Enhancement shaman DPS
Disclaimer: I didn't color coat this because it's suppose to be a useful guide, not the cover a fruit loops box. White is easiest to read. Please don't flame. I do not say I am the perfect shaman, but I think what I so is pretty good.
This is my first serious post, took me nearly 2 hours. So if you like it +Rep me.
Spec
Your spec is 0/45/16. Dont Argue.Talent Calculator - World of Warcraft
Enchants
Head
- - -Glyph of Ferocity
Shoulders
- - -Might of the Scourge - Drops off Sapphiron inNaxxramas
- - -Greater Inscription of Vengeance - Aldor
- - -Greater Inscription of the Blade - Scryer
Chest
- - -Enchant Chest - Exceptional Stats
Wrist
- - - Enchant Bracer - Brawn
Hands
- - - Enchant Gloves - Major Strength
Legs
- - - Nethercobra Leg Armor
- - - Cobrahide Leg Armor If you're a cheap shit
Feet
- - - Enchant Boots - Cat's Swiftness
- - - Enchant Boots - Dexterity If you're broke
Fingers
- - - Enchant Ring - Stats For 375 Enchanter's
Mainhand
- - - Enchant Weapon - Mongoose
- - - Enchant Weapon - Potency If you're poor
Gems
In general, Bold Living Ruby (8 Strength) should fill every socket unless there is a socket bonus that does not require using a Blue gem color
Red: Bold Living Ruby (8 Strength)
Yellow: Inscribed Noble Topaz (4 Crit 4 Strength)
Blue: Sovereign Nightseye (4 Strength 6 Sta)
The Rigid Dawnstone (8 Hit) is always the wrong answer for enhance shaman.
The Bold Living Ruby (8 Strength) will always be better then Bright Living Ruby (16 AP) in a raid environment due to Blessing of Kings.
Relentless Earthstorm Diamond (12 Agility 3% +Crit), Best choice for a meta gem. This gem will scale with your crit rating.
Gear: In a Nutshell
Weapons
Weapon Speeds play an important role in maximizing DPS from Windfury procs. The goal is to chain WF procs every 3 seconds, as soon as each cooldown ends. Both the OH and the MH need to be as slow as possible to achieve this(they do not need to be matched in speed, just as slow as you can get it). The idea is to reduce the number of swings made during the time that windfury is on cooldown. Since the cooldown is 3 seconds, weapons speeds are preferred to be close to that speed, generally this means 2.6 - 2.8 under current itemization. The idea is that a faster weapon would proc a WF, and then strike again within the cooldown window, which means that windfury would exit cooldown and your weapon would still be on some significant portion of its swing timer, unable to proc another WF.
Many shaman will correctly use a slow MH weapon but use a fast OH such as a dagger, generally because its easier to find fast OHs than slow ones. This combination however means that your OH is much more likely to be the first one to hit outside of a WF cooldown and will "steal" the potential chance to proc, placing your main hand on lockdown. In order to maximize the potential for MH procs the OH needs to be as slow as possible.
Relics
The two best choices are Totem of the Astral Winds and Stonebreaker's Totem
As for the rest of you're gear goes, this is 'in a nut shell' so I wont go over every piece of gear.
Strength>Crit>Hit>Everything else. Now don't go out only getting Str, with no hit. You need to find a way to balance it.
Consumables
Pre-Fight Pots
1st= Flask of Relentless Assault
2nd= Elixir of Major Agility
3rd= Fel Strength Elixir
Mid-Fight Pots
1st= Haste Potion
2nd= Elixir of Major Strength
3rd= Insane Strength Potion
Food
1st=Food with strength
2nd=Food with strength
3rd=Food with strength
There's a bunch, dont know the names by heart
Food & Drinks - Items - World of Warcraft
How to choose totems
In a 5-man party your DPS is generally limited by the threat that your tank can produce. The most efficient way to increase small party DPS is to provide the tank with more threat. Totems should be chosen that compliment the tank, rather than the rest of the party, even it if means only 1 player is receiving benefit from the totem. Priority of totems always goes to the tank in small groups.
