Enhancement Shaman Artifact Traits and Relics
This section of the Enhancement Shaman guide covers everything about your Artifact Traits for Doomhammer and which order to select them as well as relic information. This guide is written by Wordup, follow them on
Updated for the latest patch.
Rotation & Abilities
Macros & Addons
Equipping Doomhammer grants you the ability
, which causes all auto-attacks for a small window of time to proc an empowered version of
1 Point Golden Traits:
: Your wolves now take on Lightning/Frost/Fire elements and deal extra elemental attacks.
: Nuke + DoT,
: 50% wolf damage.
Lightning wolf is the weaker of the 3 but the other two elements are amazingly strong and this trait on its own makes the otherwise lackluster
cooldown incredibly powerful. Best trait to rush.
: proc caused by
that causes damaging attacks to deal extra Nature/Fire damage for 6 sec.
Also a great trait, and adds an extra damage proc to
, alongside working with
for additional chances.
has a chance to unleash a fiery vortex for AoE damage within 3 yards.
Very weak, and underperforms even against 3 point traits. Should be avoided until the very end of the path.
1 Point Major Traits:
: After using
will use AoE attacks for 8 sec.
Turns the otherwise weak ST oriented CD of
into a fantastic burst AoE cooldown, worth getting ASAP as it's on the way to deeper traits and only one point.
also increases the damage of your next
Increases the synergy with mastery and the burst significantly from our big nuke, very strong trait. Also is needed to work toward
, but is very much ST oriented.
has a 20% chance to deal damage an additional time for 40% damage, and can trigger off itself.
The extra hits can generate anything a normal
can (other than Maelstrom Weapon's MP gen). Is a strong increase to our primary damage source in ST.
4 Point Relic Traits:
damage by up to 8% per target hit.
Feeds AoE into increased ST damage/burst, very very strong talent if there is any cleave.
grants up to 12% increased attack speed for 6 seconds after triggering.
Free extra Maelstrom from auto hits with extra opportunities to generate
healing by up to 40%.
Free extra self healing. Also is required to get to other very important traits so is mandatory on the path.
heals you for up to 40% of max HP over 15 sec.
Adds a little extra self healing to your personal CD. Can be very useful while soloing and in dungeons to deal with passive damage sources, is required to get to the strong traits on the right side so is also mandatory.
: Being in
during combat generates up to 20 Maelstrom every 2 seconds.
Can have fringe uses soloing or during encounters when you need to move with
, but generally is a weak trait.
: Increases Lava Lash damage by up to 13%.
Increase to our Maelstrom spending filler, its value is increased slightly by
if taken, but is unremarkable and left until late.
: Up to 13% increased
Increases the direct damage portions of the spells affected (but not the imbues) but contributes a good amount to overall damage.
: Up to 32% increased
Interacts well with the Artifact ability
& increases our shorter burst cooldown value.
generates an up to 4 additional Maelstrom.
Has average value as extra Maelstrom is useful. Has extra power with
as it helps to fill out gaps caused by resource starvation.
Recommended build path
The path you should move between when building up your artifact, the path you should take is the following:
7.2 Trait path
7.2 adds additional traits after reaching 35 following the introduction quest to the Broken Shore. This includes a base damage increase, a new relic trait, a new one point trait and a new golden trait. Currently the ideal option is rushing straight to the new golden, and then filling out stronger relic traits from the old tree, and finally filling out until you reach the new paragon trait
New Artifact Traits
1 Point Golden Traits:
damage causes the target to take 2% increased damage from your next
. This effect stacks up to 99, and is a debuff applied to the target.
Whilst this limits target switching, it is still a powerful pure single target option. It also increases the power of the legendary
and the talent
1 Point Major Traits:
attacks generate 2 additional Maelstrom.
A solid increase to Maelstrom generation, and smooths out resource generation whilst reduces the reliance on
casts to sustain your resource.
4 Point Relic Traits:
: Increases both the direct and splash damage of
by up to 20%.
A flat AoE damage increase to your primary AoE tool. Has no real applications in single target but is mandatory to move on to the two other strong traits.
The ideal path moving on in the patch then is as follows:
Choice between utility:
When considering relics, item level is generally your go to choice. However, some traits have additional value currently (note, below will reference the additional weapon item level it grants, not the item level of the relic itself):
is worth up to 3 additional weapon Ilvls depending on gear and is highly desirable.
are all worth between 1-2 additional weapon item levels.
If using the legendary
can gain additional value due to the additional focus in the rotation toward
Alongside this, if using the new legendary gloves
you can find extra value from
due to the additional Maelstrom generation that can be converted into more
is a significant enough of an increase to be worth going for if available given how minimal the single target gain of other relics can sometimes be. This trait is however much rarer than others, only appearing currently on one relic, so is less of an option.
Other traits are not worth sacrificing item level for currently and you should aim for the highest amount of weapon item levels you can gain if it doesn't involve these choices.
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