Devastation is practically unviable in M+

I guess we can just make Dev the best at everything so we can avoid posts like these.

It’s so silly to say a SPEC is good at almost everything else but it’s a problem that they might be underperforming relative to other specs… And that’s a huge issue.

Like you know this is zero sum, right? The better you make this one spec, the worse another spec gets relative to the game as a whole.

It’s okay not to be really good at everything.

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Yeah people really aren’t fans of it not dominating every form of content. We make aug into this vilified spec and yet it’s worse at SO much more of the game than dev is, lol.

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Demo Hunter dps is ranked dead last, and its tanking is now mid tier, your first world problems dont phase me.

I just wanna say I like how none of the usual suspects who will just say “you’re bad evoker is fine” are absent from this nearly week-old thread because the OP is better than they are.

:slight_smile:

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It’s almost like he’s not bad so people aren’t calling him bad.

What a concept.

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I fixed this today on my Dev. Fun spec that performs well enough with a wide variety of utility. Could it be better? Yes.

I think you care more about those people than those people care to get involved

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What are you talking about? Being stuck at a 2 min CD for evoker just to use their full mastery is garbage. Evoker needs to be able to reduce that CD in some way for it to bring the spec up to the levels of let’s say any warrior.

Having a reduced cooldown is fine, but generally having a fixed reduced cooldown is far better than some sort of cooldown reduction based on uptime. Far too often, that sort of cooldown reduction becomes very problematic (see ele sham before recent changes, old icy veins frostmage, etc.) It becomes an uptime buff and when things don’t go to plan, it just ruins the encounter for you.

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No. And I can attest to that as someone who mained frost DK since wrath and Fire Mage in BfA. Being able to shave more time off a main CD by playing proficiently is far more rewarding and mechanically intuitive than just being stuck at a long fixed rate CD like something as gross as 2 min just to be able to use your mastery at full effect (Dragon Rage)

Meanwhile DK and Warrior just add flat damage buffs between 45secs Pillar of Frost (use to get it lower than that with Ice Caps crits) and 1 1/2 minutes for several warrior talents. Fire mage has regained the ability to reduce combustion CD with crits and have it flare up as a proc just for playing the class.

What can be ‘rewarding’ in a situation where you have control over the situation can just be punishing in another. If things happen outside your control, like getting too many mechanics or your tank waiting too long between packs, or something else like that, it quickly moves from being ‘rewarding’ to being frustrating, punishing and annoying.

I find generally people who like these sort of cooldown-reducing talents are people who are playing at the very highest level, can rely on their team completely, and enjoy showing their dominance over other players with high parses and calls of ‘skill expression.’

Very often, this is the smallest (but very vocal) proportion of the playerbase. Most players (that is people who would likely never do a key above +10 and many of whom may not even step foot in a raid above raid finder or normal) do not enjoy being punished for things that our outside their control in environments that are messy and disorganised.

Before anyone chimes in with the old ‘but it doesn’t even matter for players at lower level gameplay,’ the gameplay experience absolutely matters for them. You can have skill expression without making the game feel punishing and bad for other players. There are far better ways to achieve that.

People who are pushing their specs to higher content know what’s the most proficient thing for their spec. They know its weaknesses and strengths and what needs to be done to improve it. That’s why they are able to do that content in the first place.

In no way does adding what Dev had at the start of Dragon flight punish lower skilled players. It’s a buff to be able to reduce a 2min CD from using your rotations no matter who you are.

You are just disagreeing to disagree at this point.

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I’m not sure you understood what I said. I was comparing flat duration reductions on cooldowns with something that requires uptime to reduce cooldowns.

They could both have exactly the same potential dps buff. Both would also change us from a 2m cooldown (and though I guess I wouldn’t mind being a 1m cooldown class, I’m not sure that wouldn’t be too fast for dev evoker). 2m cooldowns seem to work quite well in the game currently.

What I was talking about was the impact on gameplay, not dps. Having a flat 2m cooldown, in my opinion, for most players, feels far better than having a 3m cooldown that can be reduced to a 2m with perfect uptime. The reason, as I have said, is because if factors outside your control mean that you can only get it to a 2m 30 cooldown, it just feels punishing, frustrating and annoying.

I am disagreeing because, gameplay wise, I know what I enjoy and what I do not.

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You must not play Dev evoker much because at the start of Dragon Flight Dragon Rage was a 2 min CD and able to be reduced by burning essence burst. They took that reduction away.

It doesn’t matter what you said, you are responding to me. I am talking about keeping it a 2min CD and giving it back what it had. So once again you are just disagreeing to disagree.

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What?

Dragonrage has always been a 2 minute CD and it was never able to be reduced. The thing that changed was the way its duration was extended. It was possible to get 50+ second dragon rages during lust with procs by spam-recasting Disintegrate as fast as you could after the first tick when Causality reduced the cooldown of your EMPOWERED spells per cast rather than per instance of damage which allowed you to cast many more Fire Breaths/Eternity Surges for more Dragonrage extensions with no limit, based solely upon procs and haste.

That all changed with the Causality change being per tick of disintegrate or target hit by pyre rather than per cast, then later was changed to have a cap of how many times your empowered spells could extend it. Mastery also went from being our best stat, boosting damage by over 100% during Dragonrage during S1 to our worst stat by the end of Dragonflight, smoothing out our damage to not be 100% reliant on Dragonrage uptime.

As for the current iteration, having a big 2 minute cooldown isn’t that bad. It isn’t as potent as having a cooldown for every pull like a ret paladin so you’re likely to lose to a ret paladin on overall because of their constant, super-easy trash damage but you shouldn’t lose to ret paladin on the bosses when they are in their M+ build.

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Kind of ironic to take this tone and be this wrong.

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There’s a huge discrepancy against most melee DPS. They will have ~10+ ilvls more damage than a devastation evoker. Against other casters, it is more like 2-4 ilvls. Pyre and empowered spells definitely need a damage buff. Firestorm needs to do a lot more damage to make it viable, as well as more instant procs. Engulf needs something to reduce its CD, whether it’s a baseline reduction or an ability reduction, such as its CD being reduced a few seconds each time you cast an empowered spell. Deep Breath is probably fine as is, but a small buff could help with burst damage. Dragonrage feels weak and probably needs to be reworked or have its CD reduced.

I vote for a rework of Flameshaper to make it an uncapped AOE beast.

Turn it into a passive, but focused on red spells like dragon’s breath and pyre.

Something like: Heating Up - Your Fire Breath burns with the fury of Alexstrasza, with your enemies becoming wreathed in living flame. (Hey, or maybe Fyrakk’s shadowflame essence with a glyph.) Over the duration of Fire Breath’s damage over time effect, the enemy takes ramping increased damage from your pyre, living flame and firestorm spells as you feed the flames. If the duration is extended by reapplication, the increased damage remains.

Could lead to some fun choices, like using a higher-charged fire breath for bigger burst, or using a lower charged for prolonged AoE where you want to maintain the damage increase.

Casting living flame while Fire Breath dot is active could trigger give essence burst or recover essence even outside dragonrage.

Or, even better, disintigrate could become red-fire themed and also benefit from the effect.

Just spitballing ideas.

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Why can’t we get some different colored lasers as glyphs??

They should just add engulf to scintillation and give volatility AND scintillation a chance to proc an engulf at 20-25% power or something.

The spec OBVIOUSLY needs more than that, but it would be fun as hell.