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#1 Jun 05 2008 at 10:21 PM Rating: Decent
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So I've been working my Prot Paly as much as I could, but am pretty much at a dead zone with my current guild/situation. So, I want to really get crackin' on gearing up my Enhancement Shaman. He's got some decent gear so far, and I can definitely hold my own in 5 mans quite well, and even running Karazhan with my gear I place very high in the charts.

I am curious though as to what point an Enhancement Shaman should feel comfortable running Zul'Aman and other raids beyond Kara? (particularly ZA) I need to work on getting Badges for some gear, and there's a few Heroics I have my eyes on, but I would like to have a particular goal that I can look towards.

Currently my Shaman's unbuffed stats are:

- 1208 Attack Power
- 80 Hit Rating
- 23.58% crit (it's actually a little higher, closer to 24.5%, but I logged out with my Carrot on instead of my other DPS trinket ...)
- 362 spell damage
- 7689 health

Any advise you could give would be great :) Mostly I'm just looking for some numbers to shoot for as I've got a list of upgrades I want to work towards, but if there's something you feel I may be missing, feel free to let me know. Thanks in advance!
#2 Jun 06 2008 at 4:56 AM Rating: Good
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I'm not an enhancement shaman anymore, so I won't even try to tell you how much attack power you should shoot for, but from everything I read, your hit rating should be capped.

Edit: I just looked this up and I may be wrong.

Elitist Jerks wrote:
Hit Rating

Enhance Shaman do not require large amounts of Hit Rating on gear. Effectively, because we can get a large quantity of +Hit from talents (9%), our special attacks (windfury and stormstrike) are already hit capped. All the extra +Hit rating on your gear is going toward improving white damage only, which typically comprises between 45%-50% of your total damage. When you consider the itemization costs of hit rating compared to crit rating and AP, which directly impact 90% of a shaman's total damage, you can see why hit rating is given lower precedence. Take the talents to hit cap your specials, any hit rating on gear after that is icing on the cake.

A common misconception is that you "have to hit before you can crit." This is a fallacy and illustrates a misunderstanding of the attack table. (Note that this is in reference to white damage which uses a single roll system.)

A second misconception is that a miss is a "missed opportunity for a WF proc" and that more Hit Rating will generate more WF procs. This misconception is generated from the flawed assumption that all swings are possible WF procs. However only swings that are outside of the WF cooldown are eligible to proc WF. A good portion of your autoattack hits will never be capable of producing WF procs. A 5 minute fight with no flurry would see 115 white swings with a 2.6 speed weapon. A Shaman might look at that and think that 0.36 * 115 = 41 possible WF procs, but that is incorrect since each successful proc locks out 1-2 hits that follow, shrinking the pool of actual eligible hits. It is actually quite difficult to calculate the number of attacks that you *should* have producing WF in a given amount of time, and that is why we rely on simulators to generate the EP value of Hit Rating.

There is no magic value of +Hit that an Enhance Shaman needs We need as much of every stat as we can get, but hit rating is just less important than the others. That does not mean that the goal is to have low hit rating either though. Rogues and Warriors require large amounts of +Hit to be effective because of their energy/rage feedback system and because they do not have talents that can hit cap their specials before considering hit on gear. Enhance shaman have no such feedback system and are able to hit cap specials through talents - therefore, hit rating above and beyond your talents is great to have, but is not a necessity.




Edited, Jun 6th 2008 9:00am by Ailitardif
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#3 Jun 07 2008 at 2:28 AM Rating: Decent
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Yea, I've read that post a few times. Actually it was linked on my guild's site so I ran through it while I was leveling up. I don't recall any minimums there though which is what I've been looking for. Obviously I'm not ready to take my Shaman into ZA with my current gear, this I know, but any kind of a benchmark would be great :(
#4 Jun 07 2008 at 9:48 PM Rating: Decent
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For Gruuls and ZA (what you're shooting for I'm guessing), you don't have much work to do.

You want around 1400 or 1500 AP for those. I'm not totally sure, I don't raid as Enhance, but this is in the ballpark. I'm noticing that your rings don't have STR on them. There are rings in the game made for DPS Warriors that you can steal. :P Also get the attack power thread on your pants, helps alot.

Your Hit Rating is fine, we don't need more than 50 or so.

You want to shoot for around 26% unbuffed crit, than raid buffed and Agility totem you should be fine.

