3.1.
Midnight Season 1 Changes
Midnight Season 1 is well underway, and has all of the usual endgame offerings
available. It has the unique twist of three new Raids, alongside
Midnight's first Season of both Mythic+ and PvP. Below, we have some quick links
to dedicated hubs covering everything available!
3.2.
Patch 12.0.7 Changes
While Patch 12.0.7 doesn't bring with it any direct changes to Enhancement,
it does introduce a wide variety of new content for you to check out:
Augment your character with the Omnium Folio
The Omnium Folio is a new source of player power, unlocked over the course of a
few weeks that provides additional damage and procs. For recommendations on which
options to pick, check out our
Talents page.
Venture into Sporefall
A new single encounter Raid releases alongside Patch 12.0.7, adding powerful new
Sporefused items to acquire. Find out more on our Sporefall
page!
Face the Void in Showdown Areas
Carrying on from Void Assaults introduced in 12.0.5, you can now venture into enemy
territory to face the Void head on. These also introduce the Heroic World Tier,
making things even more dangerous! For more details on what's available, check our
Showdown Zones page.
New Patch Content
Check out our 12.0.7 Patch Hub for all the information you may need on new content,
new gameplay systems, and more!
3.3.
Patch 12.0.7 Class Changes
Patch 12.0.7 unfortunately brings no changes to Enhancement, so our build choices
remain mostly the same as earlier in Season 1. The introduction of both Sporefused
Gear from Sporefall and the Omnium Folio, however, does
provide extra power and changes some of our previous recommendations. Make sure
to check out both our Talents
and Gear pages to find out more!
Combat Information
Check out how the Omnium Folio system and Sporefused Gear from Sporefall
affects Enhancement in Patch 12.0.7 on our Builds and Gear pages!
In case you've missed previous updates to Enhancement over the course of Midnight
Season 1, click the dropdown below to read up on hotfixes released in previous
patches!
Click for Patch 12.0.5 Changes
3.4.
May 5th Hotfixes
Due to some shaky performance in Season 1, Class Tuning targeting Enhancement
has been announced, arriving on May 5th. This aims to lift up some performance
concerns in endgame content:
These present a roughly 5% increase across the board for
Totemic - which
remains the go-to pick in raid due to its performance edge and better
cooldown timings. The buff also heavily favours improving
Stormbringer,
gaining up to 10% - though the
Thorim's Invocation fix is slightly more
felt.
For Mythic+, this change does represent a meta shift, now meaning
that both
Totemic and
Stormbringer are roughly equal in
terms of throughput, the only major difference being their cooldown timing and
target count niche.
Totemic favours less organized keys with its 1-minute
timer now, especially at high target counts, while
Stormbringer has a
higher ceiling in groups that play around its 2-minute timer.
3.5.
Enhancement Shaman Changes in Midnight
Midnight brought with it an enormous overhaul to Enhancement, significantly
changing its gameplay and resource economy. These changes make things less hectic,
providing a clearer goal within the rotation, but still feels familiar to anyone
who has played Enhancement in recent years. A clearer emphasis has been placed on
melee strikes, and linking
Maelstrom Weapon management to different
effects outside of just damage. Since this impacts every aspect of the playstyle,
changes are broken down into sections below.
3.5.1.
Rotational Changes
Midnight presents one of the biggest shake-ups to modern Enhancement in a long
time. The biggest change of note is a stronger link between melee strikes with
Maelstrom Weapon using
Elemental Tempo, providing cooldown reduction.
Additionally,
Crash Lightning now triggers its buff effect regardless
of how many targets are hit, bringing it into single-target as well. Some
fillers have been removed (namely
Frost Shock and
Ice Strike),
and
Voltaic Blaze is now an active button instead of a proc. Our cooldown
suite has also seen significant changes, providing some alternative
timers depending on the situation.
Click for notes on Cooldown Changes
Doom Winds
This has seen the biggest changes, now benefiting from
Static Accumulation and
Thorim's Invocation when active. Duration is also increased by the latter to 10 seconds when taken, and has been removed from the GCD. However, bonus
Windfury Weapon chance has been reduced to 200%.
Ascendance / Deeply Rooted Elements
No longer deals damage on cast, but otherwise functions the same, now replacing
Doom Winds. Whenever
Ascendance is triggered,
Doom Winds is also cast for free. With the active choice node taken, also grants a 0.5% chance per
Maelstrom Weapon spent to trigger
Doom Winds.
Feral Spirit
Has been changed to a passive talent. Instead, now spawns one Nature wolf whenever you trigger
Doom Winds, or a Fire wolf when you cast
Sundering. These provide 5% Physical and 5% Element increase for their respective school, lasting for 8 seconds.
Primordial Wave
Has been removed, with its effects (such as
Primordial Storm) instead being placed into
Sundering casts instead, which has moved to the bottom of the talent tree.
