The ability lools great and deserves buffs, not removal. Make it instant and give it a larger radius and better damage.
I still think the best way to do it is sort of like arcane bomb. Cast it at a target and the damage radiates out from that.
If not, make it follow targets like ravager.
Iâm up for whatever, I just canât believe some people will ask for visuals to be pruned when this game updates and introduces new visuals once every other century. I donât play games just for numbers simulators, part of the RPG is the thematic visual spectacle.
We used to get new spells and visuals for each spec up until Legion, and then all went downhill in BFA onwards where we got same expansion prices for far less features and content than Legion.
Add a passive ability to the tree that lets us use transmog. That would make this a lot more balanced and fun to play I think.
Imagine adding full transmog but only for 2 of the specs and only if they choose a specific hero tree
Imagine using the term âbalancedâ to reference something completely cosmetic on top of it .
After peeking at the Alpha talents on the Calculator, Engulf looks like it will actually end up incredibly strong. 370% base damage scaling and Iâm only worried that itâs going to get nerfed into the ground, depending on how the 50% bonus for per DoTs and the 20% from the talent are applied⌠Looks like we will be frontloading 2+ full Disintegrates worth of damage per Engulf to make for some pretty spicy explosions even before figuring out the Consume Flame interactions.
For those playing alpha, does this hit the fantasy of flameshaper?
From the outside perspective an insta cast spell every 20-30 seconds added to our regular rotation doesnât seem like a lot in terms of âIâm a warrior of the red flameâ
I feel like living flame, fire breath and heck, even pyre can be more of a part of this. Honestly it feels like scalecommander will use pyre more.
Even if Engulf is strong, I donât get a good sense of the fantasy of the spec currently.
Anyone else feel this ?
I also think itâs weird Firestorm is still under tuned into non-existence
Itâs a little sad that we havenât had a single change to spells or the talent tree. All theyâve done so far is reduce the threat we generate as devastation, I hope it wonât be long before we have some changes in the trees of the 3 evoker specs.
the class tree is from before the release of Augmentation, it would be cool to revamp bringing some Aug concepts to the class tree, and creating new ones for Aug.
About the hero talent, Flameshapper, it seems very disappointing in practice, especially in comparison to Scalecommander, both in visuals and in: what this talent is doing to change my class.
Devastation
Ruby and Azure Essence Burst turn into a single node
Power Nexus - Increases your maximum essence by 1 and your essence regeneration by 10%. (Just like Windwalkers for Devastation and Preservation)
Mastery to be Reworked with Season 4 tier set with the one change of Empower spells extend the duration of when Obsidian Shards blaze with power instead of just a hard cap of 5 seconds.
Ruby Embers reduce to 8 seconds instead of 12.
Feed the Flame replaces Firestorm into the middle of the tree and reduce to 6 casts instead of 9.
or
Pyre has chance to stick or embed itself to an enemy and pulses fire damage within 8 yards over y seconds before exploding for z damage.
** Innate Magic, Enkindled, Honed Aggression, Raging Inferno, Snapfire, Imminent Destruction, Everburning Flame, and Power Swell Reworked. ***
Innate Magic and Enkindled turned into 1 point nodes to have easier access to Heavy Wingbeats / Clobbering Sweep Or just make a path from Obsidian Bulwark.
Why is Tip the Scales still a 2 min cooldown? You already Nerf Fire Breath in PvP so why canât we use it more in PvE. Reduce to a 1 minute cooldown. At least to Preservation.
Wishlist
Devastation and Preservation bump to 40 yards.
Weakening Echo: Your spells weaken the targetâs resistances, making them mores susceptible to YOUR abilities as their health decreases past 30% health.
Bond of Ice and Fire
Every 3rd cast of Fire Breath turns Fire Breath into Spellfrost Breath.
Spellfrost Breath - Exhales a beam of spellfrost inflicting x% damage every y seconds over z and afflicts them with Deep Chill.
Deep Chill - Inflicts x% damage over 8 - 12 sec and reduces movement speed or attack speed by 30% speed over its duration.
Every 6th cast of Disintegrate turns Disintegrate into Searing Beam.
Searing Beam - tear into an enemy inflicting x% fire damage to all enemies within 8 yards.