Spell damage is good for your shocks, and that directly relates to your AP. AP/3 = Spell dmg

You may need more health. The damage that hits everyone when fighting Gruul (the Stone effect and cave-in) and other AoE in ZA will require you to have some more health, throw on a PvP piece or two for those fights. One of the PvP rings isn't a bad idea as a replacement for Ring of the Exarchs.
#5 Jun 08 2008 at 12:35 AM Rating: Decent
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CestinShaman wrote:
For Gruuls and ZA (what you're shooting for I'm guessing), you don't have much work to do.

You want around 1400 or 1500 AP for those. I'm not totally sure, I don't raid as Enhance, but this is in the ballpark. I'm noticing that your rings don't have STR on them. There are rings in the game made for DPS Warriors that you can steal. :P Also get the attack power thread on your pants, helps alot.

Your Hit Rating is fine, we don't need more than 50 or so.

You want to shoot for around 26% unbuffed crit, than raid buffed and Agility totem you should be fine.

Spell damage is good for your shocks, and that directly relates to your AP. AP/3 = Spell dmg

You may need more health. The damage that hits everyone when fighting Gruul (the Stone effect and cave-in) and other AoE in ZA will require you to have some more health, throw on a PvP piece or two for those fights. One of the PvP rings isn't a bad idea as a replacement for Ring of the Exarchs.

He's not going to be using an Agi totem in raids until he gets good at totem twisting, generally.

His HP is fine; I've seen rogues run stuff with 6k HP (our Fel Leather set has 0 stam on it), so almost 8k should be fine.

I'm going to give you the advice I give to rogues: stats aren't important, DPS is. Itemize for the highest DPS you can, and when your gear is all of T4/5 quality, you'll be ready for ZA/Gruul/Mag.

I'm unaware if there's a shaman DPS spreadsheet or the program like feral druids have, but I'd suggest looking on EJ for it if there is.
#6 Jun 08 2008 at 4:21 AM Rating: Decent
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Alright, thanks for the tips :) One thing that had me worried, as you mentioned Cestin, was my health. I'm sure that will come with the gear though, so I'm not overly concerned just yet. I know fights like Hex Lord are a pain in the *** for healers, and the more health each person has the better off they'll be. I'm not sure I want to go the PvP route though. I did to get some decent weapons, but honestly that was more PvP then I could stand :S I avoid it like the plague now, heh.

I'm sure those stats will come as I get closer to the "all Kara/Badge gear" tip as well, but it's nice to have that goal anyway. I hear ya on the stats don't mean anything though: my Lock has fairly good gear, but no matter how I spec him, I still suck at DPS, lol. My Shaman though, I can put out very good DPS, particularly given that he's still in some blues. I look forward to being able to tackle some harder runs soon.

One other thing that came up: I was looking at the 2.4 Badge weapons and thought that the fist weapons looked pretty decent. I'm hesitant to pick them up though due to the drop in stam that I'll take and my crit rating, plus adding haste which as I understand it isn't something that a Shaman wants. Should I work on the Badge armor first, then get the weapons later? Or should I forget the weapons altogether?

Thank you again for the tips, and any future ones :)
#7 Jun 08 2008 at 12:01 PM Rating: Decent
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Maulgak wrote:
Alright, thanks for the tips :) One thing that had me worried, as you mentioned Cestin, was my health. I'm sure that will come with the gear though, so I'm not overly concerned just yet. I know fights like Hex Lord are a pain in the *** for healers, and the more health each person has the better off they'll be. I'm not sure I want to go the PvP route though. I did to get some decent weapons, but honestly that was more PvP then I could stand :S I avoid it like the plague now, heh.

I'm sure those stats will come as I get closer to the "all Kara/Badge gear" tip as well, but it's nice to have that goal anyway. I hear ya on the stats don't mean anything though: my Lock has fairly good gear, but no matter how I spec him, I still suck at DPS, lol. My Shaman though, I can put out very good DPS, particularly given that he's still in some blues. I look forward to being able to tackle some harder runs soon.

One other thing that came up: I was looking at the 2.4 Badge weapons and thought that the fist weapons looked pretty decent. I'm hesitant to pick them up though due to the drop in stam that I'll take and my crit rating, plus adding haste which as I understand it isn't something that a Shaman wants. Should I work on the Badge armor first, then get the weapons later? Or should I forget the weapons altogether?

Thank you again for the tips, and any future ones :)

Badge fists will be the single largest upgrade you can get for a while. Those are T6 equivalent weapons, which unless you're going to hit 1850 in arena (doesn't sound like you enjoy PvP) make them the best available weapons for you.

