Class and Spec talent tree changes needed for 10.1

As always, constructive Criticism is welcome. I main Preservation but fill in a 2nd raid as Devo. I am extremely versed in Preservation and its workings. Devo while it doesn’t elude me is just 5-6th on dps charts, i can see the problems but there are ways around it.

With saying that The class Tree and spec trees both need a little adjusting so any information about desired Devo changes are welcome while Preservation is also welcome, the changes i propose there are more thought out and have had a lot more effort put in.

While some of them are wild i would suggest reading through all proposed changes to get a better understanding before fixating on one thing.

Evoker Class Tree

  • Inherent Resistance Moved to passive in Spell book. Flat 4% magic Reduction. Replaced with Stasis

  • Stasis Make its use Duration infinite. Max 2 charges for Devastation and 3 for Preservation. (see Preservation for more Info)

  • Leaping Flames moved to Passive in Spell book. Replaced with Burning Rush

  • Burning Rush While a target is on fire within 25yards (30 for preservation) your Essence Generation is increased by 30%.

  • Terror of the Skies baked into Deep Breath and replaced with New Talent Burning Devotion

  • Burning Devotion After casting Fire Breath, for the next 6seconds Living Flame casts are 30% faster. (see Devastation for more changes)

  • Permeating Chill Moved to baseline Spellbook for all blue spells.

  • Renewing Blaze Moved to Permeating Chill and replaced with Life Pools

  • Obsidian Bulwark Removed.

  • Obsidian Scales now has 2 charges

  • Foci of Life/Fire Within moved to Obsidian Bulwark location and replaced with Ruby Life Pools

  • Life Pools 5% of all over healing done by Emerald Blossom is stored within the Evoker and release upon next Emerald Blossom.

  • Ruby Life Pools 20 % of Fire Breath initial damage is stored within the Life Pools

  • Natural Convergence changed to slow targets after Landslide expires by 20% for 10seconds. (magic debuff and stacks with Permeating Chill)

  • Twin Guardian now applies to target if target is under the effects that do not allow it to be moved.

  • Aerial Mastery merged with Hover and replaced with Reach

  • Reach now increases spell range to 35yards

Preservation Talent Tree

  • Field of Dreams Lowered to 15% from 30%

  • Spiritbloom changed to be 20second Cooldown

  • Swap Exhilarating Burst and Spark of insight swapped.

  • Spark of insight Linked to Spirit bloom choices

  • Empath Redesigned. Now increases number of targets hit by 1 per Empowerment level. Healing is reduced by 50%

  • Spiritual Clarity replaced with Fluttering Bloom

  • Fluttering Bloom targets of your spirit bloom now cause a Fluttering Seedling.

  • Spark of insight Now also increases Essence Regeneration after using Spiritbloom.

  • Dream flight Placed into Preservation Spellbook and replaced with Breath of Life

  • Breath of Life Makes your Dream Flight and Verdant Embrace a projectile and causes your Dream breath to release a Fluttering Seedling based on Empower Level.

  • Stasis moved to class Tree (See above for details) and replaced with Talent choices. Volatile Reversion and Empowered Reversion

  • Volatile Reversion Critical Heals with Reversion will cause Reversion to Flare up and heal 2 near by targets for 15% of healing done on the Critical. 50% of the Healing done will also Deal damage to a nearby Target. Internal CD of 4seconds per reversion.

  • Empowered Reversion Casting an Empowered Spell will cause your Reversion to tick its heal over time 50% faster for 4seconds.

  • Ouroboros has been redesigned – Casting Echo and Dream Breath initial heal increases the healing of your next Emerald Blossom by 15%, stacking up to 10 times. (updated blizz change coming in 10.0.7).

Devastation Talent Tree

  • Hoarded Power replaces Imposing Presence/Inner Radiance and is replaced by Quick Blast

  • Imposing Presence / Inner Radiance moved to baseline spell book.

  • Quick Blast Targets under the effect of your Fire Breath hit with the first rank of Eternity Surge now get hit twice. (50% reduced in PVP)

  • Everburning flame/Feed the Flames moved to Burnout and replaced with Burning Passion

  • Burnout moved to Fire Breath baseline.

  • Engulfing Blaze Increased spell power by 10% for living flame and now causes all instant casts to heal the Evoker as well.

