WoW Classic: Burning Crusade Enhancement Shaman PvE Guide (Talents, Gems, Rotation, Enchants) | TBC
FULL TRANSCRIPT
greetings everyone and welcome to the
tbc
classic enhancement shaman pve guide in
this guide we'll go over everything to
making an effective and knowledgeable
enhancement shaman in tbc
classic from a pve perspective this
guide was written by evan a member of
the classic shaman discord and will
serve as your instructor
for this guide as with all my tbc
classic guides you can find
timestamps in a pin comment below or you
can use youtube annotations to navigate
through this guide
at your own pace or focus on a specific
area of the guide that you're interested
in
let's get started before we move into
the guide proper i want to take some
time to talk about the classic shaman
discord
i myself melron i'm a co-founder of the
discord and our overall goal is to
create a place or home for all classic
wow shaman whether it be from classic
vanilla or classic tbc we have over 18
000 members and we've experienced and
professional moderators and shaman
trainers
that are there for you to answer any
questions you may have
concerning shaman regardless of your
spec or the area of the game you're most
interested in we have discussion on spec
specific strategy
theory craft leveling and play
improvements and you can bother both me
and evan whenever you want there will be
a link to join the classic shaman
discord in the description
once you click that link you'll see the
readme channel and in that channel
you'll see a post
you can react to there are three
different reactions one for classic
vanilla
one for classic tbc and one for classic
wrath of the lich king which of course
is still under development but depending
on which of those emojis you click on
it'll open in certain parts of the
discord so if you're just interested in
tbc classic just click that one and if
you're interested in all three you can
do that as well it's totally up to you
i highly recommend anyone who's playing
sham in any capacity to join the discord
and become part of the community let's
start moving the table of contents for
this guide we'll be covering a lot
everything from race selection
enhancement spells and totems
talents weapon imbues rotation and spell
priority totem twisting
threat stats and gearing gemming
enchants consumes
professions items that are still
powerful in tbc classic from vanilla
classic
bis lists group composition and finally
add-ons and ui
again use the timestamps in the pin
comment below or the annotations on
youtube to go to specific section
that you're interested in before we get
started i want to introduce your
instructor for this guide evan evan is
the developer of the tbc enhancement
shaman ep
sheet which we'll be referencing heavily
in this guide the link will be in the
description below make sure you go to
that it's a lot of work and it really
makes gearing a lot easier
for your shaman going into tbc classic
if you're playing enhancement he's
cleared all content on vanilla on tvc
private servers and in tbc as an
enhancement shaman he's currently a top
100 warrior parser in classic wow
and the gm of the classic wild guild too
high on blumo he plays enhancement
shaman at a competitive level in retail
well
and of course he is a shaman trainer on
the classic shaman discord so make sure
you stop in and say hello or thank him
for making this amazing guide all right
evan without further ado
let's get started hey thanks meldaron
eben here
i appreciate the introduction really
excited to be joining the shaman
community
i play a lot of warrior in classic
vanilla i would choose shaman but we all
know it's not the
most exciting spec in vanilla but it
should be a lot more fun going into tbc
and hopefully wrath beyond that so we'll
start off with
race selection first off we have orcs
which are undoubtedly
going to be your strongest choice they
have blood fury which is a very potent
cooldown
on a two-minute timer as opposed to
classic vanilla it adds both melee
attack power and spell power kind of
double dipping there on our damage
profile while most of enhancement damage
i'd say about
70 is physical the rest is affected by
spell power we also have
axe specialization which provides five
percent
expertise with axes so that may sound
similar to what we have in vanilla
but it's a little different weapon skill
as mostly powerful
in addition to the reduction in parry
and dodge it
improves your damage through reducing
glancing blows
but that's not the case in tbc expertise
is just straight up parry
lock and dodge as a melee dps especially
on bosses you know you generally want to
be standing behind the boss so it's just
dodge that you're worried about and
that's what expertise helps with
they're really the only race here that
offers that perk for the pvpers out
there additional stone resistance from
hardiness which is nerfed compared to
vanilla but
still good to have next up we have
trolls and their cooldown is berserking
which is
on a three minute cooldown as opposed to
blood fury's two minutes
which doesn't quite sync up as well with
your other cooldowns unlike
two minutes on haste potion two minutes
on shamanistic rage
those type of things pair really well
with blood fury berserking three minute
cooldowns still strong
pace is actually a great stat in tbc but
just a little less powerful than blood
fury also they have regeneration
which might help save yourself because
there's a lot of unavoidable raid damage
in tbc
so much so that on private servers like
endless kind of acts as a
gear check or stat check if you don't
have x amount of health you're probably
dead but if you're generating some of it
a little bit extra
you might survive not something to
really worry about next up are taurens
one of my personal favorite races but
they're not quite so strong in pve
unlike their orc and troll counterparts
they have war stomp which
pvpeers know to be very strong but
minimal usage and raid settings
you generally don't need to do a cc on
an aoe pack
usually that's already taken care of but
the five percent bonus health from their
endurance passive
might allow you to opt for that piece of
gear that has no health on it at all and
go for a little more damage
it'll kind of depend on the difficulty
of the boss fights and the encounters
in classic tbc last couple racials not
really impactful in pve we got
cultivation for herbalism but
we're pretty profession locked as
enhancement shaman which we'll talk
about later
probably doesn't factor in and nature
resistance might have its use
on the odd boss but not very useful or
pve damage next up
dranai the only race we can choose on
alliance side
their benefits for enhancement are
honestly kind of non-existent and i'll
explain why in tbc
unlike in wrath which is probably the
version everyone remembers
the inspiring presence passive only
affects
spell hit so we get one percent spell
hit for you and your party so five
people
sounds great it's okay personally for us
as enhancement shamans because we do
have
shocks that affects our shock dps and
our interrupt ability but it doesn't aid
the people in our group right so
