Enhancement Shaman DPS Uldir Raid Guide — Battle for Azeroth (BfA) 8.2.5
On this page, you will find tips, tricks, and strategies tailored to your Enhancement Shaman for each boss of the following raid: Uldir. All our content is updated for World of Warcraft — Battle for Azeroth (BfA) 8.2.5.
This page will serve as a rough introduction to Uldir based on testing on the Beta, and will be maintained in the coming weeks as more is discovered about the raid through live play. Right now, it will focus on talent options and small observable optimizations that you can execute as Enhancement in each Uldir boss encounter, rather than a full-fledged guide for tackling the boss. Currently, the details are oriented toward Heroic mode and below, but will be updated with Mythic tips as time goes on.
Enhancement Shaman in Uldir
Enhancement Shaman currently appears to have a strong damage profile for Uldir, leaning on strong sustained single target, cleave funneling and instant burst AoE. While the talent tree and gameplay style is quite restricted in options, it comes primed with enough tools to interact with most mechanics as long as heavy survival tools are not mandatory.
Bear in mind that the majority of talent selections presented below will follow a similar pattern to the Talent page, due to the lack of choice within the Enhancement tree.
- Ascendance can be used if you need to funnel heavy damage into adds spawning during the transition phase on the elevator, otherwise your choice on the final tier is largely preference.
- Spirit Wolf can cover dangerous periods of movement when you are out of range to reduce damage, but Earth Shield can also grant additional healing if you find extra globals to maintain it.
- While Nature's Guardian is ideal due to the heavy damage effects, Wind Rush Totem can assist your group around the room if your raid requires it.
Enhancement Shaman Playstyle on Taloc
The fight is comprised of two main mechanics, Plasma Discharge and Sanguine Static. Sanguine Static targets a player in the raid and shoots 5 blood orbs towards the target. Be ready to sidestep the projectiles when he finishes the cast. Try to move through Taloc to make sure you remain in melee range.
A location to drop Plasma Discharge should be marked before the fight begins. You should use Spirit Walk (or Ghost Wolf, if this is on cooldown) to get out of the group and start dropping the blood. Remaining in Ghost Wolf to gain the damage reduction from Spirit Wolf if taken is ideal, allowing you to re-engage the boss quickly. When Taloc has cast Cudgel of Gore and his weapon remains on the ground, make sure not to stand between the boss and his weapon at any time in Phase One or Phase Three.
In Phase Two, you begin your descent into Uldir. Taloc goes immune to all damage and begins to spawn two sets of adds, so try to hold both Sundering and Feral Spirit as he is about to transition. Coalesced Blood is the Phase 2-exclusive add and must be prioritized over all other targets. Volatile Droplet will be soaked or burned down quickly as a secondary target. Ideally try to line up Sundering to hit multiple enemies, and maintain Crash Lightning in this phase as actively as possible.
- Ascendance has great power if your group is struggling in the final phase of the encounter, allowing you to front-load damage into the additional damage taken period but will hinder you in the lead up to it in Phases One and Two.
- Spirit Wolf helps with mobility and allowing you to mitigate damage, but if you find yourself moving between phases out of range of healers, Earth Shield can keep you healthy if necessary.
- Wind Rush Totem can also assist with moving your group more effectively during heavy movement periods if you do not need the personal survival of Nature's Guardian.
Enhancement Shaman Playstyle on M.O.T.H.E.R.
M.O.T.H.E.R is another 3-phase fight, split into three rectangular boss rooms. Each room is on a timer, based on when the boss enters. All players must pass through the barrier and reach the end to defeat M.O.T.H.E.R. before they are incinerated.
Each room has set mechanics. While the boss is in the first room, she will cast Wind Tunnel and Purifying Flame, and once she enters the second room, she can cast Uldir Defensive Beam. Once she reaches the final room, she begins to take additional damage and the fight ends quickly thereafter.
Wind Tunnel conjures a gust of wind in the room, which pushes you towards zones of fire. On Beta, you could stand against the wall where the boss is tanked to avoid getting pushed into the fire. However, the assumption is that this will be changed to no longer work on live. Due to Enhancement being a melee specialization, you should aim to stay active on the boss as much as possible and push against this movement to stay in range. If you are forced out, make use of movement tools (such as Ghost Wolf), or ranged tools like Rockbiter to continue dealing damage. Pay attention to Purifying Flames that appear beneath other raid members, and do not get caught off guard by them.
