 For enhance, your talents are going to look a little bit more like this, you're going to be running 5 out of 5 ancestral knowledge, since you'll be running 2 one handers. There is the option to switch to a shield, but we aren't running shield mastery, so it won't be as valuable, which is why we're taking ancestral knowledge instead. Thundering strikes for the extra crit chance, 2 out of 2 improved ghost wolf, 3 out of 3 improved lightning shield for that thorns damage, and then we're going to be getting 1 out of 5 in Flurry. For the runes, we're going to be running dual wield specialization for that free hit on both spells and melee. Won't be getting storms right yet sadly, so we won't be able to take a value from that, but the free hit is super valuable at this level because of the lack of hit on gear. For the leg rune, we're going to be running Shamrage to maintain our mana, and have a defensive cooldown to try to be a little bit tankier. And then on the hand rune, you can either run lava lash for more melee damage, lava burst for some ranged damage, or you can run water shield if you would like some more mana.