Feedback: Evokers

  • will evokers get more body types (drakonid)?
  • will there be changes to the running animation in dragon form (it’s stiff and robotic right now)?
  • will there be support for at least their tier sets in dragon form?
  • will there ever be tank spec?

As superficial as it is those are my main reasons why I don’t want to play one. Actual gameloop of pres was fun, dev was ok even if simplistic, aug just never got into as it doesn’t have good feedback of your own performance.. but the superficial stuff is what keeps me away Bliz.

5 Likes

Would really really love a tank spec makes my tail thump so hard everyone thinks it an earthquake going on :dracthyr_yay_animated:

4 Likes

With more players trying out the Beta, and no changes in almost three weeks, I want to reiterate the two biggest remaining issues (besides bugs) that most Alpha testers and commenters seemed to agree on:

  1. Rising Fury ramps too slowly
  2. Dragonrage lasts too long

Rising Fury does make Dragonrage feel stronger and maintaining it feel important. While I would prefer no ramp, it can work as long as you don’t get left too far behind at the start of big pulls or during Bloodlust. This should take at most 20 seconds to ramp up, leaving half of Bloodlust to overlap Risen Fury. A design that ramps based on your spell casts, and maybe offers some immediate benefit, might be better.

Rising Fury’s ramp is tied to Dragonrage’s duration; the design intent here is still unclear. We can easily get 6 extensions (3 of each empower) for a 48 second duration and almost guarantee 8 extensions for 58 seconds. After this, additional extensions are possible only with Eternity Surge but can reach 68 seconds and maybe more. Such long duration explains Rising Fury’s slow ramp-up but makes it really important to maintain Dragonrage for the full minute-plus; adding on Risen Fury’s bonus 20 seconds, most of our damage is inside a buff window, and any interruption (sometimes unavoidable due to fight mechanics) will drastically undercut your damage.

I hope we get at least some acknowledgement of these issues before raid testing begins; both the class and the raid will feel bad if there’s too much pressure to maintain a buff for 90 seconds. The most straightforward solution is some mix of:

  • Reducing Risen Fury’s stack timer to 4-5s
  • Granting stacks based on empower casts or essence spent instead of time
  • Reverting Dragonrage to the Dragonflight tuning (14s duration, +4s per extension)
  • Restoring the cap to Animosity, somewhere between 4 to 8 extensions

I have also been thinking more about this problem:

I may be alone in caring a lot about this but it’s because I’ve been there before, and I hated it. I played Devastation (exclusively) in M+ in Season 3 of Dragonflight, mostly out of spite; I wanted to beat my own record after having been forced to play Aug in Season 2. As soon as I achieved that goal, I practically quit the game.

Playing around this effect in dungeons is demoralizing. I can control my damage, but I can’t control routing, dungeon layouts, healer mana - or prevent my teammate from walking into a frontal right as I reach the top of my ramp, forcing us all to wait for a res before the next pack. I lost count of how many times I watched helplessly as Emerald Trance’s after-Dragonrage bonus, and all those free essence bursts, faded away. Not being able to use the effect felt like not having a tier set equipped; when this happens with Risen Fury, it will feel like a wasted talent point.

I am likely to NOT talent Risen Fury 4/4 in content where I can’t guarantee its usefulness. This applies not just in lower dungeons, but in world content, pvp, etc. The first 3 points are always useful, as long as you get at least 30 seconds of Dragonrage. The 4th is only useful if you know that combat will last longer than the practical limit on Dragonrage - or if you are very committed to chain pulling at any cost.

It’s not OK to simply say that this will get better in higher keys, or that you’ll benefit from it on bosses but not on trash. It’s the ‘transformative’ final point of your ‘Apex’ talent, it should be impactful as long as you play correctly, not stolen by circumstances outside your control.

The design provides some ‘insurance’ against Dragonrage ending too early and gives the Apex some contribution outside Dragonrage. I’m not convinced this is valuable; I want to do more damage during Dragonrage and less outside it - if we need this extra uptime then why wouldn’t Dragonrage extend further instead?

