Enhancement Shaman Rotation and Priorities
[Last updated 2018/01/17，19:59]
This section of the Enhancement Shaman guide provides an overview of all spec abilities, as well as when and how to use them in the Enhancement Shaman Rotation. This guide is written by Wordup, follow them on
Rotation & Abilities
Macros & Addons
Enhancement Shaman Rotation/Priority List
or if about to hit 2 charges.
if talented and not active
if 2 targets are in range and the buff is not active
if the buff is absent
are active to activate
is talented and the buff is absent
, try to make sure
if 6 targets are in range
to consume the Tier 21 2 piece
is talented and above 50 Maelstrom
is talented and a proc occurs
if the Tier 20 2 piece
is not active
is talented and the buff is <4.5 seconds remaining
the buff is <4.5 seconds remaining
if two targets are in range
if above 40 Maelstrom, or above 80 if you are using
to fill if available 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
is only used in Single Target if using the Tier 20 2 piece bonus, regardless of whether
is taken or not.
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 Enhancement Shaman 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
, 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 dumping any Maelstrom, and this is also the reason I have recommended in the Enhancement Shaman rotation to only spend under the conditions of having 10 or more spare, to err on the side of caution.
Basic Enhancement Shaman Abilities
to electrocute enemies in front of you, dealing light Nature damage. Hitting multiple targets enhances your weapons for a few seconds, causing
to also deal light Nature damage to all targets in front of you.
- Scorches a target, dealing light Fire damage and enhancing your weapons for a few seconds to deal extra Fire damage with each attack.
- Chills a target, dealing light Frost damage and enhancing your weapons for a few seconds, causing each attack to also reduce the target's movement speed for a few seconds.
to charge your off-hand weapon with lava and burning the target, dealing moderate Fire damage.
- Hurls a bolt of lightning at a target, dealing moderate Nature damage.
- Assaults a target with earthen power, dealing moderate Nature damage and generating
, with a 6 second recharge time and 2 charges.
- Energizes your weapons with lightning, dealing massive Physical damage.
- Causes your auto-attacks and
attacks to generate
- Gives your main hand attacks a chance to reset the cooldown of
, also causing your next
to cost less
and trigger no cooldown.
- Gives your main hand attacks a chance to trigger two extra attacks, each dealing light Physical damage.
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
to self heal with
Defensive/Mobility 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.
1 minute cooldown, 8 second duration.
Movement speed buff for increased mobility, is a great tool on a low cooldown, with a respectable duration.
- no cooldown, instant.
Turns you into a spirit wolf, increasing your movement speed and preventing your movement speed from being reduced below your normal speed.
- 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 minute cooldown.
Allows the Shaman to ressurrect upon death.
- 20 Maelstrom, 15 second duration.
Small damage that causes weapon attacks to slow for 3 seconds when hit.
- Increases haste from your entire party or raid for a long period of time. Allies receiving
and unable to benefit from
or similar spells again for 10 minutes.
- 20% Mana, no cooldown, 30 yard range.
Removes a beneficial magic effect from an enemy.
- 12 second cooldown, 30 yard range.
Interrupts target's spell cast.
- 8 second cooldown, 13% base mana, 40 yard range.
Removes all Curse effects from an ally.
- 30 second cooldown, 35 yard range, 10 yard radius.
Summons an earth totem at the target location, that slows enemies around it.
Additional Flavor Spells
- Out-of-combat resurrection spell.
- Works as a second Hearthstone, porting you to your Hearthstone location.
- Binds your vision to the targetted location, working as a great scouting spell.
- Allows a friendly target to walk over water for 10 minutes. Damage will cancel the effect.
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