Warrior tanks should always receive Windfury (Paladin tanks need Wrath of Air), unless they are severely under-geared and need the extra armor/dodge just to survive. Rationale for using GoA for a Warrior or Paladin tank should never be to provide crit. Feral druids that are tanking should always be given GoA.
In a raid setting this becomes slightly more complicated as bastardized groups are thrown together. Recommendation is to follow this set of rules:
Rule 1 - If you are ever in doubt about which Air totem should be used, your raid leader has probably failed to put together a complimentary group.
Rule 2 - If a DPS warrior is in your group, he needs Windfury for his rage feedback mechanism. Windfury provides a larger DPS gain to a DPS warrior than any other totem to any other class.
Rule 3 - If you are in group with a Warrior Main Tank, he should receive Windfury, if a Paladin MT he should receive Wrath of Air unless the fight is a non-threat-limited encounter where survivability is questionable.
Rule 4 - If there is no Warrior, but 2 or more Combat Sword Rogues are in the group, they will benefit slightly more from Windfury than from Grace of Air.
Rule 5 - If your group has no warrior, and 2 or more Feral Druids or Hunters, Grace of Air is the totem of choice.
Totem Twisting
Windfury Totem places a 9 second buff on party member's weapons to imbue them with the extra attack mechanic. This can be manipulated to allow a second Air totem to be placed "simultaneously" with Windfury Totem.
You'll most likely want a macro to do this if you so choose, and a mod to track the time remaining on the windfury buff. A common one looks like this:
/castsequence reset=8 [combat] Windfury Totem, Grace of Air Totem
Pros:
* Party gains 88 Agility or extra threat reduction
* Overall DPS of the party is increased
Cons:
* The shaman increases time spent in global cooldown, impairing his ability to decurse or purge mobs.
* The mana cost of refreshing 2 totems every 9 seconds while Stormstriking is roughly 14,000 mana every 2 minutes. This will limit the ability to use shocks, and requires very careful timing of Shamanistic Rage, may require JoW from a paladin, and definitely requires 5 points in Totemic Focus.
* Until you are very practiced with the technique you will find your attention devoted to watching the timers which means you will be less attentive to changes in the game environment
* Latency or simply being late to refresh the Windfury totem will cause the Windfury buff to run off your party's weapons, which means they are losing opportunities for a Windfury proc.
Im not going to go into detail about special groups.
Rotation & Role
There are 2 possible rotations that an Enhancement shaman can use. Initially most shaman will assume that with the Stormstrike nature damage bonus Earth Shock spam will yield more DPS. However, Earth Shock is a binary spell and is susceptible to full resists, whereas Flame Shock has no binary component and will benefit from partial resist rates due to spell hit. Additionally, Flame Shock benefits from Curse of Elements and the Improved Scorch Debuff, while Earth Shock is only amplified by Stormstrike. (Both benefit from Misery)
In determining the ideal rotation, let us assume a sandbox environment with no crits and no resists to worry about. The mob will be fully raid debuffed with CoE and Malediction, Misery, and Improved Scorch Debuff. Assume that Earth Shock always has the benefit of Stormstrike, and that the Enhance Shaman in question has 2500 Attack Power, yielding 750 spell damage (approximate) with the Mental Quickness talent. Earth Shock has a spell damage coefficient of 0.42 and Flame Shock has a coefficient of 0.67.
If you dont understand this. Flame - Earth Rotation is much better.
StormStrike-FlameShock-StormStrike-EarthShock-Repeat (While you're totem managing.)
You're soul roll as an Enhancement Shaman is to increase the DPS of others, while creating a good amount on you're own. If you're only dropping totems to increase you're damage, you're not a team player, and shouldn't raid.
Thanks