What bothers me is that on failure (Dragonrage ended too early) the insurance pays out well, but on success (you killed everything during Dragonrage) it spends itself uselessly, taunting you with essence bursts every 4 seconds. Dragonrage is designed to fall off once combat ends since you aren’t casting spells to extend it, which guarantees this effect will trigger when you least need it.

If there must be a bonus that only applies outside Dragonrage, then I simply ask that you let me choose when to use it, just like I choose when to use Dragonrage itself. Let me delay the effect if I don’t need it immediately, as long as I use it before my next Dragonrage cooldown.

A simple way to do this is to let me activate the effect by re-activating Dragonrage, while it is on cooldown and not active.

It would be nice if Risen Fury gave an effect that scales with Mastery, which is strongest only during Dragonrage and devalued by bonuses outside Dragonrage; and it still has problems with trying to spend 5 essence bursts quickly on a timer. Perhaps this could actually give you a second use of Dragonrage but with no Animosity extensions?

Another option is to convert the stacks into a resource, so we can weave them into our normal rotation; perhaps when Dragonrage is on cooldown and not active, it’s replaced with a new spell - something like Essence Bomb from the Flameshaper tier set, but with Tyranny baked in - and you gain one charge for each stack of Rising Fury when Dragonrage ends.

Edit:

Adding on to this - it seems like Risen Fury’s after-Dragonrage bonus is only meant to help you in cases where Dragonrage doesn’t last long enough to end a fight. It’s not really helping if you fail to maintain Dragonrage for its maximum duration (you still lose the Dragonrage uptime, when you could have had both), or in fights where you don’t start with Dragonrage.

Perhaps a simpler way to fix this is to convert the effect to a bonus that actually applies the entire time you don’t have Dragonrage. Something like this:

When Dragonrage ends, you gain Risen Fury, granting the damage and haste bonuses of Rising Fury, decaying over time based on the remaining cooldown of Dragonrage.

This buff would cover the entire window until your next Dragonrage, and is strongest immediately after Dragonrage ends, but decays more slowly if your Dragonrage ended early. This would help reduce the difference between a shorter and longer Dragonrage, without being an all-or-nothing bonus that you lose completely if you can’t re-enter combat immediately.

Edit 2:

Removed part of first suggestion after checking that Rising Fury actually does give a stack on cast; takes 24 seconds to reach 5 stacks, the same as Emerald Trance. A faster ramp, responding to player casts, is still preferable.

I have also seen suggestions to simply pause Risen Fury while out of combat; I don’t like this because its technical and non-interactive, and you might re-enter combat earlier than you want to do damage. But if a technical fix prevents this from simply throwing essence bursts away, I’ll take it.

For example, I have noticed that Risen Fury displays a stack count, based on the number of Rising Fury stacks it converted. I keep expecting this to go down each time it grants an essence burst; the number of bursts remaining is not conveyed in any other way except doing math from the duration. This could be split into two buffs, with the first one counting the number of bursts remaining, with no duration limit. Any time you are not capped on essence burst, consume one stack, granting an essence burst and a 4-second damage & haste buff. This would prevent overcapping bursts and let you carry the buff for a short while.

4 Likes

Feed the Flames feels underwhelming compaired to Shattering Stars.

Shattering Stars will be launched in almost every combat as it is casted when you use Eternity Surge. That is less than 27 seconds rotation on how often you use it. With Eternity’s Span and Star Salvo picked you launch Shattering Stars at every target.

Yes Firestorm is an AOE ability but the usefulness is limited to AOE and you have to be quick on the AOE at that. 6 Pyres costs a total of 18 Essence. In the last expansion with the talent that made Pyre into a 2 Essence cost ability, this might be possible but I haven’t even gotten it off once outside of target dummies. Stuff just dies to quickly. This will only become useful in high end keys but this talent most likely will not be picked even with Flameshaper seeming to be doing well.

