Hello, quick introduction I’m a 3v3 Arena first spell caster player, that has gotten 2550 in 3v3 on Elemental Shaman and 2450 on Destruction Warlock, so I’d like to think I have a decent background in spell casters in arena.
Moving on with today’s focus, the state of Devastation Evoker in 3v3. After playing much Solo Shuffle on the Beta, and many Arena Skirmishes on live, I feel Evoker is quite fun and addicting to play. The level of complexity to a brand new class is quite refreshing, and major kudos to the team behind them!
Meat & Potatoes Starts Here:
With that said, I do feel that since today’s changes (And before them) Devastation is underperforming relative to many other casters in the game at the moment. The Fire Breath burst reduction, was certainly a step in the right direction (was very obviously hitting way too hard) and I do like the Disintegrate buff to compensate.
However, I do feel Devastation is still massively underperforming in “Constant damage / pressure” and I feel the globals seem very empty when Fire Breath and Eternity Surge are on CD.
The Best constant damage spell is obviously Disintegrate which is tied to our resource. I feel there are many “empty globals” when essences are regenerating and fire breath and eternity surge are on CD. It feels like I just use my heals and support like spells to fill in these empty globals, and what should be the obvious filler Living Flame is much too long of a cast time for the damage it deals. If you are ridden by Melee, good luck landing a 1.9 second cast Living Flame that will only hit for around 17,000 Damage (Roughly 5% of the HP Bar of a fully geared player). This creates many empty globals, where I feel Living Flame is hitting way too low for the long 1.9 second cast time attached to it. It feels like a weaker filler spell like fireball on fire mage or lightning bolt on ele shaman, to use until your next “setup window”.
Proposed Change for Living Flame
There is a great talent in the Evoker tree called “Ancient Flame” which reduces the cast time of your next Living Flame by 40% if it used on yourself to heal, bringing the cast time down to 1.2 seconds.
An option would be to allow “Ancient Flame” to give you a 20% cast time reduction if used consecutively on the same target (Say you cast a living flame on a warlock, next cast is reduced by 20%, and will reapply this buff, if living flame is cast on the same target again). The reason I say 20% rather than 40% is 1.2 seconds would likely feel a little powerful, and I feel around 1.4 - 1.5 seconds would be a nice sweet spot to incentivize using living flame. Right now I find minimal opportunities where casting living flames at enemies feels actually effective.
I think this is a big reason for many of the Top PVP Arena Streamers on Twitch, putting Devastation in say their “C” Tier (Of S Tier, A Tier, B Tier, C Tier, etc.) is because constant damage lacks, and really that is mainly because Living Flame is relatively ineffective. I feel Disintegrate feels great, just the times you do not have essence for it, you lack pressure and are better off just retreating.