Shopping Cart
Axes, maces, lightning, fire, frost and wolves -- and best of all, Windfury. It can mean only one thing: enhancement. Rich Maloy lives it and loves it. His main spec is enhance. His off-spec is enhance. He blogs about the life and times of enhance at Big Hit Box, pens the enhance side of Totem Talk and leads the guild Big Crits as the enhancement shaman Stoneybaby.
Welcome back to the enhancement shaman leveling guide. This week we'll be covering levels 21 to 40, where we finally start to feel like enhancement, instead of just saying it's something we're going to do as we're Lightning Bolting down boars.
There were some commenters who suggested going with Flametongue Weapon early on and just focusing on casting. Call me an enhance purist (go ahead, I can take it), but I'm of the opinion that if you're going enhance, you might as well go all the way. Plus those early levels of 1 to 20 are so easy and mobs will do down so fast, you could practically /dance your way to 21 -- probably to 30 if you wanted.
One idea that was awesome and bears repeating is making your first glyph, Glyph of Stoneclaw Totem, and using said totem for pulls. It absorbs damage you take and shields your totem if you've got an extra-angry Searing Totem that can't seem to play nice with the naga.
We're going to start with gear you should look for from quest rewards then continue the every other level breakdown.
Gear
In short, agility and attack power are your friends. Agility converts to AP and crit. While strength is also good because it converts to AP as well, if you have a choice between agility and strength, go agility. It's also too early to start converting spell power to attack power, but once we hit 31 we can start converting intellect to attack power. Choose agi + int or str + int gear over others around those levels. For the random enchantments found on uncommon level gear, I'd say go for them in this order:
For weapons, the speed won't make much of a difference until level 30 when we pick up Windfury, then at level 40 with Dual Wield it will definitely make a difference. Until then see what you like between two-handers and main hand + shield. Do get in the habit of slow weapons starting at level 30, because you'll be sticking with slow/slow for the rest of your enhancement career.
Level 22
Talents: We should have finished off Thundering Strikes 5/5 with level 21 and start diving into Elemental Weapons 1 & 2 for levels 22 and 23.
New spells: Water Breathing can be learned here. Have you been stocking up on your Shiny Fish Scales from killing murlocs all along? This spell isn't going to save your day, considering that most underwater quests also come with some sort of water breathing elixir.
Spell upgrades: Fire Nova is the only upgrade in this level.
Level 24
Talents: Put the final point in Elemental Weapons 3/3 and and now it's time to start into Flurry! This is the first step down the true path of enhancement.
New spells: Frost Resist Totem. Not exactly worth rushing home to train, unless you're encountering an excessive amount of frost mages in your questing.
Spell upgrades: It is, however, worth heading back to train up on all the other spells we use in our daily lives: Healing Wave, Rockbiter Weapon, Earth Shock, Stoneskin Totem, Lightning Shield, Strength of Earth Totem, Ancestral Spirit all get upgrades.
Level 26
Talents: Flurry & Flurry for 26 and 27. We're going to continue until we have 5/5 Flurry.
New spells:
Spell upgrades: Lightning Bolt, Flametongue Weapon
Level 28
Talents: Finish out Flurry with two more points from levels 28 and 29.
New spells:
Spell upgrades: Stoneclaw Totem, Flame Shock, Frostbrand Weapon, Lesser Healing Wave, Water Shield

Site Information
Services
Help Center