If you want these two abilities to reflect each other then I would make Feed the Flames proc off each Fire Breath you use. This would make it a lot more useful for Flameshaper, the primary user of this talent, and allow it to reflect what it was before a 15 second cooldown ability. This also would make Flameshaper a bit more interesting as Firestorm would benefit from Scorching Embers talent since it is a red spell.

2 Likes

Bug:

Deep Breath (Scale Commander) sometimes teleports the evoker back to the start point randomly when cancelling it early.

Chronowarden Feedback

Tested this on Aug, but Pres is gonna run into the same problems.

Massive haste stacking feels out of control.
You end up so juiced on haste that the game literally lags and you can’t even spend Essence fast enough, so it starts overflowing.

Here’s the current stack on pull:

  • Base haste from gear: ~30%
  • Primacy: up to 9%
  • Temporal Burst: 30%
  • Plot the Future: 30%
  • Fury of the Aspects: 30%

That’s 150%+ haste at the start of a boss.
Do we actually need that much, or should some of this power be shifted into other stats or redesigned so the opener doesn’t turn into a GCD choke?


Nozdormu Adept – Prescience CD reduction

This makes Aug overcap Prescience even harder.

In the opener you go:
2x Prescience, EM, Breath of Eons, FB, Upheaval, then dump Eruptions as many as you can.

Casting Prescience in the middle of that is a huge DPS loss, so the charges just sit there overcapping.
War Within already has this issue, and shaving 2 more seconds off the cooldown makes it worse.

The direction shouldn’t be “more Prescience casts.”
It should be fewer, more impactful Prescience casts so each one matters. Something like:

  • Keep it a longer CD
  • Make it stronger (ex: still 3% crit but also gives the target some cooldown reduction or another meaningful effect)

Right now Aug ends up forced to spam a low-impact buff they often don’t have the globals to maintain.


Time Convergence wording

“Non-defensive abilities with 45 second cooldown or longer grant 5% Intellect.”

What abilities is this actually referring to?
Ebon Might? Dream Breath? Something else?

It’d be way clearer if the tooltip just named the abilities instead of using this weird reverse condition wording. Most players skip this talent because they can’t tell what it affects.


Inner Radiance talent pathing

Inner Radiance is a self-heal.
Requiring it as a prerequisite for a 4% magic damage buff doesn’t make sense.

Can this be reordered so we don’t need to spend a point on a personal heal just to unlock a DPS node?

1 Like

Any word on if evokers will ever get to be in their visage form while in combat?

(Obviosuly some spells would require you to shift to dragon).

There are some really cool evokers sets. Shame you never get to see them.

8 Likes

I’m following this feedback with some interest as a Dev player who hates Aug (played it Season 2 of Dragonflight and rarely since) but wishes my other spec would actually be fun for me.

The problem of Aug’s “spreadsheet” gameplay in raids was never due to Prescience; it was the design of Ebon Might that forced you to plan targets in advance. You could only switch targets when you recast Ebon Might, every 30s unless you were able to extend it longer. You needed to apply Prescience (and position near a 3rd or 4th target) before casting Ebon Might. That meant if you wanted to buff a DK hitting Pillar at 45s you needed to decide around 25s to cast Prescience on them for your Ebon Might at 30s; it was very difficult to react to unexpected changes, like someone dying or a mechanic being delayed.

Meanwhile in dungeons you could simply cast Ebon Might on cooldown and it would always hit the right targets. I always found Prescience purely annoying to cast; it’s effectively a raid buff at 3% crit, why should I need to recast it constantly? The increased duration from Mastery and other effects would cause auto-targeting it to sometimes go on a healer or tank if the damage dealers still had duration remaining, so you had to manually target it.

The new design makes raid Aug play like dungeon Aug; simply press Ebon Might and do your rotation. But Prescience feels even more pointless to cast in both contexts. I would almost recommend removing it from the game, but then Aug would have no way to express mastery of the ‘support’ role by understanding who to buff and when.