The main fight mechanic revolves around Defense Grid. Every time players cross into the next room, the entire raid takes damage and adds spawn, based on how many players crossed the threshold. If many players are crossing over, make sure you preemptively cast Astral Shift and actively heal yourself via Healing Surge. If a huge number of people are moving over at once, also make sure to stack Astral Shift with the Spirit Wolf effect for maximum damage reduction.
These adds that spawn when players cross are the top priority in this encounter. They must be stunned, interrupted, and knocked back until they are dead. If their cast completes, the raid will wipe. Depending on how many people move over at once, you should either burn them down one after the other, or AoE them down if there are 3 or more close to each other. Make use of your vast array of interrupt tools in Wind Shear, Capacitor Totem and Sundering to assist in this.
When the boss enters the last room, she will gain a 100% damage taken debuff. Because of this, you have to make sure that your DPS cooldowns and second potion are ready before entering this final room.
- > Ascendance has some uses due to the frequency of being out of range during the encounter via the knockback and requirement to switch to pustules that spawn. It can also capitalise on the sub 50% vulnerability phase if transition timing is right.
- Feral Lunge sees increased use here also as a way to counteract the knockback caused by Shockwave Stomp, and allow you to also engage on newly spawned pustules.
- Wind Rush Totem follows suit with this allowing you to assist your entire group in repositioning, so you should decide on this tier based on what your group will gain the most from.
Fetid Devourer comes with a vulnerability phase that triggers at 50%, causing it to take increased damage from all sources. Despite Enhancement being mostly a sustained damage specialization, you should still aim to have cooldowns available to funnel as much damage as possible during this period.
The main boss casts very few abilities. Rotting Regurgitation is a cone ability targeted at a random player, which must be dodged or you will take a large amount of damage and have Malodorous Miasma applied to you. If you are afflicted with Malodorous Miasma, be it random or through the breath, it will evolve into Putrid Paroxysm, which is another debuff which does substantially more damage in a short duration. If you have this debuff, consider casting Astral Shift or healing yourself via Healing Surge to assist healers, especially if it lines up with Shockwave Stomp.
Shockwave Stomp (Heroic and up) is a raid-wide knockback, which pushes you backwards a considerable distance. You can use Feral Lunge while mid-air from this knockback to move you back to your target and counter this displacement, otherwise use Ghost Wolf and Spirit Walk to reposition quickly.
Two adds will spawn from six waste disposal units at random. You can save Feral Spirit if needed to burn these adds down quickly as they are crucial to kill. Make sure you are aware of their spawn times and have movement tools ready to adjust if needed to engage them quickly.
Zek'voz, Herald of N'Zoth
- Ascendance has uses here to allow you to stay active during the second phase, bursting down priority targets that spawn while moving to them. It also allows you to front load damage whilst your buff is active during Phase Three.
- Your choice between Nature's Guardian, Feral Lunge, and Wind Rush Totem will depend on your group. Guardian will assist with dangerous moments during high raid damage, whilst Lunge will increase your ability to quick swap to new targets for higher damage. Wind Rush will allow you to assist your raid when switching if needed, and to adjust during Surging Darkness.
- Spirit Wolf is always preferable here to assist with you getting out of danger to drop Roiling Deceit, and reduce the damage when applied and you are moving out of the group.
Enhancement Shaman Playstyle on Zek'voz, Herald of N'Zoth
This encounter is split into three phases, with a few basic mechanics that persist through the whole fight. The main mechanic is Surging Darkness. This creates three zones of darkness centering where the boss cast the ability. One zone will be safe for every pulse. Make sure to use Ghost Wolf if you are out of position, and in emergencies make use of Spirit Walk.
Phase One spawns many Silithid Warriors that fixate a target and can be stunned and burned down effortlessly. Try to activate Crash Lightning if possible, and when the adds are grouped up cast Sundering for maximum effect. Do not be too aggressive doing this however, as they will fixate you and apply Jagged Mandible if you are too close.
During Phase One, players will be targeted with Eye Beam at random. Players fixated by C'Thun's gaze will have a small indicator below them that will show if they are standing close enough to cleave another player. Always avoid having other players in your circle while being fixated and use a personal coolwdown, such as Astral Shift, or if this is not available shift into Ghost Wolf to trigger Spirit Wolf.
