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Vrgo
01-30-2008, 07:01 PM
EHN shaman





Best site to use item wise pre raid for items http://www.wow-loot.com/shaman.htm

build i've found to work for me best
http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050050021250213053 115105005351000000000000




FlameTongue Weapon in 2.3
Since everyone is asking, yes, FT will be a more viable OH weapon imbue in patch 2.3 (expected release). Its very unlikely that its going to out DPS Windfury. The AP-->Spell Dmg talent change will make it easier for Shaman to find a good OH without having to carry around a low level green weapon.
More Info:



Windfury vs GoA in a raid group?
Always use Windfury if the following conditions are True:
A DPS warrior is in your group
A warrior who is tanking is in your group
A warrior is in your group
If no warrior, more than 1 sword rogue is in the group
Grace of Air should be considered for use only if the above are false, and under these conditions:
A feral druid tank is in the group (ie, bear... not kitty)
A prot warrior is in your group on a non threat limited fight with high damage components
Any combination of more than 2 hunter/druids is in the group


Windfury Mechanics
Windfury Weapon was corrected in the 2.1 patch to trigger a hidden/internal 3 second cooldown. As a result, OH procs now (correctly) trigger the cooldown on the MH. Despite this set back to shaman DPS (net loss of about 10-15% DPS for enhancement shaman), Windfury Weapon is still the best weapon imbue to use %u2013 even the developers admitted to as much in their IRC chat, when they said they have no intention to scale the other weapon imbues to match the power of Windfury.

The cooldown on Windfury Weapon means that an OH that is faster than the MH is extremely detrimental to shaman DPS. The fast OH is more likely to hit again after a WF cooldown and therefore has the first opportunity to proc a new WF and trigger the cooldown again. OH interference prevents MH WF procs and thus reduces your DPS. It has been shown that this cooldown interference is so severe that replacing an epic dagger OH with a green or blue 2.6 speed OH will actually increase your DPS. (Again, despite this problem, it is still preferrable to have WF on the OH. Any WF proc, even on the OH, will result in more DPS over time than FlameTongue or Rockbiter on the OH.)

Windfury Proc Rate: When you are wielding a two handed weapon, or are using a sword and shield, your chance to proc windfury on any landed attack outside the 3-second cooldown is 20%. When you dual wield weapons, the chance on each landed attack outside the 3-second cooldown is approximatedly 36%, if and only if both weapons are imbued with Windfury.
Original findings posted by Disquette
Analysis of the combat log shows that if you sum all hits, the proc rate while DWing is 20%, but that includes hits you make while inside the 3 second cooldown, which cannot actually proc WF. When you remove the ineligible hits the observed proc rate from the eligible hits becomes 36%.

The attack power bonus from Windfury is not reduced by the 50% OH damage penalty from Dual Wielding.
StormStrike and Windfury are not normalized - their damage will increase with slower weapons.

Modeling indicates weapons hasted between 1.50 and 1.41 speed will actually experience a sharp decrease in DPS due to more main hands fallilng out of sync with the Windfury cooldown.
Enhance Shaman: The Collected Works of Theorycraft, Vol I
It may be hard in practice to actually achieve those speeds for long periods of time though. It is not recommended that you plan your gear around this haste effect just be aware of it.
Update! Empirical testing done in-game indicates that this theory may not hold true! Enhance Shaman: The Collected Works of Theorycraft, Vol I Remember - always test the theory in-game before accepting it as gospel!

Do not use WF Totem instead of WF Weapon on your MH. While you may ~think~ it will help you avoid the WF cooldown problem, the totem isn't providing anywhere near the benefit you'll get from the weapon imbue.
WF Totem has the following issues: no elemental weapons bonus (40% multiple), only one extra attack (200% multiple), lesser AP bonus (scalar). Each MH WF Totem hit would be 100% extra damage or so compared to a normal attack, and has only one chance of proc'ing flurry, any weapon procs, and UR. Each MH WF imbue hit would be 280% extra damage or so compare to a normal attack, and has 2 chances of proc'ing those things.
In a very very simplified way of looking at it, you'd have to proc MH WF 2.8 as many times using the totem as you do using the imbue, for it to be worth it.