Some tree shuffling has also been done, alongside some new talents to round
out the gameplay.
Elemental Assault is now finally a single point for
guaranteed
Maelstrom Weapon generation,
Stormblast is easier to
access, and
Thunder Capacitor is now the source of
Maelstrom Weapon
refunds.
Ride the Lightning has been moved from the PvP tree as well, causing
all strikes to also trigger
Chain Lightning when used, giving us a smoother
transition into cleave situations.
3.5.2.
Enhancement Apex Talent - Storm Unleashed
The new class feature in Midnight are Apex Talents, powerful 4-step talent nodes
that provide compounding benefits when taken. For Enhancement,
Storm Unleashed
adds significant benefits to
Crash Lightning casts, giving it a stronger
presence in the rotation:
Storm Unleashed — each
Maelstrom Weapon spent has a 2%
chance to cause your next
Crash Lightning cast to ignore its cooldown.
Additionally, the weapon enhancement buff can now overlap.
Storm Unleashed — has two points, increasing the damage of
Maelstrom Weapon spending abilities by 7.5%, and weapon imbuement damage
by 10% per point.
Storm Unleashed — causes
Crash Lightning to leave
behind a static pool on the ground, dealing 100% of the initial damage dealt
over 2 seconds. Additionally, the weapon enhancement buff increases auto-attack
speed by 15% per stack.
The node is quite front-loaded with the first point, adding an extra proc to
react to, and elevating the value of
Crash Lightning in the rotation. With
the added benefit of the weapon buff overlapping, it means refreshing the effect
is no longer wasting any damage, and makes gameplay a little smoother as well.
3.5.3.
Hero Talent Changes
As Hero Talents are a key component to Enhancement's playstyle, they saw some
of the largest changes moving into Midnight. They are now closer together in terms
playstyle, but both are still distinct.
-
Stormbringer Changes - Click for Details
Tempest now has a 2% chance to trigger per
Maelstrom Weapon
spent.
Awakening Storms no longer deals damage, and has a 1.1 RPPM chance
of triggering
Tempest.
Rolling Thunder now summons a wolf 12 seconds when
Doom Winds
is triggered, rather than on
Tempest casts.
Arc Discharge now only triggers from
Chain Lightning.
- Three new talents:
Stormwell,
Natural Gift and
Descending Skies.
Between the two trees,
Stormbringer saw the most mechanical changes,
and comes out the other side a bit worse for wear.
Tempest is now
random, triggering on a percent chance when
Maelstrom Weapon
is spent.
Awakening Storms has also been changed to an RPPM proc as
well, so while the rate of
Tempest triggers are similar, they're
much less predictable. Lastly,
Rolling Thunder instead summons a
Feral Spirit wolf when
Doom Winds is activated.
-
Totemic Changes - Click for Details
Surging Totem now has a 1-minute cooldown, and lasts for 25 seconds.
Whirling Earth (triggered by
Whirling Elements) now doubles
the damage of your next
Sundering cast, and spawns a Searing Totem.
Lively Totems now triggers a
Searing Volley on any
Lava Lash or
Voltaic Blaze cast.
- Three new talents:
Totemic Momentum,
Elemental Attunement and
Primal Catalyst.
In comparison,
Totemic saw clear improvements in Midnight, with a
clear direction that maps on well to other new talent updates.
Surging Totem
totem is now positioned more as a cooldown, lining up with the
Doom Winds
changes for powerful 1-minute bursts of damage. The biggest standout is the new
talent -
Totemic Momentum - allowing for extremely long streaks of
Hot Hand uptime. This also positions proper
Maelstrom Weapon
management back into its rotation, which has been sorely missing in The War
Within.
The result is that they keep the same distinction in preferred strike (either
Stormstrike or
Lava Lash), while now both having a reason
to care about
Maelstrom Weapon.
3.5.4.
Utility & Defense
Unfortunately, while the rotational changes are good, the same can't be said for
our Defense and Utility. We've lost
Stone Bulwark Totem as an active tool,
and both
Earth Elemental's cooldown and duration was reduced (to 3 minutes
and 30 seconds respectively), all while removing damage reduction from
Primordial Bond. We do now have permanent
Earth Shield via
Therazane's Resilience, though self-healing isn't as potent as before.
Raging Maelstrom has had the previous PvP talent
Stormweaver
folded in though, reducing the cost of self-healing, and both
Brimming with Life
and
Elemental Warding have been buffed for more passive defense.
In the utility department, we retain the suite of niche options, but have lost
a lot of control. Both
Guardian's Cudgel (when longer double stuns are
needed) and most importantly both
Thunderstorm and
Thundershock
are gone, with
Sundering no longer incapacitating targets. This severely
limits our control options, something we were previously very good at.