enhancement shaman we
do decent damage definitely a lot more
than vanilla but a lot of our value
comes from
supporting the other damage dealers in
our party right we have wind fury
strength of earth grace of air all these
great tools to help our party out but
this one since you'll usually be
either in a melee party or some kind of
tank hybrid party or hunter group it
doesn't help any of them the heroic
presence which
other classes in the draenei race
receive which is melee and ranged hit
something that we don't receive so if
you find yourself in the odd
caster group for whatever reason i don't
know if you're in some kind of truly
mid-max guild and we end up with very
difficult forms of content and you can't
really bring much melee sometimes you
might find yourself in a group with a
couple casters and it'll help out but
for the most part not the best
gift of the nuru three-minute cooldown
heal scales with your level but
also not that strong i would honestly
rather have something like
the tauren's five percent bonus health
gem cutting passive is cool
a lot of us might opt to go with
jewelcrafting just because it's the
newest profession in tbc
but the personal bonuses of that
profession which we'll get into later
just aren't really
that strong especially in the beginning
they pick up towards the very end of the
game
so this five percent bonus may not see
much use and then
sort of kind of just like the tauren we
have 10 bonus shadow resistance
also neither here nor there next up new
universal shaman spells so these are all
the
cool flavorful and mostly useful
editions we receive in tbc
biggest one that it's on everyone's mind
is heroism and bloodlust if you've ever
played
any iteration of world of warcraft
beyond vanilla this is
one of the most potent tools in a
shaman's arsenal so on tbc heroism and
bloodlust
are party specific so a shaman and a
party of five
pop that ability give all five party
members 30
bonus ace for 40 seconds really strong
right so
if you have five shaman in your raid one
in each group your whole raid can get 30
bonus haste really good for damage
dealing for tank threat
or increased healing output during boss
encounters with high incoming damage
additionally tpc has some unique
interactions with
these haste buffs you can strategize and
cycle shamans into different groups to
prolong
each party members haste buff for
example hunter group usually one of your
biggest damage dealing groups
probably looks something like three bm
hunters a feral druid and you or another
resto shaman something like that let's
say you start the fight off and you pop
heroism or bloodlust 40 seconds 30
haste and then the buff falls off unlike
future iterations of the game there's no
debuff that you incur
from that ability so you can actually
swap groups with another shaman
give those other four players bloodlust
again you can keep cycling if you'd like
and allow your party to have permanent
heroism for the duration of a fight if
you so choose so there's a lot of
different
strategies that come into play here
sometimes you might want to
make sure that your healers get extra
healing output on certain difficult
encounters
sometimes a warlock might have a better
damage profile
for the raid encounter than a hunter so
you might want to cycle shamans through
their group or
you might just want to stick with
bloodlusting your entire raid all right
next
up really good for enhancement shaman is
water shield
reading the tool tip you might think
this seems more like a
caster or healer ability we have
lightning shield which does damage and
we want more damage right
wrong especially in raid encounters
pve scenarios you're generally not
getting hit by the boss right
so water shield's passive effect so it
makes it really strong now we get
extra mp5 and we use mana throughout our
rotation and
especially intensively if you're totem
twisting which we will go over later but
water shield
costs nothing to cast gives you extra
mana just makes your
damage a lot more sustainable through a
fight next new shaman spell
totemic call you can click a button and
just recall all four of your totems
really useful because it helps you with
the mana conservation
you get 25 of the mana back that you
spent to place the totems
sometimes you might have a open gcd in
your rotation
and one tone is about to fall off if you
want to just claim some mana back hit
the button also
we all know totems can pull aggro in
sticky situations easy to recall it back
i know you could always
right click but at least this gives you
an extra bit of utility for
recalling those totems next we have fire
elemental totem it's a
very strong damage cooldown a little sad
that it's
20 minutes but when you pop it it does
aoe fire damage
and is much stronger than say searing
totem on a boss
or magma totem on a boss use it wisely
that long cooldown means it's probably
not up for very many bosses in a raid
but still
very strong earth elemental totem
usually really good for
you know solo questing five band
dungeons
where it can save your life or save the
life of your group by
aggroing all the mobs that are causing
you trouble in a raid environment
it's usually not tanky enough to take
too many hits but can still be thrown
down in a pinch
not recommended to be using it
willy-nilly though definitely use it as
a
emergency ability finally wrath of era
totem doesn't seem like something
we as enhancement would use very often
but does have its uses so rather very
totem is really good for
paladin tanks because most of their
threat generation
comes from spell damage holy attacks
it's kind of why you'll see them walking
around with caster one-handers
if you for whatever reason find yourself
in a party with them this is definitely
better than
dropping wind fury or dropping grace
affair next let's go
over enhancement specific talents we got
a lot of nice
new things in tbc that really help our
personal damage
and make us a lot more than just a buff
bot first off tool building you're no
longer
swinging around a big two-hander in pve
or raid scenarios
you're going to opt for a slow main hand
and a slow off hand
for that winfurion view additionally we
get a little bit of extra hit
through the dual wield specialization
talent enhancement shaman
just in their talents alone gets either
very close to
or they reach their special attack hit
cap so it makes gearing a lot easier
next we have mental quickness this
talent allows
some spell damage scaling to come from
your melee dps stats so 30 of your
attack power
gets converted to spell damage really
useful for increasing the damage of your
shocks
we have two talents that operate based
off melee critical hits
that are unleash rage and shamanistic
focus
unleash rage is a really potent group
buff that increases your party's melee
attack power by six percent
and with approximately tier four levels
of gear you're pretty much
always going to have 100 of time on
unleash rage
as long as you yourself have high up
time on the boss you're hitting
shamanistic focus
just helps with that mana conservation
every time you land a melee crit
your next shock costs 60 less you'll
notice
