Enhancement Shaman DPS Mythic+ Tips — Dragonflight 10.2
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Enhancement Shaman in World of Warcraft — Dragonflight 10.2.
Unique Challenges of Mythic+
In Mythic+ Dungeons, in particular at higher key levels, you will be presented with some of the most challenging and competitive PvE content available in WoW alongside Mythic Raiding.
In keystones, when playing as Enhancement, your responsibility to contribute to the group's success will be higher than in most raiding groups due to the smaller size. Therefore, skill and execution of strategy are crucial. Being versatile and able to adapt to any situation is a key factor here and one of the main things that differentiate it from the more specialized builds used in raiding.
On top of damage, you will also be required to interrupt, dispel, and support the group at the same time. That means some of the abilities you otherwise would not use often can be invaluable to your group, so make sure to utilize your entire suite of tools.
In this guide, we will be discussing the finer points of Enhancement Shaman and how to get the most out of it, how to gear and set up your character, and some tips to push yourself further.
If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our Dragonflight Season 3 page below.
Enhancement Shaman Mythic+ Talent Builds
If you want more information about talent options and whether some could be useful in certain situations, you should use our dedicated Talent page.
In Season 3, the dominant Mythic+ build for Enhancement seems to firmly be the Elementalist archetype we have played throughout Dragonflight with some slight adjustments to go with the new Talent Tree changes. It works both with the Tier 31 and Tier 30 set bonuses, and also has a variant that only works with Tier 31. Due to it still being a popular option, I will also list appropriate Storm builds to use, but be advised that this season, it seems much less likely to be worth using. A quick import link for the recommended build is:
- Elementalist: BcQAAAAAAAAAAAAAAAAAAAAAAIRSKRCCJhcgk0QJRCAAAAAAAAAAAAoEhkQiSKiCJtkkCgSQCBC
Build Deep Dives
Deep Dive: Elementalist M+
A mainstay throughout Dragonflight, and Season 3 only leans further into its strengths. Alongside some very welcome updates to the tree to open up flexibility, the Tier 31 set bonus synergizes with it perfectly (although the build still works perfectly fine with the Tier 30 bonus as well). It provides excellent AoE and Cleave, potent funnel, high burst, and now also a reasonable single-target profile. It specializes in flexibility, bringing something to the table in nearly every situation.
Its gameplay centers around Flame Shock spreading to grant increased
access to
Lava Lash, allowing us to apply
Lashing Flames to
multiple targets quickly. Alongside that,
Crash Lightning significantly
increases
Maelstrom Weapon generation, raising the frequency of
Feral Spirit casts, and to cap it off, we have explosive
Primordial Wave
moments for burst.
Talent Considerations
Thanks to changes in the talent tree in Patch 10.2, there are now a number of available options for us depending on your group and the damage profile and how much utility you wish to bring:
Maelstrom Weapon Generation - a problem previously, we now have multiple options to increase this, especially in single-target between
Swirling Maelstrom and the updated
Elemental Assault. Depending on other choices, you will have 1-3 points to spend on this, and my personal recommendation in order of strength is:
- 1st pt
Elemental Assault >
Swirling Maelstrom > 2nd pt
Elemental Assault
- 1st pt
Elemental Blast - Can now easily be accessed for just one point. While this is very single-target focused, it raises our funnel potential and cleans up some of our single-target problems when forced onto bosses, making it an extremely good investment.
Sundering - Now more of a utility option, bringing some good burst AoE but mostly granting us an extra AoE stop. This can be dropped, but if you are still using the Tier 30 set make sure to take this.
Windfury Totem - This is now much more difficult to fit into a build due to the easier access to high value points. Should your group heavily lean into these benefits such as if there are Rogues present, you can consider it, but it is less of a lock-in in Season 3.
Deep Dive: Elementalist (Frost)
New for Season 3, this is a specific alternative to the regular Elementalist
build. The core structure and gameplay goals remains the same, but it trades
out Lashing Flames as its AoE delivery method to instead focus on
Legacy of the Frost Witch and
Hailstorm combos. This is slightly
behind in output, but is easier to execute while providing equal funnel. These
two builds are close enough that, for most situations, it comes down to
preference. Something to note is, this build only works with Tier 31.
