This is a feedback thread for Devastation Evoker gameplay in Midnight. I am primarily M+ and raid focused with some small pvp experience; the spec is currently at its lowest performance and popularity in M+ falling far behind Augmentation. There has been no iteration on the spec since early Alpha - there were ZERO patch notes for Devastation in 12.0.5 - so I want to share what I think is working and what is broken; hopefully we can get some improvements in 12.1
Below are my top suggestions for the spec right now; I will discuss each point afterwards to explain the problems I want to see solved.
Dragonrage & Mastery & Apex:
- Delete Rising Fury
- Buff Giantkiller to 2% per point (10.1.5 value) and reduce floor to 20%
- Delete Animosity, and baseline Tyranny into Dragonrage and Deep Breath; replace them with a new choice node:
- A: Dragonrageâs duration is increased by 18 seconds and Giantkillerâs floor is increased to 35%
- B: Dragonrageâs cooldown is reduced by 60 seconds and it gains a second charge
- Mass Disintegrate, Eternity Surge, and Twin Flame should prioritize high-health secondary targets
Core Abilities & Talents:
- Buff Fire Breath
- Buff Eternity Surge +100% and reduce Scintillationâs damage ratio from 40% to 20%
- Buff Pyre +100% and give it reduced damage beyond 8 targets
- Buff Shattering Star and remove Star procs from Scintillation
- Buff Charged Blast; increase the stack limit with a decaying bonus for stacks above 20
- Make Fire Breath consume Charged Blast stacks, increasing its upfront damage only
- Convert parts of the Season 1 tier set into talents in 12.1
- Rework Iridescence
Scalecommander:
- Reattribute Bombardment damage to the source Evoker on in-game damage meters
- Rework Wingleader to proc its cooldown reduction from Mass Disintegrate damage instead of Bombardments
- Change Onslaught to grant Azure Sweep instead of Burnout and also proc when you cast Dragonrage
Flameshaper:
- Make Conduit of Flame scale with target health matching Giantkiller
- Buff Twin Flame; move Enkindle out of its choice node
- Rework Consume Flame to trigger an aoe from a single Pyre target
- Delete Scorching Embers and revive Everburning Flame
Survival:
- Buff passive defensives; massively buff Panacea and/or make Nourishing Sands a class talent
- Give Evoker a new minor defensive; revive Renewing Blaze and/or make Molten Blood a class ability (self-cast only)
Thereâs a lot to explain here, I will try to keep this concise, but I want to be thorough about it; I may edit this later in response to discussion.
Dragonrage & Mastery & Apex:
Devastationâs Mastery was excessively nerfed in 10.2 reducing it from a healthy 2% to a pathetic 1.5% per point. Iâll spare you the maths, but this made Mastery a weak, ineffective stat that barely breaks even (compared to Haste or Versatility) when you maximize your Dragonrage uptime. As a result, we no longer build much Mastery or play around it all; our cooldown is tied to our Mastery, and it has felt weak ever since. Rising Fury fails to make Dragonrage feel strong, and makes it much harder to time properly, often providing seemingly no value.
The Mastery nerfs in 10.1.5 and 10.2.0 targeted a problem in Devastationâs raid performance: low damage during boss execute phases outside of Dragonrage. The nerfs did not fix this because they made Mastery even worse against low-health targets; the real fix was the 30% floor introduced in 10.2.0 which guarantees a minimum effectiveness outside of Dragonrage. Unfortunately this was paired with excessive % nerfs - driven by misinterpreting 10.1.5 data where Dragonrageâs value was inflated by the Blazing Shards effect - which caused us to mostly abandon Mastery.
Outside of raids, Devastationâs Mastery struggles to finish off targets in dungeons or pvp whenever Dragonrage is not available. Ideal play is to delay using Dragonrage until enemies are low health, taking advantage of Giantkillerâs passive value at the start of a pull, then activating Dragonrage once it decays too much, and finishing them off during Tyrannyâs effect. A long duration makes this easier, because you can press Dragonrage early and it will last until enemies are dead; but the long cooldown of Dragonrage makes it often unavailable when you need it. The solution to Giantkillerâs problems is to let us play around it, with shorter, more frequent Dragonrages, choosing the right time to activate Tyranny based on enemy health; if you always have Dragonrage when targets are under 30% then you donât need the floor on Giantkiller at all. In contexts where this isnât possible, like raid bosses, you instead need a higher floor for effectiveness.