this talent's effectiveness when you're
totem twisting for sure
last new talent that's really important
shamanistic rage shamanistic rage is a
on-use ability with a two-minute
cooldown that reduces the damage you
take
by 30 which in pv situations might not
be used very often
could be a nice reaction to pulling
threat but this ability is more useful
for
the mana regeneration shamanistic rage
is a
integral part of your dps rotation
because
there are times where you will run out
of mana you pop this ability gives your
melee attacks a chance on hit to
regenerate mana and if you are smart
about its usage
combine it with a haste potion on the
same cooldown or use it during a heroism
window
if you can manage it before you go loom
then you'll see your mana bar shoot back
up and this is the most
important ability to keep your totem
twisting
alive we have spirit weapons which
reduces the threat you generate by
thirty percent
extremely useful one of the most
important times
in the whole tree because as enhancement
shaman you generally are
quite threat cat especially in the
beginning of a boss fight
or just sustained throughout your threat
without this talent will
just be too much for most tanks to
handle additionally spirit weapons
activates your chance to parry attacks
now if you're pvping or
fighting mobs where you have aggro could
help save your life and
lastly for the important talents we have
enhancing totems which increases the
strength and agility bonus from your
strength of earth totem
and gray severe totems by 15 really
powerful because it's useful
not only for yourself but for the rest
of your group and that 15
bonus equates to about 13 strength and
12 agility from your totems very strong
and with the tier four set bonus
this talent further improves your tier
four so we've gone over all the
important talents already
here on screen is what your base
enhancement spec will look like
45 points in enhancement and then we got
a couple options for
restoration or elemental the recommended
subspec is restoration
it's recommended because it has the most
utility
of the two options without really any
downside you gain three percent hit
which is not just
melee but also spells so that increases
your shock dps
and your ability to land interrupts as
well and with this talent
in addition to your dual build
specialization you reach your
nine percent special attack hit cap so
that means
storm strike won't miss additionally we
have increased range to your totems
which makes it a lot easier to manage
whether or not your
party is receiving the benefit of your
totems which is a huge part of shamans
as you all know
and we also have some mana conservation
talents that enable totem twisting which
we'll talk about later but
is highly impactful in increasing your
raids dps the other option
aside from restoration is the elemental
subspec
that's 16 points in elemental generally
this spec will come out on top early
game
where hit is really plentiful on gear
reaching your special attack hit cap
just from talents
is not really that important we get a
five second shot cooldown
instead of six extra damage from those
shocks you get extra
damage on your fire totems but in
general you'll notice
as you get beyond early game the
personal dps from the two specs
will generally stay about the same so
you're giving up quite a bit of utility
to go for the spec maybe not receiving
too much in return
shaman and tbc have four different
weapon and views at their disposal win
fury flame tongue
rock biter and frost brand but only wind
fury and flame tongue
are relevant dps options wind fury
weapon favors
slow hard hitting weapons and is most
likely to be
our only option in tbc for both main
hand
and offhand flame tongue weapon is only
really an option
early game if you happen to receive a
very strong fast weapon to be used in
your off hand compared to
whatever weaker weapon you got while
leveling it in that case you would imbue
that offhand with flame tongue
and still win for your weapon on the
main hand something i like to add about
wind fury weapon in view is that in tbc
unlike vanilla classic there is a three
second internal cooldown for this in
view what that means is you cannot proc
with infuriating more than once in a
three second window so what that means
is in plain english is if your weapons
swings
are shorter than three seconds that
weapon cannot proc win fury more than
once in a three second window
is this something to keep in mind
there's no way to get around this in
very early tbc in live tbc you could put
multiple ranks of winfury and bu
to circumvent this icd that was fixed
very very quickly in tbc's lifetime
also people may think that since the
windfury totem itself doesn't have an
icd you can imbue your main hand with
windfury totem to circumvent the icd but
remember
windfury totem only provides one extra
attack with less bonus attack power
despite that wind fury icd
double win figurine view will produce
the most dps
throughout tbc classic and should be
used in all pve settings
i say this just so you know coming in
from vanilla if you weren't aware of the
icd that it does exist in tbc
all right now let's get into our
rotation and spell priority first off
you want to make sure that you maintain
up time on all your totems for earth we
got strength of earth that's plus
strength to your group air
depending on your group composition that
could be wind fury
that could be grace of air or it could
be wrath of air or you might even totem
twist
for water you're almost always using
mana spring totem even though the
other members in your party usually
won't have mana bars except for maybe a
red paladin this is really important for
helping your mana sustain and fire totem
steering totem on single target magma
totem on aoe situations
pretty easy but in general you just want
to make sure these don't fall off
especially those buff ones next up after
totems we have flame shock wanna make
sure that damage over time effect is
always on your target
if you're in a situation where it's aoe
you want to make sure that flame shock
dot is up on multiple targets for the
most damage output then you want to make
sure that you storm strike on cooldown
and in single target situations you'll
earth shock on cooldown to fill in gaps
where your flame shock is still up or
like mentioned earlier
flame shock and aoe situations
shamanistic reach comes last that's when
you'll
be looking to regenerate mana if you're
close to going um or you find a really
good situation for it with that spell
priority in mind
let's say you're engaging a boss now
ideally you want to have all your totems
set
up before the fight starts so before
that combat timer ticks you should have
earth air and water down at least might
not always be possible depending on
the speed of your raid but it helps to
get those global cooldowns out of the
way before you start fighting now as
you're running in towards the boss
you want to use that gcd on flame shock
once you reach the boss gcd should be up
storm strike comes first always then
your next shock usually single target or
shock or if you've got some cleave
situation flame shock the off target and
