Enhancement Shaman Talents
This section of the Enhancement Shaman guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. This guide is written by Wordup, follow them on
. Updated for the latest patch.
Optimal Enhancement Build
Rotation & Abilities
Macros & Addons
With the launch of 7.1.5 the talent tree has shifted up quite significantly opening up a lot more possibilities and increasing the choice you have in what you select. In spite of this, the general build I would recommend in virtually all situations is linked below. There are theoretically higher options in certain situations that I will mention in the sections underneath, but this will serve as a strong starting point for most types of content and is also plays well into Enhancement's main strengths.
Note that with the T19 4pc bonus available to you, your talent build will shift, Whilst playing this build, note the following: you still do not cast
in Single Target in your general rotation, it is taken because it is the only option that has no negative impact when used. The following is taken:
Tier 1 Talents
are extremely competitive on this tier and your choice mostly comes down to preference. With the introduction of the T19 4pc,
can also be used but before acquiring this is clearly behind. They mostly operate in a similar way, altering your Maelstrom generation either directly or indirectly, but none of them have a significant advantage in how they do this over the other.
: 45 second cooldown, 20 second duration 35% Attack Speed buff.
Provides a significant burst period with a little under 50% uptime. Due to the high attack speed increase, it also has a significant effect on our Maelstrom generation whilst active alongside increasing the chances to gain
effects. This can also be held to sync up with
for short but very powerful surge in damage. This flexibility generally puts Windsong as the ideal choice on the tier.
: RPPM proc for a free
cast that deals double damage.
With 7.1.5 buffing the base damage of
this is now competitive, effectively interacting with Maelstrom by allowing for a free heavy damage spender periodically. Can clutter the priority list slightly as having a secondary proc that needs to be reacted to ontop of
can lead to waste, but is still a good choice.
with a higher damage, 25 Maelstrom generator with 2 charges. Also grants 5% damage for 10 sec when cast.
Has been nerfed significantly, but can still be taken. Becomes much better in AoE as it's the only talent that interacts heavily with the damage we deal and with very high gear levels, but is generally outshined by Windsong in general play. Note this evaluation still stands up with the 15% buff as of the 17th of January.
Tier 2 Talents
A utility/mobility hybrid tier with a number of options for both solo and group play that can help augment your use in a group.
: 10 second cooldown targetted AoE healing circle that refreshes via offensive attacks for up to 30sec.
Tuning has brought this up enough that it can be a fair option if no mobility is needed to help group healing in a pinch. Has very low impact on the rotation due to the extension mechanic as well, so can easily be fit in.
: 30 second cooldown charge with small damage attached, 8-25yd range.
A standard charge though is on the Global Cooldown as it deals a small amount of damage. The best personal movement ability on the tier which helps when out in the world and particularly in dungeons/raids. Most versatile option.
: 2 minute cooldown AoE movement speed increase totem for you/your raid group applying a buff for 5 seconds that can refresh, 15sec Duration.
Buffs the raid similar to Druid's Stampeding Roar when players stand around it. If there are situations required for group content i.e. dungeons/raids that call for high movement, a very solid choice, otherwise stick to
. Note the buff will constantly refresh while in the zone so you can dip in and out and maintain the sprint for a very long time.
Tier 3 Talents
The Crowd Control tier provides 3 options for different types of enemy control. All 3 have their uses and your selection will largely come down to the content you're doing and using the option best suited to contribute.
: 45sec cooldown 5 second AoE stun, with a 2 second charge up time.
Works similar to old Capacitor Totem, charges up briefly for 2 sec then stuns all targets around for 5 sec. Can be targeted up to 35 yard range and is stationary until it detonates. Most versatile and likely your best choice.
: 30sec cooldown AoE root totem
same as old Earthgrab totem, a targetable AoE root on targets that leaves a slow after effect, can be useable in some encounters but is strictly for Raid encounters that leverage roots over stuns.
: replaces hex, AoE hex for 10 seconds on a 30 second cooldown.
Pacifies targets around it in a small area by casting mass hex on them repeatedly. Could have some good uses in group content to control larger groups for a longer period of time than Lightning Surge Totem, but being soft CC makes it a bit more niche.
