not even take a talent and not really notice the dps. Overall I would suggest using Unleashed Fury for the talent here. It's a minor dps increase for your lightning bolt and gives a 5% multistrike, only thing is that it doesn't really last long. This put aside, Primal Elementalist actually provides noticable damage difference, that and earth ele gives you so much defence. Only thing is the totem has like 25k hp and can be one shotted by a priests holy fire. You can risk it and take this talent, as it will pay off if the enemy team does not kill it. I've been using it alot lately against glads and R1s and it has lived the full duration. It's really a gamble. Overall, you can pick any talent here, as unleashed fury and elemental blast are basically the same dps, where your ele can make a difference but can be stomped easily. Tier 7: Level 100 Another garbage tier. Blizzard really *!@# the bed with our level 100 talents. This tier is entirely comp based. In terms of damage, I really like liquid magma for the choice here, it does the most damage and does some burst if it is only hitting one target, HOWEVER, it breaks so much CC! This leads me to the other talent, elemental fusion. It's a pretty boring talent, but it's safe. Just more damage for your flame shocks and frost shocks. You can do some decent cleave with 2 stack EF, unleashed flame buff and lava lash spread. I often use EF when playing any comps (like beastcleave) that you can break CC. Following the totem stomping train, is storm elemental. In terms of damage, the ele does none. I really dislike this talent as it is usually short lived because I find myself having to use grounding totem, cap totem, or freedom totem (it being an air totem) over it. If you feel inclined to take this talent, you have to use it with primal ele talent. Put the pet on passive to get the speed aura, and use his knock-up ability for a cast interrupt. Play with the talents see what you like, this is only a suggestion based of the success I have had with the talents. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Glyphs: Recommended Prime Glyphs: Glyph of Lightning shield: A constant 10% damage reduction, this is amazing. Always have this on. Glyph of frostbrand: A use to be 4-set, now in glyph form! This talent is awesome for staying on your target (in particular druids that shift everything) as it auto applies a slow for 3 sec. Use this if you are going to have trouble staying on your target, or your team lacks an auto slow. Glyph of purge: Really good for getting buffs off quick, especially when you want to purge a PoM or NS when the person is relatively clean. In the long run, if you press purge every 6 sec you are going to purge alot more and save globals for damage. However, this talent can bite you in the butt if you are the only dispeller, as if you are unlucky you will be a sitting duck for 6sec while that BoP you are trying to purge off is mocking you. I recommend using this when you have other dispels on your team (like priest beastcleave). Glyph of Hex: Reduces your hex cooldown by 10 seconds, making it a 35sec CD. This a great talent against teams with no dispel or just one dispeller. CC wins games, this glyph works really well when teaming up with a hunter as their scatter and traps are on a 30sec, so you can cross CC really well. However, since Hex is casted now, you must take in factors like how easy it going to get off at the right time? How many things do you have to juke? I like to use this talent against vanguard's and ret/hunter sometimes for more CC, assuming they don't have a dispel. Glyph of Capacitor: For those teams that keep sniping your cap totem, and you need to get it off. Especially since Totemic projection is a thing, this can allow you to stop aura mastery heals quickly without having to worry too much about someone sniping your totem. It does still get stomped often though. Glyph of Purging: I love this glyph alot. I love purging, I love getting maelstrom. Win, win? I think so. We already purge alot, this just allows us to get more maelstrom for heals and lightning bolts. Use this glyph if your team lacks dispels. Situational Prime Glyphs: Glyph of Ghost Wolf: For when you want to run around a pillar. Glyph of Feral Spirit: For games that you know that will be short, and you need dem extra heals. The heals are pretty real actually. Glyph of shamanistic rage. For games where a paladin keeps stunning you, and/or games that a mage will deep freeze you without silencing you. Be careful when using this against UA locks and spriests as the gylph no longer ignores their dispel protection and you will be hit hard, silenced, and feared respectively. Personally I don't really like this talent as it puts in the mind set of using it as a CC break rather than a Def CD, plus alot of classes cover their dispellable stuns like lot of mages cover their deep on you with a CS, or use it on your healer to get a poly off. It's good for BGs but not so useful for arena IMO. Glyph of spirit walk: 45sec spirit walk. Nice for kiting or getting kited. For Aoe: Use Fire nova and lava spread glyph and go to town in them bgs. Major Glyph: Lava lash for when you don't want your LL spread to break CC in the future. Keep in mind you will lose most likely get less LL procs unless you spread your FS manually. -------------------------------------------------------------------------------------------------------------- 5. Stats and Enchants For stat priority I like to follow this: Agility > {(Haste → mastery) > Versatility} > Multistrike > Crit Like past expansions, haste and mastery has proven to be our best dps stats. In addition we get 5% more haste from all sources, and haste also reduced the CDs of our stormstrike and lava lash. Haste = good. However I predict mastery being better than haste once the xpac gets further down the road due to gear, because of that burst potential, and haste getting close to a soft cap. Along with these stats we have versatility, an overall superman stat. It increases damage, reduced damage taken, and increases healing. You want to try to get pieces with versatility couped with mastery or haste. Because of this, you must farm ashran rep, as the ashran pieces all have versatility. I came up with this gearset I made on wowhead: I believe this is our best gearset, but the only confliction is our damn 4pc. We have 2 crap pieces in my opinion from our set pieces, shoulders and gloves. Though I haven't tested it, I believe the 2 extra windfury attacks does not merit the extra haste/mastery and versatility you gain from the ashran pieces. I will figure this out once the full gear set becomes available. In terms of enchants, it is personal preference between haste and versatility (on neck, back, and rings). Personally I like haste at the moment, because it is still super early in the xpac and we need it. However I think when we get a nice base amount of haste, we should enchant everything with versatility. Make sure you get the 10% movement speed and don't cheap out as the extra movement speed is huge. Also, since it's still early in the xpac, use the aspirant (ilvl 600) boots and enchant them with panderen's step to get an extra 10% movement speed (overall 120%) until you can get the epic boots. For weapons, use double Mark of Warsong. With both of these proc'd you get near the soft haste cap and have a lot of burst potential (also fast globals). Once we get further in the xpac, one warsong enchant may reach you to the 50% haste soft cap, then we can use an offset of the mastery and haste enchant. On a side note for races, I really like draenei over dwarf. I often find my healer getting silence way more than I do, to even make use of the stoneform. With draenei you get more passive agility, and heal that I can describe how many times it has saved my partners when below 5% hp. -------------------------------------------------------------------------------------------------------------- 6. Macros and Keybinds Do not feel like you need to change your playstyle at all when looking at my macros or keybinds, play what is comfortable to you. 6a. Macros: I strongly recommend having arena 1, 2, 3 target and focus macros. It’s hard to get use to at the start, but you will get use to it, and you will love it. Here are my macros that I use and am comfortable with: ... 