Guide
Class Strengths
Enhancement's biggest strength is putting out competitive DPS while providing a whole slew of raid buffs. Essentially every buff that we provide is boosted by the cookie cutter parts of our talent spec so there is little, "brb moving 2 talent points" respeccing necessary for the class.
With the introduction of Fire Nova enhancement is now a force to be reckoned with on multi target encounters. This paired with the new reduced cooldown on Fire Elemental Totem really helps enhancement to shine in the fights where we were once very weak.
Class Weaknesses
Enhancement's biggest weakness lies in our ability to close distance. Other melee classes have things like intercept, sprint, and pursuit of justice where our only real choice is runspeed to boots or spirit wolves. While neither of those are a bad option, it is a rough circumstance to have your only ground closer tied into one of your only DPS cooldowns. A dynamnic that no other class is really faced with.
Rotation
Enhancement's rotation is much like retributions and unlike every other class. Sure, those classes will have variants and outliers based on procs, but our rotation is purely priority based and will change with different gear levels.
Your general flow of things will look like*:
Maelstrom 5 Lightning Bolt > Magma Totem > Flame Shock if dot has less than 3 seconds left > Earth Shock if Stormstrike is active > Stormstrike > Earth Shock > Magma Totem > Lightning Shield > Lava Lash > Fire Nova > Maelstrom 4 Chain Lightning.
You can go further down the list of lower Maelstrom stacks, but that should be something you only do if you have no risk of overlapping the cooldown of your shocks or Stormstrike.
Always always always use Chain Lightning over Lightning Bolt if the CL will hop.
Magma Totem being that high in the priority does not mean to chain drop Magma Totem. It means that if the totem is not active then recast it. I still find myself with free globals to refresh it with the introduction of Fire Nova before it expires, but there are some rare occurrences where you are gcd locked for an eternity.
*this alters when additional mobs are thrown into the mix, see the Fire Nova section for more details.
Shamanistic Rage
With the few abilities that I haven't mentioned their usage generally depends on fight length/circumstances. Use shamanistic rage before you go out of mana. I generally use it when I'm at about half mana and have no other ability off of cooldown, and it's largely irrelevant when you use it(provided it's before you are out of mana).
Feral Spirit
Feral spirit is really dependent on fight length. If you expect the fight to be shorter than the cooldown then wait until Bloodlust/Heroism are about to happen and use them just prior. If the fight will exceed the cooldown of the wolves then use them as soon as you can.
There are, of course, outliers to ability usage, and since TOC is the most relevant form of content all of my examples are from there.
For a fight like Northrend Beasts if your cooldown is up/coming close to up as you enter the Icehowl phase don't blow wolves immediately, wait for a stun for the additional damage to a stunned Icehowl and mash spirit walk to get back into position quickly.
For Anub'arak I find myself not using my wolves at all other than when he's submerged. While learning the fight we had issues with stuns going on DR and it wasn't until rigorous log parsing that we found out my wolves would break off of attacking Anub and stun an add without my command to do so.
On attempts after this I realized how stupid I was and tried to do everything I could think of(turning off autobash, using bash on anub, calling them in as passive so their only target would ever be anub) and nothing worked.
The spirit wolves will also provide a ton of healing if used during the leeching swarm phase of Anub, so it's not the best idea to use them there.
A final thought on wolves is to just be aware that they can receive every buff that you can. I have a macro that reads something like:
/cast feral spirit /w repeek ARF ARF DO THE DOGGY BOUNCE /w ahshift bark bark /w prolifik wolves up, kings please
Repeek is a warrior and will shout the wolves if he finds the time to do so. Ahshift is a druid and takes my macro as a queue to use his trees so that they can receive the buffs that my wolves get. Prolifik is a paladin that is on Kings duty for warriors, and has a macro that's like /target spirit wolf /cast blessing of kings and will do that if he finds the time to.
