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Enhancement Shaman 7.3

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Guest fn1

How does this work out?

Strengths:

Great damage on priority adds that need to be bursted down

Weakness:

Average burst

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Guest Brysk

Need  help with trinkets, in the pre patch guide the mentioned trinkets are not mythic ones, and I assume that is why Soul Capacitor is at the bottom of the list and why the top ones give critical and versatility (our worst stats). Reading the description of the class trinket it seems quite weak even in mythic ilvl but how about the others? Specially Capacitor, is it really better both crafterf trinkets than any of the mythic raid ones?

 

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On 7/24/2016 at 8:24 AM, Guest fn1 said:

How does this work out?

Strengths:

Great damage on priority adds that need to be bursted down

Weakness:

Average burst

I think what they mean is, because we are able to basically directly switch targets without loss of dps due to ramp up time, we are able to burst down targets quickly. And for "average burst" if you look at other classes burst damage, i.e. mages, hunters, etc., their burst is significantly higher than ours. You see them in the 300k-400k range whereas we are more around 150k-200k.

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I've been wondering, is the tier 18 4-piece bonus a priority over better stats? Is the 10% nature damage bonus that important for the dps? I've been wondering the same about the elemental 4.piece bonus

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On 7/23/2016 at 7:33 PM, Guest Unt1tled said:

How much mastery do I have to obtain to continue gathering haste, or what difference between haste and mastery in % do I have to master?

thanks

It says in the stat priority section, but usually you want to keep your Haste at 60-65% of your Mastery rating.

On 7/24/2016 at 9:24 AM, Guest fn1 said:

How does this work out?

Strengths:

Great damage on priority adds that need to be bursted down

Weakness:

Average burst

Basically what Shuttlle said; good target swap damage on short lived adds but their sustained burst (for example Bloodlust or opener damage) is pretty average when compared with the top dogs.

7 hours ago, Guest Brysk said:

Need  help with trinkets, in the pre patch guide the mentioned trinkets are not mythic ones, and I assume that is why Soul Capacitor is at the bottom of the list and why the top ones give critical and versatility (our worst stats). Reading the description of the class trinket it seems quite weak even in mythic ilvl but how about the others? Specially Capacitor, is it really better both crafterf trinkets than any of the mythic raid ones?

 

The trinkets in the pre-patch section are all correct and up to date, even when compared with the Mythic versions of the HFC trinkets.

 

1 hour ago, DLanceTF said:

I've been wondering, is the tier 18 4-piece bonus a priority over better stats? Is the 10% nature damage bonus that important for the dps? I've been wondering the same about the elemental 4.piece bonus

Yeah it's worth continuing to use your 4-set.

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Guest Drtydeeds

I'm just curious how you reduce the skills to one button, as you say.

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2 hours ago, Guest Drtydeeds said:

I'm just curious how you reduce the skills to one button, as you say.

What are you referring to, exactly?

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Guest St0mpt

I've persobally found I occasionally have a few seconds of downtime, no more than two seconds every 30 seconds. I've started casting lightning bolt in that downtime. It may not seem like much but little things like that help me push for every bit of damage I can.

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10 hours ago, Guest St0mpt said:

I've persobally found I occasionally have a few seconds of downtime, no more than two seconds every 30 seconds. I've started casting lightning bolt in that downtime. It may not seem like much but little things like that help me push for every bit of damage I can.

Yeah, that's caused by Boulderfist (as it only has 2 charges it unlocks the GCD a bit).

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Uncommon Patron
On 7/19/2016 at 1:03 PM, Guest Uber said:

http://us.battle.net/wow/en/forum/topic/20747154889#1 - Hotfixes.

 

I belive it's so hard to maintain a guide where every spell is changed every week. There could be even some changes to talent pick and priority stuff.

 

Also, I read in this guide, this spec is very simple. Does it really that simple? Or concept is simple but execution with certain setup isn't. I'm curious.

 

Thanks for the guide Furty and Wordup.

I think all the new spec talents and spells are only the tip of the iceberg. I think a lot of our awesome power will come from the artifact weapons. So simple for now till Legion comes out, lol Now I torn between maining my druid kitty or the enhancement shammy :-(

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5 hours ago, Brunhill said:

I think all the new spec talents and spells are only the tip of the iceberg. I think a lot of our awesome power will come from the artifact weapons. So simple for now till Legion comes out, lol Now I torn between maining my druid kitty or the enhancement shammy :-(

Enhancement definitely has a lot more flexibility, which can be nice when you're slamming through dungeons in your off time and whatnot. Personal preference though, I enjoy both of those specs pretty equally in Legion.

