Does Devoker have ANY way to deal with constant pressure in solo shuffle?

Like… LOSing and kiting do not help much, my defensives are next to useless (know how many times I have died while in renewing blaze?) I am trying to push a bit at the end of the season, and its just not fun. I just feel like we are missing an actual immunity, stam buff, or something. Mobility just, doesn’t help at all when melee are more mobile, and you die in a stun with no trinket. I have tried and tried and tried. Have no problem getting to 1800+ on other classes (Shadow, Shaman both dps, and Warrior (yea free)) and it is just not clicking with me. You get trained, you swap sides of the fight constantly, and unless your healer knows how to baby you, you lose. I feel this is the only DPS I have played in the game in recent years that is 100 percent at the mercy of your heals.

I just don’t get it. I almost feel like I am missing something. The only reason I stick with the class at all is because I don’t mind it in BGs when I duo queue with a healer friend.

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one shotting someone in the first 12 seconds seems to be the only way to stop the pressure

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100 percent agree with that, but with as many pallies and hunters as there are, good luck one shotting anything with flat immunities :frowning:

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In my limited experience, the best defense for evoker truly is a good offense.

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The tier list position for devastation is pretty hilarious. Supatease put devastation in D tier with the tanks for pvp, that’s how bad they are right now.

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low rating shuffle is just a nope

you survive under pressure (but rather barely don’t die because healers don’t trade cds) and thanks to stupid mastery put the enemy in execute range over and over again but your teammates never finish them off
it’s some special kind of warriors and hunters below 1800, and dc and paladins don’t have /cast [@targetoftarget, harm] execute or awareness too

then you are fighting variations hunter + melee but healer will never peel with you and never accompany you running around a pillar, this isn’t fun for him or very confusing

and my favorite, if you are sufficiently demonstrated your ability to put with the pressure and you are not the target, but the target doesn’t know how to do damage under 2 x melee, e.g., a newbie destro doesn’t know that he can just rotate his mobility and spam conf, sburn, rift and instant incinerates… then devoker’s carry potential comes into play! so this is a 2 vs 3 and a loss without planets aligned and crits!

spammable sleep walk talent can’t come soon enough, this is like ticket from mordor <3

I don’t bother to Devoker pvp much due to how horrid we were in it every single time I tried it.

With shuffle Devokers are decent primarily due to burst. Once you burst and use all your mobility, you’re as crap in shuffle as you are in regular pvp, until all your stuff comes off cooldown again.

While you’re waiting for that you basically have to hope your teammates help and step up (LOLOLOL)

pain.

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I try to end it as fast as possible. I’ve had other players trying to figure out what happened after a sub 10 second match that shows my dps at 80k with the next highest player at 12k.

I just said, “Sometimes I get lucky.”

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The biggest problem I see with Devokers at lower ratings is positioning and movement patterns. They tend to run in circles around the middle of the map and, while they think they’re “kiting,” they fail to mitigate a lot of the incoming damage.

I’m not saying this is your problem necessarily, but good positioning is the last thing most players learn, yet it’s your first line of defense as an Evoker. Less experienced healers can also make things difficult, but melee lobbies are actually our best lobbies.

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Oh for sure, and early on that was an issue I faced. However, I realized that once I was better ‘Pillar Humping’ at lower ratings, you take so much damage in spikes that a healer not paying attention for 1 second, mirroring you properly on pillars, or just ya know… sitting in CC no matter how much you try to help.

That is where my main complaint lies, there is no button you can hit in a situation like that, or nothing that prevents you from just getting trained harder. I get that at higher ratings it is not as big of an issue, due to better healer positioning, but that should not be the barrier for entry in playing this class, it needs a response, or a way to PERSONALLY deal with these issues, other than just “hide and hope”. Renewing blaze is a fat joke, and with dampening, our 2 instants are kinda garbage. Honestly I wish we would just get more range… that would fix many of the issues.

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Use VE/rescue as outs when no defensive hovers left

That is a given. I count that under ‘Mobility that doesn’t matter because you are gonna get hit by range or chased down by melee in under a second anyways’.