keep that up through the whole fight if
totems start to fail in duration
you can refresh if you're moving you can
use totemic call pull those totems up
and as long as your shock is already on
cooldown
start placing totems for the next
position let's talk about totem twisting
now which we've alluded to a few times
already this is a shaman's ability
to keep the buffs of two air totems up
at the same time for the most part totem
twisting will require that you
opted for that restoration subspec or
you just won't be able to meet the
mana requirements that totem twisting
demands now totem twisting is pretty
heavy on
your mana smart use of shamanistic rage
will usually
cover what you need to continue twisting
there will be times where
you might have really bad rng and not
get much mana back
and it is always a raid dps
boost to continue twisting and just drop
shocks from your rotation
until you can get your mana back under
control totem twisting will
in all situations lower your personal
dps firstly
through non-permanent uptime of your
grace of air totem but you can minimize
the impact on your shock dps
by skilled play so totem twisting
involves
combining the effects of your windfury
totem with either
race of air or tranquil air totems when
fury totem
imbues party members main hand weapons
for nine seconds
so you'll start with that you'll drop
the totem and then when you drop grace
of air
the weapon imbue on your party is still
in effect so you'll drop wind fury totem
weapon first
and then gray severe totem or tranquil
air totem immediately after the gray
severe totem has to be
up for its effect to take place but the
windfury mb will still be on your party
members weapons so essentially you'll
have both effects at the same time the
only downside for
you as enhancement shaman is that the
wind fury totem effect does not stack
with your own wind fury weapon imbue
so you'll lose a little bit of uptime on
grace affair because that's the only
totem that affects your personal damage
but everyone else in your party
will gain a lot from having the effect
of both totems at once
now this may make your rotation feel
a lot more challenging because of all
the extra global cooldowns you'll need
to use
and it can clip some of your shock
cooldown a lot of the skill and totem
twisting will be
in using available empty gcd windows
on totem twisting maybe in advance so
you can make sure that your next shock
comes right off cooldown so the specific
benefits of twisting grace of air in
with wind fury are that
baseline not including kings and
enhancing totems warriors
paladins jewish and shaman all gain
around three percent melee crit rogues
and hunters around two percent crit
rogues jewish and hunters just under 80
attack power
and warriors rogues and more importantly
hunters
just over 150 attack power now we've
already talked a little bit about this
but
threat is an issue for enhancing shaman
enhancement shaman
played well are generally one of the
most threat-capped dps you'll have in
your raid a lot of this comes from the
rng and bursty nature of wind fury
especially
in the beginning of a fight if your tank
has only gotten a couple swings in on
the boss
and your first attack prox winfury it's
going to be a lot of burst threat coming
your way
fortunately we have a couple ways to
mitigate this threat one of them
is blessing of salvation that should be
the paladin blessing you prioritize
the most of course we get that 30 threat
reduction from our talents
which helps even with the two of these
things you still may need to be careful
at the start of a boss fight in addition
the threat from our sustained dps
can be quite high you may notice
yourself riding right under the tank
and as the fight goes on your threat
slowly creeps up towards him and so in
these situations where
you feel thread cap the first thing you
should do is drop shocks from your
rotation once threat gets under control
add the shocks back in
alright let's get into stats next first
off those primary attributes one
strength converts into two ap
pretty easy 25 agility equals one
percent melee crit that means one
agility
equals 0.04 percent melee crit intellect
will give you some minor amount of spell
crit but the ratio is
not favorable and so usually that effect
on your dps isn't really considered when
looking at gear pieces
expertise is one of our new stats in tbc
we talked about it a little bit earlier
but
it's different from weapon skill it has
nothing to do with glancing blows
it does reduce your chance to be dodged
parried and blocked but of course the
melee dps you're
opting for standing behind the boss so
that your attacks can't be
period or blocked so expertise pretty
much just means
dodge reduction from your melee hits it
functions differently from all the other
secondary stats in that partial
expertise
skill does nothing for you so on gear
pieces you'll find
expertise rating which converts to
expertise skill
and if your expertise skill is 5.3
or 5.8 that means your effective
expertise in combat will just round down
to 5.
22.4 expertise skill would be required
to remove
all chance to be dodged this is what we
refer to as our expertise cap but like i
said
only whole points are considered so you
need to reach
23 expertise that expertise cap would be
converted to
requiring 91 expertise rating from gear
so in tbc we still have hit rating 15.8
hit rating converts to one percent melee
hit we talked about your
nine percent melee hit soft cap for your
special attacks like storm strike and of
course since we're duel wielding
we have that extra chance to miss with
our white auto attacks
that hard hit cap is 28 so
we also spoke about the talents already
but with the restoration subspec
you reach the melee soft hit cap just
through your talents
with the elemental subspec you'll be
three percent hit
short of your melee soft kitkat which
makes
those initial points of hit from your
gear more beneficial for the rest of
subspec
users you would need to have 19
hit from gear converted to 300 hit
rating to reach that auto attacked hard
hit cap for
elemental subspec users you'll need a
little bit more 22 percent hit to reach
the hard
cap so the 28 hard hit cap is not really
something that you need to concern
yourself with
it just means that hit rating from gear
will continue to be useful
after you pass the soft hit cap but it
won't be
your most useful stats spell hit cap
functions a little differently you won't
find spell
hit rating on any of your enhancement
gear because you'll only be wearing
gear with physical stats on them but
this doesn't affect us in a way so
boss mobs who are always three levels
higher than you will have a
17 chance for you to miss them with
spells so your shocks
will always have a significant chance to
miss you do receive three percent spell
hit
in addition to melee hit from the
nature's guidance talent in the
restoration subspec but that still means
your shocks will have a
14 chance to miss the boss so that means
your
shock dps will be a little bit lower
than your melee hit chance would suggest
that also means you're a little less
reliable on interrupting a boss
