Mines 150k hp
You have to kite, and dracthyr are really weak to caster mobs since outside Obsidian scales they have zero magic damage mitigation. They don’t have absorb shields, and their self healing is garbage.
Living Flame’s cast is way too long for how little it heals.
While this is a decent tactic, it also highlights how poorly designed Landslide is. We have a root with a 90 second coodown, (three times the CD of Frost Nova) with a buggy, janky aiming system that is clumsy to use and will error out if a stray dust particle blows in to the targeting reticule.
All this on a spec that is effectively melee range with cast times and virtually none of the reliable CCs/defences.
We told them all throughout beta. They didn’t listen as usual.
Evoker is squishy! I started struggling around 67 too. Part of it is the new level cap phenomenon where once you start getting upgrades from quests, you no longer outgear the mobs so questing is the hardest it will be until you start getting gear. I’ve started to get heroic gear and I already feel less squishy than I have since 67.
The other thing is that evokers rely heavily on their mobility and cc so I talented to maximize my mobility and cc. Forger of Mountains is basically essential. Your cc won’t break for most of a mob’s health (and it lasts a long time!) so you can gather a pack, landslide them, and then AoE them down.
I also took aereal mastery, extended flight and tailwind to get the most out of my hovers, as well as heavy wingbeats (a shorter cd on knockback is more valuable than a knock up) and walloping blow also gets you more cc out of your racials. Renewing blaze is also essential for the times when you do have to briefly face tank as well as fire within to reduce its cooldown. And of course obsidian bullwark for the extra charge of obsidian scales.
The downside is that I had to pass over a few DPS talents to get all those cc, mobility and defensive talents. The upside is that between kiting, cc, and (briefly!) face tanking with a defensive, I almost always have an option to not be taking damage.
You could tell you were weaker lvls 67-69, but I never had much of a problem. At 70 in ilvl 340, I’m finding things pretty easy so far, not taking much damage at all really out soloing and I find self heals pretty adequate. I don’t face tank stuff like I would on my Blood DK though. Some mild suggestions.
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Pack kiting. Talent AS to hit 3, stack up Pyre, and slow 30%. Run in circles around your targets with the following macro. Tab target each cast if more then 3. Can get 5, sometimes 6, often without getting touched.
/castsequence reset=3 Azure Strike, Azure Strike, Azure Strike, Pyre; -
Tough mob, occasional big pack. Burn cooldowns at the start to take advantage of mastery. Smart use of knockbacks, hover, and slows to kite and burn. Hardly ever need the root.
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Self heal
/castsequence [@player] Verdant Embrace, Emerald Blossom;
67/when you get to the Azure Span is the gear check. I got there fairly early at launch and general was full of people from all classes asking why they were suddenly being hit like a truck.
I’d been very lucky with dungeon drops and managed to keep up so I didn’t feel any weaker. You simply do not have a major emergency button, so if my combo doesn’t go off as planned… those 20 mobs I pulled go from an easy kill to a graveyard run.
That’s right about when I started having trouble to. End of the Planes to the start of the Span. Did kind of make me wish I had gone leatherworker on my evoker as crafted equipment is incredibly good this xpac,
The 25 range is pretty dumb yea we are very squishy and we don’t really have the damage to take down mobs fast enough to justify such short range.
The amazing mobility is pointless while leveling since mobs are heavily grouped and jumping around everywhere just pulls more mobs.
Found myself in an endless loop of mobs being pulled when I end up kiting perfectly and I end up dying quick when I try not pull everything. Honestly extremely frustrating even with all the aoe we have nothing feels enough
Use Craft Orders.
We Crafters are waiting and willing.
I honestly found it easier to solo as preservation until you have more gear. You can actually face-tank multiple mobs and have very little risk of dying.
I’m level 70 with 369 ilvl and I still feel squishy, lack of substantial survivability is hurting the class pretty bad, and it’s compounded by the 25 yd range, it is very easy to get clipped by a cleave or melee AoE as an evoker (because you never really play the 25 yard max range you are usually closer to 15-20 yds) Obsidian scales and renewing blaze just don’t cut it for live saving buttons and having to spam living flames long cast time on yourself doesn’t feel good.
We literally have an anti-execute baked in where our damage diminishes the less HP the target has. Was on my third M0 for Ruby Life Pools (gotta get everyone in!), and you can taste your wet noodle when trying to put down those mobs that super-enrage at low HP.
So that’s what it is!
I always wondered why mobs seemed to survive when they shouldn’t large pulls in open world and it seemed so difficult to aoe them down as the lower they got the less damage I did and I always have to hit them one more time when they hit 1 hp, which in most situations give them a chance for one more hit on me and usually means I’m dead.
It’s feels so bad. Not as bad in group play since the tank takes those hits but in open world it’s a nightmare. I’m already playing around with other classes as my df main cause I don’t think this will work.
It’s just part of the leveling pains. Every class is weak around that level as we lose out on stats each level up while mobs scale up. Once you get to 70 and get a lil gear it’s no longer an issue.
You gotta learn to kite as an Evoker, I kite powerful bosses that kill other players all the time out in the open world while everyone around me helps kill them thanks to Hover. Saved a few Mythic dungeon runs too last week after the tank died and I held the boss off for a while for a battle rez or we just finished the boss off.
You probably already know this, but for anyone else reading it might be helpful to realize why devoker crutches so hard on Dragon Rage: for it’s duration you get the full effects of your mastery as if the target was at full health. This is why it’s really important to be able to extend it with your empowered spells.
This for sure…
I used to feel squishy on my Mage. Now I consider him Godzilla in comparison to the soup sandwich that the Evoker is.
I am 70 and ilevel 345 and I am extremely squishy. It’s getting to the point where I don’t want to play the class, which is disappointing because otherwise I like the skills and character quite a bit. 1-2 open world regular strength quest mobs should not require all my def cooldowns, multiple rounds of healing, and barely surviving the fight every single time. Get a 3rd mob in there and it’s back to the graveyard. I’ve played balance druid and warlock, and I don’t have any issues with them. Maybe “extremely squishy” is why this is an “advanced” class, but I’d rather the reason is because skill usage offers challenges, not because fighting basic mobs feel like you’re fighting elites.
I gave up playing a Dev Evoker half way through the first zone because they are squishy