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Best Enhancement Shaman Talent Tree Builds - Dragonflight 10.2.6
来自 wordup
[Last Updated]:
2024/04/23
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补丁:10.2.5
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Here are all the best Enhancement Shaman Talent Tree builds in the for both raids and Mythic+, which includes export links to transfer these builds directly into the game quickly.
For recommended talent builds for each raid boss and Mythic+ dungeon, check out our Raid Pages and
Mythic+ page
Mythic+ Talent BuildsVault of the Incarnates Talent BuildsAberrus Talent BuildsAmirdrassil Talent Builds
S4 Season 4
S4 Cheat Sheet
S4 Mythic+
S4 Vault Tips
S4 Aberrus Tips
S4 Amirdrassil Tips
S4 Talent Builds
S4 Rotation
S4 Support Buffs
S4 Gear
S4 Tier Set Bonus
Overview
Abilities & Talents
Advanced Concepts
Stats
Consumables
Macros & Addons
WeakAuras
Common Terms
Mythic+
Common Questions
Leveling
Simulations
Hotfixes
PvP Overview
PvP Builds
Mage Tower
About the Author
This guide is written by Wordup, a long-time Enhancement player and moderator on the
Shaman Discord server, Earthshrine
. I've played every iteration of Enhancement since Sunwell, and played in Echoes on Laughing Skull (EU) since Warlords of Draenor. You can catch me on
Twitter
, or in Discord if you have any guide related questions!
Best Enhancement Shaman Talent Import Codes
Below are import codes for the four primary builds Enhancement can make use of depending on what type of content or playstyle you're looking for. You can use the copy buttons to generate an import code for the talent tree ingame:
Build
Import Build Directly In-Game
Preview Build
Elementalist - (Best Raid / ST)
Talent Tree Link
Storm - (Raid / ST)
Talent Tree Link
Elementalist - (Best M+ / AoE)
Talent Tree Link
Storm - (M+ / AoE)
Talent Tree Link
How to Import Talent Loadouts
Enhancement Shaman Talent Builds
In Season 4 things are going to stay the same as the Season 3 playstyle, using the
set to lock in
Elementalist
in all situations. This is largely due to how many different tools at its disposal, and the variety of damage profiles it has access to.
Storm
remains competitive in single target (if a little RNG), but its shallow damage profile limits it on many encounters. These limitations in build flexibility also make it struggle
a lot
more in AoE as it simply runs out of talent points to take everything it needs - but it still has unique benefits it can make use of.
Throughout Dragonflight Enhancement has been relatively unique in that it has two vastly different build archetypes. Performance wise, they have fluctuated in strength depending on the patch, but both have seen success and are viable. When building your tree, the first question is the most simple: which primary strike do you want the build to focus on? The answer to this decides your path through the centre of the tree and forms the first pillar of your gameplay loop, setting it into one of the two archetypes. The first,
Elementalist
, focuses on
and our magic damage amplifiers, while the second,
Storm
, focuses on
and our Lightning themed
spenders. Some talents overlap between the builds, but there are crucial aspects of each build that strongly lean into synergies deeper in the tree. Both have single target and AoE variant options depending the content, and these are detailed in the respective sections before.
Elementalist Builds
The
Elementalist
builds are structured around
and effects that increase the magic damage we deal with various Shaman spells. It has an increased focus on Shocks and the high impact
spender
, alongside frequent burst windows through the
effect. It makes sure to have some form of damage provided from each school to leverage the damage boost regardless of which type of wolf spawns, brings strong cleave and burst AoE, and has a solid backbone of single target regardless of talents taken. On top of that, it's an extremely versatile option being able to flex into different damage types or mix and match for different situations. This is the
most flexible
build, and is
still the recommended choice in Season 4
for all content with the set bonus.
Both the Single Target and AoE variations have their own tab below with the recommended build, and a Notes tab that explains which key talents are needed to create the core of each build:
]
Legend
⭘
- Mandatory
⭘
- Build-defining
⭘
- Optional High Value Picks / Pathing
Mandatory
talents are ones that are required to get deeper into the tree so will always be taken. However, other talents that are more key to creating the playstyle have notes below:
Build-Defining Notes
- Important not only for pathing to later nodes but also to add periods of burst damage given the number of
amplifying talents we take in the tree.
- The additional
generation provided by your Lava Lash and Ice Strike casts make this slot in perfectly for Elementalist, massively increasing consistency and fixing our starvation issues. Always take 2 points to guarantee the proc.