This can be implemented easily, using simple tech inspired by other classesâ flexible cooldowns:
- Buff Giantkiller to 2% per point (10.1.5 value) and reduce floor to 20%
- Delete Animosity, and baseline Tyranny into Dragonrage and Deep Breath; replace them with a new choice node:
- A: Dragonrageâs duration is increased by 18 seconds and Giantkillerâs floor is increased to 35%
- B: Dragonrageâs cooldown is reduced by 60 seconds and it gains a second charge
These changes are meant to be taken together, and require the removal of Rising Fury (because its ramp is too slow for a shorter Dragonrage and its after-bonus prevents delaying Dragonrage). Increasing Mastery to 2% makes it an effective stat again and makes playing around it rewarding. Choice A offers the familiar Dragonrage with a long duration on a fixed cooldown, and a high floor to guarantee effectiveness outside of cooldowns. Choice B offers more flexibility so you can align Dragonrageâs effect to enemy health without losing uptime, saving it to execute packs in dungeons or vulnerable targets in pvp; good timing offers a high reward, but the risk is higher as you will lose more from the lower floor when doing this wrong. Class reworks for Midnight promised a focus on smart use of cooldowns as a driver of performance; picking good targets and using Dragonrage to counteract Giantkillerâs falloff should be Devastationâs skill test.
Rising Fury should be replaced with a proper Apex that works regardless of when you press Dragonrage (and actually does something when you donât have Dragonrage). Its current design is frequently useless in dungeons where many important targets die in less than 30 seconds; itâs hard to use on bosses where you may need to cast Dragonrage far in advance of an add spawn or damage amp phase; and it clashes horribly with Tyranny. If Dragonrage comes off cooldown partway through a pull - perfectly timed to execute packs with Tyranny - it feels terrible to press because this will guaranteed waste Risen Fury after the pull. But activating Dragonrage at the beginning of a pull means you are getting the worst possible value out of Tyranny, by wasting it on full-health targets; if anything even survives into your Risen Fury window, you will be hitting mobs at low health without Tyranny. Because Risen Fury activates when Dragonrage ends, you always gain its effects just as you lose the effectiveness of your Mastery. The Alpha change that reduced Animosityâs effectiveness made Dragonrage worse, because its shorter duration is now less likely to last until the end of a pull; it would have been better to delete Risen Fury and keep Animosity uncapped (or a higher cap), so we can make more use of Rising Fury with Tyranny.
Risen Fury is simply a bad design that replaces 20 seconds of Dragonrage with 20 seconds of a worse effect; it turns Rising Fury into a ramp to nowhere that runs straight off the cliff of Tyranny. The ramp itself is not fun to play around, mostly useless outside of boss fights, and does nothing to help our damage on the many pulls where Dragonrage is not available or comes up late. It should be good to activate Dragonrage late in a pull when enemies are low health, not punishing because you have less time to ramp. Itâs time to fix Giantkiller and give us proper tools to play around its falloff instead.
- Mass Disintegrate, Eternity Surge, and Twin Flame should prioritize high-health secondary targets
This might seem like a big ask, but it ties back into our Mastery. Devastation in Dragonflight played around its Mastery, which rewards focusing the highest-health target (instead of sniping low health targets with an execute button), and quickly swapping to new targets entering combat (which can be difficult for other specs). I no longer think about my Mastery at all; War Within shifted the focus to rotational effects in hero talents. The pruning effected a return to Dragonflight pacing, but it lacks the motivational aspect of a strong Giantkiller. Focusing big targets should be a defining goal for Devastation and our spells should aid in doing this effectively. Many classes with target-capped abilities would love this effect too, but only Devastation pays a special penalty for hitting lower-health targets because of Giantkiller; Mass Disintegrate cleaving onto low-health minor units can significantly degrade Giantkillerâs value. Our cleaving effects should be targeted to synergize with Mastery and make it more effective. (Note that Preservationâs healing Twin Flames should prioritize low-health targets instead.)
This does not need to be extremely smart and always target the highest-health enemies; it should be the playerâs job to pick the healthiest primary target. But cleave should generally prefer healthier targets, perhaps with a random weight based on health; the goal is to frequently pick secondary targets that give positive Mastery value (>1% effectiveness) before targets that give negative value (<1% effectiveness). Larger enemies will tend to stay above this threshold longer, and should be magnets for Eternity Surge missiles while smaller enemies soak up Pyre damage.