The core gameplay sees a shift where, instead of making as much use out of
Lava Lash as possible to apply
Lashing Flames; instead, it
makes use of Frost damage increases. Thanks to the increased
Maelstrom Weapon
generation in AoE, it can trigger
Legacy of the Frost Witch to comfortably
buff each
Hailstorm for high burst AoE. This also extends to funnel,
where back-to-back spenders can buff
Elemental Blast for huge priority
damage, alongside having access to
Primordial Wave for explosive burst.
Talent Considerations
Unlike the regular Elementalist build, this is much more locked in due to the
constraints both in the middle and bottom of the tree. This means sacrifices like
Sundering have to be made to make room for everything. Two points in
Legacy of the Frost Witch below the 20 gate are required, meaning the only
Maelstrom Weapon talent that can be accessed is
Swirling Maelstrom
which is always taken. The flexibility and utility trade-off is there, but in
exchange, you get an easier-to-execute playstyle that is more frontloaded than
the more complex Lashing Flames version.
Deep Dive: Storm
While in Season 2 Storm was able to be reasonably competitive, Season 3 seems to have pushed it out. The main issue is how many talents it normally avoids are needed to make use of the Tier 31 bonus, which is an issue only in AoE. The previous pick-up-and-play style is largely gone, and instead, it just has too many things it needs to juggle and requires too many compromises. It can specialize well into either single-target or AoE, but unfortunately Mythic+ requires both. The best-performing build leans into AoE as follows:
Talent Considerations
Much like Season 1, in Season 3 Storm requires specialized packages that lean
in one direction or another. Sacrifices need to be made in either single-target or
AoE. Due to the Tier 31 bonus requiring Primordial Wave and
Molten Assault
to support it, the strain happens at two points: center and bottom. You should
pick between either of the two sections depending on what you are looking for
from your damage profile:
Middle Block
Tempest Strikes /
Storm's Wrath - This is the more single-target focused option to augment the normally weak throughput when forced into these situations. Unfortunately, neither of these provide cleave or AoE benefits.
Fire Nova /
Swirling Maelstrom - This further improves the high burst AoE, and leads to even higher
Maelstrom Weapon generation. On the other hand, it confers virtually no single-target benefit.
End Block
Primal Maelstrom /
Splintered Elements - This plays more into the Tier 31 bonus, and the additional Haste amplifies the already very strong
Doom Winds uncapped AoE. This is generally the recommended choice.
Deeply Rooted Elements through
Thorim's Invocation - The previous best, this does provide a lot of single-target and confers good AoE, it however far less reliable. This is still an option, but the talent point limitations at the bottom of the tree forces it to the second point from
Legacy of the Frost Witch, which is quite costly.
Storm Cleave - Tier 30
This is only a consideration for builds before Tier 31, as it avoids all of
the effects that enable Primordial Wave. The build itself is the previous Season 2
build Storm Cleave, which is a skinny package that brings uncapped AoE and a well-rounded
damage profile. Ease of execution is also a strong point, making it a great starter
build, but as Season 3 progresses, its performance struggles to keep up.
There are not any real talent swaps worth considering as the build is fairly
robust, with good synergies throughout. Its AoE is a cycle of Crash Lightning,
Chain Lightning and
Stormstrike to fish for
Deeply Rooted Elements
procs, alongside big burst moments with
Doom Winds and
Sundering.
Single-target also largely plays like a regular Storm build, with most of the
key elements present focused around the same Ascendance proc fishing.
Tier Set Gameplay
Depending on your currently equipped set bonus, there are some small considerations. Due to there being a gap in acquisition at the start of the season, some small tips to play around them in Mythic+ are as follows:
Tier Set Details
Amirdrassil Set: Tier 31
The Amirdrassil bonus heavily improves Primordial Wave, both adding
an extra damage window to it and significantly reducing its cooldown. For
Mythic+ this is perfect, meaning you are cycling between burst
cooldown windows roughly every 25 seconds (or less, depending on
Maelstrom Weapon
generation). This means you will usually be able to open on every pack
with heavy burst to get started quickly with the extra Haste from
Splintered Elements.
Due the two-way cooldown reduction between the 4-piece and Primal Maelstrom with
Witch Doctor's Ancestry, it means that you will regularly be reducing
both of these. Some CDR will always be wasted between these two, but in Mythic+
it is generally preferable to prioritize
Primordial Wave here
for additional burst moments.
Lastly, a final consideration is that Alpha Wolf in Storm builds
does impact the 2-piece
Feral Spirit spawned, so provides some
extra synergy in AoE.
