Guide to enkh shaman from flamenco. Enkh Shaman Guide from Flamenco Enchant Cloak

Guide to enkh shaman from flamenco. Enkh Shaman Guide from Flamenco Enchant Cloak

Good day! I present to you my first guide on playing as an enkh shaman in the PvP aspect for patch 4.3.4.

Preface:

Everything that is written in this guide is taken from personal experience (trial and error, thorough study of the class) and in no way should force you to “copy” information verbatim. I always tell beginners: “Learn to play on your own,” “Study the class gradually,” to which they answer me with a pitiful “well, please teach me.” Well, I’m making this guide to save my and your time: here I’ll help beginners figure out the basics of the game, and I hope more experienced players will discover something new and interesting)

So, let's begin.

Who is an enkh shaman, and what do they eat him with?

Enkh shaman, in my opinion, is not the simplest class in the game, as many may mistakenly think. You can simply look at the damage numbers popping up on your screen, assuming that “the enkh is just dealing damage and nothing more, it’s not interesting to play” (see Rogs, Elements, Fmags, etc.) The devil is not as scary as he is painted. Let's figure out what our potential components of a competent burst are:

1. Waiting for the consequences of all our abuses, talents and other things;

2. Waiting for all save abilities from the enemy (you can force them to give up all saves with a burst, which is what happens most often =);

3. Distinguishing the time when it will be more necessary to inject damage, and when it will be more important to kite/throw away/defeat.

Unfortunately, not many people understand that this is not as simple as it seems.

Now I would like to tell you about the strengths and weaknesses of the enkh shaman: why they are so disliked by opponents in the arena and why your potential partners may be afraid to take you on their team.

Pros:

1. Unpredictability. A sharp switch of the enkh in the arena leads to an explosion of the keyboard (or the butt) of the enemy’s healer, and your observation, quick reaction and knowledge of human psychology at the initial stage will not allow such spells as Piercing Wind or Evil Eye to go nowhere. Everything depends on you.

2. Excellent DPS. Well, the name of the item here speaks for itself, but remember: no one will allow you to use the entire rotation for the entire burst.

3. Mobility. What's the point? It's simple: abilities such as Walk of the Spirit (from our wolf cubs), Totem of the Earth's Chains (with the appropriate layout of talents) and Ghost Wolf will give you an excellent opportunity to kite well, escape behind a pillar/box/tree(!), or catch up with an enemy running away in fear .

Overall, not bad, but every class has its drawbacks, and the enkh shaman is no exception.

Minuses:

1. Survival. Despite the mobility and the presence of a lot of save options (Shaman’s Rage, abilities of the Alliance races, Stone Claw Totem (with symbol), etc.), the enkh shaman does not tolerate a lot of damage. Let me explain with an example: a Rpal+SD setup enters the arena against you (you are the same with Rpal), they start playing you like a “doormat in the arena”: stunlock, competent chain control, timely burst... imagine that a paladin Controlled for 10 seconds (he's either on CD or doesn't tinkle). What should you do? Watch the disappearing health bar and check if bricks have appeared on the chair. Trying to kite, of course, is necessary, but this is unlikely to succeed. Only by a MIRACLE (or competent kiting) can you stay alive.

2. Strong dependence on luck. Yes, it's luck. Why? Everything is extremely simple: 40% of the shaman’s game is made by the talent Whirlpool Weapon (infection, sometimes procs too rarely ^_^), which gives us the opportunity not only to instantly heal ourselves or a partner, but also to give the Evil Eye to the focus without the risk of catching fat for a few seconds .

3. There is no room for error. It may seem quite obvious, because other classes can never make mistakes either, but if the consequences of a mistake in other classes are eliminated by alternative options, then for us any mistake can turn into a disastrous outcome (hex in grounding, kick in fake cast, grounding in husk, untimely save and so on). TESTED ON YOUR OWN SKIN!

He described the most significant pros and cons of this spec when choosing a character.

Now let's move on to what an enkh shaman should physically be like

Talents:

This is the layout I play with. The advantage is its versatility (it is used primarily against caster classes, but can manifest itself against other life forms). Why didn't I upgrade the Fortress talent? Ground power, in my opinion, will be much more important if you don't care about removing slow effects from your teammates, and the extra percentage to stamina will not provide much benefit for either you or the team. 1 point out of 3 in the Static Shock talent will give you a clear advantage at the moment of burst, and there is practically no difference between 15% and 45% (full grade): the chance of proc is quite high without it.

Second talent option:

I would like to note that this build is ideally suited ONLY for duels against miles of classes (for casters without the Echo talent, you are cotton wool, which you only need to fake once per battle). I repeat, you choose how to play and what to adapt your talents to.

Let's move on to the symbols. Basic:

Here the glyphs, in my opinion, are better left unchanged.

Large characters:

Small symbols do not affect our PvP process in any way, so put here whatever your heart desires.

It will be easier for an enkh shaman to strive for universality in the layout of both talents and symbols. The absorption, dispel of everything possible, and the inability to remove stacks of your Lightning Shield are adjusted to any situation. Glyph of the Evil Eye or Glyph of the Grounding Totem can be used, but you're sacrificing something more important either way.

Now about races.

Alliance:

Draenei - excellent heal-assist in the arena, good save for Gift of the Naaru in duels; +1% accuracy will allow you to bother less with this cap. I finally decided on this race.

Dwarf - a good race, more designed for single-player play: the racial ability removes the effects of poison from us and reduces damage received by 10%; +3 skill is also a profit, but reforging one item of clothing will not make a difference.

Horde:

Orc - the best choice for the Horde: additional boost at the burst moment due to the racial ability Blood Fury, -15% stun time, +3 expertise points for axes and fists. No explanation needed, I guess.

Troll - shows itself average in the enkh spec: 20% hasta - maximum for spamming a large heal or hex... melee attacks at 30%+ crit rate will already give a good acceleration of auto attacks; -15% slow effects time negates our talent tree rather than adding to it.

Goblin And Tauren I don’t consider it in principle, since I don’t see much usefulness in their racial abilities.

How is a shaman fundamentally different from other classes? That's right, the presence of totems that need to be monitored and updated as they disappear/destroy/forget to put. Below is a basic layout of totems, each of which will be updated according to the situation during the battle:

I'll tell you about the other totems in more detail.

Earth totems:

Stone Claw Totem is a totem that, if the corresponding symbol is present, gives us and other totems damage absorption (for us ~16k, for totems ~4k). We put it on CD.

The Earth Shackles Totem is the most useful totem of this category: with the talent, Earth's Power removes slowing effects from us and our allies and slows down the enemy quite well. I don’t recommend always using it on CD; it’s best to use it after Stone Claw Totem.

Stoneskin Totem - can be useful in a game with DK/Var, since the Totem of Earth's Power does not stack with the effects of Horn of Winter and Battle Shout. We use it optionally.

Totem of Trembling - plays a very important role in duels or in the arena against vars, locks, and priests due to the ability to remove the effects of fear or submission from oneself and allies.

Fire totems:

Searing Totem is a basic totem that requires the most frequent upgrades. It imposes the effect Searing Flame, which, together with the talent Stormy Lava Eruption, gives us the main increase in DPS. Be sure to collect from 3 to 5 stacks.

Magma Totem is a useful totem for detecting targets in invisibility (in a game with horns or ferals, I prefer to immediately place the Scorching Totem in order to gain the first stacks of Searing Flame in the first seconds after the open).

Water totems:

Healing Stream Totem is a basic totem and does not need to be upgraded. Gives a good increase in HP.

Mana Source Totem - used for protracted battles with healers.

Totem of the Tranquil Mind is also good for games with caster-DPS classes or healers, as it reduces interference by 30% (we mainly use it against a 2 DD setup).

Totem of resistance to elemental forces - is of dubious usefulness against caster classes (magicians, elem shamans), since it gives 195 resistance against natures, fire and frost schools against 287 penetra, however, with this totem you can well reduce the penetrating ability of spells to a hunter, enkh or feral.

Air totems:

Windfury Totem is our basic totem that increases attack melee haste by 10%.

Grounding totem – the use of this totem can greatly influence the PvP process: you need to “catch” only those spells that pose the greatest threat to both you in a duel and your team in the arena, and untimely use of it will give you extra CD in 25 seconds, which is, of course, undesirable.

