Enhancement Shaman Rotation and Priorities
This section of the Enhancement Shaman guide provides an overview of all spec abilities, when and how to use them. This guide is written by Wordup, follow them on
Rotation & Abilities
Macros & Addons
if either buffs are absent.
is talented and the buff is absent
if talented and not active
, try to make sure
if 2 targets are in range and the buff is not active
are active to activate
is talented and above 50 Maelstrom
if the buff is absent
is talented and a proc occurs
if talented and about to hit 2 charges
is talented and the buff is <4.5 seconds remaining
the buff is <4.5 seconds remaining
if talented and above 110 Maelstrom
if two targets are in range and above 110 Maelstrom
if above 120 Maelstrom
to fill if available, if
is talented and you have nothing else to cast
can be refreshed up to 4.5 seconds early and no buff duration will be lost, due to the pandemic effect.
Also note that with 7.1.5,
is no longer used in Single Target even if you are using
buff should be maintained but not at the cost of
uses, to capitalise on the splash effect from
which also triggers in single target, and should be used in place of Lava Lash to maintain it when two targets can consistently be hit. Other than this the rotation stays the same.
moves to the top priority and should be maintained at all times to trigger the splash effects from
, but using
whilst the buff is up remains the most important, which will occur frequently due to heightened
triggers from the
This assumes that you are taking the talents shown in the talent page, due to how many rotational additions there are. For more in-depth information, check the Talent page.
to build some starter Maelstrom and activate
in conjunction with activating
Proceed onto the normal priority list.
Bear in mind this is the most catch all opener that will attempt to get all buffs up before you enter into the
window, whilst also giving the longest possible time to trigger
before unleashing tools that gain from it. You can forego some of the spells following
if you have triggered
and enter into
early, but this is at your discretion.
Fury of Air
Given that we are now always using
, you should always be aware of the constant drain that will be happening on your Maelstrom. Due to this, it is even more important to leave yourself a small buffer of 6-10 Maelstrom at all times when spending so that it will not fall off and force you into re-activating it, wasting a Global Cooldown. Always be aware of that drain before engaging in a dump, and this is also the reason I have recommended in the rotation to only spend under the conditions of having 10 or more spare, to err on the side of caution.
Offensive Cooldowns (no talents)
- 2 minute cooldown, 15 sec duration
Now grants 5 Maelstrom with each attack alongside the auto attack damage. Fairly weak until you pick up later artifact perks.
- 1 minute cooldown, 6 second duration (Artifact ability)
Causes all auto attacks to guarantee a windfury proc for 200% increased damage. Extremely good for frequent burn phases, and capping out Maelstrom on demand for both damage and additional MP to self heal with
Defensive Cooldowns (no talents)
- 1.5 minute cooldown, 8 second duration.
provides 40% damage reduction for a brief period, is great for surviving a brief spike of damage.
Buffed significantly, healing for 550% of our Spell Power, and can also consume 20 Maelstrom to become instant. Is reasonably powerful and consistent active self healing, but is limited by Mana, which allows generally for 4 casts per full mana bar and roughly an 8~ sec recharge of in combat mana regeneration per each subsequent cast.
1min cooldown, 8 second duration.
Movement speed buff for increased mobility, is a great tool on a low cooldown, with a respectable duration.
- Passive RPPM proc.
Damage proc for two party or raid members (can be yourself or any other DPS/Tank), scales with the
's stats and deals nature damage based on time remaining. Extra damage for free to play into the “group buff” fantasy, but can be treated solely as a damage proc for the purposes of estimating damage.
- 30 second cooldown, 1 minute duration.
Crowd Control spell pacifying the target for long periods.
- 20 Maelstrom, 15 second duration.
Small damage that causes weapon attacks to slow for 3 seconds when hit.
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