Our Enhancement Shaman guide writer, Wordup, offers an early review of the Stormbringer Hero Talents, offering an exceptional gameplay feel as you attempt to control the volatile nature of lightning through strong explosive moments that lead into a quiet period as the storm builds back up.
The War Within Hero Talents Overview
Our Guide Writers have provided initial first impressions on the Hero Talent Trees revealed so far. Check out all of our released Hero Talent reviews in our new Editorial Section.
Wowhead Editorials
Stormbringer Enhancement Shaman Review
Hero talents are the new primary combat system for The War Within, with each specialization having access to two heavily themed bonus talent trees to choose from. As a reminder, unlike on our current class and spec talent trees, every single node on your selected Hero Talent tree is granted – you may choose between Stormbringer or Totemic and then have some additional smaller choice nodes on the tree selected. Enhancement has been the very last spec to have them introduced and, unsurprisingly, I’ve been really excited to see what’s on the horizon for us. The first revealed, Stormbringer, may well be a case of saving the best til last, heavily focusing on aspects that our Dragonflight Storm build made great use of. It’s razor focused on our Maelstrom Weapon resource, using it to launch a barrage of Lightning spenders alongside a powerful new finisher, while also avoiding the pitfall of adding in more RNG to an already volatile build.
Stormbringer Hero Tree
| Stormbringer represents the Lightning aspects of Enhancement, embracing some of our more volatile gameplay elements to expand upon them and turn us into the force of nature we were always meant to be. Primarily linking into Maelstrom Weapon, this injects an ebb and flow gameplay style combined with some switch ups to really feel like you’re barely controlling the elements you’re wielding – playing heavily into the Lightning theming to bring the thunder to those who stand in your way. |
Like many other Wowhead hero talent reviews, I’m going to start with a breakdown of each talent to set the stage before talking about the overall tree, what it does well and what might need a second pass.
Hero Talent Breakdown
In this section I’ll be going through each individual node and going over how it works, and any interactions it has in particular with either the Keystone or Capstone talents that build the trees mechanics. These will be broken up into sections based on each row to make it easier to follow down the tree.
Stormbringer Keystone
spell=454009 Tempest – Keystone
The Stormbringer Keystone, Tempest, hooks into our Maelstrom Weapon expenditure to replace Lightning Bolt with a more powerful spender after 40 stacks have been consumed. This hits roughly 60%~ harder on your primary target, while also dealing uncapped AoE damage to all targets within 12 yards around them. A few quick notes on how it works:
Obviously the big thing here is that, unlikely the entire rest of our AoE toolkit, this is uncapped and as such gives us a real way to interface with larger pull counts without falling off. It also gives a good pressure release on our massive Maelstrom Weapon generation in AoE – given how quickly we can cycle it in those situations there’s even more incentive to get back to Tempest as a big finishing moment.
The rate of generation directly loops into how frequently this is triggered, so talent builds leaning into this (in particular extreme generation effects like Static Accumulation) are highly preferrable to combine with it. The ability itself is also an activator for a number of other effects on the tree that hook into it, making it a great starting point to build the tree around. Because our most powerful abilities consume Maelstrom Weapon this creates the feeling of building into a big finishing move, then riding the wave of follow up effects from the cast into another Tempest activation, producing a rise and fall gameplay loop that suits the Lightning theming well. Also most importantly, this gives very strong incentive to use our Maelstrom Weapon efficiently – something the build that is likely to prefer this from Dragonflight (Storm) was sorely lacking.
Talent Row 1
spell=454391 Unlimited Power
Grants 3% Haste whenever you cast a spell that consumes Maelstrom Weapon. This can trigger regardless of the amount spent (meaning so long as ONE stack is consumed it grants a stack – useful when combined with effects like Arc Discharge or Thorim’s Invocation) and has no stack cap, but all stacks are lost after 15 seconds – similar to Forceful Winds. This gives a heavier incentive to cycle as frequently as possible, and adds to the feeling of rising and falling as the pace builds and calms in your rotation.