Just make sure you get the slow OH, not the fast.
#8 Jun 09 2008 at 1:39 AM Rating: Good
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If those are your unbuffed stats you are golden in my opinion outside of your HPs, and ya the rogue will say "Awww don't worry bout it.", but you know how easy it is to wtfcrit and spike the threat meter, at under 8k life unbuffed you will be 1 shot everytime so, ya some S3 ftw if you can.

My guild runs a regular "A" squad to ZA, SSC, TK etc. So we allow lesser geared guildmembers to run with us so they can acquire the upgrades we've already gotten. My point being, if your guild is on the same level as you or only a bit better, get the fist weps and your T4 shoulders + gloves before giving it a go.

The key to Enhancement is supporting your fellow dps, avoiding threat blooms and being prepared for interrupts when necessary. Everything else is gravy.
#9 Jun 09 2008 at 1:59 AM Rating: Decent
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DarkRein wrote:
If those are your unbuffed stats you are golden in my opinion outside of your HPs, and ya the rogue will say "Awww don't worry bout it.", but you know how easy it is to wtfcrit and spike the threat meter, at under 8k life unbuffed you will be 1 shot everytime so, ya some S3 ftw if you can.

My guild runs a regular "A" squad to ZA, SSC, TK etc. So we allow lesser geared guildmembers to run with us so they can acquire the upgrades we've already gotten. My point being, if your guild is on the same level as you or only a bit better, get the fist weps and your T4 shoulders + gloves before giving it a go.

The key to Enhancement is supporting your fellow dps, avoiding threat blooms and being prepared for interrupts when necessary. Everything else is gravy.

If you're spike-aggroing over a tank:

1) you're bad.

2) you're not watching your threat meter.

3) your tank is awful.

Take your pick which applies here.
#10 Jun 09 2008 at 2:12 AM Rating: Decent
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Awesome ty. Good advice all around so far, and it is much appreciated (I say that a lot, hehe). I'm hoping to get into some Grull/Mag runs again, but the situation with my guilds (current one with my Shaman and this end-game guild we "merged" with) is kinda complicated, so we'll see what happens. I think I'll save up Badges till I can at least get the MH if not both first, and hopefully by that time I'll have a few upgrades to where the loss in Stam on my weapons won't hurt so much. I'm also a few mats short for enchanting the weapons when I get them, so wouldn't do me "as" much good just yet.

You're comments are also making me feel more comfortable in taking on a Heroic Magister's Terrace, lol. Honestly, I have that place to a science with my Paly tank and my Warlock, to some extent with my Hunter, but it scares the crap outta me thinking about taking my Shaman there. I'll try to find a group and see how it goes!
#11 Jun 09 2008 at 2:34 AM Rating: Good
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Overlord Theophany wrote:
He's not going to be using an Agi totem in raids until he gets good at totem twisting, generally.

That's surprisingly far from the truth.

What other melee DPS classes never want to talk about is that Totem twising is a bad idea in general on anything other than very short, very bursty fights. It doesn't do the Shaman any good at all to give GoA + WF to the other melee (who may or may not even exist in various quantities due to his raid make-up) for a short period of time if he goes OOM with any substantial amount of time left in a fight and his own damage tanks; you're losing far more DPS than you're gaining overall that way. This is doubly true in ZA when you're fighting a timer and excessive breaking for drinks ticks away the clock.

Druid tanks also benefit more from GoA than WF (obviously), and even Warriors sometimes come off better with the extra % to dodge than WF depending on their threat gen which is still more than adequate without it (or at least should be).

I agree with you that he shouldn't be itemizing around it though. You can't count on it being down any given % of the time.
#12 Jun 09 2008 at 3:47 AM Rating: Decent
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Theo don't assume wf is best choice for enh shaman group makeup, its not always true, hunters and druids like agl, warriors and pallies like wf, and some rogues like either or.

now in pvp arena if there is a warrior present then yes wf should be dropped even if he is the only one gaining benefit from it.

I have also heard that wf is great for warrior tank helps them a bit with rage. anyhow when choosing a wind totem look at your group, if 2 members gain benefit from wf then it is worth dropping.

and ya for sure those fists are pretty sweet if you can dish out the badges.
#13 Jun 09 2008 at 6:51 AM Rating: Decent
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Badges shouldn't be an issue. I should be running a Kara each week now with my Shaman and I have some guildies that are pretty excited to help me get Badges/gear for my Shaman. Trying to get into PuGs is hell though, but I hope to not have to rely on that so much, at least for a while.