6b. Keybinds: I use a razer naga for my mouse, so a large amount of keybinds is on my mouse. Let’s start with the keyboard and work our way to the mouse. 1 - Lightning bolt Al1 - Chain Lightning 2- Ele blast 3- Earth Shock Sh3 - Magma Totem 4 - Frost Shock Sh4 - Focus Frost Shock Al4 - Arena Frost Shock 5 - Flame Shock A - Ancestral Swiftness D - Spiritwalker’s Grace ShD - StormEle Knockup AltD - Focus StormEle Knockup ShE - Healing Stream Totem R - Ancestral Guidance ShR - StormEle - If I spec it ` - Spirit Walk C - Cap Totem ShC - Earth Ele stun AlC - Eerth Ele focus stun Sh2 - Healthstone F - Fire Nova ShF - Recall Totems G - Trinket X - Lightning Shield ShX - Mouseover Focus Z - Cleanse ShZ - Cleanse1 AltZ - Mouseover Cleanse Now the mouse, here is a SS of the side of the mouse for reference: No modifiers: 1 - Lava Lash 2 - Storm Strike 3 - Unleash Elements 4 - Searing Totem 5 - Healing Surge (Self) 6 - Grounding Totem 7 - Purge 8 - Shamanistic Rage 9 - Earthbind Totem / Freedom Totem 10 - Ascendance 11 - Bloodlust 12 - Hex Shift Modifiers: 2 - CotE or TP 5 - Spirit Wolves 7 - Focus Purge 8 - Stoneform 9 - Tremor Totem 10 - Target arena 1 11 - Target arena 2 12 - Target arena 3 Alt Modifiers 1 - party 1 naruu heal 3 - party 2 naruu heal 5 - Gift of Naru heal 10 - Focus Arena 1 11 - Focus Arena 2 12 - Focus Arena 3 Other buttons on mouse: Mouse Wheel Button: Wind Shear B5 - Ghost Wolves SB5 - Earth Ele B4 - Focus Wind Shear SB4 - Fire Ele Yeah... my keybinds are weird. -------------------------------------------------------------------------------------------------------------- 7. Tips/Tricks -Stormstrike before ascendance, when you pop ascendance it resets the CD. -Make sure you unleash elements before you elemental blast for 40% more damage. Also make sure you have the stormstrike debuff on the target for the additional 25% crit chance -Alot of resto shaman will try to cover their casts in various ways to make sure you don’t interrupt them, but I say who cares! If they drop grounding totem, focus purge them and then wind shear, if you are quick you should eat the grounding totem and interrupt the cast. The same goes for Spiritwalker’s Grace, their aura mastery, focus purge them until you get it off, if you are lucky and they are moving it will interrupt them, however if they are standing still get ready to interrupt them. I Suggest an addon that will tell you what you purge, and a cast addon to show when you can or can not interrupt. -If you pop your earth elemental totem on a hunter’s stampede, it will briefly taunt them. -Try to pop your ascendance only when the healer is CC’d, preferably cross CC’d so it is a 3v1. -Try to purge alot, get in the habit of it. You want to get important buffs off instantly such as Spiritwalker's Grace, Presence of Mind, Nature’s Swiftness, Ancestral Swiftness, Temperal Shield (LOL Mage nerf <3), Ice Barrier, Icy Veins, Alter Time, basically any mage buffs, Hand of Sacrifice, Blessing of Protection, Divine Favor, Power word shield (if it’s not too much trouble), Freedoms. Try hitting a mage when he is clean compared to when he is not, if you connect to him with no buffs he is basically dead. The cleaner the target, the more damage you do. If you see a potential switch target in arena, start to clean him off before you go on him. -If you know a rogue is going to open on you, pre-pop capacitor totem, and shamanistic rage (garrote silence). -Always keep healing stream totem on cooldown. -When you hex, always see if you can cross CC -Look for easy ways to drop capacitor totem (when not running totemic projection), any CC that keeps the enemy still like scatter, warrior target fear, poly, etc... you can time capacitor to stun out of it. -When playing against a lock team, team (especially if they have a shaman and they always hex you) dispel their agony on CD. It stops alot of damage and is extremely annoying for them. Just dispel whoever gets a 10 stack agony. Very effective vs L.S.D and WLS -When a rsham links, drop a cap stun. This is a great way to land a stun on 2+ people, the success rate goes up depending how much pressure you have. -Keep an eye on priest healers, when they move away from their pillar, and pop a feather, they want to fear. Either slow them, or get ready to pre-tremor. Grounding Totem - Predicting the spells -If a resto druid dispacer beast's TOWARDS YOUR TEAM he is most likely going to bash/disorient cyclone some one. Prepare to pre-ground incase you are the target if not, then shear. -With the change to hunter traps, its been incredbily hard to ground traps, but not impossible. Look for signs of CC on your healer like HoJ, binding shot, really anything to keep them still and traps off CD. Though I have found most hunter's will juke our grounding totem due to how easy it is to trap now, so even look for concussive shot. -You can ground a warlock's blood fear. -With ice block glyph, mages have aura mastery out of it for a few seconds. Use grounding to get the poly. -When I pally rushes in with speed of light, he is most likely going to HoJ your healer, ground it. -------------------------------------------------------------------------------------------------------------- 8. Addons / UI So here is my UI, take it or leave it, but I like it: Try not to clutter your UI with useless stuff. Make sure everthing is clear, and you notice everything as soon as it pops. -------------------------------------------------------------------------------------------------------------- 9. FAQ Ask me questions! -------------------------------------------------------------------------------------------------------------- 10. Other Resources The internet is full of resources for you to get better at enhance: My youtube channel: [ My twitch: If you are ever in a bad mood, or on the verge of quiting enhance, look at my twitch highlights, they are all one shots for the most part, they make me happy :). Be sure to sub and follow! <33 There is also this: You can also take a look at vanguards guide on AJ: Shaman 1: Shaman 2: Shaman 3: Shaman 4: Tacticq69
May 17