One thing regarding this talent is that it raises the question of holding if stacks are about to fall off or enforcing spending quickly but inefficiently to ramp the stacks. Since this is similar to the Vault 4-pc bonus, I wonder if it would work better relative to the stacks consumed, but given Elemental doesn’t have an equivalent mechanic and this is themed very well, it’s likely easier to leave it at this and work as a background passive effect to our rotation.
spell=454021 Tempest (2)
Grants 10% Critical Strike chance and 5% Critical Strike damage to Nature spells. Currently, this doesn’t include a large number of abilities due to being an incomplete whitelist, however the assumption would be this ends up following Nature’s Fury flags. A boring but important node to keep the tree leaning further into abilities affected by this and give us a small extra incentive to use Critical Strike, alongside a tuning knob to keep spenders relevant.
spell=454022 Shocking Grasp
Causes all Nature spell critical strikes to slow targets by 50% for 3 seconds. This only works on certain spells currently but again this is assumed to be a bug. Of all the talents on the tree this one might be a bit of a problem, as inconsistent but constantly active slows often end up doing more harm than good – and since there’s no alternative to turn it off it may hurt Stormbringer as an option if it causes too much trouble. Considering we also have Earthbind Totem and Hailstorm / Frost Shock as options for slows as well, it all just feels a bit redundant outside of PvP scenarios.
Talent Row 2
spell=455110 Supercharge
This grants a 35% chance to refund 3 Maelstrom Weapon stacks when spent on Lightning Bolt or Chain Lightning (this also includes Tempest as well currently). While this does say refund, what it actually means is whenever you cast one of these spells with any stacks of Maelstrom Weapon you have this chance to generate 3. When paired with say, Arc Discharge or during Ascendance it’s possible to use instant casts as generators. This provides a lot of background cycling power to keep us focused on spending as often and aggressively as possible, especially for Storm builds that can pair it with Static Accumulation for two separate rolls to build resource back up after spending.
Choice Node – spell=455088 Storm Swell / spell=455097 Arc Discharge
Both of these nodes are coded to only activate in either single target or multi target scenarios, which very clearly telegraphs when you’re intended to use each. Personally, I think the double qualifier of both needing to pick a choice node and activating the requirements is a bit aggressive, and a second pass on the split (or a merging to some degree) might be needed here – though the power of at least one of these nodes might get in the way of that.
spell=455088 Storm Swell – this has a very specific qualifier of requiring Tempest to only hit one target, and in exchange it will generate 3 Maelstrom Weapon when cast. Obviously, this is intended to be your single-target option to inject a small amount of extra Maelstrom Weapon in each cast, but the payoff here is relatively low given how easy it is to accidentally splash the cast onto a second passing target. Right now because of that, the likelihood that this gets taken in anything other than pure isolated boss encounters is effectively zero due to that failure clause, making this an awkward choice relative to the other option.
spell=455097 Arc Discharge – Each Tempest cast that hits at least 2 targets grants 3 stacks of Arch Discharge, making your next 3 Chain Lightning casts instant and deal 75% increased damage. This may well be the contender for most valuable talent on the tree, and creates an incredibly strong AoE follow-up to each of your Tempest casts. The 75% bonus damage multiplier is on top of any others (such as Maelstrom Weapon stacks, which are still consumed) and it gives us a way to rapid fire spenders with the guarantee of being empowered, alongside smaller Maelstrom Weapon consumption that still activates Unlimited Power and gives us rolls on both Supercharge and Static Accumulation.
The dual penalty (choice node and target hit requirement) is still present here, but in this case I think it needs to have that qualifier to keep Chain Lightning out of the single-target rotation after the problems it caused in Aberrus. All in all, this is an immensely powerful cleave talent and really cements the value of your Tempest spenders when facing multi-target situations by adding a combo element, and it kind of undermines the choice in this node considering its competition is relatively weak and specific.
spell=454026 Rolling Thunder
Each Tempest cast also causes a Lightning Feral Spirit to spawn increasing Nature damage by 20%. Currently this is just counted as a Feral Spirit cast so lasts for 15 seconds, but the Crackling Surge effect falls off at random so it’s unknown what the intended behaviour is. This provides massive incentive to pressing Tempest as often as possible, leaning us even further into focusing on generation and expenditure as much as you can. These wolves aren’t mutually exclusive, so if we get through enough to reset Tempest you can end up with a whole lot of wolves out at once. On top of that, these do provide the passive Maelstrom Weapon generation buff from Feral Spirit itself, meaning that the general cycle of Stormbringer will likely have this buff up permanently between these spawns and the base cooldown spell.