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On 7/27/2016 at 10:14 AM, Guest St0mpt said:

I've persobally found I occasionally have a few seconds of downtime, no more than two seconds every 30 seconds. I've started casting lightning bolt in that downtime. It may not seem like much but little things like that help me push for every bit of damage I can.

Sorry, I missed this comment. With regards to Lightning Bolt, as is stated in the guide:

" You should avoid the use of Lightning Bolt Icon Lightning Bolt otherwise, as it resets the melee swing timer, causing a loss in damage if you are in melee range. "

Basically it's a big DPS loss to do that as you'll miss out on Stormbringer & Windfury procs in that downtime.

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Guest Chozen

Is it expected to have less maelstrom starvation in Legion high end raiding environment due to artifact traits for example?

I mean at the moment I don't like that I have seconds of downtime here and there when wolves are on cd. I saw that artifact trait will give +3 malestrom per boulderfist, but to me it just does not seem to make a huge impact on this starvation that I feel sometimes.

Anyone with legion beta raiding experience having a thought on this? How does it feel and where are we in dps rankings approx?

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On 7/30/2016 at 5:48 PM, Guest Chozen said:

Is it expected to have less maelstrom starvation in Legion high end raiding environment due to artifact traits for example?

I mean at the moment I don't like that I have seconds of downtime here and there when wolves are on cd. I saw that artifact trait will give +3 malestrom per boulderfist, but to me it just does not seem to make a huge impact on this starvation that I feel sometimes.

Anyone with legion beta raiding experience having a thought on this? How does it feel and where are we in dps rankings approx?

Answered this a little higher in the comments section (tl;dr unlocked gcd is caused by boulderfist). In Legion Doom Winds and traits help a bunch but there's still times when you're just pooling for a few seconds.

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I'm sorry if this is seen as off topic... but I had to comment.  I was looking at the changes to enhancement and under strengths and weaknesses  being Melee is listed as a weakness?   WTF?   You didn't do that for any other melee class, not even survival hunters.  I mean the only reason I play a shammy at all is because it's a melee class (I can't stand ranged).   I find it a little insulting that some one said being melee was a weakness.  

Edited by LienFeng

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Guest 3clipse

This is obviously speculation, but do you think the priority of Lava Lash and Crash Lightning might change if you have Akainu's Absolute Justice (Lava Lash deals 60% more damage when you have both Flametongue and Frostbrand active, which you always will) and/or the Doom Vortex trait on Doomhammer (Lava Lash has a [5 ppm] change to release a fiery tornado that deals 105% of AP over 3 seconds)? Some back of the napkin math suggests that those would end up making Lava Lash more Maelstrom efficient than Crash Lightning maybe?

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Guest Capsheaf

Thanks for the guide Furty!

Im doing some number crunching my self and just having a little difficulty understanding what exactly is meant by keeping Haste at 60-65% of mastery. 

So Im running 

18% Haste, 1,751 rating or 17.51%
42% Mastery, 1,433 rating or 26.05%

And im looking to see if getting the correct 60/65% of mastery for haste will improve my Stormstrike Procs

So, should I be reducing my haste to 859.8/931.45 rating? (which is 60/65% of my mastery rating) as currently my haste rating far outstrips my mastery rating. The other option is to increase my mastery rating until i get that 60/65% difference (but getting that gear is proving a little difficult! so Im more able to reduce my haste to see if I see an improvement).

I average around 23k on the training dummy and pooling is an entirely new concept to me (I just used to mash buttons!) so im curious to see how far I can tweak the spec (which is very fun as far as im concerned). Anyway, any advice would be appreciated.

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15 hours ago, Guest Capsheaf said:

Thanks for the guide Furty!

Im doing some number crunching my self and just having a little difficulty understanding what exactly is meant by keeping Haste at 60-65% of mastery. 

So Im running 

18% Haste, 1,751 rating or 17.51%
42% Mastery, 1,433 rating or 26.05%

And im looking to see if getting the correct 60/65% of mastery for haste will improve my Stormstrike Procs

So, should I be reducing my haste to 859.8/931.45 rating? (which is 60/65% of my mastery rating) as currently my haste rating far outstrips my mastery rating. The other option is to increase my mastery rating until i get that 60/65% difference (but getting that gear is proving a little difficult! so Im more able to reduce my haste to see if I see an improvement).