WoD 6.0.3 Enhancement PvE Guide - FIRE NOVA If you have any questions/concerns, you can (and should!) post in this thread instead of making a new one, to help reduce forum clutter. 1. Introduction This is a PvE guide for Enhancement in Warlords of Draenor. I’m Chillbros and I wrote the guide for Mists of Pandaria (with theorycrafting help from some pro players). Last expansion I was in a couple top-20 US guilds for a couple tiers but this expansion I’m taking a relaxed approach to the game. However, seeing the huge number of enhancement shaman who have no idea what they’re doing, I figured I’d get another guide posted seeing as all the other top enhancement players are lazy. 2. Playstyle Enhancement is best understood as the caster-melee spec, as we have an even distribution of physical damage and magic damage. What makes Enhancement more unique than that, however, is that we are the only melee class that has no resource mechanic whatsoever. Mana doesn’t really count, because you never treat it like a resource like other classes would, as it is pretty much always full unless you are spamming heals. Ret paladins also use mana and are melee, but Holy Power is closer to their main resource. The lack of a resource for Enhancement is unnerving for many, but it’s what makes Enhancement the spec it is. In Cataclysm, it was one of the reasons we had subpar DPS in many situations thanks to scaling issues and lack of burst DPS, but in Mists of Pandaria we were at an amazing spot PvE-wise. In Warlords of Draenor, we seem to have lost some of our luster as a single target monster, but our AoE is god-tier, so we’re still pretty good. At high-end progression you might be sat for a DPS check like Butcher, but you’re pretty much required for Imperator and Tectus. One aspect of Enhancement that is often confusing is the matter of which hand to put the higher-ilvl weapon in. For a long time the mainhand always got the better weapon, but now that Lava Lash can be reset by Flame Shock, the higher ilvl weapon should go in the offhand, to maximize Lava Lash damage. 3. Spells and Priorities Now that all of that wordy stuff is out of the way, let’s get to the nitty gritty.First I outline most of the abilities that are relevant to Enhancement DPS, then I outline what your action priority will be. While some of you might be familiar with "DPS Rotations" an action priority list is a little different. Because of the randomness of procs like Echo of the Elements and the reset on our Lava Lash cooldown, in addition to haste reducing cooldowns, and the randomness of Maelstrom Weapon procs to top it all off, it's pretty much impossible to follow a strict rotation. Instead, you must memorize a short list of abilities. These abilities will vary in importance, with the abilities at the top of a list being the most important, and abilities at the bottom being the least. What this means is if you have three abilities off cooldown and ready to be used, for example Frost Shock, Stormstrike, and Lava Lash, then you will use Storm Strike first, because it is higher on the list than the other two. Flurry: A passive ability that makes haste the king stat for most gear and talent configurations. Flurry causes haste to reduce most of our cooldowns and their respective global cooldown, meaning the more haste you have, the more abilities you can use. Flurry’s new effect is the biggest change this expansion compared to previous ones, allowing haste cooldowns like bloodlust to actually have an impact on how we play. Maelstrom Weapon: A passive ability that causes our melee attacks to have a chance to give us a stacking buff. Each stack reduces the cast time and mana cost of our Lightning Bolt, Chain Lightning, and Healing Surge. Each stack also increases the damage and healing of those spells by 10%, and you can have a max of 5 stacks. This passive is slightly deceiving; even though you might want to only cast Lightning Bolt or Chain Lightning when you have 5 stacks, it is actually beneficial to cast those spells at less than 5 stacks if you have nothing else to do. Sometimes it’s even worth casting Lightning Bolt at 3 stacks if the only ability that you can use is Frost Shock, but more on that later. Lightning Bolt: Lightning Bolt is our main Maelstrom spender, and is generally at the top of our priority. It is a ranged spell, and is one of the main reasons we don’t have a DPS “rotation” and instead have a priority list, as you can never tell when it’s going to come up to be cast. Stormstrike: Our iconic Shaman ability, an enhancement cornerstone since Vanilla. Stormstrike attacks the target with both of our weapons and puts up a debuff that increases the critical strike chance of our Lightning Bolt and Chain Lightning on the target. Each weapon strike also has a chance to give us a maelstrom stack. Flame Shock: Enhancement’s Damage over Time ability. It doesn’t deal a lot of up-front damage, but it stays on the target for 30 seconds, and its damage adds up. Each damage “tic” from the debuff also has a chance to reset the cooldown of our Lava Lash, which is nice. We generally want to pair Flame Shock with the Unleashed Flame buff from our Unleash Elements ability, which will increase its damage by 30%. Lava Lash: Another ability that adds a little variability to our priority thanks to its random chance to have its cooldown reset, Lava Lash strikes the target with our offhand weapon and deals Fire damage, which means it scales with our mastery and bypasses armor. Lava Lash is also required for our AoE, as it spreads Flame Shock to 6 nearby targets. Each of these Flame Shocks also can reset the cooldown on Lava Lash, which means the more Flame Shocks you spread, the more Lava Lash resets you get, the more Flame Shocks you spread, and so on. Unleash Elements: Unleash Elements is our “buff” spell, it causes our autoattacks to be faster and our next Fire Spell (Fire Nova or Flame Shock) to deal 30% more damage. It can also be enhanced by our talent Unleashed Fury, but more on that later. It also increases our movement speed for 4 seconds. Frost Shock: The bastard child spell of Enhancement. Located at the bottom of priority and close to the bottom on recount, this spell is the one we hit when we have nothing else to do besides refreshing Searing Totem. Chain Lightning: Good if there’s 2 (or 3, glyphed) targets to hit. Otherwise you’re better off with Lightning Bolt. Chain Lightning is our most unimportant AoE spell. Fire Nova: Enhancement’s AoE, Fire Nova causes each of your targets with Flame Shock to damage every target around them (but not themselves, so you don’t want to use it on single target). Put up Flame Shock, hit Lava Lash, and spam Fire Nova. It caps out at 7 targets, but even then 7 is a huge amount of damage from Fire Nova. Searing Totem: Our main DPS totem, it lasts 60 seconds and spits fire at our target. Many shaman hate it because it feels weak but is still required for DPS, but I’ve always had a soft spot in my heart for it. Magma Totem: Emits an AoE that deals damage, use when at least 2 targets are up. Elemental Blast: A pretty straightforward spell, deals damage and gives you 500 crit, mastery, haste, multistrike, or Agility. Not bad, just not as good of a talent as PE or UF as it complicates our priority more than Primal Elementalist and Unleashed Fury. Feral Spirit: Summons two Feral Spirits to fight alongside us for 30 seconds. Their attacks also heal us. This spell is one of our 3 DPS cooldowns outside of talents, and is the most insignificant of the 3. Fire Elemental Totem: Our big ##*#@@*@ DPS cooldown. It summons a Fire Elemental that lasts for a full minute that tears apart our enemies. It can also be buffed through PE, making it even more potent as a DPS cooldown. Keep in mind that if you use PE, you rarely want to use the ability the elemental has that passively increases your damage by 5%, as the damage it contributes through melees is much higher. Ascendance: This spell offers decent burst to Enhancement. It causes our autoattacks and Storm Strike to have a 30 yard range and cut through the targets armor. Liquid Magma: One of our level-100 talents, this spews out balls of lava that target random enemies and explode when they make contact. It deals the most damage of our level-100 talents. Storm Elemental Totem: Deals damage and heals based on the damage it does. Not that great, and is not as powerful as Liquid Magma. Contrary to PE’s tooltip, it DOES NOT buff Storm Elemental. Elemental Mastery: 2 minute haste cooldown. Not