Developers’ notes: Going into Midnight, we are aiming to reduce the amount of information to track for playing Enhancement Shaman optimally. To achieve this goal, we are looking into reducing the number of buttons, auras, and spell highlights to track, while heavily keeping in mind how it feels to play Enhancement Shaman. In addition to the core Enhancement changes, we are aiming to reduce the overhead of understanding two different Hero Talent rotations. The hero talents have affected the rotation a bit more than we’d like. We’re making adjustments that will allow these Hero Talents to fit into Enhancement’s core rotation more naturally while preserving what is unique about them.
Enhancement Shaman: Midnight Expansion Preview
Welcome to our comprehensive guide on the Enhancement Shaman changes in World of Warcraft's upcoming expansion, Midnight. This page is intended to help you learn about the new changes and help you know what to expect from Enhancement Shaman in Midnight.
In this guide, you will find detailed breakdowns of the new Talents and Apex Talent system for Enhancement Shaman. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Enhancement Shaman or new to the spec, this page will be useful in knowing what to expect come launch next year.
Enhancement Shaman: Midnight Expansion Preview
Welcome to our Midnight expansion guide for Enhancement Shaman! With Alpha testing underway and information releasing about how the specialization is changing heading into the next step of the Worldsoul Saga, this page is here to break things down. We'll be covering all the changes, how they impact the gameplay of Enhancement, and eventually get a bit deeper into how it looks as we approach release.
This page will exist as an evolving work in progress, maintained throughout the testing cycle as Midnight testing continues. This is not intended to be a full launch guide that goes into the nuances of playing Enhancement Shaman, but instead will serve as a resource for you to stay up to date with everything happening. These pages will keep you prepared for what's coming, and provide an understanding of what the playstyle is moving toward ahead of Midnight's release - giving you the best springboard to hit the ground running when you get your hands on it!
How Enhancement Shaman Feels to Play in Midnight
I think what's been achieved here is a strong first pass on rewiring the spec to be more intuitive, and while the number of changes on display is quite dramatic, the moment-to-moment experience in combat is remarkably similar. Enhancement saw one of the largest overhauls leading into Midnight, specifically looking at the complex hidden mechanics, with the goal to streamline them to live in a world without add-ons. What's on display with that in mind is a playstyle that maintains both a fast pace and depth in management, but has made it clearer what drives the spec, making it more approachable to new players.
The targeted "prune" has left a spec that very much still hinges on the same
principles as live. The new Elemental Tempo helps to keep the fast pace
of GCD and strike management and injects a constant need to weave in
Maelstrom Weapon spenders. This maintains the rewarding component of
staying on the ball while balancing out resources. The overall flow now marries
both the explosive burst we found in The War Within, while evoking the freeform
ability sequencing we had in Dragonflight.
Crash Lightning also takes
center stage now, having a clear purpose within the rotation as a pillar, rather
than a filler. Lastly, both defining features of our Hero Talents -
Tempest
and
Surging Totem - have been tightened up. While they have lost depth
for veterans, they fit much more smoothly within the Enhancement
framework without overriding primary goals.
Midnight Changes for Enhancement Shaman
To start, the official developer statement regarding the approach to Enhancement was posted alongside the initial Patch Notes:
Enhancement, much like the majority of other specializations, received a huge amount of changes going into the expansion. Many of these changes aim to condense some of the more bloated components, instead moving multiple effects into single talents or effects to improve clarity. It's clear that many of these changes have been done to accommodate the upcoming restriction of addons, limiting the number of effects that need to be tracked, and reducing friction within the rotation. Relative to the developer's notes, I would say this has been successful - though there have been some casualties along the way.
You can check out a full list of patch notes under the Enhancement section here, and if you're looking for a full breakdown of the changes done you can check the video below.
Enhancement Shaman Midnight Changes
Core Enhancement Updates in Midnight
The Enhancement changes coming in Midnight are far reaching, impacting a lot of our toolkit. That said, the fundamental gameplay loop the spec is built on still remains - and the spec has a clearer focus.