than the elemental shamans in your raid
so now while three percent
spell hit might not seem like a lot it's
actually a significant portion
of the remaining chance to miss a boss
next we have
crit which functions the same as it
always has and you'll need
22.1 crit rating for every one percent
crit chance so another new stat in tbc
is
haste for melee users haste will give us
faster
white auto attacks by quickening the
speed of our weapons
and 15.8 haste rating converts to one
percent haste
last new stat in tbc armor penetration
you won't see this stat
until tier 6 and later but it's unique
and that every extra point of armor
penetration makes the previous points
more powerful the more you have
this stat the stronger it gets so now
we've talked about all these
different stats but how do we as
enhancement shaman prioritize
them and this is where we'll get into
something called ep values
ep stands for generally equivalency
points
an ep system is a system of equivalency
points
where we are able to weight stats so we
can better understand
how valuable they are a disclaimer for
eps your ep
values will differ from someone else
with different gear on so for example as
you gain crit
your personal ep value for hit may
increase compared to someone else's
but the way we have them set up here ep
values were generally
calculated with a best set of gear per
tier
so you know how to gear up in that tier
you'll notice in this table here
that one ap equates to one ep so you can
generally get an idea for how much ap
each other secondary stat is worth and
we lay out all the tiers here for you
so tier four would be the rough ep
values for someone in cara
gruel and meg theradon gear tier v
getting into
serpent shrine cavern and tempest keep
tier six
we're looking at here from mount hyjal
black temple
and zulaman and then sun will at the end
you'll notice also
that strength listed here has a lower
value in tier 4 compared to all the
other tiers and that's just the
difference in
the king's buff we'll talk about the
priority of paladin blessings later in
the guide but
in tier 4 content which is mostly 10 man
you usually won't be able to rely on
having kings
in all the future patches where all the
content is 25 man
except for zulaman you can generally
expect you'll have kings in the near
future
when we have access to better sims
or maybe updated information that wasn't
known or taken into consideration before
these ep values might change if these ep
values change in the future
or you have a different set of ep values
for your gear set that you want to use
i'll have a enhancement gear sheet that
we'll go over later in the guide that
you can
edit and adjust for yourself now that
we've established these ep values
let's get into how we use them we'll use
an example
from tier 5. you'll want to go down that
tier 5 column and make sure you use the
values listed there and here we've
chosen leggings of murderous intent
versus skulker's greaves with leggings
and murders in 10 we'll take that 45
agility
and multiply it by the 2ep value from
the tier 5 column and we'll apply that
same method with all the stats on the
legs and end up with a total ep value of
256.
now these skullcruise greaves are a
little different because they have
sockets and we haven't talked about gems
yet but don't let it scare you
sockets are worth a certain amount of
primary or secondary stat which means we
can still apply
our ep values to them so for skulker's
grieves we would choose
three strength gems and in tier five
those cap out at eight strength apiece
so that's 24 strength multiplied by that
2.2
strength ep value in addition to all the
other sets in the gear we'll end up with
a total of 220 ep so in our comparison
leggings of murderous intent went out
even though they lack those coveted gem
sockets
that exist on the skulker's grease so we
talked about gems a little bit but let's
go
into greater depth now gem sockets can
be
three different primary colors red
yellow and blue
gems of those colors will only come with
one stat
but there are also gem colors that blend
the primary colors
and result in multiple stats in the same
gym for example
orange gems are a combination of red and
yellow gems
and can therefore activate the gem
socket for both red and yellow we also
have purple gems
which combine red and blue and green
gems which combine
yellow and blue for enhancement shaman
our most powerful gem color
is red because they come with strength
yellow gems
for enhancement shaman will generally be
for crit rating but because
strength point for point is generally
more valuable
than crit rating for us in our yellow
sockets we will use
orange gems for the most part and those
orange gems will include both
strength and crit rating same thing
applies for blue blue gems are generally
defensive stats
for us we would offer stamina so in our
blue sockets we would put purple gems
with
strength and stamina now while sockets
do have colors
you do not always need to match the
color of the sockets that means a red
gem
our most important one can actually go
in the socket of
any color but in order to activate an
item's socket bonus
you do need to match the colors this
brings up the question when should i
care about socket bonuses
when should i ignore them now looking
back at the example from before
skulker's greaves we see two red sockets
one blue sockets
and a socket bonus with plus four dodge
rating plus 4 dodge rating
is not going to contribute towards your
dps so in this case you'd opt for using
three red gems and ignore the socket
bonus now there will be times where
you want to activate a metagem which has
a requirement for
a number of color gems throughout your
gear there may be cases where you would
sacrifice a little bit of dps
through a gem slot in order to gain some
dps from a metagem
but usually you'll want to opt for
soccer bonuses that actually contribute
to your dps so another piece of gear
with maybe
a plus four crit rating bonus would be a
better option
to activate compared to the one on these
skulkers greaves now meta sockets you'll
find only in helmets
and not in all of them meta sockets can
be filled with
meta gems that often have more
interesting
bonuses than just raw stats the two
best metagems for us as enhancement
shaman are
the relentless or storm diamond and the
thundering skyfire diamond but the
former is one you'll use for most of tbc
the relentless earthstorm diamond
requires three red gems two yellow gems
and two blue gems to be socketed
throughout your gear in order to
activate and when it's activated you'll
gain
12 agility and three percent bonus
critical damage
the thundering skyfire diamond requires
two red
two yellow and two blue gems to activate
and has a proc
for 240 haste for six seconds now
the relentless earthstone diamond is
generally considered your
best option it will surely be your best
option once you get past that
pre-raid bisque gearing phase the three
percent bonus critical damage
scales with your gear and so this meta
gem gets more powerful as the expansion
goes on however
it will not be available immediately on
launch because
the design in order to cut a relentless