Core Abilities & Talents:
- Buff Fire Breath
- Buff Eternity Surge +100% and reduce Scintillationâs damage ratio from 40% to 20%
Both empower spells are extremely weak right now, which makes upranking empowers rarely worth doing. The rotation outside cooldowns now leaves plenty of room to uprank empowers while waiting for essence, so these buttons need to be satisfying to use when you have the opportunity. Eternity Surge in particular has never been strong; its value is driven by Scintillation procs, and upranking in aoe deals less damage than a Mass Disintegrate. It needs a very large buff, with a compensating nerf to Scintillation so that only the on-cast damage increases. There are also too many talents buffing Eternity Surge, which are difficult to afford; I have more suggestions to make here but a direct buff is the first step. Fire Breath is also weak and feels almost useless for Scalecommander, except as a way to generate Mass Disintegrate. The buff to Consume Flameâs ratio for Disintegrate saved Flameshaperâs single-target, but hid the relative weakness of Fire Breath.
- Buff Pyre +100% and give it reduced damage beyond 8 targets
Pyre keeps falling behind and needing buffs; it gets overlooked due to raid-focused tuning and Mass Disintegrate holding up Scalecommanderâs damage at low target counts. Flameshaper, which relies entirely on Pyre in dungeons, performs poorly at low target counts and needs very large pulls to catch up. A weak Pyre is also bad for Scalecommander because it leaves all our damage up to Mass Disintegrate, which doesnât scale to larger pulls, and devalues Charged Blast.
Both specs would benefit from retuning Pyre to deal more damage at low target counts, balanced by the usual falloff curve. This would even out Flameshaperâs performance across pull sizes and make Pyre and Charged Blast more relevant for Scalecommander at low target counts. The current tuning of Pyre overtakes Disintegrate at four targets (before considering effects like Volatility); it should be roughly doubled so that Pyre and Disintegrate are about equal at two targets, and a Mass Disintegrate roughly equals Pyre on eight targets.
Pyreâs linear scaling is exciting for very large pulls, but itâs not ideal for dungeons with varied target counts or for killing small numbers of stragglers at the end of a pull. Having a spender tuned for very large aoe only is hurting both specs and leaves us waiting for buffs every tier. Both specs have access to other tools for scaling into large aoe (Deep Breath, Firestorm) and would do better with a stronger button for small aoe.
- Buff Shattering Star and remove Star procs from Scintillation
Shattering Star deals very little damage (itâs hard to see how little because the built-in meters merge it into Eternity Surge). Allowing Scintillation procs to trigger Shattering Star was a strange choice; this ties its value to another talent, already geared towards sustained single-target fights. Star Salvo doubles down by requiring an expensive talent to combo this effect with Eternityâs Span, and adds to the bloat of Eternity Surge talents. Remove Star procs from Scintillation, and buff the base Star and its empower rank scaling significantly; let it reward spending extra time to hit more targets by also doing more damage to your primary target. (I would even consider removing Star Salvo if this allows for more direct buffs to the base Star and Eternity Surge.)
- Buff Charged Blast; increase the stack limit with a decaying bonus for stacks above 20
- Make Fire Breath consume Charged Blast stacks, increasing its upfront damage only
The nerfs to Charged Blast made it too difficult and unrewarding to prioritize clearing stacks with Pyre and ruined one of Scalecommanderâs signature effects; we no longer track Charged Blast and waste many stacks casting Blue spells back-to-back, which is easier to play but feels like you are doing something wrong. This can partly be improved by buffing Pyre, but it wonât feel good to have a strong Pyre and waste Charged Blast stacks because we canât cast enough Pyres to spend them. Please increase the stack limit; this could have a reduced effect when consuming more than 20 stacks at once to add flexibility without concentrating too much damage.
I also wish Charged Blast was more generally useful now that its main function of buffing Pyre is so reduced. Why not let Fire Breath consume Charged Blast stacks (in addition to Pyre), increasing its upfront damage but not the damage-over-time? This would give Scalecommander a chance to clear some stacks with another Red spell - one usually followed by a Mass Disintegrate overcapping stacks - and rewards upranking Fire Breath. The effect would trade off with Catalyze, which buffs Fire Breathâs damage-over-time and requires lower rank casts; you might choose between Catalyze and Charged Blast based on your preference for upranking, hero talent, and how much you expect to cast Pyre.
- Convert parts of the Season 1 tier set into talents in 12.1
- Rework Iridescence
Azure Sweep is fantastic but may become a dead talent after unequipping our current tier set. It needs these effects added to the talent tree in 12.1; at least baseline the damage bonuses and second charge, leaving out the Eternity Surge cooldown reduction.