Aberrus Set: Tier 30
While soon to be retired in Season 3, for the early weeks, this is still
relevant. This requires you to take Sundering in all builds, which
limits some options but still provides the excellent burst AoE boost that
we had throughout Season 2.
Elementalist still generally aims to overlap this with each Primordial Wave
cast for the added Mastery, while Storm makes sure to align every other cast
with your
Doom Winds window. The 4-piece, on the other hand, largely
plays itself, as we generate so much
Maelstrom Weapon that
Chain Lightning
casts are very frequent.
Affixes in Dragonflight Season 3
As your key level climbs in Mythic+, you will encounter additional affixes each week throughout the season. The first activates at level 7, adding effects that trigger during combat, and the second begins at level 14, that trigger on enemy health thresholds or death. Enhancement has some unique tools to deal with the following affixes, and those not mentioned require no change:
Dealing With Affixes as Enhancement
Afflicted
Afflicted spawns up to two Afflicted Souls throughout the
dungeon when in combat. These have a 10-second cast Afflicted Cry that,
if successful, reduces the Haste of all players by 100% for 10 seconds that
can stack.
This can be stopped through any friendly dispel effect or through
healing the souls. Enhancement brings multiple tools to deal with this, with
the strongest being Poison Cleansing Totem that will clear up both,
allowing your healer to focus on the group instead.
Cleanse Spirit
also works, alongside using
Maelstrom Weapon as a last resort to
heal them quickly.
Entangling
Entangling periodically snares all players in the group, spawning a circle around you and snaring you by 30%. If you do not snap the vine by getting out of the area within 8 seconds, you will be stunned for 3 seconds.
Enhancement has no real issues dealing with this, thanks to Ghost Wolf
which suppresses the slow, allowing it to get out easily. It also has two active
options to clear it with
Thunderous Paws and
Spirit Walk, which
are both recommended as backups when this is active.
Incorporeal
Incorporeal spawns up to two Incorporeal Beings roughly every 45
seconds. These begin a 5-second cast Destabilize that, if successful,
reduces the damage and healing done of all players by 50% for 10 seconds and can
stack.
These enemies are vulnerable to all crowd control and interrupts, therefore
Enhancement should always play Hex during these weeks. You can drop
Winds of Al'Akir to path through Hex and
Voodoo Mastery to
Spirit Walk to make the cooldown more comfortable. If it is not ready,
use
Wind Shear to buy time and prevent any casts going off.
Bursting
Bursting causes each non-boss enemy to apply a stack of Burst to all players, dealing heavy Shadow damage over 4 seconds, and can stack. If this happens, it will refresh to the full duration.
The best way to counteract this is to stagger your damage carefully with your
group, however if a large number are set off at once, then using Astral Shift
to take pressure off your healer can help. Alongside that, dropping
Healing Stream Totem
and spending excess
Maelstrom Weapon to assist in healing while the group
stabilizes is recommended.
Sanguine
Sanguine causes all non-boss enemies to leave behind a pool of Ichor, dealing 15% of players health in Shadow damage per second while inside. This also heals enemies by 5% while inside, and pools last for 12 seconds. Pools no longer stack if they are connected in Season 3.
Managing this is largely on the group and the tank moving enemies out of the
area, while you aim to avoid them. Some will always slip through, however, so
removing Thundershock so you have access to
Thunderstorm
to knock them out can be very helpful.
Spiteful
Spiteful causes all non-boss enemies to spawn a Spiteful Shade, which fixates on a random player in the group. These slowly lose health, and deal heavy melee damage if they get close.
Due to how dangerous these are, having some form of control or escape when
each group of enemies die is advised. Earthgrab Totem can be helpful
here to buy some time quickly, but if you are forced to tank them for long
then
Astral Shift is advised.
Rotational Considerations for Enhancement Shaman in Mythic+
The main rotation will be very similar to the one outlined in our
rotation page for either single-target or AoE situations. However, unlike in
raids, the majority of pulls are much shorter than raid encounters, and there is
downtime between them that can be leveraged for extra benefits. This also means
you should consider holding high-damage tools such as Primordial Wave
and
Sundering for a fresh pack if the current one is about to die.