Weapon Enchants
Mongoose > Crusader > Potency, generally. None of them are wrong, it comes down to personal choice and what your gear favors. Mongoose provides 4.8% crit per proc (and stacks with double procs on MH/OH), Crusader provides 60 Strength (120 AP) at lvl 70 per proc, and Potency is a constant +20 Strength (40 AP).


Boot Enchants
For PvE, either Boars Speed or Cat's Swiftness are going to be big payoffs. Increased run speed is hands down the best enchant you can get for PvE. Derivation So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.


Shocks/Elemental Damage
The ideal shock rotation in a Raid is Flame Shock - 6 sec - Earth Shock - 6 Sec - Repeat. With CoE on a mob, Flame Shock will generally outperform the damage of Earth Shock, even with the 20% nature dmg bonus, especially if you have rogues, moonkin, or elemental shaman (or a Romulo's Poison Vial) that are consuming your StormStrike debuffs faster than you can utilize the bonus for yourself.

Strength = 2 (2.2 w/Kings)
Crit Rating = 2
Agility = 1.8 (2 w/Kings)
Hit Rating = 1.4
Attack Power = 1
Armor Penetration = 0.25 (low estimate)

But 2200 AP is a *lot*, how can I achieve that?
Well lets take a look at buffs.
MotW (w/o Talent) - 28 AP
Strength of Earth (w/ Talent) - 200 AP
Blessing of Might (w/o Talent) - 220 AP
Battleshout - 305 AP (w/o Talent)
Strength Food - 40 AP
Flasks - 120 AP (Relentless Assault)

2200 - 28 - 200 - 22 - 305 - 40 - 120 = 1287 AP that you would need on gear, and this isn't even accounting for unleashed rage!
Its not hard to achieve 2200 AP in a raid, and once you factor in Unleashed Rage,
Blessing of Kings and people putting talents points into these buffs, you will easily exceed 2200 AP.

Itemization - Hit Rating
Current theory is holding that we may not need anywhere near the hit cap like we previously thought. A good
explanation of why can be found here. 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.

Vrgo
01-30-2008, 07:02 PM
Itemization - OH Weapons
OH itemization is fairly poor early on, with a few more choices available in TK and BT. If you are not yet in those zones the best choices for OH is a 2.6 speed Gladiator weapon from Arenas, a crafted Runic Hammer (2.4 speed) or a blue one-hand weapon available in several heroic instances (Auchenai Crypts last boss drops a 2.6 speed one-hand axe). Failing that, get yourself a green 2.6 speed off the Auction House.

In short:
OH = [Merciless Gladiator's Cleaver] > [Runic Hammer] > heroic drop/battlground weapons > green 2.6spd > epic dagger or anything else faster than 2.4
Non arena OH drops from heroics are:

[Boggspine Knuckles]
[The Harvester of Souls]

[B]Itemization - MH Weapons
Top 5 end-game weapons for Enhancement are:
[Wicked Edge of the Planes]
[Rising Tide]
[Dragonstrike]
[Syphon of the Nathrezim]
[Merciless Gladiator's Cleaver]

Using our baseline AEP values to value these weapons based purely on their stats, not including weapon dps or speed we can "rank" the weapons:
Dragonstrike - 98AEP (scouring for the correct formula and using 1.48 for haste [PTR value])
Wicked Edge of the Planes - 94AEP (this is calculated for non-Orcs)
Rising Tide - 73.4 AEP (how are people getting 100+aep for this?)
Syphon - 50 AEP + ?? **no clue how to figure in the PPM **
Merciless Cleaver - 82 AEP

For non-orcs
You will want to choose maces or fist weapons since current itemization gives bonus skill to these but not axes. The first 5 weapon skill is worth 3% hit and 0.2% crit as well as an unknown amount of anti-parry and anti-dodge. Consider picking up a to gain this 5 weapon skill; it's better than the best BT belts because of it.