much to say here, pretty self-explanatory. Ancestral Swiftness: Passive haste buff. Unleashed Fury: Causes your Unleash Elements spell to also increase the damage of your Lightning Bolt by 30% and gives you 5% multistrike. Primal Elementalist: Increases the power of your elemental totems by 80% (but not storm elemental) Lightning Strikes: Increases the benefit we gain from haste rating by 5%. One of the reasons haste is our best stat. Lightning Shield: A 60 minute buff that causes those who attack you to take damage. Keep it up, but otherwise you can ignore it. 3b. Priority List Depending on your talent selection, you will have a slightly different priority list. I’ll outline each here. First off, if you have Liquid Magma, then you will just want to use it whenever you can, i.e. every time it comes off cooldown. If you have Elemental Fusion, then you will want to ensure that every time you reapply Flame Shock, it has both the Unleashed Flame buff and two stacks of Elemental Fusion. If you have UF your priority is as follows: ST_0 UE SS (if you have Ascendance) LB_5 SS FS (Assuming the Flame Shock debuff is not up, and Unleash Flame buff is active) LL LB_3 (As long as the Unleashed Fury: Flame debuff is on the target) FS (Assuming the Flame Shock debuff is up, and Unleash Flame buff is active) FrS LB_1 ST (Just to refresh it) If you have PE, your priority is as follows: ST_0 SS (if you have Ascendance) LB_5 SS LL FS (Assuming the Flame Shock debuff is not up, and Unleash Flame buff is active) UE FS (Assuming the Flame Shock debuff is up, and Unleash Flame buff is active) FrS LB_1 ST (Just to refresh it) If you have EB, your priority is as follows: ST_0 EB (cast if you have at least 4 stacks of MW) SS (if you have Ascendance) LB_5 SS LL UE FS (Assuming the Flame Shock debuff is not up, and Unleash Flame buff is active) FS (Assuming the Flame Shock debuff is up, and Unleash Flame buff is active) FrS LB_1 ST (Just to refresh it) For AoE with 2 targets, you'll want to replace Lightning Bolt with Chain Lightning, Searing Totem with Magma Totem, and place Fire Nova above Frost Shock in priority. On 3 targets you'll move Fire Nova to the top of your priority, and want to use the buff from Unleash Elements on it instead of Flame Shock, as the flameshocks spread by Lava Lash do not retain the UE buff if your target had it. If you know AoE is coming up soon, it's a good idea to make sure you have a good amount of time left on your Flame Shock and start saving Lava Lash until you can spread your flame shock and begin fire nova'ing away. As far as cooldowns go, you generally want to use all of them on the pull, when you have prepot and trinket procs. As the fight goes on, it's a good idea to try to line up cooldowns with procs and hold on to them if you know Bloodlust or some other damage buff is coming soon. E.g. if it looks like the boss will die in 3 minutes, you might want to wait on using Ascendance until you can line it up with Elemental Mastery, as you only get one more use of Ascendance in the fight anyway. This tier, Enhance's single target is very weak. Luckily for us, the number of fights that have only one target are less than the fights with more than one target. While we will appear weak on Butcher, Ogron, and maybe Brackenspore, intelligent use of Fire Nova on Kargath, Tectus, Ko'ragh, and Imperator will make us very strong. On mythic, an enhance might get sat on the first kill or two of Butcher, but they will be virtually required for Tectus, Koragh, and Imperator. Fire Nova is life. 4. Talents and Glyphs Blizzard continually tries to balance and rebalance these talents to where choosing them is entirely up to personal choice. As far as DPS goes, however, there will always be a mathematically superior option. Tier 1: Defensive Abilities Pretty straightforward tier. Your choice will vary from fight to fight. If you tend to have constant damage occurring with no spikes, Stone Bulwark is the best. If you have high-damage phases that are short, Astral Shift is the winner. If you don't feel like pushing a defensive CD or if there's a fight where you really shouldn't be taking much damage, Nature's Guardian is a good fallback. Tier 2: Snares and Snare Protection The most situational tier we have. Pick each talent according to whatever you need in any situation. For instance, if you need an add to be CCd'd in one spot, then Earthgrab might be the correct choice. If you need to be cleared of movement impairing affects, like the frost orb on Ko'ragh or Slow from the adds on Imperator, then you want to use Windwalk. Rarely you might need a ranged snare, in which case Frozen Power will be your go-to. Tier 3: Totem Enhancements Again, a tier that has more to do with personal flavor than anything. I’ve used Totem Projection all expansion, however Call of the Elements can be useful if you ever need two Stone Bulwarks in a minute or something of that nature. Pure DPS wise, Totemic Projection can be useful so you don’t have to replace ST if the boss moves too much, or need to move a totem into a better position for Liquid Magma. It's also worth mentioning that Totemic Projection is off the GCD, meaning you can cast it whenever you want without losing DPS! Totemic Persistence isn't too useful, but may see some situational possibilities if you for some reason need two totems of the same element (that isn’t fire). Tier 4: DPS buffs All three talents see use in any given raid. Elemental Mastery is useful if burst is needed, and currently sims the highest, especially when paired with Primal Elementalist. Ancestral Swiftness is good if you don’t want to manage the cooldown of Elemental Mastery and is good for sustained damage. Echo of the Elements is good for soloing and for AoE, because it can reset the cooldown of Fire Nova. Tier 5: Heals First off, Conductivity is almost useless. You may get a super-long HR down, but it can't move and it was never that hard to maintain in the first place, and it heals for pathetic numbers. Ancestral Guidance heals for almost nothing unless you have a huge amount of AoE damage from Fire Nova, and Rushing Streams is ok but not great. Tier 6: More DPS buffs Unleashed Fury is the easiest to use, you just change your priority slightly. PE takes a little more effort because you want to use your DPS CD's wisely, and EB is the most difficult as it adds another spell into the priority, and it can't be casted while moving. Currently, all choices are very close in DPS, with PE in the lead by a small amount and EB being behind by a larger amount. Tier 7: EVEN MORE DPS buffs Liquid magma is the strongest by far. Elemental Fusion is kind of brainless and Storm Elemental Totem is ok if your group is absolutly dying for more heals, but no you should really just us Liquid Magma. Glyphs Most major glyphs are situational or fit personal playstyles, so I’ll just go over how I personally feel about the ones I use. Spirit Walk: Reduced cooldown and reduced duration is useful if you need to move quickly and often. I often find the 15 second duration is overkill anyway, and don't generally find the 11.25 duration to be restrictive. Feral Spirits: Already a useful self-healing tool, this glyph just makes them even more potent. However, this relies on you receiving high damage when you would usually have your wolves out, or having to sit on them until a high damage phase to get the full benefit. Fire Elemental Totem: Situationally varies from fight to fight. It can be beneficial to use the glyph and delay EM by 30 seconds to line it up with Fire Elemental, but you should see what feels most comfortable for you. Chain Lightning: Decent on fights with more than 3 targets that you’d be hitting with chain lighting. Flame Shock: Some crappy little heal. Good for fights with a large amount of constant AoE, mediocre for everything else. Fire Nova: More range means more targets getting hit unless they’re in an incredibly neat pile. Pretty much used for any fight with AoE. Healing Stream Totem: Your HST now gives the targets it hits a buff which reduces elemental damage taken by 10%. Helpful for healers, especially if you’re dropping it as often as you can when you have downtime in your priority (which you should!) Purge: Probably won't use this much, unless there's any dispell mechanics this tier that only have two stacks and need to be taken off ASAP. Shamanistic Rage: Not bad, but you’re using a 1 minute cooldown to clear something that healers should be taking care of anyway. Useful on some fights if there's nothing else to use (unlikely). Lightning Shield: Pretty much mandatory on any fight that has consistent damage. 