  • Ruby Embers Now stacks to 4 times. When Living flame i used on a target with 4 stacks a nearby enemy gains a new stack and all stacks are refreshed.

  • Burning Passion While Fire Breath is active every 6seconds gain an instant cast Free Living Flame.

  • Dragonrage Now Causes your next Living Flame to be instant cast.

  • Iridescence moved to Arcane Intensity, Replaced with Comet

  • Arcane Intensity baseline for Devastation

  • Comet The Evoker Leaps into the air and slams into the target location applying 15second Shattering Star to all targets in the area and activating a max Empowered Eternity Surge. 4minute CD (Effected by Recall in class tree)

  • Spellweaver’s Dominance Now also Reduces Magic Damage taken by 6%

Moving Stasis to the base Class Tree would offer Devastation a little more sustain on their healing output. Turning the duration infinite lets them actually heal somewhat in pvp. Remembering that only heals cast on themself will count towards the charges and the living flame casts from the instant cast changes in Devastation with Dragonrage and Burning passion as an option to charge your stasis, but most probably wont.

The concept of Comet is that while Dragonrage is Great for a Cooldown, it offers 1 of 2 things during combat. AoE spam Pyre, Single target Spam Disintegrate. Comet offers you the ability to have a solid AoE choice and still a solid single target option for combat, While letting Dragonrage exist within its own right.

Dragonrage should not be removed simply because it is one of the only things that currently makes Devastation work.

All %'s of the Disintegrate/Emerald Blossoms if not addressed should be baked into the spells related as its just fluff in the Talent trees and doesnt really offer much “choice” when its mandatory to take. Yes alot of the starter talents are mandatory, but movin things like 20% channel speed on Disintegrate would just make sense as all Evokers take these options anyway and you might aswell open up for something new within the talent tree.

I am still on the fence about having Dream Flight and Deep breath being the same ability that changes with spec choice as it would take away from Preservations AoE Dps chances but i would hope that Volatile Reversion would bring would allow that to be a thing.

I dunno, let me know. Main reason i want this is for the Fluttering Seedling Build to be a viable option but then looking at Preservation spec brings up so many more problems with the class tree and that in turn brings up problems with the Devastation Tree. Might as well tackle them all at once.

Let me know your thoughts.

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would like it the devas spec would make more sense now most of the devas tree make no sense at all, they did make that spec to much in the RNG i really hope they will look into it in future because now there no reprensentation in arena for the devas spec

the only thing i will change is comet for a 2 min cd or 1 min will make more sense

while 4minutes is huge, i wouldnt want it to take away from the potency of Dragonrage.

Sure 4minutes is probably to much, but i dont think having a 1minute CD when Shattering star is a 15second CD is the option.

I wanted Comet to feel like a Freedom CD you could use on trash packs and if its up use on bosses. You could even make it so the talent Quick Blast effects it single target.

Shattering star being 15seconds is important to keep up, but its duration is only 8seconds. A stronger version like Comet should be kept as a cooldown.

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for comet 2 min to align it with DR would be nice to see our burst

now the only thing the devas need is to have a defensive against caster

The 4% flat magic damage reduction is only what was in the tree… IF Devastation is having issues with casters i think the option could be to increase that to 20%. While it will make your Renewing Blaze weaker from magic damage, it would also stop damage. It makes sense honestly to lower Spell damage from casters but not so much that it feels bad for a caster to attack an Evoker

what i will suggest our passive the armor scales things (dont remember the exact name) but also affect ours magic resistence like something like that : increase physical armor for 75 % and magic resistence for 40 %.

that ways caster would less likely eat us alive melee class for pvp i can deal with but against caster dear god i want to eat my keyboard sometime

the Range issue with Devastation is very clear within Raid/PVP and not so much in M+/

25yards is super punishing. If it was raised to 35 with Reach, it could actually be fine. You dont get the ranged jump on targets but it lets you get your interrupt off mid cast while they trying to get the advantage.

PvP is not my strong point so those should be left to the professional pvp’rs… if there is none, we need some.

Threw in an edit for Magic Reduction.

I think 10% total for Devastation and 4% for Preservation is a fair trade. Ontop of that you would be getting 35yard range as an option

yeah would make more sense anyway all the evoker i did see pick that talents