Phase Two is a priority damage phase. Three adds will spawn and begin casting on players. These casters can be interrupted, stunned, crowd controlled, but not moved. Wind Shear should be used to interrupt them. The boss mechanic during this phase casts Roiling Deceit on a handful of players. These players will take damage and then drop a cloud at their feet upon expiration. Get this cloud out of the raid by using Ghost Wolf or Spirit Walk, moving away with enough time before the debuff expires.
Phase Three is the final phase of the fight. There will be no more adds or previous Old God mechanics during this phase. Instead, the boss will spawn Orb of Corruption around the boss room. These orbs must be soaked by players. Players who soak the orb get a temporary damage increase and once the buff times out, they will be mind controlled until killed. Mind controlled targets must be silenced, stunned, or interrupted while they live. You should soak one of these orbs while all your cooldowns are ready, so you can maximize the DPS bonus from the orbs.
- Ascendance can be used to front load damage if you need to quickly burn any add spawns that are not covered by the raid, but generally is not preferable.
- Spirit Wolf is invaluable in this encounter due to the high amount of time spent not dealing damage in the down phase. This reduces your damage taken significantly and also allows for much more flexible movement around the area.
- Wind Rush Totem can be taken to assist your raid with the various positional mechanics if it is an issue, but most players should have their own tools to cope with each mechanic.
Enhancement Shaman Playstyle on Vectis
Vectis will begin the fight by casting Omega Vector on a few party members. This debuff does not expire and will bounce from target to target the entire fight. Every time the debuff bounces, the player contracts one stack of Lingering Infection, which increases all nature damage taken. While Omega Vector deals Shadow damage, other fight mechanics deal Nature damage.
During the "up phase", the boss will cast two abilities. Contagion is a raid wide Nature damage explosion and Gestate stuns the target dealing Shadow damage to all players around the target and spawns and add. This add must be burned down immediately or the healing absorb debuff it casts on the raid will be too much for your healers. If you get this debuff, you should make use of Ghost Wolf to move out of the group and capitalise upon the Spirit Wolf effect, and then use the movement speed bonus to re-engage quickly.
Vectis submerges and spawns Plague Bombs, which must be soaked by players. During this phase, Vectis will also send out waves of blood that must be sidestepped or the player will take a stack of Lingering Infection. These waves of blood move quite quickly and are hard to dodge if you are close to the submerged boss, so you should remain relatively far away. You should spend the majority of this phase in Ghost Wolf to take advantage of Spirit Wolf, allowing you to adjust quickly to avoid waves whilst also catching Plague Bomb soaks that are hard to reach.
- Ascendance can be used to front load damage if you need to quickly burn a particular add wave down quickly, but is less flexible than Elemental Spirits.
Enhancement Playstyle on Zul, Reborn
There are three sets of adds that spawn in Phase One. Nazmani Bloodhexer spawn in packs of two and must remain separated. Focus these first and kill them quickly. If your group runs a strategy in which you crowd control these adds, you can use Hex on them when needed. The second Bloodhexer may possibly cast Congeal Blood; the add that spawns from this cast is the only target that takes priority over the two Bloodhexers. Bloodhexers can be hard crowd controlled, knocked back, stunned, and silenced, as well as the add that they spawn. These adds are the ones you will most likely want to use your DPS cooldowns on.
Nazmani Crusher is your second priority and Bloodthirsty Crawg are normally just burned down through passive cleave. The Crushers will spawn one at a time and the Crawgs will spawn four at a time. When there are no Nazmani Bloodhexers active, funnel your damage into this target whilst cleaving other nearby enemies.
Minion of Zul will spawn following a Dark Revelation cast, which cannot be damaged. When these are dispelled via Purge however, they are killed so you should be ready to do this. Tremor Totem can be placed pre-emptively to remove the Fear effect if they reach a player.
Phase Two activates at 40% health, and you should shift to focusing all of your damage on Zul himself to burn him down before the platform is covered in Ruptured Blood. There are no other significant changes for melee to deal with in this phase.
Mythrax the Unraveler
- Ascendance can be used to front load damage during the intermission phase to burst down adds, but this should only be necessary if your group struggles in this phase.
Enhancement Shaman Playstyle on Mythrax the Unraveler
This fight consists of a boss phase and an intermission phase. During the boss phase, just be aware of any Annihilation stacks you have. Clear them if they get too high, or if you are called to clear them using Existence Fragments. You can limit the number of stacks you receive by avoiding casts of Obliteration Blast, which targets a random player and shoots a laser at them, and its intermission counterpart, Obliteration Beam. If you get Imminent Ruin, run to the edge of the room in Ghost Wolf, capitalizing on the Spirit Wolf damage reduction and movement speed. Stay in this form to quickly move back to the boss.
