4. Talents and Glyphs
With MoP, blizzard tried hard to make it so that there’s no “bread and butter” spec/glyph choice, and they largely succeeded. In this section I’ll give a general overview of each talent, and give my personal input of which is better where necessary. Possibly if there's a fight where you don't be using SB or AS, and just want some extra survivability just in case.4a. TalentsTier 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.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 CotE 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. Totemic Persistence isn't too useful, but may see some situational possibilities. Tier 4: DPS buffs
Unlike 5.1, these talents are way more situational. Whereas in 5.0/5.1 you pretty much always chose EotE, now there's a very good chance you'll see use from all three in any given raid week. AS is the highest in a basic patchwerk fight, however if there's any burst phases or the like EM will be the better choice. On AoE fights, EotE is the best choice as it procs Fire Nova and Chain Lightning, whereas AS and EM give very little in terms of AoE DPS. EM also gets stronger if you use glyph of FET(the best combo in BiS gear is PE/EM + glyph of FET, but at average gear levels it's not higher than other combinations by a huge amount)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, it really only works out to a minor DPS increase, and only if you never need to move the HR. Rushing Streams isn't very good for enhancement healing-wise, so the only choice we're really left with is AG, which is very powerful.Tier 6: More DPS buffs
UF 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 until you get t16 2p (improves UF more than the other two) or the CDR trinket, Assurance of Conquest (makes PE far more stronger than the other two). So in BiS gear, PE is the way to go.4b. 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.
Healing Storm: Improves our Chain Heal and Healing Surge. Not great, but good for soloing or PvP.
Spirit Walk: Reduced cooldown on an amazing sprint is very useful on fights with high movement, such as Will of the Emperor. With 5.2 reduces the cooldown from 1 minute to 45 seconds, meaning you'll have 60% increased movement speed for a huge portion of any given fight.
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: Amazing for troll enhancement shaman because it lines up nicely with their racial, and good if you have Herbalism and/or Elemental Mastery . This is another thing that gets better the more gear we get.
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/Reforging/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.
At entry gear levels, and if you don’t care too much about maximizing your personal DPS, you’ll follow this priority:
Agility >= Hit 7.5% = Expertise 7.5% > Mastery >= Haste > Crit
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 Reforge Plot option, which I discuss later on in the guide.5a. Reforging
With reforging, you want to use the stat weights given above. If you want to maximize your own stats while being lazy about it, I’d suggest using simcraft to find your personal stat weights, then import those into askmrrobot.com to optomize your character. As a general rule of thumb, avoid reforging Mastery away, and try to reforge every piece that doesn’t have mastery to mastery, as long as you can still meet the 7.5% expertise and hit caps.5b. Gems
Gems can be a little confusing, so I'll try to explain them as straight forward as possible. Generally you want to gem Agility while still getting socket bonuses. Once you've gotten most of your gear from SoO, however, you'll start gemming secondary stats instead. As always simming your own stat values is preferred, but if you'd rather not, then generally mastery is the best stat.
Meta: Agile Primal Diamond
Red: Perfect Delicate Pandarian Garnet
or Delicate Primordial Ruby
Blue: Glinting Imperial Amethyst
or Perfect Glinting Roguestone
Yellow: Adept Vermilion Onyx
or Perfect Adept Tiger Opal
or Deft Vermilion Onyx
or Perfect Deft Tiger Opal5c. Enchants
Our enchants will also follow the stat priorities we have.
Shoulder: Greater Tiger Claw Inscription
Back: Enchant Cloak - Accuracy
or Enchant Cloak - Superior Critical Strike
Chest: Enchant Chest - Glorious Stats
Bracer: Enchant Bracer - Greater Agility
or, if Leatherworking, Fur Lining - Agility
Hands: Enchant Gloves - Superior Expertise
or Enchant Gloves - Superior Mastery
or sometimes Enchant Gloves - Greater Haste
or maybe even Enchant Gloves - Super Strength
, as 1 AP is worth more than secondary stats until you get to higher gear levels.
Legs: Shadowleather Leg Armor
or, if Leatherworking, Primal Leg Enforcements
Boots: Enchant Boots - Blurred Speed
Weapons: Enchant Weapon - Dancing Steel
> Enchant Weapon - Elemental Force
> Enchant Weapon - Windsong 6. Professions
Our professions are very similar to the way they were in Cataclysm. Tailoring
is inferior to the other crafting professions. Enchanting, Leatherworking, Inscription, and Alchemy
all offer the same benefits. Each has their own individual benefit, but purely stat wise they are equal.Blacksmithing
offers the same flat Agility benefits as the previous 4, however it can instead stack secondary stats. While this is not the best thing for enhancement this tier, later in this expansion we may see Blacksmithing come out ahead. Jewelcrafting
is the same as Blacksmithing; as secondary stats get better, we will begin to use more gems with just secondary stats, which the Jewelcrafting gems can do, resulting in a higher benefit relative to other professions, as other professions besides BS cannot stack secondary stats.Engineering
offers a 1 minute CD that boils down to 320 Agility if used on cooldown, giving the same benefit as most professions on paper. However it can be lined up with other cooldowns, resulting in a higher DPS advantage.
Also, an anomaly in 5.2, it seems Herbalism
will be the best possible profession. If you want to give up one of your professions for a gathering profession, Herbalism is the way to go. Haste is yum.7. Credit
First I would like to thank Purge, whose contribution to Enhancement theorycrafting and discussion is beyond incredible. He is not the hero Enhancement deserves, but the hero Enhancement needs.
Thanks-you's also go out to Platform and Saz who wrote the guide over on Totemspot with Purge. Their guide can be found at http://www.totemspot.com/vb/showthread.php?t=6844 for more in-depth information than I gave.
I would also like to thank Elam, who maintained the guide during Cataclysm, which was one of the reasons I was able to pick up Enhancement in the first place.