These buffs are by no means crucial, but if you get with the various buffing classes and are polite enough you may end up with some ridiculous wolves. This is not me telling you to demand that these classes capable of buffing your wolves do so, but simply ask that if they find themselves in a free global after they see that macro text then it would be super cool if they pressed their buff button.
Another thing that you can do is lug around kings drums and use them yourself after you've popped wolves and find everything on cooldown. There are a ton of other buffs that can be applied to wolves, but be reasonable ;)
Fire Elemental
The elemental is capable of providing massive amounts of damage during it's 2 minute uptime. Only use the elemental when you will get the most out of it.
In TOC the usage is typically something like: on Gormok because the worm sweeps/Icehowls breath will kill it, Jaraxxus immediately, on Faction Champs I'm afraid of Kyth so I don't use it at all, for twins immediately, and for Anub once he's in p3 and will cease to submerge.
The positioning on the spell is now very important due to the introduction of Fire Nova. On the AE heavy fights be sure that you have your totem centered between the different mobs. Remember: Fire Totems always go to the front left of your character model.
Something to keep in mind with the Fire Elemental is his stats are based upon your stats at the time of casting. Since this is the case I usually try to line it up with trinket/weapon/racial abilities to get the most out of it. This should be done within reason, though. Don't waste too much time trying to get every single one of your procs lined up.
Fire Nova
Fire Nova is our new bread and butter AE spell. On single target encounters it's weight in a priority system is not very high. Once additional mobs are introduced it becomes exponentially better, to the point of being the highest damage/cast ability in our arsenal. At the moment that potential only lies in the Anub'arak encounter in 25 man Hardmode and after an Infernal Volcano provided they're all close enough to be hit, but there are lots of other opportunities to come in Icecrown.
The best advice that I can offer up to figure out the best time to use Fire Nova is to load your character up in Rawr and use the export to EnhSim feature(I'm not going to go into detail on how to do this, both sims have amazing FAQs and for me to explain it all would probably eclipse the length of this current guide) and find the average damage for each ability and adjust accordingly. On single targets it's likely that Fire Nova will be the least damage, be slightly higher than Lava Lash on two targets, and start trumping everything when you get into the realm of 3+ targets.
The one drawback of this new spell is the mana cost. I have yet to run into mana issues with the spell in doing both 10/25 man content without any points in Elemental Focus/Imp Stormstrike(even on fights like Anub/Twink Valkyr where I'm dumping Chain Lightning with every MW stack and Fire Novaing like a fiend), but what works for me may not work for everyone. I think the most important thing to have beyond an aggressive use of Shamanistic Rage is Judgment of Wisdom. The only log that I have to look over is our latest Hardmode Twins kill to cite mana as I was resto for Anub, but take a look at the mana returns from different abilities:
Shamanistic Rage 60215 mana Judgement of Wisdom 23650 mana Replenishment 7462 mana Empowered Light 3502 mana Revitalize 1225 mana
If you find yourself lacking Judgment of Wisdom you may need mana assistance from our retention talents. I would suggest starting without them to see where you stand, then begin putting points into them to fill the gaps. I will slightly touch on this in the next section.
Talents
Enhancement talent specs are really dependent on gear and setting. If you find yourself doing a lot of 10 mans it's possible that a spec with more mana return will suit you better. If you find yourself dying to unavoidable damage you can spec into more survivability.
The core talents remain the same regardless of which spec you choose, and looks like: http://www.wowhead.com/?talent#hVhhVbZhbxsoxdIhusouVo:NfkM
Once you have the base of your spec established the remaining points are dependent on the above mentioned. If you have 4 piece T9 and are actively raiding 25 mans where most/all of the mana regen buffs are covered you'll get the most DPS out of: http://www.wowhead.com/?talent#hVhGVbZhbxsoxdIhusouVo:NfkM
If you are finding that you are having issues with mana then drop points in Reverberation and pick up Elemental Focus/Improved Stormstrike with your two remainder points.
Glyphs
Enhancement glyphs are pretty straight forward.
The largest DPS increase is yielded from using Glyph of Feral Spirit and Glyph of Stormstrike.