Rescue can be nice though, but it is hilarious when you pull somebody out and they run right back to where you pulled them from… I love low CR :slight_smile:

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If you’re getting run down by melee, you aren’t really using your mobility properly

The game feels entirely different depending on the teammates I get, from a pretty fun experience (win or lose, I get to actually play the game) to the most miserable and depressing one where it feels like matches are 1v5 and there is nothing I can do.

When its good, I get to trade my cds efficiently, position better, cc and watch for kicks, pump damage even if I have to stand still for a sec. I feel safe enough to be in control, go for better setups for our trademark magic trick, help and save teammates etc.

When its bad, teammates simply don’t react, you get no peels, healers don’t trade anything or even look at your frames until you are 20% no matter how much you do to help them, letting you constantly drop, burning all of your defensives and hover, wasting good setups having to disengage or self heal, kite away from the fight waiting for them to catch up…

Some lobbies devolve into 3 NPCs holding W at you, using every kick, every stun, every purge on you and without any support, dispel or peels, being constantly in danger or flopping over its extremely miserable. Even when you top damage through all of that + self healing a lot… you still lose, which is so unrewarding.

Sometimes you manage, survive (keeping yourself alive through tryharding) until the second rage to close the game (cause no one else will).
Other times (especially losing some games and getting stuck in brackets full of trolls and alts) it feels hopeless, having so little support from the team that you’d die every time as some sort of pve race when you’re the squishy target.

I really want to play the spec, and I have fun with it when it works (not saying I am perfect or that I couldn’t play better) but when it doesn’t work its so frustrating, more so feeling like you are at the mercy of what others do or don’t as if it needed special care that others specs don’t require.

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Oh for sure, getting away for 2 seconds is a nice bonus, but having to BE IN MELEE RANGE TO DO DAMAGE, makes it near impossible to kite or sustain damage without taking it, sadly other than our root, our only out is a slow that is tied to doing damage IN MELEE RANGE. Mobility doesn’t matter when you get away maybe once or twice, but have to again, BE IN MELEE RANGE to do damage, and with as squishy as the class is, that is no fun with a low CR healer.

That is exactly my issue, while you have a few smaller outplay options here and there, you are 100 percent at the mercy of other players, more so than any class in the game. For instance, you can get 2k just scatter trapping on a hunter and setting up kills… why is that so easy aside from the class being easy mechanically? Because they have all the defensives and mobility of a Devoker, +Range, an amazing cc setup, and a blanket immunity. Devoker can out damage them sure, but with hunter you have all the tools needed to be successful on your own, even with crappy teammates. Just an example.

The more I think about it, just a bit more range, and giving Devoker Emerald Communion would be nice. At least something to do in a 2nd stun other than die.

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Don’t forget that on top of that range they are natively able to do a lot of their dps and cc on the move without having to burn a cd for it, with decent mobility tools (and slows / roots that aren’t on a 2m cd) while not having to worry about interrupts.

They also have a great survival tool and not talking about turtle or roar, but the way feign death can (on top of its utility) break the nameplate causing enough confusion to count as a defensive on its own (lol)

I actually don’t mind the range as much as others, but it feels awkward at times being tied to hover charges that you might need to get away, while at the same time having to counter intuitively run up to melees to be give them easier access to kick your cast /cc or simply catch up to you.

Its like we are missing some core functionality, where the hunter combines the best of ranged and melee, having range, mobility and physical casts, Devoker feels on the other side of the spectrum, combining short range with interruptable cast and overlaps between offensive and defensive options like being able to cast on the move and actually being able to get away or protected casts at the expense of the very little defensive capability we have (and a pvp talent)

It can feel super awkward when out of hover or scales with the short range and squishiness, channel / casted damage especially vs melee.

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can you exaggerate more?

Of course I can :slight_smile:

Evoker defensives are pretty solid… I die much easier on many other specs.

When all of your glides along with scales/blaze are down yeah pretty squishy for a moment, but so are most specs.

Outside of coolies should be casting heals, roots, CC and throwing in some dps between. Then pew pew and hope you crit.

Run away, flapping like a chicken and screaming.

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