This talent also provides a wolf that Storm builds wouldn’t normally have access to (similar to our current set bonus) while still overlapping well with the goals of Elementalist that really relies on the Elemental Spirits buff overlapping. This talent is one of the defining points of the tree for me, and really cements the value of Tempest as a pillar of the rotation we’re always aiming to build to and make use of throughout our cycle.
Talent Row 3
spell=454919 Voltaic Surge
A simple 15% passive buff to Chain Lightning and Crash Lightning. A good tuning knob to make sure that AoE stays relevant on the tree given that some of our Maelstrom Weapon spending will be getting displaced by Tempest casts. Given that the majority of the nodes on the tree are extremely flexible in all damage profiles and provide a healthy amount of AoE benefit in general, I think it’s healthy to have one dedicated AoE node that will always be taken to give a tuning knob around the trees potential AoE output.
spell=455123 Conductive Energy
Currently this is NYI so there’s no testing possible, however it’s fairly clear how this will work from the tooltip. For us it will only be applying from Tempest cast on your primary target, and given the frequency of activations at roughly 5 per minute we’ll be looking at a healthy 60%+ uptime of this during an encounter. This adds a funnel element to Stormbringer to feed our Chain Lightning damage back into our primary target, alongside a strong Maelstrom Weapon spender amplifier passively. This may end up working a little different or even include Tempest, which would be incredibly powerful considering the uncapped AoE potential so we’ll have to see what the exact implementation ends up being. This is a very interesting and potentially game changing effect for how we approach dungeon and priority target situations.
Choice Node – spell=454029 Nature’s Protection / spell=454372 Surging Currents
spell=454029 Nature’s Protection – If there’s one thing Enhancement desperately needs in the defensive crept world we’re in post-Dragonflight, it’s some solid defense and this is the only defensive oriented node provided by the Stormbringer tree. Nature’s Protection is the clear favourite here, but unfortunately with a duration of only 6 seconds it’s going to be pretty intermittent throughout an encounter – but it does apply in AoE to all targets hit. The biggest worry I have here is it ever incentivizing you to hold Tempest to benefit from this to an excessive degree (or praying for RNG to get it ready in time) given the entire tree relies on rolling through these procs as much and as often as possible. There’s also a separate worry that since it’s a target debuff, much like the Hunter Marksman’s Advantage conduit in Shadowlands this won’t be applying to any dummy effects that are secretly sourced from the environment (such as Sludgefist’s Colossal Roar) and us taking more damage than expected.
spell=454029 Surging Currents – Relative to the other option this is a lot harder to really see the use case for outside of PvP situations, though the mana reduction may end up being relevant. Casts that use this still consume Maelstrom Weapon (which we already use to do instant casts, and is required to really scale them up to be punchy self-heals) and often we have enough generation to get the healing we need with a bit of planning. This one reads a bit more like a beneficial bonus to Elemental rather than us considering our base mechanics, which is fine.
Stormbringer Capstone
spell=455129 Awakening Storms – Capstone
This provides a 5 + Haste RPPM bonus damage event from Stormstrike, Chain Lightning and Lightning Bolt casts that deals light Nature damage, and after hitting 3 times will instantly grant the Tempest effect. This is currently independant from the Tempest Maelstrom Weapon so we have two separate ramping effects, potentially opening up situations for back to back Tempest casts. Each spell only has one chance to trigger this due to a small ICD, so you’ll only be raising the chance by one each time you cast, but the rate of additional activations is very high providing even more plentiful access to the activator of the tree.