Totem of Air Wrath - ideal for playing with a caster-DPS class, if you use it as your main one.

So let's get down to the numbers.

First of all, let’s look at the characteristics we need: what should we take first and how much.

Accuracy– in the realities of the WoWMagic server, the increase in spell accuracy from the corresponding rating is much lower than accuracy for a mile of attacks (it should be the other way around), so we compulsorily collect 4% (minimum) hit for spells, and the hit for a mile of attacks will be slightly in overcap (about 10%, cap 7%), but it’s not scary.

Mastery– be sure to strive to collect 20+ expertise points in order to reduce to almost zero the chance of parrying, blocking, and dodging for all classes except Rogues, Ferals, Hunts, Enkhs (I do not recommend adjusting all your stats for a duel with each of these four classes; We strive for versatility).

Spell Penetration (Penetra)- no less than 200, in order to knock down the “built-in” resist to our magic schools (it’s a shame to give a toad to resist, isn’t it?).

Dexterity– everything is clear here (gain: ~2.7 units of attack power from 1 unit of agility). The bigger, the better.

Mastery/Crit– here we choose according to our own preference (depending on your playing style: mastery can crush 40k+ on the enemy with pure “splashes”, when, in turn, in crit you can be more likely to greatly increase the instant large and successfully eliminate your partner with less pure damage). We collect as much as possible without losing the primary caps.

Speed– an unimportant stat for the enkh shaman in patch 4.3.4; we reforge into the necessary ratings.

Sustainability– as for res, there is no specific cap here. The main thing is to collect at least 4k so as not to drop to at least the level of cotton wool, but there is no point in collecting more than 5k. I preferred to leave 4.2k (I’ll say right away that I adjusted the entire gear, including PvE abuses, to suit myself, but the fact of having the necessary stats remains a fact; see Preface).

Required Enchant:

Head – 60 agility, 35 resilience

Shoulders – 50 agility, 25 resilience

Cloak – 70 to spell penetration or Embroidery in the shape of a sword hilt (crafted from tailoring, finishing off the penetra with sockets)

Chest – 20 to all stats

Gloves – 65 Mastery

Belt – Ebony steel belt buckle

Boots – 25 agility and minor speed increase

Rings – enchant with pumped up agility enchanting

Weapon #1 – Collapse

Weapon #2 – Pyrite chain for weapons

From class enchants - Windfury Weapon or Ice Brand Weapon in the right hand (depending on the situation) and in the left hand Flametongue Weapon (here the enchant is unchanged)

Sockets:

Red Socket – 50 Agility

Yellow Socket – 25 Agility, 25 Mastery (optional: 32 Spell Penetration, 25 Mastery)

Blue Socket – 63 Spell Penetration (when retracing: 32 Spell Penetration, 25 Mastery)

Special Socket – 54 agility, 3% critical effect power

Professions:

Blacksmithing – 2 additional sockets in gloves and bracers

Jewelcrafting - ability to craft 3 sockets of 67 agility

Tailoring – crafting an enchant for a cloak to proc 1000 attack power

Enchanting - Enchanting Agility Rings

Inscription – shoulder enchant 130 agility, 55 mastery

Engineering - few bonuses for enkh

Alchemy – arena flask for 80 agility

Herbalism – 450 hasta and a small heal when using the Blood of the Earth ability. Not relevant

So, the character is almost ready for battle. But let's not forget about arena macros:

Burst macro:

#showtooltip Wild Wolf Spirit

/zak Spirit of the wild wolf

/use Cataclysmic Gladiator's Token of Conquest

/ zakl Bloody Fury (Racial)

P.S. I use wolves together with burst so as not to lose the significance of the Wild Wolf Spirit Symbol + additional control in the form of a 2-second stun at the moment of burst, which gives a good advantage. I specifically don’t give a macro for sprinting from wolves, since it is best used in certain moments (slow effects, novas, routes, etc.).

We knock down the cast by focus:

#showtooltip Cutting wind

/cast Slicing Wind; Piercing wind

Purzhim in focus:

/cast Dispel Magic

Dispel partners (1 – top frame of the group, 2 – bottom frame):

/cast Spiritual Purification

Boon of the Naaru for companions:

#showtooltip Gift of the Naaru

/cast Gift of the Naaru (Racial)

Hex by focus:

#showtooltip Evil eye

/cast Evil Eye; Evil eye

Hilim partners:

/cast Great Healing Wave

Let's focus if there is no Gladius addon:

As for addons, choose them according to your own preferences, right from the UI (interface panels, player/party/raid frames, etc.) to the display of skill CDs on the panel and the CDs of opponents. The main ones I can recommend are:

Gladius (shows all information about opponents in the arena)

Lose Control (all control on you is displayed in the very center of the screen, easiest to keep track of)

SnowfallKeyPress (reduces the delay in casting abilities when pressing a keyboard button)

OmniCC (we track the CD of our abilities)

Icicle (we track the CD of our opponents)

Now we are ready to go out into the world! It's time to find yourself a partner(s). I’ll tell you more about the most popular setups for enkh shaman:

2x2

1.Rpal + Enkh – a setup that has long declared itself, called “turboclive” or simply “turbo”. It is one of the best setups for enkh: chain control by focus, excellent team dps, paladin saves with Triumph, Hand of Protection, Hand of Sacrifice and others, shaman purge, excellent ability to play split and many other advantages set this setup apart from the rest. However, there is also a minus: it is very easy to spread this setup into important CDs, giving only 1 burst, and it is not so difficult to uncontrol it. But don't forget to use your kiting skills. In battle, all means are good) We try to outweigh them with our advantages.

2.Dts + Enkh is my favorite setup. True, the whole game depends on your priest. All you have to do is save him, prevent him from making a mistake and create an opportunity for an assist on his part. The downside is that it is not difficult to tunnel the dc with almost any class, so the enhu will have to work hard if the priest plays at an average level and if they play him (if they play against you, then you are lucky). But against the backdrop of these difficulties, one can also highlight a lot of advantages: dispell, burn heal, a good assist, and chain control is simply at the highest level and, most importantly, without dimming. The entire fight against any setup should take place in 2-3 bursts maximum.

3. Enkh + Arms is a difficult setup. The entire game should be contained in one well-designed burst. It’s very easy to kill such a team with a setup that nullifies all your kiting (for example, RM, Hunt + Roga). We try to polish all the new ones, the ladders, and try not to let yourself get caught (if this is not critical for the var, then it will be very undesirable for you to get caught in the extra control). We give away the bursts, preferably at the first burst; the second half of the battle should take place in kiting and saves. We definitely monitor the enemy’s CD and don’t fall for fakes under any circumstances.

4. Enkh + SD – also a difficult setup. Its essence is almost the same as in the case of the arms pitch. It’s not difficult to play with a split (example: against a team with 1 heal, the horn can calmly burst at him while you kite the DD and use your save abilities along the way), and after a certain period of time you can switch into a heal in a very epic way.

5.Enkh + BM – good old best cleave. Drawing a parallel with 3.3.5, in the realities of a cataclysm, this setup will be a little harder due to the lack of the ability to use Heroism, but do not forget that most 2-damage setups play 1 burst. It will not be so easy to play in BM Hunt, so get ready for the fact that you will have to spend the entire battle kiting.

These are, in principle, the most playable setups for an enkh shaman. You may ask why there is no time Khpal + Enkh. To tell the truth, the setup is rather sad due to the lack of an assist from the paladin and a worthwhile dispel. You won't be able to survive under a competent holic, but if you are going to play a mage or a retrick, who at your burst moment will definitely jam your invulnerability abilities, your abilities will disappear, and you will catch another unwanted CD. And yes, with the Priest the game looks much more dynamic)

Let's take a closer look at all possible setups for the game. 3x3:

1. Enkh + Dts + Arms - a well-known creative. The game is designed for pure split gaming with a good switch of 1 dd. Weak point – 3 dd (Magadan Cleve, baboons). Priest has a very difficult time surviving damage, especially from rogues and dk. The setup is not very difficult, but we take into account that enkh and armies must monitor every action of the enemy team and not fall for fakes (the principle is the same as in 2x2). The setup can be varied with both rogue and feral. Among the healers, you can take Rdru, but Dts will always remain a priority.