Tier 4 Talents
Of the 3 options here your choice is very firmly locked into
due to 7.1.5 changes, reducing the value of the previously strongest option
in a significant enough way that it is no longer worth considering.
: 1 hour self buff causing you to have a chance to deal nature damage on hit or when hit.
7.1.5 changes have brought this up to be a reasonable option that only gets better in open world content when the reflect portion is taken into account. Can be taken as an entirely passive option to deal more damage.
: bonus passive 6% Haste
Free Haste that impacts the Global Cooldown and frequency of procs. Best all around choice and is hard to play wrong, so is taken in virtually all situations currently.
grants a buff causing melee attacks to deal additional Frost damage for 15 seconds.
Nerfed incredibly hard in 7.1.5 and is no longer a viable option even considering legendaries, so should be avoided. This is still relevant with the 17th of January hotfixes.
Tier 5 Talents
All 3 options on this tier are useable in the correct situation to play into their strengths.
grants 2 charges.
Strengthens the value of Mastery which is already our best stat, and gives more uses of your most impactful spell. Best on the tier, though it can cause wasted procs due to the increasing frequency of
overlap and also increase the pace of the spec drastically in some situations. It does however mitigate the RNG aspects of Stormbringer by allowing for more windows of
casts, which makes it invaluable. Is the most powerful in AoE situations and only gets better with gear in Single Target.
can consume up to 40 Maelstrom for 1500% increased damage, but has a 12 second cooldown.
Deals good damage as it condenses two
casts into one global. Before Nighthold gear is taken into account this is currently the best option in Single Target if played correctly due to the massive frontloaded damage it deals. Due to it having no interaction with
however, it begins to fall off with the T19 4pc and other effects that directly interact with it.
effect will apply to one additional target & deal 50% more damage.
A completely passive choice, has a good increase if you have a full party of 3, though is weaker than
when you start acquiring artifact traits. Due to its passive nature it is far less likely to lead to streaks that could overwhelm gameplay however, so has great uses for beginners or situations with more difficult mechanics that could impact uptime.
Tier 6 Talents
7.1.5 has altered the ideal choice from
in virtually all situations. Note if you take
, this tier is largely redundant in single target and won't impact your play at all, relegated instead to an entirely AoE choice.
leaves a ticking AoE pool on the ground for 6 seconds.
With 7.1.5 the buffs to
alongside the reduction in the value of this talent has reduced it to being a poor choice. Generally should avoid in all situations, but has low impact on gameplay as it's effectively free damage to your rotational AoE, so can be good for beginners.
: Low AoE damage per second costing 3 Maelstrom per tick; has no cooldown and can be toggled on or off.
Currently is the best option in all circumstances, unless you are using
. Deals reasonable damage every second around your character, and is now much easier to maintain at only 3 Maelstrom per second, just be careful not to drain your Maelstrom too much and cause it to fall off.
: 40 second cooldown, 20Maelstrom, Frontal AoE nuke with knockback attached.
High cooldown limits its uses, but if extremely high AoE burst is required and enemies are stacked could have limited uses. Can be useful for additional interrupts/stuns in M+ situations if need be, but would strongly avoid as a damage tool as the knockback can be very disruptive.
Tier 7 Talents
Despite some changes happening,
still wins out due to its consistency and versatility.
: 3 minute cooldown, 15 second duration high burst cooldown, causing attacks to ignore armor and be ranged, and you generate 10 Maelstrom per second while active.
Can have uses if requiring high burst in very short windows, but falls short compared to the Landslide on the same tier in overall damage. Plays well into some encounter types, but has a very high RNG element as no
will kill its effectiveness. Generally would avoid because encouraging even more RNG into the spec is a bad idea.
grant 8% Agility for 10 seconds.
Best on the tier, free 8% Agility at all times puts this above the other choices in the tier in all circumstances.
: 20 second cooldown, moderate Physical damage, leaving a debuff that increases Nature/Physical damage taken by 15% for 10sec.
Weak when compared to
. Only affects a portion of our damage and not for a significant amount whilst also requiring additional management, so is very low impact, would strongly avoid.
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