5. Stat Weights/Gems/Enchants This early in the expansion, our stat weights are very volatile until we get to high gear levels. Personally, I’ve seen almost every possible permutation of the ranking of our secondary stats as I’ve been gearing up. Also, as of right now, we want the highest ilvl weapon in our offhand! At entry gear levels, and if you don’t care too much about maximizing your personal DPS, you’ll follow this priority: Agility > Haste>Mastery=Multistrike > Crit=Versatility It is worth mentioning, however, that generally ilvl is king and you do not want to avoid picking up a piece of gear with a 665 ilvl and crit and versatility, just because your 640 ilvl piece has haste and mastery. However, if you really want to know where stats lie for you, you should import your character to Simcraft and find out by using the Scaling option. Gems Haste gems. All the way. Enchants Haste enchants all the way. For weapons, using Shattered Hand on both weapons is very close in DPS to using Warsong and Bleeding Hollow in heroic dungeon gear, so don't break your wallet getting the expensive enchants. However the disparity increases as you get more gear, so by the time you're getting mythic or heroic gear you might want to switch to Bleeding Hollow and Warsong. 6. Credit First I would like to thank Purge, whose contribution to Enhancement theorycrafting and discussion is beyond incredible. He is the hero that enhancement needs, not the one we deserve. I'd also like to thank Elam for introducing me to Enhancement with his guide in Cataclysm. If you would like to see more discussion on enhancement, has a good community of active enhancers. Also reddit's /r/enh could use some more lively members as well! :) Chillbros84
Feb 18
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Oct 26, 2010
10m 18m 19m 1h
Enchance different aproach Hi, i've been messing aroung with the talents and one combination i really enjoyed for both pve aoe and those boring thuesday's bgs is the following: Tier 1 - Windsong. Yes, i'm crazy haha, but there's a reason for this. The idea is use the increased atk speed to help generate maelstrom and can work as an opener. Tier 2 - Whatever works for you and your situation. On pve i get healing rain for an instance. It's a !@#$ty healing? Yes, but it's a healing anyway. On pvp i tend to get feral lunge or wind rush totem depending on the bg. Tier 3 - LS totem or earthgrab, whatever you like most. Both have great utility. Voodoo only when you wanna laugh on the mass hex Tier 4 - Hailstorm. It sinergyzes well with windsong. Really well. Ancestral swiftness is viable only when you dont have much haste. Lightning shield isnt good enough yet to be picked. If it triggered in every atk it would be viable, but since its only a chance... Tier 5 - Anyone. Even overcharge? Yes, even overcharge. On aoe and group situations i would pick improved stormlash, for greater aoe and a.little utility dmg for your group. On single targets, either overcharge or tempest. If you're a great maelstrom manager, definately go for tempest. Otherwise overcharge is a good hit for 45 Ms. If you're lucky to crit you can get around 90~100k. Thats a good number for 1 ability. Tier 6 - Fury of air. Hahaha yes this little fella. Since you get to spam rockbiter and have windsong to help you maintain the ability up, you will see that this does a considerable amount of dmg in the end. To be fair, if you gt some maelstrom and activate this and just auto atk, it keeps itself up with the auto atk Ms generated, so you need to add more to use other abilities in conjunction. I know it seems %^-*ty. But try, might surprise you. Tier 7 - Two good options for this idea. Classic landslide, will increase your overall dmg. Or ascendance to be macroed with windsong. This does a ridiculous amount of dmg. The idea is to run windsong with both weapon enchances and when you're around 50 Ms activate fury of air and keep it up with autos and rockbiter. Ocasional SS when it procs or when yu have maelstrom. This build does not focus on SS as you can see forcus on FoA slow and dmg with enhanced autos. In numbers, this build did around 30% more dmg in the same time window (20s) then the boulderfist classic. Of course this is not the final judgement and this is the real build of the gods. I'm saying what worked for me. You will not faceroll everything, easy game easy life gg. But it's something i found viable for bgs and pve. Any comments, criticism, or ideas are welcome. Feel free to speak your mind Pavaozito1
1h 2h 2h
7.0.3 Elemental Shaman ROFLCOPTER Fire your Shaman devs ASAP. No totems - no utility - no survive-ability I stacked versatility before prepatch, was at 34% with all my buffs and trinkits popped, and I could down players in a 1/3rd of the casts I have to now. I cast a 2 second lightning bolt and do 8k-14k damage on a crit to players with 500-600k health. This is pathetic. with an average cast time around 1.6 second and average damage in PvP around 10k that is 96 seconds worth of free casting to kill somebody without accounting for any type of healing or defensive abilities. No shields which gave us 10% damage reduction when glyphed properly. Maelstrom generation is a joke. It depletes just as fast as rage does when out of combat and it takes roughly 17 times longer to build up. Before, your stacks on your lightning shield did not deplete when out of combat. You need to make it to where Maelstrom does not deplete when out of combat, and you need to make its generation on par with rage. If it takes 2 seconds to cast lightning bolt, I should get the amount of Maelstrom compared to a Warriors rage generation in 2 seconds with a bonus because I had to HARD-CAST a 2 second long spell. PvP Damage is laughable, now the TTK has been TRIPLED for shamans while the TTK shamans has dropped. On top of that, you nerfed Ascendance by adding another minute to the CD and you made lava burst hit like a wussy. Tisk Tisk. There is no reason to play a shaman in Legion, if you want to enjoy playing the game you MUST play a fire mage. I just did a EoTS, took a base and all of our players were at 40% health, a player asked for heals, and I told them "blizzard said "NO" I am NOT allowed to be useful like that". Now Elemental shamans are gated behind 5 worthless heals before they are OOM and have to wait 30 seconds. This means that if I am at 20% HP I have to blow all of my mana, mount up, head to the next fight, stop on my !