2. Enkh + BM + Khpal - again a beast cleave) Tim has good potential in terms of control, the damage is stable (pet is at its best as always). Not a one-shot cleave, but very durable. We play only 1 target and try to change the focus during the battle. Instead of a BM hunter, you can try with a MM, but the team’s stable damage turns into a 1-burst game, which is very risky.

3. Enkh + Fmag + DC - an interesting setup: a lot of control, excellent DPS, survivability at altitude, dispel is present, it’s very easy to kite... everything is good, but there is one BUT: the magician can very easily get divorced during the enemy’s burst to save abilities a- for Ice Block, because of which the battle may not end in your favor. The enkh is required to have constant mobility and, if possible, save the magician.

4.Shp + Enkh + Rsham - on the one hand, it’s nonsense to play 2 shamans, but let’s figure it out: 2 tremors for 1 team, 2 hexes for 1 team, excellent Rshaman’s HP in reality 4.3.4... all that remains is to judge where whose hex will go , who will disrupt the cast next, who will cause tremors when, and the like. At first you will get confused in totems) Sp can easily replace Afli with lock: both classes can swing the battle in your favor thanks to excellent AoE. This game can be reduced to a one-shot. Particular attention should be paid to Sp, since our priest is the only “rag” in the team with huge damage, but with very low save potential.

This is probably all I wanted to tell you about.

I hope you liked the guide) If you want to see any additions here (videos, additional tactics for duels), write in the comments, I will definitely pay attention to your posts.

Welcome to the Shaman guide, Enhancement specialization in the World of Warcraft Legion universe, which will allow you to make the most of this type of DPS in PvE battle. We offer an alternative interpretation of standard class guides; all our recommendations are based on pure statistics and data personally obtained in simulated situations.

The lion's share of success in consistently using maximum damage (DPS) still depends on the players themselves. Actions such as speed and adequacy of reaction in unexpected skirmishes, flawless execution of rotations, good FPS and quick response, optimal consideration of recovery time and character needs are significant factors influencing the success of the game as a whole. This guide is just a tool that helps in optimizing your character by understanding which stats and talents are most effective, as well as suggesting the best way to use them. We tried to compose the material so that it is easy to use and does not contain unnecessary information, so at any time you can return to WoW and continue what you love, armed with new, only useful information.

Players usually like to rely on the strength of their character's stats, talents, etc. But all this is not so important, but until you have become a master of the game in your class, only then the advantages of the hero can fully manifest themselves, supported by the knowledge of how to really use them. This guide will add about 5% of your success, but the remaining 95% depends only on you!

Guide Elemental Shaman (Elemental Shaman) PBE 7.3.5

Feature Priority

Agility > Mastery > Hasta > Versatility >

Dexterity

Agility increases attack power and damage dealt.

Mastery

Mastery grants a passive bonus to the character based on the chosen specialization. Mastery: Greater elemental power increases the chance of Stormbringer and Windfury to trigger, and increases all damage dealt from fire, ice, and nature magics.

Speed ​​(hasta)

In general, haste increases attack and spell speed, increases damage power and has a beneficial effect on healing ability (DoTs and HoTs), and also reduces GCD (global cooldown).

Versatility

Versatility increases your damage, healing, and absorption, and reduces the impact of damage taken.

Critical hit rating (crit)

Crit increases the chance of causing increased damage during an attack or spell, and also has a positive effect on recovery.

Distribution of characteristic weights

Agility (9.04) > Mastery (7.54) > Speed ​​(6.04) > Versatility (4.54) > Critical Strike Rating (3.04)

Stones and charms

The recommendations below for stones, enchantments, and consumables are based on previous guides. Don’t forget that we try to put together the most effective combinations, and also offer alternative options in case the player is short on funds

Stones

So, the top 3 best options for stones, according to the distribution of weights of the character characteristics of the current guide and the object itself.

Guide enkh shaman PVE 7.1.5 - Improvement

Enchant Neck

Despite the fact that the overall effectiveness of the Sign of the Invisible Satyr is higher than the Sign of the Distant Host, the latter shows itself much better when dealing AoE damage. So, if your goal is to inflict more significant damage in a general fight, use the Sign of the Distant Troops.

  • Sign of the Invisible Satyr

Enchant Cloak

Enchanting a cloak allows you to increase your main stat, so using them is a must!

Enchant Rings

3 options in descending order of effectiveness, based on feature priorities.

Consumables

Infusions

Food

Potions

The potion can only be used once per fight, the only option to use it twice is to drink one before the fight and one during the fight. In combination with Bloodlust, Potion of Ancient War will give slightly better DPS, but you can also use:

Rune

Runes can be used in conjunction with potions and are a great way to boost your stats during a raid.

Talents and Build

Below is a talent build for the Enhancement Shaman class, compiled according to SimulationCraft data. There are many options for effective talent combinations; here is our recommendation, which the editors consider optimal. However, it is recommended to study each of the components before using the build, much less changing it. First you need to understand the strengths and weaknesses of your character - this is the surest way to create an effective build.

Guide Elem Shaman PVE 7.1.5 - elements

If you want to get acquainted with each talent in more detail, here is the link to the build on Wowhead (will open in a new tab).

Rotation

This section will tell you how to optimally use the characteristics of the Enhancement Shaman class to inflict maximum damage on the enemy in any situation. We will tell you what you need to concentrate on, but once again we draw your attention - the rotation guide is not a panacea and is not a guarantee of maximum damage, a lot depends on the speed of your connection and computer, your correct and timely reaction and simply your experience of the game. However, these are useful guidelines.

Single Target Rotation

DPS Priorities: Use the sequence below to achieve optimal DPS

  1. Heavy fist
  2. Collapse to maintain buff (if selected).
  3. Wrath of Air to maintain the buff (if selected).
  4. Heavy Fist with 2 charges and less than 130 Maelstrom Energy (if chosen).
  5. Tongue of flame to maintain the buff.
  6. Crush Lightning on recovery.
  7. Stormstrike when possible, but be careful with Stormbringer.
  8. Lava boils to release excess Maelstrom energy.
  9. Rock Crusher to fill gaps in abilities on the restoration and accumulation of Maelstrom energy (if Heavy Fist is not selected).
  10. Lightning is strictly not used in hand-to-hand combat.

AOE Rotation

See rotation for solo target, for this class they are similar

Let's start with the fact that enkh is a good melee DPS class; competent full-dressed enkhs can easily produce 17-19k dps on a static boss. Unshaven looks like 21k+. At 6.0k gs I (see shamu in the signature) gave 14-15. Not so much, but no worse than almost all miles and many rdds, and the raid buffs from enkh are pleasant (+10% AP, +20% speed miles - you don’t have to take both the bdk/mma and the fdk. Well, or at least one of them), not to mention the fact that the battle itself on behalf of the enkh is much more dynamic and interesting than the “stand-and-hit-rotate-one-button” like almost all classes.
However, RLs are in no hurry to take enkhs into the raid because of the negative image that has developed. This is because most of the server's enkhs are either PVPers, or beginners, or offspecs, dressed according to the principle "Oh, chain mail! Oh, with dexterity! We must take it to offspec!" And then you get... not ok enkhs, with a lot of arp, with 600+ accuracy, with daggers, with stones on the penetra (in PVE)... These are the people my guide is designed for, after reading it you won’t start “doing” everything is right,” but I hope you’ll stop doing it wrong.

Just in case:
WF - windfury - use of wind fury or the glass of wind fury itself
Hast speed
AP attack power
Arp - armor penetration rating
Accuracy - accuracy

Races/professions

Hidden text

If you climbed into this section, it means that for some reason you are interested in something that everyone already knows. Well, okay, we can repeat it.