The details below are primarily specific to the make-up of dungeons, so if you are looking for a general overview instead, then use our Rotation page:
Mythic+ Opener for Enhancement Shaman
While we previously offered an opener here for Mythic+, the Rotation page update for Patch 10.2 now comprehensively covers different scenarios for opening in both single-target and AoE. We recommend heading there to get more detailed information depending on your build and loadout.
The general rule to keep in mind for Mythic+, though, is that you want to get
your 6 Flame Shocks active as quickly as possible,
Feral Spirits
active and use
Primordial Wave. The order in which you do this depends
on your set bonus, and other effects dictate how you weave it in, but this is
the main goal when entering into a pull. Make sure to check the main page
as mentioned for details on this order:
Maelstrom Weapon Management
Starting a pull with some Maelstrom Weapon left over from the
previous pack is usually very helpful for smoothing out the opening. If a pull
is about to end and mobs are dying, avoid overspending stacks to finish them off
and instead carry them to the next group of mobs. This advice also extends to
Hailstorm stacks if you expect to chain pulls together.
Cooldown Usage and Optimizations
Planning your cooldown uses throughout a dungeon is a major part of optimization when considering Mythic+ routes. Knowing the strengths of each and how to make the most of each window is covered below:
Major Cooldowns
Primordial Wave
This is one of our strongest Mythic+ tools and, as such, is the thing you
should play around the most. Your entire opening sequence should be setting up
for as many Flame Shocks as possible and then casting this for a strong
Splintered Elements window to get yourself started. Due to its low
cooldown, this is used as often as possible to avoid wasting uses unless a
pack is about to die and the follow-up buff would be wasted.
In boss encounters, this is simply a burst tool, so if there are adds
that are going to spawn, then make sure this overlaps with them to gain additional
damage from hitting extra targets - it is almost always worth delaying it
to do so. Also, make sure that Feral Spirit is on cooldown when
you cast this to avoid wasting the cooldown reduction provided by the
Maelstrom Weapon it generates.
Doom Winds
Make sure to get as many active Crash Lightning casts inside the
window as possible. This usually caps at 2-3, so long as you have spare
Maelstrom Weapon to activate the cooldown reduction from
Chain Lightning, so have this ready as you cast it. Try to also sync it
up with
Sundering as this also triggers
Windfury Weapon in AoE.
If you are playing
Splintered Elements, aim to fit these windows in
during the buff, as it lasts 12 seconds and makes it significantly easier to
get extra
Crash Lightning casts in.
Feral Spirit
If you use the base Feral Spirit or
Alpha Wolf talents,
you will gain a multiplicative stacking buff to your physical abilities for
each active wolf. As a result, you should try to align your
Sundering
and
Doom Winds casts with these windows to capitalize on
increased burst damage from stacking cooldowns. Alpha Wolf, on the other hand,
should naturally be getting activated by your rotation.
If you have the Elemental Spirits talent instead, then the buff provided
by your wolves will depend upon the type randomly summoned, increasing
the damage done by your Fire, Frost, or Nature abilities by 20% stacking
multiplicatively per wolf of the same type.
Elemental Blast derives full
benefit from any combination of these buffs, so you should bank your
Elemental Blast charges to unleash into
Elemental Spirits
windows where possible if you have incorporated it into your build.
Additionally, all versions of Feral Spirit serve as a significant
source of
Maelstrom Weapon stacks and contribute a bit of extra
single-target damage with their attacks. This ability should be mostly used
on cooldown, especially if you are talented into
Witch Doctor's Ancestry
as this effect will rapidly refresh the cooldown of your wolves, and thus, any
time spent sitting on a
Feral Spirit cooldown is time spent, not reducing
its cooldown - resulting in a significant DPS loss over time.
Ascendance
Ascendance generates a powerful AoE Nature damage
explosion from the on-cast burst, so if you are anticipating the arrival of a
large pack of enemies, it may be worth holding off on using it right away in
order to benefit more from the explosion. If talented into
Thorim's Invocation, make sure that your
Windstrike is primed to
fire the correct
Maelstrom Weapon spender (either
Lightning Bolt
or
Chain Lightning) for the situation you are facing before you use the
cooldown - otherwise, your
Windstrike casts will not convert your
Maelstrom Weapon stacks into damage as efficiently as possible.