@#$ing way to the next fight, blow all my mana again, mount up and repeat. Melle heal better than Ele Shamans can now. This is laughable. This game-play sucks blizzard. You suck blizzard. My action bars are empty, a class that was already at a huge disadvantage just got buried under the ground. I have never seen a company destroy a game overnight. Thanks for the once in a lifetime opportunity. Massive Entertainment is better at game balance than you are. They were the bottom of the barrel before you guys showed off how great you really are today. By the way, your dumb !@# devs forgot to put a 0 after the 184 on elemental blast. The fact you missed that oversight is mind-numbing. So instead of the spell being worth a !@#$, it is only giving 10% of the bonus it should be giving. GG! You also forgot to make PvP gear scale up to 740 in BG/Arenas! Now everybody with PvE gear has the advantage! Boomkin PvE tier is working in battle grounds. I just did 6k damage with a lava burst guys, come on. what the hell is lava burst doing 1%-3% of the enemies health as damage for? Even if lava burst crits for 20k, thats still 30 casts to kill wars, and when you factor everything else in the TTK is the worst I have ever seen it. Just did 1.3 MILLION damage to a warlock, who healed through it all by doing damage. He didn't stop dealing damage for a second to have some of the most overpowered healing in the game, yet here I am spending 10 seconds standing still to dump my mana bar for 30% of my health with a chance of getting locked out of nature. Lets talk about the mobility! If you want to move out of melee range as a shaman, you are the only class in the game who has to shape shift into a form rendering you unable to deal damage just so you can move. Since Ghostwolf does not break roots/snares like it should, shamans just get destroyed by any and every melee class in the game. Sure you can use your wind gust to get some distance, unless you get stunned or rooted when you cast it(I am in the aie wtf are you rooting me to). After you land you will still only have 1 to 2 seconds of up time, and thats only if your enemy cannot break a slow or has a slow on them. So you can cast once, every 15 seconds, if you are lucky enough to not be facing a warrior/rogue/druid/dk/enhance or ret with freedom. Longar149
3h 3h 3h 3h
Enhancement Shaman's Doomhammer TL;DR Will not revive this specialization alone. Can still be easily out-dps and the Artifact Weapon adds no defensive benefits to this specialization, which survivability and mobility is what's lacking the most. Sure it does INSANE damage but it will not suffice in comparison between the balance in DPS and defense. You will still be kited by ranged specializations very easily due to lack of mobility. We all know the current state of Enhancement Shaman is quite crippled as of patch 7.0 but unless if something changes before the release of Legion. People probably won't agree but it would only prove how much denial people can show when they don't understand the reality of this but i'll put it simple and break down the artifact weapon's abilities. Also these are maxed ranked abilities, so this is literally endgame stuff. So getting to where you want to be would take a really long time just to even stand a chance in PVP. Doom Winds - Causes auto attacks to trigger Windfury and increases damage dealt by Windfury by 400% Sounds great, but if you don't know, Windfury has a 7% chance to trigger 2 extra attacks + X amount of physical damage. So you could see Windfury doing equal damage to the same bracket of RnG of however much damage your Rockbitter spell does. This is a decent increase of DPS but it won't be a huge noticeable difference solely because Windfury only activates within a 7% chance. Ingame i've seen this activate very seldom, maybe once every 5-10 seconds of combat, minus 2-3 seconds for when Doom winds expire. This contributes towards the issue; Low chance of triggering. Can still be kited off by ranged specs. Not much of a damage increase for only 6 seconds. Hammer of Storms - Increases damage dealt by Stormstrike by 15%, which is a fair damage increase, nothing can really be arguable against this. Gathering Storms - Each Target hit by crash lightning increases the damage dealt by Stormstike within 12 seconds by 6%. I can see some pros and cons to this. The good thing about this is the absurd damage increase this can accumulate, but then again that would mean you'd have to be up against additional targets when your defense is low enough already in 1v1, and everyone knows Enhancement Shaman is weak so everyone will pile you immediately. 6% increase per target is fair but this is almost just a "Kamikaze" ability to down 1 target quickly inside a mob and risk your life in the process. You have no mobility to hit and run so you're promised to be "insta-killed" no matter what. There's another bad thing about this unless you have the luck of a god. The maelstrom required to use stormstrike without stormbringer is 40 + 20 for crashing storm, so that's 60 Maelstrom all wasted for nothing and you will lose a steady amount of DPS building back up all that maelstrom with Rockbiter. Wind Strikes - When Stormbringer resets the cooldown for Stormstrike, you gain 10% attackspeed for 3 seconds. This would only be a noticeable difference with Flametongue, which already sucks alone. Spiritual Healing - Increases the healing done by healing surge by 30%. This is great, we need more of something like this but something more passive on the defensive side. As this might sound like the answer to all these issues, it doesn't even come close. This is because healing surge takes up 20 maelstrom per cast + mana so you're limited to how many times you can spam this within X amount of time. You would find yourself still getting destroyed because you still have no defense + you have to gain all that maelstrom back with Rockbiter which does very inconsistent damage. Stormflurry - Stormstrike has a 30% chance to strike an additional time for 40% of normal damage and can chain off itself. This is the meat and potatoes of this Artifact Weapon, does stupid amount of damage but we're still left with that one asinine problem, that being defense. Plus overall this Artifact Weapon will have to compete against other artifact weapons so there's still competition that can potentially make this useless. Forged in Lava - increases damage of lava lash by 10%. This would go great with the Hot Hand talent. This cant really be argued against, but other problems still persist. Doom Vortex - Has a chance for Lava Lash and Lightning Bolt to unleash a fiery tornado at its target dealing X amount of physical Damage for 3 seconds with a 3 yard radius. This is an "okay" ability, the damage it does is decent and does some AoE for 3 seconds, could be a good combo with Hot Hand + Crash Lightning in a AoE situation.... If you survive in AoE (as mentioned before)... Doom Wolves - imbues your 2 feral spirits with fire frost or lightning (random) and they grant an additional ability. I have no idea what the ability is but with Feral Spirits being on a 2min CD, it's still just as useless without Doom Wolves. The Extra ability is most likely just additional nature DoTs, either way if it was useful ,the extra ability would of been noticed. Wind Surge - Increase the damage of Windfury by 15%. Decent but remember, only triggers with a 7% chance. Not sure if this stacks with Doom Winds, so I cant determine whether or not how useful this is. Gathering of Maelstrom - rockbiter generates +3 more Maelstrom.... 