Enhancement Shaman PvP Situation in TWW

I would like to address the current situation of the Enhancement Shaman in PvP today. In my opinion, the specialization is currently in a very poor state and urgently needs a rework to have a place in PvP again.

Currently, Enhancement Shamans feel very fragile in PvP and have difficulty staying on their targets and maintaining damage. Often, there is a lack of mobility and defensive options. Some of you maybe noticed that even one of the best enhancement Shamans (Saul) stopped playing enhancement and is playing now elemental, because of the actual situation of this spec.

To illustrate this problem, I would like to revisit the points already mentioned and elaborate with further details that underscore the need for improvements:

  1. Mobility: The limited mobility of the Enhancement Shaman compared to many other classes is a chronic problem that has only worsened over time as other classes have become increasingly mobile. The initial suggestion to reduce the cooldown of Spirit Walk or introduce an additional fast movement ability is absolutely justified. The idea of giving Wind Shear an additional function to increase movement speed would also provide much-needed relief here. It is explicitly pointed out that the lack of mobility leads to poor uptime because the Enhancement Shaman has difficulty staying on their opponents, especially given the increasing mobility of other classes. One suggestion proposes implementing the talent Feral Lunge as a baseline ability with a shorter cooldown of 15 seconds and granting the user immunity to slowing and movement-impairing effects for 3 seconds after reaching the target. Although there are talents like Thunderous Paws and Winds of Al’Akir that offer some mobility, the fact that these have to be chosen as talents indicates that mobility is not sufficiently integrated into the core design of the specialization. This may force players to sacrifice other useful talents to achieve the necessary agility. The current mobility options are even described as outdated and easy to counter. Spirit Walk does free you from movement-impairing effects, but the player is immediately vulnerable to slows or renewed movement impairments from passive effects afterward and it has a very high Cooldown. The long cooldown of Wind Rush Totem also does not help improve the situation. Currently, many players use the talent Gust of Wind due to its low cooldown, which is unfortunately not very useful for Enhancement Shamans because it doesn’t break roots and slows and often doesn’t land you where you intended. The consensus in the community is that a fundamental rework of the Enhancement Shaman’s mobility tools is essential to survive in the dynamic environment of modern PvP. It is not enough to simply add more movement abilities; rather, the existing options need to be more reliable and less susceptible to common PvP strategies.

  2. Survivability: The defensive cooldowns of the Enhancement Shaman are often insufficient to survive in dangerous situations. The suggestion to give Astral Shift, for example, an additional effect such as short-term immunity to certain types of damage or a stronger damage reduction is therefore very sensible. Using the ability during a stun or fear would also be a sensible possibility. The healing possibilities are also often too weak in PvP to compensate for the damage taken. Here, one could increase the effectiveness of Healing Surge in PvP or introduce a new passive ability that improves self-healing. The poor survivability of the Enhancement Shaman becomes clear, especially after the loss of Astral Shift as a personal defensive ability. The cooldowns of the remaining defensive abilities are often very long: Astral Shift has a 1.5-minute cooldown with the talent, Stone Bulwark Totem 3 minutes, Earth Elemental 5 minutes, and Nature’s Guardian 45 seconds for Enhancement. The necessity to choose the PvP talent Grounding Totem to achieve any semblance of survivability is perceived as restrictive, as it means losing options for damage or utility talents. Off-healing is also rated poorly because Ancestral Guidance was removed, Stormweaver is rarely chosen, and Earth Shield can be easily removed and requires too many global cooldowns to reapply. Many suggest implementing Burrow and Stormweaver as baseline abilities to improve survivability. Additionally, the idea is raised to grant the Enhancement Shaman the damage reduction effect of Earth Shield that Restoration Shamans possess. The question of whether the Enhancement Shaman remains so vulnerable on the battlefield compared to other classes reflects the general perception. Even the observation that Enhancement Shamans are currently often seen as a “useless spec” (in PvP) and are therefore frequently focused indicates a perceived weakness that leads opponents to consider them a primary target. The long cooldowns of the existing defensive abilities mean that Enhancement Shamans are only truly resilient in limited time windows. Outside of these cooldowns, they are very vulnerable to enemy damage. Unlike other melee classes that have more frequent or passive defensive options, Enhancement Shamans are heavily reliant on their cooldowns, which increases their vulnerability in longer fights. The fact that players are forced to choose PvP talents like Burrow to achieve a basic level of survivability indicates a weakness in the core design of the class for PvP. Ideally, a specialization should have adequate base survivability without necessarily having to invest talent points in defensive options, which limits the flexibility and potential of the specialization.

  3. Button Bloat
    The last point on my list is the amount of abilities required to deal proper damage. Other classes, on the other hand, need significantly fewer talents to generate the same or even higher damage output with their class. Of course, one could argue that you should just play the other class with fewer abilities, but that’s not the point here. The point is that some things should be optimized and perhaps simplified. For example, incorporating some passive abilities into an active ability, or making a passive ability out of an active ability like Ice Strike (nobody is using the ranged Ice Strike at the moment). For example every 5th autoattack automatically triggers Ice Strike.

