3.1.
Midnight Season 1 Release Changes
Midnight Season 1 has released, and with it came a lot of new content.
It brought 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.
Patch 12.0.5 Changes
Patch 12.0.5 is a smaller patch that comes with a handful of class changes
alongside some additional open world content. While the specialization isn't
receiving many changes itself, there are some things worth checking out!
The Voidforge Unlocks!
The Voidforge is Midnight's take on Bonus Rolls and Turbo Boost, allowing you to
target specific big ticket items through a new bonus roll system. You can also
further empower trinkets and weapons, and we have recommendations on our
Gear page.
Void Assaults are Unleashed
Eversong Woods and Zul'Aman are under siege from the forces of the Void. Thwarting
their attacks provide a new way to acquire gear all the way up to Hero level, and
you can check out more on our Void Assault hub
Disrupt Ritual Sites
Sharing a similar reward structure to Void Assaults, Ritual Sites are instanced
content similar to Delves. You can find out all about them on our Ritual Sites page.
Alongside these new features, Enhancement has also received ongoing updates as
Season 1 progresses, which are covered in the sections below.
3.3.
May 5th Hotfixes
Due to some shaky performance in Season 1, Class Tuning targeting Enhancement
has been announced, arriving on May 5th. This aims to lift up some performance
concerns in endgame content:
These present roughly 5% increase across the board for
Totemic - which
remains the go-to pick both for its performance edge and its better suiting
to current content. While this buff does favour
Stormbringer (gaining
up to 9%), it still doesn't close the gap nor does it fix some of its less desirable
damage profile problems. That being said, they are both now within a small enough
margin that preference in all but bleeding edge content allows for both to be used.
Finally, no current builds are changing their selections with this update.
Note - the bugfix relating to
Thorim's Invocation has a currently
unknown impact. Previously there was a bug causing
Maelstrom Weapon
spenders triggered by this during cooldowns to always deal damage at or above 10
stacks (regardless of how many were consumed). Due to not knowing what this fix
entails or the full details of the bug, this could offset the buffs by anywhere
from 2-5% - when this is known the page will be updated accordingly.
Click for Patch 12.0.5 Changes
With the release of Patch 12.0.5, Enhancement received a small number of tweaks
to its healing toolkit.
Enhancement Shaman
The names of both Raging Maelstrom and Overflowing Maelstrom
have been swapped to better reflect their effects.
Overflowing Maelstrom's stacks used for
Healing Surge and
Chain Heal can now stack up to 20, consuming up to 10 with each
cast.
This makes self-healing a bit more flexible, allowing you to bank up to two
back-to-back heals through spending
Maelstrom Weapon.
3.4.
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.
3.4.1.
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.
3.4.2.
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.
3.4.3.
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.
3.4.4.
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.