I agree that Prescience should be a more impactful, less frequent cast, with more focus on using it on the right target at the right time - instead of a maintenance buff like it’s always been in dungeons. My suggestion would be:

Remove the 3% crit buff and instead make Fate Mirror the main effect of Prescience. This could be a longer cooldown, shorter duration buff with a much higher chance to proc (or instead of a proc on cast, copy damage they dealt recently, like Chronoflame, to make it more forgiving). Make the gameplay about putting Prescience on the target who is doing the most damage right now, and pooling Prescience charges for high-damage moments.

This would recapture Ebon Might’s target-selection gameplay, but without the constricting uptime management. It should be enough to glance at frames to see who is in cooldowns, or at dps meters to see who is on top, and decide to send a Presience charge at them. Unlike Ebon Might which must be refreshed on cooldown, you should be able to pool 2-3 Prescience charges when you know adds are spawning, or there’s a damage amp soon, or no players are in cooldowns.

Prescience being annoying to cast is one of the main reasons I don’t play Aug, and I would love for it to feel like an impactful damage spell, instead of a pet that must be fed constantly and watched to make sure it doesn’t run off on the wrong target.

yes, it’s very fun.

more haste even, 200%

Wasn’t able to do much testing so far, but wanted to add my feedback for Pres. My current skill level is that M0s are challenging for me, and I’m 1200 in Solo Shuffle. My worry is that the spec is very directional now. I still get tunnel vision and I stare too much at my party frames, and I lose track of where my party is and which direction I’m facing. So I’ll sometimes load a Stasis with Temporal Anomaly and Dream Breath, and fire it in the completely wrong direction when I’m panicking. I’m nervous about being effective in arenas trying to find my team makes and repositioning to make sure my Dream Breath will hit them, and effectively using Stasis with Dream Breath, vs how reliable Stasis was with Spiritbloom.

Also, why is Rewind is a required talent? It seems like Rewind goes against the new philosophies of smoother damage intake. Rewind was only worth using when health bars went from 100% to 20%. If that’s not happening anymore, it’ll be a weak 4 minute cooldown, no?

2 Likes

(speaking as pres/flameshaper)

Good question. I’ve not run any raid/m+ yet (just dungeons with followers and they are terrible so I get to heal a lot) and the button press seems so useless. I really feel like I don’t have a “woops” button like shaman with healing tide totem or spiritlink. Before we had Emerald Communion or Tip the scales+ spiritbloom…. now ? I guess I can echo everyone and VE but thats a lot of GCDs when you need it fast.

2 Likes

I’m hoping that anyone from blizzard see my message.

It is related to Evokers and to me more important than talent or Apex are the animations.
Can someone from Blizzard please take a few second and look at the combat idle animation in visage form?

Why are evokers using unarmed/punching idle animations? They are casters and should use caster idle animations.

PLEASE I BEG YOU! Devour DH are having the same issue someone confirm that it’s intended (I hope not!) or give me a glimmer of hope.

This literally annoys me every time I log in to play. :frowning:

For reference:
reddit with images and OP explanation

2 Likes

super quick for everyone ….. is essence frames broken?

also my dream breath only last 7 seconds…. on a rank 1 cast flameshaper… and last 1second on chrono…. is there a fix for this or are they just bugs for now

1 Like

Yes, I too have been getting the lua error about essence frames being broken/not showing up.

Additionally, I have noticed an odd bug with the devastation talent strafing run. The talent allows for a second cast of deep breath within 18 seconds of casting the first, however sometimes, and its random on when it happens but the strafing run buff is never used and just allow you to spam deep breath as much as you want. The first time it happened was yesterday when I finished up the Atal’Aman delve and I was able to just spam deep breath while questing out in Zul’Aman. I would even let the buff fall off and wait the minute out to see if it would do it again and it would. It eventually stopped when I flew into the land mass to the right of Zul’Aman. It did not happen again until I logged back on today when I was near the target dummies in Silvermoon, and I was able to spam cast deep breath for about a minute straight when I bored and moved on.