Iridescence is a minor effect but deserves attention because its gameplay is broken by Azure Sweep. We used to optimize for Iridescence by avoiding casting Azure Strike when we want to consume Blue Iridescence with Disintegrate (or Mass Disintegrate). Azure Sweep makes this difficult, but applying Iridescence to Azure Sweep gives much lower benefit. Overall we ignore Iridescence and try to get what value we can from it passively, which is âapproachableâ but unsatisfying, just like overcapping Charged Blast stacks. Thereâs also a weird interaction for Flameshaper where casting Fire Breath can apply Iridescence to a second Fire Breath. Iridescence should be reworked to only apply to essence abilities, or else replaced entirely with a new talent; it has never felt truly satisfactory as a capstone with inconsistent value compared to other talents that directly buff the same spells.
Scalecommander:
- Reattribute Bombardment damage to the source Evoker on in-game damage meters
Bombardments are attributed to the triggering player, and not the source Evoker. This is deceptive; an Evoker would likely deal the same total Bombardment damage without allies helping, and players donât think of Devastation as a âsupportâ spec that deals damage indirectly. It is impossible to judge your own contribution from the in-game meters, since you cannot compare your damage to other players in your party. It is equally impossible for other players to judge your contribution, but they donât know that and will do so (incorrectly) anyways. Developers took responsibility for providing feedback to players by implementing built-in meters, so it is imperative that they provide accurate feedback. This issue is significantly undermining the specâs perception in the community, including the satisfaction players get from playing it themselves, and for no apparent benefit. Bombardments might as well just be an âaoe dotâ that doesnât require any damage from you or your allies to trigger its effect; no one could tell the difference.
- Rework Wingleader to proc its cooldown reduction from Mass Disintegrate damage instead of Bombardments
I complain often about forced target-swapping to spread Bombardments and maximize Extended Battle procs. I now have a second complaint: Wingleaderâs cooldown reduction scaling with Bombardment aoe makes your rotation dependent on other playersâ gameplay, with no obvious feedback. This became apparent on Mythic Vaelgor and Ezzorak; many Evokers struggled with unreliable Deep Breath timings, because tanks positioning the bosses slightly too far apart (in a fight where putting them too close Enrages them!) would cost you 50% of your effective cooldown reduction. This may be a âskill issueâ but it is not your skill and the game gives no feedback to your tanks when they are doing it wrong. I wish Wingleader procâd its cooldown reduction from Mass Disintegrate, and Bombardments were just damage. If you play correctly, hitting as many targets as possible with your Mass Disintegrates (something actually under your control) then you should get the maximum cooldown reduction. This would also reduce the feeling of âanti-funnelâ on Mass Disintegrate (it loses primary-target damage for each secondary target added) by making this a tradeoff for increased Deep Breath cooldown reduction. This would require some tuning, especially for Augmentation, and might increase Deep Breathâs cooldown in single-target, but honestly some would appreciate not needing to Deep Breath as often during hectic boss fights.
The simpler fix is to buff the splash radius on bombardments, but itâs already disappointing to have an effect on a priority target that splits damage so I really donât want it splitting even wider in dungeons. Moving the cooldown reduction off bombardments instead would also remove the need to spread Bombardments for Extended Battle (now just a minor damage optimization). Thereâs another reason besides target-swapping that I dislike gaming Extended Battle: It highly prioritizes casting Mass Disintegrate immediately, so that all your Pyres trigger extensions. It should be okay to cast a few Pyres first, to wait for spawns/movement/Iridescence or kill off minor units so your beams will hit bigger targets, but Extended Battle attaches a penalty to pressing Pyre whenever you have a Mass Disintegrate charge.
- Change Onslaught to grant an Azure Sweep charge instead of Burnout and also proc when you cast Dragonrage
One simple, fun suggestion for Scalecommander. Onslaught was always laughable as a hero talent, and is worse now that we often ignore the Burnout charge because Azure Sweep (and even base Azure Strike) are stronger. It should give an Azure Sweep charge instead, and proc when you cast Dragonrage, letting you start every Dragonrage with a strong generator; this would feel great with a 60s cooldown Dragonrage. I would happily share this with Augmentation; they already borrow Devastation tech with Squadron Pyres, but Burnout is weak and Chronowarden is the Living Flame spec, not Scalecommander; Azure Sweep is cooler and would have strong synergy with Echoing Strike.
Flameshaper:
- Make Conduit of Flame scale with target health matching Giantkiller
Conduit of Flame reinforces Devastationâs Mastery by increasing your damage (and essence burst chance, with Titanic Precision) against high-health targets. This currently has a hard cutoff at 50% health, which is weird, frustrating, and harmful to Flameshaperâs execute damage. It should be updated to fall off gradually just like Giantkiller, with the same minimum floor and maximum effectivness during Dragonrage. (For Preservation it should maybe do the opposite, increasing critical strike against low-health targets to reinforce their healing Mastery.)
