Enhancement still needs the following changes (in PVE & PVP)

Enhancement is performing better than it has in a long time (in PVE) since the launch of TWW, however, the spec has fundamental issues in both PVE & PVP that have nothing to do with damage performance.

  1. Ability Weights: Currently the vast majority of enhancement damage is loaded into Lightning bolt & Chain Lightning. They certainly pack a punch and you really feel the impact. However, this comes at the cost of all your other abilities feeling like insignificant fillers to build up maelstrom. I hoped that 2nd stormstrike charge would change this, but stormstrike doesn’t feel like a satisfying button press that actually does damage (unless you are in ascendance).

  2. GCD on all major cooldowns: Enhancement seems to be a class that didn’t really get the GCD and ability bloat treatment other specs did. With doom winds, wolfs, primordial wave & ascendance being on the gcd, it feels very slow to get going with your rotation and actually start pressing the damaging spells (considering you also need to frost shock occasionally while other specs have built in slows in their abilities). At least make doom winds and prim wave do more initial damage to feel like they are actually contributing to your rotation. (An ability I can compare doom winds to is Strike of the Windlord, they have similar roles, but strike actually does very good damage and feels like a significant part of your rotation).

  3. Gap Closers: This is more of a PVP problem. Enhancement currently has Feral Lunge and a choice between Gust of Wind & Spirit Walk. This gives enhancement 2 gap closers, which is worse than every melee currently. Enhancement can only hit from afar during ascendance, and is getting kited by hunters, mages, evokers, ele, boomy and warlocks like there is no tomorrow. Enhancement needs a second charge on feral lunge, or it needs both spirit walk and gust of wind (instead of choice node). It’s either that or enhancement could get the druid treatment and have ghost wolf remove snares and roots. Another good idea would be decoy totem from SOD – works like grounding for physical abilities and gives you freedom for a few seconds. One last thought is the ret pala treatment – make a pvp talent that makes stormstrike windstrike permanently with a 15-20 yard range, allowing part of your rotation to be completed at a slight distance.

The main reason #3 is a huge issue is also connected to #2. To elaborate, the fact that you need so much time to activate all your major cooldowns, alongside specific classes being able to kite very easily, you never get enough uptime to actually start your damaging rotation in order to do significant damage. This also kinda ties into #1 too, since you actually need 5-10 maelstrom weapon stacks to actually start doing damage ontop of the 4 gcds you need to press to activate cooldowns. It’s very clunky design and I hope some developer reads this. The only damaging condition you have is ascendance because of its range, however, its a 2 minute cooldown, it can be disarmed, and enemies always have defensives ready, since you are actually doing 0 damage outside of the ascendance window. Also deeply rooted is way too rng and doesn’t last long enough to be significant. Enhance needs its 30sec-1 min cds to be more significant to pressure.

Enhancement feels like an old car where you need to turn your ignition 4 times to start up and then it also needs time to warm up before you can start driving (In pvp).

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Think the very reasonable suggestion for this was to give Stormstrike the Ret pala treatment and make it 25 yard range.

As with gap closers, wind rush totem does remove slow while inside the totem, would be kind of great if it also removed roots.

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