earthstorm diamond
cannot be acquired until someone reaches
exalted with the consortium rotation
which means when we first start in tbc
classic you should offer the thundering
skyfire diamond it is generally better
than the relentless earthstorm diamond
in those pre-raid abyss gearing phases
because our critical hit chance is not
very high and also is readily available
we've included
a chart with all the relevant gem
options for enhancement shaman you'll
want to apply the same ep values we use
for gearing
to gems and in some cases ap gems may
win out over strength gems but it's very
rare
a lot of those gems with ap that are
worth using will be unique to equip
which means you can only slot
one of them into your gear and are only
marginally better
special exception would be the crimson
sun gem
which is for jewel crafters only and
provides 24 ap
which is better than all of the other
strength gems available in the game
next let's talk about enchants here
we've listed all the optimum chance
to use on your gear for weapons our best
enchant
is mongoose in both the main and offhand
it provides a
proc for 120 agility and 2
haste for 15 seconds our second best
weapon enchant would be crusader which
provides
60 strength for 15 seconds which is down
from the 100 strength at level 60
players received in
classic vanilla later in the game
executioner which provides
120 critical strike rating for 15
seconds
becomes better in our main hand but only
when we get around
600 armor penetration from our gear so
we're talking
in sunwell for the most part in the
majority of the game you'll be running
that mongoose enchant on both weapons
for our helm the best enchant is glyph
ferocity for 34 ap and 16 hit rating so
our best
shoulder enchant is actually from
vanilla max rammus shopping off of
safiron and that's the might of the
scourge which provides 26 ap
and 14 crit rating however the
difference is not
large so for the most part at least on
non-missed pieces of gear you can opt
for
the alder and squire shoulder enchants
the auto provides us with
greater inscription of vengeance for 30
ap and 10 quid rating and the squires
provide us
with greater inscription of the blade
for 20 ap and 15 crit rating now based
on those ep values we showed above
the aldor enchant is almost always
better except for in tier 5 and
generally scales the best with gear for
our cloak we want to use the greater
agility enchant for 12 agility or
more likely the subtlety enchant from
classic vanilla that reduces our thread
by two percent for chest
exceptional stats which is plus six
stats all around for the bracers
brawn for 12 strength gloves major
strength for 15 strength
legs nether cobra leg armor for 50 ap
and 12 crit
boots cat swiftness for eight percent
movement speed and six agility which
is essentially six agility plus the
enchant boots minor speed
from vanilla and if you're an enchanter
feel free to slap four stats on those
rings
now we have consumables they function a
little differently
than they did in vanilla specifically
how our elixirs work there is now a
designation between
battle and guardian elixirs and you may
only have
one of each active on you at any one
time now on the slide we've listed
all of your best options for each
consumable slot for flash and battle
elixirs
your general use best option will be the
flask of loneliness assault for 120 ap
and just like in vanilla it persists
through death however
in situations where you're fighting
demons the elixir of demon slang
providing
265 ap is obviously better but it does
only last for five minutes
going back and forth between elixir of
demon slang
and flask of relentless assault may be
expensive
so it's up to you how you want to min
max your
flask and elixir usage for food we have
the
roasted cleft hoof which provides 20
strength and 20 spirit for 30 minutes
better than all the other available food
buffs for your potion cool down we will
be using
haste potions quite often and these
potions are generally your biggest cost
when it comes to consumables
some fights are long and there are many
fights in a raid
and you essentially want to be using
these liberally as a dps cooldown
because they provide 400 haste for 15
seconds and sync up
really nicely with something like
shamanistic reach
and the final consumable category are
drums
which are a new consume introduced in
tbc that require leather working to
craft and use there are a few different
kinds but the one
most relevant to us as enhancement
shaman are the drums of battle which
provide 80 bonus haste for 30 seconds
now in classic tbc i think we're
all hoping for a nerf to these drums
so that they don't become another
engineering like profession where it's
required for the sweatiest of rays
because it is possible without that nerf
to
chain four separate jumps of battle
together
for a permanent 100 uptime of that 80
haste rating bonus
now even in the absence of a drum nerf
not
every single member of a raid will need
to be
leatherworking only four drums are
required for permanent uptime which
means
four out of five members of a party
would want leatherwork
that means in a 25-man raid five players
can get away without it
drums lead us nicely into professions
i did mention earlier that as an
enhancement shaman you can
feel profession locked and that's mostly
because of blacksmithing and
leatherworking if
tinnitus which was originally introduced
in wrath of the lich king as a nerf to
drums
is not present in classic tvc most
shaman will want to be leatherworking
because obviously we care about dps
and drums are a great boon to that but
also as shaman we can craft some strong
binon pickup leather and male pieces but
even more important than leatherworking
for us
is blacksmithing crafted blacksmithing
weapons
are extremely powerful and will usually
last you
until sunwell which is the last ray tier
for all of tbc so that means the weapons
that you can begin
crafting at launch and then upgrade
as you progress through the tiers are
powerful enough that
every enhancement shaman should opt for
blacksmithing next we have engineering
which is
mostly notable for the crafted helms
that are available
it's unknown whether we'll have these
available
at launch in classic tbc but if so the
surestrike goggles version 2.0 are
extremely strong and will last you at
least until
tier 5. that same helmet can be upgraded
later on in tier 6 and is equally as
powerful
compared to other options in that tier
enchanting we've touched on a little bit
already the personal bonus enchanting
provides comes in the form of
plus four stat enchants two rings means
an enchanter gets a bonus
plus eight to all stats jewelcrafting is
probably the least valuable in terms of
personal stat bonuses until much later
in the game the crafted trinkets you can
create early are not very competitive
with five man in raid drops
and jewelcrafter only gems won't come
into a later patch
however when we do get to sunwell
content there are some very powerful
bonuses from jewelcrafting that
most hardcore players will pick up most
notable of which
are the hard corium ban which is very
competitive with other bis options in