- Buff Twin Flame; move Enkindle out of its choice node
Simply put, Twin Flame does low damage and isnât noticeable. It needs to contribute more of Flameshaperâs 2-to-3-target damage, at least if we donât get a Pyre scaling rework. Enkindle should also be separated from Expanded Lungs; without Enkindle, Flameshaper no longer has any direct spender buff, it needs a tuning knob to balance its damage between spenders and Fire Breath / Consume Flame, and get more benefit from our many spender-focused class talents. It was a mistake to buff Consume Flameâs ratio on Disintegrate; this ties Fire Breathâs tuning (very important for aoe) to Flameshaperâs single-target raid performance; it will be very awkward to constantly adjust these ratios and does not scale with other Disintegrate bonuses. A better approach is to move Enkindle so it does not compete with any bonuses to Consume, and buff its effect for Disintegrate - directly targeting the weakness in Flameshaperâs design, which is the fact that its effects donât scale with external Disintegrate bonuses even though Disintegrate is most of our boss damage. A similar approach was used for Hellcaller Destruction Warlock with the addition of âThrough the Felvineâ; Flameshaper would love to have Enkindleâs effect doubled during Dragonrage, like Malevolence does for Felvine; this would compete better with Scalecommanderâs Melt Armor.
- Rework Consume Flame to trigger an aoe from a single Pyre target
- Delete Scorching Embers and revive Everburning Flame
Flameshaper is fun in a simplistic way - it plays like base Devastation with a lot of haste, spamming Pyres - but breaks down outside of resource-generating cooldown windows. It suffers the most from a weak Eternity Surge discouraging upranking, and especially from not wanting to uprank Fire Breath due to losing dot duration that could potentially be Consumed. The Fire Breath talents that form the core of the spec donât read like hero talents, split into so many small pieces: one for cooldown reduction, one for dot duration, one for dot damage, one for dot speed ⌠Deep Exhalation is even an exact copy of the class talent Blast Furnace. Each of these amounts to a ~15% bonus to Fire Breath, multiplying together into a larger bonus, all of which are then subsumed into Consume Flame. This warps the entire gameplay around casting rank 1 Fire Breaths and consuming the full duration on all targets. Any time Fire Breath is applied to more than two targets, you must Pyre to consume it all, or you wasted your entire hero package. If you choose to Disintegrate a priority target, you will quickly consume its Fire Breath, and leave unconsumed duration on others, but need to reapply it anyways. Itâs difficult to deal damage to isolated targets or swap to new targets that donât have Fire Breath. The imperative to not waste Fire Breath dot in aoe flattens the spec and takes away gameplay instead of adding to it.
Thereâs a simple change that would make Consume Flame work for me: Each Pyre should consume duration only from its primary target, triggering an explosion that damages all nearby enemies (reduced beyond 5) without consuming duration from them; exactly the way it worked for Engulf. This would mean that a few Pyres will quickly consume all Fire Breath from one target, but leave it active on other targets. When there are multiple targets, you can swap between them as each runs out of Fire Breath, just like you do with Disintegrate on 2 targets. New targets that enter combat or any targets missed by Fire Breath will still take effective damage if your primary target has Fire Breath. And itâs okay to uprank Fire Breath; a rank 4 cast applies 10 seconds of dot to each target, enough for about two Pyres per target. This would play like Engulf did except the damage is split between Pyre casts instead of concentrated into one insane burst; and you need to pay more attention to the target of your Pyre casts. It would also have healthier scaling, doing more significant damage in small aoe. The current implementation amounts to a 15% bonus over Fire Breathâs normal damage at all target counts; this mostly relabels damage bars from âFire Breathâ to âConsume Flameâ without adding as much as it seems. By taking a small amount of Fire Breath from one target and adding it (with a large multiplier) to each nearby target, Engulfâs version of Consume Flame had a much higher effective bonus; something like 75% with each Engulf adding the equivalent of 18 seconds of Fire Breath damage to all targets, without removing their existing Fire Breath. It feels wrong that Consume Flameâs contribution is basically capped at some fraction of the original damage of your Fire Breath cast, regardless of how many Pyres you get. This change would make it so you can never consume the entire duration of Fire Breath from all targets in a large aoe scenario, at least before the cooldown of your Fire Breath, so every Pyre adds Consume damage, unlike the current design where you run out of Fire Breath before the cooldown. It leaves a lot more room to tune the amount of Fire Breath consumed by each cast and is less dependent on very short Fire Breath cooldowns.