Throughout the phase Oblivion Spheres will be spawned throughout the room, charming nearby players — note this cannot be broken by Tremor Totem. Players are knocked back when damaged in this state, and the charm is broken when they leave the sphere's range, dealing damage to the raid when this happens. You should do this in co-ordination with your group to stagger these AoE blasts, and get your group free as quickly as possible.
At 75% Health, the boss moves into the middle of the room and takes 99% less damage, so make sure you do not activate your DPS cooldowns when the boss is close to 75% Health. During the intermission, two large N'raqi Destroyers spawn and must stay separated while being burned down. Additionally, several players will be targeted with Visions of Madness. Try to stay grouped so players can cleave them down easily. Wind Shear any adds that are out of the main group.
Damage timings are very telegraphed during this fight. Raid-wide damage is dealt after every mind control break, at the beginning of every intermission, and also when Imminent Ruin expires. If any mechanics line up, or you are afflicted with Imminent Ruin, be sure to use your Astral Shift or switch into Ghost Wolf in anticipation.
- Ascendance helps to burst high priority targets in Phase One when affected by Dark Bargain, and also to front-load damage into the exposed period caused by Reorigination Blast in Phase Two.
- Both Spirit Wolf and Earth Shield are helpful if you are on duty carrying the orbs around the upper platforms, keeping you healthy when away from the rest of the raid.
- Nature's Guardian, Feral Lunge, and Wind Rush Totem are all personal choices. Nature's Guardian will keep you topped off in dangerous situations, Feral Lunge will assist with you escorting the Orbs, and Wind Rush will allow you to help other raid members during high movement sections. This selection is personal based on what your raid needs the most.
Enhancement Shaman Playstyle on G'huun
G'huun is the final boss of the raid. The encounter consists of an upstairs minigame portion, as well as three downstairs phases.
Enhancement Shaman are a decent choice for the upstairs mini-game, due to both Feral Lunge as a charge to move ahead to pustules you can gain a headstart. You can then augment this with the slow suppression from Ghost Wolf, and assist with breaking extra pustules if paired with someone else via Lightning Bolt. So, if your group is lacking Warriors, Monks and Demon Hunters, Enhancement can fill in with another player quite comfortably.
Phase One is the add phase. Your focus in this phase is to cleave down all units, but have at least one target ready to be focused down. The priority is Blightspreader Tendril (Heroic and up), then Cyclopean Terror, and finally Dark Young. Make sure all casts during this phase are interrupted. The Dark Young add will cast an ability called Dark Bargain in a circle around itself. If you take one stack, you deal increased damage and healing but also take increased damage. If you get a second stack, you will be mind controlled. You can coordinate with your healers to get one stack of this for bonus DPS. You should make sure to line up your DPS cooldowns for this buff. During this phase, G'huun will also cast Explosive Corruption on one random player. This player should move to the edges of the room, so they do not infect any other members. This ability will persist through the fight. You need to be aware of this and move out quickly using either Ghost Wolf or Spirit Walk before this expires.
When G'huun is forced from his lair, he stops stops spawning the adds from the previous phase and brings new mechanics to the fight. Be sure to spread to reduce stacks of Putrid Blood contracted from the Wave of Corruption. A player will be targeted with Blood Feast, rooting them to the ground. Stack up on that player to remove all stacks of Putrid Blood. He will spawn a Gibbering Horror, whose strength is increased by the amount of Putrid Blood stacks that were removed. Focus this down when it is active to prevent Mind-Numbing Chatter from interrupting the group.
At 15% health, the final phase begins. The upstairs mechanics end and the raid takes a large amount of damage. Only two new mechanics are added to the phase, but you are no longer able to remove Putrid Blood, so spreading is very important. Malignant Growth (Heroic and up) must be moved away from if they spawn nearby. G'huun will also be casting Gaze of G'huun, which will fear you if you face him, so make sure to turn away right before it. Tremor Totem can be used however to counteract this effect.
- 25 Jun. 2019: This page has been reviewed for the release of Patch 8.2 and no changes are necessary.
- 03 Sep. 2018: Preliminary update for Uldir launch week.
- 11 Aug. 2018: Page created in preparation for the eventual Uldir release.
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