3.1.
Midnight Season 1 Release Changes
The Midnight Season 1 is finally here, and with it comes a lot of new content.
It brings with it Three new Raids, alongside heralding the start of Season
1 for both Mythic+ and PvP. With all the new things available, we've provided
some dedicated hubs covering everything available!
3.2.
Class Tuning
As Season 1 has progressed, Blizzard have announced additional tuning to raise
Enhancement's damage relative to the field. These weight slightly toward
Stormbringer, but are an increase to throughput with all builds in both
single-target and AoE:
These buffs result in roughly 3.5% increased damage for
Totemic in
single-target, and 4% in AoE. For
Stormbringer on the other hand, it
gains over 6% and 8% respectively. Despite this though,
Totemic is still
firmly ahead by a good margin in all situations, with a significant lead
in single-target and high target count AoE,and remains the go-to selection in
endgame content. These changes also have no major impact on chosen builds, nor on
rotational priorities.
Click for 18th March Hotfixes
With the release of Season 1, Blizzard announced some significant buffs for
Enhancement Shaman arriving on March 18th. These are mostly universal increases,
affecting most of our damage tools:
These changes represent roughly a 10% damage increase to both single-target and
AoE, significantly increasing Enhancement's damage potential. These have no real
influence on Hero Trees though, so
Totemic remains firmly dominant in
all situations. While this is a significant buff that leans even further into our
burst AoE niche, due to other tuning happening at the same time, it doesn't really
move the spec up or down in performance estimates in Season 1.
Bear in mind though, Blizzard have stated an intent to keep tuning over the
course of the next couple of weeks, so things may change. If anything more happens
for Enhancement, expect this guide to be updated with new information, or if
any new theorycrafting findings are made.
3.3.
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.
3.3.1.
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.
3.3.2.
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.
3.3.3.
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.
3.3.4.
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.