Unfortunately a big problem with this and Tempest is that there’s no proc munching protection. This means that since Maelstrom Weapon spenders also have the chance to trigger Awakening Storms it’s very easy to accidentally roll over the threshold to trigger it from spending and reset your Awakening Storms in the same cast, losing an activation. This also causes some decision paralysis with certain other parts of the tree (especially in AoE) that I’ll be discussing in the analysis below. As a capstone though, this is definitely a needed tool to gain additional uses of the central focus of the tree that elevates rather than distracts from the theme, and with a bit of fine tuning on the whole system of Tempest generation and consumption will make a solid core with a strong tertiary resource economy and satisfying gameplay loop.
Stormbringer Playstyle & Analysis
So it comes as no surprise (at least to me) that Stormbringer leans heavily into the side of the tree in Dragonflight we dubbed Storm. This is entirely down to how fast the build generates Maelstrom Weapon and the high value it gains from passing through Static Accumulation and Thorim’s Invocation to empower all the components the tree leans into. Conversely, while Elementalist can play it (especially in AoE where its effects are more universal), abilities like Elemental Blast play counter to the goals of the tree paired with its lower volume of ability casts that trigger Awakening Storms.
Bringing the Thunder
Given that this build heavily leans into Storm, no matter how controversial Deeply Rooted Elements may be as a talent (and believe me, I get it), one thing that’s hard to disagree on is when those procs happened, you felt it. Stormbringer’s greatest success then, is that each of those Tempest triggers evokes the same kind of feeling (especially in AoE) – the hammer comes down and it sets off a chain reaction. That it brings that same kind of visceral punch without relying on RNG variance and volatility due to its more measured ability access is, to me, a resounding success. Tempest isn’t so frequent that it dominates every moment, but trickles in often enough that you never feel too far away from the next.
The idea of having a finisher to our finishers also cements that strongly – who doesn’t want an even bigger big moment in a rotation that shows up to make things more exciting just for doing what you were supposed to do in the first place? The pace of the build is frenetic, but still has a purpose – Maelstrom Weapon above all – and injecting in effects like Static Accumulation as a more central component is a more healthy form of RNG relative to what we’ve had in Dragonflight. I also can’t help but praise the fact that alongside accomplishing that, it did it all without adding in any extra buttons or keybinds – something that Enhancement desperately needed to happen from these trees given we’re bursting at the seams with things to press in competing GCDs.
The bottom line is this tree knows what it wants you to do: spend Maelstrom Weapon and fire Tempest as much as possible. How you do that is up to you (though there are obvious synergistic talents), so while it doesn’t force your hand, that it’s so obvious and the incentives are so understandable makes it a perfect addition. This is doubly so considering other parts of the spec can be a myriad of complex synergies and management, so a simple goal focused option will likely suit those players who were turned off by those aspects previously.
It All Comes Crashing Down
While there’s a lot to praise here, there’s a fundamental question – should a hero talent fix core issues on the spec tree? To me, these trees are supposed to be additions that compliment a playstyle that exists, and this absolutely qualifies as that, but it’s no secret that Storm has been a polarizing build throughout Dragonflight that’s had a lot of fundamental issues. Its resource economy is pretty dire and this does address it, but at the same time those talents are predominantly centered around the link between Stormstrike and Deeply Rooted Elements (and anything that fits into that playstyle), which this tree hasn’t got room to touch on because it’s too busy building up its own core. It also does speak to how shallow the playstyle that existed in Dragonflight was – there’s so much spare room there that an entirely new gameplay loop that overrides player goals can be introduced and it doesn’t really push anything out. It’s very much a case of, while Stormbringer is excellent for the tree right now, the root cause of overspecialized talents and high point cost, low value talents still remains on the spec tree to this day.
UI tracking is also a pretty big concern here. With no visual feedback on Awakening Storms to tell you when the next potential Tempest is and no tracker to show how much Maelstrom Weapon you’ve spent, you’re running blind with the single most important mechanic on the tree that sets up everything. It really feels like there needs to be some sort of redundancy in Tempest procs (like allowing it to stack to two) to at least slightly mitigate this, and to avoid the decision paralysis on spending procs immediately to avoid potential Tempest waste vs. wasting Arc Discharge stacks despite their high value.