Hidden text

Horde:
Orc is a good passive for +5 skill (equivalent to 2 pure red stones) when wearing axes/brass knuckles. These are the ones we will mainly wear, so we can simply count - +5 skill. Active - gives up and spd once every 2 minutes - for us a little worse than the troll, but coupled with skill they make the orc the best choice. As a small addition - increased damage to pets (wolves and maybe an elemental).
Troll is a tasty active ability, +30% attack speed (and casting speed) once every 3 minutes. As a separate bonus, it is definitely the best, but trolls have no other significant bonuses.
Tauren is big and tough. But there are simply no tasty racial bonuses, except maybe a little more HP.
Alliance:
Draenei - rarely useful healing and aura for +1% accuracy. The aura is not bad, but there will be other draenei in the raid... not a very good race, but there is no choice =/

Professions that will benefit us:
0)Herbalism and mining will not help us beat the boss.
For ease of comparison, I will convert all profession bonuses into up.
1) Skinning - passive 40 crit. Crit is a little worse than twice the amount of AP, so it’s not a fountain.
2) Alchemy - an endless potion for +80 ap, as well as mixology, which increases the effect of the raid flask by approximately the same amount. Not bad.
3) Enchanting - 2 enchantments on rings - the same 80 ap.
4)Blacksmithing - 2 bonus sockets - equivalent to the same 80 ap. Pros - greater flexibility (instead of AP you can and should put speed)
5) Inscription - an improved charka for the shoulders, better than Khodirov’s for the same 80 ap. But you don’t have to lose your reputation with them.
6) Leatherworking - an overlay for bracers. 130 up versus 50 from a standard glass. Right, the bonus is 80 up.
7) Jewelry making - 3 improved stones in total giving... no, not 80, but 84 ap. And the plus is again greater flexibility.
8) Tailoring - use for a cloak, giving 400 AP for 15 sec. Internal CD is 45 sec, so on average it gives ~133 AP. It would seem that this is the best choice, but at the same time we lose 23 speed from a standard charka, which is equivalent to 46 ap. In general, considering the uncontrollability of the proc, it’s not better than anything else.
9) Engineering - strengthening the gloves is very useful for us, giving active 340 speed once per minute (if you press the CD - it’s the same as passive 68 speed rating, which is equally useful for us with 136ap. Plus we will press under the burst rage of a shaman with 2t10 , so in reality it’s even a little better). We lose a standard glass (44 ap). Well, a bunch of different goodies like Jeeves or a wormhole, as well as bombs for the belt. Nitro boosters will allow you to increase mobility, which enkh has very little of (although they will replace the ap from a standard charm with a less useful crit).
As you can see, almost all professions are approximately equal, but some are a little more equal.

Talents

Hidden text

The core of the pve enha build is this:
Some recommend that instead of three points in “Ancestral Knowledge” (+2% intelligence per point) take “Reinforcing Totems” (+5% power of the earth power totem per point), but a simple calculation shows that this is justified only with an intelligence score of less than 700- 750 (intelligence gives the same amount of AP as strength or agility from the totem), and it’s annoying to constantly remove the forge buff from yourself (you can use a macro). The buff of the winter forge interrupts the aura from the totem, even if it is stronger, and you won’t be able to buff the raid this way - try making some hunter remove the buff of the winter forge on CD or write it somewhere in a macro.
The remaining 5 talent points are usually added to the element branch. However, they are variable, and if your gear is bad, it’s better to use them not for damage, but for mana saving (“Improved Stormstrike”, “Elemental Focus”). If they hit hard, there is an opportunity to add them to defensive talents, or you can pump in the same “Reinforcing Totems”...
We also need to mention the “Improved Windfury Totem”. Two invested talent points is not much for a full-fledged buff to the raid, which, besides us, is only given by fdk. In addition, an extra buff for a raid greatly increases the likelihood of getting into this raid, if you don’t forget to mention it.
You can find quite a few enkhs who do not pump up wolves, but who work hard to get into the elem branch for the sake of the talent “Call of Thunder” (+5% crit to lightning). Don't do this! Wolves are better purely in terms of damage, not to mention sprinting and healing.


Symbols

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“Glyph of Stormstrike” (gives 28% additional nature damage instead of 20), “Glyph of Windfury Weapon” (+2% chance of Windfury triggering) - we definitely take it. The third symbol is chosen between the “Symbol of the Lightning Shield” (+20% damage from the lightning shield, and accordingly from talent procs), “Symbol of Lightning” (increases damage from lightning. I haven’t tried it myself, thanks to the commentators), “Symbol of the Fire Elemental Totem” ( -5 minutes CD per elemental) and “Symbol of the spirit of the wild wolf” (doubles AP for wolves. Basically, they receive 30% from the shaman’s AP, with the symbol - 60%), depending on their preferences.
There are simply no small useful symbols, so bet any.


Things

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First of all, you need to make sure that the damage reaches the boss. That is, collect 26 mastery for melee abilities and 14% accuracy for magic. Skill is more important because... Accuracy will only increase magical damage (our chance of missing with a “yellow attack” is only 2%, due to talent), and we have more physical damage (about 60% physical, 40% magical). However, the chance of a miss auto attack we will still have to exclude him we need to collect as much as 27% (taking into account the 21% talent) accuracy, which is clearly not worth the loss of stats.
Have you collected your mouth guards? great, now you can think about increasing damage directly. Up/hast - these are the main guidelines, they will increase all our damage. Crit will also increase all damage, but weaker (after all, our crit cap for auto attacks is only at 50%). Arp will only increase the physical part of the damage, and accuracy above the spellcap will only increase the damage from basic attacks.
Conclusion - we have stat priority skill(to cap)>> accuracy(before spellcap)>> hast/ap>>intelligence/dexterity(yes, yes, enhu intelligence is almost equal to agility, and both give 1 ap and crit)>> Crete(a good stat in itself, but it’s already through the roof)>> accuracy(after spellcap)/ arp
A dressing enkh should aim for 5-5.2k ap and 700-750 unbuff/not in combat speed. While up is less than 5.1-5.2k, up is a little more priority than speed; then - speed is a little more priority than up. But in general they are approximately equivalent.
The value of arp, as is known, directly depends on its quantity. In high-level items (tslk 25xm), it will not be possible to completely avoid arp - therefore it will be 20-30 percent, which is why its value will jump up and will be approximately equal to crit. But still much worse than agility/intelligence, not to mention haste/ap, no matter how much you collect it.

It is important to collect 3t10 (bib, trousers, helmet), not even for the sake of bonuses (although they are very tasty), but because the alternative from the TsLK is much worse. At least this is true for 264 (tslk 25ob and 10xm) and 277 (tslk 25xm) things. As the fourth t10 item, you should take shoulder pads, because... they are actually identical in stats to the tslk-shny ones, but on gloves from tslk25 speed versus accuracy at t10, of which there is always a lot.
Forget "Carapace of Forgotten Kings"! Yes, it is easy to get it on the auk, but you often see enkhs who collect 4t10 without a breastplate because of this. You can take it for starters, but it’s worse for us than even unsanctified T10, so if you don’t have any extra gold, leave it to Khantam. The accuracy cap is easy to collect without it, and haste on T10 is never superfluous.
We take the weapon in the right hand only at a speed of 2.6, even if the choice is between a knife with TsLK25 and brass knuckles from the trash forge. Windfury procs from the right hand, so you need a weapon with the highest damage, i.e. with the lowest speed (if the speed is equal, it is worth taking with the greatest damage, even at the expense of stats). To the left - you can already take a fast dagger, but a slow one is still better.
I recommend getting 1 or even 2 (for 2 hands) daggers with Lady25. O_o, daggers, fast, and also so poor. For what? wear on trash and valitria. DPS doesn’t matter there, but you get down quickly due to mana, and it’s inconvenient to restore with “Shaman’s Rage” on many weak opponents, who also get aggravated intermittently. Just for convenience, there is no benefit from it.

We insert stones: into the meta socket they proc for speed, if it is low (less than 600), then for agility + 3% crit damage. We boldly fill all the yellow places with speed, all the red ones with skill to the cap, then AP. We finish off the caps with blue ones, if suddenly something is missing, then again up or haste. And don’t forget about one tear of nightmares (an ideal stone for a blue socket, in addition to everything it gives 30ap), to activate the meta socket.

In terms of inchants, in general, there is not much choice, except that it should be noted that we put speed on the cloak, not agility, and berserk on both weapons (if the AP already has a 5.2-5.4k anbuff, you can put black magic on one) . At the same time, on some bosses the shoe chant for movement speed may be better than on the up (well, we don’t know how to run fast), but not at all.

Separately, it is worth mentioning about totems: starting to get dressed, we take the totem for up for triumph, having already dressed - for ice for haste (the totem is worth buying for ice when everything else is bought, because t10, a belt and especially a trinya are more important to buy).
You shouldn’t take a totem for ice on an up (the bonuses from fully stacked totems are approximately equal, but the whole point is in the acceleration speed - the up accelerates in 16 seconds, and the haste - about 10. Moreover, the fire shock hung up - and it hangs on itself, gaining stacks, until The shaman himself does not hit the boss, and the AP will have to be refilled almost every time. The buff hangs for 15 seconds, the cooldown for a storm strike is 8 - in the worst case, after 7 seconds of not beating the boss, the buff will disappear, in the best - after 15. And such situations exist in almost every situation. boss).