Rotational Strikes and Spells
The area with the biggest issue of bloat within the Enhancement toolkit was the
sheer number of rotational buttons designed to bridge between our spenders. In
Midnight, many of these have been consolidated into singular, more focused
buttons that combine effects into one. Additionally, Stormstrike
and
Lava Lash are given more of a purpose regardless of hero tree, and
function well even when it transitions to AoE now!
An important thing to note however, is that our Mastery: Enhanced Elements
has changed -
Stormsurge now only procs from
Stormstrike,
rather than all special attacks. This makes it far less frequent,
meaning that we now need to balance our strike GCDs correctly to make sure we
always have something available to press. Fortunately, a couple of changes and
additions support that goal:
Crash Lightning
repositioned instead as a primary strike that also provides a maintenance buff. The splash buff now activates regardless of targets hit, still providing additional damage andMaelstrom Weapon procs from both
Stormstrike and
Lava Lash.
Voltaic Blaze
CombinesIce Strike,
Hailstorm and
Flame Shock all into one, filling the gap left by a mid-range, flexible filler tool. Generating bulk
Maelstrom Weapon, being castable at range, and providing setup for some effects positions it well and feels good to press in combat.
Ride the Lightning now also provides immediate AoE value to any
Stormstrike
or
Lava Lash casts whenever additional targets are nearby. This helps a
lot with AoE conversion, while also keeping things focused on
Chain Lightning
as a primary source of AoE damage. However,
Crash Lightning splash damage
now splits instead of dealing full AoE damage.
Maelstrom Weapon and Resources
Maelstrom Weapon has been given a much more defined purpose in the tree,
and maintains its value between Hero Talents as well.
Elemental Tempo is
a standout talent - replacing a lot of the overloaded cooldown reduction present
on the live tree in exchange for a strong hook that's driven by efficient resource
management. This affecting both
Stormstrike and
Lava Lash
allows for it to work as a core component for each Hero Tree as well - as
Stormbringer and
Totemic still maintain the primary strike
split.
With the reduced access to Stormstrike, this becomes an integral tool
to make sure we can always fill GCDs. This also fixes one of The War Within's
biggest problems - there was very little reason to mix in strikes with less
talent point investment when we can access the preferred one so much. Now that
we simply cannot, this talent reaffirms the older gameplay loop of weaving these
correctly to maintain flow.
Cooldowns
Our cooldown suite remains similar, though the number of separated cooldowns
that need to be juggled has been drastically reduced. The most
important of these is the updates to both Doom Winds and
Ascendance.
The old supporting talents for
Ascendance in
Static Accumulation
and
Thorim's Invocation now also activate when
Doom Winds
is used. This gives us the option to either have shorter, more proc-dependent, but
still explosive 1-minute burst, or the powerful 2-minute power spike we have
currently on live.
An unfortunate loss however is Feral Spirit. This has been reworked into
a passive effect triggered by
Doom Winds and/or
Sundering, but
it received so many reductions both in the power and uptime department that our
iconic wolves are far less prominent than before.
Apex Talents: Storm Unleashed
The new extra feature for Midnight are Apex Talents, with Enhancement's
focusing on Crash Lightning. Up to 4 points can be spent here, and currently
accentuate the playstyle well without adding in additional, complex tracking
requirements or decision making. Currently, these are arranged in a 1 ➜ 2 ➜ 1
point investment:
Storm Unleashed (1 pt)
Maintains the feel of high-impact ability resets likeStormsurge, but shifts it over to the more sustained value of
Crash Lightning. This also adds in redundancy by allowing the buffs to stack, meaning that the feeling of getting flooded by procs is far less viscerally negative if you can't spend them all.
Storm Unleashed (2 pts)
2-point talent tax node that improves bothMaelstrom Weapon spenders and Weapon Imbue damage. While points below the 20 gate are premium, this provides broad increases that apply asymmetrically to both Hero Talents, giving it good room to stay relevant.
Storm Unleashed (1 pt)
CausesCrash Lightning to quickly echo the on-cast damage, and adds an attack speed buff to the weapon enhancement. With the change to
Stormsurge, attack speed has lost a decent amount of its use cases, so this could probably stand to be something more clearly valuable.
