Devastation Evoker Needs some PvP changes

I have played a lot of hours on Deva and on other classes and ratings between 2.4-2.8k in 3s this season.

Devastation to me is 100% the weakest of the caster classes only being Augmentation. I think the list of cons greatly outweighs the pros of this spec

Pros
-Great DMG output if left alone
-Low CD defensives
-Great damage output if left unchecked

Cons
-Very little to no control over your target
-Best damaging spell is a chanel
-Fake casting Disintegrate is pointless. If you juke with it you still lose the ability and without the essence to do another one you are still doing 0 dmg
-Sleep walk is Evoker’s best CC…it is dispelable and has a CD
-If rooted you cannot use half your defensives. You cannot rescue someone in a root or if you are rooted and you cannot verdant while rooted. With a 25 yard range this is really really lame

If Evoker’s main design is to be a damage bot then you really need to give them a better kit to be a damage bot. I suggest a few quality of life changes

-Make disintegrate unkickable
I know this sounds rough to face but this spell is literally the only thing a Devastation has outside of their super purge. They made Eye Beam unkickable since it is a channel and due to the fact that when using it you should always be within kick range. TThe best way to counter Deva is to just stop disen. This is the main reason you see very very few high rated Deva Evokers. They are far to easy to shut down

-Make rescue breaks on both targets…honestly do not know why this is not a thing already

-Make hover last longer for Devastation evoker. The class is designed to be constantly mobile. No matter what there should never be any down time on hover

  • Remove Obsidian Mettle if you make Disintegrate un kick able

  • Remove CD on sleep walk and remove Dream Walker

-Lower PVP damage on Disintegrate. With it being unkickable the ability may become too powerful

-Buff azure strike and living flame damage for Deva.

-Give Deva Blistering Scales.

Currently Deva just brings nothing to the table other than some solid burst damage. But any team with a brain will know how to counter it. Deva is practically a melee class with a 25 yard range restriction. Ports/blinks,Dashes, coils, stuns and every small cc can break or cancel disen. With the current design it would be really nice to not have to deal with kicks for it at least

5 Likes

I like these ideas are great and I think it would be a great start. I would also like to add that they need some more CC or escapes. We are too close to target to just be a damage cone. Maybe they don’t want us to be competitive. I guess you would have to check with the Top Arena teams. I think blizz pretty much gives them what they want.

I feel like they should just lower the cooldown on hover. This class feels horrible without it and 30 seconds feels way too long. We also have to take multiple talents to make Hover viable.

2 Likes

I feel like Hover should last as long as it’s CD is. The class is not tanky enough to stand still and spam damage. Especially because at that range you need to put obsidian scales up just for damage

I agree with needing more cc but not escapes. Nul Shroud is a pretty strong honor talent even if it is easy to counter. Still takes globals to counter it.

In terms of CC yes I 100% agree. Deva at that range has next to no control over their target. Landslide should probably be a much lower CD passively. Deep Breath needs to be specced into in order to make it a stun and Deep Breath has a 2 minute cd and the stun is a skill shot that last 3 seconds and is pretty easy to dodge .

With a 25 yard range you have no real option to protect yourself. Either the class needs to be tankier similar to how Aug is (AKA why I think Deva needs blistering scales) or you need more cc

1 Like

This wont fix the issue right now, but in TWW, there is a hero talent (in scalecommander I believe?) That lets you reset both charges of hover after using deep breath.

Yeah but unfortunately, the other choice node it shares is an incredible DR when you activate hover, which is more valuable in almost all situations if you use it well.

I agree, the 10% avoidance will 100% be better in progression content.

Unless it changed, I’m relatively certain it’s a full 20% DR upon activation that fades over 2 seconds.

Even still, thats a signicant amount to soak up a big AoE hit.

Oh no doubt, but a straight up DR is far better than AOE Dr because of targeted mechanics being affected.

It’ll also scale multiplicatively with obsidian scales.

1 Like

20% damage reduction is for Chronowarden only. 10% area damage reduction during Hover is for Scalecommander