I love the focus on the red aspect. It has great potential. I was just curious with the addition and theme around dots with this hero tree addition, if we should experiment with catalyze (Dev) effecting all dots from the evoker rather than just fire breaths dot. Just a thought.
I’m excited about flameshaper (ruby adept) tree. It’s going to bring some key things evoker is lacking from a pvp standpoint. While also giving the extra oompf to top it all off in a fun and engaging way.
button bloat, at least from the devoker’s point of view, is not, in fact it is something that was missing, something to complement the simplistic rotation of the class.
I worry about this over time. I don’t want Evoker to get a lot more rotational button cruft over the years like the other classes in this game have to deal with. I hope it remains on the lower end of buttons rotationally.
I really like it, will the talents change around on the left side so we can get the dot application without going through aoe talents in single target builds?
You can already get Ruby Embers without pathing to aoe. We currently take engulfing blaze, but we still use that talent node in all builds, unless you’re talking about something else?
No we simply mean to change the color scheme. Not the spell type. It would suck from immersion perspective to have a red fire spec and be stuck casting a blue colored spell. We simply want a visual change, or even a glyph would be nice. Ultimately a glyph would be preferable and allow people more choices. Evoker could really use some glyphs, we’ve all been asking for some.
You trigger EB even by spamming on yourself when your full hp. EB procs work by cast, (if you cast 5 of them in a single cast, each of them have a chance to proc EB caped at 2 stacks of course) regardless of whether your healing or damaging and regardless of the targets health.
Read my post again. If you use Dragon rage you have a 100% chance to trigger it. However, it will not trigger with a 100% chance if it does no damage or healing
Ruby Adept is a better name, I agree. I would also go for Ruby Sorcerer. Flameshaper sounds so clunky. The only name worst than that would be spellslinger for mage. Nobody even considered Archmage as the obvious choice.
Also, I think they should change the disintegrate spell color with a glyph instead, it would please more people to have the choice.
Yeah I thought they should at least have a poll on what name the players like best. As well as the capability to have the title with their associated hero tree was. I think ruby adept would win. Just has that class fantasy feel to it.
I also thought Scalecommander tree should’ve been named winglord. But it is in their hands.
Overall, I think this tree is pretty cool. Engulf looks like a really cool spell and titanic precision seems pretty crazy, especially if multiple crit strikes from azure strike means we’ll get two essence bursts from one AS.
The main feedback that I have for this tree is that it does little to breathe life into talents that are either very lackluster or just flat out dead. This tree will likely do nothing for talents like Firestorm, Feed the Flames and Everburning Flame. You may want to consider reworking these talents or just replacing them with better options so that the whole left side of the tree has some amazing options for our red spells as devastation.
I would like to, possibly, see a change to the trailblazer talent. The enhanced 50% speed is excellent, however the 50% further distance for the initial leap to hovers would make it even harder to control then it already is and likely to overshoot your angle or passage way. Not an issue when moving in a straight line, but it’s still and issue.
Instead I think, perhaps, increasing hover’s duration by another 2 seconds or 3 would be preferable. It would mitigate the potential overshoot, and alow better character control/positioning for longer.
Also, does cosume flame work offensively for preservation evokers? I hope it does. It would really help with soloing mobs, if we had a little bit more aoe.
Are Flameshaper’s going to have Dispel Protection in PvP?
It’d be really easy for teams to negate the core design of Flameshaper-Devastation with Dispels. Healers have them on short CDs and multiple DPS can Dispel, such as with Reverse Magic.
Seems like the Engulf talent needs passive dispel protection for our DoTs. At least for Firebreath, which is key to the final capstone
So Devastation tree has dead talents such as Firestorm and Snapfire/Raging Inferno choice node combo. To possibly make at least Firestorm an option for Flameshaper. I would suggest making Firestorm count as a “dot” to synergize with Engulf as more “dots” increases its overall damage. Which is perfectly fine, I like that. Firestorm as well should be instant cast to make it where it doesn’t clash with your major cooldowns like Dragonrage when active. As for Snapfire/Raging Inferno nodes are tied to how Firestorm works so by adjusting Firestorm, those nodes become an option. For Snapfire, you would simply remove the instant cast part and keep the 15% to reset Firestorm from Living Flame. Now will this suggestion “fix” Firestorm and Snapfire/Raging Inferno combo? Probably not, but it would now synergize with Engulf and becomes an option that could become something more with a simple numbers adjustment. This also makes it an unique interaction when talented into Flameshaper.
So this is the inherent problem with the suggestion, even though I like thinking about ways to make this viable. I also am not huge on the idea of hero talents forcing talent pathing, but to an extent I think that’s unavoidable.
Firestorm needs to be fundamentally changed before this is even remotely considered because even as instant cast it would currently suck. That’s a start, but the bigger issue is that firestorm is absolute trash as an ability.
If you made it count as a dot for engulf it would either:
Still be undertuned so it feels bad to press besides it buffing engulf.
Be overtuned and be a must-take for flameshaper, even in single target.
I like the idea of making it count, but it should have a ravager-type design intent where it will follow the target, and it should to have a path that doesn’t sacrifice our single target damage.
The whole pathing of the dev tree needs to be re-examined to make any of this possible, either way.