Now that were at the end of the expansion, i think it makes sense to provide some input for augmentation evoker from someone who has played the class through mythic raids since its been released.
In mythic plus, the class functions much better than it does in raid. I would like to focus on how it plays in raid as its the main pain point of the class.
Currently, to play it at a high level, you have to go through logs and figure who the best buff targets are for every 30 seconds. For me, i generated a personal note for every boss and used it in conjunction with a weak aura that hi-lights the raid frames of individuals im supposed to buff. If you dont do this work, the class actually does negative damage and is only useful as a raid wide DR.
So i have been thinking about what makes the class bad and i think it boils down to a few things:
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Buffing individuals can never be balanced as it will always be reliant on how good the person is youre buffing and not the evoker. If the person being buffed is top tier, the evoker will have massive impact, if not, the evoker will be useless.
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Defensive benefits are too high. This is more of a class design issue over multiple classes, but its worth noting that aug is arguably the most durable âdpsâ class in the game and its not close. This means that outside of mechanics that 1 shot, it trivializes a lot of tuning in boss damage and artificially inflates what can be lived through and what canât.
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There are talents that are considered never takes because the key stone talents are too imbalanced or niche. Some of them sound like they could be really cool, but they can never be balanced. For example theres one that reduces the CDs of other classes, but that can never be balanced because classes like unholy DK burst windows are not the same as enhance shaman burst windows.
I do have some suggestions for improvement that i think could help.
- The design idea of buffing individual players is not the correct direction. Instead of augmenting players directly, we should be augmenting player damage via debuffs put on the boss. This would allow the rotation to be the same and open up the possibility to add new interactions while eliminating the spread sheet requirements to perform at a high level.
Example, you could make ebon might apply a damage taken debuff that applies to a set amount of mobs. Similarly, you could use prescience to pick which mobs receive ebon might etc.
- Create unique combos and interactions between spells that make it worth bringing evoker outside of damage or defensives.
Combos like upheaval+landslide becoming seismic slam is super cool, but the talent point gets lost because theres no way to take it and it uses 2 abilities that are impactful on their own and arent always good to use together.
However, if you made it so eruption followed by upheaval created tiny volcanos that spammed living flames for reduced damage but could generate essence bursts for you sounds really good, and always a good combo to do. You could even use it so the living flame heals or deals damage. After all, we know how much you devs love meaningful choice!
Even making something that makes blistering scales no longer provide defensive or offensive capabilities but instead creats an aura around the buffed target that reduces attack and cast speed by x amount. Call it something like temporal sanctuary as it would be the bronze counterpoint the black dragon scales.
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re-evaluate the way healing is intended to work for the class. If its supposed to be a hybrid then we need to lean into that. If not, then make them 2 clearly different builds. Not just a sprinkle of 1 or 2 talents.
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explore the notion of augmenting cooldowns without reducing cooldowns. Maybe make it so that they can make all abilities bypass the GCD for a duration.
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figure out a good way to show what the impact the evoker has on the group. Its very hard to know what the impact is currently and it results in some really frustrated players because.no one wants to feel like they dont do damage or that they have minor impacts. Please fix this.
All in all i really support the idea of a support class. I think its an area of untapped opportunity. But, i also think the fact that even though its a very high perfoming spec in raids, top players from top guilds are not only not wanting to play it but refusing to play it because of how bad it feels currently shouldnt be taken lightly.