- Converts the damage bonus from
into Elemental damage boosts instead, notably
,
/
and especially
(which benefits from every spawned type of spirt from
).
/
- With a focus on
and effects in the class and spec tree that improving Elemental damage we deal,
makes for a potent spell to use
stacks on and taking
grants extra flexibility by granting it an additional charge.
- To go along with
and
spending, this both saves GCDs by dumping more at once, and empowers high power casts further in key overlap moments. We can consistently justify this extra cost without feeling drained with supporting generation, so is always recommended.
- Due to the Season 4 set being focused on this, it becomes a mandatory pick. The build already leaned into this as a high powered burst
spender, and paired with the followup talents it suits the playstyle perfectly.
/
- Adds in burst
generation that helps with every cycle thanks to set bonus CDR. The retuned
also means it remains relevant in single target, giving us a large chunk of haste with roughly 50% uptime helping us cycle even faster, and giving us avenues to funnel in any situation with extra targets.
- Due to being required to path through to
, this improves the damage from our
casts that we use as fillers during downtime. Thanks to the large amount of spenders we use this is often ready so is the best option on the way through.
- as we're already taking
, this empowers it further alongside giving a strong attack to fill with, allowing for us to leverage frost wolves generated by
more effectively to round out the 3 elements.
- Always taken for raid situations to provide a unique buff to other melee players in your
party
, increase your
proc frequency and provide additional
generation.
Optional High Value Notes
Spec Tree:
- Due to
providing a lot of the
needed alongside the extra burst generation from
, this is more of a luxury for consistency. It's still a great talent to pick and we have spare points to fit this in, but if you're desperate to find a point elsewhere for something this is usually the one to drop.
- This is mostly a niche tool for burst AoE or CC if needed. The points required to fit this in are generally very valuable, so only consider this if you have a good reason to take it.
:
- In any situation where an additional target is present for a large amount of the fight (even if it's only one!) this can provide a large amount of additional damage both through the extra splash damage onto your main target, and the extra
stacks these procs can generate. A cheap point to access if the situation calls for it.
:
- Much more niche than the above, but in situations where you need extra burst AoE and you can slot it in, this can provide a large amount of extra damage through the
target increase while also passively increasing
all
of your
damage.
Class Tree:
- Provides us with a powerful defensive cooldown which we are sorely lacking baseline. I would also recommend always picking either
or more commonly
to enhance it further.
- While it costs two mandatory pathing points through the mostly useless
, our movement node has two excellent choices in
and
. I'd recommend
for most situations due to its versatility and relatively low base cooldown.
/
- A flat 8% health boost and an emergency heal may look modest but they save you more often than you realise, keeping you healthy when you need it most. Expensive for 3 total points, but we need all the survival we can get.
- Powerful off-healing tool that, especially in AoE can keep your entire group alive and even contribute well to raid healing in the right situations.
- Makes it much easier to move around your
off the GCD, and can even be macrod into a rotational button to always keep it by your side. Highly recommended for most situations if you can afford the point for an excellent quality of life improvement.
]
Legend
⭘
- Mandatory
⭘
- Build-defining
⭘
- Optional High Value Picks / Pathing
Mandatory
talents are ones that are required to get deeper into the tree so will always be taken. As opposed to the single target build, this takes more AoE options:
Notes on Mythic+ Build Structure
In Season 4 things are looking to remain the same as the more standardized Season 3 build we settled on. There's still a couple of points floating spare as non-mandatroy flex options that can be moved based on preference, content and goals however. Unlike previously though, these aren't so much packages and are more single point swaps that can be made at your discretion:
Your
Generation-
We have multiple avenues to solve this problem so we have a comfortable rotation, and this is important to do so to make sure transitioning between different target counts is smooth. Depending on specific single talents, you have 1 to 3 points to spend here. The general order for Mythic+ currently is partially on preference, but my personal recommendation would be:
First
point
>
Second
point
>
.
To
or not -
This is a semi controversial talent because of the complexity it adds. There's now a firm alternative that, while it does come at a performance hit to the maximum potential is
much
easier to execute. This sacrifices some of the more utility heavy picks and points in
. Instead it grabs
+ 2 points in
, and focuses on
for AoE delivery.
High Value Single Pointers -
Season 4 builds can easily pick up
, so this is a no brainer pickup if you ever expect to be in single target situations. After that,
is more of a niche optional pick if you need extra CC, while the elephant in the room is
which really needs your team to be getting benefit to justify the point.