The other 3 choices for your third glyph include: Flame Shock, Windfury, and Lightning Shield. On single target encounters Flame Shock will provide you with the largest DPS increase. Once additional mobs are entered into the equation Windfury will yield you higher DPS. Going even further, once additional mechanics to trigger the passive hits on your lightning shield are introduced, that then becomes the superior glyph.
Gems
The most important things to achieve when thinking about your gemming are the expertise and spell hit caps. Because so much of enhancement's damage is magical the spell hit cap is very very important.
The caps for spell hit are:
- Draenei - 342 Everyone else - 368.
The caps for expertise are:
- Orc wielding Axes/Fist weapons - 99
- Everyone else - 140.
It should be mentioned that if you are an orc wielding a fist/axe in your mainhand it is not worth it to exceed that expertise value to try and bring your offhand up to the same threshold.
Gemming beyond your two caps is subject to a lot of controversy among enhancement shamans. The two schools of thought are pure Attack Power and pure Haste. I'm not going to argue for either one and it's apparent where my preference lies, but I will try to give the advantages/disadvantages of both so that you can make your own decision.
Haste
Haste does a lot of things for us. It affects: Lightning Shield damage, Flametongue Damage, White Damage, Lightning Bolt damage(by contributing to additional melee swings and granting additional maelstrom weapon procs), and something that no other stat does - our global cooldown.
There are different valleys and peaks for the GCD that alter with every few points you gain in the stat because all of our abilities are tied to cooldowns rather than some other resource.
Pretend you have 0 haste and look at this general flow:
0.0 - Stormstrike 1.5 - Flame Shock 3.0 - Lava Lash 4.5 - Lightning Bolt 6.0 - wait 6.7 - Earth Shock 8.2 - Stormstrike
You can see that you are left with a .7 second waiting period between and then a .2 second delay on Stormstrike usage with 0 haste. If you were to gain enough haste to drop your global to 1.3 seconds you flow would then look like:
0.0 - Stormstrike 1.3 - Flame Shock 2.6 - Lava Lash 3.9 - Lightning Bolt 5.3 - filler ability 6.6 - Earth Shock 7.9 - wait 8.0 - Stormstrike
The addition of that much haste allows you to fit in another ability and removes waiting time for your Stormstrike usage.
Obviously those two are different extremes, but the idea remains the same throughout: small increments can have cascading effects on your entire rotation.
Attack Power
Attack Power is a lot more simple. It affects every ability we have, whether it be physical or magical. The things that it can impact that haste cannot is Magma Totem damage, Fire Nova Damage, Fire Elemental Damage, and Shock Damage. A few of those abilities also involve hitting multiple targets, so should there be the targets available then AP becomes an even stronger stat.
The ideal meta is either Chaotic Skyflare or Relentless Earthsiege, both are very comparable and you can choose whichever better suits your gear. To meet any blue gem requirements the Nightmare's Tear is a fantastic gem. If you are using Skyflare then your 2nd blue gem should be a Siren's Tear(provided you're at the expertise cap before you say BUT YOUR GEAR HAS.. ;)).
Enchants
Regardless of spec/gemming there is little room for variance in enhancement enchants.
- Head: Arcanum of Torment
- Shoulders: Greater Inscription of the Axe
- Back: Greater Speed
- Chest: Powerful Stats
- Wrist: Greater Assault
- Gloves: Crusher
- Belt: Eternal Belt Buckle
- Legs: Icescale Leg Armor
- Weapon: Berserking
- Boots: The only variant. Without a runspeed talent runspeed is an amazing enchant. If you find yourself doing literally 0 movement then you may find better results with Icewalker or Attack Power.
Doubling back on Black Magic information yet again. The recorded results were not really new information as there was a grave misunderstanding among shamans on how haste affected PPM enchants. Berserking is still the superior enchant.
Professions
Without any sort of talent to increase base gains on an ability most of the profession choices are equal for enhancement.