The battle

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Before the battle, you MUST have buffs on your weapon (right hand - wind fury, left - tongue of flame). The absence of these buffs will reduce DPS by about a third, it is better to check before each boss. Well, a lightning shield is also required.
Some people advise hanging windfury on both hands, but this is not the best option. Firstly, it still has a hidden CD of 3 sec, and hanging it on both hands will not contribute much. Secondly, from the left hand all damage is reduced by 2 times, i.e. The wind fury proc from the left hand will do 2 times less damage, and will also increase the CD on the “strong” proc from the right hand.

We place totems (the power of the earth, the fury of the wind, the healing stream. If there are no other shamans in the raid, instead of the stream we place a totem of the mana source). We hang fire shock. We run up to the boss, place a magma totem (if there is growth and bursts at once, then a fire elemental totem). Further... and then the enkh has no rotation, and what kind of rotation can there be when the procs of the whirlpool weapon can be accumulated in half a second, or maybe in three. There is no rotation, but there are priorities.
We go through the most important spell from those not on CD: blow of the storm(if there are no stacks of it on the target)>> lightning(if there are 4-5 stacks of whirlpool weapons)>> upgrade lightning shield(if there are 1-2 stacks left)>> magma totem(if he has 2-3 seconds left to stand)>> shock(earth if the target has stacks of storm strike, otherwise fire)>> ring of fire>>lava eruption(a dull and weakly hitting skill, needed only for an additional stack of whirlpool weapons every 6 sec).
At first glance it’s intimidating, and at second glance too, but in reality everything is simple if you try. And isn’t this more fun than hammering one button with a rotation macro, like many classes?

Shocks can essentially be hung one at a time; I use a macro:
#showtooltip
/castsequence reset=7/target fire shock, earth shock, earth shock

you can also add the line here /cancelaura winter horn, if you still pumped in “Reinforcing Totems”.

We give growth at the command of the RL, and under the growth we squeeze a potion of speed (our best friend, it gives a lot of hasta, in fact, 5 stacks of whirlpool weapons are accumulated in half a second). Press the shaman's rage on CD (if you are an engineer, then you can use a macro to simultaneously press 340 speed on your gloves. And if you are an orc/troll, then the racial one too!)

It must be said that our main bursts are the spirit of the wolf and the fire elemental totem. With wolves everything is clear, just 40-60k damage per 1 GCD once every 3 minutes (except that you shouldn’t press them right away with a bullet, but after waiting for the procs for up - berserk, trini - wolves inherit the shaman’s AP), but on the elemental it’s more detailed. It hits very hard, increases DPS by 1-2k if it stands for 2 minutes. But we must not forget that this is a totem, and it can be demolished by, say, trash on saurf. The elemental will disappear. He is also uncontrollable; for example, on my rotten face he ran off to beat the slug instead of the boss. And yes, it is often a mistake to place a magma totem when there is an elemental totem. The elemental also disappears, be careful =/. Before the fight, it is advisable to clarify when to grow. If at 35% - it is better to place an elemental right away, rather than wait for growth - an elemental placed on the boss’s low HP simply will not last its 2 minutes to his death.
IMPORTANT! At the moment, damage from the fire elemental is taken into account only by your account! Those. we see our true DPS, and others see it reduced because of this (unless, of course, the elemental totem was placed). The topic has been on the bug tracker and in the general thread for a long time, until they fix it. Here the only way out in pugo raids is to link the account first, and send all those who disagree to the forum.
Another important thing is that Stormstrike applies stacks, while removing stacks of Stormstrike applied by any other enkh (in fact, this should not be the case, but that's easy). That is, if there are two or more enkh in the raid, they will constantly remove “other people’s” stacks, thereby depriving “other people’s” lightning and shocks of the damage bonus, which will cause the DPS of each of them to decrease. The topic has been on the bug tracker and in the general thread for a long time, but the result is still sad. So there should be at most one enkh in a raid (but there aren’t many of us, so there won’t be any problems... most often). But this one was fixed. Can't help but please.


Basic holivars

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These disputes were raised on the discussion pages of the guide, I decided to bring them here so that they would not be repeated again.
1.Windfury + Flame vs 2 Windfury
Here I can give the exact answer - fury + language.
We take two weapons accelerated to 1 blow per second. The chance of proc of VF when applied to one weapon is 20%, to two - 36%, internal CD 3 seconds. In this case, with equal speed of the weapon, the first blow comes from the right hand, i.e. there will be more procs from the right hand than from the left (about 2/3). All damage from the left hand is reduced by 2 times.
In total, with VF on the right hand, we get one VF proc for an average of 8 sec (3 sec CD + 5 sec for 5 hits).
With two WFs we get one proc in 4.5 sec (3 + 1.5 sec for 3 hits). At the same time, a third of the procs on the left hand have been halved.
Those. in 72 seconds you get 9 procs of vf versus 13.5 procs (16 procs in 72 sec, five of them are considered halved).
And now let’s remember about the flame weapon on the left hand. In 72 seconds it will deal 72 blows! And in total they will give more damage than these 4.5 bonus procs.
Plus, from the flames there is an increase in speed and damage from boiling lava. But the extra VF will cause damage to the bulb and static shock =/.
2.Wolves vs “Call of Thunder” (+5% lightning crit)
It’s a pity that they can’t be pumped in at the same time. Wolves are better, which is confirmed in practice. It’s just that many people are too used to neglecting them while they weren’t working. Here's how in theory:
Wolves - inflicted a 21k unbuff on a mannequin without a symbol in one call.
Lightning - 5% crit with your 30% crit with magic will give 5% * 70% = 3.5% additional critical lightning. Let's roughly take this as 3.5% damage (in reality it will be about 2%). For the talents to be equal, it is necessary that in 3 minutes (cd for wolves) 3.5% of lightning damage amount to 21k. That is, in 3 minutes you need to deal 600k damage with lightning. This is 200k/minute or three and a third thousand dps only lightning. Now let’s see, lightning on the same dummy does 2300 damage with no crit and 4.5k with crit. Crita 35% (30+5%), i.e. on average, lightning does even less than that 3.3k (3.1 is the average damage). For the talents to even be equal, you need a little more than one lightning bolt per second?
3. Shocks in turn vs earth shock only
It's better to take turns. Here the calculation is more complicated, because earth shock + storm strike debuff >> fire shock >> earth shock without debuff. But practice shows that debuff stacks are often perfectly consumed by lightning and static shock, i.e. Not every shock goes away with a debuff. It’s best, of course, to look for the presence of a debuff every time, but it’s easier to just press 1 fire shock after two earth ones, then the chance of the “wrong” shock will be minimal.
4.Hast vs AP
...and the ensuing dispute “totem on hast vs totem on up”. I can’t give an exact calculation here, in my opinion (as well as in the opinion of almost all ok enkhs of the server, to which I still don’t count myself) - hast is a little better. And about the totem has already been written in more detail above.
5. Flask vs will
Again, there were no exact calculations/tests, but IMHO it’s a flask. Its proc (volume) is equivalent to ~8% of haste (taking into account the proc of sparks from abilities!), and this is not small. In my first comments it was written about 6% - I did not take this ability into account. Although, according to Andrey (Unshaven), with full weight the will will be more powerful.

And one more thing that you rarely see in guides. The chance to proc a whirlpool weapon is not fixed, but depends on the speed of the weapon. 5 talent points - 10 procs per minute. It would seem very little, only two lightning bolts, but here the wild amount of collected speed, all sorts of attack accelerations from talents/totems, and even the fact that there are two weapons come into play. Taking all this into account, the attack accelerates by approximately 2.5 times, i.e. we already have about 50 procs per minute (don’t forget to double the procs because of two weapons). Plus there are possible procs from abilities, from vf, from the flask proc in the end... it comes out to about 1-2 procs per second.
Actually, this is the answer to the question that arises when reading weapon priorities - why is a slow weapon, accelerated by collecting haste to the speed of a fast one, better than a fast weapon, strengthened by collecting AP to the damage of a slow one? There are more whirlpool weapon procs.
At least, I asked myself this question, the standard explanation “to adjust the interval between hits as close as possible to 3 seconds of Windfury’s CD” does not explain in any way why in this case to collect haste and does not stand up to criticism at all.