I average around 23k on the training dummy and pooling is an entirely new concept to me (I just used to mash buttons!) so im curious to see how far I can tweak the spec (which is very fun as far as im concerned). Anyway, any advice would be appreciated.

Keeping Haste at 60-65%~ of your Mastery is aimed purely at Rating. Per example, for every 1000 Mastery rating, you ideally want to be looking at 6-700 Haste (after you hit the 17%~ to sustain your base Stormbringers and weapon procs). The percentages scale at different rates, so you have to be looking purely at ratings with them.

Ideally, the 60-65% point for those stats only kick in when you're clear of 17%, i.e., if at 1700 rating you're at 17% Haste, you would then want to increase your Mastery to around 2400, but keep that base Haste level (since dipping under 17% will impact your ratings significantly).

I know this is a bit of a complex explanation of them but the way the two stats interact is very symbiotic so it can get a bit confusing :p

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On 8/4/2016 at 0:48 PM, Guest 3clipse said:

This is obviously speculation, but do you think the priority of Lava Lash and Crash Lightning might change if you have Akainu's Absolute Justice (Lava Lash deals 60% more damage when you have both Flametongue and Frostbrand active, which you always will) and/or the Doom Vortex trait on Doomhammer (Lava Lash has a [5 ppm] change to release a fiery tornado that deals 105% of AP over 3 seconds)? Some back of the napkin math suggests that those would end up making Lava Lash more Maelstrom efficient than Crash Lightning maybe?

I'll include notes on all the legendaries in the Legion version of the guide because they all have some individual impact on the spec.

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Guest Capsheaf
16 hours ago, wordup said:

Keeping Haste at 60-65%~ of your Mastery is aimed purely at Rating. Per example, for every 1000 Mastery rating, you ideally want to be looking at 6-700 Haste (after you hit the 17%~ to sustain your base Stormbringers and weapon procs). The percentages scale at different rates, so you have to be looking purely at ratings with them.

Ideally, the 60-65% point for those stats only kick in when you're clear of 17%, i.e., if at 1700 rating you're at 17% Haste, you would then want to increase your Mastery to around 2400, but keep that base Haste level (since dipping under 17% will impact your ratings significantly).

I know this is a bit of a complex explanation of them but the way the two stats interact is very symbiotic so it can get a bit confusing :p

Thanks Wordup, that makes perfect sense to me! Just need to tweak my gear to increase my mastery and see what happens!

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Guest Theotherone

How is Overcharge looking now that it costs 45 MW ? Is it a viable alternative to Tempest  and does it still interact poorly with Boulder Fist ? 

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Guest Zig

As an expansion start we're going to have low secondary stats values so i was wondering what you guys thought about the value of Attack Speed in general as our "main" source of getting more Stormbringer procs. We get 30%ias everytime Stormbringer procs (up to 60% if wr get the relics that increase this perk, which is what i'm gonna be aiming at as far as i'm concerned) and 35%ias from Windsong which is on the same cooldown as Doom Winds - the artifact skill. Cuz to me that looks yummy as hell, but maybe it's too pvp-ish and bursty than actual dps compared to boulderfist. I've seen too many people praise boulderfist to not let myself have doubts about it especially because of those famous downtimes we have in the cycle atm because of it.

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On 8/12/2016 at 5:02 AM, Guest Theotherone said:

How is Overcharge looking now that it costs 45 MW ? Is it a viable alternative to Tempest  and does it still interact poorly with Boulder Fist ? 

Still down.

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Hi

Can you shed some light on how you arrived at the conclusion of the opener? It diverts from the priority list and there doesn't seem to be an obvious reason why.

Thanks

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Could someone elaborate on why we should take Empowered Stormlash over Tempest for raiding?

I understand that Empowered Stormlash is useful to others, but how is it useful to me or my raiding performance? As far as I can tell, I receive no buff from Stormlash, much less the Empowered version.

I feel as if my raid damage / burst-potential would be much higher if I raided with Tempest, especially when I get my artifact and gain much more mastery/haste in Legion. Right now sure, its a bit rough using Tempest because I don't gain that much Maelstrom from Rockbiter/Boulderfist, but as I gain more maelstrom from Windfury autos due to artifact, using all 3x Stormstrikes should be easy.

So is it purely altruism or an assumption on the part of the raid leader to only take Enhance shaman who are altruistic?

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      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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