3..... Do I really even need to point out this issue? It sounds like they were running out of ideas with this artifact weapon at this point. Alpha Wolf - While Feral Spirits are active Crash Lightning causes your wolves to attack all nearby enemies for 10 seconds. This one would be great if Feral Spirits had a shorter CD, but this is another AoE situational ability and we already discussed what happens to us in AoE situations. Weapons of the Elements - Increases damage of Flametongue, Rockbiter, and Frostbrand by 10% which is a fairly noticeable difference, as Flametongue is the weakest ability but useful because it uses no Maelstrom but weapon speed increases its nature DoT. This ability is decent, I cant argue much about it. Elemental Healing - Activating Astral Shift heals you for 30% of your maximum health over 15sec. This ability is probably the most useful one of this Artifact Weapon, but it still doesn't fix our problem. Astral Shift has a 2 minute cooldown, and this wouldn't be reliable for surviving everything as it maybe could benefit for that AoE situation if you want to use Gathering Storms in a mob but it wouldn't be conveniently there for you when you need it most. This ability is a must have but it's not as reliable, we can still have bad defense even with Astral Shift active for only 8 seconds. This is more of a panic spell, use and run but you will only get kited again if you try it. Raging Storms - When Stormbringer resets the CD for Stormstrike, your next Stormstrike will do 50% additional damage. Wow. This one almost sounds OP and actually balances the scale slightly but it's still not enough, you can still die before Stormbringer even resets Stromstrike very easily. The is a very good ability, but other issues still persist that potentially compromise this one. Spirit of Maelstrom - While in combat as a Spirit Wolf, you generate 15 Maelstrom every 2 seconds. Rockbiter generates maelstrom way faster, I don't see the point in this ability. Unleash Doom - Stormstrike has a chance to launch lava or lightning spikes at your target for X amount of damage. Another damage buff ability to benefit stormstrike. I don't see anything wrong with this so there's nothing I can argue with it about. The conclusion to all this is the same, after I've reviewed the Artifact weapon with all of its ranks, it will take a long time to even compare against other classes. Then there's the competition of other Artifact Weapons that could render the Doomhammer useless in comparison to the others. It needs defensive abilities that can keep us from not dying before we can even utilize this weapon to its full potential. I promise you that you will die very fast, it's almost as if the specialization is based off of luck for when Stormstrike resets. All we need as some minor CD fixes and some major defensive rework. Malgroth11
Serious design flaw for Enhancement Shamans. I will get right to the point here, because as someone who has played both enhancement and elemental, it became instantly apparent that Elemental was blessed with a sane and rational design mechanic for legion, while enhancement was in essence, destroyed. Why? Maelstrom generation is why. Anyone who knows shamans know that the basic spells for elemental shamans are Lava Burst and Lightning Bolt and guess what, both generate maelstrom. That makes sense. That's how it should be. Their main spells generate their resource and then they choose how to spend it, all the while doing very good damage as it builds up. Now, if you know enhancement shamans, you know that their main two skills are Stormstrike and Lava Lash and guess what, NEITHER generates maelstrom. In fact, they both cost a pretty penny to use. Stormstrike costs 40 and is on a 14 second cooldown, while Lava Lash costs 30 but has no cooldown, but that doesn't matter because they don't have enough maelstrom to use it twice in a row anyway.. So then, what generates maelstrom for the enhancement shaman? One useless skill called Rockbiter and it generates a whopping 15 maelstrom, while dealing 1/5th of the damage that Stormstrike does. Unless I'm missing something, it is the only skill I've seen with a tooltip that says it generates maelstrom, and does next to no damage at all, while we are forced to use all the time just for the privilege of using stormstrike once or twice a fight, if we're lucky. So, that means you have to begin a fight by spamming a weak skill 3 times before you can finally use stormstrike, then what? You repeat. Who is going to waste their maelstrom on the much weaker lava lash? At times you might have no choice since the 14 second cooldown on stormstrike is another insane flaw in this design. You'd think it did 200K damage with a cooldown like that, but it doesn't . Basically, you have to use rockbiter because it's the only skill the generates maelstrom, so you can't avoid spamming a truly weak skill. That's not good design. That's the opposite of good. Check elemental shamans for a course in how to do things right. What I want to know is why on earth can't stormstrike and lava lash generate maelstrom like they should? Why does this spec only get to use their main ability about once every 4 attacks? WIth the absurd cooldown, you can't even do that. You have to either waste maelstrom on lava lash or let it build up so you can use stormstrike when it's up. Another absurd aspect of this spec is that lava lash does less than half the damage of stromstrike, while costing almost the same maelstrom to use, 30 to 40. That's not how math works. If it does less than the half the damage, it should cost less than 20 maelstrom to use. Either way, this new design is not fair to enhancement shamans, who end up taking a lot more damage because they can't generate enough DPS to kill anything fast enough anymore. Healing surge is used more than stormstrike now because of it. While I admit that enhancement shamans were probably slightly OP in WoD, I don't think the answer is to put them at the bottom of the DPS pile for Legion. They had many years of that already. I would take a DPS hit just for the chance to use my main skills more than a couple times per fight. Just allow stormstrike and lava lash to generate maelstrom and that should solve things nicely and fairly I might add. Kellicarice33
4h 5h 5h
Enhance, what works for you? I know right now enhance is not the best at surviving at the moment, and I am holding out for 110 + DOOMHAMMER. While I understand that lets try to bring a little bit of positivity to the forums. So with that being said what do we LIKE about the changes, and what rotations and or talents seem to work for you. I realize that not everyone will agree with me and I welcome a solid argument/suggestions! I finally gave up ascendance for earthen spike and have had some decent results, due to every time I pop ascendance I pretty much get the cc lock down. I really like the 10% increase to all dmg for 10 sec, with the cooldown @ 20 sec I feel this is a pretty strong talent. I mostly pvp so this is usually what I like to start with. My usual rotation goes something like boulderfist, flametounge, boulderfist, earthen spike, storm strike, then boulderfist... I like to start with one charge of boulder fist to get the cooldown rolling and increase my chances for stormlash procs, which goes nicely with tempest. Once my opener is through I usually start to prioritize things based on situation(heals, purge, dmg,etc) <- no specific order, again situational and yes heals are weak sauce right now. I like boulderfist with ancestral swiftness due to the flat haste which gives the recharge rate a nice drop to 4.8 which seems to work well if I work in a few things. And with your weapons swinging faster - maelstrom generation should be increased depending on up time. Situational I also use frostband when I have a bit extra maelstrom to get a slow up, and sometimes I might start out with this depending on class I am trying to take down, as well as lavalash for dumping excess maelstrom. Also my "burst combo" if I can get it to line up right would be the stormlash proc, with tempest and earthenspike. This usually comes a little later on if I can managed to live long enough. Try to line up an earthen spike with a tempest/stormlash proc which usually gives me about 3 storm strikes with the increased dmg, maybe a few follow ups depending on where my boulderfist cooldowns are and if I get a follow on stromlash proc. That is the gist of things, wouldn't mind hearing others thoughts on my "rotation" and I would also like to know if the number of enhancements on our weapons increase the chance for stormlash to proc. Which is another reason why I like boulderfist, and may change up my initial opener to include frostband for the extra wep enhancement. Sorry for the wall of text, I believe this is my first forum post. Looking forward to POSITIVE feedback. Also I dig the new animations, makes the class that much more fun to play. Rågèimusprym11