(Aside: I think Preservation would also benefit from this design for Emerald Blossom. Consume Flame currently contributes very little healing, because it only procs from targets directly healed by the blossom, wasting a small extra heal on the same targets, if they even happened to have Dream Breath on them. It would be more useful if the primary target of each blossom - including blossoms spawned by tier set procs and seedlings - was consumed, triggering an aoe heal around them just like Engulf did only much less concentrated. This would make blossom itself much more effective as a group healing tool, although you would have to aim your blossom at targets with Dream Breath.)
Scorching Embers additionally punishes upranking Fire Breath by demanding high dot uptime to buff as many Pyres as possible. If this problem canât be solved - it has been reworked twice - then it should be removed just like Augmentationâs Molten Embers. There may be better alternatives, but I keep thinking back to its predecessor: Everburning Flame (âRed spells extend the duration of Fire Breath on the target by 1 secondâ). This was originally a choice node with an early version of Causality, making you pick between shorter cooldowns or longer durations, both of which increased Fire Breath uptime. It worked in aoe thanks to Pyre and Firestorm, but did not generate enough extension in single-target from only Living Flame, and was less effective than the cooldown reduction option which fed into extending Dragonrage. Its value was reduced when the choice node was separated, since shorter cooldowns require fewer extensions to fill, and it was removed and replaced with Scorching Embers.
Flameshaper can now solve a lot of Everburningâs problems: Twin Flame would add extensions from casting Disintegrate, and if buffed sufficiently would reward prioritizing Burnouts during Dragonrage to get more essence bursts and extensions simultaneously. Titanic Precision also favors Critical Strike, so you could give Everburning an extra .5s extension on crits just like Ebon Might. The cooldown-limit on extensions is solved by the extra charge of Fire Breath allowing you to delay your next cast. I find the extra charge often useless because itâs gone once spent and never recovers until you stop casting. Extending Fire Breath could reverse this; you gain a charge whenever you succeed in extending enough to not need to re-apply it for Consume. In single-target this would add a small amount of Fire Breath duration to help balance a higher Consume amount; in aoe each Pyre would add one second on multiple targets while consuming four seconds from one target, making it possible to juggle a short remaining duration for quite a while or even net positive duration with enough targets. Scorching Embers seems at odds with Consume Flame - when you consume you lose the damage bonus - but an extension mechanic could complement a more limited Consume and give some meaning to Twin Flame.
I have been deeply critical of Consume Flame in the past, and I still donât think consuming dot durations is a really healthy mechanic. But it manages to work in single-target without much disruption; it just needs to work in aoe without such a punishing disincentive to uprank Fire Breath. The goal should not be to consume the full dot from every target, but just to make sure every Pyre hits a target with Fire Breath to consume. Flameshaper for Devastation should support doing this in a way that allows and encourages upranking Fire Breath, for more exciting and powerful casts of its signature spell. Right now it just relies on tuning (primarily the shortened cooldown and extended duration of Fire Breath) to not run out of dot too fast, which is targeted for rank 1 casts.
Survival:
- Buff passive defensives; massively buff Panacea and/or make Nourishing Sands a class talent
- Give Evoker a new minor defensive; revive Renewing Blaze or make Molten Blood a class ability (self-cast only)
Evokerâs powerful proactive defenses and self-healing were almost all pruned away, leaving us with only Obsidian Scales (admittedly an incredibly strong button); we lack a short-cooldown minor defensive or a strong self-heal to use after a mistake or when healers are struggling. When Obsidian Scales is on cooldown or must be saved for a major event, my only real tool is Verdant Embrace, which only heals ~10% of my hp. It feels like my survival depends on rolling a critical strike with VE. Renewing Blaze should have just been nerfed, with reduced effectiveness or a cap on its total healing, instead of bolting it to Obsidian Scales. We need another buff to passive defense; and either improved self-healing (buffing Panacea does this without improving off-healing) or a second defensive button or both. I have a simple suggestion for some new class talents, repurposing an effect from Augmentation that was over-nerfed and left to rot:
- Molten Blood: Gain a shield for up to 30% of your maximum health, increasing based on missing health; 60s cooldown.
- Renewing Blaze: Molten Bloodâs shield now decays over its duration, healing you for its unused amount.
This would work like a hybrid between the small shield and self-heal buttons that are common minor defensives for many classes, while keeping the flavor of Molten Bloodâs missing-health scaling; draconic blood from your wounds forms a volcanic shield that burns away as healing fire. It functions as a shield to block incoming damage, but returns the health to you slowly over a few seconds even if no additional damage hits, so it can also be used to recover after damage.