Conclusion: It is my firm conviction that with targeted adjustments in these key areas – mobility, survivability, reliability of damage – the Enhancement Shaman could become competitive again in PvP. It is crucial that the specialization finds a good balance and has the necessary tools to succeed in various PvP situations.

3 Likes

melee with 2.4 in solo shuffle in eu

arms: 37
fury: 63
survival: 20
rogues all speccs together: 70
frostdk: 14
---------------- unholy dk: 2
------------- enhancement: 4
ret pala: 16
ww monk: 84
feral:49
havoc dh: 59

4 Likes

i said many times enhancement in pvp is OUTDATED.

It doesnt fit the design of the pace anymore, zero mobility, defensive affected by dampening, zero cc.
Its not good to have instant cc in the game?
sure ok, but we do have it, hoj, fel eruption, incap, db etc.

Yes i get it they need to give melees bigger burst windows bc they never connect in this endless mobility meta from ranges. Enhance lacks this massively as when they connect, the opponent just uses his mobility and enhance doesnt connect a second time.

Unfortunately Blizzard thinks that enhance is in a super good place because of its success in pve.

In pvp, its just unfun to get kited 24/7. Me, personally, I dont want a second charge on feral lunge. I want them to give us more access to Ascendance, ending the need on mobility.

Just make Deeply Rooted Elements swap places with Tempest Strikes.
And then make Sundering procc Ascendance 100%.
This would make Molten Thunder Talent viable in pvp and desireable.
30 second cd on 100% guarantee Ascendance.

Molten Thunder can reset Sundering which happens at max 3 times in a row if your lucky.

With this small cd on it we would have more control of when we wanna use our burst and not get shut down every 2 minutes by a combo of stun/disarm/fear or whatever other instant cc there is.

Make Hex be instant for 10 Stacks of Maelstrom Weapon, → boom, Sundering, Ascendance, burst.

Stonebullwark atm does literally zero. Its 2 globals to get rid of this shield.

Its not easy to fix this stuff if you know this specc, and its not only Saul, the numbers on ladder speak for itself. The only guy making enhance look good in EU is loveless and i dont think one should compare an average player that just wants to hit legend to a multirank 1 player.

2 Likes

Just give encha the oldschool wolves it had in WoTlk , immune to slows for the duration + heals.

2 Likes

You need to split up your text wall abit to make it less painful to read.

That being said i agree with your points. Enhancement is a unique melee, but unique seems to just translate into obsolete now a days.

Im personally fine with having the games worst mobility but in return id like to be rewarded for the uptime i do manage. One fundamental problem is lack of MS, for some reason everyone has MS now except for us n its not like we do more damage to offset that fact.

Compared to say a warrior we do less damage, have no MS, significantly worse mobility n worse survival. Its not like our utility makes up the difference either.

Either give us an MS or make us do more raw damage than specs with MS.

I think allowing us to use wall through CC would solve alot of problems but i also want ancestral guidance back. Losing that felt so bad i almost benched my shaman.

Imagine if patch notes for rogues said cloak of shadows is removed but rogues now heal 3% hp every 3 secounds while in stealth. Thats how healing stream feels in comparison. If any other class got that treatment there would be an uproar but for some reason it was fine to do against shaman.

2 Likes

Thank you everyone for participating in the discussion and for your helpful input. I hope the Dev Team seriously considers our information and implements it in the game. I wish that more enhancement Shaman players join the discussion and give their feedback.

Even ret pala does most of its damage from range - while enhance struggles, even if you are facing two melees chasing the range on your team, they will run after them and kite u passively because u get snared by passives from left to right.

enhance does good on mmr range from 1.8-2.2 atm, but seems to face a wall after, also according to skillcapped, and its also what I am experiencing right now, while last season i peaked 2.7 in shuffle (i consider myself as an average casual player) this season i dont feel like hitting elite at all.

1 Like

My Guildmate (warrior with 2,7k xp) played his enhancement shaman for the first time in tww and this is what he messaged me:
“omg what a trash class Enhancement Shaman is. I’m only doing a maximum of 600k DPS and I die after every go. How can you play this?”

That’s exactly why i changed to Ele after maining enhance spec for some expansions got fed up with all this outdated reasons which have been said over 10000 times already to blizzurd.

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SR + Instant Hex and Enha is back. Maybe also add passive 50% slow like Frostbrand so dealing with mobility would be easier.

Ele right now does everything Enha does + is ranged. Enha needs something to bring to the table that’s better than Ele. SR would be better survivability into stuns. Instant Hex means reliable source of CC and 50% passive slow = more uptime for his meele partner.

1 Like