Addition to TsLK tactics

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Lord Rebrad:
If the thorn is far away (further than 5-6 steps), you shouldn’t be distracted by it. Even if you manage to run, then, at best, you will inflict 2-3 hits (with normal RDD), getting to the target quickly is not our strong point. There will be normal damage to spikes anyway, due to quick switching and the fact that when we change targets, our DPS accelerates almost instantly. If there is a spike on the tank, and the second tank does not turn away the boss, do not go there, unless you are well equipped and in the habit of doing so. The boss's cleave will take us down in one or two hits.
It is better to leave the wolves for the first whirlwind, if the tanks are not played - you will have to run out of the puddles very quickly, and the acceleration from the wolves (Step of the Spirit) will be very useful. And in KhM, if during a whirlwind it is thrown onto a spike, it can be chewed by these wolves.
Lady Deathwhisper:
There are 2 tactics for the first phase - everyone switches to trash or the miles continue to tunnel the boss.
In the first case, we don’t use the ring of fire while we’re beating the boss, because this is almost our only AoE ability. We run into the crowd of trash, press the magma totem, ring of fire, chain lightning. DPS with such tactics will be low, because any run means loss of damage, and so does any AoE moment of the battle. Don’t forget to constantly move the magma totem from the boss to the trash and back.
In the second case, we pour it into the boss and rejoice at the numbers. The fire elemental most likely will not have time to roll away from Rib (if there is no symbol), if it rolls back, we place it in the second phase. If you do everything right, it's easy to get into the top DPS.
In the second phase, our task is to knock down castes. The CD for the lady's ice arrow is the same as for our piercing wind, so we can knock down every cast. And don’t forget about the wolves, if you squeeze them with a bullet, they should already roll away.
Saurfang:
Not the most pleasant boss, because they often freeze him, and we cannot give maximum DPS. And it’s not even a matter of switching to trash - this hardly reduces the damage if you don’t have to run after trash - but the fact that you can’t squeeze out bursts on it. The elemental and wolves will be eaten by trash (tested several times), so we press the wolves with the bullet and call them off a couple of seconds before the first adds; we don’t place the elemental at all. But the magma totem does a good job of hitting all the adds at once.
Rotfuzz and Rotface:
Our favorite bosses. There is almost no need to run, just stop and hit. And you can burst. We kill the elemental on Tukhlopuz (and with the symbol - on Rottenface) - and break into the top DPS.
On Rotface in XM he can easily one-shot the combo of Ruinous Gas + Rotface's vomit. Still, we don’t have much HP =/
Professor Putricide:
We squeeze the wolves on the first slug, they will help us quickly run into it. Don't forget that the enkh is not pure melee, and can shoot lightning and shocks at a slug that has not yet crawled up. Well, that’s all, basically.
Bloody Council:
And this boss is the least favorite, along with Sindragosa. A fire totem cannot be placed. Wolves must be dealt with very carefully, immediately making them passive and setting them on a specific target. You also need to run a lot. In principle, DPS do not give out miles here, but enkh will give out even less than the others. By the way, as long as everyone doesn’t hit Keleseth, you can put a fire shock on him, it will do a little more damage.
In XM we don’t forget about stacks, don’t get too many, otherwise some kind of whirlwind could turn into a one-shot.
Lana"Tel:
We squeeze the wolves right away, by the end of the second takeoff and growth they will roll back. We place the elemental (only on her!) on a small amount of her HP, according to her height. It is advisable to find a place closer to the center during takeoff in order to reach the flying Lana with lightning - after all, this is also damage.
Don’t forget to place the totem of awe a couple of seconds before takeoff, and after landing, accordingly, return the totem of earth power to its place.
There is a lot of damage, so an arrow from the boss + someone who hesitates to escape on a pact can cause a one-shot. If it hits you hard on takeoff, you can turn on the Shaman’s Rage.
Valithria:
Here we will sit according to mana. And nothing will save us from this. We put on daggers with the Lady, spend the Shaman's Rage only on abominations (anyone else will simply be killed faster than we can regenerate at least some mana). So the mana will still run out, but a little later.
We put a scorching totem or don’t put it at all, when the worms come out we press the magma totem + ring of fire.
In between trash we heal Valithria.
Sindragosa:
Another Very unloved boss. Enkh hits quickly, so the stacks of frostbite accumulate instantly (we collect no more than 10 stacks, there is not much HP) - you have to fight part of the battle only with magic. The freed magic stacks even from static shock procs - you have to hit it only in melee. And if there are both stacks and those, then for 6-8 seconds you will have to not hit at all. It's all so sad.
Lich King:
The tactics are standard, except that we don’t forget to constantly rearrange the totems from the edge of the site to the center and back. If you call wolves in the second phase, turn off their autostun, but it didn’t have enough dimming for paladin stuns. In the first phase (usually), you can quickly overclock the DPS, because The magma totem hits all the trash at once. But there are still furiki in the top =/

Addons

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More precisely an addon. Don’t tell us for the hundredth time about dbm, omen, account, etc.
Shock and awesome. A very useful addon. A must have for a good enkh. Can do a lot, but I recommend keeping only the Lightning Shield, Maelstrom Weapon, Fire Shock, and Stormstrike timer bars. It is very easy to configure (game menu-interface-modifications-Shock and awesome). Well, a couple more statistics panels, just for fun.
Among the other functions, I should highlight the priorities window; it tells you which skill is currently given priority. I turn it off because it interferes, and the priorities there are not exactly the same as what I use, and I’m too lazy to reconfigure them =/.


A couple of screenshots

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Positive screen number one, lucky with the procs. 17.5k dps at the beginning of the battle. Yes, it’s normal for a well-dressed DPS to see such DPS after a fight, but I’m not overly dressed here.


Positive screen number 2, DPS of course dropped towards the end of the battle, but 15k for at that time 6.0k gs very, very good. By the way, no growth.

And positive videos from top enkha easy (really top enkh) can be seen at the top of the page; there are a number of more videos on the last pages of the topic.

Well, that’s basically all, my shama in the signature is a visual aid).

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A huge request, if you don’t like something in the guide, do not write about it just like that, without arguments (and first, re-read the corresponding section of the guide). For example, out of the first 6 pages, only three gave arguments (Rezi - about the flask, dePunk - about the will and choice of death, FallenKain - a whole series. Well, Limmo and Artesuk also seemed to explain their point of view). By the way, I recommend reading both their comments and my answers, there is argumentation on both sides, perhaps you will agree not with me, but with one of them. In the miss chance argument (around pages 9-11), both sides were wrong! The chance of a miss is the same for both hands, but it is not Blizzard’s 27%, but 24%.


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If you just want to write that enkhs are a poor class because “they don’t give out DPS and everyone thinks so” - re-read the first 2 paragraphs.


This article is for those who decided to play as a shaman, and chose cultivation as their specialization. First of all, it is designed for people who either started the game for the first time, or those who created a shaman for the first time. Now I will just look at some basic things, later I will write specifically about PvP and PvE. Yes, one more thing, I’ve been playing shamans since the days of WoW Classic (and I think that in five years I’ve learned and learned something), of course, there will be people who will disagree with my ideas, but everything I’ll tell you below , works, and I hope everyone who reads it will discover something new for themselves. Let's go!

Character Creation

We are given four races to choose from: Draenei, Tauren, Orcs, Trolls.
1. Draenei. They have the following racial abilities:
[Fighting Spirit] | [Gift of the Naaru] | [Gem carving] | [Dark Magic Resistance]

To be honest, abilities are nothing at all. The shaman has his own healing and [Gift of the Naaru] flies into the trash. [Fighting Spirit] is a weak buff and does not play a special role. Conclusion: the worst race for a shaman, put up with the Horde or wait for the Cataclysm.

