Feedback Evoker fire build and Dracthyr

this analysis is based on observations and numbers from other players as I don’t have access to the alpha.
The devastation evoker has two types of abilities in its build, red and blue dragon abilities, while red is focused on area damage and blue is focused on single target damage. but apparently the blue skills end up having as great an area damage potential as the red skills, in addition to being much more powerful in single target.

firestorm: A cool Ability, but it should be a power-up ability, just like fire breath. the value of this skill is much lower than that of Eternity Surge which has high damage on single target or up to 8 targets. in addition, on the blue side of talents, the evoker ends up receiving two boosting abilities, while those who opt for the red side end up with only one, boosting abilities in my opinion are a very unique aspect of the class, and with a red build having only one ends up losing a little that side.
stormfire so it should be a power-up skill, which increases damage as you charge the spell, the Snapfire talent, should keep the skill’s cooldown remaining and causing it to be cast at full charge instantly.

maybe Pyre should offer a higher value on the main target when used, today it’s just an area damage skill, which is way below Disintegrate, in build reds you might want to use this skill, but it has a very low value in 1 target, and ends up losing too much to disintegrate it. maybe make it similar to the druids’ “Starfire”, where the damage is higher on the main target and reduced on other targets.

about the Dractyr as a race: it would be most welcome if we could fly our own mount. the animations for that already exist and the immersion it would give us would be incredible. it doesn’t have to be like the druid’s flying form for him to instantly enter, just give us the ability to fly.

Okay so i’m seeing a pattern that people don’t really understand what the rotation is supposed to be like. When you are in a red build, you do not use only red spells, and the same with the blue build. Regardless of what you’re doing you’re using both.

You have a red ST filler and Blue ST spender, and then you have a blue MT filler and a red MT spender. The talents are a little weird and don’t really shift you towards a single target or multitarget build on either side, they both do both, and it allows you to pick a preference of playstyle.

Steady sustained red build with good aoe, vs. bursty blue build with good cleave. I am wondering what the optimal talent builds will look like when they’re finished fiddling with it (they implied some changes were coming based on feedback)

To be honest it feels like they could have been two separate specs entirely.

Red = sustained AoE, dot management in ST, and more chance based damage profile, with bouncing pyres.

Blue is cleave/burst/funnel, a decent amount of control, too, with all the slows.

It seems like (current tuning aside) you’d use red on Fort weeks and blue on Tyrannical weeks or weeks with lots of kiting.

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maybe the player factor is a differentiator here.
maybe it makes more sense to use some skills in a given situation even though I don’t have a specific build for that skill.
I believe they just made a specialization to prevent us from having cases where one spec would shine too much and the other would be forgotten.

maybe when we are in M+ with higher levels where the mobs have a lot of life the red build will stand out more.
hybrid builds with a little of each should be popular in M+ too, I’m looking forward to seeing how this class turns out in m+

Test not trying g to see what build is better then another one got awhile before that all said and done test test test

I don’t have alpha so the only thing I can say based on observation is that:

Red= sustain; healing, sustained damage along with direct damage and dots, at first it seems that haste would be his best stat, but I don’t know how it scales.

Blue = Burst, RNG, favors crit.

both have good AoE options.

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red is full AOE while blue has a little bit of AOE the point is, blue has a lot more damage on 1 target, can’t it compete with Red in AOE too? it’s weird looking at some alpha logs, maybe it’s because mobs in DGs die very quickly.

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Red requires things to live a while to be optimal. Blue does not.

I feel like blue is going to be more of a general use flexible build while red is going to be more focused. You can get more out of red if things live long enough, it’s about extending the dot from fire breath in the ST build.

From what i’ve heard, red actually does more damage in both single target and aoe scenarios, but it requires 2 things to make that true. A: Targets gotta live a while, and B: You gotta be able to turret.

Blue is more versatile, you can do more in it without needing to swap talent builds too much. Maybe less damage overall, but more adaptable.

Again though, numbers mean very little right now. We’ll have to see where they end up with the talents too. I have a feeling some evoker talents are bound to change soon.

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