With the other changes to Enhancement, Crash Lightning is already
incorporated well into the gameplay loop. These talents just compound that
further, and lean into the goal of the new tree without pushing too far
into one direction.
Enhancement Hero Talent Updates in Midnight
In Midnight, as per the developer notes the goal has been to consolidate at least
some of our core mechanics between both Stormbringer and
Totemic.
This means that some of the aspects that drastically separated them
have been trimmed down, but they still have distinct loops unique to each.
Stormbringer
Of the two, Stormbringer has changed the most significantly. There
are three key changes that drive this:
Tempest
No longer triggers fromMaelstrom Weapon stacks spent, and is instead a random proc from spenders. This makes them far less predictable.
Rolling Thunder
Now instead has moved theFeral Spirit to
Doom Winds instead of
Tempest, which significantly lowers the value of each
Tempest cast.
Awakening Storms
No longer deals damage or stacks, is instead a frontloaded 1.1 RPPM proc fromStormstrike that generates a
Tempest stack.
There's still a lot of power in each Tempest cast currently,
but the push to condense these casts into small windows to overlap
Feral Spirit
buffs is gone. This means you're under less pressure to carefully manage and deploy
your procs, which is a positive. Unfortunately, having them be completely
unpredictable does cause much bigger swings in damage if they don't show up when
you need them. The flow is distinctly impacted here, but the core feeling of
spenders being your primary method of damage delivery is retained.
For the three new nodes, while Stormwell is a good addition
incorporating
Unrelenting Storms into the tree, the other
two are quite bland.
Natural Gift being a (low) flat Nature damage boost
reads like it is - a filler.
Descending Skies has a twofold problem of
being both underwhelming and limiting choices by pushing
Ascendance,
as it doesn't do anything if you opt to stick with base
Doom Winds.
Totemic
Relative to the rocky implementation on live for Totemic, Midnight
appears to have a more clear focus on how it's meant to align with the core loop,
and what it brings to the table. There's a few key changes coming:
Surging Totem
Now a 1-minute cooldown with a 25-second duration, rather than a 24-second cooldown maintenance buff. This aligns it with other cooldown options, and its tuned appropriately as a high power damage moment.Whirling Elements
Instead boosts the damage ofSundering with
Whirling Earth, giving it immediate impact each cast.
Totemic Momentum
New to the tree, solidifies the push towardLava Lash and
Hot Hand as a primary strike, while fixing previous issues of
Maelstrom Weapon relevance within the gameplay loop.
The biggest issue with Totemic as The War Within progressed was the
place of spenders, and the reliance on
Hot Hand to deal its damage. The
newly added
Totemic Momentum addresses both of these, while
also adding in a layer of skill expression to managing resources around proc
windows. Moving
Surging Totem to being a burst tool at the same
time also gives room for this to exist, without overloading you every 24 seconds
with a checklist of things to set up for each totem. One important thing to note
though - the
Sundering change to now be the vector for old
Primordial Wave
effects are not triggered by
Reactivity.
Ride the Lightning however does provide a convenient way to
stack up
Totemic Rebound consistently, meaning that there's less friction
between the spender vs. strike GCD economy for the tree. For the last two new
talents, the first is
Elemental Attunement which, similar to
Stormbringer, is a filler node for 2% Mastery. The final point though
adds even more up front burst to your
Surging Totem.
Surge Catalyst
mirrors our live set bonus by causing your next
Lava Lash to echo for
bonus damage.
We're still very early in the Midnight Alpha cycle for Enhancement Shaman, but if you're looking for how the spec looks in action you can check out this gameplay breakdown video here:
This page exists as a living document to keep you up to date with Enhancement Shaman changes over the course of Midnight testing. As we move through Alpha and into Beta, expect this page to be updated with new analysis to go alongside any changes that happen. Check back regularly for the latest updates.
Changelog
- 10 Oct. 2025: Page added.
More Shaman Guides
Guides from Other Classes
This guide has been written by Wordup, a frequent theorycrafter involved in a number of class communities. He is also an experienced player who has been in the world top 100 since the days of Sunwell, currently raiding in Echoes. You can follow him on Twitter.
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