If you find yourself wanting to stack haste then JC/Blacksmithing/Engineering are the only professions that can cater towards this decision.
I have found engineering to be the biggest DPS boost regardless of gemming provided you use bombs on cooldown and the other benefitis offered by the profession.
If you aren't worried about haste Enchanting, Leatherworking, Alchemy, and Inscription all provide the same benefit.
Consumables
Consumables are straight forward for enhancement
- Flask: Flask of Endless Rage
- Food: Fish Feast
- Potion: Potion of Speed
Some encounters require potion timers other than potion of speed, so keep that in mind. Never forget that staying alive is more important than eeking out a little bit more DPS, so if you find yourself in a bind don't forget you have health potions available to you.
Your UI:
The key factors to any enhancement UI are:
- a way to display your totems
- a way to easily track your cooldowns
- a way to monitor boss debuffs
- and less enhancement crucial addons like raid frames, boss mods, and things of that sort.
If you're finding it difficult to keep up with the shaman priority system there is a mod called ShockandAwe that will assist you in the most basic way: by putting a button in the middle of your screen and tell you what to do.
I prefer numbers to bars so I never really got into the addon(being aware of what is coming off of cooldown is important), but I use a similar layout.
Example: http://img410.imageshack.us/img410/5216/uisy.jpg">http://img410.imageshack.us/img410/5216/uisy.jpg
- Is a mod called Satrina's Buff Bars. It is an amazing mod. You can set it to display any buff/debuff and have a whole mess of filtering options available. I use one in the top left to verify my raid buffs, the one in the bottom middle to keep track of my totems and if I'm in range, and the top middle to take care of Magma timer/Lightning Shield charges/Maelstrom charges.
- This mod is called PowerAuras. It's not the most flattering icon for sure, but I made it as a joke and felt like I needed to use it. I use that to keep track of if my target has the Stormstrike debuff or not. When the debuff is not active on my target that Icon appears and I know that should an ES/SS interaction come up then SS is the better option.
- This is a mod called Bartender. It lets you adjust bar scale/amount of buttons shown, and positioning. I keep every ability with a cooldown visible and hide just about everything else that I can.
- This addon is called Yatba. I use it to keep track of my Flame Shock dot because it is pretty.
As you can see my UI is very centered. I have found this to be the best option for enhancement as there are so many things to keep track of, and looking all over your screen for cooldowns is not very wise.
Third Party Tools
Rawr and Enhsim are both amazing tools for figuring out upgrades. They are best used in conjunction with each other and Rawr can even export your setup to Enhsim for simulation ease.
Random notes, tidbits, and TL;DRs:
If you don't get the rotation right 100% of the time it is not the end of the world. Don't try to reset it, just go with it.
Get comfortable with it all. There is a lot to take in and keep track of, but it all becomes 2nd nature after a while.
The caps for spell hit are: Draenei - 342, Everyone else - 368. The caps for expertise are: Orc wielding Axes/Fist weapons - 99, Everyone else - 140. These are your most important stats.
Links to mods/simulators:
- ShockandAwe: http://wow.curse.com/downloads/wow-addons/details/shockandawe.aspx
- Satrina's Buff Frames: http://www.wowinterface.com/downloads/info7876-SatrinaBuffFrames3.html
- Power Auras: http://www.wowinterface.com/downloads/info14291-PowerAurasClassic.html
- Bartender: http://www.wowinterface.com/downloads/info11190-Bartender4.html
- Yatba: http://www.wowace.com/addons/yatba/
- Rawr: http://rawr.codeplex.com/
- Enhsim: http://enhsim.codeplex.com/
Thanks
The EJ shaman community. Most/if not all of this info has been posted there at one point or another.
Bluedeep because I totally ripped off your layout.
Fusion for letting me hit things.



Just thought I'd add in regards to the haste section. Stormstrike and Lava Lash are melee attacks, and their GCD is not reduced by having more Haste. Magma Totem is also in the physical school now, but it's already fixed at 1s GCD, so haste wouldn't affect it either way.