I’ve written several essays on these forums about the fundamental flaws with Devastation Evoker, I just hope our voices are being heard. Coming from someone who managed to pull 2900+ off in Solo Shuffle on Devastation before 10.0.7 patch, the performance of this spec is down right horrendous since 10.0.7, and comes down to a coinflip on whether you get enough AOE Crits to 100-0 a team and end a game. It is your only win condition. Prior to 10.0.7, we were able to thrive against some melee comps that stacked together such as Ret/Warrior/Healer. Now we are countered by this comp, Hunters, Death Knights, and Warlocks were buffed as an already existing counter to us, which certainly is reflected in the increase player count on these classes. Making this a very difficult Meta for a Devastation Evoker to thrive in.
Summary of my Devastation Recommendations:
1. Devastation needs an execute: Our mastery essentially nerfs our damage the lower health % our target is. Making it extremely difficult to finish a target at say 30% HP. You have a higher probability of 100-0ing something very quickly, making it extremely difficult to land kills outside of Dragonrage. An execute ability (Maybe that scales inversely to your mastery) could certainly help to remedy this.
2. Devastation needs some love defensively: This spec is easily the “Squishiest” DPS spec in Arena, as you are hindered by a limited range and no defensive abilities or passive that can help you during stuns. We NEED some passive defensives / passive tankiness, as a scaly Dragon it only makes sense, and similar to the attention Ret got during it’s rework. Currently, it is very easy for a Rogue/Mage/Healer or Rogue/Hunter/Healer to kill you within 2-3 kidney shot set ups. Because you are limited to 25 yards, a hunter or mage can sit 40 yards back while a Rogue stuns you, and you cannot defend yourself against the Ranged class, and you only have 1 trinket to activate to save yourself in stun. You will be checkmated within 1-2 kidney shots on the next setup.
3. Range Limitation a Huge Fundamental Design Flaw: Going off of the last point, being limited to 25 yard range has proven to be a huge issue for Devastation in an Arena PvP scenario. You can be kited by ranged classes which is very awkward, Melee Spec Ret Paladin has more range on it’s rotational abilities than we do and 10x the defensive strength, making them now a hard counter to us (We use to counter them). When you are defenseless against Ranged DPS Classes that can kite you, and highly susceptible to death in every stun, you know there is a fundamental flaw with the defensive strength. Last point here: Just about every Ranged DPS is viable and performing atleast decently well in Arenas except Devastation Evoker. I suspect a correlation to Devastation being the only ranged class limited to no more than 25 yards on their abilities.
BONUS - Attention to CC: By in large I think our CC is in a good spot despite many other Evokers feeling differently. Sleep Walk is in a great spot. However, I feel making Landslide a 4 second AOE Stun, and switching the Deep Breath stun talent to a root, makes a great deal of sense, and allows us to be “Less scripted / predictable” by not tying our Stun directly into our largest damage dealing ability.