5h 5h 6h
We will be prepared! A 7.0 Elemental FAQ Pre-patch is itching closer and closer, and now that sims seem to be in a reasonable place I'm confident enough to gather & share results with everyone and answer everyone's questions in regards to the pre-patch. Please keep in mind that all of this is subject to change as we continue to improve and debug sims, so keep an eye on this for changes as we get closer to Legion. So without further ado here's my little pre-patch FAQ! Q) I don't like reading, is there a way I can watch this FAQ in some sort of youtube video instead? A) Yes! Sham put one together for your viewing pleasure - Q) How does the trinket hierarchy change? A) Things get a bit shaken up. Due to the RPPM change & 40% nerfs to HFC trinkets things look a bit strange in the pre-patch The trinkets that matter will be: Core of the Primal Elements Sandman's Pouch Stone of the Elements Orb of Voidsight (on demons) Chipped Soul Prism Orb of Voidsight (on not demons) Assuming you're below the mythic ilvl, it'll be Sandman's Pouch with whatever ilvl of Core you can obtain as the best trinket. Core didn't just maintain its dominance, it got even more powerful relatively even with the trinket nerfs. Assuming you can't get your hands on Sandman's Pouch, you should look to use Orb on Demon targets and Chipped Soul Prism from Kazzak on non demon targets. Gaze would be the next trinket after that, but falls behind orb on non-demon targets unless socketed. Q) Does BiS change at all? A) Short answer - Other than the trinket thing? Just one piece. Our BiS neck becomes Locket of Unholy Reconstitution from Mannoroth. WF & Sockets are enough to overcome this gap, so if you have a WF or Socketed Gorefiend neck and can't get at least the same from Mannoroth it's not worth the swap. Slightly longer answer - It does and it doesn't. At a base level with no WF or socketed items it's exactly the same as it is on live. Ringmail of Madness Accordant stays ahead of other options for offset pieces assuming all else is equal. However, sockets change everything in the pre-patch as they're just simply overpowered with epic gems providing 200 of a secondary stat up from the old 75. If you've got a lot of sockets, prepare to do a lot of simming to figure out what your best setup really is as the very high secondaries you get can make things change on a whim. If you don't want to do all that work for the pre-patch, I don't blame you! I'll be doing it because I'm very strange like that, but most people won't want to spend hours simming variations of their gearset for a 6-8 week long period and the difference in the end will be minimal. Q) What stats should I be aiming for? A) As a general rule of thumb the hierarchy right now is Crit > Haste >= Vers >>>>> Mastery. Again with a high number of sockets that can change, but that's a good general rule of thumb to follow. It's worth noting that if you have a lot of sockets, it seems to be better to treat Crit & Haste as equals. The highest dps I could get on my personal sims ended up with Crit enchants, 6 haste gems, and 3 crit gems. Q) What talent setup should I be using? A) The "best" setup right now for the pre-patch is looking to be: Level 15 - Totem Mastery Level 30 - There's no specific "best" but I strongly prefer Gust of Wind Level 45 - There's no specific "best" but I'll be keeping Lightning Surge Totem Level 60 - Ancestral Swiftness Level 75 - Primal Elementalist Level 90 - Elemental Mastery Level 100 - It depends. More on this below. Primal Elementalist is significantly stronger than its counterparts Icefury & Elemental Fusion, though the other two can have their uses. Elemental Fusion will be much stronger when paired with Echo of the Elements on fights like Hellfire High Council or Xhul'horac, and Icefury is the talent of choice for any fight that has a designated turn & burn that you can plan for (Gorefiend, Archimonde, to a lesser extent Xhul'horac or Mannoroth.) Primal will tend to be the go-to for farm and for players that're less comfortable with the spec though. Ancestral Swiftness is noticeably stronger than its counterparts Echo of the Elements & Elemental Blast, though like the PE tier the other two have their strengths. Echo can be paired with Elemental Fusion for great effect on fights with multiple flame shocks, and Elemental Blast is like Icefury in that it's great at helping nuke priority targets. Totem Mastery is the one with the smallest gap between it and the next best talent on the tier, Earthen Rage. The two are fairly interchangeable, though Totem Mastery should maintain a small advantage in most situations. The biggest advantage that Earthen Rage can bring is that it appears to burst a bit higher, so if your group needs a little something extra from everyone to help push that P1 Archimonde down before the 2nd Doomfire then switching to Earthen Rage will probably do the trick. Path of Flame however sits woefully behind the other two, and beyond perhaps Xhul'horac there's not really a fight for it to shine this tier. The level 100 tier is actually really interesting now after all of the changes. Ascendance and Lightning Rod are effectively even for ST, within the margin of error for the gap between them. You can use either one as it suits you for the situation. Ascendance will be better for fights that require for more burst (e.g. Archimonde, Tyrant) and Lightning Rod will pull ahead on any fights where there's noteworthy cleave that doesn't require that burst (HHC, Socrethar.) LMT on the other hand, does not fall far behind the other two even for single-target, and on fights where you need to throw down periodic AoE (Xhul, Manno) it will likely be the talent of choice. In short, you can pick and choose from the 100 tier for the situation but none of the 3 are going to leave you far behind unless you're misusing it. That's all I've got for now. I'll answer and add more questions/answers to this as they pop up! Gistwiki112
8h 8h 9h 10h 10h 10h 12h 17h 18h 19h 19h 19h 19h 20h 20h 22h 22h 22h 22h 23h 23h 1d
Updated Resto Weak Auras Hey all, The following weak Auras were made in order to track some spells and buffs for Resto shaman. These were made by Draxtor @Bleeding Hollow upon my request. Just copy and paste the string and it should work . if not please leave a comment and ill fix it. Please enjoy!!! Tidal waves 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Healing Stream totem ( Echo of Ele) 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RipTide ( Echo of ele) 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1d 1d 1d 1d 1d 1d