Thanks for reading; Iâm going to end with a few more talent suggestions; these are lower priority for me than dealing with the major problems (Mastery, Apex, and Empowers), but would solve some pain points:
- remove Essence Attunement; Devastation should get this effect for free since we pay two points for Ruby + Azure Essence Burst
- move Eternityâs Span or Font of Magic to Essence Attunementâs location; add connections from Volatility to Engulfing Blaze and from Arcane Intensity to Eye of Infinity / Event Horizon (allow skipping one node when pathing to Feed the Flames or Shattering Star through the 2-point nodes on row 4)
- swap Heat Wave and Lay Waste; remove the âLay Waste taxâ for Flameshaper pathing to Volatility, make Heat Wave and Catalyze more affordable for Scalecommander, and encourage Flameshaper pathing through Living Flame nodes and Honed Aggression
- remove Eye of Infinity / Event Horizon and move Shattering Star up one row; or combine Shattering Star into Star Salvo; there are too many nodes on the blue side, the extra points are needed to path through red talents
- remove Eternityâs Span; this talent is needed to unlock 2-target cleave from Scintillation, which should be baseline; skipping it in dungeons without many 2-target fights massively undercuts the value of Eternity Surge upranking; Eternity Surge should hit 1/2/4/8 targets based on empower rank, putting more value at the end of the channel and gaining more benefit from Font of Magic
- consider retuning all Empowers on exponential curves like this, and make Font of Magic a talent that buffs each specâs unique empower only; Fire Breath should get this effect from Flameshaperâs Burning Adrenaline
- baseline Onyx Legacy or swap its position along with Burnout and the other Deep Breath nodes; Scalecommander shouldnât need to talent Burnout or Feed the Flames to get to Strafing Run and loses a capstone (Iridescence or Star Salvo) to Onyx Legacy
- baseline Causality and Power Swell or move them up a row or three, these are both critical effects now
- baseline Power Nexus or give it an additional effect, like doubling your max essence during Dragonrage; this talentâs actual value is too low to justify taking in most builds, but the 5-essence cap feels awkward now that Pyre costs 3 essence
- make Catalyze double all Red damage-over-time effects (Ruby Embers, Enkindle)
- make Enkindle a choice node with Essence Well or Legacy of the Lifebinder instead of Expanded Lungs
- extend or remove the timeout on Imminent Destruction stacks
EDIT: In the interest of discussion Iâm attaching a reply to a thread by @Baumritter of the Wyrmrest Temple discord on the EU forums. Iâm going to quote some parts and give my thoughts about the underlying problems with the spec.
I do think that Pyre should scale less towards high target counts. Iâm not sure what âsetupâ means but I donât want it; let me cast Pyre, Disintegrate, and Empowers as I choose based on the health bars in front of me, donât make me ramp or generate or pre-apply debuffs or something just so I canât do damage before other classes. Part of our mastery is that our upfront damage against new targets like add spawns or exploding totems is strong; requiring some âsetupâ on new targets would indeed defeat this. (I donât think Baum is asking for this, but I want to be clear that itâs not a problem to be âsolvedâ - itâs part of the design, and other specs have plenty of strengths we lack instead.)
Doing more damage to high-health targets isnât necessarily âpaddingâ - itâs supposed to be balanced by the lower damage at low health. It does encourage a playstyle of greedily swapping to new add spawns, then abandoning them for other players to finish once they get low, which can be seen as padding your damage on adds when you should be focusing boss or as going back to boss too early when you should be finishing off adds. This would be helped a lot by a shorter cooldown Dragonrage, letting you finish off adds with Tyranny instead of being tempted to go back and hit the healthier boss target; you would also be able to stay on the boss and passively cleave adds instead of swapping immediately, since you know youâll have Tyranny to finish them and donât need a head start on add damage. It does get frustrating for other players when Devastationâs burst is too high, allowing us to virtually one-shot targets and ignore its falloff; this happens mostly with very small adds like Void Orbs on Mythic Dragons, and was a good reason to remove Engulf and redistribute Flameshaperâs damage more evenly.
For me, Giantkiller is supposed to be a big part of Devastationâs identity, and it should guide your gameplay through targeting and timing your Dragonrages. The empower loop is core to the rotation, but I would like empowers to feel stronger themselves instead of just being generators for spender-boosting effects. The empower loop started as a way to drive Animosity extensions for Dragonrage, but this basically died when extensions were capped. Hero talents now provide this value instead; itâs important to get short cooldowns for more Mass Disintegrates or Consume Flame value. I think the empower-loop part of Devâs identity is fine right now and can live alongside our Mastery, even without Animosity.