Enhancement Shaman Survival and Mobility in Mythic+
Having access to some strong movement and survival tools is necessary for success in Mythic+, but usually, the most important is your defense out of the two. You should only take as much mobility as you need to get through rather than what is comfortable and focus the rest on defense to survive punishing mechanics. For defense, considerations are:
Astral Shift + Follow-up Talents - Always taken, it is our strong off-GCD defensive tool and is the staple for surviving dangerous mechanics.
Brimming with Life - a flat 8% Health bonus is mandatory in higher keys.
Spirit Wolf - a consideration if lethal mechanics are too frequent to cover with active defensives but do cost damage to make use of.
Earth Elemental - the flat HP boost can be used alongside damage reduction tools to survive extremely high damage events and has a long duration, but the cooldown can be restrictive depending on the dungeon being run.
Earth Shield - Provides a small amount of bonus healing at the cost of some GCDs, alongside boosting our off-healing on ourselves. Worth taking due to being a low-cost point.
Ancestral Defense +
Elemental Warding - passive damage reduction tools that work at all times at a low point cost. Over the course of a dungeon will grant a lot of additional survival, so it should always be considered.
For mobility, we can usually get away with just Ghost Wolf and
Spirit Walk
to deal with most situations, but consider
Thunderous Paws if you need an additional
root break or
Gust of Wind for some displacement. After that, points
should be spent on some of our utility options.
Enhancement Shaman Utility in Mythic+
Another important aspect of Mythic+ comes in the form of utility. These are tools we come equipped with that allow us to interact with each pull (mostly) unrelated to damage, but instead pull management and control:
Utility
Single Target Crowd Control
Wind Shear is your interrupt tool and is one of the best available to
any class. Being both ranged and having such a low cooldown makes for an
excellent tool to disrupt targets with interruptible casts continually. You
should be the one aggressively going after dangerous interrupts; allow other
classes with longer interrupt cooldowns to handle less frequent casts or to be
saved for emergencies if possible. Coordinate this with your group
before starting the dungeon.
Lightning Lasso can be used as a single-target stun, but the damage
it deals is nowhere near as much as you would be doing when not channeling. This
is moreso used to interrupt a cast than canceled to continue dealing damage
through other methods and has a very contentious choice on the node, which
makes it more niche.
Hex is somewhat similar to
Wind Shear as it allows you to
either control a dangerous enemy before combat begins or interrupt a cast in
an emergency. This cooldown can be reduced by 15 seconds if you
talent into
Voodoo Mastery, or it can be made to apply a 70% slow to an
enemy after the polymorph effect expires with
Enfeeblement.
Area of Effect Crowd Control
Sundering is an incredibly versatile tool, often able to act as a
pseudo-interrupt against multiple targets that are otherwise immune, and does so
while also delivering a huge burst of damage. While it will not work on every
target, be sure to pay attention to enemies that it does incapacitate so you can
effectively use this feature in the future. With the Tier 30 set bonus being
retired, this returns as something we can hold for high-impact stops, but is
no longer always taken - instead, it is a utility pick for some builds when
you need extra control.
Capacitor Totem is your AoE stun tool to lock down mobs as you begin
a pull to stabilize. This tends to be extra useful on larger pulls to allow the
tank to grab aggro before enemies begin casting or to prevent key
effects. This can be further enhanced with the
Guardian's Cudgel or
Static Charge talents.
Guardian's Cudgel is extremely potent in
spawning a second
Capacitor Totem when the first one triggers,
increasing the stun duration (at the cost of additional diminishing returns),
while
Static Charge will reduce its cooldown per target struck.
Thunderstorm (with
Thundershock) is another powerful AoE
pseudo-interrupt, being able to knock several enemies up into the air and
disrupt spells that cannot be cast while moving. Be sure to practice using it
to learn which enemies it works against and which are immune. For
the vast majority of the time,
Thundershock will be the preferred form of
this ability, as keeping enemies together will make follow-up crowd control more
effective and maintain DPS uptime on targets in AoE. In niche situations,
you may need to utilize
Thunderstorm's knock-back effect to deal with a
specific mob or group of mobs or to move enemies out of
Sanguine
pools.
Earthbind Totem and
Earthgrab Totem can significantly
impair the movement of groups of enemies, aiding in your tank's ability to kite
them should it be required.
Hailstorm is also useful as a constant
slow while executing the rotation if talented.
Offhealing
While healing is not your primary role, we can use multiple tools to help the
party in deadly situations. A Maelstrom Weapon empowered
Healing Surge or
Chain Heal can help to stabilize you or an
ally and should be used in emergencies.