Totem Twisting has been brought up a few times now. I had heard that this was going to be *fixed* in 2.4 (or was it 2.3? Bah, can't remember), but I will assume the obvious that it was never actually changed and that this is still possible, yes? That being the case, is there a good explanation of it somewhere you can link, or just give a good explanation of it here? I have never really tried twisting before and wouldn't really have much of an idea how it works. If it's not a huge deal though, you don't have to bother with it :)
#14 Jun 09 2008 at 9:16 AM Rating: Good
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I haven't been Enhancement in a raid (just to farm) since 2.4 came out, but as far as I know nothing changed mechanic-wise so it should still work.

How totem twisting works is that you take advantage of WFT's mechanic to give melee classes both WF and the extra agility from GoA at the same time. Since WFT's buff lasts for a set number of seconds, you lay WFT to distribute the buff, then immediately lay GoA so they get the agility boost while they have WF still active on their weapons. The problem is, as I'm sure you can see, you're spending ~500 mana every half-dozen seconds or so to continually re-buff. Enhancement Shaman may be considered a melee class, but for all mechanic purposes they're still casters, so once their mana is gone, so is their DPS output.

In general you're still better off just laying GoA or WF most of the time and using your mana for your own offense.

EDIT: Spelling errors.

Edited, Jun 9th 2008 5:38pm by Gaudion
#15 Jun 09 2008 at 10:31 AM Rating: Decent
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jmfmb wrote:
Theo don't assume wf is best choice for enh shaman group makeup, its not always true, hunters and druids like agl, warriors and pallies like wf, and some rogues like either or.

Rogues that like GoA are rogues that don't know **** about their class.

And yes, enhancement is almost always brought for your rogue/warrior group. If an enhancement shaman isn't being put in that group, you're wasting buffs, tbh.

UR + WF + Battle Shout + LotP/Sanc Aura/Ferocious Insp/etc all should be in your main DPS group, which will include rogues and a fury warrior.
#16 Jun 09 2008 at 2:03 PM Rating: Good
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Quote:
How totem twisting works is that you take advantage of WFT's mechanic to give melee classes both WF and the extra agility from GoA at the same time. Since WFT's buff lasts for a set number of seconds, you lay WFT to distribute the buff, then immediately lay GoA so they get the agility boost while they have WF still active on their weapons. The problem is, as I'm sure you can see, you're spending ~500 mana every half-dozen seconds or so to continually re-buff. Enhancement Shaman may be considered a melee class, but for all mechanic purposes they're still casters, so once their mana is gone, so is their DPS output.


this is why ret pally + 2x holy pally is popular. you get the ret pally hit capped (not hard, since they use 2h) and have the holy pallies judge light/wisdom on the mob, while the ret puts sader. sader strike keeps all three up full time, allowing said ret pally and the enhancement shaman that should be accompanying him to DPS more or less without mana constraint. combined with water shield, BoW and calculated use of SR, an enh shammy has little-to-no problem with mana usage. that problems that do arise are usually solved via the odd mana pot.
#17 Jun 09 2008 at 5:36 PM Rating: Good
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Quor wrote:
Quote:
How totem twisting works is that you take advantage of WFT's mechanic to give melee classes both WF and the extra agility from GoA at the same time. Since WFT's buff lasts for a set number of seconds, you lay WFT to distribute the buff, then immediately lay GoA so they get the agility boost while they have WF still active on their weapons. The problem is, as I'm sure you can see, you're spending ~500 mana every half-dozen seconds or so to continually re-buff. Enhancement Shaman may be considered a melee class, but for all mechanic purposes they're still casters, so once their mana is gone, so is their DPS output.


this is why ret pally + 2x holy pally is popular. you get the ret pally hit capped (not hard, since they use 2h) and have the holy pallies judge light/wisdom on the mob, while the ret puts sader. sader strike keeps all three up full time, allowing said ret pally and the enhancement shaman that should be accompanying him to DPS more or less without mana constraint. combined with water shield, BoW and calculated use of SR, an enh shammy has little-to-no problem with mana usage. that problems that do arise are usually solved via the odd mana pot.

That's a highly specialized approach to twisting that requires three accomplices. In which case, yes, it's plausible to do so. But you can't just make a general blanket statement like...