If you have access to [Syphon of the Nathrezim], dual wield it. (Put your first one in your OH if you have an MH-only weapon like Dragonstrike, otherwise it doesn't matter which hand you choose.)
If you don't have access to a Syphon, mainhand a [Dragonstrike] and offhand a [Merciless Gladiator's Pummeler].
If you don't have access to a Dragonstrike, you can mainhand a [Dragonmaw] and offhand an MG Pummeler, or dual-wield MG Pummelers.
Everything beneath this should be clear.

[B]For orcs
You will want to choose axes since your racial gives you 3% hit and 0.2% crit as well as an unknown amount of anti-parry and anti-dodge if you equip an axe. (You will thus have the luxury of being able to select the best belt available to you, ignoring the weapon skill on Bo100D.)

If you have access to [Rising Tide], use it. (Put it in your OH if you have an MH-only weapon like Wicked Edge of the Planes, otherwise MH it.)
If you don't have access to a Rising Tide, mainhand a [Wicked Edge of the Planes] and offhand a [Merciless Gladiator's Cleaver] or dual-wield MG Cleavers.
If you only have one or even none of the above, is the next-best MH choice. (OH a MG Cleaver if you can.) A [Dragonstrike] or MG Pummeler would also be acceptable substitutes for the Black Planar Edge.
Everything beneath this should be clear.

[B]Consumables
Translating the benefit of consumables using the Pawn values above we can assess DPS consumables in order of greatest benefit:
Enhance Shaman: The Collected Works of Theorycraft, Vol I
[Flask of Relentless Assault] 120 AEP
[Elixir of Major Agility] 110 AEP
[Fel Strength Elixir] 90 AEP
[Haste Potion] [(1.48 * 400) * 15]/120 = 74 AEP
[Elixir of Major Strength] 70 AEP
[Insane Strength Potion] (120*2*15)/120 = 30 AEP


Dealing with Threat
Enhance Shaman are severely threat capped - not as badly as a Ret Paladin, but worse than a DPS warrior. With no active threat reduction we rely on buffs, items, and strategy to reduce our threat. Methods to reduce your threat are listed below in order of Most to Least effective. Remember that threat reduction is multiplicative, not additive.
Spirit Weapons - Enhancement talent that reduces melee threat by 15%. This is a staple talent for our spec. If you don't have this, you're walking the crazy line. Most effective since its always on and isn't reliant on a paladin.
Blessing of Salvation - 30% threat reduction. If you only have one paladin in your raid, this is the buff you need. If you don't have a paladin in your horde raid, you need to pressure your leadership to recruit one.
[Prism of Inner Calm] - until Blizzard changes this the item is worth around 10% threat reduction as long as your raid buffed crit rate is over 30% (and by the time you're killing Vashj it damn well better be). Keep an eye on this as Blizzard may buff it at some point.
Strategy - A lot of this depends on your tank and his TPS generation. If your tank can generate around 800 TPS you can give him a 10k threat lead and then unload without much worry of catching up. I generally remain at around 80% of the MT threat as long as he's able to stay at that level of TPS. If you find yourself approaching the threat cap you should stop shocking first since they aren't affected by Spirit Weapons. A suggestion was made in this thread of "downranking" your weapons for a few seconds, allowing you to continue to provide Unleashed Rage to the group with lowbie weapons so that your threat isn't increasing.
Battle Ankh - the improved ankh talent can certainly come in handy when clearing raid zones. You need to be extremely careful about pulling aggro however - if you pull and die the mob will pick the next highest threat target to attack, which may not be the tank. A much safer method is to allow yourself to die to AoE, and have buffers primed to give you DPS buffs when you ankh. At that point you'll be free to take Blessing of Might if you didn't have it before, in order to make up for any buffs you lost.

