Making use of Seismic Slam (Augmentation)

Playtesting Augmentation, the obvious CC combo we have going is Upheaval into Landslide when utilizing Seismic Slam. Seismic Slam, which slams airborne enemies to the ground for a 2-4 second stun, seems great and I love the flavor of it. But in practice I am finding that I cannot consistently get Landslide to reach airborne targets that have been sent airborne just prior using Upheaval.

Is this an issue others are experiencing as well? Do we feel like the travel time of Landslide is just something we nee to work around, and be closer to groups that we want to stun? Or do we feel there is another way this combination of spells and effects could be changed to make utilizing this cool form of Crowd Control be more consistently attainable?

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If you’re not using an @cursor macro to fire off landslide immediately, you need to take the talent that increases the knock up time.

The talent you are referencing increases the knock-up duration only for the primary target. Do you feel like it should be necessary to use an @cursor macro (which I do use, and still is not enough while at long range in many cases) to facilitate the use of this seemingly intentional combination of spells and effects?

It seems to me that if using these talents together as a multitarget crowd control combo is intentional design, which it seems is the case, than its use should be able to be consistently used with or without an @cursor macro, and within the full (albeit limited) range the Evoker has to cast each of those spells.

Or do we feel it is intentional that Landslide is not meant to be used as a stun following Upheaval for more than the only the Primary Target?

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Try oppressing roar

Yes it’s cumbersome but how exactly do they fix the interaction with travel time

Does Oppressing Roar increase knock-up durations? I thought that was independent of such modifiers. Also are ok with that stun then being locked behind a 2-minute CD?

Also surprised there has not been more input on this, as having access to a frequent 4-second AoE stun seemed like a big selling point for M+. The difficulty in making it function seems like a pretty major barrier.

Augmentation is ultra tanky and the combos for this will just be smoother if you’re close to melee range. Additionally, if you take walloping blow in the class tree you can also proc slam off of that.

It’s not ideal, and honestly I’m not sure this will even be meta from the conversations I’m having, but if you want to run it you’ll definitely want it to be closer to melee range.

When I tested this on the ptr, I was unable to get a landslide off even with walloping blow. Maybe its a haste thing.

Could be a ping thing too idk. Mine isn’t great since moving to the east coast but with an @cursor macro I was able to get it most of the time.

Sorry for interupting, stuck out of town for work and had some augmentation evoker questions i cant figure out.

Is Ebon Might hard capped at 4 people?

Time spiral lets us take 20 seconds (30seconds talented) off cds. A spec built off small cds, this seems insane. It also lines up with every second BOE and it got me thinking. With time spiral could you buff 8 people in a raid during your Breath of Eons?

Pri-Ebon Might (pre pull).
Empower R1 (40 sec cd, 2nd Empower R1 (30 sec cd), Living flame (if i got my timing right, you have to living flame here to eat up a second or two)
Then time spiral into Second Ebon Might.

If i got my timing right, ebon might should be coming off cd by the end of time spiral.

Breath of Eons here, adds 5 seconds to 8 ebon mights. (Hover or recall back to the group to keep buffing them).

Empower spells should be coming off cd soon here thanks to time spiral. If you cast hover to walk back to your group, saving tip the scales for this part made sense in my head. They would add another 6 seconds to 8 ebon mights.

Now this is where im having issues. Group A was buffed first, Group B second. Both groups would be blasting for the full Breath of Eons, but Group A buff will end 8-10 (based on procs and eruption casts) seconds before Ebon might is back up and I cant fogure out how to properly transition from this 8 man burst phase back to 4 man standard rotation without dropping the buff for so long.

Im sure the rotation isnt optimized yet and im trying to theorycraft a way to make this work smoothly. Would the talent that gives time spiral 1 second longer be better during burst phase? No clue.

Imagine this, but with lust on pull…

Edit: miss timed. After BoE you spam eruption. This fills in the time before empowered are back up