To follow up from this is the issue of the Tempest buff duration. After you hit that trigger, you have 30 seconds and after that it’s gone – that’s obviously never going to be an issue in combat but given that it takes a fairly long time to get going at the start of an encounter, you may find you trigger it after the fun’s over and then you sit on that proc for the next pack, only for it to fade right as you get there. This feels like it might be worth considering a permanent buff until consumption, or instead giving us a talent option that guarantees a trigger on each new combat entry so we can get started with a bang.
Lightning Round Feedback
To boil the most pressing good and bad parts of the tree together, here’s a short and sweet rundown:
- Theming – it’s great. Everything from the visuals and audio of Tempest all the way down to the naming and coloring of the tree. It reads like it’s named – bringer of storms. Adding some extra visual flair to the moments between Tempest, especially things that provide gameplay feedback at the same time would bring it all together.
- Choices – there’s a distinct lack of choice nodes (only 2 when the minimum on other trees are 3, all the way up to 5), and the two that we do have are so weighted or punishing it doesn’t really feel like they are.
- UI Elements – there are none, and it’s immediately obvious that some form of tracking would make things far less overwhelming. As it stands, because Tempest is a rotational override and needs to be maximized, having no way to predict or track it (and that procs can simply be lost) feels overly punishing.
- Talent Builds – this very heavily leans into our previous Storm archetype. Personally, I don’t think this is a problem (there is such a thing as too much flexibility and we sometimes scrape against that limit) but it has to be stated in case it wasn’t intended. Alongside this, it very much feels like you’re playing Stormbringer Enhancement, rather than an Enhancement Shaman with Stormbringer added on top. If that’s the goal, it’s definitely succeeded.
- Missed Opportunities – certain abilities such as Lightning Shield haven’t been incorporated despite fitting the theme well. Other things you would think such as Crash Lightning getting a bit more attention are also missing aside from minor passive mentions.
Final Thoughts
When it comes to theming, Stormbringer knocks it out of the park in terms of gameplay feel, and every talent feels on brand to its name. Lightning is volatile by nature, and the way the tree plays relative to regular Enhancement feels like you’re just barely keeping it under your control. It manages this through some strong explosive moments that lead into a quiet period as the storm builds back up – with just enough of an illusion of volatile RNG masking a strong, predictable flow. Visually, I think the central moment of Tempest looks and sounds awesome, but the rest needs a little more to bring it together – Unlimited Power being a visual lightning charged overlay on our character, Awakening Storms calling down bolts, there’s lots of ways to add some background effects to really bring it all together but the way it feels and the base visuals we’re starting at are already definitely on the right track.
A sad thing is the absence of Lightning Shield – it’s even in the name and had its icon used! – given it’s an incredibly iconic Shaman effect and fits the theme perfectly, yet has been largely irrelevant for 4+ years. Considering how well the rest of the tree hones in on an iconic theme to lift anything related to that up, it’s both odd and a shame that this wasn’t considered as either a hook into the loop of the tree or at the very least the return of some of its defensive effects. I also have to repeat that, while the name is accurate to the tree, that it overlaps directly with part of our toolkit and Mastery in Stormbringer is absolutely going to lead to some player confusion. Alongside this, while I praise the razor focus on Maelstrom Weapon to construct a refresh on how we look at our resource, I do have concerns that the broad number of other Enhancement mechanics are all being neglected here – especially things like Windfury Weapon and Stormstrike. This means it runs the risk of our other tree, Totemic, having the burden to cover all of them and spreading itself too thin losing its direction, or even worse for those mechanics to be neglected entirely and a part of the kit lose cohesion with the spec.
I know that some parts of this breakdown have been a bit critical but I want to stress, I’m very excited for this tree and I think its execution is great, just a few small steps away from really nailing it. I think the pairing of this with Storm Enhancement, given that playstyle got very stale due to its relatively one note unhealthy gameplay loop is exactly the refresher it needs (though the talents themselves could really do with a little massaging considering the scale of power creep on show recently). Elementalist on the other hand will also be relegated to experimentation due to some clashes, but just the mere whisper of uncapped AoE probably brings a tear to the eye of anyone who’s been running M+ as Enhancement in the past couple of seasons.