2. Tauren. These guys have:
[Thunderstride] | [Tempering] | [Sprouting] | [Resist Nature]

I placed the tauren and draenei side by side for a reason: if the draenei are the worst race for a shaman, then the bulls are the best. Firstly, [Thunderstrike] is worth a lot for a class that has very little to control and even less to get rid of control. (this is a PvP aspect where it is important to be able to deprive the enemy of control (i.e. all kinds of stuns, slowdowns, fires) and not let them do it to you). Secondly, 5% health will never be superfluous. And finally, the tauren shaman is just cool (although here the orcs are not inferior to them)

In general, an orc is a good choice for a shaman: [Bloodfury] is a good buff, sometimes helps, [Axe Specialization] puts an emphasis on axes, but an orc shaman with two one-handed axes gives out good damage (damage from English - damage). And [Hardness] is again about the issue of control.

For us, as shamans, the only trolls that will be useful are [Berserk] and [Regeneration]. The first ability is actually just awesome! So the orc and the troll are on equal terms in this case, and are only slightly inferior to the tauren (and even then in PvP)

To sum up: choose any Horde race.

About talents

I won't name the builds (from English build - assembly, in this case a certain option for distributing talent points), but I will only indicate significant moments in the improvement branch, in which you need to invest points in any case. Let's start: the first significant talent is [Rumbling Blows] - invest 5 points and get a 5% increase in critical strike chance. Next comes [Shaman's Focus] - without it, shocks eat up mana very quickly... The next one is [Squall] - without it there is simply nothing to do! It works very often - we invest five points. Next is [Spirit Weapon], since without it we will not get access to [Two-Weapon Combat], and along the way we put three points into [Unleashed Fury] - a wonderful buff. Having studied two-weapon combat, we begin to study all the accompanying talents: [Lava Lash], [Specialization in two-weapon combat], [Stormstrike] (this is almost the main spell of the enkh shaman), [Crushing Storm] . We invest the maximum number of points everywhere! Next we study a good buff [Shaman’s Rage], but in battle we don’t turn it into a lifesaver, otherwise we’ll see an inscription with the Leave Body and Rebirth buttons. And finally, [Whirlpool Weapon] and [Wild Wolf Spirit] - that’s what all the fuss was about. The first talent triggers when you deal miles of damage (and if you invest maximum points in it, you can easily gain ten stacks in a minute) and reduces the casting time of the next spell (when five stacks are gained, the next spell becomes instantaneous). The second talent summons two wolves for 45 seconds: speaking about them, you can’t even remember a joke - my shaman is so wretched that all the honor is given to the wolves, and not to him. After receiving wolves, you can continue to invest points in the improvement branch, or you can pick up a couple of good talents in the elements. I won’t focus on this now, more details in the following articles.

The battle

The main cycle of the enkh shaman in solo play is [Earth Shock] - [Storm Strike] - [Lava Lash]. When five stacks of [Whirlpool Weapon] are collected, we use either [Lightning], or if health has decreased, then [Healing Wave] or [Small Healing Wave]. If things get tough, call on the wolves and use [Shaman's Rage]. You also need to remember to update your shields all the time (I suggest using [Water Shield] and there will never be problems with mana)

Now let's move on to the important questions: two one-handed weapons or one two-handed weapon? what buffs to put on weapons? and how to maximize dps? So I’m answering in order.

1. Two one-handed or two-handed? The answer is clear - two one-handed ones! Why? Because both two-handed and one-handed weapons have the same [Stormstrike] stats, but with one-handed weapons [Unleashed Fury], [Maelstrom Weapon] and [Windfury Weapon] work much more often, and the resulting damage is many times greater. And we quietly came to the next question...

2. What buff should I put on a weapon? Of all the shaman's existing ones, we are interested in only two - [Windfury Weapon] (Further W.F. from English names Windfury) and [Flametongue Weapon] (Further F.T. from English names Flametongue Weapon). Usually two options are used - the first is WF/WF And WF/WT(where mainhand/offhand, mainhand is the main hand, offhand is the left hand). The first option implies that a lot of WF means a lot of damage (I personally adhere to this idea), and the second means that WT on the offhand is no worse than WF and sometimes better (mainly due to [Lava Lash])

3. How to maximize DPS? The idea that I will tell you came to me a long time ago: when picking up a weapon, you need to search at the lowest speed, optimally 2.7-2.8 seconds. HOW SO??? - you say. It’s all very simple - the idea is to have WF triggered all the time, which has a CD of three seconds (CD is short for cool down). That is, what I want to say is that you attack - WF is triggered, then three seconds pass - you strike the next blow and WF is triggered again, but there is no blow during the “window” and there is no time for the swing after the WF cools down. It’s especially bad when you have a slow mainhand and a fast offhand, since your OH will most likely hit the windfury first when coming out of cooldown, thereby preventing the “big” windfury with MX from proc. Mathematically it looks like this:


Yes, about the chance of WF triggering: two-handed weapons have 20%, two one-handed weapons have about 36% (another stone in the swamp of two-handed weapons), and with the help of [Glyph of Windfury Weapon] you can increase it by another 2%)

4. What to look for when selecting things? The main parameters for a shaman are Agility, Critical Strike Rating, Endurance, Attack Power, Skill Rating, Accuracy Rating, Intelligence. Although here, of course, everything is more complicated, but I will address this later.

Instead of a conclusion

As for addons, I recommend using Shock And Awe (it deserves a separate article, to be honest). I hope that you will get a lot of pleasure from playing the enkh shaman like I did, and will not abandon him along the way and not become “folders” with an arena rating of 500, saying that the enkh is trash, although the point is in them and not in the class. Yes, it's a hard journey, but it's worth it! Once again, good luck and if you have any questions about the shaman, please PM me!

This guide on Shaman Enkh was created for quite a long time, since four people took part in its creation, who quite professionally play Enhance Shamans and not only in PvE. Only professional experience will allow you to reveal the Shaman in the “Improvement” branch from different sides. Guide to Enkh Shaman 3.3.5 PvE– this is a new material on how to level up our favorite character for cool damage in dungeons and more!

As I already said, Enkh Shaman is the second tree of the “Enhancement” talents. Why exactly Enkh - it comes from English - enhancement - that warrior who is fluent in the art of close combat, mana is a combat resource, he is able to carry two one-handed weapons, uses totems to enhance abilities that are aimed at close combat and has many spells.

Our Enkh Shaman is capable of causing damage not only with the help of the forces of nature, but also with the help of physical fire. Playing the character is not at all boring, since he has a huge variety of abilities in his arsenal.

In addition to its main purpose, it can provide assistance to healers, organize support in a raid, and can remove various negative effects.
By choosing Shaman Enkh for PvE, you will get real pleasure from the game, an interesting strategy and I am sure you will not be bored with this character.

How to choose a race for Shaman Enkh 3.3.5 PvE

I won’t advise you here, I’ll just insist that you choose Orc. You will receive a bonus to skill and the ability to run with axes. Moreover, for Enkh, the ax will be the best weapon. Orcs also have bonuses to attack power. The only pity is that Authority will not extend to our wolves.

Characteristics of Shaman Enkh 3.3.5 PvE

In any case, you must collect the necessary indicators so that you don’t miss in instances, so that Shaman Enkh’s DPS doesn’t sag, so that you have enough mana and so that you are the best in terms of damage among the raid.

Accuracy – like other classes, the minimum cap will be 8 percent. This equals 226 points to the accuracy rating. The required cap is 14 percent. All yellow attacks must not miss, otherwise the procs may not work and you will not receive the desired damage as a result. Since the entire mechanics of the Shaman will revolve around the “Whirlpool Weapon”, you cannot have any misses, because you will have to stack the spell, and then at the right moment drain it onto a flail or lightning. You won't be able to do this without 100 percent hits.

Speed– in order to produce decent damage, you need to collect a minimum of 980 units in an encore gear, and a maximum of 1134 units. These are quite cool indicators that Enkh Shaman must achieve by any means. You are shown a certain difference that will decide whether you run with or without GBZ. If you collect more, then everything that follows will fly into the autoshot, so doing this is pointless.

Mastery– since Enkh Shaman is a melee class, everyone will have the same skill cap of 3.3.5 – that’s 26 percent. With this indicator, the target will not be able to evade attacks, but if you collect 56, then the enemy will not be able to parry your attacks. It's pretty cool if you get the hardcap.

Critical hit – if there is an encore gear, the Shaman must collect at least 53 percent. Usually we will have enough crit from our gear, but we can increase it a little with the help of stones. If there is a full buff in the raid, the Shaman must have at least 59 percent crit.