In most situations everything else in the build is fairly locked-in compared to Season 1, and the primary build going forward is very similar if not identical to the most used options previously for Season 2 dungeons.
Build Defining Notes
/
/
*
- This forms the sustained
damage loop by allowing more access to
casts to apply
to targets. Thanks to the spread provided by
, you can maintain this on up to 6 targets for high sustained damage, and it also fuels our strong funnel core.
/
/
- Mandatory with the Tier 31 set to make use of the CDR. Adds an extremely strong burst AoE tool that requires very little setup thanks to
spreading
. The followup Haste provided by
also grants a burst of extra damage by ramping up the DoT tick speed.
- Converts the damage bonus from
into Elemental damage boosts instead, and given that all of the AoE damage the build does is a form of Elemental damage, this turns
into a significantly more powerful cooldown for the build.
/
- Due to its sheer flexibility and linking talents, this package rounds out our AoE and single target to such a degree that it's required to "complete" the toolkit compared to the much more AoE oriented
. It also most importantly gives us a way to leverage
' Frost buff, which we otherwise can't if we don't path through here.
/
- Adding
to the rotation provides a significant amount of extra
generation alongside adding a cleave aspect to each
cast, so is a key part of our AoE toolkit.
further improves this damage and increases the chain count for
, raising our effective target cap.
- This massively ups the consistency on
generation even at one point, and is the go to pick to solve this issue. Always at least one point recommended (but usually 2) unless playing a
build.
- In AoE situations our
generation is often so high that the only way to curb some of the waste is to take this, and it's even more important here than in the raid builds.
Optional High Value Notes
Spec Tree:
*
- This is a very powerful single talent,
and the
only
reason
it's placed here is due to the emergence of a
heavy AoE build that needs to find points to fit everything in, alongside a lower focus on
. If you're willing to lean into multi-DoT play,
this is a must pick
.
*
- If you opt out of the above, two points in this should be taken to instead lean heavily into your
effect to deal your AoE. This does limit build flexibility, but it provides excellent synergy for AoE and funnel thanks to the buff impacting
now.
- This is mostly an optional utility pickup. It's a great burst damage tool and an additional form of AoE CC, so is highly desirable but not necessary and will often cost you smoother
to fit it in.
- While not strictly beneficial to AoE, in Mythic+ situations with high priority targets or dangerous pure single target bosses it's often required. This is easy to pick up for one point, and that it can also be used to funnel into priority targets means it's
usually
going to get value.
- Should be taken for raid situations to buff other melee in your party and increase your
proc frequency and
generation. For Mythic+, the decision is more granular based on the number of other melee, as we have high value points competing with it in Season 4. Consult the Bloodmallet Windfury chart to judge based on comp.
- The build requires some form of additional
generation and this is a good way to get it, especially if playing a
build. That said, if you're aiming to play a
style it's not quite as strong as
.
Class Tree:
- Regardless of if you take
, this is a low cost point to pick up to raise our single target floor in Mythic+, and Elementalist builds should
always
pick it up.
- Provides us with a powerful defensive cooldown which we are sorely lacking baseline. I would also recommend always picking either
or more commonly
to enhance it further.
- While it costs two mandatory pathing points through the mostly useless
, our movement node has two excellent choices in
and
. I'd recommend
for most situations due to its versatility and relatively low base cooldown.
/
- A flat 8% health boost and an emergency heal may look modest but they save you more often than you realise, keeping you healthy when you need it most. Expensive for 3 total points, but we need all the survival we can get.
- Powerful off-healing tool that, especially in AoE can keep your entire group alive and even contribute well to raid healing in the right situations.
- Makes it much easier to move around your
off the GCD, and can even be macrod into a rotational button to always keep it by your side. Highly recommended for most situations if you can afford the point for an excellent quality of life improvement.
+
- Extremely low cooldown AoE interrupt which is incredibly valuable for any Mythic+ situation, and is one of the best parts about Enhancement.
- AoE stun that has a short wind up, but is always useful. Both the upgrade nodes are also useful depending on if you want more frequent uses, or a second stun. Bear in mind
does apply two DRs, so only use it if your group is light on stuns.
Storm Builds
Storm
focuses much more on
and our Lightning
spenders using the
and
passives to both increase their damage and frequency. There is a degree of RNG due to
and the nature of
, which can be polarizing. This lack of control over your main damage holds it back quite a lot, and while it is competitive it's not as recommended due to that factor and the slightly weaker performance. In AoE, it has a huge problem squeezing in enough talent points to grab everything it wants, with a lack of talents that cover a mix of single target and AoE at the same time forcing you into specialized options. It does however have a good deal of heavy, uncapped burst AoE which can't be found anywhere else in the kit.