Overlord Theophany wrote:
He's not going to be using an Agi totem in raids until he gets good at totem twisting, generally.

... because it's just not true. Raid/party make-up changes everything. Assuming you're not twisting, GoA and WF are both viable, plausable, and preferable in different situations.
#18 Jun 09 2008 at 5:44 PM Rating: Decent
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Yea, that all makes sense. I think I'll give it a try next I have a group make up that permits both WFT and GoA to be good choices, and see how it goes. How long exactly does the effect of WTF last anyway? I've never paid much attention to it, seeing as I don't benefit myself, and I'm about to head out the door or I'd look it up myself ^^
#19 Jun 09 2008 at 5:53 PM Rating: Good
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its a 10s buff that pulses every...4s i think. from what ive seen, you toss down your WF totem, then GoA right after, and that gives you 9s to use stuff, which is four non-totem GCD's. so you use four skills, and on the 5th skill you drop WF totem again, and then replace it with GoA and do your cycle again.
#20 Jun 09 2008 at 6:29 PM Rating: Good
Elitist jerks has entire threads devoted to totem twisting. Blizz says they are going to fix this exploit/bug soon. Anyways, basically the shaman drops WF/GOA alternating between the two so the party essentially gets both buffs. This will cause you to go OOM rather quickly, as well, you will be totally nerfing your personal dps, but buffing the overall group dps, especially if there are a couple rogues/warriors.
#21 Jun 10 2008 at 9:19 AM Rating: Decent
I totem twist on boss fights are very, very rarely go oom.

Make a macro, mines:

/castsequence reset = 8 windfury totem, grace of air totem

Get disqodice to manage wf downtime and twisting, pop rage and a ap trinket at the same time, keep watershield up, I'm a alchy so i can pop a mad pot and get mana back if i need to but if you need to regen just leave a wf down till you can start back, oh yea, and throw down a mana totem.

I'm always grouped with rogues, want wf, sometimes an arms warrior, wants wf, or a hunter who wants agility like myself. I'd venture to say on a boss by twisting I get an extra 50-75 dps on the fight, it's alot whatever it is. boo, nurf...
#22 Jun 10 2008 at 1:09 PM Rating: Good
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Hijack for Stormstrike question:

Is it better for Enhancement Shaman to rotate Flame Shock and Frost Shock to allow the Stormstrike debuff to be used up by Elemental Shaman?
Or to simply Flame Shock every 12 seconds only?
#23 Jun 10 2008 at 2:08 PM Rating: Decent
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Raglu wrote:
Hijack for Stormstrike question:

Is it better for Enhancement Shaman to rotate Flame Shock and Frost Shock to allow the Stormstrike debuff to be used up by Elemental Shaman?
Or to simply Flame Shock every 12 seconds only?

Frost Shock has an additional threat component, and most raids don't bring elemental shamans.

They're certainly viable (but not optimal), but if they're there they'll at least get one charge per SS.
#24 Jun 10 2008 at 4:27 PM Rating: Decent
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I had read to do a Flame Shock -> Earth Shock rotation regardless of group/raid makeup, and that's what I try to do in my instance runs. If it is better to leave SS charges for other classes in the cases where you have them, then I would be interested in hearing it as well, but regardless I wouldn't think adding Frost Shock to the mix would be a generally good idea for a class that has no aggro dump (barring Reincarnation).

EDIT: you only said Elemental Shaman, but a Boomkin would also benefit from the SS charges. (pardon the noobishness of the question) What about Rogue poisons and Serpent Sting: do they take SS charges as well, or just DD spells?

Edited, Jun 10th 2008 5:36pm by Maulgak
#25 Jun 10 2008 at 7:13 PM Rating: Good
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Maulgak wrote:
What about Rogue poisons and Serpent Sting: do they take SS charges as well, or just DD spells?

No, rogue poisons aren't considered a spell.
#26 Jun 10 2008 at 10:53 PM Rating: Decent
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Overlord Theophany wrote:
Raglu wrote:
Hijack for Stormstrike question:

Is it better for Enhancement Shaman to rotate Flame Shock and Frost Shock to allow the Stormstrike debuff to be used up by Elemental Shaman?
Or to simply Flame Shock every 12 seconds only?

Frost Shock has an additional threat component, and most raids don't bring elemental shamans.

They're certainly viable (but not optimal), but if they're there they'll at least get one charge per SS.


It'd be interesting to do the number crunching as far as overall raid DPS goes, but I'll go with this for now.
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