Spell Power – should not be specially collected. This figure should be approximately 2.2k if you have Tongue of Flame hanging in your left hand.

Armor Penetration Rating – this stat is not that useless, but it also needs to be promoted a little. In principle, the ARP bonuses that the Shaman’s encore gear will give you will be enough for you. All of the shaman’s bells and whistles mostly have physical damage, and therefore he needs ARP, but it’s not worth devoting separate time to it.

You will achieve those characteristics that are shown on the screen only if you play as an Orc in the Horde. In any other race, such indicators will not shine for you.

Build for Shaman Enkh in 3.3.5 PvE

First of all, I want to provide a build for those players who have just reached the coveted maximum level. That is, for beginners. It will differ from a cool build in just a few talents. For beginners, the cost of shocks will be slightly lower and Stormstrike will be a good mana generator. This will allow you to confidently beat bosses at the initial stage.

The second build is designed for encore gear. Only competent actions will allow Shaman Enkh not to think about mana, and to play to the fullest, using his coolest chips to increase DPS. Guide to Enkh Shaman 3.3.5 PvE will allow you to level up Shama as accurately as possible so that the damage will only surprise you.

Symbols for Enkh Shaman 3.3.5 PvE

As sad as it may be, in 3.3.5 there are only two cool symbols for Enkh:

“Symbol of Stormstrike” - allows you to improve the damage from our lightning, earth shock and all spells of this school. All spells gain AP by 8 percent. That is why it is considered the main symbol.

"Glyph of the Wild Wolf Spirit" - works great for DPS. Your damage performance will increase significantly, which will affect your ratings after the battle.

If you have not yet upgraded your haste to the cap, the “Wind Weapon” symbol will have a higher priority. This is if you have weak gear. If you're already more dressed up, you might want to consider Glyph of Lightning or Glyph of Fire Shock. They are the ones who are able to make the most significant contribution to increasing the damage of Shaman Enkh.

Sockets for Shaman Enkh in 3.3.5 PvE

Rotation for Enkh Shaman 3.3.5 PvE

Everything revolves around our penultimate talent in the shaman tree, “Maelstrom Weapon.” We will constantly have to stack 5 stacks and drain them onto the zipper. Also, due to the fire shock, the Shaman needs to constantly stack the totem, while we must also support the magma totem. You won’t have a clear sequence, so you can forget about rotation. Shaman Enkh constantly works with spells depending on the current situation. On the one hand, this seems like a rather complicated process, but on the other, you just need to get used to it.

First of all, we try to produce 5 stacks of “Whirlpool Weapon”, which we drain either with lightning or with a flail if there are a lot of mobs around.

We constantly control our magma totem and stack it too. We hold the lava boil and our Stormstrike with five stacks until drained with the help of lightning.

Stormstrike has its own debuff, which it is advisable to constantly update on the boss. Also, the target should have a Fire Shock, in other cases we use an Earth Shock.

The lightning shield is constantly updated when there is a third stack. We use the ring of fire as a filler if everything is on CD. We use it only with the last spell.

Ways to increase DPS for Shaman Enkh

— First, we need to clearly update our Magma Totem. He is rated first in terms of increasing the damage of a shaman.

— Wolves need to be brought down under maximum procs, on cooldown and immediately during the pull.

— At the beginning, before the bizuri has accumulated, it is best to press the haspot. This compensates for our lack of speed throughout the fight.

- It is imperative that growth must be given only to your wolves and not otherwise.

— In those battles where it is necessary to control castes, such as the Lady in the Central Command, you will have to learn to use the “Piercing Wind”.

— It’s best to start with Fire Shock. This makes it possible to get several stacks while you are still running towards the boss. This will also give a chance when using Stormstrike several crits from an autoshot, as well as double crit on stormstrike and a proc with a crit on Windfury.

— It’s better to put in your left hand the weapon that has the maximum upper autoshot limit. This will make it possible to get maximum damage from Windfury.

Enchanting for Shaman Enkh 3.3.5 PvE

How Shaman Enkh's main abilities work in PvE

The first thing a Shaman should pay attention to is the weapon. Many people believe that a two-hander for Shama Enkh is what is needed. But this is not so, because the chances of using Windfury are slightly lower and are only 20 percent. If you equip two one-handed weapons, then Shama can hang Windfury on each of them, as a result, the chances of proc increases to 36 percent. This is not the first time that we have revealed this little secret, since shamans of other specializations have the same situation.

After the haste and crit were slightly equalized between melee and casters, Shaman’s “Flame Tongue Weapon” shows itself to be much cooler and the DPS from it is almost equal to the DPS from Windfury. Here Shaman Enkh faces one more choice: Lava Burst will work great with a slow weapon, and the fast Flametongue will get some pretty cool benefits.

One of Shaman Enkh's instant attacks is Stormstrike. Moreover, damage to the target is inflicted from both hands at once. The most effective damage will be from slower weapons in each hand, which will have maximum DPS. From the impact of the storm we will have Windfury and Flurry - our charge is not used.

If you want to increase your shaman's DPS a little, then the first thing you should pay attention to is the speed of your weapon. Enkh's DPS peak occurs when Windfury starts rolling every three seconds during his internal cooldown. This is why the speed of the weapon needs to be slow and the slower, the better the benefit you will get. This applies to both left and right hands. If you take a faster weapon, then according to the mechanics, by waiting for procs, you will lose in DPS. Choose the weapon that has the maximum damage threshold and at the same time the minimum speed.

In the future, you need to learn how to play so that all instant attacks are processed without delay. Otherwise, there will be a significant loss in damage. You won't get faster procs from Shaman Shocks or Maelstrom weapons, which is pretty sad. For this, there are quite good addons that will help you use spells clearly according to the AC: good and popular

Perfected character advancement will allow you to take your DPS to a whole new level.

Shields and totems Shaman Enhancement in 3.3.5 PvE

In battle, we already have to control quite a lot of things, and usually the Shaman forgets that he has quite cool shields that will allow him to save his life in many cool moments. It will be easier for you to install one that will completely control this niche and hang on you those shields that this situation requires.

For totems the situation is slightly different. Everything will depend on how clearly you use Lava Burst according to the CD. If you use this ability more often than 14 seconds pass, then the most effective will be the deadly gladiator totem. Next in the ranking will be the use of Vicious Gladiator's Totem, then the Duel Totem, and at the end the Wild Gladiator and our Cleavage Totem completes the ranking.

How to choose a Profession for Shaman Enkh in 3.3.5 PvE

Most often, Shamans prefer Herbalism as their main profession. This prof can give a bonus that will have a direct impact on the Shaman’s DPS.
The second best profession for Enkh is “Engineering”. You will be able to create quite cool boosters and various chips for yourself and for sale. Even affects the Shaman's DPS.

You should not take “Tailoring” for yourself - it gives the smallest bonuses for the Shaman, unlike all other profs.

Chemistry and Food for Shaman Enkh in 3.3.5 PvE

The best dish is considered to be the “Fish Feast”. You can also take “Specially Prepared Snapper” with you.

From the elixirs, you can select those that will raise the necessary stats for you and bring them to the cap: Elixir of accuracy, dexterity, anger, skill. You choose according to your needs.
If you fade quickly in raids, drink Elixir of the Mind or Flask for Endless Rage. This will allow you to be more confident in the raid, since these potions are considered more protective for the Shaman.

Leveling up any character in WoW is not a tricky task. But to make a real damage dealer out of your character, whose damage output everyone will envy, is a rather serious and complex process. This Guide to Shaman Enkh 3.3.5 PvE reveals many nuances that most players were not even aware of. It’s worth thinking about it and starting to improve!

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Guide to Enkh Shaman 3.3.5 PvE

This guide on Shaman Enkh was created for quite a long time, since four people took part in its creation, who quite professionally play Enhance Shamans and not only in PvE. Only professional experience will allow you to reveal the Shaman in the “Improvement” branch from different sides. Guide to Enkh Shaman 3.3.5 PvE - this is a new material on how to level up our favorite character for cool damage in dungeons and more! Guide to Shaman Restor 3.3.5 PvE Guide to Shaman Elem 3.3.5 PvE A little about Enkh Shamans in PvE As I already said, Enkh Shaman is the second branch of the “Improvement” talents. Why exactly Enkh - so...

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