This is also
easier to execute and as such recommended for beginners
compared to alternatives. Both the Single Target and AoE variations have their own tab below with the recommended build, and a Notes tab that explains which key talents are needed to create the core of each build:
]
Legend
⭘
- Mandatory
⭘
- Build-defining
⭘
- Optional High Value Picks / Pathing
Mandatory
talents are ones that are required to get deeper into the tree so will always be taken. However, other talents that are more key to creating the playstyle have notes below:
Build Defining Notes
/
/
- The crux of the build really leans on
procs, and it's very hard to justify
due to the awkward and fairly weak 3-minute cooldown. The real value comes in passives in the following talents, providing both a massive increase to your
generation throughout an encounter and passive damage to your spenders. Note as well that these refunds count toward
CDR.
- Not a particularly strong cooldown, but it does layer with other effects to provide a large amount of additional
damage and by extension a large bulk of extra
. This also heavily encourages using main-hand strikes during the window to get as many triggers as possible.
- Required to activate the Season 4 bonus. The follow-up talents are too expensive to reach, but the extra effects provided by the bonus are perfect for Storm and get amplified by
. This is just sent on cooldown and cycles extremely quickly for the build.
- A much better Storm themed option on the choice node. This allows for us to instead focus on Lightning spenders that take advantage of the DRE leaf, and adds some consistent extra Mastery scaled damage to your
casts.
/
/
- Due to the Storm build having a higher focus on
and attacks that trigger it such as
, this package forms the core of making the effect more punchy and meaningful.
- Since the build spends a whole lot of time hitting
due to all the multipliers, this provides a little more damage but most importantly a consistent flow of
at all times to fuel your other far more important tools. Due to the Season 4 set bonus we can only fit one point of this in because of the need to grab
.
- Further shores up the Mastery benefit to the build by converting some of
's damage into something that scales with it. Does a lot of heavy lifting in single target situations due to the sheer amount of time spent spamming it.
- This is just extra benefit to amplify the damage from the number amount of
casts you're looking to do here, alongside giving extra chances to trigger imbues and generate
. This is also mandatory to path down to
.
- While active provides some additional
and more importantly a multiplier to all Physical damage dealt via
. Due to the high uptime thanks to
, it's easy to overlap with cooldown windows even when just sending it as it comes up, thanks to the exceptionally high
generation within the build.
NEVER
pair this build with
as it removes these Physical multipliers.
- This is mostly just an additional filler that deals heavy up-front damage that adds a little extra AoE. It's mostly needed to path through to
, and also doubles as an extra main hand strike for
.
(1pt)
- This is a one point wonder in single target that the build relies on, allowing us to convert
into
resets to maintain momentum. Given the majority of our damage is through the plethora of things
casts trigger, the Physical damage amp isn't desirable enough to warrant a second point.
- Pairs well with
to trigger it more efficiently, and allows us to siphon off
stacks all at once, as especially during
procs that overlap with
you can become flooded with so much
that not even
can siphon it efficiently.
Optional High Value Notes
Spec Tree:
- At the cost of around 1-1.5% single target damage you can switch
to this for significantly improved cleave potential, making it an easy flexible option. This is also the easiest way to hybridize the build in terms of point-for-point gains.
(1pt)
- Even if you don't opt into pathing for the AoE/Cleave benefits further down, one point here is extra value due to the
refresh it adds and the CDR. This value is more muted in Season 4 though, due to the frequent
casts applying it naturally.
- Regardless of whether you take any supporting or follow up talents, this is simply a good option to add another Main-hand strike that can trigger
during
should you run dry on procs, alongside dealing solid damage when you run out of things to fill with.
- Should be taken for raid situations to buff other melee in your party and trigger additional
/
procs alongside increasing your
generation.
- As the build only ever takes
, it provides an extremely small amount of
generation, but the pure single target doesn't gain enough from this to really justify it. It can be used to to path through to
if you
really
don't want to take
.
Class Tree:
*
- Due to Storm having a higher focus on Lightning spenders on the tree, and there is no good reason to take
, this can be skipped.
- Provides us with a powerful defensive cooldown which we are sorely lacking baseline. I would also recommend always picking either
or more commonly
to enhance it further.
- While it costs two mandatory pathing points through the mostly useless
, our movement node has two excellent choices in
and
. I'd recommend
for most situations due to its versatility and relatively low base cooldown.