Totem "Twisting"
You may be aware that Windfury Totem places a 9 second duration buff on party member's weapons to imbue them with the extra attack mechanic. This can be manipulated to allow Grace of Air or Tranquil Air totems to be placed "simultaneously" with Windfury Totem. Note that this is very likely NOT an intended behavior by the developers since it gives the benefit of two totems from a single element, and will likely be changed in the future if this sees widespread use.

Some links to the only non-arena offhands until you hit Al'ar:

Bloodskull Destroyer
http://www.wowhead.com/?item=28210

Boggspine Knuckles
http://www.wowhead.com/?item=27747

and The Harvester of Souls
http://www.wowhead.com/?item=27872

Itemization - Gems
Best bets are to use
Red socket: .
Yellow socket:[Inscribed Noble Topaz].
Blue socket: [Sovereign Nightseye].

The [Rigid Dawnstone] is always the wrong answer for enhance shaman.
The [Bold Living Ruby] will always be better then [Bright Living Ruby] in a raid environment due to Blessing of Kings.

[B]Itemization - Meta Gems
[Relentless Earthstorm Diamond], Best choice, reasoning is explained here: Post #509 This gem will effectively scale with your crit rating. The linked post shows that this gem was worth 20 DPS for my gear and crit rate at the time (Kara and T4 equivalent gearing) without even accounting for the agility on the gem.

[Thundering Skyfire Diamond] gives 240 haste rating for 6 seconds. This is probably your second choice for meta gems as it appears to have a 1 minute cooldown.

[Swift Skyfire Diamond] will yield a very minor DPS increase - same for [Potent Unstable Diamond]


Itemization - Trinkets
Trinket gains are converted using the AEP formulas above in the itemization stat weights from above, and listed as greatest AEP at the top.
[Ashtongue Talisman of Vision] Update - Theory on why this happens! This appears to be either bugged or have a bad tooltip, its actually having nearly an 89% proc rate, which would make the benefit closer to +245 AP over time, making it a clear winner for your trinket slot.
Ashtongue Talisman info
[Dragonspine Trophy] 40 AEP + 325 Haste*1.48 AEP/Haste*10 Seconds*1.5 PPM/60 secs/min = 40 + 120.25 = 160.25 AEP
[Madness of the Betrayer] 113.6 AEP from stats. Using 2.4 ppm (see here) the uptime is 40% giving a passive -120 Armor, valued at 0.25 AEP = 30 AEP. Total value is 143.6 AEP.
[Tsunami Talisman] 141 AEP assuming a 0.9 ppm
10 Hit * 1.4 AEP/hit + 38 Crit * 2.0 AEP/crit + 340 AP*10 sec*0.9 PPM/60 sec/min = 14 + 76 + 51 = 141 AEP
[Darkmoon Card: Crusade] 120 AEP at a full stack, since this will take 10-15sec to achieve, the AEP might be considered less valuable.
118.3 AP
72AP + (278* 20)/120 = 118.3
[Hourglass of the Unraveller] 109 AEP assuming 0.9ppm
[Abacus of Violent Odds] 107.3 AEP (2.1 Haste value)
64 + [(260 * 1.48)*10]/120 = 96 AEP (2.2 Haste Value)
[Darkmoon Card: Wrath] According to Thottbot the value of this card is low once your buffed crit rate is 30% or higher.
[Kiss of the Spider] - 28 + 14 + [(1.48 * 200) * 15]/120 = 79 AEP (2.2 Haste Value)
[Drake Fang Talisman] - 84 AEP.
[Romulo's Poison Vial] - 49.35 AEP and some unknown value from the nature damage proc, which is usually 1-2% of your damage. Unless you're totally starved for +Hit this probably isn't a trinket for shaman.

[B]Swing Timer
Shaman instant cast spells such as shocks and poison/disease cleanse do not reset the swing timer.
Certain things do however - obviously stopping to cast a LHW or HW will reset the swing timer, and so will War Stomp for Tauren. Less obvious is the T5 2pc set bonus - an instant cast LHW proc.
It has been confirmed that using the Invigorated proc to cast a heal will reset your swing timers. Natures Swiftness will also reset your swing timer when you use up the buff for a cast.