1 Like

Yup, definitely an issue. The Dream breath seems to be the top rank breath no matter if you do it at 1 or 4. My rank 1 should last 22 seconds according to tooltip. Right now it also heals for same amount per tick at rank 1 as 4.

Engulf was fun for the big damage numbers but thats about it. The animation left a lot to be desired and had massive threat issues.

1 Like

Just a few of my thoughts from beta so far:

Chronowarden feels like it’s missing something compared to flameshaper considering flame can cast empowered abilities 4 times and chrono only can twice. I’d like to see a chrono hero talent that allows tip the scales to reset the cooldown, or grant another use of fire breath or dream breath.

Lifebind feels like a very niche talent now since it can’t be echoed, but it’s mandatory to move down the tree. Maybe it can be replaced by something like flow state and have it reduced to a single talent point.

Some hero talents need attention as well. Life cinders for flame feels confusing. If renewing blaze heals based on damage reduced during scales, does it heal our target for 50% of our reduced dmg, or does whatever damage they reduce during that time heal them for 50% of the amount taken? If they don’t have a defensive running does it just heal for nothing? Some clarification or a rework is needed there. Afterimage loses a lot of value with having fewer empowered abilities. Maybe this can work with our apex talent as well.

In general for pres, disintegrate needs to do a lot more damage to justify the essence cost. Spamming chrono flame does more damage even if we spec into natural convergence and energy loop.

Aside from tagging mobs or applying a slow, can azure strike deal meaningful damage? Maybe give it a cooldown and have it do a lot of damage and grant essence burst. It’s felt like a dead button every since evokers were created.

The new verdant embrace talents feel out of reach for chrono builds as well and they both feel like you’d want to take them given the hot/haste benefits of Chrono from VE, but you have to give up a lot to get there.

The spec tree always has me feeling like I’m one or two points shy of a complete build regardless of what I’m trying to do because of how mandatory many talents feel. Blossom talents could probably use some consolidating as well to open up build diversity, but I don’t want to play pres if blossoms are THE way to play. I prefer they just be a secondary source of healing.

In general I’m still enjoying pres. The extra essence bursts during temporal burst feels fun to spam out blossoms or prep some manual echoes for bigger heals. The apex talent is fun and powerful as well. Looking forward to testing some m+ to really see how healing feels.

3 Likes

idk why but I always found that endearing

Second this! I have been thinking the same for a long time. Upranking isn’t always valuable so Tip is often used just to save cast time, at least for Dev. I would love if it gave a free use of any empower, ignoring cooldown, like Snapfire works on live for Firestorm. This seems appropriate for Chronowarden, giving Aug an extra Shifting Sands and Pres an extra Dream Breath to fill Stasis. I also think Aug CW should get the 60s CD for Tip; 90s is fine for Pres to align with Stasis, but Aug wants to save it for 2min Breath.

Azure Strike is a dead button for Pres, because it doesn’t generate essence burst; it should just be replaced by Reversion. It’s also basically dead for Aug because Pupil of Alexstraza is so strong, even without Chronoflame. Maybe replace Strike with Prescience and let Protracted Talons buff Reversion and Prescience somehow. But Strike should not have a cooldown for Dev, although I would like if Azure Sweep always gave essence burst. Even with tier set, it feels weaker to spend Sweep when you have Leaping Flames which can proc multiple bursts.

Non-Sweep strikes just need to do more damage. The buffs it got in alpha help, but it needs to be competitive with (non- Engulfing Blaze) Living Flame in single target, and meaningfully stronger on 2+ targets, even if it won’t be a big fraction of your overall.

My wishlist for Azure Strike:

  • Buff Protracted Talons to +2 targets
  • Make it hit one target a second time, for each missing target, so it always deals full damage on 2+ targets, and doubles the base damage in pure single target
2 Likes

This has been corrected and the dream breaths last as tooltip suggests.

However I noted that when using emerald blossom on a rank 4 DB or a rank 1 DB, the consume heals for the same amount. So using a high rank to get big consume doesn’t happen ;(. The “healing burst” at initial DB is where the extra healing is for the ranks.