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Enhancement Shaman Talents & Build Guide – Legion 7.3.5
Last updated 2017/11/26 at 4:24 PM
Welcome to the Enhancement Shaman Talent guide! This guide provides an overview of all Enhancement Shaman talents, information on which talents work well in different situations, and popular Enhancement Shaman builds in Wowhead's talent calculator. This guide is written by Wordup, follow them on
. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
Since 7.2.5 the talent tree has been blown wide open, with significantly more options than previously available. This allows for far more diverse Enhancement Shaman builds and interplay with legendaries being far more common. The most basic Enhancement Shaman build that has the least interference with the rotation is linked below, but don't be afraid to experiment as now in many cases you can tailor your playstyle around what you want rather than what is strictly superior, and other factors can contribute to that.
Note that when using
Akainu's Absolute Justice
you will tend to shift toward
, whilst when using
Soul of the Farseer
you have additional options on the Level 75 tier. As stated above, the builds are now much more flexible and less rigid than prior to patch 7.2.5, and some specifics can often change up what is ideal.
Tier 1 Talents
All 3 talents on this tier can be competitive, and your choice can often come down to the remainder of your build & legendaries selected.
will often be the most consistently competitive regardless of specifics, however don't assume this is the go to.
: 45 second cooldown, 20 second duration 30% Attack Speed buff.
Provides a significant burst period with a little under 50% uptime. Due to the high attack speed increase, it also has a significant effect on our Maelstrom generation whilst active alongside increasing the chances to gain
effects. This can also be held to sync up with
for short but very powerful surge in damage. This flexibility makes it a strong choice, and can be used with other talents to provide a significant burst of damage if an encounter demands it.
: RPPM proc for a free
cast that deals double damage.
This effectively interacting with Maelstrom by allowing for a free heavy damage spender periodically. Can clutter the priority list slightly as having a secondary proc that needs to be reacted to ontop of
can lead to waste, but is still a good choice and works very well with the new golden trait
. If using
Akainu's Absolute Justice
, this is the ideal choice always.
to grant 8% Agility for 10 seconds when cast.
Formerly on the level 100 talent tier, this is now the most consistent and plays into AoE the best. Due to how little it impacts the rotation, this tends to be the most consistent and versatile option, whilst also playing into some legendary effects such as
by allowing for the buff to be active consistently regardless of when the effect triggers.
Tier 2 Talents
A utility/mobility hybrid tier with a number of options for both solo and group play that can help augment your use in a group.
: 10 second cooldown targetted AoE healing circle that refreshes via offensive attacks for up to 30sec.
Tuning has brought this up enough that it can be a fair option if no mobility is needed to help group healing in a pinch. Has very low impact on the rotation due to the extension mechanic as well, so can easily be fit in.
: 30 second cooldown charge with small damage attached, 8-25yd range.
A standard charge though is on the Global Cooldown as it deals a small amount of damage. The best personal movement ability on the tier which helps when out in the world and particularly in dungeons/raids. Most versatile option.
Wind Rush Totem
: 2 minute cooldown AoE movement speed increase totem for you/your raid group applying a buff for 5 seconds that can refresh, 15sec Duration.
Buffs the raid similar to Druid's Stampeding Roar when players stand around it. If there are situations required for group content i.e. dungeons/raids that call for high movement, a very solid choice, otherwise stick to
. Note the buff will constantly refresh while in the zone so you can dip in and out and maintain the sprint for a very long time.
Tier 3 Talents
The Crowd Control tier provides 3 options for different types of enemy control. All 3 have their uses and your selection will largely come down to the content you're doing and using the option best suited to contribute.
Lightning Surge Totem
: 45sec cooldown 5 second AoE stun, with a 2 second charge up time.
Works similar to old Capacitor Totem, charges up briefly for 2 sec then stuns all targets around for 5 sec. Can be targeted up to 35 yard range and is stationary until it detonates. Most versatile and likely your best choice.
: 30sec cooldown AoE root totem
same as old Earthgrab totem, a targetable AoE root on targets that leaves a slow after effect, can be useable in some encounters but is strictly for Raid encounters that leverage roots over stuns.
: replaces hex, AoE hex for 10 seconds on a 30 second cooldown.
Pacifies targets around it in a small area by casting mass hex on them repeatedly. Could have some good uses in group content to control larger groups for a longer period of time than Lightning Surge Totem, but being soft CC makes it a bit more niche.
Tier 4 Talents
Of the 3 options here your choice can lean between
depending on legendaries equipped, with Hailstorm gaining significantly to bring it into line and make it competitive due to changes leading into Patch 7.2.5.