Healing Stream Totem can be
taken and used whenever a gap in your rotation happens to help out, but points
are usually too tight to be able to take this. We can also talent into
a powerful healing cooldown with
Ancestral Guidance, which provides
huge group healing during situations where we are dealing AoE damage.
Being proactive with healing tools is an effective skill to learn as an Enhancement Shaman, and while you should not be taking responsibility for the group's health, recognizing when you can jump in at critical moments can be the difference between life or death for the party.
Offensive / Defensive Dispels
Your toolkit includes an offensive dispel in Purge, a decurse in
Cleanse Spirit, a fear, charm, and sleep break with
Tremor Totem, and a poison removal with
Poison Cleansing Totem.
These effects are specific to certain dungeons, and you will often find yourself
using these to deal with certain enemies. Be sure to adjust your talent loadout
per dungeon to best deal with the most dangerous aspects of each.
Other Utility
Earth Elemental is a potent emergency tool if the tank
either dies or is struggling to handle a pack. It can also be used as a personal
defensive cooldown to grant yourself additional maximum health. This has a long
cooldown, so use it wisely. Also, be aware that the AI can sometimes be
problematic, as it will rarely move with you once it has grabbed aggro -
a particular problem in
Sanguine weeks.
Mana Spring can help out your healer with some additional Mana
regeneration should they be struggling to keep up in a dungeon, and is an easy
point to access. However, our talent points begin to get quite tight with all
of the control tools we often take, so this is an optional bonus rather than
a locked-in pick.
Reincarnation allows you to resurrect after dying. This can be
used to get back up after a lethal ability, or more importantly, it can
skip certain packs. The ability to run ahead with your group, die, self-revive,
and then resurrecting them is a niche tactic that some dungeon routes opt to
use.
Bloodlust and
Heroism are mainstays of all group content,
and providing it is almost always a benefit to your party. Be sure to coordinate
with your group when the most effective time to use it will be.
Gear and Trinket Options for Enhancement Shaman in Mythic+
There are no significant alterations to the gear choices you should be making compared to normal single-target and AoE situations. However, we heavily recommend simming your character to make sure. Having Patchwerk and then Hectic Add Cleave/Dungeon Slice profiles alongside a full 5-6 target AoE profile at varying durations to see what can be optimized are the ideal profiles to use and use all of that information to make decisions. Unfortunately, this is a time-consuming process, but due to the nature of dungeons, simulating them is slightly more awkward.
Trinkets tend to lean toward on-use or proc effects that are powerful in all situations rather than specific ones, so your mileage may vary compared to those picked in raids. In Season 3, there are a number of very strong options that can serve us well, with 4 particularly strong ones worth considering
Pip's Emerald Friendship Badge - this provides passive stats at all times, with occasional flare-ups into big damage moments. This makes it both consistent and potent, making it great for our high-frequency burst moments.
Porcelain Crab - a very standard Mastery proc effect (which is great for our AoE damage). High uptime, alongside additional Avoidance to help with some of our survival issues makes this a great all-rounder.
Witherbark's Branch - the only strong on-use trinket worth considering for Mythic+, this provides a variable (and very large) duration Mastery buff, depending on how willing you are to play around it. How strong this is comes down to how hectic the situation is, as finding and manipulating the globes that spawn can be difficult.
Mirror of Fractured Tomorrows - while 3-minute cooldowns are less than ideal for Mythic+ planning, this is a huge amount of on-demand Mastery for 20 seconds. Similar to how strong Puzzle Box was for us in Season 1, this fills the same role of giving us an extra burst window to layer onto our other tools.
For more details on overall gear options and where to find them, you can check out our Gear page here:
Changelog
- 09 Nov. 2023: Restructured and updated for Patch 10.2.
- 06 Nov. 2023: Updated link to Mythic+ hub.
- 04 Sep. 2023: Some restructuring for Patch 10.1.7, added in Infurious Boots of Reprieve as a crafting option.
- 20 Jul. 2023: Added note about Sporecloak to gear section for key pushing.
- 10 Jul. 2023: Updated for Patch 10.1.5 with shift to Storm Cleave for Storm builds.
- 01 May 2023: Updated for Patch 10.1 and new Season 2 builds, alongside initial Tier set opener.
- 20 Mar. 2023: Reviewed and added small improvements for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
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 also follow him on Twitter.
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