the ring slot and the hard corneum
choker which is the best neck available
in the entire game so now that's just an
overview on professions
now what should you personally choose
blacksmithing 100
you should pick up from the beginning of
the game and potentially not drop until
sunwell leatherworking
if tinnitus is in the game nerfing the
effect of drums
is still strong especially early but
falls off late game so it might be a
good pick up
to craft pre-raid bis pieces of gear but
in the future you would almost certainly
drop that profession if tinnitus is not
in the game leatherworking
essentially becomes mandatory for any
hardcore raid environment enchanting
is unique in that you can enchant rings
with plus four stats drop the profession
and still have
the enchant active on your gear which
means you may see players
with lots of wealth picking up and
dropping and chanting throughout the
expansion
so let's say you're trying to maximize
your
damage output throughout the entire
expansion in the beginning
you would offer blacksmithing and
leatherworking if tinnitus is
not in the game if tinnitus isn't a game
you would most likely
go for a blacksmithing and engineer now
enchanting is unique in that you can
enchant your rings drop the profession
and still have that enchant
active which means you might opt for
going blacksmithing and chanting in the
beginning
until you get your biss rings 4 tier 4
tier 5 depending on how they
roll out the content patches enchant
your best rings drop enchanting
and pick up something like engineering
and then when we get closer to the end
of the game
when you are able to replace your
blacksmithing weapons which essentially
happens only in sunwell you can drop
blacksmithing and pick up jewelcrafting
for the then bis options for rings
and neck so now let's get into hearing
options
meldon has provided a link to my 2.4.3
enhancement ep sheet which ranks pretty
much every item from the beginning of
the game to the end of tier 5 in
addition to
some items from classic vanilla some of
those strong
vanilla classic items are listed here
the ones that
are the best for the longest amount of
time
are might of the scourge which we've
talked about being
stronger than the alder and squire
shoulder enchant options
and mark of the champion which is a
quest reward from the phylactery of
kel'thuzad
from naxxramus this trinket is
extremely powerful and will be used
essentially throughout
all of tbc classic for any of those
fights where you're against undead or
demon enemies
there are some other strong gear options
i've listed here but
none of them quite match up to mark of
the champion
as far as tbc longevity goes if you're
on the horde side
definitely look through this list and
try to pick up as many pieces as you can
going into tvc because at the very least
they'll greatly improve your leveling
speed if you opt to go enhancement while
leveling and
in some cases won't be replaced until
the middle of karazhan
here is a pre-rate business for
enhancement shaman and tbc classic
all of this information is available
through my spreadsheet but feel free to
pause the video
if you need more time browsing here we
also have this list for
tier 4 and tier 5 but again all of this
information is available through my
spreadsheet link in the description
now what should we do for this list
beyond tier 5. as we mentioned earlier
your ep values will change
drastically as your gear changes by tier
six
we should have a functional and
hopefully sophisticated simulator for
enhancement shaman dps
and that will without a doubt provide
better information for your gearing
options
than an ep sheet could once a good
enhancement dps simulator
does come melron will be sure to update
you guys about it now we have group
composition and raid buffs
we touched on this a little bit earlier
but there are some cool
synergies that we didn't get into that
i'll talk about now
enhancement we know provides great
utility to the raid so you might wonder
which group is best for us enhancement
shamans provide the most benefit
to melee groups first and foremost that
melee group will likely include at least
one warrior tank
sometimes too but in general enhancement
shaman should be
primarily in the groups that benefit the
most from wind fury
so warrior tanks combat sword rogues
fury and arms warriors retribution
paladins they all benefit greatly from
my wind fury totem
and of course our totem twisting hunters
also gain a lot of benefit from
enhancement shamans
just not quite as much as melee do the
optimal hunter group is generally
three hunters at least two of which are
beast mastery but
usually they'll be three-piece mastery
at least until end game in addition to
one feral druid generally a tank and an
enhancement shaman hunters of course
gain a lot of benefit from our gray
severe totem which is improved
compared to other types of shaman as
well as our unleashed rage talent which
provides
melee attack power to their pets now for
enhancement personal dps
now for enhancement personal damage we
receive a bit more benefit from that
same hunter group
as opposed to the melee group beast
mastery hunters provide ferocious
inspiration which is a talent
that gives three percent increased
damage
when their pet lands a critical hit this
affects stacks
so that when you have three bm hunters
in one group you receive
plus nine percent damage of course the
feral druid contributes
leader of the pack which is five percent
melee quick chance these combined
effects
are more potent than a warrior's
battleship which talented provides 381
attack power and finally we have paladin
blessings
the optimal 25 man raid comp will likely
only have three paladins
but if you do end up with four here's
the priority system you should follow
salvation is our first and foremost as
we mentioned earlier
threat is a big issue you always want to
prioritize salvation next up
mites will always provide more dps than
kings
even in laking finally wisdom is nothing
to scoff at as it makes your mana
management
more bearable well that's it thanks for
listening to my guide feel free to hit
me up on the shaman discord at any time
and definitely be sure to check out that
enhancement ep sheet
i'll be adding more and more to it as
time goes on
thanks so much evan this was an amazing
guide and i really appreciate the hard
work and dedication that you put into
this guide we're going to wrap this
guide up talking about user interface
add-ons and weak cars a shaman's ui
is crucial in adapting quickly to a
fluid raid environment this is a picture
of an elemental shaman
egregious in magtheridon's lair as you
can see here
raid frames are centered and below the
character frame all relevant information
health mana totems are in the direct
plane of view in the center of the
screen as well as the boss's health
and the action bar is minimized on the
bottom of the screen leaving it plain in
an unobstructed view of the entire
encounter i highly recommend this type
of user interface
for shaman playing in pve it's important
to see where people are standing where
the boss is and any mechanics that may
be coming your way
important things like cooldowns totems