: 1 hour self buff causing you to have a chance to deal nature damage on hit or when hit.
this is a reasonable option that only gets better in open world content when the reflect portion is taken into account. Can be taken as an entirely passive option to deal more damage, but will always lose out to alternatives.
: bonus passive 6% Haste
Free Haste that impacts the Global Cooldown and frequency of procs. Best all around choice and is hard to play wrong, so is taken in most situations.
grants a buff causing melee attacks to deal additional Frost damage for 15 seconds.
A choice that plays heavily into legendaries, specifically
Akainu's Absolute Justice
Eye of the Twisting Nether
(even moreso when used in tandem), which makes it mandatory to activate the effect. When using either of these legendaries, regardless of the other item you use this becomes a solid pick either to smooth out the rotation or grant a flat damage increase.
Tier 5 Talents
All 3 options on this tier are useable in the correct situation to play into their strengths.
: causes your
to have a 40% increased Critical Strike chance when cast with
Increases your single target consistency by upping the Critical Strike rate of your most powerful tool. Works well with other effects that lean into Stormstrike effects, and also has applications in AoE due to the increased Stormbringer trigger rate.
can consume up to 40 Maelstrom for 1500% increased damage, but has a 12 second cooldown.
Deals exceptionally high damage scaling with Mastery, and fills out the rotation with an additional high cost Maelstrom filler. Pairs well as an alternate talent when using
Soul of the Farseer
, and can compete with Tempest even without legendary assistance. Is however much more rotationally intensive.
effect will apply to one additional target & deal 50% more damage.
A completely passive choice, has a good increase if you have a full party of 3, and serves as a great pairing with Tempest when using
Soul of the Farseer
. Is much less invasive than Overcharge when doing so and has no real downsides other than some mechanical RNG built into the mechanic. No longer as weak as thought in previous patches, so is a fair option now that Tempest is less dominant.
Tier 6 Talents
This is a very low impact tier that has small interactions with our AoE output.
leaves a ticking AoE pool on the ground for 6 seconds.
Despite not usually being used in single target, is the lowest impact choice as it won't interfere with your rotation in any way, and provides a small but always active buff to AoE. This also adds damage when using the Tier 20 bonuses, which re-introduces the spell to the single target rotation via its two bonuses, making it the easiest talent to fit in if you aren't comfortable with Fury of Air.
Fury of Air
: Low AoE damage per second costing 3 Maelstrom per tick; has no cooldown and can be toggled on or off.
This provides a good way of siphoning off excess Maelstrom into additional AoE damage. This serves well as a talent option at 2 targets and above if maintained correctly (additional re-applications cost globals which limit its value). It also gains extra value in single target if using the
legendary making it a universally good pick.
: 40 second cooldown, 20Maelstrom, Frontal AoE nuke with knockback attached.
High cooldown limits its uses, but if extremely high AoE burst is required and enemies are stacked could have limited uses. Can be useful for additional interrupts/stuns in M+ situations if need be, and can be taken because the other options are low impact.
Tier 7 Talents
Significant changes with Patch 7.2.5 that have opened up choices, with Landslide being replaced by the new
option. This now is decided between Earthen Spike and Ascendance, depending on whether you want consistent damage (or the ability to line up more frequent burst on targets that appear more frequently than 3 mintues) or a huge burst of on demand damage with a large cooldown, that has additional utility if used at range.
: 3 minute cooldown, 15 second duration high burst cooldown, causing attacks to ignore armor and replace
with an 80% reduced cooldown.
Now significantly more powerful with the new patch, allowing for a consistent stream of
casts that alternate with any other filler/spender in its duration. Allows us to frontload damage very well, and no longer has negative synergy with other cooldowns as Maelstrom can be converted to high value casts. Any fight that allows you to make use of the additional range, or has damage requirements in short periods will serve Ascendance very well.
deals 20% increased damage and has a 15% reduced recharge time.
Conflicts a great deal with your priority list due to the lack of ability to effectively make use of the additional uses. Weakest on the tier and a talent not worth using. The T21 2pc brings this up slightly, but is still weaker than Earthen Spike.
: 20 second cooldown, heavy Physical damage, leaving a debuff that increases Nature/Physical damage taken by 30% for 10sec.
Much better with 7.2.5, both due to the increased debuff effect and the increased rate of
triggers during combat. This is now very competitive, and is the go to choice for consistent single target if you can guarantee uptime on targets and make full use of the increased damage window when cast. This also compliments
very well, providing extremely high potential if the proc lines up with these casts.
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