Leaping Flames - now also affects Eternity Surge.
Dragonâs Wrath: is an instant-cast ability with a 2 minute cooldown; Channel the combined power of the five dragonflights, creating a devastating burst of energy that
damages all enemies in an area and provides various benefits to allies within 30 yards.
Area Control: Within the affected area it debuffs enemies by reducing enemies attack speed, increasing their vulnerability to nature damage. Also, enhance an allyâs melee physical damage to inflict nature damage, increases a healerâs potency, or grant haste for allies.
*** For Dragonâs Wrath - Esssence abilities reduce the cooldown of Dragonâs Wrath by 2 sec and Empower by 10 seconds. **
Salvo
Eternity Surge now strikes a single target instead of additional enemies.
Nightmareâs Grasp: Launch a projectile that wraps the target in nightmarish tendrils, slowing and damaging them. If the target cannot be slowed damage is increased by x%.
Temporal Shift/Temporal Distortion: Inflicts a slowing effect on enemies in an area that reduces their movement speed and attack speed.
Earthshatter/Rampaging Earthshaker: Slams the ground with tremendous force, causing tremors at a targeted location stunning enemies.
or
** A stun thatâs not related to deep breath at all. **
Dreamwalk: Teleports to the Emerald Dream, allowing for quick positioning and healing.
Dreamwalk: Phase into the dream realm, making yourself temporarily invisible and immune to damage.
Aspectâs Aegis: Channels the protective power of the Dragon Aspects, providing a shield to absorb incoming damage.
Earthen Shield: Summons an earthen shield, reducing incoming damage for the you and nearby allies.
Life Shield: Projects a protective shield that absorbs damage and heals the Evoker over time.
Guardianâs Grace: Augments your Life Shield with the ability to redirect a portion of absorbed damage as a healing aura to you and nearby allies.
I could support a world where heal empowers are a 1 min TTS and DPS is two, but I donât think DPS really needs it at a 1 min d.
Itâd be a nice qol for dungeons when you gotta deal with mongo melee burst devaluing your mastery, but otherwise it aligns perfectly well with Dragonrage windows. It does feel odd that this spell is a capstone for usâŚ
Ive tried beta and flameshaper feels great with devastation. Engulf is just fun to press, you get huge numbers. Great synergies with fire breath. You really feel more like you are playing a dragon now.
Engulf looks cheap,generic and lack creativity do you think that is what dragonflame looks like be serious
I feel like hero talents should be transforming certain key spells. Like flameshaper should just turn disintegrate into a red spell, they could also pull.more inspiration from Alexstrazsa from HOTS although primarily a healer.
Maybe let us light both allies and enemies on fire and keep trying to grow as many fires as possible, which we sort of have with engulf doubling cinders, but more focus on that gameplay.
Allies burning are healing and maybe burning nearby enemies in combat by flaking off little cinders to fly at enemies.
Maybe have some extra cauterize type flavor/utility like a choice node to let us remove physical debuffs. Could be potentially too good but augs canât get flameshaper so.
And visually have the targets burn brighter the higher it gets
I donât really get why engulf has 2 charges when it seems like you would just always send both charges. You get 2 stacks of spell haste, you want to buff your dot dmg at their highest possible, etc. Would be nice to have some other reason not to just send both I guess
For burst on your opener. Also so that way you are never ever wasting a potential usage, while you wait for your opportunity to use a charge, the otherâs cooldown will still be rolling
You are generally lining up your usage of engulf with 5 (five) different factors.
- Enkindle from your essence spenders (50% more damage added to engulf)
- Fire Breath (50% more damage)
- Ruby Embers (50% more damage)
- Red Iridescence (20% more damage)
- Shattering Star (20% more damage)
Lining up shattering star may not end up perfectly depending on a number of factors, but the rest of those things must all be used together every time you want to cast engulf, and since red iridescence only lasts 10 seconds youâll want to sit on your engulf until right after you fire breath. Having two charges makes it easy to get the most out of it.
Edit: I assume youâre referring to Dev flameshaper since you mention DoT damage.
When would you ever only dump one charge?
I can only see myself doing both charges at once
This would absolutely ruin iridescence, lol.