and raid frames should be in your direct
plane of vision and not in your
peripherals having a good ui
is just as important as having high
skill if you have high skill and a poor
ui you can significantly decrease your
rate effectiveness with a poor ui as it
can severely decrease your reaction time
now it kind of goes hand in hand with ui
or add-ons and weak arrows
by this point unless you're new to
shaman you should know the importance of
the following add-ons
a clear and concise raid frames as we've
discussed in the previous slide totem
timers to track your totem uptime weapon
rebuff reminders enhancement shaman this
is very important
you don't want your weapon buffs or
imbues to fall off in the middle of a
fight make sure they are imbued before
the fight
since they last 30 minutes in tbc they
should not fall off dps
or hps add-ons now dps add-on or hps
add-on is great for of course for
bragging rights but you can learn a lot
from the encounter by looking at these
types of outputs
why is your dps so low compared to
someone else are you missing something
it's important to look at this type of
information as your rating
of course dvm and bigwigs are required
for any type of raid setting
letting you know when important
mechanics are happening so you can time
cooldowns or
other abilities a threat add-on as evan
said enhancement shaman have a danger of
being threat capped knowing when you're
going to pull off a tank or when you're
close to pulling off a tank could
save your raid from a white very very
important to know where you are on the
threat table at any moment
in combat item racks can be fights that
require you to switch trinkets or switch
other pieces of gear
using an add-on to do that
instantaneously instead of dragging
pieces back and forth
is much better a swing timer for
enhancement even though you really don't
have to
time your storm strikes for wind fury
procs it's important to know when you're
gonna be swinging your weapons and
especially in pvp this is also important
so always have a swinging time if you're
playing a melee class
and a windfury totem buff tracker so
this is not
your totem timer of the wind fury totem
but knowing that everybody in your group
has windfury now there already is a weak
r for this it's called wind fury now
i use it as a resto shaman currently in
vanilla classic it lets me know that the
melee in my group have win fury and are
within range of the totem it requires
those players to also have the weak aura
but if you're playing enhancement this
is definitely something you should have
everyone in your group install so you
know that they have win fury however tbc
itself brings some new mechanics to the
table that should be tracked with an
add-on or recorder that weren't in
vanilla classic
now totem twisting did exist in vanilla
but it's not as popular as will be
in tbc especially for enhancement shaman
there are weak auras that tell you
exactly when to put down your ace of air
and
replace your wind fury totem to keep
your totem twisting up in an efficient
manner
i highly recommend getting a weak war
that tracks this and lets you know when
to swap your totems
a watershield uptime tracker water
shield as i've been stated
is imperative to have on at all times on
your enhancement shaman so you can
be more mana efficient and keep your
totem twisting up
a cool down reminder that will let you
know when your storm strike pops up your
shocks your shamanistic rage bloodlust
and heroism or your potion cooldown you
should be tracking these types of things
during the course of combat
doom cooldown pulse is one option but
there are many other options
including weak horse and tell me when
and finally a windfury internal cooldown
timer there is eternal cooldown for
windfury weapon enhancement that is 3
seconds in tbc classic because of this
you may want to know
when your wind fury's on cooldown and
when it'll come off cooldown so you can
potentially time a storm strike if it
lines up with that cooldown if it
doesn't just use stormstreak on cooldown
but it's still
very helpful to know when you're on
windfury cooldown alright we've done it
we've gotten to the end of the guide
thank you so much for listening
and watching this guide there are many
other shaman resources that i highly
highly recommend
checking out including the classic
shaman discord of course which we talked
about in the beginning of the guide
however if you missed that part
the classy shaman discord is a
multi-disciplined collaborative home for
all classic wild shaman regardless of
expansion vanilla or tbc
if you click in the link in the
description below you'll be invited to
the discord and you'll see the readme
channel where you can react to the first
post
and see the type of content you want to
see if you just want to see vanilla
classic you react to the first emoji if
you want to see
tbc you react to the second and we even
have a wrath of the lich king button
if you click multiple you can see
multiple parts of the discord so i
highly recommend going there
and learning more about shaman and tbc
from our very talented and very
knowledgeable shaman trainers and
moderators
also i have a lot of shaman guides that
i've made in the past over the years
the newest one is the tbc classic
advanced shaman guide where i go through
many many other things for all specs in
classic wow restoration
elemental and enhancement it's more of a
theorycraft guide but if you're still
new to shaman i highly recommend
checking that guide out i also have
older guides from classic vanilla if you
want to learn more about where shaman
came from and where they're going
and we didn't talk about this in the
simming section but there is
a very early sim that is available for
tbc
that currently supports enhancement
shaman and warriors it's called tbc sim
so again it's in its infancy you cannot
upload gear yet but that's coming very
very soon i would keep an eye on that
there will be a link to that
sim in the description below and as evan
said sims are much
better at telling you what potential
upgrades are going to be than just raw
ep values because ep values change
depending on the gear you're currently
wearing
a tbc sim will let you input your gear
and tell you what the most relevant
upgrades will be for you
so again keep an eye on this sim as time
progresses when we get the tbc
classic and the developer's goal is to
have it ready for launch
so definitely check that out well thank
you so much for watching this guide
and if you have any questions of course
you hit me up on the shaman discord hit
ebbing up on the shaman discord or hit
me up in the comments section below if
you like this guide if you like what i
do
consider dropping a like and
subscription it really helps also
classic
live is a home for classic wow tbc and
classic well vanilla content and guides
i would check out class squad live out
as well a link is in the description
if you're looking for tbc specific
guides thank you so much for watching
keep on keybinding and grinding and
peace my shaman brothers and sisters
may the ancestors be with you
[Music]
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