/
- A flat 8% health boost and an emergency heal may look modest but they save you more often than you realise, keeping you healthy when you need it most. Expensive for 3 total points, but we need all the survival we can get.
- Powerful off-healing tool that, especially in AoE can keep your entire group alive and even contribute well to raid healing in the right situations.
- Makes it much easier to move around your
off the GCD, and can even be macrod into a rotational button to always keep it by your side. Highly recommended for most situations if you can afford the point for an excellent quality of life improvement.
]
Legend
⭘
- Mandatory
⭘
- Build-defining
⭘
- Optional High Value Picks / Pathing
Mandatory
talents are ones that are required to get deeper into the tree so will always be taken. However, other talents that are more key to creating the playstyle have notes below:
Notes on Mythic+ Build Structure
Unfortunately since Season 4 continues with the Season 3 set bonus, the older "
Storm Cleave
" build as a balanced option is not really an option, making it much harder to build for AoE. Currently, it
needs
to specialize in either additional single target
or
AoE, meaning that whichever you pick leaves some on the table. Because they're in packages as well, it means that you need to pick and choose depending on the dungeon and your group, with two separate decisions in the middle and bottom of the tree:
Mid:
/
-
These are the highest value individual talents that get sacrificed for extra AoE. Each provide strong individual gains but need to be dropped to grab the AoE options available.
Mid:
/
/
-
Provides the AoE alternative, and does provide a lot of additional 6 target AoE, but comes at the cost of very strong single target options.
Bottom:
/
/
-
Fitting this in is much more difficult due to the Season 4 set, as a lot of the value comes from the
followups. It can still be fit in while just using a single point to pick up the base ability, but it's nowhere near as locked in as before. Sadly when this is dropped, a lot of the punch behind the archetype falls away with it.
Bottom:
/
-
Conversely, the Season 4 set heavily encourages grabbing these because of just how high you can get the uptime in AoE. The high burst Haste also ramps the strength of your
allowing you to squeeze in 1-2 extra
casts.
Unfortunately, there's not really an easy catch-all build option anymore and these two choices between these packages cause a lot of friction that will require you to look at the dungeon before making a choice. This paired with the lower performance and flexibility makes it hard to recommend considering the alternatives, but it can still be played if you're a die hard
Storm
enjoyer.
Build Defining Notes
/
- Much like the single target build
is a pillar of the Storm build, and due to additional ways to trigger it in AoE this is especially valuable as the individual triggers from
are
entirely
uncapped.
/
- provides a powerful uncapped AoE cooldown, making active
casts while active to have a significantly higher chance to trigger
on targets hit, flooding us with
and dealing a high burst of damage.
can also trigger this effect, adding to the burst potential when paired together.
/
/
- Mandatory with the Season 4 bonus, so even for a single point this should always be taken. Also changes the build by requiring
and the followup to quickly set up your
to take advantage of the burst damage in AoE.
/
- Required to convert a lot of Storm tools into AoE effects as each active
cast can trigger
. The additional target cap granted to
also provides additional cooldown reduction to
, allowing for more frequent active casts.
- The Physical damage amplifier works with the
component of the kit alongside
, and the large amount of
generation the build provides means the cooldown is extremely low (especially in AoE) thanks to
.
- Generally due to the extremely high uptime
has for the build this is a strong AoE option, but provides very little in single target situations so depending on your other selections it's optional.
Never
pair this build with
. This effect also does apply to the Wolf spawned by the Season 4 2-piece, providing extra value.
- A fairly high value single point and is required to set up the build's single target via
resets. Due to the requirement to pick up at least
, some builds can only fit 1 point in while if you complete the left leaf we still take 2.
- Even moreso than in single target, the resource flood makes this vital to efficiently consume our
stacks.
Optional High Value Notes
Spec Tree
/
/
- This is a very strong leaf of talents that provides a lot of additional
and ways to consume it, alongside adding extra value to each
cast. Unfortunately, the Season 4 situation makes it really difficult to justify because of the inconsistency, but it can be fit in if you don't want to path through to
.
/
/
- Ordered by strength here, these are your single target options. They have no strong AoE conversion, but without any of them when forced into single target the build really starts to struggle, so picking one or two of these up is a good idea.
/
- Thanks to being Flamestrike damage and the high number of Physical amplifiers in Storm that improve this.
also turns it into a bulk generator of
, so it fits in as an extremely strong AoE benefit. The problem is it comes at a
significant
cost to single target and requires points we don't really have spare, so makes a choice only when focusing on AoE.
