Compromise - Extended Range idea

I’ve seen and read many forum posts regarding vouching for extended range for evoker (40 yards) or arguing against it.

I love Preservation Evoker, its combo style healing is unique and opens many doors for skill expression. We have many different healing profiles - 1) healing through damage, 2) healing through hots, and 3) burst healing, with some fun build diversity and even more diversity coming to the War Within talent shuffle.

I see many players who love this unique fun healing spec for the above reasons and then some, but are dissuaded (and some love it even more) by the fact our range is 30 yards and we’re a frontal healer.

Healing with a shorter range in a pug environment can be incredibly tough, as there’s less coordination leading to pugs being 40 yards away in different directions. This can be remedied by placing your echos before they get out of range and asking your pugs to stay near you as much as possible. But generally, things don’t go as planned. I will say, that being able to work around your range limitation is a skill expression in itself.

As such, I think having a compromise to having an extended range and those who enjoy the skill expression would be a win-win for both groups.

My idea would be, to have a choice talent node - 1) Timeless Reach - Extend range by 10 yards, 2) Bronze Adept – increase healing by 3% (more or less).

Those who want the extended range can have it and those who don’t b/c of skill expression will be rewarded for it with increased healing.

What are our thoughts?

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Seems like a nice idea. It’s a win-win. But would you give +10y to dream breath and dream flight too?

That would make steering it its own fun mini game. Dragonflight indeed.

I think I would, just because it wouldn’t feel great if our spirit bloom and living flame had an extended range but our breaths/dream flight/verdant embrace did not. However, even if our breaths didn’t have an extended range, it would still be a nice compromise, knowing we have living flame and several other spells that did.

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inb4 the usual players post that: because people can and do play Evoker just fine with its current range that the range is fine and doesn’t need to be changed.

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Honest question, what’s the purpose of coming in here just to post this? It’s almost like you’re trying to start something

On topic, i think it would be fine if they added more range, but I also feel like it would be hard to balance. Attack range is a very powerful thing (just look at ret), and I don’t think a 3% healing increase comes even close to 10 yds of more range. The range would almost always be taken, bar encounters where the entire raid is stacked up in one place or close together.

The other choice would have to be very powerful as well, however that could also create a problem where the top end of players that don’t necessarily need the extra range get a huge buff solely because people asked for more range, and that’s going to upset the balance a bit. Or they could just toss it all in and not look back since TWW is looking to be nuts with all the new mobility/tankiness and self healing that’s getting added to every class

Hard to say at this point since they gave flameshaper more distance/speed on hover and maneuverability on scalecommander resets both your hover charges, which is actually mind boggling. In fact with both those in mind it doesn’t seem like you’re ever going to be without a charge of hover when you need one

A talent like that would be good for new Evoker players. It would give them more wiggle room while they’re learning the spec and figuring things out. Then once they’re relatively comfortable with the spec they can trade some range for extra healing.

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It was an attempt to be humorous while also pointing out a very real recurring theme on the evoker subforum. You are 100% correct that I was poking the trolls or as the term is officially referred to: “calling out the critics”

Should I have? Maybe, maybe not. I blame exasperation. Guess I am just tired of trying to have discussions here without having the same like 2-3 people constantly badgering everyone (and oddly, each other too.)

Was that answer satisfactory?

Yeah I mean, I figured as much

You do you, just odd to me that you’d express distaste with said people in a post that was made to also attract their attention, just seems rather counterproductive lol

As mentioned, the trade-off would have to be much stronger than 3% for this to be an actual choice node, but I think it’s refreshing to see a logical approach to getting more range versus the normal angry masses that just want it for free.

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I think the blizzard dev’s have already created a good compromise talent for this.

Arcane Reach (+5yds, is currently only for augmentation). If they gave that talent to preservation as well it would:

  1. Keep the theme of preservation, as with the talent you would still have less range than other healers.
  2. Have the cost of a talent point, so you would be trading something else.

The most popular idea I have seen for giving Evokers 40 yards (or any extended range) is linking it to Hover.

40 yard range on spells, or Hover - that is.

My intention most certainly was not to start any arguments, to voice my thoughts and ideas while also trying to get ideas/thoughts from the community. I wasn’t trying to be humorous, pardon if it came across that way. When I read over some Evoker forums I came across several good points from both sides of the community regarding range, and wanted to present an idea that would be a nice compromise for both.

You have absolutely valid and great points, having that added percentage in place of range could definitely be strongly utilized by top-end players. Tbh, I emulated the idea from Holy Priest Capstone, with Power Word Life and the 3% heal increase. But I failed to see it’s comparing apples to oranges. I also didn’t consider the implications of how much more access we’re getting to Hover with the Hero Talents.

@Goinks - That’s a great idea, giving a slight extension of reach with the cost of a talent point but no throughput increase that could cause tuning issues.

I like the idea that @Taranoch shared, an extended range being tied to hover and a talent node as Goinks mentioned. That way, when we need the range we have it as a short CD and add another level of skill expression, without the throughput increase and still having a cost associated with it.

Sorry, I should have quoted the person I was replying to; that first comment wasn’t directed at you friend

I honestly wouldn’t mind if there were a choice node between 10 extra yards and the extra charge of hover. There would be plenty of effective use cases for either talent. And you would be able to choose between more range and more mobility.

I appreciate ya and your insights!!

@Averax - That’s a pretty sweet idea! Maybe even going as far as giving the additional charge of hover, a 2-3 second increased duration as well.

The problem with extended range ideas is at some point it’ll be the optimal way to play. And that would just be bad for the class.

Extra charge of hover vs extra range is closer.

Hover at all vs Extra Range is probably about equal.

Like, evokers still have verdant embrace, Rescue, for travel needs.

Yeah it needs to be this, not the extra charge. Either that or it’s the extra charge and selecting 40 yds also makes your base hover a much longer cd.

Seems like a decent trade off to me. And I would still pick hover over the extra range. Mobility is nice.

Their lack of range kills the class for me. I’m not sure why a compromise is required in the first place, since the class doesn’t get anything to justify the restriction. It just makes the class inferior in every way possible.

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