But our Mastery is completely broken. The current 1.5%-per-point maximum yields an average effectiveness of only .75% whenever you kill a mob without pressing Dragonrage; the floor at 30% only increases this to .8175%; a Dragonrage uptime of ~25% brings this up to ~.99% which is what makes Mastery âabout equalâ to Haste or Versatility in sims and longer fights like raid bosses that average over multiple Dragonrage cooldowns. Giantkiller was fine at 2% where it gave an average effectiveness of 1% without Dragonrage and allowed you to achieve higher effectiveness with good use. While trying to fix the problem of too-much-damage-during-Dragonrage-and-not-enough-outside for raids, the overnerf to 1.5% actually created this problem for dungeons. If you equip too much Mastery you will do decent damage during Dragonrage pulls and crap damage on other pulls; you need groups coordinating big pulls on 2min cooldowns for this to work, and it ends up feeling bad because your allies also press their cooldowns at the same time, stealing your chance to win damage, and you suffer more than them on no-cooldown pulls.
I too would prefer to keep Giantkiller intact, and in fact I want it to have a bigger role in driving Devastationâs gameplay. For Mastery to be meaningful, it needs to have a guaranteed effectiveness higher than Haste or Versatility, so that you actually want to equip lots of it. There are ways to do this without increasing its maximum value; for example, you could change its falloff curve so that it starts at 1.5% but falls gradually to 1% at zero health, never dropping below the point where it gives ânegativeâ damage compared to equipping the same amount of Haste or Versatility. Personally I prefer the version with a high maximum and a steep falloff because it creates a stronger incentive and reward for using Dragonrage at the right time, as well as simply making Dragonrage stronger; this needs a short Dragonrage cooldown so you can react when mobs drop below the transition point between >1% and <1% effectiveness (which for a 2% maximum would nicely occur at 50% health). If you flatten Giantkiller, reducing its falloff and raising its floor, you reduce the reward for making good use of Tyranny, and leave Dragonrage with a mediocre damage bonus. I donât like this as much but it would leave more room for a design like Rising Fury, since it cares less about when you Dragonrage and honestly needs an additional damage bonus to make up for the weak mastery.
I have outlined the problems with Risen Fury and Tyranny; itâs less noticeable in raids because bosses have tons of health so their % doesnât drop as quickly, but it does impact your Dragonrages during execute phases, defeating the feeling of a ramp. A cheap hack to add Tyranny to Risen Fury could fix this but the whole effect just feels like a knock-off Dragonrage to me and not a real addition. I find the timed Essence Bursts more annoying than fun, they arenât better than guaranteed bursts on your fillers since you are going to press Azure Sweep anyways, and they can overcap during hectic moments. Pausing this effect out of combat isnât a real solution to me, it will just add pressure to the start of a pull when you already have all your resources, or waste itself while youâre waiting for a tank to gather and had to enter combat to kick a cast.
I also think thereâs a problem with the ramp making it hard to time Dragonrage for maximum value. A top evoker player even pressed Dragonrage 14 seconds before the pull on Mythic Beloâren as an intentional strategy to line up with the egg phase. Fortunately this doesnât seem to be necessary but itâs a crazy thing to see. The ramp is just too slow and you have no agency to make it faster; the shorter duration of combat in non-raid settings is also a real problem for this design.
I do think Rising Fury can be saved but it needs four crucial elements:
- Buff Mastery to eliminate the damage loss when you donât have Dragonrage
- Make the ramp faster and react to haste; I would make it gain a stack when you cast an empower instead of on a timer
- Remove Risen Fury and buff Animosity so we get more time with 5 stacks during Dragonrage and Dragonrage doesnât end too early
- Replace Risen Fury with a new effect that gives you part of Rising Furyâs effects when you donât have Dragonrage; for example casting an empower could give you 5 seconds of its damage bonus, and maybe also Tyrannyâs effect
This would work around a weaker mastery by caring less about it but giving you a more powerful cooldown window. Investing so much into ramping Dragonrage as the focus of our Apex basically requires that it be a long cooldown and that we be able to ignore our Mastery while itâs on cooldown. I would prefer a playstyle with a stronger Mastery and more reactive use of Dragonrage, and would delete Rising Fury to allow for a shorter cooldown. There were many better options for our Apex, starting from proven designs like Obsidian Shards or even the Jackpot tier set from Undermine.
I wonât quote the entire remainder of the post but encourage everyone to read it. I generally agree with criticisms of bad talents and the underwhelming state of Flameshaper, and we align on some points like replacing Scorching Embers. I have tried to present minimal solutions to what I think are the biggest problems, but I would welcome a full Flameshaper rework and some new talents.