/
- Given that the set bonus already encourages
, the followup talents are also a strong contender. The huge burst Haste (especially in AoE) and extremely high uptime for Storm makes it a good option especially for
windows, and makes picking below the 20 gate difficult in Season 4.
- This is less valuable in AoE, but it does benefit in single target for us and provides benefits if you have melee in your party. In season 4, points are so tight for Storm that fitting this in isn't realistic.
Class Tree:
*
- Due to Storm having a higher focus on Lightning spenders on the tree, there's no reason to take this, especially when playing for AoE.
- Provides us with a powerful defensive cooldown which we are sorely lacking baseline. I would also recommend always picking either
or more commonly
to enhance it further.
- While it costs two mandatory pathing points through the mostly useless
, our movement node has two excellent choices in
and
. I'd recommend
for most situations due to its versatility and relatively low base cooldown.
/
- A flat 8% health boost and an emergency heal may look modest but they save you more often than you realise, keeping you healthy when you need it most. Expensive for 3 total points, but we need all the survival we can get.
- Powerful off-healing tool that, especially in AoE can keep your entire group alive and even contribute well to raid healing in the right situations.
- Makes it much easier to move around your
off the GCD, and can even be macrod into a rotational button to always keep it by your side. Highly recommended for most situations if you can afford the point for an excellent quality of life improvement.
+
- Extremely low cooldown AoE interrupt which is incredibly valuable for any Mythic+ situation, and is one of the best parts about Enhancement.
- AoE stun that has a short wind up, but is always useful. Both the upgrade nodes are also useful depending on if you want more frequent uses, or a second stun. Bear in mind
does apply two DRs, so only use it if your group is light on stuns.
Our Enhancement Shaman guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Enhancement Shaman guides for , make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
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评论
评论来自
GabrielFM
Man, I love enhancement but Stormstrike feels like dealing no damage if you don't pick Riding the lightning AND Forked lightning... And also, is intended that Counterstrike Totem pulls passive monsters and critters?
评论来自
skylinkdave
Which talent did
Doom Winds
get rolled into, or what is closest?
评论来自
Senjim
Question about the Strength of the Earth build:
Is it worth it to have more than one Strength of the Earth Azerite trait? Or should I switch the second Strength of the Earth if I have a better alternative?
评论来自
ByucknahTheRed
I don't care what is "meta", I'm building this for 60 and no one can stop me! So tired of Meta Slaves, long live Windfury Doom Winds focus!
BcQAAAAAAAAAAAAAAAAAAAAAAUkEI4ASIJJBSCJJAAAAAAAAAAAAAUSCgEUQhISSSBBSAoA
评论来自
Icebot
I'll tell you what feels rough is M+ without hex and purge, understand those can come later with the extra points, but trying to hex zul'gamux bat and OShir's bird only to realize I followed the template to a T and didn't even have hex (I thought I was having a UI bug).
评论来自
McMurphy
Why use the skybreaker's legendary? How does that benefit enhance?
评论来自
HeadMonkey
Despite saying these guides have been updated for 10.0.5 the talent trees do not match the live build. Please fix.
评论来自
Maddley4321
Why/ how does this show 31 points talented into the spec tree - did they increase the cap?
评论来自
Strikerays
For 10.1, it seems that picking up frost shock for storm build is a point wasted in that talent since u got nothing to rise up its damage, if u ask me just use a macro to put Nexus totem, and use that talent point in Hex or cleanse totem, since we will have to cc/cleanse those ghosts from the new affix.
Also for lava burst and elemental blast, maybe elemental will help u with the bonus stats but is minimal since your priority will be cast as many lightning bolts as u can. of course this means u will need barely from 30 to 35% haste without buff, so u get that GDR to casts all the stormstrikes u want.
评论来自
the9tail
Mr Writer,
Let me preface this with your guide is well written and looks great.
BUT
When people click "Best Builds" they expect to be told what the best build is without read all the details to find it.
And what I mean by that is:
Instead of
Elementalist - (Raid / ST)
Storm - (Raid / ST)
Elementalist - (M+ / AoE)
Storm - (M+ / AoE)
You write
Elementalist - (Raid / ST)
Storm - (Raid / ST) (Best)
Elementalist - (M+ / AoE) (Best)
Storm - (M+ / AoE)
As an example.
评论来自
Voxxel
10.2 - The Elemental M+ talent tree is outdated and missing points in the game when imported over.
评论来自
Adondriel
Talent links are broken for elementalist.
贡献
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